Okay, so ‘Ardboyz Semi-Finals is in a few days and I have been thinking about revamping my original list a little for the next round.
I saw a few things in semis that were a little weak and need some improvement. First, was the Inquisitor with LD 9 Psychic Hoods sucks it. I only stopped one psychic power out of about 9 attempts. Another was that I used my melta vets too sparingly. I should be throwing them at the enemy sometimes and blowing up the LandRaiders before they get to me instead of waiting till they’re in range then popping them. I also saw that squadroned Leman Russes are kinda weak and that one of these lives almost as long, especially when Wolf Scouts and Snikrot and Kommandoes are sneaking in behind my static gunline every game. Having not played my IG in 5 years, my eyes were opened to a few things I hadn’t experienced in 5th edition playing a more gunline style army. For example, if you know the enemy has things that can come in behind your army at least move the juicy targets a little to make it harder to plant meltabombs. And if you know they will come in behind I should string my infantry along the board edge to prevent them from entering the back edge. I can also castle some tanks at edges to prevent outflanking deep into my territory.
With these few things in mind I made some changes to make the list seen below. The PBS I added because I hear how great they are online and want to see this for myself. I think they’re shooting power can be strong and the Weaken Resolve could work to help me pin Nob Bikers and such if I get lucky with the 14 Sniper Rifles in the army. I also stole the CCS Chimera to give the PBS for extra protection. Check out the list and at bottom I have a few more options I want some input on. And the Chimera that Infantry Squad #3 has is actually the ride for the Special Weapons Squad that hop in at beginning of game.
HQ |
|
Company Command Squad |
Company Commander |
Bolter |
Sniper Rifle x 4 |
|
Ordo Malleus Inquisitor Lord |
Bolt Pistol |
Psychic Hood |
2 Mystics |
1 Acolyte |
|
|
Elites |
|
Ratling Squad |
10 Ratlings |
|
Guardsmen Marbo |
|
Psyker Battle Squad |
10 Psykers |
Chimera - Dedicated Transport |
Multilaser |
Heavy Bolter |
|
|
Troops |
|
Veteran Squad #1 |
10 Vets |
Shotguns |
3 Meltaguns |
Heavy Bolter |
Vet Sergeant |
Plasma Pistol |
Power Weapon |
Chimera - Dedicated Transport |
Heavy Flamer |
Heavy Flamer |
|
Veteran Squad #2 |
10 Vets |
3 Meltaguns |
Chimera - Dedicated Transport |
Multilaser |
Heavy Flamer |
|
|
Platoon Command Squad #1 |
Platoon Commander |
Meltabombs |
Flamer |
Flamer |
Flamer |
Heavy Flamer |
Chimera - Dedicated Transport |
Multilaser |
Heavy Bolter |
|
Infantry Squad 1 |
10 Guardsmen |
Plasma Gun |
Autocannon |
|
Infantry Squad 2 |
10 Guardsmen |
Plasma Gun |
Autocannon |
|
Infantry Squad 3 |
10 Guardsmen |
Grenade Launcher |
Heavy Bolter |
Chimera - Dedicated Transport |
Heavy Flamer |
Heavy Bolter |
|
Special Weapons Squad |
2 Demo Charges |
Meltagun |
|
|
Platoon Command Squad #2 |
Platoon Commander |
Bolter |
Power Fist |
Meltabombs |
Heavy Flamer |
Flamer |
Flamer |
Chimera - Dedicated Transport |
Multilaser |
Heavy Bolter |
|
Infantry Squad 1 |
10 Guardsmen |
Grenade Launcher |
Lascannon |
|
Infantry Squad 2 |
10 Guardsmen |
Flamer |
Missile Launcher |
|
Heavy Weapons Squad |
3 Heavy Bolter Teams |
|
Heavy Weapons Squad |
3 Missile Launcher Teams |
|
Heavy Weapons Squad |
3 Lascannon Teams |
|
|
Fast Attack |
|
Sentinel Squadron |
3 Sentinels |
Multilasers |
|
|
Heavy Support |
|
Leman Russ Vanquisher |
Lascannon |
Heavy Bolter Sponsons |
Knight Commander Pask |
|
Leman Russ Squadron |
Leman Russ #1 |
Heavy Bolter |
|
Medusa |
Heavy Bolter |
Bastion Breacher Shells |
Okay, if you got this far would you make any of the following changes. I found a couple of the twin-linked autocannon sets from Planetstrike and am thinking about quickly converting these into a couple Hydra Flak Tanks. To get the points I would have to give up my Leman Russ, but I think the trade-off is worth it. To me the
PROS are:
8 Str 7 shots for shooting transports, walkers, jetbikes, etc.
Twin-linked makes up for BS 3.
Takes advantage of some of the Eldar strengths(jetbike boosting)
CONS are:
Squadroned
Armor 12 so 1 less Armor 14 to take opponents attention.
Takes away template that I was using with Inq. and Mystics combination.
My next change is taking the 5 infantry squads from the 2 platoons and making them into 4 infantry squads(still in 2 platoons) and a heavy weapons squad using the following loadout:
Infantry Squad 1A – Plasma Gun
Infantry Squad 2A – Plasma Gun
Infantry Squad 1B – Grenade Launcher, Missile Launcher
Infantry Squad 2B – Grenade Launcher, Heavy Bolter
Heavy Weapons Squad – 2 Autocannons, Lascannon
To me the
PROS are:
Can now blob up the A squads and/or B squads to make them harder to for morale checks.
The weapon loadouts make them more specialized in their role if blobbed
Heavy Weapons Squad now specialized
Don’t lose all the lasgun shots when I fire an entire squad with Lascannon at tank
Save 10 pts
CONS are:
Lose 4 Guardsmen overall
Heavy weapon squads with 6 guys are easy to kill and/or force morale on with little shooting
Those are the two major changes I was thinking about and actually I really like both of them, but will probably only do the Infantry. Unless, you have a good reason why two Hydras are better than one Leman Russ that I can tell the wife so she lets me convert them before Saturday.
So, what do you think about the list and should I make the said changes? Have any of you had any luck blobbing up just 20 guys or do you need more? This will be my first time using PBS, what ideas do you have to make them work better with the given list? Also, do infantry grant cover saves to friendly units behind them or is that way off? And lastly, does each platoon count as a kill point or every unit in the platoon is a separate killpoint, so about 6 or so KP per Platoon? Dang, I need to play more games.
Hell no make Busboy IG popular and bring it to the forefront :) I want someone to take that stupid leafblower name and do something else with it :)
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