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View Full Version : 1500 pt Mech Grenadiers IG (2000 @ post #30)



somestupidname
4th Jun 07, 2:24 PM
This is an army I thought up very quick because I want an elite kind of guard army. I know that elite troops isn't what the IG does best but I still want to try it. This will most likely be playing against deamon hunters.

Doctrines: Grenadiers, Stormtrooper squads, Mechanised, Iron discipline, Carapace

HQ.
Command Squad
JO
Honorifica, Bolt Pistol, ccw and Iron Discipline,
4 guardsmen with plasma guns
Carapace special equipment doctrine
Chimera with Multilaser, heavy bolter, Pintle stubber , EA and smoke launchers
236 pts

Elites
9 man squad of stormtroopers
2 with plasma guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
203 pts

9 man squad of stormtroopers
2 with plasma guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
203 pts

9 man squad of stormtroopers
2 with Melta guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
203 pts

Troops

9 man squad of grenadiers
2 with melta guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
203 pts

9 man squad of grenadiers
2 with melta guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
203 pts

Fast Attack
none

Heavy Support
Basilisk
indirect fire

Basilisk
indirect fire
250 pts

1501 pts


CC appreciated

Warboss Antoni
4th Jun 07, 2:30 PM
Drop the P wep and flamers on the Command sqaud, and use Plasmas/Grenade Launchers instead. Since most armies now are space marines, you don't really wanna jump into close combat/get close with gaurdsmen anymore. Drop the meltaguns on the storm troopers and switch them for plasmas. Also switching the multilasers on the chimeras for heavy bolters wouldn't be bad ( thought I'm not sure if you'll have enough points for everything I mentioned ).

Also, you can get carapace on the officer, but unfortuneatly not on the rest. You ca just model them like that and count them as normal.

somestupidname
4th Jun 07, 2:35 PM
If I get rid of my meltas my only thing that can hurt av14 are my basillisks and being ordanance/ordanance barrage they are not that good at anti-tank anyway. But I do see your point about the HQ, that will free up some points to get EA on my chimeras if I only arm the GM with lasguns.

Warboss Antoni
4th Jun 07, 2:40 PM
I meant switch the flamers on the command sqaud for plasmas, but yah, I guess keep some meltas ( there still probablynot gonna do muc, no offence )

Blackmain
4th Jun 07, 2:41 PM
I would consider dropping some of those chimeras on your elite storm troopers and just infiltrating them and using the points to buy a hellhound or something.

cfoley
4th Jun 07, 2:52 PM
The command squad is Guard Infantry. You can use the Carapace doctrine to get them the armour. Alternatively, you could upgrade them all to veterans and then buy them Carapace armour individually from the armoury. The latter option does limit your weapon selections, though.

somestupidname
4th Jun 07, 3:09 PM
I updated the lists HQ and total points. See if thats any better

bignorm
4th Jun 07, 4:20 PM
well your troops are not stormtroopers, they are grenadiers, just make note of that. You are lacking in anti-tank firepower, those 2 meltas are not going to do much, and if your opponent spreads out his armor, you wont last once he knows what inside. Seeing as you are going for a mobile force, you could take some lascannon sentinels, but they are fragile. I would suggest giving some more stormtroopers meltaguns, you will need at least 4 melta squads, because anything like TMC and tough cookies is going to give you a challenge.

Cassidy85
4th Jun 07, 4:28 PM
What exactly is the point in spending a doctrine pt when each infantry unit you employ can already have a chimera without the doctrine?

somestupidname
4th Jun 07, 4:36 PM
I was going to include lascannon sentinels but then i found out that i did'nt have enough points. What if i were to give the HQ 2 meltas and 2 PGs?

Cassidy there is no point really but seeing as all the other doctrines don't work on the units I have or cost points which I don't have, I might as well fill it with a cool sounding word.

Cassidy85
4th Jun 07, 4:45 PM
You could employ Deep Strike instead and use DS Vets w/meltaguns for AT. Or let your Stormtroopers DS w/ meltaguns.

bignorm
4th Jun 07, 4:46 PM
if you do that, then you need to get your HQ close to do anything, and risk losing it.

somestupidname
4th Jun 07, 4:47 PM
I could but I really want a fully mechanised army. Plus this army is only for playing friendly matches.

bignorm
4th Jun 07, 4:57 PM
yea I understand, but I just want you to be able to kill some armor without getting owned. So I would take more meltas in your ST squads. The basilisks can handle infantry, so you can use the ST for tank hunting. A hull HB and Multi-laser on those chimeras is gonna take care of most infantry. They both have pretty high str, and the HB has decent AP for killing light infantry. The plasma in there will handle some heavy stuff, and the melta will finish everything else.

somestupidname
4th Jun 07, 5:04 PM
Well my previous post was directed at Cassidy but i see your point Big, I will change one, maybe two of my ST squads to melta guns.

bignorm
4th Jun 07, 5:07 PM
o sry, stick with the mech army, deep-striking is unreliable and sometimes risky.

somestupidname
4th Jun 07, 5:20 PM
Hey would it be smart to lose 1 man from each ST squad, that way I can get extra armor on all my Chimeras and maybe a pintle stubber and get my points closer to 1500

Brother Wolf
4th Jun 07, 5:47 PM
You're wasting a doctrine point on Mechanized. Your entire army are stormtroopers & grenadiers, units which get to have transports anyway.

Additionally, and I'm no 100% certain, but reasonably so, Iron Discipline doesn't affect Storemtroopers either, so that's potentially another doctrin point.

I think some better options to maintain a mechanized feel, but give you some flexibility, would be as follows;

Grenadiers
Allow ST
Carapace Armor
Sharpshooters
Iron Discipline (just in case)

Go Meltas/Grenade Launchers on the cmd squad w/ Sharpshooters & Carapace. Expensive, true enought, but as close as you can come to having IG Cmd emulate ST's.

I would also advise PG armed Grenadiers in transport and Melta armed ST's via Deep Strike. I know you're lookig for a mechanized force, but the DS units can land and put strong fire on hard targets while the main force advances to support.
deep-striking is unreliable and sometimes risky.Consider getting some Improved Comms as well to allows rerolls for reserves. You can also reroll to NOT have reserves coming in. Nothing is worse that dropping a DS unit on turn 2 when you cannot support it.

Finally, consider allies as well. 2 more units of Inquisitorial stromtroopers w/ transports will keep you mechanized and elite.

I run an 85 man Grenadier company with no transports, (Ice Fields fluff, so infantry and walkers only), and it does pretty well with PG on the advancing troops and meltas on teh drop troops.

Just my thoughts.

somestupidname
4th Jun 07, 6:14 PM
Thanks for the advise Armand but I don't think I will use it because i really just want to make a pure mechanised force and I don't like any of the allies availible. And the sharpshooters idea is good but I have no modling skill to make a stormtrooper look like hes using a grenade launcher and I don't want to have to get my HQ too close to the enemy to use the Meltas.

oh yeah, I checked on iron dicipline and it does not say anything about it not working on ST.

Brother Wolf
4th Jun 07, 7:25 PM
Reviewing the codex, ID applies across the board, (I'm so used to everything being 'Guard INfantry' only).

With regard to your remaining points, Inquisitorial Stormtroopers are the same as Grenadiers and fit in the Troop slots. You may take 0-2. And old school ST's and Kasrkin both have GL options. I guess I just don't see where the issue is, but it's your army and you have to collect & play the way you prefer.

somestupidname
4th Jun 07, 7:42 PM
Oh thanks Armand i never thought ST had grenade launcher models for some reason. But I'm gonna stick with plasma in the HQ, it is stronger and has better AP, it also has better range and if I were to get sharpshooters with the GL the plasmas are 2 points cheaper.

bignorm
4th Jun 07, 7:56 PM
Well you get a save with the ST if you overheat, which I why I try to keep them there, where theres some protection. I usually run a command squad with a HSO, Standard, and 3 flamers. It makes a nice counter-assault unit and lets me chew stuff up before they/me hop in, and auto-hitting is very nice.

Sandwichwarrior
4th Jun 07, 10:05 PM
have you considered making a member of your HQ a medic?

somestupidname
4th Jun 07, 10:39 PM
What exactly does a medic do? I can't seem to find it in my codex.

Brother Wolf
4th Jun 07, 11:08 PM
If you insist on taking Cmd squads loaded w/ Plasma, scrounge the points for a Medic.

Check your codex again, you'll find the reasons why. (Hint, pg35)

somestupidname
4th Jun 07, 11:35 PM
Yes I see why I would want that, But how would I model that on a stormtrooper?

Cassidy85
5th Jun 07, 6:35 AM
Glue a small box on his belt and paint it white with a red cross on it? Paint one of he shoulder armor plates white with a red cross on it? Paint the entire model white with a red cross on it?
No seriously, I'm sure you'll come up with something. It's not that hard. Feel free to use one of my suggestions (not the latest one, though) they aren't copyrighted.

bignorm
5th Jun 07, 8:01 AM
I took a vox caster and cut off all the antennas and little speaker, and glued it on, sort of like a medical hub and then gave him some nifty belt accessories. It works great, and yea a red on white cross will surely make him known.

somestupidname
5th Jun 07, 4:10 PM
Thanks, i'll do that.

somestupidname
21st Jun 07, 11:19 PM
Doctrines: Grenadiers, Stormtrooper squads, Sharpshooters, Iron discipline, Carapace

---HQ---

Command Squad
JO
Honorifica, Storm bolter and Iron Discipline,
3 guardsmen with Grenade launchers
1 vet with medi-pack and storm bolter
Carapace
Sharpshooters
Chimera with Multilaser, heavy bolter, Pintle stubber , EA and smoke launchers
240 pts

1 Armageddon Sentinel
55pts

---Elites---

10 man squad of Storm Troopers
2 with Melta guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
213 pts

10 man squad of Storm Troopers
2 with Melta guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
213 pts

10 man squad of Storm Troopers
2 with Melta guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
213 pts

---Troops---

10 man squad of grenadiers
2 with Plasma guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
213 pts

10 man squad of grenadiers
2 with Plasma guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
213 pts

10 man squad of grenadiers
2 with Plasma guns
Chimera with multilaser, heavy bolter, EA and smoke launchers
213 pts


---Fast Attack---

1 Armageddon Sentinel
55pts

1 Armageddon Sentinel
55pts

1 Armageddon Sentinel
55pts

---Heavy Support---

Basilisk
indirect fire
125 pts

Basilisk
indirect fire
125 pts

1988 pts

Any ideas to make this better that will not take anyone out of their Chimeras will be appreciated.

Murphy[Ork]
22nd Jun 07, 2:11 AM
I think you might be better served dropping one of the sentinels and using the points to upgrade the basilisks to leman russes. They will give them enemy yet another target to shoot at and so protect your chimeras more.

I think your command squad is overloaded with crap. Drop the medi pack, switch the grenade launchers for plasma guns, drop the sharpshooters and the carapace armour and use them as a throwaway plasma death squad. What I mean by that is run them towards the enemies most expensive terminator/closecombat/whatever unit and shoot 6 lots of plasma into their face then watch as they (and then you) die

somestupidname
22nd Jun 07, 11:35 AM
My command squad is over loaded because I was trying to get them as close to storm troopers as possible and the have Grenade launchers because so that they can benifit from sharpshooters and so that I can have them as a mobile Moral booster and weapons platform that can shoot and move. The medi-pac I guess can go but what would I give the guy then? Oh yeah and I don't want to use Leman russes because because of fluff reasons and that I don't think of Russes as elite and storm trooper-y.

sirabbadon
26th Jun 07, 11:45 PM
Bassies aren't all that elite and stormtrooper-y either. Storm troopers dashing towards danger and just generally getting into it while the bassys just hide in the back heroically lobbing shells and hiding.

Brother Wolf
27th Jun 07, 9:18 AM
Threads merged as this is just a continuation of the Mech 1500 discussion from earlier in the month

bignorm
27th Jun 07, 10:12 AM
I would drop a sentinel, and then try to get 2 leman russes, as opposed to 2 basilisk. The basilisks will be prime targets, they always are, and they are fragile. Once they are gone, you have lost a lot of your firepower. Russes are tough and get the job done well. If need be, they can kill armor because ordnance is better at penetrating then other means.

Higgen
27th Jun 07, 10:29 PM
Three things:

1.) Your command squad is worthless. It's trying to do so many things at once that it's going to fail at all of them. You're going to have to make a fluff sacrifice here if you want the list to be semi-effective. Focus on leadership, armament, or survivability. Trying to mix them all isn't going to cut it. This ties into point 2, but I'd highly recommend solely going for firepower. If you take my suggestion from point 2 you won't need to worry about leadership, and survivability is worthless on a 5 man HQ.

2.) Your leadership is abysmal. Yes, leadership 8 for all the STs is great, but the problem is negative modifiers. You need to especially avoid them in the case of being below half. Your sole JO with ID isn't going to cut it in a mechanised list. I would highly recommend going for Chem-inhalers. Constant leadership 8 in each and every squad is well worth the price cost.

3.) You need more bodies and/or more vehicular targets. I would suggest dropping the basilisks and using the points to go in one of two directions. A.) You can take WH/DH as allies and add two more Inquisitorial stormtroops as troop choices. The drawback here is you won't be able to give them Chem-inhalers, but that's also a bonus because that means you don't have to give them Chem-inhalers. B.) You could add an infantry platoon. With Mechanised in play, you have to buy each unit a Chimaera, which basically turns them into Armored Fist squads. If you go this route, drop chem-inhalers from the army and buff up your two leadership fonts from your HQ and Platoon HQ.