This is the latest incarnation of my standard 1500 pt IG army, that I suspect I'll end up trying out tommorow. In the interest of cost efficiency, I've dropped the mechanized STs for a couple deepstriking suicide squads and a fully-kitted mechanized veteran squad. Additionally, I've swapped a few things around to get a pair of Demolishers on the field, to provide better cover on the advance for my veterans. Theory behind choices is located at the bottom, and, as always, criticisms are much appreciated.
Doctrines:
Close-order Drill
Allow Stormtroopers
Iron Discipline
HQ:
HSO
Iron Discipline
power weapon
bolt pistol
guardsmen armed with laspistol & CCW
Total: 81 pts
Elites:
5 man stormtrooper squad
2x meltagun
deep strike
5 man stormtrooper squad
2x meltagun
deep strike
10 man veteran squad
3x meltagun
power fist on sergeant
rest armed w/ shotguns
mounted in Chimera
Chimera:
multilaser
hull heavy bolter
extra armor
smoke launchers
pintle heavy stubber
Total: 395 pts
Troops:
Platoon 1:
led by JO
Honorifica Imperialis
Iron Discipline
power weapon
bolt pistol
guardsmen armed w/ laspistol & CCW
Squad 1: heavy bolter and grenade launcher
Squad 2: missile launcher and plasma gun
Squad 3: lascannon and plasma gun
Platoon 2:
led by JO
Iron Discipline
bolt pistol
guardsmen armed w/ lasguns
Squad 1: heavy bolter and grenade launcher
Squad 2: missile launcher and plasma gun
Squad 3: lascannon and plasma gun
Total: 638 pts
Heavy Support:
Leman Russ Demolisher
hull lascannon
sponson plasma cannons
extra armor
smoke launchers
Leman Russ Demolisher
hull lascannon
sponson plasma cannons
extra armor
smoke launchers
Total: 386 pts
Grand Total: 1500 pts
Notes:
The mechanized vets are designed to be mobile tank-hunters equipped to be able to assault MEQ/termies and the like and still come out on top. I opt for shotguns here over laspistol/CCW because it's better to do damage on the charge than it is to do it once assault begins, as there they will be at more of a disadvantage than on the charge. Power fist is included here to be the real damage-dealer to such opponents once close combat has begun, with the shotgunners serving as wounds for the power fist.
Demolishers are taken over standard Russes to serve as a screen for the veteran squad's Chimera. This role means they will be far closer to the opponent, and, as such, the Demolisher is ideal.
Ultimately, the theory behind this list is to ensure, between the veterans, deepstriking suicide STs, and two demolishers, that the opponent has far too much havok to worry about in the midst of his own lines to be able to mount an effective attack on my own. This hopefully lets my heavy weapons blast away with impunity.
As I said before, comments and criticism are absolutely welcome. They are, after all, the reason I posted the list. Thanks much!
Edit: I forgot to mention something. Just because two of my officers are armed with power weapons, that does NOT mean I want them charging into close combat at every opportunity. They are designed to only enter close combat when I've got a good numerical advantage... enough such that the application of 4 power weapon attacks can turn a victory by attrition into a reasonably speedy rout that preserves my men. The power weapons ensure that this can be done against all units, not just those with weak armor saves.


