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View Full Version : My first try at a air assault IG army



Majorcrash
12-06-2009, 10:42 PM
As many have heard me refer to having played IG since RT days, I have been waiting for awhile to do an air assault army. Back in 2nd ed IG had a special rule called Blitz that allowed you to keep your whole army off board except for one unit then on turn one they deployed moving on to the table. I wanted to be able to do something like that again. Most of the thread recomend a all vet army to do this with but I was concern that you lose out on the special cmd rules. So he goes at the end I will report on how the last three battles went.


CMD squad- senior ofc plas pistol, pwr wpn, 2x guardsmen w/t meltas, 2x guardmen with ccw+ las pistol,
2x body guards ccw+ las pistol, medic pack.
Tech priest- standard gear, 2x servitors
priest- eviserator
all in vendetta 3x twin lascannon, 2 spn hvy bolters

Inf Platoon 1
Cmd squad Lt- plasma pistol, pwr wpn, commissar- plasma pistol, pwr wpn, 2x plasma rifles, 2x meltas
Valkyrie- multilaser, 2x missles
squad 1- commissar - plasma pistol, pwr wpn, sgt-pwr wpn, plama rifle
Valkyrie- multi laser, rockets, 2x hvy bolters
squad 2- commissar - plasma pistol, pwr wpn, sgt-pwr wpn, plama rifle
Valkyrie- multi laser, 2x missles, 2x hvy bolters
spc wpn squad- 3x meltas
Vendetta- multi laser, 2x missles, 2x hvy bolters

Inf platoon 2
cmd squad- Lt- standard, 2x snipers, missle laucher
chimera- multllaser, hvy bolter, pintel stubber
squad 1- misslelauncher
chimera- multllaser, hvy bolter, pintel stubber
squad 2- misslelauncher
chimera- multllaser, hvy bolter, pintel stubber
hvy wpn team- 3x autocannons

the 3 Valkyries are a single squadron
the 2 Vendettas are a single squadron
total points 1850

so far I have only played against Space marines, the first two battles were close but solid win. the last battle was a draw that i could have one with a little better dice.

So what do yall think.

mercer
12-07-2009, 07:56 AM
I would drop the power weapons, guard aren't close combat specialists and need mostly 4+ to hit and 5+ to wound against T4 models.

You should max the special weapons in your CCS.

You have five valkyries, you can only use three. Which ones are in squadrons as its not clear.

Majorcrash
12-07-2009, 10:12 AM
the 3 valkyries are a squadron and the 2 vendattas are a squadron. I have found that the threat of the pwr wpn seems to work, plus about half the armies out there are T3. I want the SM player to have to roll lots of dice and hope for the 1 or 2.

Melissia
12-07-2009, 11:33 AM
You should really switch it so that it's two, two, and one...

Lord Azaghul
12-07-2009, 11:41 AM
I'd recommend against squading valks/vend. I'd suggest going 3 max. Then pouring the rest of your point into Stormtroopers to help keep the 'assult' theme (other wise I'd recommend some heavy support)

Unholy_Martyr
12-07-2009, 12:22 PM
First off, I like the fresh approach with the infantry squads. Now for a few opinionated statements.

1) This one really isn't opinion as much as a little clarification. Above you say three of the Valkyries are in a squadron and two of the Vendettas are in a squadron...according to your written list above, you have 4 Valkyries and 1 Vendetta...

2) With the prolific amount of In Your Face armies out there, I feel that you may be better off sticking Heavy Flamers on the Chimeras over the Heavy Bolters. Cooking a few Marines or Orks when they venture too close is much better than depnding on your dice to be with you.

That's all I got for you, best of luck!

Atrotos
12-07-2009, 12:31 PM
Sadly, Techpriests aren't Independent Characters (whether on purpose or by omission isn't clear to me) so you can't place them in the same transport as the Company Command Squad.

Majorcrash
12-07-2009, 01:59 PM
I'd recommend against squading valks/vend. I'd suggest going 3 max. Then pouring the rest of your point into Stormtroopers to help keep the 'assult' theme (other wise I'd recommend some heavy support)

I tried storm troopers at first but they lacked the staying power if the arrived and the flights didnt. Also those S3 hellguns were almost worthless.

Majorcrash
12-07-2009, 02:02 PM
First off, I like the fresh approach with the infantry squads. Now for a few opinionated statements.

1) This one really isn't opinion as much as a little clarification. Above you say three of the Valkyries are in a squadron and two of the Vendettas are in a squadron...according to your written list above, you have 4 Valkyries and 1 Vendetta...

2) With the prolific amount of In Your Face armies out there, I feel that you may be better off sticking Heavy Flamers on the Chimeras over the Heavy Bolters. Cooking a few Marines or Orks when they venture too close is much better than depnding on your dice to be with you.

That's all I got for you, best of luck!
Yea i like flamers but didnt have enough to fill out the army plus I like the plasma, being and old eldar player.


Sadly, Techpriests aren't Independent Characters (whether on purpose or by omission isn't clear to me) so you can't place them in the same transport as the Company Command Squad.
the priest and tech priest are attached to the Co cmd squad and thus can fly where they go. I have found in two games that this unit will kill any terminators they come across.

Atrotos
12-07-2009, 02:28 PM
the priest and tech priest are attached to the Co cmd squad and thus can fly where they go. I have found in two games that this unit will kill any terminators they come across.

This is heartbreaking to have to convey because you're right, they would do great in combat together but this combination simply isn't legal anymore. While the Priests of the current codex do have the 'Independent Character' Special Rule in their entry and can be attached to any unit the Techpriest does not. Even if he did the servitor retinue would likely disallow him from joining another unit.

I, like you, would have really enjoyed a CCS/Techpriest combo but cannot field it with the current codex.

Lord Azaghul
12-07-2009, 02:37 PM
I tried storm troopers at first but they lacked the staying power if the arrived and the flights didnt. Also those S3 hellguns were almost worthless.

Yup! Then you best be taking vets/chimeras since you're not taking artillary!

Just_Me
12-07-2009, 06:06 PM
Hmm... I have to say I rather like the Storm Troopers, true that S 3 on the Hellguns (I refuse to say "hot-shot lasguns") could be better, but the AP 3 is very nice, I can't think of very many other units that all carry weapons with AP like that, normally that's the kind of AP reserved for special weapons. Are there better choices out there? Yes. Are they totally useless? Hell no! They have decent armor values and good BS, along with the options available to them (two special weapons and their built in special rules). They would be a no-brainer if they were a bit cheaper, and as it is they are still at least worth a second look.

In addition, their fluff and special rules fit very well with the concept of a airborne assault force.

Plus they look badass...

Also, if you can spare the points carapace armour and a medic in your command squad really increases their durability, it basically gives you two 4+ saves. It has saved my butt several times, and they have endured astounding amounts of firepower.

Majorcrash
12-08-2009, 12:23 PM
well you maybe right, which is going to require a little research on my part. I guess I remember that in the last codex the Tech priest was an add on. If your right I may go with a beefed up unit of servitors not sure the limit, add the ministourium priest and a Commissar lord. this requires thought.

Majorcrash
12-08-2009, 12:28 PM
Hmm... I have to say I rather like the Storm Troopers, true that S 3 on the Hellguns (I refuse to say "hot-shot lasguns") could be better, but the AP 3 is very nice, I can't think of very many other units that all carry weapons with AP like that, normally that's the kind of AP reserved for special weapons. Are there better choices out there? Yes. Are they totally useless? Hell no! They have decent armor values and good BS, along with the options available to them (two special weapons and their built in special rules). They would be a no-brainer if they were a bit cheaper, and as it is they are still at least worth a second look.

In addition, their fluff and special rules fit very well with the concept of a airborne assault force.

Plus they look badass...

Also, if you can spare the points carapace armour and a medic in your command squad really increases their durability, it basically gives you two 4+ saves. It has saved my butt several times, and they have endured astounding amounts of firepower.

Both the Co command and the 1st platoon cmd have the medics. I am trying to not lose the "benifits" of the special orders. both vets and storm boys are in some ways better, but....... In the first two games I had two squads of vet all kited out and a small squad of stormboys. because of the reserve rule, it was very difficult to cooridnate their arrival. Thus they tended to not be very effective.

TheMightyWarhamster
12-09-2009, 08:19 AM
three small points:
1. as said before, you list 4 valks an 1 vend instead of 3/2, you jave to reshuffle your squadrons.
2. you don't need h.bolters on a vendetta. the vendetta is dedicated anti armor, so the bolters serve no function, since they are no longer defensive weapons. also, putting your command squad in the scariest flyer is not the best choice, as a) a vendetta draws more fire than a valkyrie and b) if you want to benefit from the full weapons loadout, the vendetta has to move slower than the valkyries -> your command squad will be out of range for ordering around the grunts.
3. no vox casters?

Majorcrash
12-09-2009, 08:50 AM
three small points:
1. as said before, you list 4 valks an 1 vend instead of 3/2, you jave to reshuffle your squadrons. 2. you don't need h.bolters on a vendetta. the vendetta is dedicated anti armor, so the bolters serve no function, since they are no longer defensive weapons. also, putting your command squad in the scariest flyer is not the best choice, this was a fluff choice only as a) a vendetta draws more fire than a valkyrie and b) if you want to benefit from the full weapons loadout, the vendetta has to move slower than the valkyries -> your command squad will be out of range for ordering around the grunts.

1. correction made 3 valkyries, 2 vendettas
2. As there is only so much armor on the table, they still do well to take out the regular marine that hide or try to run across the board.
3. this was a fluff choise only
4.I try to deploy together so just shout out the orders has worked fine so far.

Majorcrash
12-09-2009, 09:04 AM
Had a chance to play a game last night vs a Dark angel sm player. His army is pretty standard of what i see for SM players, DA or otherwise.
commander
5 termis
10 assault sqd
10 tact squad
10 man tact sqd both broken into cbt sqds
10 devs broken into cbt sqd
pred anhilator
vindicator
drop pod with dred multimelta
ven dread

I had a lucky first two turns, dread landed behind my chimera and only managed to stun one, otherwise his shooting was terrible. I took out the vindicator and his termies when the landed with a well time arrival of the valkyries and troops. His string of mab luck continued when his asslt troops deepstirked onto a ruin causing them to all be lost. but there his luck changed. I took the fight to him at theat point all reserves had come in i pressed him from two sides and then his devastors woke up. In one turn both vendettas and 1 valkyrie went crashing down. Fortunatly i had deployed both squads, except for my co cmd squad which took 75% casulaties in the crash. The only point in my favor was I killed a cbt squad and the crop pod dread. THe next turn continuned for my misfortune. My dazed Co cmd was slaughtered to the man and only other troops on his side of the table were gunned down. I did mange to blow off all the wpn except a hvy bolter off the pred and kill the last devastor. At this point we were at the end of trun 5 and neither one of us had anthing to really press the assault I still had a whole platoon from the chimeras, and two valkyries. He had the damaged pred, the ven dread, a 2x cbt sqd + a 10 man tact left, the chapter master. So we called it a draw.

TheMightyWarhamster
12-09-2009, 09:09 AM
1. correction made 3 valkyries, 2 vendettas
2. As there is only so much armor on the table, they still do well to take out the regular marine that hide or try to run across the board.
3. this was a fluff choise only
4.I try to deploy together so just shout out the orders has worked fine so far.

not trying to force you, or anything, but... ;)
if you use the vendetta to take potshots at infantry squads, you have either already won, or you're making a mistake. but even if there is no other target in LOS/range, then it'll still be more efficient to splat a single marine with the TL lascannon you already have, instead of paying 10 points for a more unreliable way to kill him. :)

in the new codex, vox casters don't up the range of your order radius, but give you rerolls on failed moral checks to obey the order. which is a huuuuuge benefit, if you use them on a regular basis. :)