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Unholy_Martyr
12-08-2009, 09:02 PM
The other day I was dusting off one of my old army lists and realized I had a soft spot for foot-slogging Imperial Guard Infantry Companies. I realize that now, everything is about speed and mobility and a foot slogging force just isn't what it used to be, especially considering I loved to run a gun line for the most part. With that said, a few friends and I are considering an Apocalypse game to have over our Christmas break from work. I figured now would be as good a time as any to field these boys and I just finished some conversions for the Manticore and Medusas.

Here is the list as it stands:


HQ: Company Command Squad (8#, 210 pts)
4 Company Command Squad @ 210 pts (Carapace Armour; Vox Caster; Plasmagun x3; Astropath; Master of Ordnance; Officer of the Fleet)
1 Company Commander (Carapace Armour)

Troops: Infantry Platoon (51#, 495 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Grenade Launcher x2)
1 Platoon Commander
7 Infantry Squad ( Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (495 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Grenade Launcher x2)
1 Platoon Commander
7 Infantry Squad ( Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Veteran Squad (100 pts)
9 Veteran Squad @ 100 pts Meltagun x3
1 Veteran Sergeant

Troops: Veteran Squad (85 pts)
9 Veteran Squad @ 85 pts Flamer x3
1 Veteran Sergeant

Troops: Veteran Squad (85 pts)
9 Veteran Squad @ 85 pts Flamer x3
1 Veteran Sergeant

Troops: Veteran Squad ( 100 pts)
9 Veteran Squad @ 100 pts Meltagun x3
1 Veteran Sergeant

Heavy Support: Manticore Rocket Launcher 160 pts
1 Manticore Rocket Launcher @ 160 pts (Heavy Flamer)

Heavy Support: Ordnance Battery 135 pts
1 Ordnance Battery @ 135 pts (Medusa, Heavy Flamer)

Heavy Support: Ordnance Battery 135 pts
1 Ordnance Battery @ 135 pts (Medusa, Heavy Flamer)


Total Roster Cost: 2000/2000

Basically, the Infantry Platoons, Company Command Squads and Artillery sit back and pour on the fire while the Veterans advance to assist with taking objectives or help hold the line. As it stands, we're going to have 8 players with 8,000 points per side. The Imperial side is 2 Imperial Guard, one being myself, the other is a mechanized force with more Chimeras than I care for, the other 2 are Space Marines, not sure what they are bringing. The other side is pure Orks...100%. The setup is almost the same as those Strong Point missions with an Imperial Base being surrounded by Orks on 3 sides. More to come on that; now back to the point, any suggestions or ideas you all could offer are welcome as always.

TheMightyWarhamster
12-09-2009, 08:45 AM
well, here's my 0,02€ :)
you might be limited by what models you have, but against pure orks, you have helluva lot of lascannons. in your place i'd shift the autocannons into the infantry squads and fit the heavy squads with h.bolters or even mortars. imo, they are *the* weapon for stemming the green tide, multiple barrage and all. the points you free up from dropping the lascannons might even get you some nice flamer spec weapon squads, or some doctrines for your vets.

speaking of which: this is personal taste, but i think burny vet squads are a waste. a special weapon squad buys you 3 flamers at half the points, and you don't waste the vets' precious bs 4 on a template weapon. exception to this is a vet squad with gunny harker, preferably outflanking with a two-flamer chimera for maximum burnage. i guess the latter might be against your theme though.
also, vets live through their doctrines. a vetsquad that simply slogs it until they reach flamer/melta range will be toast against most enemies, so i'dŽuse them either as a static plasma platform or as airdrop surprise with demo+melta.

vox casters: codex IG, p.71: "[...]and both the officer's command squad and the chosen unit contain a model with a vox-caster[...]" so...yeah. get you more casters! ;)

last but not least, your command squad setup is a bit weird:
1. you have an astropath, but no deepstriking or outflanking units (those points could buy you a medic)
2. you have a master of ordnance, but no heavy weapon. instead, you have plasmas, so you can only use either to its fullest potential

hope that helps. :)

Unholy_Martyr
12-09-2009, 09:55 AM
Well Warhamster, if it weren't for you I wouldn't have realized my errors!

1) The Astropath, I forgot about him after deciding not to take any Valkyries or Vendettas while deciding on the theme of the list. He's out as of now.

2) Plasma Guns...You're right about the match up with the Plasma Guns and the Master of Ordnance, they will be readily replaced with an Autocannon.

3) Vox Casters: Forgot to write in the Vox Casters.

4) The Flamer Vets: Really was unsure as to how I would play these folks and I agree the flamers are a waste. I think I will drop to 3 Vet squads and go all Plasma with the Grenadier Doctrine to guarantee a dozen less Orks to worry about each turn.

5) Lascannons: From past experience, on of the Ork players loves to roll out with Stompas so I'm just relieving some stress from my comrades by pouring Lascannons down range.

Thanks for the feedback and I'll have an amended list up.

Unholy_Martyr
12-09-2009, 10:11 AM
The revised list with above changes:

HQ: Company Command Squad (8#, 125 pts)
4 Company Command Squad @ 125 pts (Vox Caster; Master of Ordnance; Officer of the Fleet; Autocannon)
1 Company Commander

Troops: Infantry Platoon (51#, 505 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (505 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Veteran Squad (145 pts)
9 Veteran Squad @ 145 pts Plasma Gunx3; Grenadiers
1 Veteran Sergeant

Troops: Veteran Squad (145 pts)
9 Veteran Squad @ 145 pts Plasma Gunx3; Grenadiers
1 Veteran Sergeant

Troops: Veteran Squad ( 145 pts)
9 Veteran Squad @ 145 pts Plasma Gunx3; Grenadiers
1 Veteran Sergeant

Heavy Support: Manticore Rocket Launcher 160 pts
1 Manticore Rocket Launcher @ 160 pts (Heavy Flamer)

Heavy Support: Ordnance Battery 135 pts
1 Ordnance Battery @ 135 pts (Medusa, Heavy Flamer)

Heavy Support: Ordnance Battery 135 pts
1 Ordnance Battery @ 135 pts (Medusa, Heavy Flamer)


Total Roster Cost: 2000/2000

Chumbalaya
12-09-2009, 11:42 AM
I would definitely give your CCS a vox, flag and camo cloaks.

Organize your infantry like so:
2 squads w/ voxes
2 squads w/o

Then you can merge into 2 units of 20 with 1 vox shared between each mob. This lets you make the most of your orders with 2 TL lascannons per order. More autocannon HWS never hurt. Stick your PCS in Chimeras and use them to block your Medusa and give it 3+ cover.

Ditch the Vets, pick up another platoon instead. 30-40 men with meltas, commissar and power weapons. This is a tarpit, throw it out and tie something down. With 4-5 power weapons and melta bombs you can even scare MCs and walker. Add a Priest for extra funsies. Creed fits nicely here too with "For the Honor of Cadia".

Unholy_Martyr
12-13-2009, 07:14 PM
So this is the list I used this weekend:

HQ: Company Command Squad (8#, 140 pts)
4 Company Command Squad @ 125 pts (Vox Caster; Master of Ordnance; Officer of the Fleet; Autocannon; Regimental Standard)
1 Company Commander

Troops: Infantry Platoon (51#, 515 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Autocannon)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (515 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Autocannon)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (365 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Autocannon)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad ( Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant

Heavy Support: Manticore Rocket Launcher 160 pts
1 Manticore Rocket Launcher @ 160 pts (Heavy Flamer)

Heavy Support: Ordnance Battery 135 pts
1 Ordnance Battery @ 135 pts (Medusa, Heavy Flamer)

Heavy Support: Ordnance Battery 135 pts
1 Ordnance Battery @ 135 pts (Medusa, Heavy Flamer)

I play tested it against one of my friends who runs with 3 Kans, and LOTS of Boys. I was slightly concerned due to the large number of Boys but I figured with the 13 Autocannons I would be pouring out each round along with the 6 pie plates, I was going to be safe. I combined the last Infantry Platoon into a 40 man mob to act as a meatshield. We chose to play annihilation as that is more than likely what we will be playing. 6x4 table, to make a long story short...after the 3rd turn of shooting not much was left to be spoken of. The first turn saw all Kans drop, 1 30 Boy mob get wiped out, two reduced by 50% and a third losing 5. The second turn just saw another painful round of shooting, as did the third...after my shooting phase in turn 3 he scooped and decided it was not even worth continuing.

Based on this result, what do you all think should be added on and/or changed? Comments are always welcome.

Chumbalaya
12-13-2009, 09:21 PM
Combining your lascannons to make the most of orders and throwing in some infantry tarpits would be handy.

SlavesToDarkness
12-17-2009, 04:42 PM
Is the master of ordnance really going to be worth it? I mean, with plasma guns, won't you be moving them mostly?

Suppose you cut him, then cut out one Medusa and then add in 2 x Griffon? Bye-bye Tyranids, orks etc.

Unholy_Martyr
12-17-2009, 07:41 PM
In the first iteration of this list, the Company had somewhat of an identity crisis going on. The Plasma Guns were there for moments when the enemy got up close and personal. The list was designed to be used in conjuction with 2 other forces, one who was all about Mechanized movement, the other a Space Marine driven purely for Assault. This list would have issues standing alone but its prime motivation was to take down Stompas and Titans from afar and to add some fire suppression. If you'd like to see the stand alone version I can post that later on.