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  1. #1

    Default 2000pt IG Light Infantry

    [code]Company Command Squad, Medic, Vox, Master of Ordinance, Missile Launcher - 130

    5 Ratlings - 50
    5 Ratlings - 50

    1st Platoon - 327
    Command Squad - Boltgun, Vox, 2 Plasma - 67
    Infantry Squad 1 - Vox, Plasma Gun - 70
    Infantry Squad 2 - Vox, Heavy Bolter - 65
    Infantry Squad 3 - Vox, Heavy Bolter - 65
    Heavy Weapons Squad - 60
    2nd Platoon - 327
    Command Squad - Boltgun, Vox, 2 Plasma - 67
    Infantry Squad 1 - Vox, Plasma Gun - 70
    Infantry Squad 2 - Vox, Heavy Bolter - 65
    Infantry Squad 3 - Vox, Heavy Bolter - 65
    Heavy Weapons Squad - 60
    3rd Platoon - 247
    Command Squad - Boltgun, Vox, 2 Plasma - 67
    Infantry Squad 1 - Vox, Flamer - 60
    Infantry Squad 2 - Vox, Flamer - 60
    Infantry Squad 3 - Vox, Flamer - 60
    Heavy Weapons Squad - 60
    Engineering Detachment - 492
    Command Squad - Boltgun, Vox, Krak Grenades, Missile Launcher, 2 Grenade Launchers - 67
    Infantry Squad 1 - Vox, Grenade Launcher, Missile Launcher - 75
    Infantry Squad 2 - Grenade Launcher, Missile Launcher - 70
    Special Weapons Squad - 2 Flamers- 45
    Special Weapons Squad - 2 Melta - 55
    Heavy Weapons Squad - 3 Missile Launchers - 90
    Heavy Weapons Squad - 3 Missile Launchers - 90
    Veteran Squad - 2 Meltaguns, Demolitions - 120
    Veteran Squad - 3 Flamers, Forward Sentries - 115

    Scout Sentinel, Autocannon - 40
    Scout Sentinel, Autocannon - 40

    Total Cost - 1998[/code]

    Model Count - 208 Infantry, Two Sentinels
    Heavy Weapons - 9 Mortars, 4 Heavy Bolters, 10 Missile Launchers, 2 Autocannon
    Special Weapons - 10 Sniper Rifles, 8 Plasma Guns, 8 Flamers, 4 Grenade Launchers, 2 Meltaguns, 1 Demo Charge.

    <hr>
    My own thoughts: AV14 will give me fits. Sheer volume of firepower downrange should pretty well take care of everything else, especially considering how much stuff I have that can fire indirect.

    I'm not sure about the second unit of Ratlings, or Vox in general. Getting rid of either of them would get me another Sentinel.

  2. #2

    Default

    1. Unless you plan on counter attack or using Plasma Guns, you don't really need a Medic in your Company Command Squad. If you are taking a heavy weapon team, take something better than a Missile Launcher to take advantage of their BS4.

    2. I recommend taking Ratlings in 10-man squads, instead of two 5-man squads.

    3. 1st Platoon, move those Plasma Guns to your Command Squad. For the same price, they become BS4 and you get the Feel No Pain from the Medic for overheats.

    4. I recommend you put a Meltagun in every Infantry Squad. They are much more versatile than other special weapons and become even more effective with Bring the Big One Down!

    5. Do you have any heavy weapons in your Heavy Weapons squads?

    6. I'm not a big fan of Missile Launchers. Both Lascannons and Autocannons are better.

    7. Go for 3 Meltas in your Special Weapons Squads.

    8. Combine your Sentinels into a single squadron. It will cut down on the kill points you are giving up.

    I like Voxes and use them a bunch in my IG army, but I'm not a huge fan of Ratlings (Jwolf swears by them though). It's odd not seeing some armor in a 2000pt IG list -- the army is really screaming for a Demolisher or two.

    Best of luck!

    -- Mkerr
    Check out my new Blog! --- http://www.ChainFist.com
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