Hello all!
Short and sweet, here's how I plan to spend 1500 points on an IG army designed to be competitive against any enemy force. I'll explain my choices after the list:
Heavy Support:
Leman Russ Battle Tank
Leman Russ Battle Tank
Leman Russ Eradicator
Fast Attack:
Vendetta (Or Valkyrie with Rocket pods)
Vendetta (Or Valk W/RP's)
Troops:
Veterans, Chimera W/Turret Multi-Laser (ML) and Hull Heavy Flamer (HF), 3xMelta Guns, shotguns
Vets, Chimera (W/ML, HF), 3xMelta Guns, shotguns
Platoon Command Squad w/Chimera (ML, HF), 4xFlamers
Infantry Squad W/Grenade Launcher and Auto-cannon
Infantry Squad W/Grenade Launcher and Auto-cannon
H.Q:
Company Command Squad W/4xPlasma Guns, Chimera (ML,HF)
Elite:
Guardsman Marbo
This tallies up to 1500 on the dot What I plan to do for the most part is sit back and hurl a lot of firepower at the enemy for the first few turns, ideally staying out of their range, then advance after the enemy's been trashed by a few turns of shock and awe!. I think long-medium-and-close range bases are covered, and I have some nice, fast-moving units with which to plug gaps while the gun-line of tanks, planes and infantry light up the enemy. HEre's a more detailed break-down of how I hope to use this list:
The tanks sit and shoot, and even if the enemy goes for cover, the eradicator will make it an option less worth-their-while. In all, I feel this combo of tanks can threaten pretty much any infantry threat, being effective against heavy Infantry with those high str/low AP battle-cannons, and also swarms, 'cos they're all big template weapons. I also like the looooong range which means I can shoot the enemy, but they can't shoot me!
The Chimera mounted units can rapidly react to any threats; if anything closes in through the barrage of fire-power, they can intercept, or they can stay close to the tanks if there's a big threat of deep-striking nastiness, ready to get in the way of whatever will undoubtedly by trying to hurt my tanks!
The Vendettas will pour on that twin-linked las-cannon fire, and hopefully stay out of range of the enemies retaliation. They could be very effective termie, transport, tank or Monsterous creature killers. They'll also be ready later in the game to pick up the two infantry squads and ttransport them around for last-minute objective grabs, or do the same for any vets who may be stranded if their chimera's blown up. If needs be, if there's a big horde threat, it'd be no problem to exchange 'em for Valks, though the Leman Russes will be chucking out a lot of pie-plates of doom anyway.
The two Infantry Squads will begin dis-embarked, ready to fire down range with their Auto-cannons, or rush to close-by objectives, or stay close to the tanks to mess up enemy plans to deep-strike or outflank them to get to that squishy rear armour. The CCS will try to stay close to help with orders, but scoot around if necessary to defend against deep-strikes, or go transport/heavy infantry-huntin'. The PCS will go after any hordes of infantry or dug-in opponents, acting as a cover-busting back-up for the Eradicator. Plus, the idea of a pyromaniac Officer and his crew is a lot of fun!
Marbo kinda makes up the points, but he's an unpredictable element for the enemy to consider, and there's always SOMETHING he can help with in a game!
Any feedback is entirely welcome!