So the army is going to consist of FW renegade kits for all the vets and conversions on the storm troopers. The army has a two wing approach. The idea I had was an offensive wing or attack force that supported itself while the 2nd wing was a defensive/cover fire element. I wanted the feel of the army to be less "tech heavy" and more functional as I felt renegades fit that look more. So here is the list:40K Army: Imperial Guard
Company Command Squad
Power Fist
Medi-pack
Vox Caster
Heavy Flamer
Carapace Armor
Master of Ordnance
Total - 170
Veteran Squad #1
Vox Caster
Grenade Launcher x3
Missile Launcher
Grenadiers
Total - 135
Veteran Squad #2
Vox Caster
Plasma Gun x3
Missile Launcher
Grenadiers
Total -165
Veteran Squad #3
Vox Caster
Sniper Rifle x3
Grenadiers
Total - 120
Veteran Squad #4 with Chimera
Shotguns
Power Weapon
Meltagun x3
Grenadiers
Total - 140
Veteran Squad #5 with Chimera
Shotguns
Power Weapon
Meltagun x3
Grenadiers
Total - 140
Veteran Squad #6 with Chimera
Shotguns
Power Weapon
Flamer x2
Heavy Flamer
Grenadiers
Total - 140
Armored Sentinel Squadron x2
Autocannon x2
Total - 120
Armored Sentinel Squadron x2
Autocannon x2
Total - 120
Chimera - 55 x3
Total - 165
Leman Russ Exterminator
Heavy Bolter Sponsons
Total - 170
Storm Trooper Squad
Additional Storm Trooper x5
Total - 165
Valkyrie Assault Carrier Squadron x1
Total - 100
Total - 1850 Points.
Defensive wing: Command Squad, Vets 1, 2, and 3
So my plan is that the Command Squad is within the defensive wing, and predominately dishing out commands to Vets 1, 2 and 3 hence the vox casters. I was worried that any combat unit gets into this win its gonna be rough, so my idea was for the Command Squad to pack a bit of counter punch with a PF, Heavy Flamer and Med-pack. If I am lucky it could turn the tide on smaller cc units otherwise taking them all out worse case, at least hold them of an extra round. However this I am not sure is worth it, mainly the MoO, Power Fist, Heavy Flamer and Med-pack. I'm torn if I should tweak this or move the point else where.
Vet squad 3, I know snipers probably are not my best option, but they are sticking around cause of the modelling and small conversions I want to do. My question is, is there a heavy weapon worth really putting with snipers? I'm not sure there really is or if I am just blinded. Thoughts?
Offensive wing: Vets 4, 5 and 6, Sentinels Squads, Chimeras
I'm thinking shotguns, for the assault but I know they best function just riding around in the Chimeras. I like the set up of 2 tank hunters and 1 infantry hunter unit with the 2 melta team and flamer team. Add in my favourite models for IG the Sentinel, 4 autocannons I feel help with firing output and I have enough variety to threaten AV14 to infantry with the attacking wing and create extra targets. My big question is, is it worth adding anything too my chimeras instead of some of my command squad points. Eg, extra armour, heavy stubbers for extra fire power, or cheap is better.
Role Changers: LRE, Storm Troopers and Valk.
The idea is depending on the set up, terrain, game and opposition the LRE could either support the defensive wing and is geared more for that role, eg: taking out flankers, infantry assaulters, fast transports. Or it can join in the offensive and add another target. The valk is there to either join the offensive, or act as a distraction/pain in the butt too the enemy. This is where the Storm Troopers come into play as well. Deploying from the valk. infiltrating etc. Can add some more punch to the offensive, support the defensive or simply distract and disrupt the enemies game plan. The valk/ST also doing this role can save fire from being sent at the offensive wing. With that in mind I tried to keep them both as cheap as possible, but my big question is that worth it for the ST? or special weapons are needed for use?
As is I am fairly light at trying to take down AV14 and probably AV13. But any transports are gonna have it rough and the same goes for infantry imo.
Thanks for any feedback/thoughts.


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