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Posted: Fri Oct 01, 2010 6:47 am
As Mel put it, take the codex, strip away most new features and all vehicles that are too large to fly and add in more flyers. blaugh
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Posted: Sat Oct 02, 2010 7:09 am
Imperial Armour 8's Elysian list is the new IG codex, minus all ground vehicles and most other new options, but with Tauros, Venator, drop sentinels, Vultures, Imperial Navy strike craft and lots and lots of Valkyries. It should be pointed out though that as with most Forge World army lists, it has a high "wow factor" and a low "super effective" rating. I mainly use this list so I can field the cool units they bring out and because I have always wanted an airborne army.
Here's a quick rundown of what you can expect from the IA list compared to the IG codex:
HQ. Command squad with access to most options except for Master of Ordnance and Astropath, they can only have carapace armour squad upgrade. Company Commanders and Platoon Commanders also have the Iron Discipline special rule from the previous codex.
Lord Commissar, can deep strike and can have a homing beacon.
Long Range Scanner, doesn't count as HQ choice.
Elites. Storm troopers, see codex: Imperial Guard.
Drop Sentinel squadron 1-3 models, no scouts but can deep strike and have move through cover, can have heavy bolter, heavy flamer or multi-melta. These are mainly used as fire support for your drop troop squads, unlike the current codex Sentinels, which are recce walkers.
Troops. Drop Infantry Platoon: 1 command squad, 2-5 infantry squads, 0-4 heavy weapon squads (heavy bolter, mortar or missile launchers only), 0-3 special weapon squads and 0-1 Drop Sentinel squadron. Mostly the same as the Guard codex, with a few heavy weapons missing (no lascannon or autocannon).
Veterans squad: Mostly same as codex, only has Forward Observers which grants camo cloaks and a homing beacon instead of Forward Sentries with their snare mines.
Fast Attack. Vendetta squadron, see codex: Imperial Guard.
Tauros squadron, 1-3, fast, open-topped, can have Tauros grenade launcher or heavy flamer, can take a homing beacon. Also has Galvanic Motors (because it is an electrically powered vehicle), which allows it to ignore an Immobilised result on a 4+ and deal with difficult terrain a whole lot better.
Tauros Venator squadron 1-3, fast, open-topped, can have twin-linked multi-laser or twin-linked lascannons, Galvanic Motors and a homing beacon. Also has the option to take two Hunter-Killer missiles for +10 pts, which is a great deal.
Cyclops remote demolition vehicle, see the German Goliath remote demolitions vehicle, see stupid invention that doesn't work because nazis are too stupid.
Heavy Support. Vulture gunship, comes with twin-linked multi-laser and hellstrike rockets. Can have just about anything including twin-linked Punisher cannons and a pile of the old aircraft upgrades that can be found on the site.
Elysian Sentry gun battery, 1-3 models, made up of Tarantulas with either twin-linked heavy bolters or lascannons, has the old firing mode rule alongside a Planetstrike rule variant where it can act as an Interceptor gun instead. (Pretty useless IMHO)
Valkyrie Sky Talon transport (while listed under Heavy Support, when taken it does not take up a slot) that can carry a Tauros, Tauros Venator or two Drop Sentinels. Comes with a heavy bolter and two hellstrike rockets, can be upgraded to rocket pods.
Imperial Navy air support: Thunderbolt or Lightning with their usual lethal ordnance.
My current army as of right now, based on this list:
HQ. Command squad - CO with lasgun w. aux. gl*, medic, vox, plasma gun and Officer of the Fleet. Valkyrie - Multi-laser and rocket pods
Elites. Sentinel - Multi-melta
Sentinels (3) - Heavy bolters
Troops. Veterans - Sniper rifles (3), vox and Forward Observers Valkyrie - Lascannon and hellstrikes
Veterans - Aux. gl., grenade launcher, vox and Demolitions Valkyrie - Lascannon and hellstrikes
Veterans - Aux. gl., meltagun, vox and Demolitions Valkyrie - Multi-laser and rocket pods
Veterans - Shotguns, meltaguns (2), vox and Demolitions Valkyrie - Multi-laser and rocket pods
Fast Attack. Tauros Venator - Hunter-killer missiles
Tauros Venator - Lascannons
Tauros Squadron (2) - Grenade launchers
Heavy Support. Vulture - Punisher cannons
Vulture - Lascannons and rocket pods
Sky Talon.
* CO's aren't allowed to use lasguns for some stupid reason, but I modelled mine to carry one anyway to better fit in with the rest of the army.
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Posted: Sat Oct 02, 2010 8:52 am
I'm going to tear it apart now and make odd remarks. Lt. Brookman My current army as of right now, based on this list: HQ.Command squad - CO with lasgun w. aux. gl*, medic, vox, plasma gun and Officer of the Fleet. Valkyrie - Multi-laser and rocket pods It would have been better if you could take an Astropath instead of the Officer of the Fleet. Personally I feel that neither would really fit into the list though! A Master of Ordnance would've been a better choice, just swap the artillery with an air strike and the vox with a laser designator. Lt. Brookman Elites.Sentinel - Multi-melta Sentinels (3) - Heavy bolters That one Sentinel is pretty lonely all by itself. Plus a juicy target that is easy to take out. ninja The other squadron looks okay, it could probably gun down a few things before they get swamped in an assault or shot to pieces by just about every weapon in the game. Lt. Brookman Troops.Veterans - Sniper rifles (3), vox and Forward Observers Valkyrie - Lascannon and hellstrikes Veterans - Aux. gl., grenade launcher, vox and Demolitions Valkyrie - Lascannon and hellstrikes Veterans - Aux. gl., meltagun, vox and Demolitions Valkyrie - Multi-laser and rocket pods Veterans - Shotguns, meltaguns (2), vox and Demolitions Valkyrie - Multi-laser and rocket pods The infantry squads are rather weak on their own, unless they are under constant support from their respective birds they will end up pretty dead pretty fast. What is the use of giving a squad camo cloaks and a homing beacon when they ride in a Valkyrie? Are they supposed to range ahead of the primary force and deploy on turn one? Lt. Brookman Fast Attack.Tauros Venator - Hunter-killer missiles Tauros Venator - Lascannons Tauros Squadron (2) - Grenade launchers You might be better off putting the two big ones together, seeing as they both have good AT weapons that should be able to take out most medium armoured vehicles with little hassle. As for the smaller ones, I guess they could work, I'm a bit sketchy on their grenade launcher special rules though. sweatdrop Lt. Brookman Heavy Support.Vulture - Punisher cannons Vulture - Lascannons and rocket pods Sky Talon. The Sky Talon is pretty useless and the Punisher cannons, while fearsome on paper with their re-roll, have a limited range and use. Though seeing as you normally face Orks, it might be something worth trying. The other Vulture is decent enough, a good mix of AP and AT, though maybe Hellstrike rockets might be better? Lt. Brookman * CO's aren't allowed to use lasguns for some stupid reason, but I modelled mine to carry one anyway to better fit in with the rest of the army. Can't you just this once build an army list without breaking a rule? wink Now defend your silly choices, I demand a good conversation! whee
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Posted: Sat Oct 02, 2010 3:18 pm
Lady Blodwynn I'm going to tear it apart now and make odd remarks. Lt. Brookman My current army as of right now, based on this list: HQ.Command squad - CO with lasgun w. aux. gl*, medic, vox, plasma gun and Officer of the Fleet. Valkyrie - Multi-laser and rocket pods It would have been better if you could take an Astropath instead of the Officer of the Fleet. Personally I feel that neither would really fit into the list though! A Master of Ordnance would've been a better choice, just swap the artillery with an air strike and the vox with a laser designator. I had points to spare so I threw the model in, seeing as I have a spare Imperial Navy officer. I may swap him for a homing beacon or some other gubbins. Lady Blodwynn Lt. Brookman Elites.Sentinel - Multi-melta Sentinels (3) - Heavy bolters That one Sentinel is pretty lonely all by itself. Plus a juicy target that is easy to take out. ninja The other squadron looks okay, it could probably gun down a few things before they get swamped in an assault or shot to pieces by just about every weapon in the game. Drop Sentinels are quite expensive and I've decided to order them in batches from now. The next batch of two will most likely also have multi-meltas, which will make them a higher priority target, but at the same time more efficient at taking out extra tough opponents. Maybe if I'm crazy enough I'll order an extra squadron and outfit those with heavy bolters to round out the AP fire power a bit. Lady Blodwynn Lt. Brookman Troops.Veterans - Sniper rifles (3), vox and Forward Observers Valkyrie - Lascannon and hellstrikes Veterans - Aux. gl., grenade launcher, vox and Demolitions Valkyrie - Lascannon and hellstrikes Veterans - Aux. gl., meltagun, vox and Demolitions Valkyrie - Multi-laser and rocket pods Veterans - Shotguns, meltaguns (2), vox and Demolitions Valkyrie - Multi-laser and rocket pods The infantry squads are rather weak on their own, unless they are under constant support from their respective birds they will end up pretty dead pretty fast. What is the use of giving a squad camo cloaks and a homing beacon when they ride in a Valkyrie? Are they supposed to range ahead of the primary force and deploy on turn one? Elysian special weapons are hard to get by! crying As of now every squad gets their own ride, it just looks better that way, though if need be I can give the first squad Valkyrie to that lone MM Drop Sentinel instead. Lady Blodwynn Lt. Brookman Fast Attack.Tauros Venator - Hunter-killer missiles Tauros Venator - Lascannons Tauros Squadron (2) - Grenade launchers You might be better off putting the two big ones together, seeing as they both have good AT weapons that should be able to take out most medium armoured vehicles with little hassle. As for the smaller ones, I guess they could work, I'm a bit sketchy on their grenade launcher special rules though. sweatdrop I don't have the book on me now, but I think it was heavy 2 or something, so it can be of use against hordes and lightly armoured vehicles with two kraks per vehicle. The Venators are split up because I want one on each flank. A bit of a gamble but something I have been toying with for a while now. Lady Blodwynn Lt. Brookman Heavy Support.Vulture - Punisher cannons Vulture - Lascannons and rocket pods Sky Talon. The Sky Talon is pretty useless and the Punisher cannons, while fearsome on paper with their re-roll, have a limited range and use. Though seeing as you normally face Orks, it might be something worth trying. The other Vulture is decent enough, a good mix of AP and AT, though maybe Hellstrike rockets might be better? Lt. Brookman * CO's aren't allowed to use lasguns for some stupid reason, but I modelled mine to carry one anyway to better fit in with the rest of the army. Can't you just this once build an army list without breaking a rule? wink Now defend your silly choices, I demand a good conversation! whee The Sky Talon might be useless but it has rocket pods! I like to think of it as a lite-gunship really, handy for suppressing enemy hordes and harassing them while other units can line up better shots. I am sticking with the Punisher cannons though, mainly because the look cool!
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Posted: Fri Oct 08, 2010 2:09 am
HQ: I'd drop the Officer of the Fleet and instead get more specials, squeezing in more squad level support weapons, some extra meltas, maybe flamers to help even the odds a bit more against hordes. Elites: Getting an extra MM drop Sentinel would be a good idea, if only to maximize their ability to hurt something when they drop in on something juicy. I'd also get another squadron of heavy bolter droppers, why not? Seeing as you are facing a horde enemy most of the time you might be better served with two of those, one on either flank or supporting certain squads making a dash for objectives or whatnot. Troops: If you can't take any more special weapons, which I can understand, you really need to make the most with what you've got: your transports. Personally I'd go heavy on the rocket pods and use those to saturate the area, culling the enemy ranks as much as possible before you touch down and disembark. Fast Attack: I'm still advocating that you put the Venators together in a single squadron and that you take another Tauros to make it a nice trio of killers that could probably be of good use against those pesky hordes and maybe take a shot at killing characters with their krak rounds. Failing that, you could always use both squadrons together as a harassment force to keep enemy troops occupied until the cavalry arrives. Heavy Support: Coolness aside, I'd leave the Sky Talon off the list. You could easily use those points for some much needed upgrades elsewhere, like that extra Tauros, or more rocket pods for your Valkyries. Come to think of it, it might be better to give that other Vulture, the one that isn't the "Meat Machine", Hellstrike missiles instead of lascannons, perfect again for dealing with characters or certain ill-constructed vehicles like no tomorrow.
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Posted: Sat Oct 09, 2010 1:59 am
Lady Blodwynn HQ: I'd drop the Officer of the Fleet and instead get more specials, squeezing in more squad level support weapons, some extra meltas, maybe flamers to help even the odds a bit more against hordes. Elites: Getting an extra MM drop Sentinel would be a good idea, if only to maximize their ability to hurt something when they drop in on something juicy. I'd also get another squadron of heavy bolter droppers, why not? Seeing as you are facing a horde enemy most of the time you might be better served with two of those, one on either flank or supporting certain squads making a dash for objectives or whatnot. Troops: If you can't take any more special weapons, which I can understand, you really need to make the most with what you've got: your transports. Personally I'd go heavy on the rocket pods and use those to saturate the area, culling the enemy ranks as much as possible before you touch down and disembark. Fast Attack: I'm still advocating that you put the Venators together in a single squadron and that you take another Tauros to make it a nice trio of killers that could probably be of good use against those pesky hordes and maybe take a shot at killing characters with their krak rounds. Failing that, you could always use both squadrons together as a harassment force to keep enemy troops occupied until the cavalry arrives. Heavy Support: Coolness aside, I'd leave the Sky Talon off the list. You could easily use those points for some much needed upgrades elsewhere, like that extra Tauros, or more rocket pods for your Valkyries. Come to think of it, it might be better to give that other Vulture, the one that isn't the "Meat Machine", Hellstrike missiles instead of lascannons, perfect again for dealing with characters or certain ill-constructed vehicles like no tomorrow. Ho-hum, good to see you back in old form. wink I could probably just take everything you said, put it on a list and use it as a guideline for expanding the army to 2.500 points and from there onwards to 3.000 points. Though for the big 3k I might take on some Imperial Navy support in form of a Thunderbolt or Marauder.
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Posted: Sat Oct 09, 2010 2:23 am
Ooh, go for the Marauder, hardly anybody seems to go for plain old bombers these days. Be sure to really load that thing up with an excessive amount of ordnance. burning_eyes
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Posted: Mon Dec 13, 2010 5:33 pm
ok, im having trouble modeling veteran troop models, seeing as ive got a platoon in my current army list, i want the 5 squads to look special in some way, one condition i have with building them though, is no metal parts, below is a list of the squads, and i'd be really gratefull if someone could help me out with how to model them, what parts to use ect.
and how to spruce up their chimeras would be really helpfull as an addition
veteran squad 1 (10 man) 3 shotguns, heavy flamer, 2 flamers, grenadiers, chimera, heavy flamer, heavy bolter
veteran squad 2 (10 man), 3 snipers, forward sentries, chimera, heavy flamer
veteran squad 3 & 4 (10 man) missile launcher, grenadiers, chimera, 2 heavy bolters
veteran squad 5 (10 man) 2 melta guns, demolitions, chimera, heavy flamer
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Posted: Mon Dec 13, 2010 10:08 pm
squad 1 - heavy flamer conversion from a vehicle sprue hevay flamer, shotguns from marine scouts, and use scout torsos for carapace armor squad 2 - use sniper scouts to get sniper rifles, and cammo cloaks come from the same set squad 3 and 4 - again plunder marine scouts set for carapace armor and missile launcher too squad 5 - use 2 ig command squad sets to get meltaguns, and convert demo charge from spare ig backpack if you have one
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Posted: Tue Dec 14, 2010 4:37 am
The command squad boxed sets also come with heavy flamers and sniper rifles.
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Posted: Tue Dec 14, 2010 8:06 am
ok, well ill probably use the bodies of the sniper marine scouts then, for the sniper squad, just use imperial guardsmen legs and heads from the command boxes and the normal troops box, although i do have 10 guardsmen spare that i can salvage into veteran parts
but still.. how to spruce up the chimeras to make them individual to the squads
however with the bodies from the scouts, ill most likely file off the eagle, just to make them look individual from normal space marine scouts
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Posted: Tue Dec 14, 2010 10:16 pm
if painting markings responding to the squad numbers isnt enough to distinguish chimeras, maybe try adding bits of wargear like hk missile on one, dozer blade on another etc.
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Posted: Wed Dec 15, 2010 10:58 am
Vehicles can be easily kitbashed or painted in unique ways.
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Posted: Wed Dec 15, 2010 1:06 pm
main ideas for the chimeras ive thought up of so far for those squads are:
grenadeers = extra armor, dozer blades demolitions = hunter killer missile snipers = netting and leaves, ect and extended coms
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Posted: Wed Dec 15, 2010 2:16 pm
I am curious though, why three shotguns in the Grenadiers squad and not all shotgun except for the specials and heavy?
Also, it would be helpful if you tell us what models you are going to base them on. Cadians? Catachans? A massive multi-kit kitbash?
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