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-   -   Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP) (http://forums.tauonline.org/imperial-guard/79661-option-take-expand-my-1500-mech-army-1750pts-help.html)

Proiteus 30 Mar 2010 11:28

Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
I’m building a 1500pt Mech guard army at the moment which features the following…

Command Squad: 3 Meltaguns
Veteran Squad: 3 Meltaguns
Veteran Squad: 3 Plasmaguns
2X Veteran Squad: 2 Meltaguns
All in Chimeras with Multi-Laser & Heavy Flamer
Banewolf: Heavy Flamer
Valkyrie: Multi-Rocket Pods & Multi-laser.
Manticore
2X Leman Russ Battle Tank: Lascannon


Now it’s a very solid list, however I’m now looking to expand it to 1750pts for a tournament in May, but because I rarely play 1750pts I want to avoid buying anything too expensive so no extra Valkyries & Vendettas.
Anyway the first lot of points was spent on maxing out the meltaguns squads and changing one squad meltas for plasmaguns.

Which leaves me 215pts to spend on units for the expansion group; so here are the options I thought of?

Option 1 – Infantry Support
The infantry squads will then sit on objective(s) closest to my board edge and deal with tanks, merging together when playing Annihilation or Capture & Control with the Commissar keeping them from running away from their objective. Whilst the rest of the army goes on the offensive. The Command Squad will go in one of the melta’s chimeras and they take the Valkyrie transport.

Infantry Platoon
50 – Command Squad:
4 Flamers
70 – Infantry Squad: Missile Launcher & Grenade Launcher
95 – Infantry Squad: Missile Launcher and Commissar

Option 2 – More Flame Templates
I’ve got a Hellhound tank from my previous guard army that could easily double for a Banewolf and I think two Banewolves would be very menacing!
Like the infantry command the melta vets fly in the valkyrie and the flamer vets have their chimera.

130 – Banewolf: Heavy Flamer
85 – Veteran Squad: 3 Heavy Flamers

Option 3 – More Blast Templates
An alteration of option 2; instead of taking the veteran squad I equip the Leman Russes with plasma cannon sponsons to make them a very threatening target and hopefully draw fire away from the rest of the AV12 vehicles.

130 – Banewolf: Heavy Flamer
80 - Plasma Sponson Upgrades
5 - Smoke Launcher for Banewolf

Option 4 – Psychic Support
Psykers look like they could be very useful against those big nasty units such as nob bikers to chase them off the board with the Valkyrie. Again the melta vets fly in the Valkyrie and the Pyskers have their chimera. I'd also take some scout sentinels for long ranged anti-tank.

100 – Psyker Battle Squad: 4 Additional Psykers
80 - 2 Scout Sentinels with Autocannons
30 – Master Of The Fleet

5 - Smoke Launcher for Banewolf

Those are the 4 options for my additional 215pts, please tell me which one you think will be the most effective and feel free to suggest alternatives if you feel none of the 4 options are suitable?

Schev 30 Mar 2010 12:57

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
I'd go with a modified version of 4. I would take 9 Psykers in a Chimera and 6 Ratlings for Weaken/Pin combo. I just love Psykers in general though, and while I haven't tried the Primaris, your option 4 still seems the best to me. Master of the Fleet should be quite useful in a tournament setting.

Kalshinko 30 Mar 2010 16:56

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
I would go with option 3, but get mortars instead.

Zen 30 Mar 2010 17:42

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
Get some bloody Chimeras for those Veterans and upgrade them e.g. max out on Special Weapons.

Proiteus 30 Mar 2010 18:12

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
Quote:

Originally Posted by Zenai
Get some bloody Chimeras for those Veterans and upgrade them e.g. max out on Special Weapons.

Whoops missed out quite an important bit of my army list, anyway I've add the chimera's now :P

Proiteus 03 Apr 2010 17:46

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
I had made my choice to go with option 4 as it brought so many interesting tactics to the table.
However I'm now debating to go with option 1 as I feel the army needs some objective holders at the back of the board? Since I don't want to have to park one of my 4 veteran squads on my home objective in 'capture and control' missions where I can't use it's weapons to their full potental against my opponent?

What are your guys thoughts on this? Infantry or Psychic Support?

Kalshinko 03 Apr 2010 18:14

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
I have never seen phycers used, but from what everyone is saying about them they may be a good choice. I know mortars are devastating.

USAFTACP 03 Apr 2010 19:17

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
I always include mortars in my lists. They are amazing weapons. I stick one in my command squad so I can hide behind things and still blast them. They are great pinning weapons because it's a cheap way to force multiple pinning checks every turn.

Proiteus 03 Apr 2010 19:25

Re: Which Option To Take To Expand My 1500 Mech Army To 1750pts? (HELP)
 
True mortars would be good, If I took them with the psykers they would be devastating; your leadership is now 2 lets see you pass these pinning tests.

Anyway what about the options, which should I go for?


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