greatcrusade08 Posted January 20, 2021 Share Posted January 20, 2021 The defence of Mitzmanhive, WW2 themed imperial guard city/hive defence force (tech/wargear is limited to theme) Regimental doctrine: Cadian command points: 5 Batallion 1: Colonel John Ryan: (Lord Castellan Creed) warlord Major Marcus Mitzman: company commander 10 infantry, grenade launcher, missile launcher 10 infantry, grenade launcher, missile launcher 10 infantry, grenade launcher, missile launcher 10 infantry, grenade launcher, missile launcher Lieutenant Danny Seymour: platoon commander -shotgun, dagger of Tu'Sakh Command squad, missile launcher 10 veterans -heavy flamer, 3 flamers, 5 shotguns 3 heavy weapon teams -3 mortars Batallion 2: Captain Jimmy Warth: company commander Lord Commissar Fox 20 conscripts 20 conscripts 10 infantry, vox 10 infantry, vox 10 infantry, vox, grenade launcher 10 infantry, grenade launcher Command squad, missile launcher 10 veterans -3 grenade launcher, missile launcher 3 heavy weapon teams -3 mortars Batallion 3: Captain Nicholas Sheppard: company commander Lord Commissar Harper 20 conscripts 20 conscripts 10 infantry, vox 10 infantry, vox 10 infantry, vox, grenade launcher 10 infantry, grenade launcher Command squad, missile launcher 10 veterans -3 grenade launcher, missile launcher 3 heavy weapon teams -3 mortars organised into 3 waves and a firebase wave one: 80 conscripts and commissars, run forward score objectives and die turns 1/2 wave two: 40 infantry with vox for orders, score, shoot and die, infiltrating flame vets cause a nuisance, steal an objective wave three: 40 infantry with vox/grenade launchers, veteran teams firebase: 4 infantry squads with grenade launchers and missile launchers, mortars and command squads HWTs librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/ Share on other sites More sharing options...
librisrouge Posted January 20, 2021 Share Posted January 20, 2021 It certainly has enough bodies, that is for sure. I like it. I do worry about your ability to deal with armor or high T targets. You seem mostly limited to 8 missile launchers that are scattered around 8 squads. This will probably limit your ability to boost them with orders and, even then, they'll struggle if you go up against a monster based 'nid list or knights or somesuch. Grenade launchers will be nearly useless against such things. I know you're going for some kind of low tech theme but consider working in some meltaguns into the infantry squads. Modeling them as low tech welding gear would work, in my opinion. greatcrusade08 1 Back to top Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5656181 Share on other sites More sharing options...
greatcrusade08 Posted January 20, 2021 Author Share Posted January 20, 2021 It certainly has enough bodies, that is for sure. I like it. I do worry about your ability to deal with armor or high T targets. You seem mostly limited to 8 missile launchers that are scattered around 8 squads. This will probably limit your ability to boost them with orders and, even then, they'll struggle if you go up against a monster based 'nid list or knights or somesuch. Grenade launchers will be nearly useless against such things. I know you're going for some kind of low tech theme but consider working in some meltaguns into the infantry squads. Modeling them as low tech welding gear would work, in my opinion. You have a point for sure. I think if it becomes a serious issue i can probably proxy for friendly games until i can figure out a thematic alternative, welding gear sounds cool. GLs are the same points in generic squads as meltas and plasma which is a bit daft, but then GW has proven it doesnt know how to point IG. I really want to try the massed GL approach for a bit, i just have a feeling in numbers they can be useful, gunna need 4s or 5s to wound big targets sure, but AP-1 and D3 damage is ok if you have enough of them, same principle as lasguns i guess, strats like experienced eye and orders like bring it down can help mitigate a bit. I dunno i guess i just like a challenge :p Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5656184 Share on other sites More sharing options...
GuardDaddy Posted January 20, 2021 Share Posted January 20, 2021 welcome to the footguard madness! Some matchplay observations to reflect on. 3 battalions is 6CP of your 12 starting. Expensive. You could bump the conscripts to units of 30 - which would allow you to get 4 infantry squads less (assuming you put the bodies from the infantry squads into conscripts). This would be 12 slots and would fit into one extra battalion. or... you could get the 12 troops into one battalion. Looking at what you have you'd need to find 3 fast attacks to make that work (sentinalx3 cheapest option 105pts) but dropping the lord commissars would cover lots of that. That would be: HQ: Creed 3x Company Commander TROOPS: 12 troops (8 infantry (80), 4 conscripts (120) 3x HWT 3x Vets 3xfast attack (sentinels) You would then have double the CP to start with librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5656256 Share on other sites More sharing options...
greatcrusade08 Posted January 20, 2021 Author Share Posted January 20, 2021 (edited) yeah CP was a massive concern, i had been playing with ways to squeeze into just two batallions, i still may play around with that idea. Creed does grant us two CP back though which is handy. Its a shame there are no infantry options for FA, otherwise a brigade would do nicely, im hoping the next codex brings back platoon builds Edited January 20, 2021 by greatcrusade08 War Angel 1 Back to top Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5656271 Share on other sites More sharing options...
GuardDaddy Posted January 20, 2021 Share Posted January 20, 2021 Creed does grant us two CP back though which is handy. Oh yeah - good point - i completely forgot that (I've moved away from Cadian in 9th due to movement onto midboard being critical especially for scoring with footguard) Its a shame there are no infantry options for FA, otherwise a brigade would do nicely, im hoping the next codex brings back platoon builds I know - ironically guard fast attack are being taken in mixed imperium lists as Death Korp! example here Competitive Innovations in 9th: Objective Secured Perth GT – Goonhammer Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5656285 Share on other sites More sharing options...
greatcrusade08 Posted January 20, 2021 Author Share Posted January 20, 2021 I know - ironically guard fast attack are being taken in mixed imperium lists as Death Korp! example here Competitive Innovations in 9th: Objective Secured Perth GT – Goonhammer Very cool Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5656295 Share on other sites More sharing options...
greatcrusade08 Posted January 24, 2021 Author Share Posted January 24, 2021 welcome to the footguard madness! Some matchplay observations to reflect on. 3 battalions is 6CP of your 12 starting. Expensive. You could bump the conscripts to units of 30 - which would allow you to get 4 infantry squads less (assuming you put the bodies from the infantry squads into conscripts). This would be 12 slots and would fit into one extra battalion. or... you could get the 12 troops into one battalion. Looking at what you have you'd need to find 3 fast attacks to make that work (sentinalx3 cheapest option 105pts) but dropping the lord commissars would cover lots of that. That would be: HQ: Creed 3x Company Commander TROOPS: 12 troops (8 infantry (80), 4 conscripts (120) 3x HWT 3x Vets 3xfast attack (sentinels) You would then have double the CP to start with Ive just realised how id do this. armoured sentinels could be pillboxes/fortified emplacements, put them in cover, leave them there Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5658245 Share on other sites More sharing options...
GuardDaddy Posted January 24, 2021 Share Posted January 24, 2021 I can't quite fine a way to use scout or armoured that is quite good enough to want to take them. I'd recommend Mordian Glory's recent tactics video on them though. food for thought. My New Idea For A Competitive Astra Militarum Army! - 9th Ed. Warhammer 40,000 - YouTube greatcrusade08 1 Back to top Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5658454 Share on other sites More sharing options...
War Angel Posted January 25, 2021 Share Posted January 25, 2021 I’m with you in hoping for the guard change. Another option is 2 battalions and a patrol. If you squeeze the infantry squads with nothing in them into the conscripts. Or, there’s currently 80 conscripts, that’s 2 full squads (60) and 20 remaining. Nevermind, I don’t think a patrol is enough troop spots. With as many conscripts as you have, you should try a game with a commissar as a warlord to order a full 30 man conscript squad. Just to see if you like it. Overal, I like the list, I think the limited CP is the cost we have to pay to have commanding presence on the board. I think some heavy bolters or auto cannons might be useful while still fitting the theme. I too hope that the next codex gives us a new fast attack infantry. I also hope we get the ability to take more heavy weapons teams, then they wouldn’t feel like a throw away if you take something other than mortars. Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5658742 Share on other sites More sharing options...
greatcrusade08 Posted January 25, 2021 Author Share Posted January 25, 2021 I’m with you in hoping for the guard change. Another option is 2 battalions and a patrol. If you squeeze the infantry squads with nothing in them into the conscripts. Or, there’s currently 80 conscripts, that’s 2 full squads (60) and 20 remaining. Nevermind, I don’t think a patrol is enough troop spots. With as many conscripts as you have, you should try a game with a commissar as a warlord to order a full 30 man conscript squad. Just to see if you like it. Overal, I like the list, I think the limited CP is the cost we have to pay to have commanding presence on the board. I think some heavy bolters or auto cannons might be useful while still fitting the theme. I too hope that the next codex gives us a new fast attack infantry. I also hope we get the ability to take more heavy weapons teams, then they wouldn’t feel like a throw away if you take something other than mortars. i have built a creed brigade list, that lets me start game with 13 CP, ill post in a mo. definitely worth doing to get more strats in game I had considered a commanding commisar for the conscripts, but tbh i suspect they will all run forward score an objective and then die anyway. I did have an idea to use a CP to combine two 30 man conscript squads and then order them to FRFSRF for 240 shots. I really like HBs , would like to run them in vet sqauds so they can move and fire if needed. at the moment most hWTs are ML to cope with the lack of anti tank, if we could get more HWTS id definately run more and put the HBS in Brigade company commander: laurels of command company commander company commander Creed: warlord 30 conscripts 30 conscripts 30 conscripts 30 conscripts infantry squad with grenade launcher infantry squad with grenade launcher infantry squad with grenade launcher infantry squad with grenade launcher and missile launcher infantry squad with grenade launcher and missile launcher infantry squad with grenade launcher and missile launcher infantry squad with grenade launcher and missile launcher infantry squad with grenade launcher and missile launcher command squad with missile launcher command squad with missile launcher command squad with missile launcher platoon commander with shotgun and dagger of Tu'Sakh veteran squad with heavy flamer and 3 flamer veteran squad with 3 grenade launcher veteran squad with 3 grenade launcher armored sentinel with autocannon (entrenched HWT) armored sentinel with autocannon (entrenched HWT) armored sentinel with autocannon (entrenched HWT) heavy weapons team with 3 mortars heavy weapons team with 3 mortars heavy weapons team with 3 mortars Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5658771 Share on other sites More sharing options...
GuardDaddy Posted January 25, 2021 Share Posted January 25, 2021 Creed is great for the extra orders and the CP - wonder how/if he will be reimagined for 9th - sculpt is getting on a bit too! Might want to reflect on where missile launchers are - for example for no points change could shift them over to vet squads getting BS3 - depends on you plan for using them. Looks a bit light on antitank as you say. Good look painting it up - i'm slowly chipping away at mine! Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5658825 Share on other sites More sharing options...
greatcrusade08 Posted January 25, 2021 Author Share Posted January 25, 2021 yeah i had ML squads in with vets originally, but had to chip away points, figured with 3 GL they still pose a small anti tank threat and can still advance with second wave. the alternative is to drop a commander and get the extra 2 ML Link to comment https://bolterandchainsword.com/topic/368617-montgomery-101st-all-infantry-madness/#findComment-5658838 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now