Sunday, May 17, 2009

Methalor with the New IG Codex

So some of you may remember my old Methalor Penal Legion army I made for the Macharian Crusade. With the new IG book I decided it was time to revamp and touch up the old guys. The list I made ended up being pretty different in form than my old list, but it seems like a lot of fun.

Primaris Psyker 70
Primaris Psyker 70

These guys seems like a blast. I load them up in the Valks with some Veterans and they get to blow 4d6 S 6 shots on the flank. If it's a MC or vehicle then they'll re-roll to hit thanks to Bastonne and the 'Take it Down!' order.

Penal Legion 80
Penal Legion 80
Penal Legion 80

These just seem like a natural choice for this army. The fact that they are stubborn, can outflank, and can roll some really cool abilities just sweetens the deal.

Veterans w/ 3*Meltaguns 100

These guys load up in one of the Valkeries and try to down a vehicle on the flank with their meltas.

Veterans w/ 3* Grenade Launchers, Missle Launcher, Powerfist 115

These guys control my backfield and take pot shots.

Veterans w/ 3*Plasmaguns, Grenadiers, Bastonne 205

These guys hang out with the Psykers, issue orders to themselves, and contest and hold far objectives.

Fast Attack
2*Valkyries w/ 1*multiple rocket pods, 1*Lascannon 245

I suppose these have been explained pretty clearly in the other entries, but I have to give a shout out to the multiple rocket pods, they are awesome.

2*Banewolves w/ Heavy flamer, Smoke Launchers 270
2*Banewolves w/ Heavy flamer, Smoke Launchers 270

These squadrons are really, really killy. In a game Thursday a group of them destroyed a twenty man combined Infantry squad, and today one of the squadrons killed an entire Thousand Sons squad. They do the most damage in the list.

Heavy Support

Demolisher w/ Hull Heavy Bolter, Plasma cannon sponsons 205
Demolisher w/ Hull Lascannon, Multimelta sponsons 210

These guys can do a few things for the list. Foremost they attract alot of fire and are very resilient. They are also this lists main way to kill 2+ armour.

That's it.


suneokun said...

I'd take Vendetta's over Valk's, 3 twin-linked lascannons are hard to argue with with the amount of multiwound and vehicles out there. At 130pts that's cheaper than sentinels... I'm seriously considering converting my Sentinels BACK to heavy flamers for flanking fun and taking Vendettas instead.

My only concern with the poison tanks is that they don't have the range of the hellhounds... with only a 12" move and then just a template shot - this makes them easy prey for Meltaguns - despite the AP killing.

What ya think?

Jwolf said...

Taking the Valkyrie with the MRPs means you move 12" every turn and fire 2 large blasts and another weapon. This is good for whacking enemy troops on foot (and by turn 2, there certainly should be some). Taking the Vendetta means moving 6" a turn, which gives up one of the major advantages of the platform.
If you need the Vendetta for AT, then great, but taking it as an AT isn't a no-brainer (like I thought it was at first read of the Codex).
The Banewolf is really killy, and 2 of them will kill an entire MEQ squad fairly reliably. Since you start out of Melta range and then move up and kill the squad, Meltas are less threatening overall.
I prefer the Hellhound myself, but the Banewolf in squadrons is a scary thing.

Admiral Drax said...

Whichever air support you go for (Valks seem better - esp. given Jwolf's point), this seems like a fun and appropriately fluffy list, though I'd be tempted to take more of a 'commander' as one of the HQ choices...

Of course, you could take one each Valk/Vendetta - as two separate choices so they can engage different targets...but then they may appear separately.

Is it wrong that I tittered at the thought of you intending to "touch up the old guys"?

- Drax.

suneokun said...

Good point Jwolf - I hadn't realised the whole 'defensive weapon' benefit of the Missile Pod. So this give you a 12" move and fire platform - nice. Are heavy bolters worth it on the Valk?

The Vendetta is still very appealing as it can provide the same role as three sentinels (but with better armour and more accuracy) before objective grabbing last turn with a special weapon team with three flamers?

oni said...

I'll toss in my thoughts here, but I'm new to IG so take it as you may.

I personally am in favor of the company command squad for an HQ. Loaded with a Vox-caster, Medi-pack, and Standard... The points vs. benefits ratio seems incredible.