Sunday, December 19, 2010

Imperial Guard Army List - Valkyrie 500 Variations!


Ok so for some insane reason yes I've decided my reintroduction to playing 40k will involve Valkyries, as some of you have already seen or commented on my lists from the other day I thought I would share with you the thing that drew me back to the Valkyrie after I tried to be "saner", I give you "The" image:

Uknown artists image of mega-firey-shootie-winged death!
Ok folks based in thar thinking and the ideas of some of the folks on here time for a few of the Valk 500 variations, all collected to tidy things up:




VERSION 1
  • Psyker – 70
  • vet squad – 85 (3 flamers)
  • vet squad – 100 (3 meltas)
  • Valk – 100 (no upgrades)
  • Valk with rocket pods or vendetta – 130
Total = 485 that Leaves me 15 points for HB on one of the valks (possibly the basic one to make it more useful) and a few points to buy the sergs some bolt pistols or something.

VERSION 2
  • Psyker – 70
  • vet squad – 100 (3 meltas)
  • vet squad – 100 (3 meltas)
  • Valk – 100 (no upgrades)
  • Valk with rocket pods or vendetta - 130 (no upgrades)
Total = 500 on the nose

VERSION 3
  • Psyker – 70
  • Vet squad – 95 (2 meltas and 1 flamer)
  • Vet squad – 95 (2 meltas and 1 flamer)
  • Valk – 110 (basic Valk with heavy bolters)
  • Valk with rocket pods or vendetta – 130 (no upgrades)
Total = 500 on the nose

VERSION 4
  • Psyker – 70
  • Vet squad – 90 (2 meltas) 
  • Vet squad – 90 (2 meltas)
  • Valk with heavy bolters – 110
  • Valk with rocket pods or vendetta either with heavy bolters – 140
Total = 500 on the nose

VERSION 5

  • Psyker – 70
  • vet squad – 80 (2 flamers)
  • vet squad – 90 (2 meltas)
  • Valk with Rocket Pods or Vendetta- 130
  • Valk with rocket pods or vendetta – 130
Total = 500 on the nose



I’ve included the alternate option in all the lists for the rocket pod Valk to be replaced with a vendetta then that way depending on the force can choose between rockets or las depending on armour facing me. Although that does beg the question how easy is it to magnatise the weapons on them?

So any thoughts or suggestions?

Keep an eye out for my other options of armour and troop based lists coming soon (hopefully)

4 comments:

  1. That is a really cool picture, but isn't that a Space Marine as the door gunner on the second Valk?

    Seeing as I don't run IG i think i would go with list #4. But this is me just speculating on its usefulness. But running a Air Cav list would be fun if i had some extra cash.

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  2. I would go with version 2 or version 3. If you drop to only 2 special weapons on the Veteran squads then you are passing up part of what makes them so effective. Giving 3 flamers to one of the squads passes up the usefulness of their better ballistic skill.

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  3. im definately torn between 2,3 and 4 though i have a slight leaning towards 2 or 3, though 4 has its plus point! mind you that could all change when i have a fiddle with some other options tonight so watch this space for more non-valk based forces, but i still need your feedback on these.

    cheers guys

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  4. My favourite is 5, but then I'm the one who originally said I avoid hellstrike missiles like the plague, so I'm kinda biased :oP

    As for magnetising, I know of an excellent tutorial. He's gone far further than you need to if you just want flexible weapon options (he wanted to be able to break his down for easier transportation) but you can certainly just follow the relevent parts of the tutorial when it comes to your own efforts.

    http://corbaniaprime.blogspot.com/2009/05/tutorial-magnetising-valkyrie.html

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