Your magic items on the daemonsmith is illegal only one dispel scroll can be taken in the entire army.
your first infernal guard unit is illegal, minimum unit size is 10.
Additionally why would you ever want to have a small unit of blunders anyway? They are only truly effective in groups of 28-30+ and then only work well with a gunline list.
Ironsworn are overcosted but can work, but i doubt they will do you much good at this point level, you are sacrificing way to much shooting.
You would have a much more powerful army with
27 Blunderbuss
1 magma cannon
1 rocket
2 hellcannons (The 2 hellcannons will likely put out way more close combat damage then the unit of ironsworn ever could and can shoot good)
Ironsworn is not worth their points. You should use those models for regular infantry instead. A unit of 10 (9s illigal) will not to any damage. The only unit worth taking in 10 (or 11 for the looks) is a fireglaive unit for protecting a daemonsmith near your warmachines and take out eagles and small fast cavalry units.
Blunderbuss only work with their abilities at 20 models. I usually go 24 in that unit so that I can take a few hits from shooting.
A BSB needs to stay alive, so fit him with some kind of a wardave. Mask of the Furnace is brilliant.
Naptha bombs are only really good if the wielder is in a fireglaive unit, because it’ll let you make better stand and shoot attacks from short range.
I suggest you check out the armylist section of the forum. There is a lot of very good 1500point armylists and many tips and tatics with those list. I min signiature is a link to my lists and I have some 1500p ones too.
cool, i figured the blunderbuss units would do well protecting the warmachines and the inf. ironsworn seemed to have good stats so i thought they would do well in close combat?
i dont have a WOC book for hell cannon rules and dont want to fork out £30 odd quid just for that reason, otherwise i would take one.
o yea fergot that 25% of 1500 is 375 still tho a single hellcannon would better serve you, just get the rules for a hellcannon from your local store, or a friend that plays woc.
28x Infernal Guard: Fireglaives, FC, NB/Pistol, war banner = 550
Special
Magma Cannon : = 145
Magma Cannon : = 145
Deathshrieker rocket launcher: = 100
Rare
Hell Cannon: = 205
= 1495
so pretty straight forward list. Daemonsmiths to stand by there warmachines, 2 warmachines either flank with IG in the middle. Shoot the hell out of the oncoming army, then engage with CC.
bit boring but i like to go with the theme of my army as i believe it to be, opinions?
btw, i know its risky not having a castellan with BSB but i wanted magic and the shooting re-rolls more.
War banner is not worth the only +1 combat result. Go with razor banner for many extra kills (way higher combat result) or gleaming pennant for a LD re-roll lagking a bsb. I would go for the pennant. That unit fails - you loose.
Castellan grants stubborn and LD re-roll. Going eith your choice I would bring crown of command. And get the Ironcurse Icon in there too. 5points for a 6++ vs war machines. Drop the naptha bombs points csn be bettter spend.
You might find magic to be pretty lacking in potential, additionally miscasts totally ruin infernal guards, we pay alot for our infnatry and having them die like that is pretty shattering so be warned.
Blunderbusses will out shoot and out damage fireglaives to the point that you are really only taking them for their melee potential, which is all good, you need to get the nanptha bomb on that champion over a pistol so they get to stand and shoot at short range since they are only range 18 and the nanptha bomb is like range 3 or 6.
I would drop the rocket and get 2 khans, and take death/metal demonsmiths, 2 khans can give you an extra turn or 2 of shooting each. The demonsmiths can make up for the rockets damage with spirit leech since most of your rockets targets are monsters and they got crap LD anyway which spirit leech shines against.
I agree. you need somehow a little movement in your army otherwise you are completely passive and the opponent can take advantage of this. You are very early finished with deployment so your foe can deploy his important units after you. With khans you have a chance to influence the matchups a little bit and delay his movement.
And drop glittering scales! Don’t take your daemonsmirh from a chaos armor wirh fire wardsave to a light armor. The -1 to hit is really only good for very WS units or nurgle heroes because they are then only hit on 6’s.
With all the elves re-rolling to hit and hatred out there - glittering scales is a really bad deal for us.
Drop 1 Daemonsmith. Take blunderbusses for your infernal guard and 1 or 2 khans to slow down the enemy approach. You have very few units. Your opponent will get more than one unit in close combat with your IG. You can`t take two or three aggressors at once. With the khans you can stop one or two of the units for one turn.
With the blunderbusses you grind them down so that they are harmless in combat.
I agree with hoodedman, blunderbusses are great in gunline armies, likely the scariest thing we can throw down is magma cannons, K’daii destroyers, and Blunderbusses because they all just tear the enemy apart. But you would have to tweak the list, dropping the centaurs, boosting the blunder size, and adding an inferanl castellen.
think i’ll go with this, from what i’ve read renders and fireborn are both good units, and should protect my flanks etc. the unit of Ig i kept with shields to up there armour save and help them last longer.
also its kept my army small (which i want) and given me a nice variety of different models to paint.