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Made in us
Decrepit Dakkanaut





Vallejo, CA

If you've been chilling on the battle reports board, you know what's going on.

Here's now I'm reworking it so far

CCS - 2x snipers, standard
- power fist, medic, eviscerator priest

Stormtroopers
- 10x with 2x flamers
Stormtroopers
- 10x with 2x plasma
Stormtroopers
- 10x with 2x melta

PCS - 3x flamers
PIS - meltagun, lascannon
PIS - meltagun, lascannon
PIS - meltagun, lascannon

PCS - lascannon
PIS - meltagun, lascannon
PIS - meltagun, lascannon
PIS - meltagun, lascannon

Colossus
Colossus
Medusa - bastion breachers (if I'm taking a medusa, I'm taking the BB's. No exceptions)

Anyways, this brings my point count up to 1730 out of an 1850 point list. What to do with the remaining 120 points?

- Upgrade the medusa and one of the colossues to Exterminators with hull lascannons and sponsons bolters. Extra points go for some stormie sarge upgrades.


Obviously this brings anti-transport to a list that currently lacks it somewhat. Of course, it's also still throwing a lot of points at my heavy support choices, which I think I might be wanting to move away from. Perhaps I could drop the whole HS slot and bring back in just two exterminators, but then what do I do with the extra 140 points?

- Three 3x melta SWSs.

If my tiny crappy squads are going to die horribly anyways, why not charge them at the enemy? I do like this idea from the stand point that this increases my melta hedge. Not only does this bring more anti-tank into the mix, but I've already found the utility of a melta hedge against fliers. Their movement is very limited and very predictable. Getting some melta within melta range would be pretty easy to do.

Moreover, I already have all of these meltaguns from when I used to run SWSs and was frustrated with how quickly they got thrown off the board. Now that they don't have power blob durability to be up against...

- 2x plasma pistols for a stormie sergeant, 2x plasma pistols for the other, power weapon for the third, another eviscerator priest, assorted other upgrades.

This is a rather more conservative option, of course. Just taking what I'm already taking, but adding more. On the plus side, weapon upgrades are the most efficient way of adding killing power to a list.

- something else
I wouldn't be averse, for example, to scrapping my HS slots altogether and putting something else in. Not allies or aegises, of course, but perhaps something FA? If I owned more than two sentinels, I'd really consider it. Don't have vendettas, though.






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Made in us
Battleship Captain





NYC

Vets, 2 melta, and a doctrine (FS or Grenadiers depending on style of usage)? Know you're not a fan of veterans, but it'd be some good tank deterrent.

Dakka member since 2012/01/09 16:44:06

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Made in no
Boom! Leman Russ Commander






Oslo Norway

Ailaros wrote:
CCS - 2x snipers, standard
- power fist, medic, eviscerator priest


Terrible (though probably cool-looking) load-out. Snipers suck like they always have. Standard is good. Medic, powerfist and priest? That is 110pts if I'm not mistaken! 110pts to make the CCS somewhat capable in close combat. They will still get knocked straight over by any real cc unit and because the unit is composed of 6 T3 5+ save models, overwatch means many possible targets are no-goes. You are spending way to much here for what you are getting. IMO, an officer of the fleet is almost mandatory now. Keeping flyers and other reserved units off the table for longer will save your forces much more pain than the 30pts the model costs.

Ailaros wrote:
Stormtroopers
- 10x with 2x flamers
Stormtroopers
- 10x with 2x plasma
Stormtroopers
- 10x with 2x melta


Interesting. May work out ok, although close combat is a huge issue for these guys. They do add a lot of tactical options though, and they have recieved somewhat of a boost. (9" rapid fire hurts though). It is a lot of pts, not something I would do, but I want to see them in action

Ailaros wrote:
PCS - 3x flamers
PIS - meltagun, lascannon
PIS - meltagun, lascannon
PIS - meltagun, lascannon

PCS - lascannon
PIS - meltagun, lascannon
PIS - meltagun, lascannon
PIS - meltagun, lascannon


Better than the AC platoons you used in the last game, at least these guys have weapons that hurt stuff when they hit. However, you are using around 580pts on 7 Bs3 lascannons, 6 Bs3 meltaguns and 3 flamers. You are also building towards a gunline, something you've expressed that you do not actually want to do. My suggestion is to throw those pts into an Al'Rahem platoon of:
Al'Rahem, 4xplasma
IS, melta
IS, melta
SWS, 3xflamer
SWS, 3xmelta

And hold the line at home with 2x veterans with 3x melta each. Slightly more expensive than your current solution from some quick calculation. You loose scoring bodies and long range firepower, but gain immense short range firepower and mobility. Al'Rahem not working great in a couple of games does not mean that he is useless. You mentioned walking across the board is tougher.. don't do it then, just storm on from the sides and from above.

Ailaros wrote:
Colossus
Colossus
Medusa - bastion breachers (if I'm taking a medusa, I'm taking the BB's. No exceptions)


Colossus is decent, but not really great in your list IMO. Basilisk or manticore, being able to do dual-action would be better IMO. You already have quite a lot of anti-marine, bringing the ability to hurt vehicles and at the same time saving pts is not bad.

Medusa is better without BBS IMO, S10 AP2 large blast is much better than the "melta" small blast.

Of course, regardless of changes, the list does not have enough AA. Vendettas would be preffered, but if you really don't want them, you should invest in hydras. Swapping the medusa for hydras would help a bit, although newcrons will still smack you around. (the hydras might not even get off a shot)

I take it your against bastions as well?

   
Made in gb
Been Around the Block




Ailaros wrote:What to do with the remaining 120 points?


Well, I like the idea behind the list (assuming that it is) - have your firebase/castle with the CCS, Platoons and Artillery put out the hurt, then deep-strike in the Stormtroopers to slow down/eliminate or otherwise distract the incoming nasties and get to places the rest of your army will struggle with.

For the Stormtroopers to do the most damage and to survive (optional), you'd want your forces on the board at the start to do some serious damage to the enemy.
You've got 7 BS3 lascannons, 6 BS3 meltaguns, 2 BS4 snipers and 3 large blasts; i'm not sure this is enough - it seems you are going to be relying on the blasts to do a lot of the hard lifting, and outside the Griffon, they just aren't reliable. They are insanely powerful under ideal circumstances and still probably worth the gamble that you might not get a single hit in some games - the Guard answer to such problems tends to be solved by volume.

I would think it worth considering joining the Colossus in a squadron and adding another heavy support tank/artillery. You've got the disposable bodies to screen the artillery effectively already in the list so why not? 120 pts is an annoying total; scant more and you can get a Basilisk, 30 more starts netting you AV14 Leman Russ variants which your fragile artillery can use as a shield when the board ends up being fairly open. Downgrading first platoon's lascannons to autocannons will save 30 pts, and maybe up your potential to damage transports into the bargain?

120 pts can also net you a Scout Sentinel squad. I can see uses for them with your list - Searchlighting targets for the artillery for when it is Night Fighting turn 1.(or 5, if they live that long), taking objectives if you roll the FA scoring mission and outflanking to try for side shots and the linebreaker secondary . 2x autocannon, 2x searchlights for 82 (eww) points; still leaves you (lol) 38 points to spend. Maybe a plasma pistol for each of the Stormtrooper Sergeants and... like... another flamer in your PCS?

I think we as Imperial Guard players, have been both blessed and cursed with a codex that has so many options, and most of them are viable in one way or another. 6th Edition will separate the boys from the Guardsmen and IG will probably end up being one of the hardest armies to get the most out of consistently as there is simply a lot less room for error with our units when moving/choosing targets/model placement, etc.

My 2p


This message was edited 2 times. Last update was at 2012/08/11 21:53:46


 
   
Made in us
Heroic Senior Officer





Western Kentucky

So, my two things, and this is going to hurt I know, but it has to be said.

1. Screw the artillery, real men buy russes. (exterminators)
I can tell you right now, and I'm sure you know as well, 3 AV12 vehicles don't have a hope in hell of living past turns 2 or 3 against an opponent who is threatened by them. They will be focused down, and there's no way to really hide them. Without armor to saturate them with (a key problem foot IG will have) they attract missles like crazy. Taking 3 russes on the other hand, has the opposite affect. It actually absorbs many shots that would do far more damage elsewhere in your line. ML's in particular are really thrown through a loop with this thinking. What do they do? Hope for a few lucky guardsmen hits with the frags (which we even get armor saves for) or try and glance a russ to death? It's a lose-lose situation for them. And every lose lose situation we can put an opponent into only improves our odds at winning. I only run russes in my foot lists for this very reason, and several of my opponents already hate me for it. Nothing depresses a Longfang spam list quite like a 120 guardsmen and 3 LRBT's

and 2. Get some sentinels in there.
You want to disrupt your opponent, bring more long range firepower, and have a more mobile/ disruptive play style correct? Sentinels do this pretty well, and also are not vendettas. Taking 3 with AC's/ML's/Lascannons, would make a great support element for your stormtroopers. You can use the sentinels to pop transports so the stormtroopers can kill the occupants for example. Plus, while Al'rahem can get screwed by a clever opponent's moves to counter outflanking, sentinels aren't as vulnerable. Even their multilaser has a 36" range, and most of their other weapons have a 48" range. You can use this to set up a crossfire, with the stormies coming in from above to crack the really serious threats.

Not the most efficient unit for the job, but man they look cool, and any excuse to get them on the table is a good one



'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in au
Drop Trooper with Demo Charge




Townsville, Australia

sorry havnt read any opf the previous replys and you may have a solution already, but you could just take a heavy weapons squad, preferably las cannons, and then you still have a couple of points for an upgrade or to

2500pts Prandian 93rd regiment 6th company
2000pts Silver Swords 4th company Strike force Echo


6th edition win: 10 - loss: 6
 
   
Made in us
Rough Rider with Boomstick





Here's some thoughts:

Elites: Consider that you could change out one Stormtrooper squad for Marbo. That would save you another 110 points or so, but still some things similarly, and some things better. The Stormtroopers coming down with him gives him some protection, and he protects them by dropping a pretty reliable and brutal pie plate on the worst offenders in the back field. With meltabombs and fleet, he still has some good utility after the first turn on the ground.

Heavy Support: Consider swapping your heavy support for 2 Baslilisks and a squadron of 2 Griffons. The Basilisks will threaten vehicles and infantry alike. While they won't one-shot vehicles very often, they can bypass some cover, they'll pretty reliably shake most gunboat tanks (which is what you really need them to do to protect your infantry), and they'll be able to hit anything on the board. The Griffon squadron won't bypass cover like a Colossus, but it will generate roughly three times as many hits (twice as many shots, getting to re-roll scatter), which is basically as just as good. They're also excellent supporting your deep striking stormtroopers, because you can fire danger close with pretty good odds of not scattering onto your glory boys. You're basically trading 2 specialist anti infantry pieces and 1 specialist anti-tank piece for 1 specialist anti infantry piece and 2 general purpose pieces. It also saves you about 50 points. I will respectfully disagree with MrMoustaffa. I think artillery complement foot guard as well as heavy tanks, presuming sufficient cover is available.

That nets you about 160 points (I'm not remembering exact costs of Medusas and Colossi right now), for 280 total points of flexibility.

That could get you:
Astropath: Very good for Stormies: Consider that you chose Stormtrooper abilities during deployment. If you see your opponent setting up close to a board edge, you could just choose to outflank Stormtroopers instead. Even if you think you'll always deep strike them, getting them on a 2+ on turn 2 is pretty great, as they'll be protecting the rest of your force by killing backfield fire-support units.

Officer of the Fleet: Push their fliers (and other reserves) back as long as possible, so you can get the job done with your artillery and Stormtroopers before they get a major wave in. For your close-combat CCS, this guy and the Astropath gives you two more bodies that are two more characters, so you can accept a challenge with the OotF and wail on regular dudes with the Senior Officer and Priest.

3x Melta SWS = 205

You've still got a few points left over for minor upgrades, also.

   
 
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