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![[Post New]](/s/i/i.gif) 2011/12/28 16:31:51
Subject: 1750 Imperial Guard Armoured Co.
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Navigator
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HQ:
125 - Company Command Squad
Flamer x4
Chimera
Elites:
65 - Guardsman Marbo
Troops:
165 - Veteran Squad
Meltagun x3
Autocannon
Chimera
165 - Veteran Squad
Meltagun x3
Autocannon
Chimera
165 - Veteran Squad
Meltagun x3
Autocannon
Chimera
110 - Veteran Squad
Meltagun x3
Autocannon
[Vendetta Gunship as transport]
Fast Attack:
130 - Vendetta Gunship
145 - Banewolf w/ Multimelta
145 - Banewolf w/ Multimelta
Heavy Support:
150 - Hydra Flak Tank x2
160 - Manticore Rocket Launcher
160 - Manticore Rocket Launcher
Havn't finished building this army but I'm pretty happy with the list.
To get it to 1500 I remove Marbo, the fourth vet squad and their vendetta and all the autocannons from remaining vet squads.
Here's my project log of me building and painting this list:
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This message was edited 3 times. Last update was at 2011/12/29 01:07:24
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![[Post New]](/s/i/i.gif) 2011/12/28 16:36:52
Subject: Re:1850 Imperial Guard Armoured Co.
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Longtime Dakkanaut
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I ran something very similar for a while and it works pretty well. You have a couple of problems here though.
First off, you undercosted Marbo.
Second, never give a CCS flamers. Why waste all the great orders ( BiD, FomT) and BS4 to give them flamers?
Third, why give an Autocannon to a squad that will be flying in a Vendetta? Waste of points...the good news is that you undercosted Marbo by the same price, so that's an easy fix points-wise.
Finally, a single Vendetta is going to last literally one turn, and then it's lights out. They aren't obligatory but you should run 2 or 3.
I think you're going to find that 4 Chimeras simply isn't enough for Chimera saturation. IMO, drop Marbo and throw the last Vet squad in a Chimera. Then drop one Banewolf for a second Vendetta. Then shuffle points until you can give the CCS either plasma guns or melta guns.
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This message was edited 1 time. Last update was at 2011/12/28 16:38:08
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![[Post New]](/s/i/i.gif) 2011/12/28 16:51:10
Subject: Re:1750 Imperial Guard Armoured Co.
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Navigator
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Fixed list had typed stuff wrong!
The flamers on the CCS were my only maybe. Ive got the bits to give them any other weapons I'll just need to shuffle things around
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![[Post New]](/s/i/i.gif) 2011/12/28 22:27:01
Subject: Re:1750 Imperial Guard Armoured Co.
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Member of a Lodge? I Can't Say
WI
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You should also fix your list so your not in violation of Dakka Dakka rules. I have a codex, I know how much a flamer costs. Someone without a codex does not know how much it costs, thus they would not need to buy a codex if people lists what each peice of equipment cost. Just total points for each unit is fine.
Don't waste flamers on the BS 4 CCS, give them Plasma or meltas.
Why bother having a AC in the Vendetta squad? They can't fire out of it and if they disembark they can't shoot it either. I can understand if you want it as a camping unit for a home objective, but this is where maybe having a Platoon over vets would help you more.
I am curious on your idea on how this list is used tactically... 4 Chimeras and a couple of light weight fast attack units at 1750 are not much of a threat if your attacking. You don't want to get to close as your Manticores can scatter into your own troops (and you want to get within 6-12" with those meltas. It really looks to me as if you want to do a mech gunline list, which would make sense if your leaving the hull heavy bolters on the Chimeras and not switching them to heavy flamers. Attacking Chimeras should have hull HFs for hoards and burning troops out of cover.
If your goal is to attack, your /waaaay/ to light on the attack part and your list is muddled. If your defending (doing a mech gunline), there are cheaper and better ways of doing it, but then you really need to jack up your long range AT capabilities from one Vendetta to two or three.
If you do a platoon for a mech gunline, you can throw your PCS(s) (with 4 flamers) in your Vendetta and throw a PIS in a Chimera with a Melta gun and AC for 125pts vs the 165pts your spending now. SWSs are also something to consider throwing in a Vendetta, as they can fill the 'suicide AT' role (and thus kinda throw away your Vendetta IMO) or you can give them flamers and use them to burn out cover save based objective campers. For Killpoint games, consider throwing PISs in your Vendetta(s) and gear them out with commissars, power swords, and melta bombs. Then you can take all your other PIS out of the Chimeras and combine them with the two Commissar PIS (blob them) to reduce your KPs from several to one or two, depending on the number of platoons and PIS your running. Remember that every unit in a Platoon is scoring, as they are all part of a troop choice.
At roughly 125pts per PIS unit (ones in a Vendetta and Chimera, counting the Chimera cost), 10 units is 1250pts... you should be running 8-10 Chimeras (counting CCS).
CCS - 185pts
4x Plasma guns, Caripace, Chimera with hull HF
PCS - 125pts
4x Flamers, Chimera with hull HF
PIS - 117pts (in Vendetta)
Commissar, 2x PWs, Flamer, Melta bomb, Bolt Pistol
PIS - 125pts
Melta gun, AC, Chimera with hull HF
PIS - 125pts
Melta gun, AC, Chimera with hull HF
PCS - 125pts
4x Flamers, Chimera with hull HF
PIS - 117pts (in Vendetta)
Commissar, 2x PWs, Flamer, Melta bomb, Bolt pistol
PIS - 125pts
Melta gun, AC, Chimera with hull HF
PIS - 125pts
Melta gun, AC, Chimera with hull HF
Vendetta - 130pts
Vendetta - 130pts
Manticore - 160pts
Manticore - 160pts
1749pts Automatically Appended Next Post: I had to take out Marbro and a couple of PIS squads to fit on the two Manticores. This also gave me 25pts so I got some bolt pistols and caripace for your CCS for 'Get's Hot!' checks. I was tempted on dropping a flamer from a PCS to get a Officer of the Fleet, your choice.
Personally, I am not sold on Mech gunline lists. 25% of the board should have cover on it and thus give you the cover you need for foot guard. The points your spending on Chimeras for 3-6 strength 5-6 shots could be a Lord Commissar and some HWSs that in cover are more survivable IMO than a Chimera is.
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This message was edited 1 time. Last update was at 2011/12/28 22:42:28
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/12/28 23:59:26
Subject: Re:1750 Imperial Guard Armoured Co.
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Navigator
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BlkTom wrote:You should also fix your list so your not in violation of Dakka Dakka rules. I have a codex, I know how much a flamer costs.
I dont get it? A flamers 5 points and I took 4, why can't i put 20?
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![[Post New]](/s/i/i.gif) 2011/12/29 00:05:12
Subject: 1750 Imperial Guard Armoured Co.
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Member of a Lodge? I Can't Say
WI
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When you post your lists for dissection here the total points value and costs of the individual units are fine to list, but please refrain from listing the cost of each and every upgrade.
So
10 Marines
Heavy bolter
Flamer
Powerfist XXX points is fine.
What we don't want is
10 Marines YY points
Heavy bolter YY points
Flamer YY points
Powerfist YY points.
This applies for vehicles, psychic powers, extra weapons etc etc.
If in doubt, leave it out.
Thank you.
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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