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Made in au
Been Around the Block




This list is intended to take on any army and i dont care if its not super competitive but against the average player id like to win half the time at least.

HQ: Company command squad 50pts

Troops:

2 X PCS 60pts

6X infantry squad w/flamer and power weapons 390pts

2 commissars w/power weapons, 1 with carapace armour 95pts

Heavy support:

leman russ demolisher w/PCs and LC 220pts

leman russ executioner w/PCs and LC 245pts

leman russ battle tank w/LC and HBs in a squadron with Leman russ exterminator w/pask LC and PCSs 440pts

Thats 1500pt exactly. Ive only just started playing at a games store so im not sure if ill come across a common list or tactic that i cant handle well. Any advice would be appreciated thanks.

Also, the guard squads are combined in 2 squads of 30 each with a commissar so they dont run. They also have flamers and pw so they dont completley suck if the enemy gets close and theres enough lasguns to do damage at range. Obviously the tanks fill the lack of big guns.

This message was edited 2 times. Last update was at 2012/02/12 09:06:24


 
   
Made in ca
Longtime Dakkanaut





I'd drop pask and make the exterminator a regular to have points to arm your command squads. Probably with heavies (CCS with a lascannon fo sho, maybe GLAC platoon command) so you can target more than 3 vehicles at any one time. Other than that it looks like a fun treadhead list.

Fun and Fluff for the Win! 
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

I would do the following:

-Drop the PC's and LC's from all the russes. the PC's wont be firing as you are going to want your LR's to be moving so they stay alive. The LC's will hit half of the time and not worth the points.

-You should have weapons in the CCS as they are vets with BS of 4 and shoot better, especially for guard. Melta of Plasma are your best bets

-Commissars attached to Infantry squads cannot take carapace, so take that off

-Your PCS schould also be filled with Special weapons

You lack long range and short range anti tank, and anti MEQ. I would try to free up some points and bring some Vendettas or add HWS's to the platoons to provide some long range support. And meltas in your blobs along with melta bombs to provide some good anti tank for short range. Just some food for thought

 
   
Made in ca
Longtime Dakkanaut





I don't know, the 4 tanks and 8 power weapons seems like pretty good anti-meq. But I agree that the PC's are up for cutting in order to arm the infantry. Problem with specials is they cry out for a transport to protect them, cost will be a factor.

Fun and Fluff for the Win! 
   
Made in au
Been Around the Block




yea half the time i dont get to fire the sponsons. I see alot of lists giveing CCS 4 plasmas or meltas and then 2 in each PCS but are they really that effective? Its only 5 guardsmen save the HQ commander, they die VERY easily.
   
Made in us
Heroic Senior Officer





Western Kentucky

UMGuy wrote:I would do the following:

-Drop the PC's and LC's from all the russes. the PC's wont be firing as you are going to want your LR's to be moving so they stay alive. The LC's will hit half of the time and not worth the points.

-You should have weapons in the CCS as they are vets with BS of 4 and shoot better, especially for guard. Melta of Plasma are your best bets

-Commissars attached to Infantry squads cannot take carapace, so take that off

-Your PCS schould also be filled with Special weapons

You lack long range and short range anti tank, and anti MEQ. I would try to free up some points and bring some Vendettas or add HWS's to the platoons to provide some long range support. And meltas in your blobs along with melta bombs to provide some good anti tank for short range. Just some food for thought


Is it possible the carapace armor commissar is meant to be a lord commissar?

Deffinitely get some upgrades for your CCS and PCS though. Those guys let you provide a lot of specialization and can be a huge benefit. You can give the PCS GL's for example to provide extra fire support for the blobs, or flamers to help deal with hordes. If you give the PCS flamers, you could give the blobs meltas and melta bombs (they're gonna be getting close anyways, so the melta's won't have trouble trying to get into range) so they can wreck vehicles as well as MEQ's and the like. The CCS you could give Plasma's, a LC, melta's and run them in a vendetta/chimera, any number of options. If you dropped all the PC's and LC's off your tanks, you can probably afford Straken, in which case you'd give the CCS melta/flamers and run him along with your blobs. Then your guardsmen would get furious charge/counterattack, and make them a heck of a lot tougher. Don't forget orders either, FRFSRF with a 30 man blob can do a lot more damage than people think it will. Several of the marine players at my store fear it, and for a very good reason.

'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  
   
 
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