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Made in au
Been Around the Block




I'm starting out with guard and built this list around a solid infantry core, with some fun units that I've wanted to try (Rough Riders, Drop Vets, Indirect Basilisks) added to let me try new things and hopefully have some fun. 

 

Doctrines
            Rough Riders
            Drop Troops
            Iron Discipline
            Close Order Drill
 
 
Command Platoon:  86
            Heroic Senior Officer
            Standard Bearer
            Iron Discipline
 
Infantry Platoon Alpha:  326
            Junior Officer
                        Bolt Pistol        
Guard Squad 1
                        Lascannon
                        Plasma
            Guard Squad 2
                        Lascannon
                        Plasma
            Guard Squad 3
                        Lascannon
                        Plasma
 
Infantry Platoon Beta: 197
            Junior Officer
                        Bolt Pistol
            Guard Squad 4
                        Heavy Bolter
                        Grenade Launcher
            Guard Squad 5
                        Heavy Bolter
                        Grenade Launcher
 
6 Rough Riders: 66
            Hunting Lances
 
5 Hardened Veterans: 75
            Veteran Sergeant
            3 Meltaguns
 
Basilisk: 125
            Indirect Fire
 
Basilisk: 125
            Indirect Fire
 
 I've trimmed as much fat as I think I can; I had seven points left over which I spent Iron Discipline for the army commander, and bolt pistols for the platoon commanders since I couldn't think of anything else.  I would really appreciate any feedback, and advice on how to expand this army. 
Cheers!
   
Made in au
Been Around the Block




Can nobody give me any thoughts on this before I start buying and assembling?
   
Made in us
Longtime Dakkanaut




Long Beach, CA

Ive been doing the deep striking veterans tactic for a long time.  I love it.  6 rough riders will not be enough to win a combat.  Remember they still have crap armor and T3.  I would say get 10 of them.  If you can.  However for a 1000 point list I suppose its ok. 

 

Another option is to take the veterans doctrine, which lets you take more that 1 squad of vets.  Just an option.  Id give the 2 vets w/o meltas shotgun if you can.  Its a free upgrade,  and you get another 2 shots at BS4.


"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in us
Been Around the Block





The T3 of the RRs doesn't matter.  They're a one-shot suicide unit.  You use them to take out an assault unit threatining your lines or a squad of deepstriking termies.  After their lances are gone they're dead anyway, so who cares?

Green iz best 
   
Made in ca
Dakka Veteran




The Hammer

One small tweak leaps to mind:

-1 Rough Rider +11
-HSO upgrade +30 (you've got two HQs with LD 9 anyways)
-1 Infantry Squad +78
(move one las/plas squad to second platoon)
-change hb/gl to autocannon +1

Heavy Weapons Platoons
Heavy Weapons Platoon
Jr. Officer - 4 Guardsmen 40
FS Squad - 3 heavy bolters 80

This gives you a disposable pushback unit in the form of a forty point command squad. Overall firepower would be more-or-less unaffected. In cleanse, the Heavy Weapons Platoon Command Squad will buy you an extra turn of fire against infantry hordes, and can constrict your opponent's deployment.

The list does look good.

Expanding the list, I would bring in a Demolisher with extra armour and x3 heavy bolter (170) and move the fire support squad to the Command HQ. Add 1x las/plas and 1xauto/plas infantry to the command squad with no followers (+180) for a third platoon. Iron Discipline for all your platoon HQs is +15. That leaves you with 135 to 1500 - enough for a Hellhound with Improved Comms, or some multi-laser sentinels - to deep strike and snipe flank armour - and a plasma gun in the infantry squad with no heavy weapon, or some five-to-six-strong Rough Riders squads and five-to-six-strong remnants with plasma guns.

When soldiers think, it's called routing. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Rough Riders
Drop Troops
Iron Discipline
Close Order Drill

Good start.

Command Platoon:  86
            Heroic Senior Officer
            Standard Bearer
            Iron Discipline

At 1000 points it's all about saving points. JOw/Honorifica saves you 5 points. Do that.

Infantry Platoon Alpha:  326
            Junior Officer
                        Bolt Pistol        
Guard Squad 1
                        Lascannon
                        Plasma
            Guard Squad 2
                        Lascannon
                        Plasma
            Guard Squad 3
                        Lascannon
                        Plasma

The Lascannons are complete overkill. Save yourself 31 points by making them Autocannons and removing that Bolt Pistol. You haven't bought Iron Discipline for your Officer. You need to do that.

Infantry Platoon Beta: 197
            Junior Officer
                        Bolt Pistol
            Guard Squad 4
                        Heavy Bolter
                        Grenade Launcher
            Guard Squad 5
                        Heavy Bolter
                        Grenade Launcher

Grenade Launchers are junk. Save yourself 5 points by turning them into Flamers and ditching the Bolt Pistol. You haven't bought Iron Discipline for your Officer. You need to do that.

6 Rough Riders: 66
            Hunting Lances
 
5 Hardened Veterans: 75
            Veteran Sergeant
            3 Meltaguns

Meltaguns = bad. These are counter-assault units, and you don't really need two of them, but lets say you keep them both, make them both 6 man units with Lances.

Basilisk: 125
            Indirect Fire
 
Basilisk: 125
            Indirect Fire

Fine. Bit risky at 1000, but, it could pay off.

Ok, but making the CHQ a JOw/Honorifica (+5), killing both Bolt Pistols (+2), going down to Autocannons (+30) and Flamers (4), as well as changing the second RR unit to 6-man Lance unit (+9) you get 50 points.

10 points gives ID to both Officers. The remaining 40 can be used to buy 4 Meltaguns for one of the Platoon Command units, or 2 in each.


So, that'd be:

CHQ - 81
JO w/Honorifica
Standard Bearer
Iron Discipline

Infantry Platoon - 320
JO w/Iron Discipline
2 Meltaguns
Squad w/AC + Plas
Squad w/AC + Plas
Squad w/AC + Plas

Infantry Platoon - 217
JO w/Iron Discipline
2 Meltaguns
Squad w/HB + Flamer
Squad w/HB + Flamer

Rough Riders - 66
6 RRs w/Hunting Lances

Rough Riders - 66
6 RRs w/Hunting Lances

Basilisk - 125
Indirect

Basilisk - 125
Indirect

1000 exactly.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Been Around the Block




I tried to follow the advice about including heavy bolter squad (though it is attached to the Command HQ), removed a Lascannon infantry squad and added autocannons to the line squads.  How do you guys think this heavy weapons configuration (3 HB, 2 Auto/Plas, 2 Las/Plas) will go?  Also to save points to accomodate the changes, the vets have been re-tooled for anti-infantry with three flamers, but I'm not sure if this is overkill.

-

Doctrines

            Rough Riders

            Drop Troops

            Iron Discipline

            Close Order Drill

            Veterans (For 1000+ point games)

 

 

Command Platoon:  161

            Junior Officer

                        Honorifica Imperialis

                        Iron Discipline 

                        Standard Bearer

            Fire Support Squad

                        3 Heavy Bolters

           

 

Infantry Platoon Alpha:  235

            Junior Officer

                        Iron Discipline

            Guard Squad 1

                        Lascannon

                        Plasma Gun

            Guard Squad 2

                        Lascannon

                        Plasma Gun

 

 

Infantry Platoon Beta:  215

            Junior Officer

                        Iron Discipline

            Guard Squad 3

                        Autocannon

                        Plasma Gun

            Guard Squad 4

                        Autocannon

                        Plasma Gun

 

 

6 Rough Riders: 66

            Hunting Lances

 

5 Hardened Veterans: 63

            Veteran Sergeant

            3 Flamers

   

 

Basilisk: 125

            Indirect Fire

   

Basilisk: 125

            Indirect Fire

   
Made in us
Dakka Veteran





Alexandria, VA

vets primary strength is their BS4, which should be taken advantage of by equipping them with either meltaguns or plasma guns.

If you're not going to use the HBMC list then drop the HB squad, give the vets plasma instead of flamers, and put 3 flamers into each of the platoon command squads.
   
Made in us
Dakka Veteran




NJ

I think HBMC misread your Vet Sqd as a 2nd RR sqd.

"Ok, but making the CHQ a JOw/Honorifica (+5), killing both Bolt Pistols (+2), going down to Autocannons (+30) and Flamers (4), as well as changing the second RR unit to 6-man Lance unit (+9) you get 50 points."

As pointed out, the Vet's BS4 is wasted on the flamers. I prefer Plasma but Meltas are viable too.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I did, actually. My mistake.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Been Around the Block




Okay call me really crazy if you like, and I KNOW I'm crazy, but I'm looking to alter my concept to a Daemonhunters/Guard or perhaps Witch Hunters/Guard army.

I know it's not got the streamlined effectiveness of a straight Guard army, but from a modelling/painting/fluff point of view, I am have really attached to the idea of an elite Inquisitor and his crusading supporters being backed up by an inducted legion of Imperial Guard to help re-take a lost world, and painting my Guardsman in a more ornate fashion to represent this. Honestly the physical army creation is more a source of enjoyment for me than crushing people in games anyway, so I don't mind if I lose battlefield effectiveness.

I am most attracted to Daemonhunters because I love the Grey Knights models as much as the Guard models, but I'm planning to take a good look at both codices next week and see how I feel. Sisters/Guard could be kick-ass too.
   
 
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