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Made in us
Regular Dakkanaut




This is the army (roughly) I recently finished and have been playing with at 750 pts -- the extra 50 usually go to special weapons and wargear, I've stripped it all down to what I see as the basics for this list.

I'm ready to go out and buy the extra stuff to bring this list up to 1,000 pts or more, depending on the kind of deal I can get.  My question for the forums is: What to bring?

The only stipulation is that I'd really like to include another Russ -- the one I have has given me such good times I can't ignore it.  As long as I keep Iron Discipline, everything is up in the air doctrine-wise.

HQ (72)

Junior Officer with Honorifica, Boltpistol, CCW Iron Discipline. (70)
    HQ Squad: Veteran Standard Bearer (11)

TROOPS (466)

Platoon Alpha (310)
    Junior Officer and Command Squad with Iron Discipline (45)
    Infantry Squad with Autocannon and Plasma Gun (85)
    Infantry Squad with Autocannon and Plasma Gun (85)
    Infantry Squad with Lascannon and Plasma Gun (95)

Armored Fist Squad (166)
    Squad with 10 members, Flamer, Heavy Bolter (76)
    Chimera with Extra Armor, Smoke, Hull Heavy Bolter (90).

HEAVY SUPPORT (160)

Leman Russ with Hull and Sponson Heavy Bolters, Battlecannon, Extra Armor (160)

Oh, and I had a few ideas on what to add:

1) Another Russ and an allied squad of Seraphim.
2) Another Russ and another AF squad (of stormtroopers, perhaps)
3) Another Russ, an extra infantry squad, and some Sentinels.
4) Another Russ and a whole extra infantry platoon.

Comments on those or your own wild ideas (Kroot Mercenaries?  If you can convince me...) are welcome.

-Adso
   
Made in us
Legendary Dogfighter





Alexandria, VA

#4. a platoon w/ heavy bolter/flame or auto/plas.
   
Made in au
Regular Dakkanaut




Australia

Id say it all depends on what you want the army to do. If you want it to be geared up for general play then yea, go with option 4. If you want your army to be a bit more 'active' then go with option 3 (and maybe instead of an infantry squad go with stormtroopers). If you want it for urban play then get a hellhound, stormtroopers and a special weps squad (this would also be quite handy against horde armies)


Nothing ventured, nothing gained

76% 
   
Made in us
Regular Dakkanaut




OK, so adding another Russ only leaves me 143 points to play with.

I did the math on a small Seraphim squad with inferno pistols and a decked out Sis Superior -- they won't quite fit, though they will if I use only one inferno pistol set.

A reorganization of my platoons could give me a pair of two-squad platoons, each with one remnants squad, but doesn't quite give enough points for a second Chimera.

A small squad of Vets or Grenadiers in a Chimera just pushes the limit of my remaining points -- 5-6 models and a minimum extras Chimera.

Finally, I could add a small squad of vets or stormies AND a sentinel with an autocannon or multilaser for exactly the correct points val.

I worry about drop pod marines with this list, since I have no effective countercharge and if a few close range meltas can land near my tanks, which represent many many points, I'm sunk. Thoughts?

-Adso
   
Made in ca
Dakka Veteran




The Hammer

Redundancy - just grab another TWO Russes. People willl give you weird looks for taking a full armoured platoon in 1k points, but there's nothing illegal about it. Give the smokes and extra armour on the Chimera the chop and you can get x3 HB on all of them. This has the added benefit of rarely humiliating yourself in front of children.

If possible, you should try to make the heavy bolter/flamer squad into a las plas IMHO, if you can scrape up the 19 points. IG mech inf is more like one infantry squad with one light tank rather than one drive-by squad, and your vehicles ought to have lots of dakka between them all. A second lascannon ought to be pretty handy. The platoon re-org isn't a bad idea, especially in conjunction with three Russes, since this removes an entire class of target (light vehicles) from your opponents options and gives you a third cheap LD 9 bubble. (because I know you are going to be playing with Close Order Drill from the coherence and logic of your posts ) If you're going to worry about countercharge, you might try swopping extra armour for command flamers, or consider RRs (may not be an option if this is a tourney army and you're on a budget) as your disposables in lieu of vets and sentinels.

When soldiers think, it's called routing. 
   
Made in au
Regular Dakkanaut




Australia

Posted By wight_widow on 02/23/2007 6:06 AM
Redundancy - just grab another TWO Russes. People willl give you weird looks for taking a full armoured platoon in 1k points


Hell, Iv seen IG players use 2 russes in a 500 point game legally, and thats just scary. If you REALLY like russes, just drop the infantry and go for a full armoured company

Nothing ventured, nothing gained

76% 
   
Made in us
Fresh-Faced New User




Definitely get another Russ! They're more productive in a pair than they look while they're on paper. I have a pair of Demos in my 1000pt army and I LOVE them both, but each by itself would probably be total crap.

You could also add a Basilisk to almost round out your 1000pts, but then you might be a bit light on troops.

I went the Command Flamers route...put 4flamers in a PHQ with a power-weapon JO for some CC. It would probably work well if the only person I fight regularly wasn't Tau >.<

If you added a Russ though, and the HQ flamers, you'd have 115pts left. You could then add another squad with las/plas, and then give some squads the Light Infantry doctrine to infiltrate those heavy weapons in good position ( read: IN COVER READY TO FIRE ) before the game starts.

1500 pts Illian 7-42nd Armored
On Hold Until 2010! 
   
Made in us
Regular Dakkanaut




What about the Seraphim option? They'd be fun to model, add some mobility for those goal-oriented missions, and give my opponent something not-standard for Guard to keep him on his toes. I have enough points to add in a Russ and a 5-man Seraph squad with Superior and one Inferno pair.

Three Russes would simply be overkill. I don't want my opponents to walk away muttering about cheese or pie plates, or be subject to a pie-in-the-face retribution from the bakery near to my friendly local games store...

-Adso
   
Made in us
Dakka Veteran




NJ

As far as the Seraphim go, I can't really say they'd be a bad choice. They give you a good counter charge and some last minute OBJ grabbing ability.

I was under the impression you would need an Inq in order to utilizes any allies. If that is indeed the case, don't forget to buy him too.
   
Made in us
Regular Dakkanaut




Dakka errors preventing long replies. So far as I know, Inquisitors are needed only to take assasins. Reivsed lists coming up once bugs are swatted.

-Adso
   
Made in gb
Fresh-Faced New User




add a basalisk and 2 weapons platforms
   
Made in gb
Fresh-Faced New User




add a basalisk and 2 weapons platforms
   
Made in gb
Fresh-Faced New User




add a basalisk and 2 weapons platforms
   
Made in gb
Fresh-Faced New User




add 3 sentinals and some cool weapons/wargear
   
Made in us
Stealthy Dark Angels Scout with Shotgun





Amazingly enough, a Heavy Weapons Platoon with 3x Missile Launchers and a Hellhound cost exactly 250 pts. That will give you some decent dual purpose AT/AP squad and one of the best Infantry killers in the game.
   
Made in us
Regular Dakkanaut




Hmmm. I'm wary of using heavy weapons squads in small points value games -- they're small enough that one concentrated round from my opponent could get a tactically important / high PV part of my force. As for a Hellhound...having never used one, it totally didn't cross my mind. They strike me as screaming "KILL ME" as they struggle to close with such a short ranged weapon...but if it worked together with my chimera squad...hmmm.

Give me a better argument than repeat posts for the Basilisk.

Here's how the list I'm pondering looks:

HQ (90)

Junior Officer with Honorifica, Boltpistol, CCW Iron Discipline. (70)
HQ Squad: Veteran Standard Bearer (11), 3 Flamers (18)

TROOPS (571)

Platoon Alpha (215)
Junior Officer and Command Squad with Iron Discipline (45)
Infantry Squad with Autocannon and Plasma Gun (85)
Infantry Squad with Autocannon and Plasma Gun (85)

Grenadiers Squad Reliant (190)
Squad with 8 members, 2 plasma guns (100)
Chimera with Extra Armor, Smoke, Hull Heavy Bolter (90).

Armored Fist Squad (166)
Squad with 10 members, Flamer, Heavy Bolter (76)
Chimera with Extra Armor, Smoke, Hull Heavy Bolter (90).

HEAVY SUPPORT (340)

Leman Russ with Hull Lascannon and Sponson Heavy Bolters, Battlecannon, Extra Armor (170)

Leman Russ with Hull Lascannon and Sponson Heavy Bolters, Battlecannon, Extra Armor (170)

1,001

With this list, I drop a little infantry firepower, but get back the lascannons by putting them on the Russes. The extra Chimera and second Russ give the list more armor power, and the Stormies with their plasmaguns provide both mobility and anti-MEQ shooting. Oh, and I do add three flamers to my HQ...just in case I need a speed bump for a squad of Dire Avengers or something.

I?m finishing pointing out the extra-infantry and Sisters versions, I?ll post them later, too.
-Adso-
   
Made in us
Legendary Dogfighter





Alexandria, VA

I'd say, drop the lascannons on the russes, and instead, put three flamers in your PHQ. Then you could drop the flamers from your HQ, and turn an autocannon into a lascannon. With the remaining pts., smoke launchers become possible for the transports or russes.
   
 
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