Switch Theme:

Imperial Guard 2000 points  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Commoragh-bound Peer




Naperville, IL - USA

This is a list I've been running for a little while, it's been pretty successful so far, I haven't played Tau or mech eldar with it yet, but it's fared well against various marine lists, Khorne marines, Slaanesh marines, managed a draw against an Adepticon tournament runner up's Lost and the Damned, and killed Nidzilla lists.

I think I might be over like 2 or three points, let me know if I'm more than that. I'm doing this list from memory, I don't have the hard copy of the list on me right now, I can't remember if it had 2 regular Leman Russes or 1 Regular and 1 demolisher.

Doctrines:

Drop Troops
Iron Discipline
Veterans
Special Weapon Squads
Sharpshooters

HQ:

Command Squad:
Junior Officer w/ Honorifica, carapace armor, plasma pistol, power weapon, refractor field, iron discipline
Commissar - carapace armor, plasma pistol, power weapon
1 standard bearer with bolt pistol
1 medic with bolt pistol
2 Guardsmen - 2x plasma guns

Special Weapons Squad-6
Deep Striking, 2 flamers, 1 demo charge

Special Weapons Squad-6
Deep Striking, 2 flamers, 1 demo charge

Anti-Tank Squad -6
3x Lascannons, sharpshooters

Elites:

Hardened Vet Squad-5
Deep Striking, 3x melta guns (Or 3x plasma guns depending on the opponent, it's the same cost)

Hardened Vet Squad-5
Deep Striking, 3x melta guns (Or 3x plasma guns depending on the opponent, it's the same cost)

Troops:

Infantry Platoon 1

Command Squad-5
4x plasma guns, 1 junior officer with 1x bolt pistol and Iron Discipline

Infantry Squad A - 10
1x heavy bolter, 1x plasma gun

Infantry Squad B- 10
1x heavy bolter, 1x plasma gun

Infantry Platoon 2

Command Squad-5
4x plasma guns, 1 junior officer with 1x bolt pistol and Iron Discipline

Infantry Squad A- 10
1x heavy bolter, 1x plasma gun

Infantry Squad B-10
1x heavy bolter, 1x plasma gun

Armored Fist Squad 1
Chimera w/ extra armor, smoke, Multi-laser, Heavy Bolter, pintle heavy stubber
Infantry Squad-10
1x heavy bolter, 1x plasma gun

Armored Fist Squad 2
Chimera w/ extra armor, smoke, Multi-laser, Heavy Bolter, pintle heavy stubber
Infantry Squad-10
1x heavy bolter, 1x plasma gun

Heavy Support

Basilisk
Indirect Fire, extra armor, smoke

Leman Russ
Hull Heavy bolter, sponson heavy bolters, extra armor, smoke

Leman Russ Demolisher
Hull Lascannon, sponson plasma cannons, extra armor, smoke


The whole idea is like most guard, shoot them before they get to me in close combat. The Armored fist squads provide mobility and are quite handy if running both together along a flank. The demolisher sits back and uses the lascannon and plasma cannons for the first few turns, then when enemies get close, then use the demolisher cannon. I got as many plasma guns as I could to just annihilate marines and terminators, as well as high toughness creatures such as carnifexes, wraithlords, etc.

The main event with this army though is the deep striking squads. 2 hardened vet squads and 2 special weapon squads. The squads are cheap suicide units that are meant to drop extremely close (dangerously close, 4-5" from the enemy). The hardened vets hit vehicles with 3 melta guns at BS4 at that close range, while the special weapons squads use 2 flamers and a demo charge (yay ordnance) on a tightly packed squad (such as termies that just deep struck, necrons that veiled, etc). In the majority of games, 1 of each type of squad lands close enough to kill somthing, and they provide a distraction to the enemy, slowing them down in getting to my lines.

The main reason this army has worked for me is the amount of plasma guns in this army, many opponents simply underestimate how many plasma guns I put in this army. This army of mine has defeated godzilla lists (in victory points from kills, in addition to objective). I managed to have enough plasma to kill the carnifexes, and my basilisk and deep strikers get to the genestealers behind and kill alot of them. The only thing my army has a hard time contending with is really fast moving armies, which is why probably won't fare well against Mech Eldar. 

-I've heard from some people about the rules questions about drop troops, if you choose to deep strike 1 sub-unit from a choice (for example, a special weapons squad from a Command Platoon), all the other sub-units would have to start in reserve, since they deploy as one unit.

I called the GW rules help hotline, because I was confused about this myself, and found that this is not the case. Only the units you choose to deep strike have to start in reserve. And then if they're sub-units in the same platoon, then they come in together on a single reserve role for the whole platoon. The sub-units that you chose not to deep strike deploy as normal. This is also consistent in line with using light infantry doctrine for infiltrating sub-units, mentioned in the latest guard FAQ.

This bit probably goes to the rules area, but I wanted to put it here, to validate my list and avoid potential confusion.<!-- google_ad_section_end --><!-- / message --><!-- sig --><!-- google_ad_section_end --><!-- / message --><!-- sig -->


Gluing Plastic...LIKE A BOSS! Painting Models...LIKE A BOSS! Building Lists...LIKE A BOSS! Rolling Dice...LIKE A BOSS! Failing Saves...LIKE A BOSS! Rules Arguing...LIKE A BOSS! Now I'm Tabled...LIKE A BOSS!

Co-Host - The Eternal Warriors - Chicago-Area 40k Podcast
dave@theeternalwarriors.com
www.theeternalwarriors.com 
   
Made in us
Dakka Veteran




NJ

-I've heard from some people about the rules questions about drop troops, if you choose to deep strike 1 sub-unit from a choice (for example, a special weapons squad from a Command Platoon), all the other sub-units would have to start in reserve, since they deploy as one unit.



Don't worry, the rulezgirls actually gave you the right answer. Additionally, it's been discussed here several times. You can drop the PHQ's while the line squads deploy normally.

As far as the list goes, I think you would struggle with the skimmers. For those games, I'd look into scraping the points together to upgrade your heavy bolters to auto cannons.

I generally use more las cannons in my line squads, but that works for me. If lots of HB's are winning games for you, I wouldn't change it up too much. The AC change is just because they are more effective VS. skimmers than even LCs.
   
Made in us
Fresh-Faced New User




The list looks decent. You've got a decent amount of bodies and nothing that bad going on. So just a few things.

I'm not sure what your meta looks like, but from your list it probably has tons of static tau and orks. Otherwise I cant imagine how so many heavy bolters would be useful. Plus you have very few lascannons, so you cant be up against that many tanks. Either way, I think it's more sound to move the lascannons into line squads. As your lascannons are concentrated into 6 wounds right now it's a very easy thing to remove them all with a very small amount of shooting. 6 5+ wounds arent that hard to make disappear. If, instead you had them in line squads, suddenly each lascannon would require 10 wounds to destroy. Much more difficult. I think you'd be better off protecting your more valuable heavy weapons in line squads. Heavy bolters are fine for some squads, but at 2000 points I cant imagine that no one is taking tanks at all.

If you really like fire support squads or AT squads to concentrate some of your guns put autocannons in there. As it stands right now any skimmer army (see: Tau, Eldar) would walk over you. You dont have enough las shots to worry them, and your heavy bolters are too low str to concern falcons or hammerheads. Autocannons arent as nasty as concentrated lascannons so they'd probably get a couple turns of shooting before they get nailed.

Most people will ignore them over your tanks and some more damaging guns so they should be okay with fewer wounds protecting them. I cant see anyone over looking your lascannons. I mean, removing nearly all yoru anti tank by going through 6 measly guardsmen? Makes it way to easy for your opponent to just own you if he's packing tanks at all. Plus, your heavy bolters arent going to irritate marines too much, unless they are in cover then you've picked a good gun, and lascannons in general will serve you better there too.

Also your HQ. What's going on with them? Instead of having them be a leadership bubble you've got some odd, scary plan for them. Why do they need so many plasma guns when they will be hiding behind cover and rallying your troops? I mean, are they fighting off boredom by killing themselves with their own plasma? Lets let normal goons overheat, we'd like to keep your leadership bubble intact. They need no guns or wargear to provide leadership. Just a JO w/ HI, standard, and ID will do splendidly.

I feel like you started with a really solid HQ then added all sorts of bad wargear. carapace armor? power weapon? refractor field? Again, a hiding HQ doesnt need any of this gear, much less a commisar. Drop the gear, the medic, the commisar, the plasma, and you've almost got enough points for another dropping hardened vets squad. If you really must have suicide drop squads, which are incredibly useful as you pointed out, use the platoon HQs and fill up your elites with hardened vets. No reason to put that much gear on your leadership bubble, it'll probably just tempt you to do something stupid with them.

Good army overall. I'm just concerned with so few lascannons and in such weak squads. There's also a little bloat on the HQ, but atleast he's got all the important gear, just has some extra stuff too.

I'm also not sold on the extra armor and smoke on the chimeras. With hull bolter, multilaser, and stubber you've got a great shooting platform so I dont really know what the extra armor is for, you wont be moving that much. The smoke seems counter intuitive too, why have it if when you use it you cant shoot, which is the point of the chimeras? I guess it could be useful for last turn objective grabs or something, but I think you can drop them and save a couple points.
   
Made in us
Commoragh-bound Peer




Naperville, IL - USA

Flagg07 and Sandal Bandit: Thanks for the advice, I really could use more of the autocannons than I can with heavy bolters.

SandalBandit: I do agree with all your advice, except the bit for the chimeras. I actually do move the tanks quite a bit, in an objective game. I move it 6" every turn and shoot. I wanted some mobility in my army, to help me out in objective games. Extra armor is really a life saver, because if the chimera gets, stunned, I can either move it into cover or of LOS, in the turn it's not shooting, or I can move it up, and use SMOKE (which you can use when shaken or stunned) to block LOS and protect other people. Otherwise, when the vehicle gets stunned, then it's just sitting there doing nothing waiting for another shot to take it out next turn. The smoke and extra armor together cost only 8 points. That's a very small investment to greatly increase the survival of the tank.


Gluing Plastic...LIKE A BOSS! Painting Models...LIKE A BOSS! Building Lists...LIKE A BOSS! Rolling Dice...LIKE A BOSS! Failing Saves...LIKE A BOSS! Rules Arguing...LIKE A BOSS! Now I'm Tabled...LIKE A BOSS!

Co-Host - The Eternal Warriors - Chicago-Area 40k Podcast
dave@theeternalwarriors.com
www.theeternalwarriors.com 
   
Made in us
Fresh-Faced New User




Alright, I guess that I use my chimeras differently than you do. There's significantly less moving when you're shooting a hull bolter, turrent multi, and pintle stubber. If you've got an autocannon turrent you're probably using the extra range that I cant get with stubbers and bolters. Maybe at the farther range you can move about a bit, but I still cant imagine that moving would give you that much of an advantage for fire lanes and such.  I guess you have that freedom if you're shooting less guns.

As far as extra armor goes I find that my chimeras are usually dead or alive. Just because their armor isnt that great they usually survive or they dont. If the tank gets stunned or w/e I usually dont worry about moving it out of line of sight. If my opponent wants to shoot the stunned tank as opposed to the 4-5 chimeras that are still shooting at him that's his stupid mistake. I dont really see the point in moving out of the way, or having the ability to rather, as I usually put a few chimeras in each fire lane so there'd be no advantage to having only one run away.

8 points for the upgrades is quite a bit. If you've got 4 or 5 chimeras then you could have another 4 plasma guns or so for your PHQs instead of those upgrades. I guess I'm usually strapped for points so my barebones hull bolter, stubber, multi for 97 points is as much as I can afford. No room for fancy upgrades that wouldnt help as I'm maxing out the guns instead of going for 2 shots at range. Seems like a waste of the chimera to me if you're not pumping the guns and just taking 2 autocannon shots. I guess I'd rather have a less mobile 9 shot chimera.
   
 
Forum Index » 40K Army Lists
Go to: