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Made in us
Regular Dakkanaut






Looking for suggestions on my 1500 point IG list with WH allies.  First off, the list:

Doctrines:
Iron Discipline
Close Order Drill
Drop Troops
Veterans

HQ
Command Squad
1 Junior Officer
 + Honorifica Imperialis
 + Iron Discipline
4 Guardsman
 + Veteran, Standard Bearer

Anti-Tank Support Squad
6 Guardsman
 + 3 Lascannon

Anti-Tank Support Squad
6 Guardsman
 + 3 Lascannon

HQ
Adepta Sororitas Heroine
1 Cannoness
 + Close Combat Weapon
 + Bolt Pistol
(Her sole purpose is to provide 4 Faith Points to the Seraphim below)

Elite
1 Hardened Veteran Sergeant
 + Plasma Pistol
4 Hardened Veteran
 + 3 Plasma Gun
Drop Troops

Elite
1 Hardened Veteran Sergeant
 + Plasma Pistol
4 Hardened Veteran
 + 3 Plasma Gun
Drop Troops

Troops
Command Squad
1 Junior Officer
 + Plasma Pistol
4 Guardsman
 + 4 Meltagun
Drop Troops

Infantry Squad
1 Sergeant
 + Lasgun
9 Guardsman
 + 1 Plasma Gun
 + 1 Lascannon

Infantry Squad
1 Sergeant
 + Lasgun
9 Guardsman
 + 1 Plasma Gun
 + 1 Lascannon

Infantry Squad
1 Sergeant
 + Lasgun
9 Guardsman
 + 1 Plasma Gun
 + 1 Lascannon

Troops
Command Squad
1 Junior Officer
 + Plasma Pistol
 + Iron Discipline
4 Guardsman

Infantry Squad
1 Sergeant
 + Lasgun
9 Guardsman
 + 1 Plasma Gun
 + 1 Missile Launchers

Infantry Squad

1 Sergeant
 + Lasgun
9 Guardsman
 + 1 Plasma Gun
 + 1 Missile Launchers

Infantry Squad
1 Sergeant
 + Lasgun
9 Guardsman
 + 1 Plasma Gun
 + 1 Missile Launchers

Fast Attack
1 Veteran Sister Superior Seraphim
 + Power Weapon
7 Seraphim
 + 2 Hand Flamers

That leaves me with 77 points left to get up to 1500 points.

I normally don't put all my Lascannons in together in nice juicy points heavy targets like I did here, but I've been unhappy of late with the amount of firepower I've been fielding.  I hope that with two squads backing each other up (along with the rest of the gun line) whatever takes a shot at one Anti-tank squad won't live long enough to take a second.

Why the Missile Launchers in some of the squads?  I was able to use more of the Heavy Weapons Squad box by modeling Missile Launchers onto standard Guardsman.

The Seraphim are mostly used to tie up any assault troops that want to get into combat and then use their Hit and Run ability to expose the assault troops to another round of shooting.  Rinse, repeat.  They'll have five Faith Points to use on Divine Guidance and Spirit of the Martyr likely.

Not really worried about not being able to Deep Strike as most of my opponents allow it.

I guess my main options right now are:
- Add a third Hardened Vet Squad with Meltas.
- Tool up my Cannoness so she can take bunch of enemy units with her on her way to martyrdom.
- Add Light Infantry/Sharpshooters to my Anti-Tank squad.
- Overhaul the list.

"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Regular Dakkanaut




Looks pretty good.

My recommendations for possible ways to spend those remaining points:

-Special Weapons squad attached to the HQ with a demo charge and Drop Troops

-Give the Cannoness a jump pack and maybe a power weapon.  Run her attached to the seraphim.  Leave her behind if things get desperate and you have to hit and run when you'd normally prefer not to (so, declare her to be separating from the seraphim during any turn in which you are planning to assault with them).  She'll tie up whatever the seraphim jumped away from for another turn, and then most likely die, giving you the bonus faith.

-The one non-drop troop platoon command squad: I'd take the plasma pistol away from the officer and either give the squad a heavy weapon or give him a power weapon and use him as a light counter-charge unit.

-Make your HQ a true Heroic Senior Officer, and then give the non-drop troop Junior Officer the Honorifica, giving you a second sphere of bonus leadership.

-Give the platoon command squad with the 4 meltas the sharpshooters doctrine.  Although, I'd be more inclined to use a third veteran squad for this job, as the BS4 is still better than BS3+sharpshooters. 

Obviously, you can't do all of these things, but I thought I'd throw a few suggestions out there.

   
Made in us
Regular Dakkanaut






Thanks for the comments.

I think I will go with the Deep Striking Special Weapons Squad with Demolition Charge.  At 45 points, its a steal.  Just need to model a demo charge.  What do they look like, a bunch of dynamite or C4 bricks?

I also like the idea of the Cannoness with Power Weapon and Jump Pack.  Gives her more mobility to get to martyrdom faster =^)

"Someday someone will best me. But it won't be today, and it won't be you." 
   
 
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