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Made in us
Been Around the Block




First off, hurray for my first post. I've been a member of Warseer for a long time, but I just recently joined Dakka. This is my first time making a Guard list, although I already play Ravenwing.

So here's the list:

HQ
Command Squad – Senior Officer, Power Weapon, Veteran, Standard Bearer 

Commissar - Powerfist

Fire Support Squad -  3x Heavy Bolters

Fire Support Squad - 3x Heavy Bolters

Anti-Tank Support Squad - 3x Lascannons

Anti-Tank Support Squad - 3x Missile Launchers

Troops
Infantry Platoon 1
Command Squad – Junior Officer, Power Weapon, Flamer

10x Guardsmen - Heavy Bolter

10x Guardsmen - Heavy Bolter
  
Infantry Platoon 2
Command Squad – Junior Officer, 4x Plasma Guns

10x Guardsmen - Heavy Bolter

10x Guardsmen - Missile Launcher 

Infantry Platoon 3
Command Squad – Junior Officer, Power Weapon, Flamer

10x Guardsmen - Autocannon

10x Guardsmen - Autocannon

Elites
5x Hardened Vets - 3x Melta Guns 

Heavy Support
Heavy Weapons Platoon
Command Squad – Junior Officer, 4x Melta Guns

Fire Support Squad - 3x Autocannons

Basilisk - Indirect Fire

Doctrines: Drop Troops, Heavy Weapon Platoons, Close Order Drill

Total: 1497

 

Alright, the plan is to pummel the enemy with heavy weapon fire while the Vets and Command Squads with special weapons deep strike to take out tanks and tough infantry. The Command Squads with Power Weapons and Commissar provide CC support and LD bonuses for all of the Guardsmen and Heavy Weapon Squads.

The only problems I see with the army is it is pretty static and doesn't have much mobility. Also, I wasn't sure if I should switch out the Autocannons for Missile Launchers, to give me more anti-tank.

I know this list isn't Tier 1 and probably couldn't beat Mech Eldar or Godzilla Nids, but I'm just wondering if you think it can compete in a tournament. Let me know that you think of the list. Thanks.

Edit: scroll down for the improved list

   
Made in ca
Regular Dakkanaut




You've made many of the most common mistakes of Guard players.  There are many things that are either ineffective or not cost-efficient in this list.  All effective guard lists share a number of characteristics, which I'll try to outline below.

A junior officer with an honorifica imperialis and iron discipline gives you LD 9 gives you far more effective leadership than your senior officer and costs 5 points less than an HSO with iron discipline.  LD 9 is much more effective than LD 8, and the power sword isn't going to matter in the vast majority of cases.  The commissar with power fist is 65 points you can easily lose, as it's just a S6 power weapon.  The power weapons on your officers are all superfluous.  They won't get used against anything that swings at I4 or better.

Fire support and anti-tank squads only require 6 wounds on T3 models to completely silence.  12 of your heavy weapons are on platforms that will be targeted first, simply because they are the most cost-effective targets for your opponent to destroy.  You want most of your units to provide roughly the same victory points for your opponent for the same effort to destroy.  Otherwise, the easy targets will get taken out first.  If you must have these low model count squads, then give your army Cameoline and put them in 4+ cover.  It triples their survivability for 10 points per squad.

Your infantry squads are where you should be spending your points, and every infantry squad must have both a heavy and a special weapon.  For the guard that means a minimum of one lascannon/plasma gun in an infantry squad for every 250 points.  Once you've reached that minimum amount of firepower, you can start adding heavy bolter/flamer squads, not before.  Don't bother with any missile launchers at all.  Autocannons are either better or just as good against skimmers, and against non-skimmers missile launchers are only better versus AV 13.

Your elites, and dropping command squads are good suicide units.
   
Made in us
Been Around the Block




So you're saying I should change my list it is something like this:

HQ
Command Squad – Junior Officer, Honorifica Imperialis, Iron Discipline, Veteran, Standard Bearer 

Fire Support Squad -  3x Heavy Bolters, Cameleoline 

Fire Support Squad - 3x Heavy Bolters, Cameleoline 

Troops
Infantry Platoon 1

Command Squad – Junior Officer, Iron Discipline

10x Guardsmen - Lascannon, Plasma Gun

10x Guardsmen - Lascannon, Plasma Gun

10x Guardsmen - Heavy Bolter, Flamer
  
Infantry Platoon 2
Command Squad – Junior Officer

10x Guardsmen - Lascannon, Plasma Gun

10x Guardsmen - Lascannon, Plasma Gun

10x Guardsmen - Heavy Bolter, Flamer

Infantry Platoon 3
Command Squad – Junior Officer, 4x Plasma Guns

10x Guardsmen - Lascannon, Plasma Gun

10x Guardsmen - Heavy Bolter, Flamer

Elites
5x Hardened Vets - 3x Melta Guns 

Heavy Support
Heavy Weapons Platoon
Command Squad – Junior Officer, 4x Melta Guns

Fire Support Squad - 3x Autocannons, Cameleoline

Basilisk - Indirect Fire

Doctrines: Drop Troops, Heavy Weapon Platoons, Close Order Drill, Iron Discipline, Cameleoline

Total: 1492

 

The only thing I'm not sure about is what to give my command squads, if anything. Right now they are just their to provide leadership, not for shooting. Let me know what anyone else thinks of the new list. Thanks.

   
Made in ca
Regular Dakkanaut




That looks good, except that, unfortunately, every guard infantry unit needs cameoline if you select the doctrine.  It does significantly enhance their survivability however.
   
Made in us
Been Around the Block




Posted By Buoyancy on 10/25/2007 12:45 PM
That looks good, except that, unfortunately, every guard infantry unit needs cameoline if you select the doctrine.  It does significantly enhance their survivability however.


Alright, that's a bit of a problem. There are only 3 Heavy Weapon Platoons, so there should be enough 4+/5+ cover for them to sit back in. I don't think it's worth it to give all of the infantry squads cameleoline because there are just too many to hide in cover and it is pretty expensive. Dropping that frees up 30 points, so I'll have 38 to spend, which I could use to give the command squads some weapons, but I'm not sure what.

Edit: Nevermind, I crunched the numbers again and it turns out I still only have 8 points to spend, even with dropping the cameleoline.

   
Made in us
Fresh-Faced New User




Platteville, Wisconsin

Just a quicky...
IMO you should take out the basalisk, having only 1 tank is great for your opponent who has a 1 shot type of unit that can take out a tank easy. Given that this is a infantry type of army i would recomend sticking to that.
so basically i am saying run "tankS" or no tanks.
   
Made in sg
Executing Exarch





Disagree. Ordinarily, yes, but this is a Basilisk. There's nothing wrong with running it all by itself. Some opponents will be able to take it out easily with DSing elements, yes, but that would have been the case however many other tanks there were in the list.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Devestating Grey Knight Dreadknight






I think having only one bassie is a detriment because it's too easy to sit around in it's massive 36 inch no fire zone.  And the minute it sticks it's head out to fire it gets popped.  I only run indirect fire bassies in pairs and try to hide them at different table corners if possible.

DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

My two cents.

Given that you're dropping the Cameleoline, upgrade your Commander back to a SHO and give the Honorifica to the 1st Platoon JO. This gives you two LD 9 Iron D Officers. Significantly upgrades your LD radius. Also, I'd put the four meltas in the 2nd Plt HQ instead of the HW Plt HQ. Personal preference, I guess. Also, the flamers could go into the Plt Command squad that has no special weapons. A lucky deep strike could be a lot of fun with several flamers toasting whoever you land next to.

Re the Fire Support squads, I would mix up the weapons and put an autocannon and two Heavy Bolters in each. This keeps them in their primary role of anti-infantry but gives each squad some light anti-armor capability as well.

Another possibility is to take those points and give a few squads Light Infantry. I do this with my Fire Support squads, enables me to place them where I think they can do the most good and possibly play area denial if my opponent has Infiltrators.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
 
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