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Made in gb
Bounding Assault Marine




Birmingham, UK

Been thinking about how to build an effective tournament list, using the combined arms approach.

Theoretically it should work well as there would be a good balance of Infantry and armour, with a good degree of mobility whilst packing serious firepower.

The issues I have, however, are in trying to make an army list that can fit into 1500 points - the limit for Tournaments up here in Nottingham. The other thing being that, as I am in Nottingham, I face some seriously high-calibre opponents, so I need a list that is rock hard, yet still combined arms.

Also, it needs to be able to have a well-applied backstory. As such, I'm thinking more of a modern-day theme (basically shuts-out Rough Riders, which is a pity - but I'm not a fan of 1-use units). People are VERY picky about background up here - which is awesome, as I love to build armies that way.

Here's a list - how do you think it will fare, and any ideas for improvements, etc?


Doctrines
Storm Trooper Squads
Light Infantry
Iron Discipline
Close Order Drill
Sharpshooters

HQ
Command Platoon
Command Squad - Senior Officer: Bolt Pistol, Power Weapon & Iron Discipline. 1 Veteran Guardsman: Laspistol, CCW & Company Standard. 3 Guardsmen: 3 Lasguns.
77

Fire Support Squad - 6 Guardsmen: 3 Lasguns, 3 Heavy Bolters, Sharpshooters & Light Infantry.
100

Anti-Tank Squad - 6 Guardsmen: 3 Lasguns, 3 Missile Launchers & Sharpshooters.
105

Elites

Storm Trooper Squad - Sergeant: Hellpistol & CCW. 7 Storm Troopers: 5 Hellguns, 2 Plasma Guns & Deepstrike.
108

Troops

Infantry Platoon 1
Command Squad - Junior Officer: Storm Bolter & Iron Discipline. 4 Guardsmen: 2 Lasguns & 2 Flamers.
62

Infantry Squad 1 - 10 Guardsmen: 8 Lasguns, 1 Grenade Launcher & 1 Autocannon.
83

Infantry Squad 2 - 10 Guardsmen: 8 Lasguns, 1 Grenade Launcher & 1 Autocannon.
83

Infantry Platoon 2
Command Squad - Junior Officer: Storm Bolter & Iron Discipline. 4 Guardsmen: 2 Lasguns & 2 Flamers.
62

Infantry Squad 1 - 10 Guardsmen: 8 Lasguns, 1 Grenade Launcher & 1 Autocannon.
83

Infantry Squad 2 - 10 Guardsmen: 8 Lasguns, 1 Grenade Launcher & 1 Autocannon.
83

Armoured Fist Squad - Veteran Sergeant: Lasgun. 9 Guardsmen: 8 Lasguns, 1 Melta Gun & Sharpshooters. Chimera: Turret Multi-Laser, Hull Heavy Bolter, Extra Armour & Smoke Launchers.
184

Armoured Fist Squad - Veteran Sergeant: Lasgun. 9 Guardsmen: 8 Lasguns, 1 Melta Gun & Sharpshooters. Chimera: Turret Multi-Laser, Hull Heavy Bolter, Extra Armour & Smoke Launchers.
184

Heavy Support

Leman Russ Battle Tank: Turret Battle Cannon, Hull Heavy Bolter, Sponson Heavy Flamers, Extra Armour & Searchlight.
161

Basilisk: Hull Earthshaker Cannon, Hull Heavy Bolter & Indirect Fire.
125

Rough plan:

Platoon and Bassie take one flank. Infantry advances, laying down fire as it goes. Covered by the AT Squad.

Armoured Fist and Russ the other. Russ moves to support either thrust as necessary. ST Deepstrike in support of the AF. Chimera go 12" and pop smoke on Turn 1 - infantry deploys. Then Infantry & Tanks roll forwards 6" per turn, shooting whatever they can.

Simple, yet should be able to take objectives etc as needed. Lacks in anti-tank a little, but hoping that ML take serious armour, AC take anything less hard, and Multilasers to the flanks in emergencies (and those Meltagun, if they ever get in range).


A few q regarding my list:

I've found the Storm Troopers to be somewhat useful. They drop in and either 1) take on the enemy from behind whist the rest of my force engages; or 2) drop onto an objective. These are both great and all, but don't have too greater effect - they either drop in too late to do damage, or drop onto an objective, scatter, and land in such a way they get blown to hell by the enemy next turn for attempting to take it.

So I've been doing some thinking, and wondering if there is something I could take that would perform a more useful task to the army.

Here are a couple of things I've thought of that I could replace the Stormtroopers with, but am open to other suggestions.

1) A pair of Sentinels with Autocannons and Hunter-Killer Missiles (have to loose Stormbolters on both JOs as well) - support the Armoured Fist squads and take on heavy tanks that are trying to avoid the AT squad, and then lend a hand to killing Infantry (2x AC shots & HKM to side armour per Sentinel should kill most vehicles).

2) A Hellhound to "lead" the Chimera around, and add to the overall firepower in this section - and add another viable armour threat.

3) Use the points from the DS Stormies to make the Armoured Fist squads Grenadiers?

Which do you think will most improve my army? Are there other things I should do instead? Should I keep the Stormtroopers in, for the added strength of people appearing anywhere they are needed?

Thanks for any ideas & thoughts.

PS: I don't find the Las/Plas Guard system to work for me, it's just not my style of play, hence it's not being used. Lack of Plasma is a little disturbing though - I hope I can force enough saves on MEQ to make up for the fact.

This message was edited 1 time. Last update was at 2007/12/06 12:10:11


 
   
Made in us
Dakka Veteran




NJ

Sorry, you're not going to field an effective IG tournament army without any las canons. What is it about the las/plas combo that doesn't "work" for you?

You are missing how certain units work. For example, it is much more efficient to utilize the Chimera as a pillbox while the squad is dismounted and armed with anti-tank (Las/plas). The Chimera shoots infantry and the squad shoots tanks. Moving the vehicles up the field will ensure they get popped and end up blocking line of sight... not a good thing for IG.

As far as Stormies go, I prefer Vets every time because they are cheaper and can have an extra special weapon.



   
Made in gb
Bounding Assault Marine




Birmingham, UK

I find Las/Plas far too static, and I never seem to be able to hit with the Lascannons. I find BS3 too unreliable for single-shot weapons to be very effective.

I know the Chimera is far better as a pillbox - but many tournaments I have been looking at entering are objective-heavy games, requiring mobility to be able to claim the objectives, and in practicing the Guardsmen simply can't move fast enough on their own, and Deepstrike is too random to be relied on (then again you could argue the same thing regarding Escalation). Also, I have found a mobile element is necessary to prevent the Guard from being flanked by faster-moving opponents, which, if run as a gunline army, is virtually every other army out there.

That's why I made the choices.

What do you think I should do instead then? Gunlines are effective until you need to move, or they get flanked - so what do you suggest?

   
Made in us
40kenthus






Chicago, IL

Treadhead wrote:I find Las/Plas far too static, and I never seem to be able to hit with the Lascannons. I find BS3 too unreliable for single-shot weapons to be very effective.


Equiping your troops with AC/GL is going to be just as static. And don't say the GL will allow you to walk your troops. Unless you're firing at light armor (speeders, vipers, rhinos), you're better off buying more IG with basic las guns than you are spending the points on the GL.

Being moble is important as you say, but go for more options. Buy Light Infantry for one of the IG squads. Use Drop Troops- nothing says you have to drop every unit. Together these will allow you to spread out the army a bit more.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
 
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