Wow... such a small thread yet it's filled with so many weird suggestions.
Ok, from the top:
Tallarn Commander wrote:However, in higher points games you might also consider tossing in one to four cheapo 55-point lascannon sentinels for additional AT firepower. Never put 'em in squadrons of course.
This is actually a good point. Given the new environment, more
AT firepower is needed, and the Sentinels themselves have become inherently tougher (it'll take twice as many shots to kill them... so 2 shots rather than 1).
That said, if it ever comes down to the choice of squad-based Lascannons or Sentinel-based Lascannons, the squad-based ones have to come first.
Flavius Infernus wrote:I'm going to suggest that mechanized guard may have changed with 5th edition (which I think is part of the question implied in the OP).
I'm sure it has, but only in the details and meta of list construction - their function is still the same:
Shoot the enemy off the table before they kill your drastically reduced amount of men.
Flavius Infernus wrote:Chimeras can't shoot all their weapons on the move anymore, cutting their effective firepower in half.
Irrelevent.
The new cover saves combined with the idiotic nerfing of defensive weapons means that there's now no reason to move your Chimeras except for contesting things (and you don't need to do that at the start of the game). There's a bigger argument for EA and maybe even Smoke on all your Chimeras, but other than that, the role of the Chimera hasn't changed:
Shoot infantry until they die from it.
Flavius Infernus wrote:Static, infantry-based lascannons are less than half as effective as before against tanks.
Making them even more important than before, especially considering a MechInf army can't take Deep Striking H-Vet units w/Meltaguns. A MechInf army that isn't packing 8 Lascannons now is in trouble.
Flavius Infernus wrote:Flamers--especially multiple templates in the same volley--are exponentially more powerful than before.
They're back to the way they were in 3rd, plus the added new effect of being able to snipe people if you hit the unit with enough hits (how I hate that rule...).
The Flaming Command Squad isn't anything new, it's something I've striven (is that a word?) to take in almost every army I've made since 3rd.
Flavius Infernus wrote:transports are much less likely to kill their passengers
Guard only need to be in their Chimeras when they need to get away from something quickly, or they're running for objectives.
Flavius Infernus wrote:I think the long-term effects of these changes are not yet fully understood.
So let's ignore current paradigms?
The rules have changed. Guard haven't. The basic tenets of a Guard army still apply... we just need more
AT firepower than before, and our transports aren't dead-weight anymore (even if they are 20-30 points over-costed)
Flavius Infernus wrote:What about using a chimera as a transport to ferry meltagun-armed squads closer to their heavily-armored targets? Realize that command squads sometimes already do this, but what about regular squads too?
I suspect Chimeras with Melta Command Squads might become more common, but not because of 5th. I'm 100% certain that Drop Troops will be going the way of the Chaos Legions come the next Guard Codex, so the old staple of using Melta H-Vet and Melta Command Squad units to supplement our Lascannon quotas won't work any more. Chances are H-Vets will have the costs of their guns doubled as well, as Jervis & Co. make an attempt at (over) balancing them.
Flavius Infernus wrote:What about (heresy!) putting the heavy flamer turret on a chimera? (The hull flamer might even be worthwhile too in spite of its restricted fire arc.)
We need more
AT firepower, not less!
Multi-Lasers are needed for hunting AV10 and AV11 targets - they can even take a stab at AV12. They kill Orks and Gaunts
before they enter charge range (another important thing for 5th). And as MechInf armies don't have a lot of room for Autocannons (all squad-slots need to be Lascannons), the Multi-Laser is the next best thing (better in some cases).
sourclams wrote:6x Chimera, Multilaser/Heavy Bolter, Heavy Flamer: 85 pts (total 510)
3x 5 man Vets, 3 Meltaguns, 1 plasma pistol: 96 pts (total 288)
3x Infantry Platoon, 1 flamer, 2 plasma gun: 86 pts (total 258 pts)
Emperor's Blood...
3 squads? You're advocating a Guard army with 3 Infantry Squads? And not only that, 3 Infantry squads
without heavy weapons?
He's better off using his Command Squads as Melta units rather than wasting points on H-Vet squads (which should not be in a MechInf army unless they're toting Lascannons as well).
Command Squads are throaway trouble-shooter units in MechInf armies because we
have to take them. Might as well get some use out of them beyond Leadership Radii and use them to plug some gaps. 4 Meltas in a Command Section will do just that. Why go and buy a 75 point H-Vet unit and then another Chimera to do the same job?
sourclams wrote:Tanks rush forward firing multilasers (or heavy bolters, whatever) until in range for flamers, flamers torch any troops, squads deploy and target either vehicles or troops depending on effectiveness.
You are aware that we are attempting to make a list from Codex: Imperial Guard, not Codex: Space Marines or Codex: Space Marines w/Spikes, right?
This is Guard. Guard do not do transport rushes. We are a shooting army. A static, shooty horde army that should be blasting entire armies off the table before the end of our first shooting phase (or as close to as possible). Hundreds upon hundreds of points tied up in single BS3 rushing Flamers is
not a good use of Guard.
Jhagadurn wrote:I run an interesting mech guard list in 5th...
That's an understatement.
Jhagadurn wrote:Command squad (basic JO, nothing special)
Chimera
10xHardened vets w/ carapace, lascannon, special weapons
10xHardened vets w/ carapace, lascannon, special weapons
10xHardened vets w/ carapace, lascannon, special weapons
10x stormtroopers w/2x plas, vet sergeant w/ plas
chimera
10x stormtroopers w/2x plas, vet sergeant w/ plas
chimera
10x stormtroopers w/2x plas, vet sergeant w/ plas
chimera
Demolisher w/big sponsons
Demolisher w/big sponsons
leman russ w/no sponsons
sentinel w/ multi laser
sentinel w/ multi laser
I keep looking for the Guard army in here and I just can't see it. Looks more like an Elites army low on model count (and Toughness values), with extra points spent on bloat like Carapace Armour.
That said, I do love the list, but simply because I play MechInquisiStorm Troopers and, as completely hopeless as they are, the list is damned fun to play.
But the
OP is asking for a MechInf Guard army. The army above is neither.
Jhagadurn wrote:Also, mechguard is now the best army to kill mecheldar. Cause they simply can't kill us. at all. ever.
Explain this statement. How do MechEldar have a problem killing 60 guys in Carapace Armour?
BYE