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1500 pts Imperial Guard Help? Suggestions? Critique?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Snivelling Workbot





Doctrines:
Drop Troops
Grenadiers
Iron Discipline

HQ
Command Platoon (213 pts)
Senior Officer -Storm Bolter, Iron Discipline, Surveyor
Vetran - Standard Bearer, Storm Bolter
3x Guardsman w Lasgun
2x Sentinel w Lascannon + HK Missile




Elites
Hardened Vets (135 pts)
Vet Sgt - Storm Bolter
3 x Vets w Plasma Gun
1 missile Launcher
5 x Vets w Lasguns





Troops

Infantry Platooon (485 pts)
Command Squad
Junior officer - Storm Bolter, Iron Discipline
2x Plasma Guns
2x Lasguns

2 Squads
1 x Plasma Gun
1 x Heavy Bolter

3 Squads
1 x plasma Gun
1 x Missile Launcher


2 x Stormtropper Squads (120 ea) (240 total)
2 x Plasma Gun




Fast Attack

Sentinel Squad (45 ea) (135 total)
3 x Sentinel w Multi Laser





Heavy Support

2 x Leman Russ w hull bolter (145 ea) (290 total)



Total pts 1498

Please let me know what you think and why for discussion

Thanks
Erin


This message was edited 1 time. Last update was at 2008/07/30 00:05:19


 
   
Made in us
Drop Trooper with Demo Charge




Kirkland, WA

Hi Terrax, it looks like you have a 10-trooper vet squad, a 55-trooper platoon, and 2 10-trooper stormie squads for infantry. For vehicles you have a pair of LRBTs and 5 sentinels. Your units themselves are solid. Here is some feedback (take it with a grain of salt of course).

Note that you did not really specify how you would plan to use your units. So I am just going to assume that you are going to start out with 5 line squads, your CHQ, and your tanks on the board and put your vets, stormies, PHQ, and sentinels in reserve for the purposes of deep striking or outflanking. At any rate, This is what I'd do with this list.

1.) Special and Heavy Weapons and Squad sizes
It looks like you plan on dropping your PHQ, vet, and stormie squads and setting up a static firebase with the remaining 5 line infantry squads. That's cool, but make sure you have the right tool for the job. Make sure each of your squad does a task and then kit that squad out accordingly. For instance, I really am not sure what you intend to do with your CHQ. It's not there for the morale boost 'cuz there' s no standard, it's not there for counterattack because their are no crazies with powerfists or eviscerators, its not dropping cuz I see no meltagun or plasma rifle love, and I don't see ranged heavy weapons for static ranged fire support. Your squad sizes look to all be max size and this really not need be the case. 5 or 6 stormies or vets dropping in will be just as deadly (and survive just as long) as 10-trooper squads. For instance, your vet squad could be a nice cheap 75-point 3-meltagun squad designed to drop and kill tanks (or in my case scatter and rarely kill tanks). Alternately, if you were looking for more of a static firebase unit drop the meltaguns and keep the missile launcher. Also, you seem to have designed a drop list without meltaguns. You might wish to reconsider by finding the points for 2 to 3 75-point meltagun drop squads. Also, give your PHQ 2 more plasma rifles. It will significantly increase the squad's ability to damage a MEQ unit or the side of a tank. All for a mere 20 points!

2.) Sentinels:
I would recommend not running your sentinels in squadrons. Run four individually, and drop the fifth. Also, I have found that I much prefer my autocannon and lascannon sentinels to multi-laser sentinels. I only bring my multi-laser sentinels when running sentinel-themed lists. By the way, I have found that, with their new outflanking ability, sentinels really come into their own now and can set up some nice enfilade fire.

3.) Stormtroopers vs. Vet Squads
Your stormtroopers do not have the deepstrike ability. I strongly recommend that you give this to them. Note that 5-trooper vet squads tend to work better as cheap disposable meltagun units of death than stormie squads 'cuz they're cheaper, shootier with the 3rd meltagun, and anything in a guard army is sacrificial so who cares if they die after they take out the Land Raider. Unless you're keeping the stormies for reasons of fluff, or for reasons of getting a 2nd and 3rd troops choice, I'd just take a second platoon and vets myself. The stormtroopers vs. vet squads debate will not, of course, be settled here. Both units have their fluff and effectiveness advantages and disadvantages.

4.) Fluffiness Incoherency:
Note that two of these things do not look like the other. Everything in your list drops except the LRBT's. So (assuming your theme is a drop troops theme), if ya go to a tourney, be sure to think up some fluff as to why paratroopers have tanks (perhaps model up LRBT jump packs or put them on top of cargo slats with parachutes for backstory).

5.) Wargear:
Some wargear can really help you improve your game, but you sure do love your wargear. On one hand, standards and vets in your CHQ would be fluffy and darn effective. Also, when dropping, improved comms just proves to be so useful. Cost for both pieces of kit: 31 points. On the other hand, you have a bit too much wargear for my tastes (i.e. surveyors, storm bolters, HKM's on the sentinels, etc). I recommend ya drop items like that. Quantity not quality.

6.) Doctrines:
You seem to have only used up three doctrine slots. Might I recommend you add special weapons squads and then find the points for a flamer-demo charge squad. Much hilarity ensues when these suckers toss their charge out and have it scatter back on you! Seriously though, it can be an utterly deadly unit. Also, it can't hurt to toss in close order drill since its free and sometimes useful.


I hope my musings helped. Good luck.

IG, "We are many. They are few."
   
Made in us
Dominar






Elite drop squads like hardened vets or stormtroopers are throwaway units. You drop them in, expect them to gut a vehicle or elite squad, then expect them to die in the next turn. For that reason, make them as small as possible. 1 sergeant, 1 lasgun trooper, and 3 special weapons carriers with plasma guns or meltaguns are all that you need out of the squad. The extra points are better spent elsewhere.

Sentinels with heavy flamers is something I would recommend for anti-assault and bogging down large infantry units.

Drop the special weapons from your HQ. His job is to sit out of line of sight. If you need to ever use those storm bolters, you're dead anyways.
   
Made in us
Snivelling Workbot





Your stormtroopers do not have the deepstrike ability.


Does this not come with the drop troops doctrine?

4.) Fluffiness Incoherency:
Note that two of these things do not look like the other. Everything in your list drops except the LRBT's. So (assuming your theme is a drop troops theme), if ya go to a tourney, be sure to think up some fluff as to why paratroopers have tanks (perhaps model up LRBT jump packs or put them on top of cargo slats with parachutes for backstory).


I was going to do a "pure" drop troops with only infantry and Sentinels, but wanted a place to start that was a few less models to buy and paint. I figured even a drop troops regiment would have some way of getting armored units on the ground at the first opprotunity. (besides, they could be emerging from tunneling vehicles)

5.) Wargear:
Some wargear can really help you improve your game, but you sure do love your wargear. On one hand, standards and vets in your CHQ would be fluffy and darn effective. Also, when dropping, improved comms just proves to be so useful. Cost for both pieces of kit: 31 points. On the other hand, you have a bit too much wargear for my tastes (i.e. surveyors, storm bolters, HKM's on the sentinels, etc). I recommend ya drop items like that. Quantity not quality.


Hm, I though I managed to keep the upgrades light. I only put the surveyor in because I had a few extra points that I did not know what to do with. Although I admit I am struggling to understand the proper use of the HQ squads. Their cost is fairly expensive, and only more so with upgrades, and with only 5 wounds can be taken down quite quickly. I suppose my HQ unit could be stripped down to just the officer and banner, just avoid the fight, and use the Iron Discipline. What to do with the Platoon command Squad? Kit it up to melta, plasma or CC?

As far as the HKs, I only put them on the Lascannon Sentinels, as they are there for the hard targets anyway, so I thought 1 extra attack amy be worth it, but I am not in love with the idea.

Sentinels with heavy flamers is something I would recommend for anti-assault and bogging down large infantry units.


I had thought about this in conjuction with Hardened fighters for my Sentinels, but is the Hardend fighters worth it?


 
   
Made in us
Dominar






At +10 pts per sentinel it most definitely isn't worth it. The whole point of using flamer sents is to kill hordes and bog down expensive assault units cheaply and efficiently. If your squadron is costing you 150 pts it's no longer a throwaway with utility.
   
Made in us
Battleship Captain





Perth

Terrax wrote:Does this not come with the drop troops doctrine?


Nope, Stormtroopers don't count as Guard Infantry.

Terrax wrote:Hm, I though I managed to keep the upgrades light. I only put the surveyor in because I had a few extra points that I did not know what to do with. Although I admit I am struggling to understand the proper use of the HQ squads. Their cost is fairly expensive, and only more so with upgrades, and with only 5 wounds can be taken down quite quickly. I suppose my HQ unit could be stripped down to just the officer and banner, just avoid the fight, and use the Iron Discipline. What to do with the Platoon command Squad? Kit it up to melta, plasma or CC?


In this day and age, your best choice is to either run them with 4 Meltas and drop them behind enemy lines as tank killers or run them with 4 flamers and use them as assault speed bumps. No CC. No, no, no CC.

Sentinels with heavy flamers is something I would recommend for anti-assault and bogging down large infantry units.

I had thought about this in conjuction with Hardened fighters for my Sentinels, but is the Hardend fighters worth it?


Sentinels with Heavy Flamers - yes. They're becoming more popular by the day. Hardened fighters? No. And no. And no again.

Man, I wish there was a real Black Library where I could get a Black Library Card and take out Black Library Books without having to buy them. Of course, late fees would be your soul. But it would be worth it. - InquisitorMack 
   
Made in us
Snivelling Workbot





In this day and age, your best choice is to either run them with 4 Meltas and drop them behind enemy lines as tank killers or run them with 4 flamers and use them as assault speed bumps.


No plasma teams?

 
   
Made in us
Snivelling Workbot





Ok, I have worked up a number of Revisions based on many of the above suggestions and comments. I made this up pretty quick, but I hope I am hitting closer to the mark this time.

Doctrines:
Drop Troops
Iron Discipline
Close Order Drill

HQ
Command Platoon 181pts
Senior Officer w iron Discipline
Vet w Company Standard
2 Sentinels w Lascannon



Troops

Infantry Platoon 1 240pts

Command Platoon
1 JO
4 meltaguns

2 squads w plasma and Heavy Bolter

Infantry Platoon 2 240 pts
Same as Infantry platoon 1

Infantry Platoon 3 309 pts

Command Platoon
1 JO
4 Flamers

2 Squads with Plasma and Missile launcher
1 Squad with only missile launcher



Fast Attack

Sentinel Squad 1 100 pts
2 Sentinels w Autocannon

Sentinel Squad 2 120 pts
3 Sentinels w flamers



Heavy Support

Leman Russ w hull bolter + imp comms 165pts
Leman Russ w hull bolter 145 pts

Total 1500 pts



This message was edited 1 time. Last update was at 2008/07/31 03:16:49


 
   
Made in us
Battleship Captain





Perth

Terrax wrote:
In this day and age, your best choice is to either run them with 4 Meltas and drop them behind enemy lines as tank killers or run them with 4 flamers and use them as assault speed bumps.


No plasma teams?

I think you're better off running plasma in your line squads with your lascannons. You'll need as many drop squads as you can with melta to handle those tanks.

Man, I wish there was a real Black Library where I could get a Black Library Card and take out Black Library Books without having to buy them. Of course, late fees would be your soul. But it would be worth it. - InquisitorMack 
   
 
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