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Made in gb
Regular Dakkanaut





Doctrine: Ratling, Cameoline, Iron Discipline, Rough Rider, Drop troops

Command Squad
Junior Officer, Standard Bearer, Mortar, Cameoline, Iron Discipline and Medic

Ratling Squad ( 10 )

Infantry Command Squad 1 & 2
Junior Officer, Standard Bearer, Mortar, Cameoline, Iron Discipline

Infantry Squad 1, 2, 3 & 4
Cameoline, Plasmagun, Missile Launcher

Hellhound 1 & 2
Extra Armour, Smoke Launcher

Rough Rider Squad ( 10 )
Hunting Lances ( 1, Vet Sergeant, Horonifica Imperialis, Meltabomb, Frag Grenade, Iron Discipline

Demolisher 1 & 2
Plasma Cannons, Hull Heavy Bolter, Extra Armour, Smoke Launcher
   
Made in gb
Hardened Veteran Guardsman





not bad but:

1) dump the command medic, i asssume you just had some points left over

2) move the Honorifca to your comand HQ, it's wasted on RR. the only good thing about increasing gaurd stats is BS and LD

3) reduce RR to around 6, the overkill you're getting with 10 is not worth the cost increase, remember they're only good for one charge.

4) what do you use to take out armour? ordinance is good if you get a direct hit but seems a risky strategy.

5) see if by cutting stuff you can get some drop vets with meltas (why have you taken drop troops and not used it) or another tank. though meltas will better see point 4.

nice list

Vompire, welcome to Dakka. Please use punctuation in the future. You’re arguments will be sign with greater merit and you’ll avoid people calling you on it.

Jfraz (MOD)
Jfraz thinks this phrase is 'more gooder'. 
   
Made in us
Stalwart Veteran Guard Sergeant






One glaring error i see it this:

Command Squad
Junior Officer, Standard Bearer, Mortar, Cameoline, Iron Discipline and Medic

Ratling Squad ( 10 )

Infantry Command Squad 1 & 2
Junior Officer, Standard Bearer, Mortar, Cameoline, Iron Discipline


You can only have 1 standard bearer.....to quote the codex pg 39 under the character subheading it read:

IG Codex wrote:Only a Command Squad acting as part of the Command Platoon may have a Standard bearer.


Praise the Emperor and pass the ammunition!!!  
   
Made in us
Stalwart Veteran Guard Sergeant






I would also feel more comfortable changing at least a few of those line squads to a flamer/heavy bolter configuation for anti-horde duties....unless you're fairly certain you'll only be fighting MEQ forces...and even there I would be more apt to take autocannons instead of missile launchers. but thats just me...the rate of fire of the autocannons makes them a more versatile weapon than the missile launchers i think.

Praise the Emperor and pass the ammunition!!!  
   
Made in us
Ground Crew





you don't need 10 rough riders in a squad. I'd drop the horrifica also. Against most targets 20 + attacks on the charge will be over kill. Also its harder to hide 10 men then 5-7.

Edit: Oh and I'd switch the plasma cannons on ur demolishers to heavy bolters. It gives it balance which while not neccisary is nice and allows it to shoot and move while it gets in range of its cannon. Also its cheaper.

This message was edited 1 time. Last update was at 2008/12/20 21:41:07


Bioshock Master  
   
Made in gb
Hardened Veteran Guardsman





Barthonis wrote:I would also feel more comfortable changing at least a few of those line squads to a flamer/heavy bolter configuation for anti-horde duties....unless you're fairly certain you'll only be fighting MEQ forces...and even there I would be more apt to take autocannons instead of missile launchers. but thats just me...the rate of fire of the autocannons makes them a more versatile weapon than the missile launchers i think.


rubbish, frag missles are great for anti horde, the new blast rules make them better than heavy bolters for clearing out boyz and gaunts just because you'll get more hits even when you miss,

and they work for anti MEQ or anti-tank

and plasma is good M'kay

Vompire, welcome to Dakka. Please use punctuation in the future. You’re arguments will be sign with greater merit and you’ll avoid people calling you on it.

Jfraz (MOD)
Jfraz thinks this phrase is 'more gooder'. 
   
Made in us
Stalwart Veteran Guard Sergeant






dr vompire wrote:
Barthonis wrote:I would also feel more comfortable changing at least a few of those line squads to a flamer/heavy bolter configuation for anti-horde duties....unless you're fairly certain you'll only be fighting MEQ forces...and even there I would be more apt to take autocannons instead of missile launchers. but thats just me...the rate of fire of the autocannons makes them a more versatile weapon than the missile launchers i think.


rubbish, frag missles are great for anti horde, the new blast rules make them better than heavy bolters for clearing out boyz and gaunts just because you'll get more hits even when you miss,

and they work for anti MEQ or anti-tank

and plasma is good M'kay


OK....

frag arent bad, but autocannons are better. period. and i could not possibly disagree with you more on the frag are better than heavy bolters statement. the only thing frag missles gain on heavy bolters is that extra 12 inches of range, which is at best only an issue on the first turn. and if your lucky a frag template will hit 2, maybe 3 models, but with a lower strength and higher Ap which means more allowed saves and harder to wound. so no...frag missiles arent better. and i rarely have seen them scatter into other mobs and do anything really impressive. in fact they usually seem to scatter to the winds.

with the higher rate of fire and only a 1 point strength difference, i believe autocannons are better than your missile launchers with krak missiles against light skin vehicles and MEQ armies. remember...playing guard is all about sending rounds downrange at the enemy and letting the law of averages and probability 7 statistics work in your favor (somewhat).

i never said plasma was bad, just that i would NOT make all my line squads plamagun / missile launchers. M'kay?

~Bart

Praise the Emperor and pass the ammunition!!!  
   
Made in gb
Hardened Veteran Guardsman





I see where you are comming from, but I find that for horde duty my autocannons are hitting one ork a go, and probably killing him.

Heavy bolters hit 1 and a half orks a go and kill 2/3rds of them- 1 ork

Frag missiles tend to hit 2 orks a go and kill one of them, however it's much harder to miss a mob of 30 boy's with a missile launcher as the scatter has to take the template so far from the unit it doesn't even slightly touch any orks.

also frag missiles give you a chance (no matter how small) of hitting 4 orks, which a heavy bolter or autocannon can never do.

The constant use of blasts forces your opponent to spread out making terrain slow them down more, giving you more time to shoot, and also increases the proportion of your army which can see the unit to concentrate fire.

I don't think AP is usefull against hordes, yes an autocannon will stop Ardboyz from geting a save if there is no cover involved, but unless there are multiple mobs, it's not worth the difference.

and if you absolutely have to kill something you can go and use a Krak for AP3 and ST8

I love Autocannons, don't get me wrong, but tend to put them in HW squads where they can combine fire.

and flamers are good on 2nd line squads, but not if that squad also has a heavy weapon, as you rob peter to burn Paul

This message was edited 1 time. Last update was at 2008/12/21 10:09:02


Vompire, welcome to Dakka. Please use punctuation in the future. You’re arguments will be sign with greater merit and you’ll avoid people calling you on it.

Jfraz (MOD)
Jfraz thinks this phrase is 'more gooder'. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Missile Launchers play no part in Guard armies. Blast markers that scatter an average of 4" four times a game don't either.

You want weapons that are consistent, not weapons that can potentially do everything but also potentially do nothing. For that reason, you want Heavy Bolters and Autocannons. Heavy Bolters handle hordes, Autocannons handle anything bigger (with a little help from some Plasma Guns).

Battlecannons and Hellhounds fill in the gaps.

BYE

This message was edited 1 time. Last update was at 2008/12/22 23:53:32


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Fresh-Faced New User




I like your list, but yea most of the stuff said above is right. If your gonna have weapons on your normal guard squads, Heavy bolters or autocannons with plasma guns are the way to go.

On your demolishers, either have all heavy bolters, or plasma cannons and a lascannon, for anti horde or anti MEQ, tank and MC. You also need some kind of melta weapons. Stick 2 on your rough riders, just cause there are lots of land raiders out there now
   
Made in us
Stalwart Veteran Guard Sergeant






Mad Larkin Uk wrote:You also need some kind of melta weapons. Stick 2 on your rough riders, just cause there are lots of land raiders out there now


Sorry mate, but if you take hunting lances the whole RR unit has to take them. Can't mix and match. IG Codex, page 46.

I would drop the ratlings in favor of some veteran drop squads with meltas. but thats just me.

good hunting!

Praise the Emperor and pass the ammunition!!!  
   
Made in us
Hardened Veteran Guardsman



CNY

Ratlings are a nice way to have a squad of 10 snipers at BS 4 who put wounds on everything at 4+, and get sweet rending love into the mix.

STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in us
Stalwart Veteran Guard Sergeant






i just have never been a fan of them. i think the points can be better used elsewhere. although i will freely admit i only used them twice with very poor results both times...so my feelings about them may be a bit biased.

Praise the Emperor and pass the ammunition!!!  
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

I could work with Missile Launchers. The major advantage being that if you're NOT facing a horde army, you've got a potential 4 extra S8 anti-armour weapons.

Can't do THAT with Heavy Bolters and Autocannons...

   
Made in us
Hardened Veteran Guardsman





ArbitorIan wrote:I could work with Missile Launchers. The major advantage being that if you're NOT facing a horde army, you've got a potential 4 extra S8 anti-armour weapons.

Can't do THAT with Heavy Bolters and Autocannons...


The problem being that Guard hit on a 4+. MLs get half as many shots as ACs and one third as many as HBs. Since 4+ cover is everywhere, the AP3 is less useful than it was in 4th edition.

As sad as it makes me to retire my Tallarn ML teams (Best heavy weapons model for them IMO), MLs are now relegated to the shelf.
   
Made in us
Stalwart Veteran Guard Sergeant






bryantsbears wrote:Ratlings are a nice way to have a squad of 10 snipers at BS 4 who put wounds on everything at 4+, and get sweet rending love into the mix.


while all that is true, lets do a bit of math on this......

you get 10 to-hit rolls at 3+, not bad to start with, and the ones that do hit get to wound on a 4+, still not bad, but here is the sucky part that makes them not worth it.....they are AP6 unless you roll a 6 on your to wound roll and the rending ability drops that to AP2. So pretty much everything except a generic ork boy will get his/her armor save against your sniper shots that get through.

Thats why i dont care for them.

Praise the Emperor and pass the ammunition!!!  
   
 
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