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Made in gb
Leader of the Sept







Anyone got any thoughts? The Infantry platoon is designed to garrison my own objectives. The Veterans scoot forward supported by the Vendetta and Russes. AT is primarily on the melta veterans and Vendetta, with support from the vanilla Russ. AP comes from the tanks with supporting fire from the Infantry platoon. The Penal Legion boys are designed to be strung along the flank closest to the board edge to provide a speedbump to flanking forces.

Is it worth keeping the mortar squad, or should I replace it with a Chimera for my PCS?


HQ: Company Command Squad (7#, 195 Pts)
Medi-pack; Vox Caster; ML Team; Master of Ordnance; Chimera
1 Company Commander @ [0] Pts
1 Master of Ordnance @ [0] Pts
1 Chimera @ [65] Pts
Heavy Bolter; Searchlight; Smoke Launchers; Turret Multi-Laser; Pintle Heavy Stubber

Troops: Infantry Platoon (28#, 275 Pts)

Platoon Command Squad @ [75] Pts
Medi-pack; Vox Caster; Grenade Launcher (x2)
1 Platoon Commander @ [0] Pts

Infantry Squad @ [70] Pts
Frag Grenades; Close Combat Weapon (x6); Flak Armour; Lasgun (x7); Vox Caster; Sniper Rifle; HB Team
Infantry Squad @ [70] Pts
Frag Grenades; Close Combat Weapon (x6); Flak Armour; Lasgun (x7); Vox Caster; Sniper Rifle; HB Team

1 Mortar Squad @ [60] Pts

Troops: Veteran Squad (11#, 210 Pts)
9 Veteran Squad @ 210 Pts
Carapace Armour; Vox Caster; Flamer (x2); Heavy Flamer; Chimera; Grenadiers
1 Veteran Sergeant @ [10] Pts
Carapace Armour; Power Weapon
1 Chimera @ [65] Pts
Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer; Pintle Heavy Stubber

Troops: Veteran Squad (11#, 200 Pts)
9 Veteran Squad @ 200 Pts
Carapace Armour; Lasgun (x7); Vox Caster; Meltagun (x2); Chimera; Grenadiers
1 Veteran Sergeant @ [10] Pts
Carapace Armour; Power Weapon
1 Chimera @ [65] Pts
Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer; Pintle Heavy Stubber

Troops: Penal Legion Squad (10#, 80 Pts)
9 Penal Legion Squad @ 80 Pts
Close Combat Weapon; Flak Armour; Lasgun (x9); Scouts; Stubborn; Desperadoes
1 Penal Custodian @ [0] Pts

Fast Attack: Vendetta Gunship Squadron (1#, 130 Pts)
1 Vendetta @ [130] Pts
Extra Armor; Searchlight; Twin-linked Lascannon (x3)

: Leman Russ Battle Tank (1#, 180 Pts)
Battle Cannon; Heavy Bolter; Searchlight; Smoke Launchers; Heavy Bolter Sponsons (x2); Pintle Heavy Stubber

: Leman Russ Executioner (1#, 230 Pts)
Executioner Plasma Cannon; Heavy Bolter; Searchlight; Smoke Launchers; Plasma Cannon Sponsons (x2)

Total Roster Cost: 1500

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in au
Lone Wolf Sentinel Pilot






-All Chimeras should be ML/HHF
-Drop the HB sponsons from the LRMBT and upgrade it to a Demolisher
-Drop the MoO
-Give both the Vet squads meltas.
-Drop the PWs on the Vet Sergeants

DON'T PUT IN EVERY UNIT'S BASIC GEAR!!!!!

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Guardsman with Flashlight





Chico

I say to keep the power weapons your list is dong little on Infantry assualts, I believe the power weapons will greatly replace the missing infantry men.

I fought for the Glory of the Emperor, I saw my mates die on the line. Did he say anything, not a frakking thing.  
   
Made in us
Regular Dakkanaut




Medi-packs- I would only put these on high-value squads, namely the Company Commanand Squad at the most. Your PCS is only going to be throwing out 1 order a turn and has 2 special weapons at BS3 on foot- FnP isn't worth doubling the base cost of the squad.

Special weapons- Try to have the special weapons reflect the squad's own abilties and uses. Flamers don't care about Ballistic skill and if you are able to get close they are more cost-effective. A popular loadlout is to have a Platoon Command squad that has 4 flamers (or 3 if you want to keep the vox).

   
Made in gb
Leader of the Sept







colonel584 wrote:-All Chimeras should be ML/HHF
-Drop the HB sponsons from the LRMBT and upgrade it to a Demolisher
-Drop the MoO
-Give both the Vet squads meltas.
-Drop the PWs on the Vet Sergeants

DON'T PUT IN EVERY UNIT'S BASIC GEAR!!!!!


Hmm... no reasons for anthing... /ignore

petty3 wrote:I say to keep the power weapons your list is dong little on Infantry assualts, I believe the power weapons will greatly replace the missing infantry men.


Due to work constraints I've only played a couple of games with the new Guard, but I am inclined to agree. My vets do seem to end up in the thick of it an awful lot.

Jerjare wrote:Medi-packs- I would only put these on high-value squads, namely the Company Commanand Squad at the most. Your PCS is only going to be throwing out 1 order a turn and has 2 special weapons at BS3 on foot- FnP isn't worth doubling the base cost of the squad.

Special weapons- Try to have the special weapons reflect the squad's own abilties and uses. Flamers don't care about Ballistic skill and if you are able to get close they are more cost-effective. A popular loadlout is to have a Platoon Command squad that has 4 flamers (or 3 if you want to keep the vox).


Retasking the PCS will require further modelling work, however you make a persuasive argument. These guys were originally designed to hide behind the infantry squads providing some light covering fire and orders. Actually, thinking about it these guys were designed under the old codex when I could trick out the lieutenant with a storm bolter giving a reasonable amount of firepower. Now this is no longer possible I might in fact re-task with flamers. Provides the gun line with better close in protection. I could probably also add a power weapon for the Lieutenant (with saved points from the medi-pack).

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in us
Rough Rider with Boomstick





Philadelphia

Well Im not a fan of Hybrid, I find IG is much better either going all mech or all foot.

That said there are some lessons I have learned from many test games and tournament games with the new IG codex.

1. PCS with 4xFlamer or 1xHF, 3xFlamer is really the only way to run them. This takes advantage of the only good thing the pcs has, the ability to take 4 special weapons. PCS orders are not that good, but droping 40 wounds on that ork boyz mob that just assaulted your chimera is beautiful!!!

2. Medi Paks are only usefull on a Support CCS. So if you go foot, a Standard and a Medic are solid. If you go mech, the CCS is a cheap disposable anti tank weapon, not a support unit.

3. Vendettas work better in twos or threes. Single Vendettas just seem to get hammered early. If you are only going to get one FA, then go with a more easy to hide Devil Dog.

4. MOO without mortar is 30 wasted points. (and most stores/clubs in my area are not allowing the MOO+Mortar trick)

Quick summary = either go mech all the way, or go guyspam. Half measures never get the job done, especially at such a low point level.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
 
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