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Made in us
Hurr! Ogryn Bone 'Ead!






1000

HQ
-Company Command Squad - 50
Vox - 5

Troops
-Infantry Platoon
Platoon Command Squad - 30
Vox - 5
Dedicated Chimera - 55
Infantry Squad - 50
Vox - 5
Grenade Launcher - 5
Combined Squad
Infantry Squad - 50
Grenade Launcher - 5
Combined Squad
Infantry Squad - 50
Vox - 5
Heavy Weapons Team - 60
3x Lascannon - 45

-Veteran Squad - 70
2x Grenade Launcher - 10
Flamer - 5
Heavy Weapons Team
Autocannon- 10
Forward Sentries - 30

Fast Attack
-Hellhound - 130

Heavy Support
-Leman Russ - 150
Heavy Bolters - 20
-Hydra - 75
-Hydra - 75

Notes:
This list's primary opponent is orks but the list is intended to fight any opponent. The Lascannon are my anti vehicle, generally shooting at point sinks or large threats. I used to carry more lascannon but I am finding that I end up wasting a lot of shots on targets that were not worthy of lascannon fire, and just end up missing because of BS3 hence a shift to autocannon (sentinels and hydra). The PCS with the chimera is for sitting on points with the 20 man guard squad. The 10 man squad is for putting some meat between enemies and my at-risk armor. The vets are for sitting on a point (or in a building) at set-up or after turn 1. They are likely not going to be moving after they get to their first point, hence the lascannon. The Hydra are there specifically because im tired of dealing with all the bikes, deffcoptas etc. Also for 4 twin linked autocannon shots (at 3+ feet more range than normal) they are cheaper than buying heavy weapons teams that don't get any bonuses, plus 12 front armor... damn. (I am also considering bringing this army to my local game shop's apoc games where the AAMount is fantastic; we play 8+ 1000pt armies on the same table.) I used to put plasma cannon and a lascannon on my Russ but the cannon just make it a point sink, and my opponents just primary it and I lose 200pts in the first round; the lascannon never gets used because I generally use the Russ as anti infantry so I think the 15 points would be better used somewhere else. (I moved the lascannon from the Russ to the vets squad.) Yea... I think that's about it.

This message was edited 3 times. Last update was at 2009/09/21 16:51:33


Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
Made in se
Regular Dakkanaut





If you are fighting orks you got to put some flamers or grenade launchers in the infatry squads and the HQ squads. I would swap the las cannons for auto cannons insted because if you are facing orks you dont need that much tank hunting and ACS are perfect against both trucks and boys(and they shoot 2 shoots each to). I would drop the mounted squad to and get some pendal squads maybe, because they are pretty good in close combat, or get an ogryn squad in a chimera insted(they are great counter assault units). An Eradicator insted of a normal russ would do the trick for sure but u'd lose the tank hunting ability though, still worth it I think, and there is far to many senitels, get more infantry squads armed with AC and GL because those are going to be the stars in any show against orks(they are also troop choises). Someone once said: "The strength of an Imperial Guard army lies in the admount of special weapon it has brought, not in the number of tanks or men." I say GET MORE SPECIAL WEAPONS!
   
Made in cn
Wicked Warp Spider






What he said. Conventional wisdom, supported by the laws of mathematics, says that lasguns alone are almost worthless. Grenade launchers and flamers, also autocannons, are cheap weapons that multiply the infantry's killing power.

Suggestion against orks: Equip a platoon command squad with 4 flamers (or 3 flamers and a vox). The chimera can move 12" before the men jump out and fire, so you can get into perfect positions to flame the enemy squads.

Similarly, you could put a veteran squad with 3 flamers behind a 20-man screen of guardsmen with grenade launchers and autocannons. If the orks assault the guardsmen, they are almost sure to break them immediately, leaving them in flamer range. Or, if the opportunity arises, just move the veterans through the guardsmen and flame away.

Flamers, grenade launchers and autocannons will kill far more orks than the same point cost's worth of lasguns. As Solbo has wisely said, GET MORE SPECIAL WEAPONS! I would even say, review your army, every squad should have the full complement of special weapons, and usually a heavy weapon as well.

Good luck!

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Hurr! Ogryn Bone 'Ead!






Please remember that this list is for primary orks, but is supposed to be a balanced list for fighting anyone.

The ork player I usually play brings heavy mech, and has a battlewagon that rides point. Lascannon are very much so needed against it.

I dislike putting heavy weapons in my squads, because I generally move a lot with my squads. Except for the vet squad that I generally leave backfield to hold a point, or lay down some cover fire.

I have tried both flamers and grenade launchers before, and always have really poor luck with them. I am also terrified that if I enter range to use a flamer, that I will basically be sacrificing a squad to the melee that will occur after my turn is over.

How do you use flamers and grenade launchers effectively and without losing a squad?

Edits to list:
Changed the vet's lascannon to an autocannon.
Removed dozer from hellhound.
Replaced both scout sentinels w/ autocannon for a second hydra.
Added grenade launchers to the combined squad, and vet squad. Also added flamer to vet squad.

This message was edited 2 times. Last update was at 2009/09/21 16:52:39


Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
 
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