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		![[Post New]](/s/i/i.gif)  2009/11/01 10:48:52
	  
	    Subject: Imperial Guard: 500 w/Creed 
	
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                            Hurr! Ogryn Bone 'Ead!
	 
 
 
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									CCS - 50
  Creed - 90
  2x Melta - 20
  Vox - 5
  PCS-30
  Las - 20
  Vox - 5
  2x Infantry - 100
  Combined Squad
  2x Flamer - 10
  Vox - 5
  HWS - 60
  2x HB - 10
  Vets - 70
  AC - 10
  3x GL - 15
  
  Idea is you use Creed's orders to compensate for the short comings of Guardsmen.  With BiD and FoMT and FRFSRF you can ensure that your hits hit and when they do, they hurt your opponent.  The list is built on the infantry platoon.  They can move and take points with Creed following behind issuing orders.  Specifically I wanted to be able to use For the Honour of Cadia!! at 500pts.  I feel that the bonus received from Furious Charge and Fearless actually makes Guardsmen nearly equal to Orks in CC.  That being said, I remembers that I am actually a shooty army, so I plan to tear up as many enemies with HB fire, and use the single Mortar to try and pin.  With Creed giving orders, I think the slightly smaller amount of shooty I have is going to be as effective as the amount I normally bring.  The vox are to make sure the PCS can get that las twin linked to take out the few vehicles the enemy has, and the infantry squad can get inspired before it rushes into CC.  With the damage I do in my shooting phases, and the order, I actually expect my infantry to fare pretty well, especially if I can pin enemies in cover prior to an assault.  The Vets will be put on the first point I capture, and will set up in cover holding the point and firing the AC in support of the advancing column.  The HWS will probably follow the infantry for a turn, or will set up at the edge of my deployment zone to make sure their 3' HBs can be in range. 
							 
							
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								 This message was edited 1 time. Last update was at 2009/11/01 10:49:30 
							
    Lt. Lathrop   
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		![[Post New]](/s/i/i.gif)  2009/11/01 12:15:08
	  
	    Subject: Re:Imperial Guard: 500 w/Creed 
	
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                            Stalwart Tribune 
	 
 
 
	
	
	 
	
 
		
 
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									i like the idea of putting creed in a 500pt list, it may be a huge wast of points or the ability to give every unit in your army an order every turn will win the game. FRFSRF is sick at this point cost. my only peace of advise would be to rethink your assalt weps, at this point cost you are going to see very shooty or (prob the most effective) very in your face. the AC and he LC will see alot of use, but the flamers and the melta wont be able to handle a unit with fleet. 
							 
							
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		![[Post New]](/s/i/i.gif)  2009/11/01 13:04:27
	  
	    Subject: Imperial Guard: 500 w/Creed 
	
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                            Wicked Warp Spider
	 
 
 
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									I believe creed's boosting abilities (beyond those of an ordinary CCS for 1/3 the cost) are unnecessary and inefficient in this size of game. Furious charge is great when given to a really big squad including a commissar and sergeants with power weapons. Who are you going to use it on here? Your largest squad is 20 men! I think you're just shooting yourself in the foot here. 2 CCS orders a turn is plenty in this size game. 
							 
							
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    Eldar Corsairs: 4000 pts
    Imperial Guard: 4000 pts
 
    Corregidor 700 pts
    Acontecimento 400 pts   | 
						
		
					 
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		![[Post New]](/s/i/i.gif)  2009/11/01 14:40:17
	  
	    Subject: Re:Imperial Guard: 500 w/Creed 
	
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                            Hurr! Ogryn Bone 'Ead!
	 
 
 
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									komosunder wrote:i like the idea of putting creed in a 500pt list, it may be a huge wast of points or the ability to give every unit in your army an order every turn will win the game. FRFSRF is sick at this point cost. my only peace of advise would be to rethink your assalt weps, at this point cost you are going to see very shooty or (prob the most effective) very in your face. the AC and he LC will see alot of use, but the flamers and the melta wont be able to handle a unit with fleet.    I-bounty-hunt-the-elderly wrote:I believe creed's boosting abilities (beyond those of an ordinary CCS for 1/3 the cost) are unnecessary and inefficient in this size of game. Furious charge is great when given to a really big squad including a commissar and sergeants with power weapons. Who are you going to use it on here? Your largest squad is 20 men! I think you're just shooting yourself in the foot here. 2 CCS orders a turn is plenty in this size game.  
  Pretty much exactly what I am expecting to be the case.  I am pretty sure that this list is going to lose functionality because of Creed's cost; but frankly, that's the whole point of the list... so I can't just take him out.   Lol.
							  
							
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								 This message was edited 1 time. Last update was at 2009/11/01 14:40:31 
							
    Lt. Lathrop   
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		![[Post New]](/s/i/i.gif)  2009/11/02 14:37:08
	  
	    Subject: Imperial Guard: 500 w/Creed 
	
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                            Wicked Warp Spider
	 
 
 
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									Sorry mate. If he's absolutely locked in and you still need 2 troops, there's only so much that can be done in 500 points.
  
  How about:
  CCS, Creed, 2 meltaguns - 160
  Vets, AC, 3xGL - 95
  Vets, AC, 1xGL - 85
  Penal Legion: 80
  Penal Legion: 80
  
  500
  
  I couldn't fit in any voxes without giving up the guns, but he still has a good chance of getting off the important orders. Or, just take Creed, one platoon with as big a blob as possible, and one vet squad, like you did already. At the end of the day, it's 500 points. No-one's that concerned about how hard their list is, right?
							 
							
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    Eldar Corsairs: 4000 pts
    Imperial Guard: 4000 pts
 
    Corregidor 700 pts
    Acontecimento 400 pts   | 
						
		
					 
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		![[Post New]](/s/i/i.gif)  2009/11/02 14:52:55
	  
	    Subject: Imperial Guard: 500 w/Creed 
	
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                            Hurr! Ogryn Bone 'Ead!
	 
 
 
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									I thought about something similar to that, but I really wanted to keep the shooty of a IG army, so I could attempt to have the best of both worlds.
							 
							
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    Lt. Lathrop   
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