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Made in us
Imperial Recruit in Training





Hi all first post!! lol

So my brother and i just recently started playing Warhammer 40k a couple of months ago, thanks in no small part to the computer game dawn of war.

Any way we went to the local game store one day and said "lets pick an army", he immediatly went for the Spess Mahrines, whilst i casually pick up a cadian battle force or two, and a sentinel, chimera, Valkyrie, two leman russ demolishers and another leman russ. Any way, heres my first 750pt list, what do you think? Criticism welcome

HQ: Company Command Squad (5 , 150 pts)

Company Command
Squad
Infantry; Frag Grenades; Close Combat Weapon (x4); Lasgun (x4); Camo Cloak; Carapace Armour; Medipack;
Regimental Standard; Vox Caster

Company
Commander
Infantry; Frag Grenades; Refractor Field; Laspistol; Camo Cloak; Carapace Armour; Power Weapon; Senior
Officer

Troops: Infantry Platoon (35 , 285 pts)
Infantry Platoon 1 Grp: 285
Infantry Squad

Platoon Command
Squad
Infantry; Flak Armour; Frag Grenades; Close Combat Weapon (x4); Medi-pack; Laspistol (x1); Meltagun
(x3)

Platoon Commander
Infantry; Junior Officer; Flak Armour; Frag Grenades; Plasma Pistol; Power Fist; Junior Officer

Infantry Squad
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x8); Flak Armour; Lasgun (x9); Vox
Caster; Grenade Launcher (x1)
Sergeant
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
Infantry Squad
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x9); Flak Armour; Lasgun (x9); Vox
Caster

Sergeant
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon

Infantry Squad
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x9); Flak Armour; Lasgun (x9); Vox
Caster
Sergeant
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon

Troops: Veteran Squad (10 , 130 pts)
Veteran Squad
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x7); Lasgun (x6); Camo
Cloak; Snare Mines; Vox Caster; Sniper Rifle (x1); Veteran Weapons Team; Forward Sentries

Veteran Weapons
Team

Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model
for all other purposes); Frag Grenades; Close Combat Weapon (x1); Flak Armour; Lasgun (x1); Camo
Cloak; Snare Mines; Krak Grenades; Lascannon

Veteran Sergeant
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Camo Cloak; Close Combat Weapon;
Snare Mines

Heavy Support: Leman Russ Squadron (1 , 185 pts)
Leman Russ Squadron 1 Grp: 185

Leman Russ Battle Tank
Vehicle (Tank); Lumbering Behemoth; Battle Cannon; Searchlight; Smoke Launchers; Lascannon; Heavy
Bolter Sponsons (x2)


"Pain is temporary, Honor is forever"

— Colonel-Commissar Ibram Gaunt 
   
Made in cn
Wicked Warp Spider






OK, first of all you don't need to write everything out like that. For example, your infantry platoon can just be written down:

Infantry Platoon:
PCS - 3 meltaguns, medic, officer w/power fist and plasma pistol
Infantry Squad - GL, vox
Infantry Squad - vox
Infantry Squad - vox.

Anything that is built into the squad, like the flak armour and lasguns, you don't need to write. Everyone commenting on your army list presumably has read the rules, they can see 'infantry squad' and know that it includes 9 men and a sergeant, and what those models are already equipped with.

On to the list. You have put a lot of upgrades on your command squads, and not bought all the guns you could. It may seem illogical, but actually blinging up officers is not a good idea. In the greater scheme of WH40k, IG officers still aren't very good at fighting. All the upgrades in the entry can be put on them, they're still only 5 T3 models. Strip all the medic, camo, carapace upgrades off the CCS. (alright, keep one if you want to - the medic maybe) This squad should be protected by getting a cover save from being behind your infantry. Get the squad 3-4 special weapons. PCS, similar problem. You've given your junior officer a powerfist that he isn't much good with (because lots of squads in the game can wipe out a 5-man IG unit before it can strike) and a plasma pistol (which he is quite likely to kill himself with). I would put high-powered special weapons like meltaguns on the CCS, because it has BS4, and flamers or GLs on the PCS. My advice is to not take any weapons on the actual officers. If you do, 'cause I suppose it looks cool, take a powerfist OR a plasma pistol (only take a plasma pistol on the senior officer. He has 3 wounds, so he can't fry himself right off the bat)

Troops: Every infantry squad needs a special and a heavy weapon upgrade. AC/GL is a good cost-effective choice. If you will be fielding the infantry squads as one big unit, only one squad needs a vox. That one vox can work for the whole 30 men. Veteran squads should have 3 special weapons, and a heavy weapon if they're on foot. Like the CCS, veterans are a good place to put the expensive weapon upgrades, because of the BS4. 3 plasma guns, lascannon and forward sentries would probably make a good anti-space marine unit in this size game, park them in cover and blaze away.

Heavy support: LRBTs are great. But I think the sponsons and hull weapon upgrade are overpriced. If you do want to take one (and lots of people do, nothing fundamentally wrong with them) then I would choose EITHER the anti-infantry heavy bolters or the tank-hunting lascannon.

Summary: Look at the units in your list, buy them all the guns they can carry. THEN look at other upgrades. IG aren't as good as space marines at close combat, you need to blast people in the shooting phase. When you move up to 1000 points, I would add a unit or two in a chimera, mobile troops are very important for moving onto objectives. This is a solid foundation to a list though, good luck!

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Imperial Recruit in Training





First of all thank you for correcting my on list lay out, second thank you for the advice.
Let me start by say i have the luck of the devil and roll box cars till the end of time. I'm not exaggerating when i say i can do the impossible with my little green men, my brother swears im a karmic vampire.

We've played alot of 750pt games so far and this list devastates his marines. I one shoted his dread with a lascannon multiple times, that platoon command squad killed two 5 man combat squads one right after the other and lost only one guard, and has gotten its points back many times. The company commander (before i gave him a power weapon in this list) with just a regular CCW has fought for three turns, by himself against a space marine captain equipped with a power sword and suffered one wound while killing the captain and the two other assault marines with him, also his command squad has wiped multiple 5 man combat squads in CC with rarely any losses . I regularly kill 5-7 marines with one volley from my leman russ, which I've nick named the lucky bastard, because that tank is unstoppable, my brother swears its possed by the devil him self, its been shot multiple times on side armor 13 from lascannon and never suffered even a glancing hit. Also, its been charged dozens of time with multiple melta bombs and never suffered more than a crew shaken result. In fact on one occasion the Space marine captain was attached to a 5 man assault squad with storm shield power weapon melta bombs, the tank shot and killed all 5 assault marines, so the capatin wanted a little revenge. He runs into CC and assualts lucky bastard, and does nothing, so i tank shock him. The captain does death or glory and guess what happened? That's right he died.
Im lucky, beyond lucky, my rolls do the impossible and my enemies' dice seem to fail them at every turn, not just my brother but other people i play as well.

Again i do appreciate your points, high end mods do drag down the foot slogging troops. I thnik i might take some of the upgrades of and add more guards man.
I guess i've just had alot of luck with my guys thus far

"Pain is temporary, Honor is forever"

— Colonel-Commissar Ibram Gaunt 
   
Made in us
Stalwart Veteran Guard Sergeant




California

Drop the upgrades on your CCS. I know you want them to survive, but they're not so important to warrant spending an entire 70 points to do that. If you want a large infantry firebase, the CCS should look something like: CCS + Regimental Standard + Vox + Heavy Weapons Team of your choice (that isn't a missile launcher) + Master of Ordnance. If you want a nice killy unit, let them ride around in a Chimera with 4 melta guns or 3 plasma guns and a medic. Commander doesn't need a power weapon, this squad will be terrible in close combat anyway.

Drop some of the voxes on your infantry. Remember, you can combine squads! Thus, you only need one vox in that whole blob. It'll shave off a few points.

Like Bounty said, get them some heavy and special weapons. AC + GL is good, or lascannons if you want some long ranged anti-tank (remember you can twin-link them with Bring it Down from the CCS!).

Meltaguns are really short ranged, and your PCS on foot won't get much use out of them. Either give them a chimera (and drop the expensive medic), or give them 4 grenade launchers instead. You don't need a plasma pistol or power fist here, you want this squad at range and 10 points is too expensive for a single plasma shot a turn.

You have an interesting build on the veterans, but it seems too expensive. A chimera and 3 meltaguns will serve them well, at only 155 points for the whole unit.

Leman Russ doesn't really need that lascannon, it's 15 points for a weapon that'll miss half the time.

Just remember, get a chimera with heavy flamer if you do use them. They're so much more useful than heavy bolters.

Bounty really has it down. You need more men. As Guard, you should be outnumber your enemy by a large amount in an infantry-focused build - more bodies than bullets.

This message was edited 1 time. Last update was at 2009/11/04 18:07:27


 
   
 
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