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		![[Post New]](/s/i/i.gif)  2009/11/15 11:49:38
	  
	    Subject: Imperial Guard @ 1500 
	
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                            Imperial Agent Provocateur
	 
 
	
	
	 
	
 
	 Des Moines, Iowa, USA
	 
		
 
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									Ok, after quite a bit of staring at the codex and the computer, and getting some sound advice, here's what the list for my first Guard army is shaping up to be.  
  
  HQ 
  
  Company Command Squad – 97
  +Bolt Pistol
  +Vox-caster 
  +Master of Ordnance 
  +Autocannon 
  
  Elites 
  
  Troops 
  
  Veteran Squad – 130 
  + Meltagun x3 
  + Grenadiers 
  
  Veteran Squad – 205 
  +Meltagun x3 
  +Autocannon 
  +Forward Sentries 
  +Chimera w/Heavy Flamer (replaces heavy bolter) 
  +Dozer blade 
  
  Infantry Platoon 
  
  Platoon Command Squad – 47 
  +Bolt Pistol
  +Autocannon 
  +Vox-caster 
  
  Infantry Squad – 110 
  +Commissar 
  +Lascannon 
  +Grenade launcher 
  
  Infantry Squad – 75 
  +Lascannon 
  +Grenade Launcher 
  
  Infantry Squad – 80 
  +Lascannon 
  +Grenade launcher 
  +Vox-caster 
  
  Fast Attack 
  
  Hellhound – 140
  +Dozer Blade
  
  Hellhound – 130
  
  
  Vendetta – 130 
  
  Heavy Support 
  
  Leman Russ Demolisher – 165
  
  Leman Russ Executioner – 190
  
  
  
  1499
  
  
  I know there's a bit of bloat in the Vet squads - Grenadiers and Forward Sentries are both there for reasons that are purely fun and fluffy.  My question is, overall, does this list look like it will be competitive in friendly pickup games?  Does it have balanced anti-vehicle, anti-infantry, and anti-horde firepower?  If so, credit where credit is due:  Lt Lathrop, makr, and I-bounty-hunt-the-elderly helped me quite a bit with this list.  If not, the blame is mine - I'm the eternal noob.  
  
  Any input at all is much appreciated, as always!
							 
							
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		![[Post New]](/s/i/i.gif)  2009/11/15 20:05:03
	  
	    Subject: Imperial Guard @ 1500 
	
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                            Stalwart Veteran Guard Sergeant
	 
 
 
	
	
	 
	
 
	 Kansas
	 
		
 
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									Master of Ordnance isn't worth it. Trust me, I've played him throughout an entire League at my FLGS and I never hit what I wanted, or anything for that matter.
  
  And I know you have a Chimera, but you have an AC and 3 Meltas in the same squad... I personally wouldn't do this. Choose one or the other. If you choose Meltas, change the rest of the Vets to Shotguns, and give them Demolitions (Shotguns, so you can still shoot twice at whatever, you don't have to, but it's more assault oriented. And take Demolitions incase your Meltas don't do their job)
  
  Keep the CCS within the center of the squads of your Platoon, cuz you WILL want to order them with BiD! seeing as they're BS3. And in fact, put the CCS's AC in the hands of one of the platoon squads, and take their LC and put it in the CCS (cuz they have Vets)
  
  And don't worry about taking Grenadiers. As mentioned earlier about the League I was in, I haven't used Grenadiers since that and my army has still done just as great (of course, I field more LR, and have an assaulty unit and a full-out gunline)
  
  And don't forget to put Voxes in your regular squads too, otherwise the vox in your command squad doesn't do anything but take up 5 points.
							 
							
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 Love Me, Hate Me, Say What You Want About Me. But Everyone Knows All The Girls Want To "If You Seek Amy."  | 
						 
		
					 
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		![[Post New]](/s/i/i.gif)  2009/11/16 03:46:54
	  
	    Subject: Imperial Guard @ 1500 
	
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                            Wicked Warp Spider
	 
 
 
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									ifyouseekamy: he's got a vox to serve the blobbed infantry platoon - i think he's not voxed the veteran squads because they will be going forward to attack the enemy (away from the static command squads) and won't get out of their vehicles until they are almost certainly out of order range.
  
  I appreciate the credit given for my advice! But I take no responsibility for the following upgrades: grenadiers, forward sentries, master of ordnance, bolt pistols, autocannon on melta-veterans. Ifyouseekamy was right about these. 
  
  MoO is so reliably inaccurate as to be useless except against an army that deploys in a massive sprawling horde, and even then you don't know what he's going to end up hitting. 
  
  Heavy weapons are a mistake in that sort of veteran squad, they need to be moving from turn 1 to fulfill their mission. 
  
  Grenadiers and forward sentries do not help the squad at all until their ride is blown up. They're just not very efficient on mechanised squads. It's perfectly acceptable to use heavy-armoured models as veterans, or model troops with heavy camoflauge gear, and not use the special rules available - no need to put yourself under an artificial handicap.
  
  Bolt pistols - I would only ever, ever take these if I had a couple unused points. And I never would, because all the normal choices in the codex have points costs ending in 5! I can't think of a single 5-point upgrade that is worth less than 2 bolt pistols (hmmmmm . . . maybe sniper rifles . . . I'll get back to you on that)
  
  If you cut those upgrades you have 104 points in hand. What new unit would you prefer? Maybe swap a hellhound for either a vendetta or valk w/MRPs, and then buy a vet squad to ride in it. Or buy one of the cheap heavy support choices, or a HWS, whatever floats your boat.
  
  I'd also switch the executioner for a LRBT w/plasma sponsons. Same cost, still 3 templates, one of them is much bigger. 
							 
							
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								 This message was edited 1 time. Last update was at 2009/11/16 03:48:25 
							
    Eldar Corsairs: 4000 pts
    Imperial Guard: 4000 pts
 
    Corregidor 700 pts
    Acontecimento 400 pts   | 
						 
		
					 
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		![[Post New]](/s/i/i.gif)  2009/11/17 17:28:46
	  
	    Subject: Imperial Guard @ 1500 
	
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                            Longtime Dakkanaut
	 
 
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									Not bad, not bad.  I agree that the bloat in the VS's is a problem, like it has been said the forward sentries/grenadiers are useless till they get out of the chimera - go with demos for the mounted squad.  The MoO is pretty unreliable - but hey it's a 30pt pieplate that pins and doesn't need LoS!  
							 
							
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		![[Post New]](/s/i/i.gif)  2009/11/17 21:06:19
	  
	    Subject: Imperial Guard @ 1500 
	
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                            Imperial Agent Provocateur
	 
 
	
	
	 
	
 
	 Des Moines, Iowa, USA
	 
		
 
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									I-bounty-hunt-the-elderly wrote:
  Grenadiers and forward sentries do not help the squad at all until their ride is blown up. They're just not very efficient on mechanised squads. It's perfectly acceptable to use heavy-armoured models as veterans, or model troops with heavy camoflauge gear, and not use the special rules available - no need to put yourself under an artificial handicap.
    
 
 Wow.  I can't believe I never thought of that, it's so simple.  I even play with a very friendly, informal group.  I'll just field the Kasrkin as regular vets.  I could easily swap out the  MoO for another advisor, to be honest I think I'm just infatuated with the idea of them.  Maybe I'll try an astropath.  If I do that, should I swap out one Hellhound for another Vendetta to mount my second vet squad?  And if so, what do I use to replace the anti-infantry punch that the Hellhound packed?  Like you said, I've got about 105 points to play with here.  It's something for me to think on, I guess!
							  
							
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		![[Post New]](/s/i/i.gif)  2009/11/18 19:38:16
	  
	    Subject: Imperial Guard @ 1500 
	
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                            Longtime Dakkanaut
	 
 
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									If you're outflanking two vet squads, the Astropath will be helpful.  Why not make it a Valk with rockets and even HB sponson's (a little expensive maybe).  
							 
							
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