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Made in fi
Perturbed Blood Angel Tactical Marine






HQ

Company command squad
with regimental standard, vox-
caster and meltagun. Sergeant
with boltgun
82p

ELITES

Ratling squad
2 additional ratlings
50p

TROOPS

Platoon

Platoon command squad
with flamer. Sergeant
with power fist.
50p
Chimera
55p

Infantry squad
with flamer
55p

Infantry squad
with flamer
55p

Heavy weapon squad
3 mortars
60p

Veteran squad
with 2 plasmaguns,
meltagun and voxcaster
115p

Veteran squad
with heavy flamer and
grenade launcher
95p
Chimera
with hunter-killer missile
65p

Veteran squad
with heavy flamer and
grenade launcher
95p

FAST ATTACK

Valkyrie
with heavy bolters and
multiple rocket pods
140p

Armoured sentinel
with plasma cannon
75p

total: 992p

The squads in the chimeras go forward to the objectives and one of the veteran squads should be deployed inside the valkyrie.
The company command squad, HWS, veterans and the infantry squads form a firebase. Put the ratlings behind cover and use them
to pin down the foe.
well thats my plan, hope it works. I'll try it out next week.

Catachan 1750ish, 100% assembled, 75%painted 11-3-8 
   
Made in us
Hardened Veteran Guardsman






HQ

Company command squad
with regimental standard, vox-
caster and meltagun. Sergeant
with boltgun
82p

Your CCS needs to be alot more specific get rid of the regimental standard vox caster and the boltgun. Give them all meltaguns or plasma. Maximize their higher bs and maybe give them a chimera if you have the points. This is the first unit that should have a chimera.
Platoon command squad
with flamer. Sergeant
with power fist.
50p
Chimera
55p

Take the chimera away from them and give it to the CCS. Give the entire PCS flamers and then if you have the points left give them a chimera. The PF is a good idea it can help alot when your facing something a little stronger in CC.
Infantry squad
with flamer
55p

Infantry squad
with flamer
55p

Heavy weapon squad
3 mortars
60p


One special weapon per squad? This is the least effective way to run them. Give them something either it be GL or Flamers. Even try to throw some Autocannons in there. Personally I would also get rid of the Mortars they are to weak to be effective sure they can pin but so can your ratlings and I think your snipers are better at it. Also you need a commisar to make sure they don't run away. That would be alot of points running off the board. When you do get the commisar give him a power weapon/PF and try giving the sergeants power weapons.
Veteran squad
with heavy flamer and
grenade launcher
95p
Chimera
with hunter-killer missile
65p

Veteran squad
with heavy flamer and
grenade launcher
95p

Specalize your vet squads the one that is going in the Valk give all melta guns and the one in the chimera maybe give meltas or plasmas too. Get rid of the hunter-killer missle on the chimera.
Valkyrie
with heavy bolters and
multiple rocket pods
140p

Armoured sentinel
with plasma cannon
75p

Get rid of the armoured sentinel in only 1000 use the scout sentinels you can outflank or scout with them if i remember correctly, maybe get a squad of 2 sentinels, also get rid of the heavy bolters on the valkyrie you want something mobile not something that has to sit and shoot not giving it its cover save.

Thats pretty much it remember these are just recommendations try the list out yourself and if it works out for you great i'm just giving my opinion.





Imperial Guard 1500 mech vet W-L-D
4-1-0
Tally-, , ,
 
   
Made in us
Angry Blood Angel Assault marine






In your thread, trolling.

2PaintPots wrote:
Ratling squad
2 additional ratlings
50p

Awesome, because they can be insta killed by S4.

 
   
Made in fi
Perturbed Blood Angel Tactical Marine






they only have 1 wound


Automatically Appended Next Post:
Thanks for the tips. I'll consider what you said

This message was edited 1 time. Last update was at 2010/05/30 10:17:55


Catachan 1750ish, 100% assembled, 75%painted 11-3-8 
   
Made in gb
Hardened Veteran Guardsman





On voxes, either drop it in your CCS as it is the only one in the force or buy more (remember you need one in both the sending and receiving squads)

Hunter killer missile is one shot, use the points on a melta or something.

Shift the Chimeras, as per WingsofCadia's tips

Two scout sentinels (in a pair or separately) with missile launchers or lascannons (MLs are cheaper and can multi-task but lack AP2 or the ability to penetrate AV14) are very useful when they outflank or you can pop enemy vehicles with them from turn 1

Drop the Heavy Bolters from the Valk, they look cool but you need a Valk to stay speedy

If you can add more specials to the Veteran squads, they become better. Recommend meltas to mount in the Valk, plasmas or again meltas in a Chimera.

Other than that, a good quantity of models and ,@ WingsofCadia, many of my ideas happened to coincide with yours, i did not steal them.




I don't play as much as I could. I blame society! And ninjas

Wehrkind: "Nah, see he yells the order, and when everyone looks at him and say "What?" he grabs the vox, hits a guy with it and screams "CAN YOU HEAR MY NOW?!" into the mouth piece. Works like a charm "

Funny thing to do on L4D [if you own the server] Bind the tank music to a key, then at quiet moments press it and start firing like mad at something behind your team whilst screaming 'tank' on voice comms. 
   
Made in de
Legendary Dogfighter




Munich, Germany

Don't use mortars!

Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
2500 1250
9000 1000
1500
5500
planned 
   
Made in de
Guard Heavy Weapon Crewman



Germany

Necanor wrote:Don't use mortars!


I totally agree with Necanor. Tried them myself, but after a few games, you will find out, that they are nearly useless.
They scatter, they're targets are only infantry and anything besides a humble ork boy gets his armor save against it.

If you really want to run HWS then invest 15points more and get Autocannons.

But IMHO get rid of HWS and buy more Special Weapons for Vets, get Chimeras for all your infantry.

Chaos Deamons 3500
Imperial Guard 7000
Deamonhunters (pure Grey Knights) 3000 
   
Made in us
Navigator







this list lacks any anti vehicle firepower other than the one meltagun on one of your vet squads. how about just dropping the valk all together and taking an un upgraded vendetta. this gives you ten more points for an extra meltagun and 3 twinlinked lascannons that can move across the board. even with this small point level some armies can be vehicle heavy and tht would be a problem for you.

thts all i have to say, most other points have already been expressed.

2011 Record(w/d/l)
Forge World Linuras : ~2500(WIP), 2/0/1
Hive Fleet Acheron: 250, 0/0/0

"You worry too much." 
   
Made in de
Legendary Dogfighter




Munich, Germany

The list has no Tanks. I mean you can't win without having any Heavy Support.

Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
2500 1250
9000 1000
1500
5500
planned 
   
Made in fi
Perturbed Blood Angel Tactical Marine






i have changed the mortars to autocannons, given the CCS a chimera(from the PCS), combined the infantry squads ,given vox casters to everybody and removed the hunter killer missile.
I played with it today against orks. They fought very good,
the guardsmen killd 12 boyz and 10 'ard in one shooting phase but on turn six the only thing left was heavyflamer vox caster and a guardsman from the CCS and one veteran
with heavyflamer. The veteran was exactly 3" away from the objective making it tie. Then a one was rolled and the game ended making it a tatical draw.

This message was edited 1 time. Last update was at 2010/06/10 10:19:01


Catachan 1750ish, 100% assembled, 75%painted 11-3-8 
   
Made in fi
Perturbed Blood Angel Tactical Marine






thanks for the tips guys!

Catachan 1750ish, 100% assembled, 75%painted 11-3-8 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Necanor wrote:The list has no Tanks. I mean you can't win without having any Heavy Support.

lol.

As for mortars, yeah, you get what you pay for, so dont' expect a lot. The benefit is that you actually get what you pay for. Upgrading the HWSs makes you spend more points than you're doing in damage. Unless you have a specific reason (such as "I play against tau suit spam, so I'm bringing missile launchers"), then dont' bother with them at all.

As for your list in general, it could stand to be cleaned up a bit. For example, having the only vehicle that starts on the field being a single chimera is a bad idea. Make the points to give all 3 vet squads vendettas (and dump the one useless sentinel to do it, too). As well, as mentioned, the weapons kitout is confused. Only one type of weapon per squad.

That and if you're going to do infantry, you should really probably be doing blobs. This means commissars or a sufficient substitute.

Also, go back and take a real close look at your codex. You have some things which aren't legal.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Lord of the Fleet





Texas

Hmm yes Mortars dont do much. Get what you paid for I suppose since they do cost as much as a grenade launcher!

Wish they could be like mortars IRL which can do all sorts of things

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Yeah, I know. I'd gladly take mortars for +5 more points if it gave you some options (like being able to throw around IF krak missiles or ignore cover, or be able to throw down a S3 AP- large blast or something).

It's kind of unfortunate that cool looking and effective are so often at odds.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Lord of the Fleet





Texas

Ailaros wrote:Yeah, I know. I'd gladly take mortars for +5 more points if it gave you some options (like being able to throw around IF krak missiles or ignore cover, or be able to throw down a S3 AP- large blast or something).

It's kind of unfortunate that cool looking and effective are so often at odds.


Yea. I think they almost got it right with the Heavy Mortar from IA but then they nerfed it since it did make anyone autofail a fallback!

 
   
Made in us
Wicked Ghast





Lake Charles, Louisiana

Mortars to use or not to use well i have always used and it's been up and it's been down but for some reason my mortars hate chaos space marines and only chaos space marines and none have ever lived after a salvo. its just how it always played out with a stroke of luck but other than that they have never killed anything else not even a ork ...scattered back onto a infantry squad that was trying to reach a objective..poor lads
   
 
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