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Made in ca
Umber Guard






Thank you all so much for the replies! I really appreciate them. I've taken everything you guys have said and tried to put together another list adding in all the components I liked from your lists. Here it is:

Lord Commissar w/ Powerfist
Company Command Squad w/ Astropath, Chimera, 2x Melta
Straken

HQ - 335

Marbo - 65

Elite- 65

Al'Rahem - 70
Company Command Squad w/ 4x flamers
Infantry Squad
Infantry Squad
Infantry Squad
Infantry Squad
Special Weapon Squad w/ 3x Meltas
Veteran Squad w/ 3x Meltas in Chimera

Troops - 490

Scout Sentinel w/ Autocannon
Scout Sentinel w/ Autocannon
Scout Sentinel w/ Autocannon

Fast Attack - 120

Leman Russ Battle Tank

Heavy Support - 150


Ok, so my idea here is to make a platoon with my Company command, platoon command and infantry squads. Straken gives them some punch, and Al'rahem gives me my positioning on the table.

Marbo pops on where I have a sticky situation to take care of and hopefully blows them up.

The company command gives up their chimera for the special weapons squad to jump in. They then tag along with the veteran squad to go hunting.

Scout Sentinels outflank onto the table where needed, and hopefully pop whatever they can while giving me extra units on the table.

Leman russ does its thing and blows everyone up

This list satisfies my need for some vehicles, a blob and some killing power. It also helps my budget I can build this list by only having to purchase 3 battleforces, 2 chimeras and a leman russ. I may have added 2 hydras instead of the russ if there was a model available, but deep down I love the russ.

Jamora: Successful Trades: 12
With: Vitruvian XVII, LakotaWolf(2), Kingmanhighborn, hawkeye, syypher, Jhall, mobirds4all, Wandre, Buckero0, bucheonman, Mafty

 
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

I like it, I would just really push for the following in my blobs in this order: 1. Commissar, 2. Power Weapons, 3. Melta Guns, and 4. Melta Bombs.

The Commissar in the blobs make them stay and not run. This is important. The power weapons help them smash thru SM's who have their good save. The rest just gives them vehicle threatening power, which some might say is optional.

 
   
Made in us
Lone Wolf Sentinel Pilot





Fort Benning, Georgia

What I do see being a problem with your tactics is the fact that Al'Rahem does indeed outflank the entire platoon, but you said you wanted straken there to give them a punch.

Both work well, but essentially cannot be used together, as Straken's furious charge bonus is only 12 inches. Usually he is put behind a blob or three and charges the blobs forward.

Also, I'd drop the Huge command squad because of what I said earlier about Al'Rahem. At least get rid of the Lord Commissar. Love the idea, love the model, hate the playa (if you know what I mean). Practically they aren't the best use of points.

If you are going to blob it, then get a single commissar in one of those squads, and try to give him and the sergeants power weapons as UMGuy said.

I'm not the biggest fan of Special Weapons Squads, I think that the points would be better used putting the meltas directly into the squads. Should cost about the same, but the survivability ensures they will not go to waste.

The only other problem I see is if you are going the outflank route, then turn one you are only going to have straken and his squad, a chimera with vets in it, and a russ. Not the best target saturation.

I know I wrote a lot, but your list does look pretty solid after those few things. It's getting much better.

This message was edited 1 time. Last update was at 2012/03/06 14:25:15


 
   
Made in gb
Frightening Flamer of Tzeentch





UK

Re; Lord Commissar.

I always put him behind the 40-50 man blob with Straken.
I know some people think he is a waste because he is 70 points, but I tried using normal commissars in the blob and found that they can be targeted by template weapons and killed with relative ease. Also, leadership 9 just doesn't cut it for me - i'd rather pay more points of the improved odds leadership 10 and stubborn gives.
Of course, the flaw with the lord commissar is that he can be targeted by assassins and scouting or deep striking units.
However, with careful positioning you can basically shield him between the rear of the blob and Straken's CSS which eliminates those threats.
On top of this you can often put a HWS (or another small blob) within 6" of him, just to the side of the blob, so in the first couple of turns they also have ld10 and stubborn. I've found that very useful and worth the 70pts in a gunline defensive style list where it's essential you hold the line and don't break.

That said, sometimes I drop the LC and put a commissar in blob instead with a power weapon and just risk the -1 ld.
To be honest with your assault style blobs with meltas I would go with ordinary commissars and give them power weapons. The only reason I use a Lord Commissar is if it's a static autocannon based blob that plays more like a gunline, as I described above. Your list isn't the 'sit back' defensive kind so i'd drop him. In either case at least drop the power fist, he probably wont survive to use it.

Personally I preferred the last couple of lists on the previous page mainly because they addressed the long-range support better.
I feel Scout Sentinels are weak and will only hit 50% of the time. I'd be more worried about the list if you had 1 hydra instead of the 3 sentinels.
I also agree that special weapons squads are a waste of points when compared to vets.
Also, only having 1 meltavet chimera squad is risky - I feel you need to have 2 to increase the chances of one getting through and doing some damage to get their points back.
So, in a nutshell i'd probably drop the sentinels and special weapons squad and replace with a hydra and an extra meltavet squad. Yes, you lose the ability to target 3 units by dropping the sentinels, but you'd only on average hit 3 times out of the 6 shots with BS3. In addition, scout sentinels are not at all durable. With the Hydra you get 4 shots of which you can re-roll any that miss and get a nice bonus against skimmers. It's also AV12 so much more durable.

Anyway, I feel we've talked about this to death now. It's clear we all have our different styles and lists, so best advice I can give you Jamora is to just get some playtests in and don't be afraid to drop models that don't work and basically learn what style works best for you. I know that is hard when the models costs so much, but that is why I playtest using the vassal40k programme now before committing to buying.

Good luck.


Automatically Appended Next Post:
This thread has got me thinking and writing some new lists. I don't want to highjack Jamora's thread, but what do you think of the following list?


HQ
CCS w/ lascannon and regimental standard: 85pts

Troops
PCS w/ autocannon: 40pts
40 man blob (200pts), with 4 meltaguns (40pts), 4 power weapons (40pts) and 2 commissars with power weapons (45pts): 370pts
1 Vet squad with 3 melta w/ Chimera: 155pts
HWS x3 Lascannons: 105pts
HWS x3 Lascannons: 105pts
HWS x3 Autocannons: 75pts

Heavy Support: Griffon or Hydra: 75pts

Total: 1010pts

*I could drop an autocannon or power weapon to make it legal.

This is just one of several I wrote today based on a lot of the discussions in this thread.

The thinking behind this is to have the 3 HWS's sat back within 12" of the regimental standard CCS, so they get to re-roll leadership tests making them a bit more durable.
The 40 man blob has an assault role, advancing forward it can soak up and draw enemy fire with the 2 commissars so it's unlikely it's going to fail morale checks. It also has 6 power weapons so is going to be effective against MEQ targets in close combat. With the 4 meltaguns it can soften up targets who get too close before close combat.
I know I said in my previous post it's probably not a good idea to have only 1 Chimera Vet squad, but i'd thought i'd give it a go anyway as in this list I can see it performing a couple of roles - providing counter-assault in support of the blob, going tank-hunting where the lascannon teams fail, or holding an objective long enough for the blob to get there.
Finally, the Griffon or Hydra just gives more long-range threats for the opponent to worry about. The Griffon in particular could just park behind cover and drop templates - or if it's an Eldar army i'd be more inclined to choose the Hydra for the anti-skimmer ability.

Broken down, the opponent would have to divide his shots between 7 units, all of which have at least Strength 7 weapons with high AP. Most have multiple wounds and strong leadership values (or at least re-rolls).
In theory I think this would make it difficult for the opponent to decide which units to target.

The weakness is that I have dropped Straken and have forgone furious charge and counter-attack for extra HWS.

This message was edited 1 time. Last update was at 2012/03/06 19:00:14


Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
 
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