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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

So I already have multiple guard armies. The only one I've really used in 5th ed is my tallarn mech vets (3 valks, 5 vet squads). I want to use the new Wargames Factory greatcoat kit and I want something that will play differently than my current army AND I'd like to win every now and again. So with all of that in mind I came up with this list.

You can see some of my early modelling thoughts here:
http://www.dakkadakka.com/dakkaforum/posts/list/310155.page

The backfield element is a command squad (4 plasma+chimera), 2 vet squads (3 plasma+autocannons), 2 hydras and a manticore.

The forward element is 2 platoons (each with command squad with 4 meltas, 20 man blob squad with commissar), 2x5 man dropping storm troopers, 2x penal legions and Rambo.

I'm not totally satisfied. I find that plasma is great for defending my lines (esp BS4 with carapace) but it seems too much of a crutch. Similarly the 2 storm trooper squads are there mostly because I got some great models for them but really aren't they just a less-effective version of my dropping vets?

I'm not sure how the 20 man teams will perfom, even with a commissar I worry they'll run too easily.

thoughts?


HQ
Company Command Squad (officer and 4 vets)
4 plasma guns Carapace
130
Chimera
Turret Multilaser Hull Heavy Bolter Searchlight Smoke Launchers Pintle Heavy Stubber
65

Elites
Sly Marbo
65

5 Storm Troopers
2 melta guns Hotshot lasguns (18" Ap3) Re-roll deepstrike
105

5 Storm Troopers
2 melta guns Hotshot lasguns (18" Ap3) Re-roll deepstrike
105

Troops
Hardened Vets
3 Plasma Gun Auto Cannon Carapace
155

Hardened Vets
3 Plasma Gun Auto Cannon Carapace
155

Penal Legion Squad
80

Penal Legion Squad
80

Platoon 1
Platoon Command Squad 4 Melta Gun
70
Chimera
Pintle Heavy Stubber
65

Infantry Squad (10 Guardsmen)
Commissar Commissar Power Weapon Flamer
100
Infantry Squad (10 Guardsmen) Flamer
55

Platoon 2

Platoon Command Squad 4 Melta Gun
70
Chimera
Pintle Heavy Stubber
65

Infantry Squad (10 Guardsmen)
Commissar Commissar Power Weapon Flamer
100
Infantry Squad (10 Guardsmen)
Flamer
55

Heavy Support

Hydra Flak Battery
Pintle Heavy Stubber
85

Hydra Flak Battery
Pintle Heavy Stubber
85

Manticore
160

This message was edited 1 time. Last update was at 2010/08/09 19:26:04


 
   
Made in us
Stoic Grail Knight






Think it can handle stuff up close and personal but range is a lil iffy. They seem like they would break. so few models as well. The vets acting as a line holding unit will be hard cause remeber they are just guardsmen. I think you can hurt hordes and handle armor up close. But I think those army would give you a trashing as well. vs MEQ you would do a lil better IMO. but such small squads is going to hurt you.

Hydra Dominatus

World Wide War Winner  
   
Made in rw
Wicked Warp Spider






Scrap the heavy stubbers, just not very efficient compared to saving up for more units.

Carapace on the veterans and CCS isn't really very efficient. If you're getting it to preserve them from gets hot rolls, it's not a huge difference. If you're taking it to protect them from enemy fire, you're better off relying on cover and/or chimera hulls.

In fact I think the veterans should get a chimera as well, and lose the autocannons. It allows them to make the best use of their high-powered, short-ranged special weapons.

If you can, make the 2 platoons each with 30 man blobs, and give the sergeants power weapons as well as the commissars. If you don't have the points for that, (looks unlikely) make one platoon with a 30-40 man blob as described above, and add some HWSs. As is the platoons look a little light on damage output.

What is the role of the penal legions in this list? I don't think they're a very effective unit personally, you might be better off using normal infantry. After all there's nothing to prevent you modelling convict soldiers and still giving them special weapons!

Hope that helps, seems like the core of a very good army. I think the meltagun stormtroopers and marbo are a very cool choice - gives you something to spring on your opponent, welcome change of pace from the usual IG MO.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

ghostmaker wrote:Think it can handle stuff up close and personal but range is a lil iffy. They seem like they would break. so few models as well. The vets acting as a line holding unit will be hard cause remeber they are just guardsmen. I think you can hurt hordes and handle armor up close. But I think those army would give you a trashing as well. vs MEQ you would do a lil better IMO. but such small squads is going to hurt you.


Generally one vet squad dies to deep strikers/outflankers which is why I need two. Though cover/carapace generally keeps them around longer than normal guard.

I-bounty-hunt-the-elderly wrote:Scrap the heavy stubbers, just not very efficient compared to saving up for more units.

Carapace on the veterans and CCS isn't really very efficient. If you're getting it to preserve them from gets hot rolls, it's not a huge difference. If you're taking it to protect them from enemy fire, you're better off relying on cover and/or chimera hulls.


Hmm, I could lose it, saves me 80 points and that's at least another 10 guardsmen or a chimera. honestly i've found the H stubbers compliment the chimera and hydra guns quite well and will be keeping them.

In fact I think the veterans should get a chimera as well, and lose the autocannons. It allows them to make the best use of their high-powered, short-ranged special weapons.


Not too sure about that, the autocannons give them something to do while waiting for targets to drop from the sky and are quite good at taking down transports.

If you can, make the 2 platoons each with 30 man blobs, and give the sergeants power weapons as well as the commissars. If you don't have the points for that, (looks unlikely) make one platoon with a 30-40 man blob as described above, and add some HWSs. As is the platoons look a little light on damage output.


Do you mean special weapon teams or heavy? I don't like heavy weapon teams, they seem too vulnerable and AFAIK they can't be blobbed. I had some 2xflamer, demo charge special weapon teams in the first draft, I could put them back in.

What is the role of the penal legions in this list? I don't think they're a very effective unit personally, you might be better off using normal infantry. After all there's nothing to prevent you modelling convict soldiers and still giving them special weapons!


They're outflankers. They don't look great on paper but I hear people have gotten good results. And without valks I don't have much that can reliably get to the far side of the table to take objectives.

 
   
 
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