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Made in us
Whiteshield Conscript Trooper



Charlotte, NC

Good day,

Below is a 1900 pt list I need to trim down to 1750. Looking for some help on trimming the fat.

General theory craft of list.
I am trying to have multiple (as lest 2) units that can handle the same general type of target.
I am mixing in infiltrate/deep striking and reserve units (for the first time). I am trying to achieve 2 things with this. 1st is to, in some why, dictate my opponents target priority allowing my heavy armor and transport vets to get close enough to be of use. 2nd is to create a 2 to 4 sided kill box where I can grind up my opponent.

The issue I am having is that it has been a good 4 years since I played outside my little group of friends, and I am not sure what to cut. (I have done a good deal of reading on this website and others, but I am now looking for direct critical feedback from serious experienced players on the units chosen and where I can cut 150 points.)


HQ
Co. Command Squad
Straken
Veteran w/ Vox-caster
Veteran w/ Meltagun x 3
Astropath
Chimera Armored Transport
Hull Hvy Flamer & Turrent Multi-laser 265pts
(support veteran objective grab units or last ditch kill the really big thing unit)

Elite
Psyker Battle Squad
Overseer
Sanctioned Psyker x9
Chimera Armored Transport
Hull Hvy Flamer & Turrent Multi-laser 165pts
(used to break enemy units moral in support of assault veterans and CCS, or to soften up dug in troops, last ditch anti-heavy armor if the squad is still full)

Guardsman Marbo 65pts
(Primary use to tie up enemy points, demo charge or meltabomb an infantry or armor unit sitting on a far table edge or used as anti-assult speed bump or to help support a last ditch melee for objective – reserve unit)

Troop
Veteran Squad
Sergeant
Veteran w/Vox-caster
Veteran w/ Meltagun x3
Veteran x6
Chimera Armored Transport
Hull Hvy Flamer & Turrent Multi-laser 162pts
(anti-vehicle/MEQ objective take and hold unit, combine with CCS to drive enemy units out of objective if needed but designed to work outside CCS command radius)

Veteran Squad
Sergeant
Veteran w/Vox-caster
Veteran w/ Meltagun x3
Veteran x6
Chimera Armored Transport
Hull Hvy Flamer & Turrent Multi-laser 162pts
(anti-vehicle/MEQ objective take and hold unit, combine with CCS to drive enemy units out of objective if needed but designed to work outside CCS command radius)

Veteran Squad
Gunnery Sgt. Harker
Veteran w/Vox-caster
Veteran w/ Flamer x3
Veteran x5 w/ Shotguns 145pts
(Primary use to tie up enemy points, mobile anti-horde fire team or assault tie up team, possible objective take & hold unit – infiltrate unit)

Infantry Platoon
Platoon Command Squad
Officer w/ Bolt Pistol
Guardsman w/ GL x2
Hvy Weap. Team w/ AC
Infantry Squad
Sergeant
Guardsman w/ GL
Guardsman x 6
Hvy Weap. Team w/ AC
Infantry Squad
Sergeant
Guardsman w/ GL
Guardsman x 6
Hvy Weap. Team w/ AC 182pts
(Holds the rear against deep strike/infiltrate units or provides fire support to front against light & medium infantry or light vehicles – blob infantry)

Fast Attack
Bane Wolf
Hull Heavy Flame & Smoke Launchers 135pts
(Anti-MEQ & cover, AT magnet to draw fire away from other armor units or “assault armor”)

Valkyrie Assualt Carrier
2x Multiple Rocket Pods 130pts
(Mobile anti-horde, reserve outflank unit)

Vendetta Gunship 130pts
(Mobile anti-heavy armor-rear facing, reserve outflank unit)

Heavy Support
Executioner
Hull Hvy Bolter 190pts
(Anti-TEQ/MEQ/light to medium vehicle, spear head unit)

Demolisher
Hull Hvy Bolter 165pts 1896pts
(Anti-heavy armor/infantry unit, spear head unit)


Thank you for your time.
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

I'd drop the Voxes on the vets at least. and give the vets plasma or Melta. if no other choice, then GL. but you are wasting their BS 4 with flamers.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in gb
Adolescent Youth with Potential



Aberdeen

Just personal preferance but i would drop the vet squads and psyker battle squad, put in a second platoon squad, with some more infantry squads and add plasma cannons to the side of the executioner battle tank, if you can find the points, drop heavy weapons from infantry squads and make into heavy weapon squads, allows Infantry to move and allows heavy weapons to fire. Hope that helps you mate.

"Ahhhhhhhhh my Spleen!" Is it just me or are those Chaos Cultists more intelligent than we give them credit for? 
   
Made in ca
Boosting Black Templar Biker





Alberta Canada

I'd ditch one of the chimeras from your veterns. You have Straken in your army, so worse case scenario you can take advantage of the Move move move order and the Go to ground for the exposed unit. Or you can pick them up and drop them off with one of your Valkries. I'd also ditch the Astropath for a Master of the Ordnance. Its a loose shot, but when that template does land on an enemy unit, it brings the hurt.
Thats my 2 cents.
Good luck....


Automatically Appended Next Post:
On second look at your list, I would also trade out the Executioner for a Punisher, (20 shots at strenght 5 and rear armour of 11), and mount Lazcannons on the tank hulls to ensure you get a couple of good anti-armour hits while you are working towards the 24" effective range.
Thats my bonus 1 cent.

This message was edited 1 time. Last update was at 2010/08/30 15:24:54


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

This list is all over the place. A couple tanks, a couple transports, a couple skimmers, a single PBS, a single infantry platoon, etc.

At 2000 points, your opponent will easily be able to handle whatever part of your list is most offensive, because there just isn't enough redundancy to stay on the table. This may have been more acceptable back in the day when all units had the same role (kill as much as possible), but that's not the case now.

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Made in de
Storm Trooper with Maglight







General theory craft of list.
I am trying to have multiple (as lest 2) units that can handle the same general type of target.
I am mixing in infiltrate/deep striking and reserve units (for the first time). I am trying to achieve 2 things with this. 1st is to, in some why, dictate my opponents target priority allowing my heavy armor and transport vets to get close enough to be of use. 2nd is to create a 2 to 4 sided kill box where I can grind up my opponent.


That sounds well thought. Cross fire is an effect, that is incredibly efficient and deadly.

Lets look at your list:

HQ: Why do you need the vox? You have to disembark the vets to give orders to them. That results in unnecessary counter moves from the opponent. You will change one vet squad for a transport. That is not the idea So keep in the vehicles and you wont need the vox. I would recommend the standard instead in case your veterans have to bail out. There is nothing worse than a pinned vet squad which has to be ordered to life and therefore still cannot move... And even worse, a retreating vet squad due to explosion damage or something... If you want to go for the cc with the command, you will need a bodyguard for straken. You have one more model that can soak damage from straken in crucial situation where you have to win combat. If you dont, then I would stick to the normal officer.
Otherwise it looks perfect, the HQ.

Elite: I would cut first in the psykers. 6+ overseer should be enough to reduce the important lds to 2 or 3 and wound most targets on 2+.
Marbo is a two sided thing. He is suicide if you want to use him, if the charge fails, he is an easy killpoint, if you hide him, you wasted 65p. If the charge hits, he is still dead afterwards but has at least managed to do something useful. But I think he is too dependent on rolls... I would cut him personally.

Troop: 2x meltavets... personally I dont like meltavets but you need at least one unit to repel attacking tanks. But I would recommend a plasma squad to deal with what comes out of the tank, which is actually more important. Harker with flamers but without chimera? I would take a dedicated chimera and outflank them in it. They are faster and much harder to kill. One special advice: Take demolitions on them. You will get a unit that can deal with terminators, horde and walkers very effectively. That is a very brutal unit.

The platoon is a bit unnecessary here. It keeps the command behind because the HWT need orders and there is no commissar to keep the infantrysquads standing. Now you will get overrun by a combat squad... How about penal legions? In my army they always outclass the platoon due to their adaptability (scout=scout move or outflank)

Assault: The banewolf... Actually I have no experience with him, but I would suggest he can be efficient if you keep him out of enemy fire and use him to control the enemys movement.
The Valkyrie. My intuition says, you wont need it in that list. I would rather stick to your principles and take a second vendetta for more anti tank long range.
Vendetta. Yep, no brainer.

Support: I would take a second executioner instead of demolisher. 3 small blasts are far better than one large. And vs vehicles you have meltaguns in short range and dettas in long range that should do. You rather lack anti teq/meq.


Overall I think it is a good attempt, you just need little finetuning, but I can see a good concept behind it. Speaking of 150p cutting: Cut Marbo, Straken and a few psykers and the Valkyrie, take a chimera for harker and you should be within 1750. You could invest the remaining points in plasmaguns for veterans.



 
   
Made in us
Guardsman with Flashlight





Personally I think you're too range limited for a guard list. One tank at 24 one at 36 max range means you have to center them to get effective use out of them. Remember...if you're in 24" to fire the demolisher, a fast melta (speeder, attack bike, devil dog, raider/ravager w/ blasters...) will be in double-dice range too! I prefer the utility of a couple of basic LRBT's w/ Infantry bubblewrap so I can refuse my flank. If you're going for the whole combined arms approach, add a commissar to the inf blob, drop the GL and AC from the Inf Plt Cmd (since it can't blob) and instead arm them up with meltas and shove them in one of the skimmers to a) make it scoring and b) give you a nasty suicide squad if needed. The banewolf's not a bad choice, although I prefer the hellhound's longer range. Along that note I'd swap the meltas in the vet squads with PG as well.
   
Made in us
Whiteshield Conscript Trooper



Charlotte, NC

Thanks for the feedback folks!

Here is the new army list:

http://www.dakkadakka.com/dakkaforum/posts/list/0/314498.page#1887082

This message was edited 1 time. Last update was at 2010/08/31 20:55:04


 
   
 
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