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Made in gb
Tower of Power






Cannock

I came up with this after modifying my existing Guard list:

Imperial Guard "plas-melta" - 2,000 points

Company Command Squad w/ Chimera - 4 x plasma guns & carapace armour


Company Command Squad w/ Chimera - 4 x plasma guns & carapace armour

Troops

Veterans - 3 x meltaguns

Veterans - 3 x meltaguns

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x plasma guns

Veterans w/ Chimera - 3 x flamers

Fast Attack

Valkyrie - multiple missile pods

Valkyrie - multiple missile pods

Hellhound - multi melta

Heavy Support

Leman Russ Demolisher - heavy flamer

Leman Russ Demolisher - heavy flamer

Leman Russ Executioner - plasma cannons & heavy flamer

Total: 2,000 points


Ok here's my thoughts on this one. The CCS I originally had 3 plasma guns and a medic, but I had a game with them on Saturday Imperial Guard vs Blood Angels - 2,000 points and took 4 plasma guns and carapace armour. This costs 5 points more than the original config but I get more fire power, so I'm keeping this as is.

What started this rebuild is the Leman Russ. I use it for flattening infantry and it's hit and miss, perhaps it is a unlucky model (you know those ones!) as it scatters more than it hits, but when it hits it really hits! It's cheap and has range but that's the only model in my army with extreme range. I've flirted with Executioner before, it did ok once and the second time it got stuck in terrain and was useless. I've given it another try and taken plasma cannons which can dish out 5 blast templates, that's scary for monstrous creatures basic infnantry and even Terminators.

I've kept the Demolishers. I like them. They are good for tanks and infantry, what the Executioner does these do but with less fire power.

Usually I use the flamer Veterans to hold objectives while the others roam about doing what they do. Sometimes I find myself only needing one flamer unit, so I've dropped one and replaced with plasma. These guys can move and fire or still hold objectives and have 24" range. Bad news is I didn't have enough points to get carapace on them, but for the points it's expensive.

Only other change is the Hellhound. Once in squadrons but now in single and to use those last 15 points I packed in a multi melta as well. I didn't know what else to do with those points and what I'll use it for is double teaming with the melta Veterans in the Chimera, they pop a transport then the Hellhound burns them, if those meltas fire the Hellhound has a chance though. But, Bane Wolf has entered my head, more affective against all forms of infantry instead of ones with just 4+ save and the Veterans need to get close for melta range anyway.....same points too

Tactics with this army is pretty simple. Alpha strike with the Valkyries if I get first turn, if not maybe outflank or just hold them on the field.

Flamer Veterans hold objective closest to home or follow plasma CCS around, plasma CCS blow holes in light armoured transports while flamer Veterans and other CCS blasts with fire and plasma

Hellhound and melta Veterans in Chimera team up as mentioned.

Tanks roll up and get into range, Executioner can probably hold back the most as starting 12" in gives it 48" range which is standard board width.


Automatically Appended Next Post:
No comments? Invincible guard army?

This message was edited 1 time. Last update was at 2010/09/06 20:48:58


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Tower of Power






Cannock

Just too good then eh?

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in us
Decrepit Dakkanaut





Vallejo, CA

not TOO good

It is pretty solid, though, and I'm sure you'd do fine. The only things I'm not partial to are flamer vets and a lone, expensive leman russ you're going to be keeping in the background. I'd swap that executioner for another LRD and turn the extra points into Marbo or something.

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.

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Made in gb
Tower of Power






Cannock

Ailaros wrote:not TOO good




It is pretty solid, though, and I'm sure you'd do fine. The only things I'm not partial to are flamer vets and a lone, expensive leman russ you're going to be keeping in the background. I'd swap that executioner for another LRD and turn the extra points into Marbo or something.


A few people have said the flamer Veterans and I've thought about changing for plasmas. The Executioner was once a Leman Russ, doesn't cost as much points but still alone. Tried Marbo, not a fan, is hit and miss and will die rapidly next turn.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Drop Trooper with Demo Charge






I like it. Do you think you'll hold out w/o lots of troops?

 
   
Made in gb
Tower of Power






Cannock

Troops is a issue. Armour is my strong point, I've just got to hope it holds out.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

well, what about dropping the executioner (and the hull MM on the hellhound if necessary) and buy an armored sentinel. That way you get to bulk up your AV12 even more while helping the third russ stay in formation.

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 gb
Tower of Power






Cannock

I can't get a Sentinel as fast attack are full, plus a single Sentinel will die.

The Executioner will have the same problem as a Leman Russ, and it can also stay in formation so there's no difference.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

It CAN stay in formation, but WILL it? Or will you be sending out 2 tanks forward while the one remains immobile to shoot all of its plasma cannons? Are you willing to waste points in order to keep your armor together for a few turns each game?

As for the sentinel, yeah, shutz. If you drop the carapace armor, executioner sponsons, the executioner to an LRD (and, depending, the hull MM on the hellhound), you're getting pretty close to adding in a second hellhound or a third vendetta or a suicide melta stormie squad.

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 gb
Tower of Power






Cannock

The executioner can move 6 and fire the turret and one sponson remember

I've done double hounds before, tbh none of the other suggestions interest me, the executioner will do same as the Russ but needs to stay put to fire. I'll keep that in mind though. Thanks for the feedback mate

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Longtime Dakkanaut





Dunno about 2 plasma CCS. I like the 4 melta gun astropath in Chimera CCS. Astropath gives you a +1 to reserves if you need to reserve everything going second like in a guard mirror match or if you just want to outflank your valkyries you can reroll the side. 4 meltas with optional bring it down or fire on my target if opposing vehicle is smoking orders is the best for vehicle busting. You can load up in a valkyrie for alpha strike if you get first turn too.

IMO Carapace armor is not worth it. So you have a slightly better chance of not dying if you over heat. points better spent on offense imo.

I would give at least one of the vets with meltas that go in a valkyrie demolitions for melta bombs and a demo charge, first turn assault with melta bombs is very scary and makes people adjust their play.

Don't like vets with flamers wastes bs4. You should have hull heavy flamers on all your vehicles thats enough flamers. Give them melta or plasma to use their bs4.

Consider las cannon teams on your plasma vets at least 1 or 2 of them. Sounds bad as it restricts your movement but actually is pretty good as you have to camp objectives in 2 of the missions so might as well shoot a long range anti tank shot.

Don't like valkyries with missle pods. Go with Vendettas. You need long range anti tank to bust transports before they do their job and ferry guys to objectives.

I cut the sponsons from my executioner. Makes the tank really expensive costing almost land raider cost and you run into issues with LOS and if you move you can only shoot one.

If your running an executioner I would run an allied daemon hunter inquisitor with 2 mystics and a tarot. you have to add a transport for them but the anti deepstrike capability coupled with the executioner and the +1 to go first most of the time is pretty awesome.
   
Made in ca
Longtime Dakkanaut





I think the flamers seem a little out of place as well, given all the other anti-inf firepower you're toting. Moar plasmelta.

Looks like a solid vet list. 5x VS and 2x CCS in transports is good mobility, while the three tanks and three fast attack is a lot of mobile firepower.

I've never tried the gunships, but I've always wondered about the conflicting roles of bringing their weapons to bear and transporting troops to their targets. If getting the melta on target is the most important thing, I'd go cheap as possible. If you're arming it for max damage, I'd be tempted to run it empty, using it's speed and range to kite prime targets.

I like your list. I'd say go balls out and strip the command of the carapace. I'd use the points from that, and maybe the MM, to upgrade the flamers to plasma and add LC's to the resulting two plasmavet squads if possible, like Kir says. (I'm not doing the math, but I think you could get at least one LC). Then give the chims to the melta squads, leaving the valks and the plasmavets to work together. You were mentioning deploying a squad on objectives; two would be better, and lasplas vets can dish out some good ranged firepower. Then the valks can concentrate on being a gunship first, and pick up squads late-game if need be. I'd keep the executioner in there (it's fluffy for the list if for no other reason) and use it to support your home objectives, while using the LRD's to support your forward chimeras.

I can't help but think you wouldn't miss the hellhound very much. For it's cost you could give all your plasma carapace and put some LC's in the LRD's. Not critical, just a thought.

Fun and Fluff for the Win! 
   
Made in gb
Tower of Power






Cannock

Kirika wrote:Dunno about 2 plasma CCS. I like the 4 melta gun astropath in Chimera CCS. Astropath gives you a +1 to reserves if you need to reserve everything going second like in a guard mirror match or if you just want to outflank your valkyries you can reroll the side. 4 meltas with optional bring it down or fire on my target if opposing vehicle is smoking orders is the best for vehicle busting. You can load up in a valkyrie for alpha strike if you get first turn too.

IMO Carapace armor is not worth it. So you have a slightly better chance of not dying if you over heat. points better spent on offense imo.

I would give at least one of the vets with meltas that go in a valkyrie demolitions for melta bombs and a demo charge, first turn assault with melta bombs is very scary and makes people adjust their play.

Don't like vets with flamers wastes bs4. You should have hull heavy flamers on all your vehicles thats enough flamers. Give them melta or plasma to use their bs4.

Consider las cannon teams on your plasma vets at least 1 or 2 of them. Sounds bad as it restricts your movement but actually is pretty good as you have to camp objectives in 2 of the missions so might as well shoot a long range anti tank shot.

Don't like valkyries with missle pods. Go with Vendettas. You need long range anti tank to bust transports before they do their job and ferry guys to objectives.

I cut the sponsons from my executioner. Makes the tank really expensive costing almost land raider cost and you run into issues with LOS and if you move you can only shoot one.

If your running an executioner I would run an allied daemon hunter inquisitor with 2 mystics and a tarot. you have to add a transport for them but the anti deepstrike capability coupled with the executioner and the +1 to go first most of the time is pretty awesome.


Don't need Astropath as I don't put anything reserves. Plasma CCS is fine as is.

Possible to do first turn assault, something I'll think about, in theory scout you have to stop 12" away to it depends how close I get as next turn those Veterans cannot assault if I move the Valkyrie and they need to be within 12".

I have thought of ditching the flamer Veterans for plasma guns and ditching the side sponsons on the Executioner. Though, I do like the multiple flamers for anti horde. Oh, all tanks have hull heavy flamers - should have mentioned that

Don't want lascannons as restricts movement and shooting; not good.

That's the thing, your post is saying that you don't like, it's not about what you don't like it's what works and Valkyries with pods work as Veterans inside pop tanks Valkyrie drops double templates on survivors. Vendetta just doubles the anti tank which isn't always useful and can only fire all weapons if it stays still; not that good.

I can't see Executioner being a must with a Inquistior. The Demos are there too so the Executioner isn't dependent on the ]I[

Thanks for the suggestions.

murdog wrote:I think the flamers seem a little out of place as well, given all the other anti-inf firepower you're toting. Moar plasmelta.

Looks like a solid vet list. 5x VS and 2x CCS in transports is good mobility, while the three tanks and three fast attack is a lot of mobile firepower.

I've never tried the gunships, but I've always wondered about the conflicting roles of bringing their weapons to bear and transporting troops to their targets. If getting the melta on target is the most important thing, I'd go cheap as possible. If you're arming it for max damage, I'd be tempted to run it empty, using it's speed and range to kite prime targets.

I like your list. I'd say go balls out and strip the command of the carapace. I'd use the points from that, and maybe the MM, to upgrade the flamers to plasma and add LC's to the resulting two plasmavet squads if possible, like Kir says. (I'm not doing the math, but I think you could get at least one LC). Then give the chims to the melta squads, leaving the valks and the plasmavets to work together. You were mentioning deploying a squad on objectives; two would be better, and lasplas vets can dish out some good ranged firepower. Then the valks can concentrate on being a gunship first, and pick up squads late-game if need be. I'd keep the executioner in there (it's fluffy for the list if for no other reason) and use it to support your home objectives, while using the LRD's to support your forward chimeras.

I can't help but think you wouldn't miss the hellhound very much. For it's cost you could give all your plasma carapace and put some LC's in the LRD's. Not critical, just a thought.


As mentioned already, I liked the flamer Veterans for anti horde, but all vehicles have hull flamers and got blast templates too. I have been thinking about dropping the Executioner side sponsons and making those flamer Vets plasmas instead.

I've tried both gunships. I found with Vendetta when it moves can fire two or one lascannon and carrying melta Veterans often sees a tank destroyed and the Vendetta sometimes nothing to shoot at. I also found it ends up being a high priority to the enemy and I've put it on their door step. Not keen on Vendettas. Been using Valkyries after for sometime and it can move 12" still fire the blasts as defensive weapons, so pop tank with Veterans then blast survivors with double large blasts and multi laser - excellent against light armour foe and can get a few kills from the likes of Space Marines as well.

The plasma Vets will stay in Chimeras and hold objectives, don't want lascannons, really. Could give it a whirl I guess. The melta Veterans go in Valkyries, as already mentioned and alpha strike a target, Valkyrie then bombs survivors - Valkyrie only has short range so can't hold back that much and shoot.

The Hound is useful tag teamed with meltas in Chimera. Meltas pop tank then Hound hoses them down, though considering trying a Bane Wolf as meltas need to be in 6" to do the damage and the Wolf would follow putting it close up, plus will damage pretty much anything wounding on 2+ and has decent AP.

Thanks for the ideas.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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