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![[Post New]](/s/i/i.gif) 2010/10/26 22:23:52
Subject: My Imperial Guard Army, help ?
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Fresh-Faced New User
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My army includes:
HQ
YARRICK
command squad
2 body guards
medic
standard
vox
grenade launcher
Troops
platoon 2 squads with lascannons and plasma and Krak
PCS
Meltagun
2 flamers
vox
Chimera
Hunter killer
Storm Bolter
platoon
PCS 2 sqauds with missile launchers
Grenade launcher and Krak
3 grenade launchers
vox caster
Heavy support
vanquisher
pask and Multi meltas
executioner
plasma cannons
basilsk
1500pts
what do i need to take out or improve ?
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![[Post New]](/s/i/i.gif) 2010/10/26 23:03:10
Subject: My Imperial Guard Army, help ?
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Decrepit Dakkanaut
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Well, we can start with Yarrick. He is doing nothing for your list that can't be done for much cheaper (like a regular LC and a standard, or Chenkov and a standard, or a pair of PIS commissars). 185 points freed up.
We continue with your CCS. It's doing virtually no damage, and costs a boatload. Start by replacing it with a bare CCS. 85 more points available.
For the first troops choice, strip off all the upgrades to the PCS and all the upgrades to its chimera for 45 more points, and the krak grenades for 10 more.
For the second troops choice, ditch the kraks and the three worthless GLs and vox for another 30.
The pasquisher is terrible. That boat-o-bloat frees up 235 points.
Taking all of this junk out, you've now got 590 points to spend. Start with some platoon commissars with power weapons (90) and some plasma for your CCS and meltas for your PCSs (105) for 395 points remaining.
These points can be spent on badly needed killing power. There are a couple of ways you could go from here. One way would be to up-power your infantry by adding in some plasma guns or power weapons on the sergeants. Then you could add another entire infantry platoon thus armed and another basilisk or russ.
Alternately, you can up-power your infantry a bit and drop the executioner and take a total of 4 basilisks and 2 hydras. Or drop the basilisk and add in 3 more russes (good kinds, not like pasquishers).
Lots of ways you could go, depending on what you want to do, but I'd definitely start by cutting out all the junk.
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![[Post New]](/s/i/i.gif) 2010/10/28 03:31:34
Subject: My Imperial Guard Army, help ?
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Smokin' Skorcha Driver
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*Yarrick is way too over priced for a 1500 point game.
-I could have one Yarrick or one more Melta Vet squad with Chimera, and sergent with Plasma Pistol, and still have points left over... um bye-bye Comrade
*Command Squad w/ 4 Melta and Chimera 145 points and that's it, NO EXTRAS EXCEPT FOR:
-Maybe take an Astropath to help the reserves come in.
-add a Plasma Pistol to the Commander
*Leman Russ Tanks are good at taking out infantry only!!!!
-Drop the Vanquisher, and put in 3 Hyrda Flak Tanks (Saves you 10 points).
-Hyrdas are your anti-Rhino, anti-Drop Pod, anti-dred option for slowing down his army (and they work pretty well against LF's btw).
*You need Vendetta's. If you read any of the forums they are one of the best of IG's anti-tank/Terminator options
-Outflank to get side/rear armor shots
-load them up with troops to take objectives at the last second
-At that points cost you can field 2-3 easily
*Executioner
-If you're going to use one, give it Plasma Sponsons and give it one job..... Kill FOOT SLOGGERS!!!!
- 4/5 Plasma Cannon blasts per turn hurts anything that walks
And about your troop choices.... dude...
IG troop choice 101
Veterens with 3 Melta's and Chimera.... 155 points (yes 155, NO EXTRAS!!!, only thing you should consider taking with this basic build would be a sergent w/ plasma). Buy about 3-5 of them and turn your build from pooper, to super.
Eventually you can start playing around with Platoon kitting to create the right synergy, but as for now... you should stay away from it.
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![[Post New]](/s/i/i.gif) 2010/10/28 05:06:12
Subject: Re:My Imperial Guard Army, help ?
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Jovial Plaguebearer of Nurgle
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First off, I think the easiest way to go about tweaking this list is a bit of a do over.
The strength of the guard is that they are cheap as hell. When you buy upgrades that cost more points than the guys, they better be guns because increasing a guardsman's survival rate is a waste of time because they will still die, trust me.
Anyways, when making the IG list, point up the units you want to use bare-bones with only the weapon upgrades you think will be using quite frequently with effectiveness (namely for infantry, autocannons, meltas OR flamers. never mix a heavy weapon with a special unless you are quite literally running out of models to use and then i would only suggest placing flamers to offset a charge into your lines.
mrfantastical has good point in making a list, what he offered is pretty much the beginnings of a leafblower list which is fine for tournaments but if you want to have a fun casual game, always feel free to being some units that you think might be tailored to against your opponent or you might think will be fun.
Best single advice to keep in mind, tho, is that the only upgrades worth really taking in ANY IG unit is upgrade characters (commissars, officer of the fleet, astropath) and weapons like meantioned before. make sure the weapons on the units match up as well (like putting plasmacannons on the executioner or leaving most other tanks without sponsons)
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The true followers of the God-Emperor will never forget their name! We are the Imperial Guard!
Now and forever serving the God-Emperor, and Him alone! |
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![[Post New]](/s/i/i.gif) 2010/10/28 13:30:34
Subject: Re:My Imperial Guard Army, help ?
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Guardsman with Flashlight
NC, USA
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IBID from above.
Drop the special characters/ leadership upgrades until you alter your troop load-outs.
Ailaros has some good builds and an interesting style of play that is very effective. Consider some of his suggestions.
If you can swing chimeras and birds (vendettas/valkyries), bring them to the fight with demo vets and let the MERKing commence.
I like the hvy weapons you picked for your squads, but as previously stated, you need to focus on what it is these troops will be doing. If they are a base of fire for your maneuver element, you need more guns...and therefore more squads and those squads will need to be durable (blobbing them up).
There are any number of ways to skin this cat, without knowing what you have available to through at your list, I have to assume what you posted is all you got. Oh, drop the vanquisher...unless you will be facing a butt load of tanks, in which case, kill away!
Hope it helps.
Richard
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![[Post New]](/s/i/i.gif) 2010/10/28 16:42:32
Subject: My Imperial Guard Army, help ?
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Fresh-Faced New User
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Well the reason I upgrade my command squad is because its a supporting role and if dies first turn I can't bring it down on tanks and with yarrick, I just put him on my objective and then when he dies and gets back up he just contests my objective. But i will get rid of the vanquisher, its way to expensive and the chimera's upgrades.
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![[Post New]](/s/i/i.gif) 2010/10/28 18:21:36
Subject: My Imperial Guard Army, help ?
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Decrepit Dakkanaut
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If the whole point with yarrik is just to contest an objective at the end of the game, then get another blob. For the price of yarrick, you can throw down 30 stubborn infantrymen. Not only are these likely to do more damage, but they're also WAY harder to kill, and you don't have your contesting boil down to a single die roll that can just as easily come up as a 1 or a 2 as it can any other number.
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![[Post New]](/s/i/i.gif) 2010/10/28 21:20:34
Subject: My Imperial Guard Army, help ?
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Fresh-Faced New User
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That is true. But when your throwing a blob squad at a 800 point squad that includes Logan Grimnar and 5 termies with a wolf claw and storm shield holding the objective. So I think I would rather have Yarrick in this situation. But you would be right in any other situation.
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![[Post New]](/s/i/i.gif) 2010/10/28 21:46:58
Subject: My Imperial Guard Army, help ?
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Decrepit Dakkanaut
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firstly, comparing an 800 point squad against a 180+ point one is hardly a fair comparison. You should be comparing grimnar against FOUR power blobs.
Secondly, assuming you get the charge with a 30-dude power blob against 5 termies and grimnar (assuming they get countercharge off)
Grimnar gets 6 attacks, of which 4 hit of which 3 wound while the other 5 termies get 10 attacks of which 6 hit and 4 wound for 7 dead guardsmen. The remaining 20 guardsmen get 40 attacks for 20 hits, 7 wounds, and 1 dead termie while the 16 power weapon attacks get 8 hits for 2 more dead termies.
At the bottom of the turn, Grimnar gets 5 attacks for 3 dead guardsmen and the two remaining terminators likewise put down another two. In return, the guardsmen put down two wounds
At the top of the next turn, just grimnar takes down a couple guardsmen, and the guardsmen finish off grimnar.
Once you do the math, you can see just how easy 220 points of guardsmen absolutely runs over 800 points of wolf cheese.
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![[Post New]](/s/i/i.gif) 2010/10/28 21:53:23
Subject: My Imperial Guard Army, help ?
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Sister Vastly Superior
Gig Harbor, WA
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Imperial knight, I think I'd still prefer the 30 man blob, two turns of "Rank fire" lasguns should all but wipe them. Add a Lascannon HWS/Vandetta to the mix for no more Termies.
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2000 pts SoB.
2000 pts Crimson Fists (WIP)
doomed-to-fight-until-killed-in-battle xenophobic psycho-indoctrinated super soldier warrior monks of an oppressive theocracy stuck in the past and declining while stifling under its own bureacracy and inability to react.
Vaktathi, defining Space Marines
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![[Post New]](/s/i/i.gif) 2010/10/29 01:02:29
Subject: My Imperial Guard Army, help ?
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Fresh-Faced New User
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those attacks that grimnar gets are re roll able hits and so are all the termies hiting and wounding because wolf claw allows them to re roll to wound and grimnar gives them preferred enemy against everything
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![[Post New]](/s/i/i.gif) 2010/10/29 03:04:40
Subject: My Imperial Guard Army, help ?
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Decrepit Dakkanaut
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Sure, but 220 points of guardsmen still kick 800 points of grimnar's ass, it's just that they don't end with as robust of a body pool when they're done.
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![[Post New]](/s/i/i.gif) 2010/10/29 06:40:54
Subject: My Imperial Guard Army, help ?
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Stealthy Space Wolves Scout
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And what would happen if someone "ahem" took Ragnar or a similr wolf lord would that not equal butt pain for guard. Plus cant i just JOTWW the commisar then watch the suckers run? Btw we play on a 40" by 79"Inch board.
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This message was edited 2 times. Last update was at 2010/10/29 06:43:27
My purpose in life is to ruin yours. |
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![[Post New]](/s/i/i.gif) 2010/10/31 23:53:00
Subject: My Imperial Guard Army, help ?
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Guardsman with Flashlight
NC, USA
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Commissar's in infantry squads are upgrades, not characters.
Yarrick, however, is an IC...so, im guessing you can jaw him to death.
Imperial Knight: Just consider the reliablility you can draw from the points to save on the Yarrick purchase. Invest the points in HW squads, spc wpn sqds, etc. Yarrick is a nice little puppy, but is a poor contester.
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![[Post New]](/s/i/i.gif) 2010/11/01 00:02:56
Subject: My Imperial Guard Army, help ?
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Lord of the Fleet
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Jawing is a point a click power right? So it kills anything it touches regardless of if its a unit or a IC
So yes commissar is toast but you normally wouldnt want him that close till assault time
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![[Post New]](/s/i/i.gif) 2010/11/01 00:38:58
Subject: My Imperial Guard Army, help ?
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Decrepit Dakkanaut
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what's the range of jaws? I know with mind war, you can fix the problem of losing commissars by keeping them way in the back of the blobs. The blob gets into close combat before the commissar gets in range.
As well, you can take up to one commissar per squad, so if you were really afraid, a 30-man blob squad can take 3 commissars. The blob is once again more likely to get stuck in before all of them are killed. Plus, you'd have 24 power weapon attacks on the charge...
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![[Post New]](/s/i/i.gif) 2010/11/01 02:14:24
Subject: My Imperial Guard Army, help ?
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Lone Wolf Sentinel Pilot
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What do you need to improve in this list? A lot. If your hoping to be competitive then you'll probably need to re-invent your entire list. If your playing casual games then take what you want, for competitive play however I would recommend the following:
i) Drop Yarrick. He's far too expensive in such a low-points game and a simple Lord Commisar would grant you most of his abilities for a fraction of the points cost.
ii) Trim the fat on your CCS. You have bodyguards, but haven't got Straken (who is worth saving) so they're useless. You have a medic, but no plasma guns so the FnP isn't very useful. You have a standard and vox, which are a lot of points tied up in static bonuses, and finally you have a GL, which is the single worst choice you could give to a BS4 Guardsmen short of a flamer. Drop everything and give the CCS either 4 x meltaguns or 3 x plasma guns, a medic and a plasma pistol on the commander.
iii) Combine your platoons. You don't need 2 platoons what you can achieve with one. Make one platoon have a PCS and 3 x PIS and give yourself a Vet squad in place of the second platoon. At least your weapon combinatons are good. Las/plas is fun, effective but expensive. MLs and GLs is also a good combo. I'd drop the krak though, it ain't worth the points. A single Chimera won't last in a Guard army. Either fully mech up, or go fully foot-slogging/gunline. Dedicating to either 'school' will serve you better than dabbling in both.
iv) Drop Pask and the Vanquisher. Get a LRBT (or two) as they are cheaper and generally more flexible than single pimped out tank. The Executioner is good though.
v) Artillery is fun and not too expensive, however in this list I'd probably drop the Basilisk to make room for Chimeras/Leman Russes instead.
So yeah, loads of changes, but the list you have right now is a wishy-washy mix of different aspects of decent IG lists. You'd be much better off streamlining your choices and focussing upon a single discipline of IG, as redundancy and volume of shots/attacks is how we win out battles.
Good luck!
L. Wrex
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