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Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

Guard, again. Another thousand points. Based on my fluff for this regiment, it looks like this.

HQ
- company command squad 135
power sword
medi pack
vox
2 melta guns

ELITES
- 5 Ratlings 50

TROOPS
-Veteran squad (145)
power sword
2 flamers
heavy flamers
vox
Forward sentries

-Veteran Squad 2 (160)
power sword
3 plasma guns
Forwards sentries
vox

- Veteran Squad 3 (160)
power sword
vox
3 plasma
Forward sentries

-Veteran squad 4 (140)
power weapon
3 meltas
Forward sentries
vox

- Veteran Squad 5 (130)
3 sniper rifles
vox
autocannon
Forward sentries

FAST ATTACK
- Scout Sentinal Squadron (80)
2 sentinals
2 autocannons

________________________________________________

Comes to exactly 1000 points.

This is a list for friendly games only. I am playing a campaign against my budy's 'Nids.

Any C&C would be welcome. , as I am looking to improve this list. I don't think it's flawless yet

This message was edited 2 times. Last update was at 2010/12/14 21:09:56




 
   
Made in us
Lord of the Fleet





Texas

I dont really see a huge point in all of the power swords everywhere. 1 IG squad cant do much at all in CC. Dropping all of those and the ratlings can get another vet squad. Medic is really needed on CCS, all it takes is S6 to negate that. Also sniper rifles and an autocannon dont really benefit being in a vet squad. Scout sents should either be in separate squads or swapped out for a hydra

 
   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

I kinda agree on the powerswords. But I don't really want to scratch the ratlings. neither want I to spilt the sentinals up. I want them to outflank, and they won't do anything hard if they come from two different sides. If I get lucky, I can kill of 2 or even 3 nids in one salvo from both the sents autocannons.

The sniper/ autocannon squad. How come you think that they are useless? I mean, balistic skill 4 with snipers, thats like the same as ratlings. And the Autocannon can nicely complement this. Long range, and together with the snipers, they can kill big things as well. Because Snipers are rending if you throw a six. (I think)



 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

There's little reason to keep the sentinels together, while the squadron rules on AV10 open topped vehicles give you a strong incentive to pull them apart.

Also, the role of sniper rifle is already being duplicated (better) by all that plasma. They seriously need to go. As mentioned, the power weapons should follow close behind. A single power weapon in a non-stubborn guard squad is just another 10 points that will be lost in a sweeping advance.

Also, you can't infiltrate with the CCS, which means he's going to be out of range to give orders to most units most of the time. I'd drop the vox as well (although this isn't the worst time to keep it).

All that gone, along with the medic and the two autocannons you have in your infantry, and you've got 175 points. This becomes 3 melta for your final vet squad, another melta for the CCS, and an entire extra plasma vet squad. Foot infantry needs numbers, and filling your troops choice would be a very good thing.

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 us
Lord of the Fleet





Texas

Ailaros wrote:

Also, you can't infiltrate with the CCS, which means he's going to be out of range to give orders to most units most of the time. I'd drop the vox as well (although this isn't the worst time to keep it).
.


Well actually FS is very misleading. You only get stealth and defensive grenades for the doctrine (weakest one imo)

 
   
Made in us
Guard Heavy Weapon Crewman





Guardsman Marbo might fit in with your regiment's fluff. I think he could harass some outflanking Genestealers by throwing his demolition charge and then daring them to assault him while he's in cover and able to strike first with his envenomed blade. He might be better than power swords, anyway.

I don't think Tyranids have assault grenade equivalents, do they?


Gunner Jurgen Special Rules: Never misses, especially with Melta. 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

kenshin620 wrote:Well actually FS is very misleading. You only get stealth and defensive grenades for the doctrine (weakest one imo)

Oh, we're talking about THAT doctrine? Well, the first thing that needs to happen is stop taking that doctrine.

Having an entire army based around stealth sounds like a static gunline just waiting to get horribly butchered in assault.

The one that lets you scout, on the other hand, would actually be useful, or, dare I say it, grenadiers.

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 us
Lord of the Fleet





Texas

Ailaros wrote:
The one that lets you scout, on the other hand, would actually be useful, or, dare I say it, grenadiers.


There isnt a doctrine which lets you scout. Only harker is a vet chioce that allows infiltration/outflank


 
   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

I have to go with Kenshin there. There isn't a doctrine that lets you infiltrate. Grenadiers can't either. All grenadiers get is a better armor save.

The Forward setries doctrine is there to stay. IMO Grenadiers is the weakest one. You pay 30 pts for each squad. They do get a 4+ armor save, but that just doesn't matter when in combat with nids. a lot of nid units have Rending Weapons. The deffensive grenades are way more handy. Plus, the increased cover is nicely taken as well.

these are the things that I am willing to drop:
Power swords : frees up 40 pts
Medi Pack: frees up 3O pts
sniper rifles: frees up 15 pts
Autocannon: frees up 10 pts
Voxes all around: frees up 30 pts (Don't know about that yet)

that gives me another 135 to work with. another plasma squad?



 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Oh, well, shows you last time I used vets.

In this case, grenadiers is the only doctrine worth taking. Carapace helps against all those hits that DON'T rend, and not every army out there has rending.

Plus, the stealth is going to make you play like a pansy, skulking over in the corner rather than advancing on objectives. Given that your primary fear is tyranid, they can get into close combat before you even get a chance to shoot them. A single squad of vets stands no chance. Prepared to get butchered a LOT. The only balm in this case is grenadiers.

As for what to drop, I'd drop everything you suggested dropping. This gives you conveniently enough for a hellhound, which will actually help you against your prime target.

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 be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

I will not drop Forward sentries. As I said, I am in a campaign, and fluff is the main reason I gave them Camo cloaks. I wanted to do something similar to the Tanith, but with my own Regiment....No, no grenadiers...Light infantry.

Fluff wise tanks are out, except Griffons. But if I model a cool looking hellhound to fit in with the army, I think it'll work. So, Hellhound is a plan for the future.

But for now. These are the things I came up with that may help improve this list.

- Invest 50 pts in five more ratlings, bringing them to maximum squad capacity. (sniping/pinning/killing fun!)
And then invest the rest of the points somewhere else.

- Just chuck in another plasma vet squad.

what's the best option?

This message was edited 2 times. Last update was at 2010/12/15 18:36:57




 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Plasma vets, but it won't stop you from getting butchered.

Let us know when your devotion to fluff is finally outclassed by the inevitable pile of losses.


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 be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

*sigh* Not all lists should be made by YOUR image.

And as I said, it's just for some friendly games. We want to create a story in the campaign. What we don't want to do, is make tournie lists, not remotly linked to any fluff we got, and just blast it out.

Plasma vets it is then. I'll rework the list tonight. Expect the updated version this evening, or else tomorrow.



 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Is a 6 grenadier vet army made in my image? I hardly think so.

If all you care about is fluff, why even post the army list at all? Your fluff is making your list uncompetitive. Refusing to make it more competitive by ignoring advice won't change that.

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 be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

I know, you run BLOB lists.

I took advice. I dropped some things and added in another vet squad.

I really don't want to get in a heated argument on a wargames forum.



 
   
Made in us
Guard Heavy Weapon Crewman





Some grenade launchers may be useful to keep the veterans mobile so they can run away from all the melee tyranids after them. And it frees up 30 points over the plasmas, which fields more warm bodies with bayonets to hold off the horde...


Gunner Jurgen Special Rules: Never misses, especially with Melta. 
   
 
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