Switch Theme:

Mech Guard 1500, possible list. Require feedback  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Imperial Recruit in Training




Hey folks, I'm thinking about a mech guard army for a new painting project, and I'm toying with a few 1500 point lists.

This is one I'm reasonably happy with, but I would like feedback from any mech guard players out there about how to get the best out of the codex at 1500 points.


Company Command Squad (1 Melta Gun, 1 Flamer, Officer of the Fleet, Astropath): 125
Chimera (Heavy Bolter , Heavy Flamer): 55

Veteran Squad (2 Melta guns): 90
Chimera (Heavy Bolter, Multi-Laser): 55

Veteran Squad (2 Melta Guns): 90
Chimera (Heavy Bolter , Multi-Laser): 55

Veteran Squad (2 Flamers, Demolitions): 110
Chimera (Heavy Bolter, Heavy Flamer): 55

Veteran Squad (2 Flamers, Demolitions): 110
Chimera (Heavy Bolter, Heavy Flamer): 55


Bane Wolf: 130

Vendetta Gunship: 130

Vendetta Gunship: 130


2x Hydra: 150

Manticore: 160


1500
   
Made in us
Tail-spinning Tomb Blade Pilot





All over

I would drop the banewolf. make you command squad 4 melta guns, Drop the astropath unless you plan on holding things back. in the vets with Meltas up them to 3 each and drop the flamers in favor of plasma guns.

command: 4 melta, master of fleet chimera 175

veterans: 3 meltaguns, chimera 155
veterans: 3 meltaguns, chimera 155
vetrans: 3 plasma guns, chimera 170
vetrans: 3 plasma guns, chimera 170

vendetta gunship: 130
vendetta gunship: 130

3 hydra: 225
Manticore: 160


and you have 30 points to add back in the astropath if you want.

   
Made in us
Stalwart Veteran Guard Sergeant





Salisbury md

Agreed. Max out melta and plasma if at all possible.

I might go 2x hydra and take marbo. He almost always makes up for hid pointd plus some. Last game he took out 9 out 10 wyches on an objective. Previous game he took out 8 fire dragons. Another under used good option are 5 stormies with 2xmelta. Nothing like deepstriking for a rear armor shot on a wave serpent. Either option gives some nice flexibility guard lacks otherwise. If you do marbo or stormies astro becomes more useful.

Frogstar 101st Mechanized Guard 
   
Made in us
Irked Necron Immortal



Columbia, South Carolina

Drop the demo charges, add meltaguns to the squads that already have them. 3 Plasma guns and a medi-pack in the command squad. Drop the flamers and add in more plasma.

2000 pts
6000 pts
3000 pts
2000 pts 
   
Made in ph
Regular Dakkanaut




Just a question about your Chimeras, why are you taking HBs instead of Multi-lasers? more str is better IMHO

And like everbody else advice more special weapons, drop the doctrines.

This message was edited 1 time. Last update was at 2011/01/07 00:40:26


 
   
 
Forum Index » 40K Army Lists
Go to: