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![[Post New]](/s/i/i.gif) 2011/03/01 16:48:23
Subject: Imperial Guard 1500 pts.
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Arch Magos w/ 4 Meg of RAM
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Another list I came up with. Let me know what you think. Advice would be welcome. CCS, MoO, lascannon, vox, grenade launcher PCS, 3x plasma PIS, powersword, plasma pistol, plasma, commissar, vox PIS, powersword, plasma pistol, plasma PIS, powersword, plasma pistol, plasma HWS, lascannons PCS, 3x plasma PIS,powerswords, plasma pistol, plasma, commissar, vox PIS,powerswords, plasma pistol, plasma PIS,powersword, plasma pistol, plasma HWS, lascannons Demolisher with heavy flamer Demolisher with Heavy flamer 5 stormtroopers, 2 meltas, powersword _____________ 1500pts.
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This message was edited 3 times. Last update was at 2011/03/01 19:22:25
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![[Post New]](/s/i/i.gif) 2011/03/01 17:18:56
Subject: Re:Imperial Guard 1500 pts.
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Tunneling Trygon
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Plasma pistols not great - give the sergeants a pwr wpn instead. I assume you are blobbing these squads.
CCS looks a bit muddled. Sniper and lascannon?
7 stormtroopers is expensive for the 2 meltas.
Demolisher only has 24" range. I think you need some longer range fromyour HS slots.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2011/03/01 18:13:10
Subject: Imperial Guard 1500 pts.
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Arch Magos w/ 4 Meg of RAM
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Lascannons and MoO ake care of Longe range. The demolishers roll forward with the infantry squads. The infantry squads all have power weapons. PIS stands for power-infantry-squad. all the sergeants have plasma pistols and power swords. I played this list withouth the demolishers and the stormtroopers, and it played very well. They wiped out my opponant. Plasma spam is really wort it. I'm not that sure about the stormtroopers either. I took them to fill in the points, plus, they were the only unit I had left to fit in.
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![[Post New]](/s/i/i.gif) 2011/03/01 18:16:05
Subject: Re:Imperial Guard 1500 pts.
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Lieutenant Colonel
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Plasma works great but I don't like the setup you have on your CCS as sniper rifles realy aren't worth it. You would be much better off with a Plasma Gun or Grenade Launcher.
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![[Post New]](/s/i/i.gif) 2011/03/01 18:18:00
Subject: Imperial Guard 1500 pts.
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Arch Magos w/ 4 Meg of RAM
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hmm, maybe I should swap it out for a grenade launcher. I dunno, they are veretans, so the sniper would hav had bs 4 either way, it seemed a waste of points to not give him a sniper rifle. But eh, it's just the five points, I'll change itout for a grenade launcher.
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This message was edited 1 time. Last update was at 2011/03/01 18:18:09
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![[Post New]](/s/i/i.gif) 2011/03/01 18:22:05
Subject: Imperial Guard 1500 pts.
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Regular Dakkanaut
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I like the list but paying for a power weapon and potentially killing yourself with a plasma pistol is a bit risky.... Also, since the range is only "12 and you are running assaulty blobs... ur guys are probably only going to get one or two shots in the entire game.
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Dashofpepper wrote: While I was on the dating scene, I actually *didn't* get any sometimes because of size issues, something I'm grateful that my wife has gotten used to
Contact me if you want a sculpture commission! http://louisbrill.deviantart.com/ |
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![[Post New]](/s/i/i.gif) 2011/03/01 18:33:22
Subject: Imperial Guard 1500 pts.
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Arch Magos w/ 4 Meg of RAM
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WHen I roll for my plasmas, I'll be rolling for the enite lot at once. So I'll rol around seventeen dices at once. the sergeants are about the last I'll be removing.
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This message was edited 1 time. Last update was at 2011/03/01 18:33:32
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![[Post New]](/s/i/i.gif) 2011/03/01 18:36:48
Subject: Imperial Guard 1500 pts.
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Badass "Sister Sin"
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Yeah... No.
You have to roll them separately.
BRB P31 wrote:Roll to hit as normal, except that you must roll to hit even if the target is found to be out of range. For each result of a 1 rolled on its to hit rolls, the firing model suffers a wound (normal saves apply).
Emphasis mine.
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![[Post New]](/s/i/i.gif) 2011/03/01 18:47:17
Subject: Re:Imperial Guard 1500 pts.
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Dakka Veteran
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Mate, first of all, if you want a 5pt sniper rifle in your Lascannon CCS, go ahead and get one.
That said, I really like what you're trying to do here, a foot guard list without power blobs. If I had this many plasmagunners I would have tried this myself.
People are going to say plasma pistols are overpriced and more often than not useless, and I agree, but this actually seems a pretty decent use for them. A PIS with plasma gun is 65pts, and a 10pt plasma pistol increases its plasma (read total) firepower at 12" by 50%. Definitely play a few games before you decide to ditch those.
So that leaves demolishers and storm troopers. Since your army has so much AP2 already, I'm not convinced you shouldn't just use regular battle tanks. Really apart from instant death T5 and MAYBE some AT, the only thing demolishers bring to the table here is the psychological (some times) advantage of shorter range. They seem more threatening as a 24" bubble of death creeping up the field, than if they could just shoot right across the board, and you can actually deny area with them. If that's not important to you, or you don't see what I'm saying here, I suggest you make them regular LRBTs instead.
As for storm troopers, I usually run mine in 5man teams, sans power weapon. It has worked quite well for me, but your squad definitely looks a bit more characteristic on paper. The power sword might come in handy, you never know.
Although it might feel odd in your no-vehicle army, a chimera would make the stormies a lot more effective in their recon/scouts deployment mission, letting them slag stuff 1st turn, or outflank with some actual reach.
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This message was edited 1 time. Last update was at 2011/03/01 18:47:58
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![[Post New]](/s/i/i.gif) 2011/03/01 19:21:59
Subject: Imperial Guard 1500 pts.
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Arch Magos w/ 4 Meg of RAM
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pretre wrote:Yeah... No. You have to roll them separately. BRB P31 wrote:Roll to hit as normal, except that you must roll to hit even if the target is found to be out of range. For each result of a 1 rolled on its to hit rolls, the firing model suffers a wound (normal saves apply). Emphasis mine. Well hell. The gw store manager is wrong.  He told me a few months past I could roll them all at once. Seriously. But thanks for the heads-up. Makes for a fairer game. Otherwise, I edited the list to make more sense. The points are fixed, I messed up somewhere. I added the powerswords to the squads, and made the stormtoopers only 5 strong. Anyways, the points are right now. Excuse me for making a mess. I don't know about swapping the demolishers out. I made this list somewhat aggressive, with only the CCS and the two lascannon squèads hanging back. The demolishers should move uèp with the infantry squads I suppose. But I think this list needs to be played a couple of times before I can make a judgement about wapping them out.
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This message was edited 1 time. Last update was at 2011/03/01 19:24:26
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![[Post New]](/s/i/i.gif) 2011/03/01 20:15:28
Subject: Imperial Guard 1500 pts.
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Decrepit Dakkanaut
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Yeah, it looks nice.
I'd be very tempted to take out the grenade launcher and power weapon on the stormies and turn it into a hull lascannon, though, or at least move the power weapon from the stormies onto one of the commissars.
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