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Made in gb
Drop Trooper with Demo Charge





Hey - i think this list is pretty much sound, but there's every chance i've made a glaring tactical error or two!  Also, i've got 85 points left over that i'm not sure what to do with.  Any help would be much appreciated - Thanks!
 
Junior Command - Iron Discipline, Vet with Company Standard, Missile Launcher - 71
Anti-Tank Support Squad - 3 Lascannons - 110
Anti-Tank Support Squad - 3 Lascannons - 110
 
5 Stormtroopers - 2 Melta Guns, Deep Strike - 75
5 Stormtroopers - 2 Melta Guns, Deep Strike - 75
 
Junior Command - Iron Discipline, Missile Launcher - 60
Infantry - Heavy Bolter - 70
Infantry - Heavy Bolter - 70
Infantry - Heavy Bolter - 70
Junior Command - Iron Discipline, Missile Launcher - 60
Infantry - Heavy Bolter - 70
Infantry - Heavy Bolter - 70
 
8 Rough Riders - Hunting Lances - 88
 
Leman Russ - Hull Heavy Bolter - 145
Leman Russ - Hull Heavy Bolter - 145
Basilisk - Indirect Fire - 125
 
Total - 1415
   
Made in us
40kenthus






Chicago, IL

Rather than Stormtroopers, why not use Vets? For the same points, you can get a third weapon in the unit.

It may be worth while to swap the Missile Launchers in the JO squads with the Heavy Bolters in the infantry squads. The JO squads are going to be targeted first, no need to lose your leadership and your big guns at the same time.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in gb
Drop Trooper with Demo Charge





Is it worth swapping the missile launchers for lascannons in the command squads or are they just going to get owned straight away?

Also, which squads should i give Sharpshooters to? Presumably the Anti-Tank squads, but what else?
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Junior Command - Iron Discipline, Vet with Company Standard, Missile Launcher - 71

Your CHQ is a vital choice that needs to be constructed correctly for it to have an impact on the game. For the most part this one is ok. You've got a Standard Bearer, and you've got Iron Discipline. That's very good. If you don't want to take the Honorifiica to get an HSO statline for 5 points less, that's fine, but you could afford it if you wanted to.

However, the missile launcher is a mistake. Ever since Shoot The Big Ones (aka. Shoot My Best Units) became a main part of the shooting rules for all armies, not just Tyranids, small fragile units like CHQs, HW units, Dark Reapers, small Dev/Havoc units, etc. have become something of a liability. These new leadership-based shooting rules hit armies like Guard the hardest, as some of their best/most vital units are only 5-6 men in size, and very fragile.

The CHQ is something you cannot afford to lose. It should be hidden and protected at all times. For this reason it is a bad idea to spend 15 points on a Heavy Weapon that should never be used. In order to use that ML you have to be within LOS of the enemy, and if you can see them, they can see you. And if they can see you, they can shootyou. And if they can shoot you, your little T3 W5 unit is going to be obliterated.

Ditch the ML, save yourself 15 points, and hide.

Fire Support Squad - 3 Lascannons - 110
Fire Support Squad - 3 Lascannons - 110


Ok. That's fine. Bit risky putting your main AT firepower into 2 6-man units, but it is managable. With Doctrines you could give these units Light Infantry, which would increase their utility by quite a bit.

5 Stormtroopers - 2 Melta Guns, Deep Strike - 75
5 Stormtroopers - 2 Melta Guns, Deep Strike - 75

While I'm glad to see someone arming Stormies in the best way they can be armed, for the same 150 points you could have 6 BS4 Meltaguns rather than 4 BS4 Meltaguns. You have to ask yourself - what does a Suicide Melta unit need 4+ armour saves for? They're going to die anyway, so might as well take Veterans instead of Storm Troopers.

Junior Command - Iron Discipline, Missile Launcher - 60
Infantry - Heavy Bolter - 70
Infantry - Heavy Bolter - 70
Infantry - Heavy Bolter - 70
Junior Command - Iron Discipline, Missile Launcher - 60
Infantry - Heavy Bolter - 70
Infantry - Heavy Bolter - 70

If you ditch the missile launchers you'll get another 30 points. Add that to the 15 saved from ditching the other one and you have 45 extra points. Add that to your 85 points and you've got 130 to spend.

Now, you should be taking Special Weapons in squads always. Flamers are the best match for squads with HBs as it keeps them cheap. You need another 30 points for that, which is easy considering the 30 you save by ditching the MLs.

You do need a 6th squad though, but I'll get to that later.

8 Rough Riders - Hunting Lances - 88

Nice. You can afford a Vet Sergeant as well...

Leman Russ - Hull Heavy Bolter - 145
Leman Russ - Hull Heavy Bolter - 145
Basilisk - Indirect Fire - 125

Very nice. To bring 2 Russes and a Basilisk at 1500 and still have enough points to make your infantry effective is quite nice. No problems with them.

Overall this list is quite good. A little light on numbers, but you do have left over points to solve that. It's got some counter-assaunt punch and a decent core of vehicles. The Missile Launchers in the HQ's are a worry, and the Storm Troopers are better replaced by Vets, but overall quite good.

Ok, so what can be done to improve the list?

Well, for starters, swapping Storm Troopers for the Veterans Doctrine and then taking Drop Troopers and Close Order Drill are the first things that can be done. The former improves your anti-tank ability (which is important as all your main AT firepower is held together by 12 T3 wounds). That won't actually cost you any more points, so you'll still have the left overs to spend.

So if we use 30 of that leftover 130 to buy Flamers for the 5 squads you've got 100. 76 points gets you a much needed 6th squad. This leaves you with 24. What to do with 24?
  • 4 Flamers (2 per Platoon Command Section) = 24 points.
  • Light Infantry on both Lascannon units (20), 2 Searchlights on the Russes (2) and a Bolt Pistol for each H-Vet Sergeant (2). An extra S4 shot at rear armour can sometimes be worth it.

So your list would essentially remain the same, except that everything that can have it would gain Drop Troops and Close Order Drill (they're free, so there's no reason not to take it). And your other three Doctrines would be Iron Discipline, Rough Riders and Hardened Veterans (obviously if you take Light Infantry don't take Close Order Drill). And you'd have an extra squad.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Drop Trooper with Demo Charge





Thanks for the help - it's been really useful. 
 
So taking into account HBMC's suggestions as well as stuff I've been reading on the 'IG Commandments' thread, here's my revised list - I added Plasma Guns to the infantry squads instead of Flamers, and I cut off two Rough Riders, as well as losing all the Missile Launchers, adding a sixth infantry squad and swapping the STs for Vets.
 
My one question is - is it too dangerous putting all my Lascannons in HW squads?  And if so what should I do about it?  Also I gots 22 points spare - any ideas?
 
Doctrines = Rough Riders, Veterans, Drop Troops, Iron Discipline, Close Order Drill.
 
Junior Command - Iron Discipline, Vet with Company Standard - 56
Anti-Tank Support Squad - 3 Lascannons - 110
Anti-Tank Support Squad - 3 Lascannons - 110
 
Vet Sergeant + 4 Vets - 3 Melta Guns - 75
Vet Sergeant + 4 Vets - 3 Melta Guns - 75
 
Junior Command - Iron Discipline - 45
Infantry - Heavy Bolter, Plasma Gun - 80
Infantry - Heavy Bolter, Plasma Gun - 80
Infantry - Heavy Bolter, Plasma Gun - 80
Junior Command - Iron Discipline - 45
Infantry - Heavy Bolter, Plasma Gun - 80
Infantry - Heavy Bolter, Plasma Gun - 80
Infantry - Heavy Bolter, Plasma Gun - 80
 
6 Rough Riders - Hunting Lances - 66
 
Leman Russ - Hull Heavy Bolter - 145
Leman Russ - Hull Heavy Bolter - 145
Basilisk - Indirect Fire - 125
 
Total - 1478
   
Made in au
Land Raider Pilot on Cruise Control




Australia

Similar to the list I'm making right now. I have the heavy bolters in fire support squads and lascannons with plasmaguns in infantry squads. I give myself 2 ld9 bubbles, and have 3 battle tanks. I don't think either is really better than the other.

109/20/22 w/d/l
Tournament: 25/5/5 
   
Made in us
Regular Dakkanaut





Yes, it's very risky to put all of your AT in two six man squads. You can make it less dangerous by giving both of those squads light infantry to a) deploy after everything's out and b) set up in some good cover. Plus, you have 20 points lying aroud.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

He doesn't have all his AT in two 6-man units. He's got 6 BS4 Meltaguns as well.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
 
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