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Made in us
Imperial Recruit in Training





Okay, so here is my draft of an 1850 take-all-comers IG list. I'll elaborate on the tactics and strategy after the list.

HQ

Command Squad
2 Bodyguards, Carapace, 2 Plasma Guns - 130

Troops

Infantry Platoon

Command Squad - 30


Infantry Squad Grenade Launcher - 55
Infantry Squad Grenade Launcher - 55
Infantry Squad Grenade Launcher - 55

Heavy Weapons Squad - 60

Special Weapon Squad 3 flamers - 50
Special Weapon Squad 3 flamers - 50


Veteran Squad Grenade Launcher Autocannon - 85

Veteran Squad Grenade Launcher Autocannon - 85

Veteran Squad Grenade Launcher Autocannon - 85

Veteran Squad 3 Meltaguns Demolitions - 130

Chimera Stubber - 65

Veteran Squad 3 Meltaguns Demolitions - 130

Chimera Stubber - 65

Fast Attack

Vendetta Gunship - 130

Bane Wolf Multi-melta - 145

Bane Wolf Multi-melta - 145

Heavy Support

Leman Russ - 150

2 Griffons - 150

Total: 1850

What I'm seeing is the Infantry squads clumping to reduce Kill Points, then using that mob to swarm objectives, while the three veterans with autocannons stay put and provide a firebase. The veterans in the chimeras are used to to either kill MC's or tanks, and if no targets present themselves then they will drive around hatch up taking potshots. The Bane Wolves will creep around the flanks and multi-melta in the side any artillery or land raiders, or in their absence, hunting heavy weapon enemies hiding in cover. The griffons and the mortar team basically provide annoyance factor, causing a few casualties and maybe pinning but more importantly forcing the enemy to divert a significant portion of his army to taking out a relative cheap pair of units. The flamer teams advance on the flanks of the mob and discourage charging enemies and enemy blobs.

Any advice gladly taken!

W/L/D 0/0/1
W/L/D 4/1/2

Veni Vidi Variant

I came, I saw, I bought a new kind of Leman Russ. 
   
Made in us
Rampaging Chaos Russ Driver





Madison Wisconsin

Drop the stubber off the chimera (waste of points IMO) and put those points into meltas on your regular guard squads. That way if you get close to something big and scary you can unleash hell. Actually you could also use the points to put plasmas into the squads instead. To get more plasma/melta goodness into the infantry squads drop carapace armor and the bodyguards from the command squad. The command squad should be hiding behind the large infantry blogs anyways, and as such will have a 4+ cover save, and even if they die who cares? Honestly losing the command will not stop the torrent of fir from your guardsmen, it just takes away a stupid bonus that has made IG the best army in the game IMO.

Another thing would be to make the veteran squads have plasmaguns. I understand everyone does it, but its for good reason. Plasma rocks! It makes anything big and scary (marines, termies, some monstrous creatures) go bye bye. Also I would either drop the heavy weapon team (mortars suck) or make them have something cool.



[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] 
   
Made in us
Imperial Recruit in Training





I'm tempted to leave the stubbers on because, as a defensive weapon, it will always be able to fire and it just helps to be rolling more dice.

I mean, if I drop the bodyguards, carapace and mortar squads, then factor in the removal of the grenade launchers, thats 140 points, which is 14 plasma guns. That's more than enough to outfit an army with an over-representation of ancient technology. If I'm giving three plasma guns to the veterans, should I ditch the autocannons as well?

So besides that, does everything else seem to fit well?

This message was edited 1 time. Last update was at 2011/04/27 03:26:38


W/L/D 0/0/1
W/L/D 4/1/2

Veni Vidi Variant

I came, I saw, I bought a new kind of Leman Russ. 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Errr...I'm not really sure where to begin...

Normally if you post here, you're looking for adve on building a competitivelist, so...

If you combine infantry squads (blob them), you NEED a commissar, no ifs and or buts. Generally, people run power blobs, where the sergeants and commissar have power weapons. Platoon command squads should normally be equipped with 3-4 special weapons, so, I'd recommend dropping a special weapon squad to upgrade the PCS fully.

All of your veterans should either be mounted in chimeras or vendettas, as a bunch of foot slogging 10-man 5+, T3, dudes are going to get shot up by everything and anything and die a horrible death.

Bane wolves are also subpar in comparison to Hellhounds with multimeltas, mainly due to the short range of the bane wolf gun versus the hellhound.

Hybrid lists work fine, but you have to give the infantry a means of surviving, which is done through power blobs or chimeras with vets.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Rampaging Chaos Russ Driver





Madison Wisconsin

tenspeedscarab wrote:I'm tempted to leave the stubbers on because, as a defensive weapon, it will always be able to fire and it just helps to be rolling more dice.

I mean, if I drop the bodyguards, carapace and mortar squads, then factor in the removal of the grenade launchers, thats 140 points, which is 14 plasma guns. That's more than enough to outfit an army with an over-representation of ancient technology. If I'm giving three plasma guns to the veterans, should I ditch the autocannons as well?

So besides that, does everything else seem to fit well?


Actually the 140pts only gives you 9 plasmaguns and then 5pts leftover. Anyways, as said above the point of this forum is to make competitive lists, however I shy away from the overly competitive, and like the direction you were taking the list. The list you made has personal flair, and will be fun to use. However the commissar does sound like a must. Question; would you be opposed to running the infantry squads seperate? I do that with my guard and it works great. They can't get butchered in mass, and allows for more flexibility in deployment and movement on the battlefield, as well as roles played by the units. Plus you could always blob the squads together when playing for kill points. Just a thought.

Normally I would say drop the autocannons, but as of late I have strayed from exclusively saying what I would do. If you do care what I think then I say trade them for the heavy bolter. More shots = win. Plus the autocannon isn't going to pop tanks or even light vehicles left and right, so you could easily push its points into another plasmagun, etc.



[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] 
   
Made in us
Whiteshield Conscript Trooper



Atlanta, Georgia

Drop Carapace, Bodyguards, 1 SWS, and the stubbers.

In exchange for this you can add:

1. Chimera for the company command
2. 2 more plasmas for the Company command
3. Commissar for the Blob

Fair trade? YMDC, but I think so.

Then your blob is much more resilient, and since your sarges have no PW's, you won't mind shooting one when they fail that LD9 once in a while.
Also, since you have only 1 SWS now, he can go in the Vendetta, the bare bones PCS can run with the blob issuing FRFSRF at LD9 with the commie,
and the CCS runs with the melta vets to add a little bit more punch to your mobile element. Since you will want those meltas to get very close very fast,
if you can't do this turn 1, move 12" with all chimeras and all pop smoke. Next turn move up to 12" and drop the meltas, move 6-12"(dumpCCS if 12") with the CCS,
and BID the melta vets. If it's a land raider, then you're in prime position with 8 plasma shots to toast up some juicy insides.

So your Chimeras go right down their throat, bane wolves take a flank, blob takes an objective, and AC's/LC's/Barrage weps take pot shots.
Sounds like mayhem and carnage.

Enjoy!

Yea though I walk through the valley of the shadow of death, I shall fear no evil, for I am the baddest mother f er in the valley.  
   
Made in us
Imperial Recruit in Training





Thanks, this is amazing advice from all of you.

blacksails wrote:All of your veterans should either be mounted in chimeras or vendettas, as a bunch of foot slogging 10-man 5+, T3, dudes are going to get shot up by everything and anything and die a horrible death.

Bane wolves are also subpar in comparison to Hellhounds with multimeltas, mainly due to the short range of the bane wolf gun versus the hellhound.


The points for three more Chimeras are going to have to come from somewhere: advice? I feel like with the preponderance of cover in the new rules that if I didn't run a pair of Bane Wolves I would run into serious problems with Devastator/Havoc squads in rubble, and the multi-melta is to give them the capability of going tank hunting and also avoiding that stupid wound allocation messiness.

Bastirous666 wrote:The list you made has personal flair, and will be fun to use. However the commissar does sound like a must. Question; would you be opposed to running the infantry squads seperate? I do that with my guard and it works great. They can't get butchered in mass, and allows for more flexibility in deployment and movement on the battlefield, as well as roles played by the units. Plus you could always blob the squads together when playing for kill points. Just a thought.


Thanks, I like Guard because it's really nice to see personality shine through. I agree: I would be flexible in my decisions to clump them or not. It would depend on the mission, but I'm making this list so that when they blob, they don't lose any effectiveness: ie no heavy weapons.

Also, Aerospacer, good comments. I'll take a lot of that into account.


W/L/D 0/0/1
W/L/D 4/1/2

Veni Vidi Variant

I came, I saw, I bought a new kind of Leman Russ. 
   
 
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