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![[Post New]](/s/i/i.gif) 2011/05/08 11:25:18
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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I have never written an Imperial guard list before, as I normally play Eldar, Orks and Necrons, but I am thinking of starting them and this is the list I'm thinking of using. I haven't bought any of the stuff yet so taking units out isn't a problem.
HQ
Company Command Squad
-Colonel 'Iron Hand' Straken
-Medipack
-Regimental Standard
-Vox Caster
-Grenade Launcher
-Plasma Gun
Troops
Platoon A
Platoon Command Squad
-Power Weapon
-Medipack
-Platoon Standard
-Vox Caster
-Grenade Launcher
-Melta Gun
Infantry Squad AA
-Melta Gun
Infantry Squad AB
-Melta Gun
Infantry Squad AC
-Melta Gun
Heavy Weapons Squad AA
-Lascannons
Heavy Weapons Squad AB
-Autocannons
Heavy Weapons Squad AC
-Heavy Bolters
Platoon B
Platoon Command Squad
-Power Weapon
-Platoon Standard
-Vox Caster
-Grenade Launcher
-Melta Gun
-Chimera - Pintle Mounted Heavy Stubber
- Extra Armour
Infantry Squad BA
-Flamer
-Grenade Launcher
-Chimera - Pintle Mounted Heavy Stubber
- Extra Armour
Infantry Squad BB
-Flamer
-Grenade Launcher
-Chimera - Pintle Mounted Heavy Stubber
- Extra Armour
Infantry Squad BC
-Flamer
-Grenade Launcher
-Chimera - Pintle Mounted Heavy Stubber
- Extra Armour
Heavy Support
Leman Russ Battle Tank
-Multi Meltas
Leman Russ Punisher
-Plasma Cannons
Fast Attack
Scout Sentinel Squad (3)
-Missile Launchers
I make this exactly 2,000 points, but these are my calculations so I might be wrong. The idea is that Platoon A sits back with the Leman Russes and shoots stuff/sits on objectives, while the sentinels come down one flank and Platoon B in its Chimeras comes down the other. I would be extremely grateful for any suggestions. Thanks.
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This message was edited 1 time. Last update was at 2011/05/08 11:25:57
-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/08 11:38:18
Subject: Imperial Guard 2,000pt list: First Try
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Waaagh! Warbiker
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So platoon A, with your 12" range melta weapons is sitting back? Also, drop the platoon standards on your pcs, they are worth jack all.
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"Da Mek'z tinker nd do their job
The boys 'll smash yah, so will da Nob
The Bos 'll stompa till your dead
Snikrot 'll kill ya wiff is hands behind is 'ead!"
^^^^ Ode to Snikrot, the Sneakiest, Stabbiest, Morkiest, Kommando to ever walk the face of whoever looked at him funny! Tourne W/D/L 6/0/0 Public W/D/l 24/2/8 All with my orksof course
squidhills wrote:It is for the same reason that Chaplains wear black: so that they will be inherantly more awesome than the guy in blue, and thus the purity of the Chapter is assured.
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![[Post New]](/s/i/i.gif) 2011/05/08 12:16:47
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Ah, yeah, good point. I really should have spotted that. I'll take the melta guns out of the 3 infantry squads and the platoon command squad and I'll remove the platoon standards as well. Thanks.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/08 12:40:14
Subject: Imperial Guard 2,000pt list: First Try
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Water-Caste Negotiator
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The way i'm reading it is that you've given vox casters to everyone who can give orders but none to the infantry squads so they won't work. Also you have taken 2 special weapons for your infantry squads when you're only allowed one, and you arn't allowed to take that much stuff on the Company command squad and the Platoon command squad of Platoon A.
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![[Post New]](/s/i/i.gif) 2011/05/08 13:18:06
Subject: Imperial Guard 2,000pt list: First Try
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Sagitarius with a Big F'in Gun
Brisbane
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The standards and medipacks aren't doing much, the voxes aren't doing much, the squads with no weapons aren't doing much, and Straken isn't doing much (he should be pushing forward with the Chimeras). Multi meltas on the LRBT aren't doing much, and a Punisher aren't doing much. So there is a lot of this army not doing much.
Scout sentinels mounting AC is better, much better against transports, and light vehicles (mathammer doesn't lie).
Also only one special weapon on a squad is allowed.
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This message was edited 2 times. Last update was at 2011/05/08 13:22:49
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![[Post New]](/s/i/i.gif) 2011/05/08 13:21:44
Subject: Imperial Guard 2,000pt list: First Try
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Long-Range Black Templar Land Speeder Pilot
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If you have Straken, i would recommended charging both platoon forward with him, plus who doesn't love a suicide rush? But in you might want to consider it, with all those power weapons and attacks, all with furious charge? Definetly switch out the punisher for either another regular Russ with Plasma sponsons.
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![[Post New]](/s/i/i.gif) 2011/05/08 13:45:31
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Ok, thanks everyone. I'll re-write the list a bit and then post it on this thread later (tommorow hopefully).
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This message was edited 1 time. Last update was at 2011/05/08 14:15:41
-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/09 17:25:15
Subject: Re:Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Ok, I've updated my list, and this is what it looks like at the minute.
HQ
Company Command Squad
-Colonel 'Iron Hand' Straken
-Medi-Pack
-Vox Caster
-Plasma Gun
-Chimera - Pintle Mounted Heavy Stubber
- Extra Armour
Troops
Platoon A
Platoon Command Squad A
-Medi-Pack
-Vox Caster
-Grenade Launcher
Infantry Squad AA
-Vox Caster
Infantry Squad AB
-Vox Caster
Infantry Squad AC
-Vox Caster
Heavy Weapons Squad AA
-Lascannons
Heavy Weapons Squad AB
-Autocannons
Heavy Weapon Squad AC
-Heavy Bolters
Platoon B
Platoon Command Squad
-Power Weapon
-Vox Caster
-Grenade Launcher
-Melta Gun
-Chimera -Pintle Mounted Heavy Stubber
-Extra Armour
Infantry Squad BA
-Flamer
-Vox Caster
-Chimera -Pintle Mounted Heavy Stubber
-Extra Armour
Infantry Squad BB
-Flamer
-Vox Caster
-Chimera -Pintle Mounted Heavy Stubber
-Extra Armour
Infantry Squad BC
-Flamer
-Vox Caster
-Chimera -Pintle Mounted Heavy Stubber
-Extra Armour
Heavy Support
Leman Russ Battle Tank
-Plasma Cannons
Leman Russ Battle Tank
-Plasma Cannons
Fast Attack
Scout Sentinel Squad
-Autocannons
After these changes I have 40pts spare, I was thinking about trying to shave 5pts off somewhere and then giving a Plasma Gun to each of my Infantry squads in platoon A, but if anyone has any other suggestions they would be really helpful. Also I was wondering If I am now within the rules with the amount of stuff that I have given to my Command Squads and if there are any other changes that could be made to improve my list.
Thanks.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/09 19:40:32
Subject: Imperial Guard 2,000pt list: First Try
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Guardsman with Flashlight
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I don't like sponsons because I like to keep mobile to protect against assault, If you are just going to sit there its fine I guess.
Scince you are taking Straken, I will assume that you want to assault, at least with the platoon without chimeras(If not, drop Straken).
Platoon A should be combined into one squad, given power weapons and a commisar. Hopfully they will also have assault weapons like meltas.
The list lacks anti-tank, you need to get some meltaguns in there!
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![[Post New]](/s/i/i.gif) 2011/05/09 20:11:23
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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The idea is that Platoon A sit back with the Leman Russes and shoot stuff, while the CCS and Platoon B move forward in their Chimera's and assault. I know guardsmen aren't renowned for CC prowess but I was more thinking along the lines of PCS and CCS get out of the Chimera's and attack in CC and the 3 infantry squads get out and shoot things at close range, only moving into CC if they are really needed.
I'm thinking of swapping the flamers on the infantry squads in platoon B for Melta guns, as these are going to be the only squads close enough to shoot a tank or 2 given the Melta gun's short range?
Do you think that I should give the CCS melta bombs, as they might not be needed given Stacken's strength 7 hit on the charge and the fact that he rolls 2D6 for armour penetration?
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/09 20:47:57
Subject: Imperial Guard 2,000pt list: First Try
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Guardsman with Flashlight
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If you want to assault with IG, it needs to be through numbers, that means a combined squad of 30 guardsmen with powerweapons and a commissar. Going in with straken helps too.
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![[Post New]](/s/i/i.gif) 2011/05/09 21:25:50
Subject: Imperial Guard 2,000pt list: First Try
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Whiteshield Conscript Trooper
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![[Post New]](/s/i/i.gif) 2011/05/10 08:15:20
Subject: Re:Imperial Guard 2,000pt list: First Try
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Focused Dark Angels Land Raider Pilot
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The first thing you need to understand about Guard is that you need quantity over quality. Let that be your guiding principle when making your lists.
Here is some overall advice to help save some points and get more units.
Get rid of all the Vox casters. They are far too expensive for what they give you.
Heavy Stubbers aren't necessary on the Chimeras. You've already got more than 70 Guardsmen with Lasrifles, why pay for more Las shots?
Your Heavy Weapon Squads are confused. Heavy Bolters are terrible and Lascannons are WAY overcosted. Make them all Autocannons if you have to take them.
Infantry squads with zero special/heavy weapons are failures. Give them a heavy and a special weapon each or leave them at home. GL/AC or Melta/AC are good combinations.
Extra Armour is way too expensive on Chimeras, don't even bother with it.
Plasma Cannons are far too expensive on LRBT. In fact, I would ditch the LRBT full stop and get some Manticores instead.
You also need more Meltaguns.
With the above deductions and additions, you should have another 250 points to spend. I would recommend getting 2 Vendettas.
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You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
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![[Post New]](/s/i/i.gif) 2011/05/10 12:01:14
Subject: Imperial Guard 2,000pt list: First Try
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Sagitarius with a Big F'in Gun
Brisbane
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Vox casters are not worth it unless you put one on a blob, orders are useful but they are not to be relied upon under an circumstance, if they fail there is no detriment anyway.
Medi packs cost a fortune (30 pts!!!) and don't help your survival much, CCS and PSC are 5 man squads, let face it if you are being shot at, your dead, medi packs aren't going to stop that, besides, what casualties are you going to remove? a special weapon? or a guy with a lasgun, if it ain't adding to your firepower it ain't worth taking.
The most important thing to remember with guard is squads only do one thing, and one thing only, they then support each other, that is how guard functions, there is no other effective way to play it.
for the amount of extra armor and heavy stubbers you have you could buy 2 more chimeras, or 2 squads, ou a vendetta, or any number of other much more useful things.
firebase infantry squads should def have a HW, mobile should def have a special weapon.
AC is the best HWS weapon, anything else is a waste. Lascannons can go on infantry squads if you really want but ML or AC is better here too.
You need a ton more melta guns, and maybe a few plasma.
The infantry flamers can go on the chimera as HF and the squads get melta.
Plasma cannon sponsons are great on Executioners, not needed on anything else.
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![[Post New]](/s/i/i.gif) 2011/05/10 12:33:32
Subject: Re:Imperial Guard 2,000pt list: First Try
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Guardsman with Flashlight
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Rampage, over all a really good "first attempt" at the army list. Here is my advice....
If assault guard is your thing then combine squads and give them a Commissar w/ a P weapon. The Commissar plus two Sgt.s with power weapons can be pretty effective AND you've got 18 other guardsmen to soak up those wounds! Combat resolution won't matter due to the Commissar so if nothing else you tie up a squad or two of theirs in assault for the rest of the game! I once tied up a "Changer of Ways" for 4 turns (8 assault phases) with a 21 man squad of Guard!
As far as your Platoon B goes if they are going for the chimera rush another option is to take Vets. Their Sgt. can rock a Power fist and they can take THREE special weapons per squad. They can also upgrade to a 4+ save which would make them last longer in assault. As a general rule (for me anyway) my infantry platoons do the hanging back and shooting and my Vets "storm the front" (counter-strike reference there  ).
Something else to consider, and this is just me, but if assault is really what you wanna do then look at Ogryn and Rough Ridders. Ogryn are beast, shooting and CC. The models for the Rough Riders kinda suck but Forge World has some awesome versions in Death Korp is your thing (it is mine  ). Rough Rider conversions are also pretty neat so its worth a look.
Also if you really wanna upset people a squad of 50 conscripts w/ a Lord Commissar would make a beast of a unit. I myself would field it, just way too many models to try and move around, but it might strike your fancy.
Also a word to the wise about guard in general... Anything to avoid BS 3 do it! Like Plasma Cannon's on your Sents.
Other than that good luck my friend and may the Emperor be with you!
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![[Post New]](/s/i/i.gif) 2011/05/11 02:48:44
Subject: Re:Imperial Guard 2,000pt list: First Try
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Focused Dark Angels Land Raider Pilot
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Commissar Rant wrote:Rampage, over all a really good "first attempt" at the army list. Here is my advice....
If assault guard is your thing then combine squads and give them a Commissar w/ a P weapon. The Commissar plus two Sgt.s with power weapons can be pretty effective AND you've got 18 other guardsmen to soak up those wounds! Combat resolution won't matter due to the Commissar so if nothing else you tie up a squad or two of theirs in assault for the rest of the game! I once tied up a "Changer of Ways" for 4 turns (8 assault phases) with a 21 man squad of Guard!
As far as your Platoon B goes if they are going for the chimera rush another option is to take Vets. Their Sgt. can rock a Power fist and they can take THREE special weapons per squad. They can also upgrade to a 4+ save which would make them last longer in assault. As a general rule (for me anyway) my infantry platoons do the hanging back and shooting and my Vets "storm the front" (counter-strike reference there  ).
Something else to consider, and this is just me, but if assault is really what you wanna do then look at Ogryn and Rough Ridders. Ogryn are beast, shooting and CC. The models for the Rough Riders kinda suck but Forge World has some awesome versions in Death Korp is your thing (it is mine  ). Rough Rider conversions are also pretty neat so its worth a look.
Also if you really wanna upset people a squad of 50 conscripts w/ a Lord Commissar would make a beast of a unit. I myself would field it, just way too many models to try and move around, but it might strike your fancy.
Also a word to the wise about guard in general... Anything to avoid BS 3 do it! Like Plasma Cannon's on your Sents.
Other than that good luck my friend and may the Emperor be with you!
You cannot be serious. The only advice worth taking out of all that is that Veterans are good.
Plasma cannons on Sentinels? Why on earth would you spend 80 points on a 12/10/10 Plasma Cannon. Armoured Sentinels have such small profiles so getting side armour shots is far too easy, and they can't even Outflank.
Large conscript squads don't scare anyone. They're gimped in assault and can't even hold objectives properly. Unless you're using them as cheap charge/movement blockers (like Kroot in Tau lists) don't even bother with them.
Here is a list that incorporates all of the advice I have given so far, while still staying true to the hybrid/orders theme you were going for.
CCS - 4 x Plasma Guns, Astropath, Chimera
CCS - 4 x Plasma Guns, Chimera
Veteran Squad - 3 Meltaguns, Autocannon, Chimera
Veteran Squad - 3 Meltaguns, Autocannon, Chimera
Veteran Squad - 3 Meltaguns, Autocannon, Chimera
Veteran Squad - 3 Meltaguns, Autocannon, Chimera
PCS - 4 Grenade Launchers
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Vendetta
Vendetta
Scout Sentinel Squadron (3) - 3 x Autocannons
Manticore
Manticore
You'll notice that not many squads have upgrades beyond special/eavy weapons, this is intentional. IG don't work by giving everyone Carapace armour or superfluous upgrades like Vox casters or power weapons, they work by bring as many big guns to the table as possible and shooting your opponent to hell. The Astropath is there to help in situations where you need to use reserves, such as when you go second against another gunline list and don't want to lose your vendettas first turn. They also help the Sentinels get in sooner when Outflanking.
Oh, and PCS orders aren't really all that usefull, so having more of them isn't very beneficial. You've got two CCS anyway.
Hope that all helps. Guard can be quite unforgiving if not built correctly, so I'd hate for you to buy and model all these expensive upgrades only to realise later on that they're a waste.
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You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
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![[Post New]](/s/i/i.gif) 2011/05/11 18:54:31
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Ok, thanks for the advice everyone. I like the above list, and will probably base my list on it when I re-post it to this thread at the weekend. The reason I went with 2 platoons instead of veterans is because my friend plays a guard and when he uses veterans and we end up playing annihilation they are really easy to get kill points out of. So yeah, thanks for all the advice everyone and I'll add an updated version of my list to the thread onn Saturday.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/11 19:01:28
Subject: Re:Imperial Guard 2,000pt list: First Try
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Hauptmann
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Theres a couple of concerns I would have about the suggested list. Firstly, the IS's. They will be super easy to get KP from, as they don't have great leadership and probably won't kill much. The vets have wasted points on the autocannons. Since they're melta vets they should be zooming towards the enemy to turn them into molten slag. That means that the autocannon can't fire because the unit moved. The scout sentinels are meh. I've never had luck with them so my suggestion is to avoid them. My biggest issue with the sentinels is that they can be gunned down by bolters, something I face a lot of at my FLGS. Lastly, the heavy support section doesn't really have much there. I like manticores, but prefer russes. Regardless of what you take, take 3
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Just my 2 cents
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![[Post New]](/s/i/i.gif) 2011/05/11 23:25:02
Subject: Imperial Guard 2,000pt list: First Try
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Fixture of Dakka
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I agree with orkboy232 on the point about the Infantry Squads.
Why not put a commissar in one of the squads so that you can blob several squads together into an LD9, Stubborn unit?
I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
I also agree with his points about the melta vets autocannons and the scout sentinels but your meta may differ from mine.
I don't really see a huge problem with two Manticores instead of LRs but I prefer to go with only one of them and take something that has an AP2 or 3 pie plate tosser.
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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![[Post New]](/s/i/i.gif) 2011/05/12 02:07:10
Subject: Imperial Guard 2,000pt list: First Try
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Sagitarius with a Big F'in Gun
Brisbane
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JB wrote:
I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
You get your guard blobs into HtH with Fire warriors? Give me some off those magic teleporters!
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![[Post New]](/s/i/i.gif) 2011/05/12 03:00:13
Subject: Imperial Guard 2,000pt list: First Try
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Fixture of Dakka
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Guaiwu wrote:JB wrote:
I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
You get your guard blobs into HtH with Fire warriors? Give me some off those magic teleporters!
It's easy when the Tau player is only 18" away and I get first turn. He uses small units of Fire Warriors (six figures each). I can move six and then using the order "Move, Move, Move" roll three dice and pick the highest for my run distance. Then he shoots me during his turn with twelve shots. My 31 figure blob is Stubborn, LD 9, so it keeps good morale and crushes the Tau Fire Warriors on Turn 2 Assault.
It's harder when the scenario is different and he puts his Fire Warriors further back.
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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![[Post New]](/s/i/i.gif) 2011/05/12 03:18:34
Subject: Re:Imperial Guard 2,000pt list: First Try
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Focused Dark Angels Land Raider Pilot
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orkboy232 wrote:Theres a couple of concerns I would have about the suggested list. Firstly, the IS's. They will be super easy to get KP from, as they don't have great leadership and probably won't kill much. The vets have wasted points on the autocannons. Since they're melta vets they should be zooming towards the enemy to turn them into molten slag. That means that the autocannon can't fire because the unit moved. The scout sentinels are meh. I've never had luck with them so my suggestion is to avoid them. My biggest issue with the sentinels is that they can be gunned down by bolters, something I face a lot of at my FLGS. Lastly, the heavy support section doesn't really have much there. I like manticores, but prefer russes. Regardless of what you take, take 3
While personally I agree with what you’re saying about the number of Infantry Squads, I was trying to keep the list roughly as close to the original as possible, hence their inclusion. Small numbers of IS squads can be very useful however – layering and DS protection is always good for a gunline list.
The Veteran Autocannons are simply there to give you options. Guard out shoots almost every army in the game, so as a Guard player, 90% of the games you play will generally involve you sitting back and waiting for the enemy to come to you. Kill point mission, or missions with small number of objectives, are a good example of this. Straight up Meltavets are hamstrung in this situation as they can only work at short range, which forces you to move your Chimeras closer to your opponent. This makes your Chimeras vulnerable to side armour shots, armies with strong mid-range firepower (such as GK Psycannon spam), and other Melta units. Giving the squads Autocannons (or any long range firepower, really) means they can actually contribute at > 24” range and don’t force you into making stupid, suicidal decisions with your precious Meltaguns.
This is Guard, remember? More firepower is good. Having more tactical options is good.
Oh, and about LRBT – there is nothing that a basic LRBT does that a Manticore doesn’t do better. Don’t let the AP3 fool you, they’ll still get their cover saves. Unless your opponent is an idiot who bunches up his space marines into nice little blobs and stays out of cover. I wouldn’t count on it though.
Your opponents are shooting Bolters at Av10? Lol. Each shot that hits has a 1/18 chance of doing anything, so your 220 point Tactical Squad killed a 45 point walker, yay for efficiency! Scout Sentinels with Multilasers/Autocannons have 42”-54” range, why are you Outflanking them with Rapid Fire distance of Bolters in the first place?
orkboy232 wrote:Why not put a commissar in one of the squads so that you can blob several squads together into an LD9, Stubborn unit?
Think about it. What do Guard squads, with no real CC options to speak of whatsoever, gain by being blobbed together? You can bubble wrap a tank with 10 men just as easily as you can with 20. You can lose 20 Guardsmen to a tank shock/flamer manoeuvre just as easily as you can lose 10. With 2 CCS you can FRFSRF two squads just as easily as one.
As a general rule you don’t really want to tarpit assaults for too long, if at all. So your 20 man blob is Stubborn? Sweet! That just means my assaulting unit is safe from return fire the next turn.
As a Guard player, you want that 10 man Infantry squad to die in one assault phase, leaving you free to shoot the assaulting unit to death in your next turn, while also bubble wrapping it with the next expendable Infantry squad. So that big scary TWC unit killed two of your Infantry Squads, big deal? You also held it up for two full turns, giving you plenty of time to re-position all your other units and concentrate on dismantling the rest of his army.
This is what good Guard players do and terrible ones do not. Please, run all your Chimeras 12” forward and unload your Meltavets in front of my tanks. Cheers.
orkboy232 wrote:I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
Come on, get serious. Guard blobs are on foot. They can only move 7-12” per turn. They receive assaults, they don’t initiate them.
What sort of Tau player runs his Fire Warriors into assault range of a non-mounted assault unit. The ones with 30” weapons that ignore your armour saves? Ditto for the Space Marines player. Why are Guardians, as fearsome in assault as they are, anywhere near combat in the first place?
Edit:
JB wrote:Guaiwu wrote:JB wrote:
I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
You get your guard blobs into HtH with Fire warriors? Give me some off those magic teleporters!
It's easy when the Tau player is only 18" away and I get first turn. He uses small units of Fire Warriors (six figures each). I can move six and then using the order "Move, Move, Move" roll three dice and pick the highest for my run distance. Then he shoots me during his turn with twelve shots. My 31 figure blob is Stubborn, LD 9, so it keeps good morale and crushes the Tau Fire Warriors on Turn 2 Assault.
It's harder when the scenario is different and he puts his Fire Warriors further back.
Ohh. Whenever your opponent is an idiot, and you're using a 250 point blob to kill 60 points worth of fire warriors. Gotcha.
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This message was edited 1 time. Last update was at 2011/05/12 03:20:47
You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
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![[Post New]](/s/i/i.gif) 2011/05/12 04:17:03
Subject: Imperial Guard 2,000pt list: First Try
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Sagitarius with a Big F'in Gun
Brisbane
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JB wrote:Guaiwu wrote:JB wrote:
I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
You get your guard blobs into HtH with Fire warriors? Give me some off those magic teleporters!
It's easy when the Tau player is only 18" away and I get first turn. He uses small units of Fire Warriors (six figures each). I can move six and then using the order "Move, Move, Move" roll three dice and pick the highest for my run distance. Then he shoots me during his turn with twelve shots. My 31 figure blob is Stubborn, LD 9, so it keeps good morale and crushes the Tau Fire Warriors on Turn 2 Assault.
It's harder when the scenario is different and he puts his Fire Warriors further back.
Oh, your opponent puts fire warriors at 18", so I suppose he fields Aun'va and faces his rear armor towards you after the move as well?
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![[Post New]](/s/i/i.gif) 2011/05/12 14:45:00
Subject: Re:Imperial Guard 2,000pt list: First Try
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Fixture of Dakka
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unbeliever87 wrote:
Small numbers of IS squads can be very useful however – layering and DS protection is always good for a gunline list.
The Veteran Autocannons are simply there to give you options. ... Giving the squads Autocannons (or any long range firepower, really) means they can actually contribute at 24” range and don’t force you into making stupid, suicidal decisions with your precious Meltaguns.
This is Guard, remember? More firepower is good. Having more tactical options is good.
Oh, and about LRBT – there is nothing that a basic LRBT does that a Manticore doesn’t do better. Don’t let the AP3 fool you, they’ll still get their cover saves.
Think about it. What do Guard squads, with no real CC options to speak of whatsoever, gain by being blobbed together? You can bubble wrap a tank with 10 men just as easily as you can with 20. You can lose 20 Guardsmen to a tank shock/flamer manoeuvre just as easily as you can lose 10. With 2 CCS you can FRFSRF two squads just as easily as one.
As a general rule you don’t really want to tarpit assaults for too long, if at all. So your 20 man blob is Stubborn? Sweet! That just means my assaulting unit is safe from return fire the next turn.
As a Guard player, you want that 10 man Infantry squad to die in one assault phase, leaving you free to shoot the assaulting unit to death in your next turn, while also bubble wrapping it with the next expendable Infantry squad. So that big scary TWC unit killed two of your Infantry Squads, big deal? You also held it up for two full turns, giving you plenty of time to re-position all your other units and concentrate on dismantling the rest of his army.
I generally agree with the main points listed above. Plain LRBTs are worse than Manticores against most targets. Cascading single PIS makes sense most of the time.
unbeliever87 wrote:
Ohh. Whenever your opponent is an idiot, and you're using a 250 point blob to kill 60 points worth of fire warriors. Gotcha.
Two of three missions are based on objectives. Guardians, Tac Marines, and Fire Warriors are often used to guard those objectives. An IG power blob will take those objectives from most basic troop choices or at least tarpit and contest.
As you pointed out, IG work better with more tactical options. A single commissar in one PIS of a platoon gives you additional options. Having all of your squads as individual 10 man units is not always the best option.
Guaiwu wrote:JB wrote:Guaiwu wrote:JB wrote:
I like to put several power weapons into the blob as well so that it can make short work of a unit of tactical marines, fire warriors, or guardians.
You get your guard blobs into HtH with Fire warriors? Give me some off those magic teleporters!
It's easy when the Tau player is only 18" away and I get first turn. He uses small units of Fire Warriors (six figures each). I can move six and then using the order "Move, Move, Move" roll three dice and pick the highest for my run distance. Then he shoots me during his turn with twelve shots. My 31 figure blob is Stubborn, LD 9, so it keeps good morale and crushes the Tau Fire Warriors on Turn 2 Assault.
It's harder when the scenario is different and he puts his Fire Warriors further back.
Oh, your opponent puts fire warriors at 18", so I suppose he fields Aun'va and faces his rear armor towards you after the move as well?
You can insult my opponents all you want, but sometimes the locations of objectives put basic troops where I can reach them with my infantry assaults. I should also point out that table set ups don't always give those Fire Warriors a 30" deep engagement area. Not everyone plays on tables that look like football fields.
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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![[Post New]](/s/i/i.gif) 2011/05/12 20:19:00
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Ok, this is probably a bit of a stupid question, but do you have to kill the entire platoon to get a kill point or does each squad in the platoon count as a kill point?
If you have to kill the entire platoon, I'll probably keep at least 1 platoon, if not, I'll go veterans.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/12 20:26:41
Subject: Imperial Guard 2,000pt list: First Try
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Fixture of Dakka
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If you "blob" squads together then they count as one kill point total. Just remember that the PCS cannot "blob" with the infantry squads. So your four squad platoon would give up two kill points: one for the 40 man unit made up of the four squads (if you chose to join all four together in just one unit) and one for the five man PCS.
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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![[Post New]](/s/i/i.gif) 2011/05/12 20:42:20
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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That letter organization is Wrong.
It would be first platoon first squad. Squads are numbers not letters.
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5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.
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![[Post New]](/s/i/i.gif) 2011/05/12 20:50:08
Subject: Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Ok, thanks, I think I'll probably go for at least one platoon then.
Thanks for the info on squad organization, I'll correct it when I next post an updated version of my list to this thread.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2011/05/12 20:55:51
Subject: Imperial Guard 2,000pt list: First Try
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Fixture of Dakka
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Don't forget a commissar in one of the squads. A blob really needs that LD 9 stubborn to ensure that it holds or contests an objective.
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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![[Post New]](/s/i/i.gif) 2011/05/16 20:47:09
Subject: Re:Imperial Guard 2,000pt list: First Try
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Longtime Dakkanaut
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Thank you all for your help, here is a further updated army list and criticism / suggestions would be appreciated, thanks.
HQ
Company Command Squad
-Colonel 'Iron Hand' Straken
-Plasma Gun
-Chimera
Troops
Platoon 1
Platoon Command Squad 1
-Grenade Launcher
(The 3 Infantry Squads below are 'blobbed')
Infantry Squad 1.1
-Commisar
Infantry Squad 1.2
Infantry Squad 1.3
Heavy Weapons Squad 1.1
-Lascannons
Heavy Weapons Squad 1.2
-Autocannons
Heavy Weapon Squad 1.3
-Heavy Bolters
Veteran Squad 1
-Power Weapon (Sergeant)
-3 Melta Guns
-Grenadiers
-Chimera
Veteran Squad 2
-Power Weapon (Sergeant)
-3 Melta Guns
-Grenadiers
-Chimera
Veteran Squad 3
-Power Weapon (Sergeant)
-3 Melta Guns
-Grenadiers
-Chimera
Heavy Support
Leman Russ Battle Tank
-Plasma Cannons
Manticore Rocket Launcher
Fast Attack
Scout Sentinel Squad
-Autocannons
Firstly, I make this list to be 1910 points, so if anyone has any suggestions to how I could use these 90 spare points please post to this thread.
The reason I kept Straken is because the background that I was planning on using for this force was that it was to be an example of the Catachan II, also he's a CC beast and the fact that he gives all friendly units within 12" Furious Charge and Counter-Attack will give my veteran squads (which I plan to keep nearby) more of an advantage in combat. I know guard aren't suppossed to be used in combat but I figured it would be fun to have a load of guardsmen charge various enemy squads and possibly win the combat (maybe).
I also included one of each the LRBT and the Manticore simply because I like Leman Russes. Manticores seem beastly but once they have used all 4 of their missiles they are pretty ineffective for the rest of the game, so having another vehicle that can keep causing havoc seemed sensible.
If anyone also has any ideas to how I could cut down on points a bit to squeeze some Ogryns in a Chimera into my list that would also be good. Thanks.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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