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Made in us
Fresh-Faced New User




150pts Command Squad
-Counts as Straken
- Four Guardsmen have exchanged Lasguns for Laspistols
-Vox

105 Storm Trooper Squad A
-2 Meltaguns

105 Storm Trooper Squad B
-2 Meltaguns

360 pts Platoon 1
Platoon Command Squad
-3 Grenade Launchers
-Vox

Combined Squad
-23 Troopers
- vox
-3 Powerweapons
-3 Meltaguns
-Krak Grenades
-Commisser
-Priest

360 pts Platoon 2
Platoon Command Squad
-3 Grenade Launchers
-Vox

Combined Squad
-23 Troopers
- vox
-3 Powerweapons
-3 Meltaguns
-Krak Grenades
-Commisser
-Priest

125 pts Basilisk

165 pts Leman Russ Demolisher

160 pts Manticore

135 pts Devil Dog
-Multi-melta

145 pts Bane Wolf
-Multi-Melta

A total of 1810 pts, so I have 40 points left to spend... so what should I get and if neccassary, what should I get rid of?
   
Made in ca
Guard Heavy Weapon Crewman




Ontario, Canada

Wow, that's a really killy, close-combatty Guard list. Im pretty impressed actually. Long ranged support from the Basilisk and the Manticore with close support from the Demolisher.
Lots of improved close combat abilities from Straken and the Priests and the Commissars present a very hard-to-break close combat meat grinder style of good old attrition style Guard and the Krak Grenades and Melta Guns make them a threat for any target.

I like the nice touch of the anti-bigstuff/anti-tank of Stormtrooper Squads A and B. Lots of mobility with those squads to an otherwise more rigid army.

I really like it. The only place where I can see you having trouble with is capturing objectives. With so many troops tied up in your combined squads, another army with more flexability, or simply more troops choices running around, is gonna nab all the objectives while your uber-killy mobs riot around the streets with their Meltakov Kraktails


Again, I genuinely like the list. Very creative and very dangerous and killy.

This message was edited 1 time. Last update was at 2011/06/01 04:36:12


Lord-Commander Jeremiah Alexandre: 5th Victorian Army
+/- 3,500 Points

Phaeron Amheosiris of the Isiran Dynasty
+/- 3,500 Points

Lord Yersina Thrax of the Death Guard
+/- 750 Points 
   
Made in us
Fresh-Faced New User




I have 40 pts left over, should I get rid of somthing and add a veteran squad?
   
Made in us
Rough Rider with Boomstick





40 points + 25 points (dropping the voxes) + 15 points (Bane Wolf's Multimelta) + 40 points (dropping Krak Grenades on all squads) = 120 points

120 points is enough to start looking at an extra unit. With Straken, that unit should probably be infantry, but I can't give specific suggestions because I don't completely understand your list. You say 23 troopers in a combined squad, but list 3 meltas (which requires at least 30). Do you Commissars and Priests have equipment?
   
Made in us
Fresh-Faced New User




23 non- specilized troopers. And no. Crap, the Commisser needs a powerweapon at least.

   
Made in nl
Witch Hunter in the Shadows





Earth

Its not bad. Consdier a few suggestions:

First and formost drop all of the voxes and all the krak grenades. Give your seargents meltabombs, give your commissars pw's, and give your priests eviscerators. These are now mean assault units.

Second, I am a little baffled by your vehicle setup. The basilisk and the manticore can stay out of los and you can bubblewrap with a blob. Your demolisher, however, has to get close in order to be effective. Your other two forward tanks are only av12 and are bloated with upgrades that are not cost-effective. What this means is that those two bloated av12s and your awesome av14 are going to be hit with all the long range at-fire your enemy has.

I suggest one of two things. Drop your demolisher and fast attack tanks for another manticore/basilisk and more infantry. Something like this:

CCS, Straken
Priest, eviscerator
Priest, eviscerator
Priest, eviscerator

Stormies, 2 melta
Stormies, 2 melta

PCS
IS, meltabombs, pw, commissar, pw
IS, meltabombs, pw
IS, meltabombs, pw

PCS
IS, meltabombs, pw, commissar, pw
IS, meltabombs, pw
IS, meltabombs, pw

PCS
IS, meltabombs, pw, commissar, pw
IS, meltabombs, pw
IS, meltabombs, pw

Basilisk
Basilisk
Manticore

This comes in around 1750 so about 100 points to tweak things. With this you will want to hang back a bit to let the ordinance and suicide stormies do their thing. Once the enemy is softened up a bit you can run forward and engage. Another, more aggressive, alternative is the following:

CCS, Straken
Priest, eviscerator
Priest, eviscerator


Stormies, 2 melta
Stormies, 2 melta

PCS
IS, meltabombs, pw, commissar, pw
IS, meltabombs, pw
IS, meltabombs, pw

PCS
IS, meltabombs, pw, commissar, pw
IS, meltabombs, pw
IS, meltabombs, pw

Hellhound/Banewolf
Hellhound/Banewolf

Demolisher
Demolisher
Demolisher

This one comes in around 1770 so still some playing around room. Use the demolishers to form an av-14 wall and advance one or both of your blobs behind it. Use the hellhound/banewolf to keep your flanks clear. Once you open up use the blobs to mop up. I'm not too sure about the stormies role here although they may come in handy against certain lists.

Something to think about anyway...
   
Made in ca
Guard Heavy Weapon Crewman




Ontario, Canada

Personally, I dont mind the vox-network in there, but thats just me.
Meltabombs might be more effective than krak grenades, but its up to choice because a minimum of 30 krak grenades are bound to do some damage. thats your own choice.

When I read Priests and Commissars, I assumed power weapons. I'd definitely do that to give them some killing power. An evisorator on the priest is gonna make him a bigger target (cause he is an independant character) and therefore less survivable, especially cause he strike at I1. Again, thats your call, but like you said, the Commissars need power weapons at the very least (maybe with the sheer number of expendable troops around him, a powerfist might be a good investment).

I liked the Demolisher idea, and I know that unless you have them already, 3 Demolishers or X# of Basilks and Manticores just simply arent possible. Personally, I liked the close range support of the Demolisher combined with the long range support of the artillery. It not only gives your mob list some flavour and uniqueness, but it gives you some flexability and an unexpected combination.

I dunno, in my opinion, adding the power weapons and a couple little tweaks like that, is all you really need. No need to go out and buy a bunch of extra tanks to field the list. (If you already have said extra tanks, feel free to ignore this advice )

Lord-Commander Jeremiah Alexandre: 5th Victorian Army
+/- 3,500 Points

Phaeron Amheosiris of the Isiran Dynasty
+/- 3,500 Points

Lord Yersina Thrax of the Death Guard
+/- 750 Points 
   
Made in us
Fresh-Faced New User




Yeah, I don't have any other tanks or I would certainly being using them.

This brings a question, should I get another mob squad, simply for the purpose of bubble-wrapping our holding objectives? I could get rid of some of the extras and one of the light tanks?


Automatically Appended Next Post:
For Instance:

145 pts Command Squad
-Counts as Straken
- Four Guardsmen have exchanged Lasguns for Laspistols

105 Storm Trooper Squad A
-2 Meltaguns

105 Storm Trooper Squad B
-2 Meltaguns

370 pts Platoon 1
Platoon Command Squad
-3 Grenade Launchers

Combined Squad
-23 Troopers
-3 Powerweapons
-3 Meltaguns
-2 Meltabombs
-Commisser (Power Weapon)
-Priest (Shotgun)

370 pts Platoon 2
Platoon Command Squad
-3 Grenade Launchers

Combined Squad
-23 Troopers
-3 Powerweapons
-3 Meltaguns
-2 Meltabombs
-Commisser (Power Weapon)
-Priest (Shotgun)

305 pts Platoon 3
Platoon Command Squad
-1 Grenade Launchers

Combined Squad
-23 Troopers
-3 Powerweapons
-2 Meltaguns
-1 Meltabomb
-Commisser (Power Weapon)

125 pts Basilisk
165 pts Leman Russ Demolisher
160 pts Manticore

The third blob squad recieves less special weapons, meltabombs, and loses the priest as suits its defensive role.

This message was edited 1 time. Last update was at 2011/06/01 18:47:47


 
   
Made in ca
Guard Heavy Weapon Crewman




Ontario, Canada

That could work pretty well. The 3rd infantry squad is still big enough and still killy enough to more than hold its own, or even play a more offensive role that you're intending.
I dunno how I feel about the shotguns, but thats again, my personal opinion. I think if you cant get him the Evisorator, just do the close combat weapon and a pistol. it's the same strength as the shotgun (as far as I remember) and you get to re-roll your misses because of Righteous Fury.
I like the list though and the extra infantry are definitely gonna serve you well and it gives you a lit more objective holding and bubble-wrapping power.
I think if you stay with a list similar to this, or even your first one, and keeping some of the thing's we've talked about in mind you'll do well. Again, they're both good lists.

When you play it, make sure you tell me how well you do and which list you choose. Im curious to see if its gonna work as well in practice as it does in theory

Lord-Commander Jeremiah Alexandre: 5th Victorian Army
+/- 3,500 Points

Phaeron Amheosiris of the Isiran Dynasty
+/- 3,500 Points

Lord Yersina Thrax of the Death Guard
+/- 750 Points 
   
Made in us
Rough Rider with Boomstick





I also like the new list. You can absorb losses in the tank department because the infantry are what really is getting the job done in this list.
   
Made in us
Fresh-Faced New User




Biophysical wrote:I also like the new list. You can absorb losses in the tank department because the infantry are what really is getting the job done in this list.


Yep, that is the plan, and hopefully the storm troopers can screw with the enemy enough to keep them from launching a determined attack.

That could work pretty well. The 3rd infantry squad is still big enough and still killy enough to more than hold its own, or even play a more offensive role that you're intending.
I dunno how I feel about the shotguns, but thats again, my personal opinion. I think if you cant get him the Evisorator, just do the close combat weapon and a pistol. it's the same strength as the shotgun (as far as I remember) and you get to re-roll your misses because of Righteous Fury.
I like the list though and the extra infantry are definitely gonna serve you well and it gives you a lit more objective holding and bubble-wrapping power.
I think if you stay with a list similar to this, or even your first one, and keeping some of the thing's we've talked about in mind you'll do well. Again, they're both good lists.

When you play it, make sure you tell me how well you do and which list you choose. Im curious to see if its gonna work as well in practice as it does in theory


I think I am going to end up going with the second list, I like having so many infantry. The problem with the Eviscerator is it costs too much, I have no room for them. So I gave them a shotgun because the plan is that they stay in the back during combat to avoid being targetted and giving their fury to the rest of the squads. The third infantry squads role will be determined on how I think the other player plays his army.

And, sure, I'll let you know! Hopefully I don't just get crushed under the boots of a drop pod army or horde army.
   
Made in ca
Guard Heavy Weapon Crewman




Ontario, Canada

Hopefully I don't just get crushed under the boots of a drop pod army or horde army.


Nah, you should be fine. I'm sure that being that you'll be able to think of something to outsmart em

and good thinking about the shotgun. not normally a fan, but that's a really creative use for it

Lord-Commander Jeremiah Alexandre: 5th Victorian Army
+/- 3,500 Points

Phaeron Amheosiris of the Isiran Dynasty
+/- 3,500 Points

Lord Yersina Thrax of the Death Guard
+/- 750 Points 
   
Made in us
Fresh-Faced New User




Lord Graveline wrote:
Hopefully I don't just get crushed under the boots of a drop pod army or horde army.


Nah, you should be fine. I'm sure that being that you'll be able to think of something to outsmart em

and good thinking about the shotgun. not normally a fan, but that's a really creative use for it


Thank you. This will be my first time running Imperial Guard (I got tired of my Tau simply giving up and dying) so any advice would be helpful.
   
Made in us
Member of a Lodge? I Can't Say




WI

IC rules is that the IC has to move first to get in CC. The thing is with Priests, yeah, they are alittle flimsy, but they have a chainfist so they /screw up/ walkers and vehicles. You really want those. The shooty weapon doesn't even matter because they are 0pts, it is all about the chainfist. If you do hide him, make sure you get him moved up when a walker or vehicle is around. Just follow the basic rules when you can't move through friendly figs and only gaps big enough for his base to fit though.

Meltabombs suck. I will explain why... you get 1 attack with any grenade, no matter how many attacks you normally get. They only hit walkers on a 6, period. The whole reason why you put meltabombs in a unit is to defend against walkers and if you can catch a vehicle that hasn't moved. Sure... you get them off they are Str 8 with 2d6 armor penetration, but for 15 points your giving your squad 3 shots per turn to hit a walker...because let's face it, blobs are not agile enough to catch vehicles napping. You really are better off with krak grenades, even if you get it for one squad in the blob. Just make sure you remove those guys last and keep them up front so they can get invovled in combat.

I personally /really/ dislike Grenade Launchers because their best shot is a Str 6 AP4 krak grenade. This means anything with power armor is still getting a armor save and you need to roll out of your skull to actually hurt a AV 12 vehicle. Str 3 frags are only worth mentioning just to heap skorn. Congratulations, if you hit with that BS 3 krak, you will kill a Guardsman or an Ork.

And yeah, your blobs should be 24 troops. The Commissar is not a upgrade, but a seperate addition (though not a IC)... so 3 squads with the Commissar and the Priest is a 32 model count unit. Minus 3 sergeants and 3 special weapons, a commissar and a Priest is 24 troops.

You will want to use your PCS to hold your home objectives, probably in cover.

You will want to either put Straken in a Chimera or at least give him a Regimental Standard.

Good luck and hope this gives you some food for thought.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Rough Rider with Boomstick





You will NEVER end an AV12 walker with krak grenades. You might as well save the points and not buy them. You MIGHT end an AV12 walker with meltabombs. For a relatively small chance of breaking your large unit free from a tar pit, you pay the small premium of 15 points.

It takes 36 attacks with a krak grenade to get 1 glancing hit. It takes a minimum of 4 glancing hits to end a dread, 3 for an armored sentinel. It will likely take more. So krak is just points you're tossing away.

It takes about 7 attacks with meltabombs to get a penetrating hit on an AV12 walker. So you'll probably get one about every other close combat phase, meaning it isn't unreasonable to expect your blob to be free from the walker in 3 game turns. It might be sooner, it might be later. Either way, its probably worth 15 points to give your nearly 300 point unit a chance.
   
Made in nl
Witch Hunter in the Shadows





Earth

BlkTom wrote: Sure... you get them off they are Str 8 with 2d6 armor penetration, but for 15 points your giving your squad 3 shots per turn to hit a walker...because let's face it, blobs are not agile enough to catch vehicles napping.


I think you missing the point. You don't take meltabombs so your blob can go charge a walker. You take meltabombs IN CASE a walker charges your blob.

   
Made in us
Member of a Lodge? I Can't Say




WI

Barksdale wrote:
BlkTom wrote: Sure... you get them off they are Str 8 with 2d6 armor penetration, but for 15 points your giving your squad 3 shots per turn to hit a walker...because let's face it, blobs are not agile enough to catch vehicles napping.


I think you missing the point. You don't take meltabombs so your blob can go charge a walker. You take meltabombs IN CASE a walker charges your blob.


Oh, I am well aware of that. I play against Blood Angels all the time, so walker defence is always very key in my mind. Why I am suggesting for 15pts you buy the Enviscerator on the Priest. He has a much better chance to hit and nearly as good of a AP as the Melta grenade... Str 6 + 2d6 vs Str 8 + 2d6. He gets 2 attacks per round and re-rolls miss chances if he assaults. With a 4+ to hit, he is probably still hitting once a turn. Only big flaw with him is the IC tag.

To be frank, I would get both if your that worried about it. If your that close to a walker, assault it first so you get to re-roll those meltabomb attacks and the chainfist due to the Priest.

As for the Krak, yeah, you have a good point. With 10-11 shots you /should/ hit at least once, and taking off a arm weapon on a walker takes off everything on the arm, I consider that a win. You don't have to blow it up to defeat it.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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