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Made in au
Dark Angels Neophyte Undergoing Surgeries





HQ:
- Company Command Squad - 4 meltaguns, krak grenades, carapace armour, officer of the fleet - 145 points
- Company Command Squad - 4 meltaguns, krak grenades, carapace armour, astropath - 145 points

Elites:
None

Troops:
- Infantry Platoon - 215 points
~ Platoon Command Squad - 4 meltaguns, krak grenades - 75 point
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
- Infantry Platoon - 215 points
~ Platoon Command Squad - 4 meltaguns, krak grenades - 75 point
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
- Infantry Platoon - 215 points
~ Platoon Command Squad - 4 meltaguns, krak grenades - 75 point
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points


Fast Attack:

- Hellhound - Heavy Flamer, heavy stubber, smoke luanchers - 145 points
- Hellhound - Heavy Flamer, heavy stubber, smoke luanchers - 145 points
- Hellhound - Heavy Flamer, heavy stubber, smoke luanchers - 145 points

Heavy support:

- Leman Russ Demolisher - Lascannon, heavy stubber - 190 points
- Leman Russ Demolisher - Lascannon, heavy stubber - 190 points
- Leman Russ Demolisher - Lascannon, heavy stubber - 190 points

Total: 1925 points, what should I get with the remaining points?

The plan is to split into 3 groups with an infantry platoon, hellhound and demolisher in each. The company command squads go into whichever group they are needed in, but are not essential to the plan. Everything marchs up the field at 6" a turn, firing everything.

Any constructive criticism on the list, choices and options, is welcome.
I was wondering if the company command squads are needed, should i switch them out for heavy weapon teams for fire support?
Thanks all.

This message was edited 1 time. Last update was at 2011/06/04 22:59:53


A plea of innocence is a guilty waste of my time. 
   
Made in gb
Drop Trooper with Demo Charge





Maidstone, Kent

Inquisitor Cortez wrote:HQ:
- Company Command Squad - 4 meltaguns, krak grenades, carapace armour, officer of the fleet - 145 points
- Company Command Squad - 4 meltaguns, krak grenades, carapace armour, astropath - 145 points

Elites:
None

Troops:
- Infantry Platoon - 215 points
~ Platoon Command Squad - 4 meltaguns, krak grenades - 75 point
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
- Infantry Platoon - 215 points
~ Platoon Command Squad - 4 meltaguns, krak grenades - 75 point
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
- Infantry Platoon - 215 points
~ Platoon Command Squad - 4 meltaguns, krak grenades - 75 point
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points


Fast Attack:

- Hellhound - Heavy Flamer, heavy stubber, smoke luanchers - 145 points
- Hellhound - Heavy Flamer, heavy stubber, smoke luanchers - 145 points
- Hellhound - Heavy Flamer, heavy stubber, smoke luanchers - 145 points

Heavy support:

- Leman Russ Demolisher - Lascannon, heavy stubber - 190 points
- Leman Russ Demolisher - Lascannon, heavy stubber - 190 points
- Leman Russ Demolisher - Lascannon, heavy stubber - 190 points

Total: 1925 points, what should I get with the remaining points?

The plan is to split into 3 groups with an infantry platoon, hellhound and demolisher in each. The company command squads go into whichever group they are needed in, but are not essential to the plan. Everything marchs up the field at 6" a turn, firing everything.

Any constructive criticism on the list, choices and options, is welcome.
I was wondering if the company command squads are needed, should i switch them out for heavy weapon teams for fire support?
Thanks all.


Are you planning to go into close combat at all? If not then you could drop the power swords in the infantry squads to get a few more points to play around with.

Will20017

Just my two pence.

1500pts- Cadia 126th/122nd [ashamed]150pts painted

DR:90+S++G++M++B+I--Pw40k04-D+A+/areWD-R++T(M)DM+
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in se
Dakka Veteran




If nothing else, your plan is very sexy.

Some things I would cut out for sure:
-astropath
-CCS carapace x2
-krak nades x5
-heavy stubber x6
-hull lascannons x3

That is 200pts earned. After that, I would cut out CCS#2 for another 90pts and get:
+chimera for CCS
+chimera for PCS#1
+chimera for PCS#2
+chimera for PCS#3

Sets us back 220pts, we retain 70pts. That doesn't amount to much but if we drop your fleet officer as well, for a total of 100pts to spend (correct me if I'm wrong), we're looking at some options:
1. Creed
2. Straken
3. Three commissars

Holy hell I just realized you were 75pts under from the beginning. Well, at this point your list looks pretty solid to me, should be okay even if you spend them on bolt pistols.
   
Made in au
Dark Angels Neophyte Undergoing Surgeries





So if I cut that out? heavy weapon teams?
Or chimeras? Officer of the fleet is 30 points

A plea of innocence is a guilty waste of my time. 
   
Made in se
Emboldened Warlock





Sweden

Does 1 platoon counts as 1 troop choise?

Stats since joining Dakka
Corsair Eldar: 20 Win, 1 lose, 1 draw
Fallen Angels: 3 Win, 0 lose, 0 draw

Skavens: 2 Win, 0 lose, 0 draw 
   
Made in se
Dakka Veteran




Well, if you do make all those changes I suggested, you'll have 175pts left and your list will look like this:

CCS: MGx4, chimera

PCS: MGx4, chimera
PIS: PW/MG
PIS: PW/MG
PCS: MGx4, chimera
PIS: PW/MG
PIS: PW/MG
PCS: MGx4, chimera
PIS: PW/MG
PIS: PW/MG

Hellhound: smoke
Hellhound: smoke
Hellhound: smoke

LRDM
LRDM
LRDM

Looking at it now, there's a whole lot you can do, but most of it would involve splitting from the three-pronged assault idea. However, you could replace one hellhound with two more chimeras for one platoon's infantry squads and outflank the whole shebang with creed and al'rahem. And an astropath, like so:

CCS: MGx4, chimera, CREED, astropath

PCS: MGx4, chimera
PIS: PW/MG
PIS: PW/MG
PCS: MGx4, chimera
PIS: PW/MG
PIS: PW/MG
PCS: MGx4, chimera, AL'RAHEM
PIS: PW/MG, chimera
PIS: PW/MG, chimera

Hellhound: smoke
Hellhound: smoke

LRDM
LRDM
LRDM

This gives you three advance groups, one outflanking with something like an 85% chance to arrive where you want it and, if I'm right, 100pts to spare. I don't have my codex handy so you may want to double check.

Searth wrote:Does 1 platoon counts as 1 troop choise?

yes


Edit:
I'm going to back up some of my earlier suggestions a little. Carapace armour on a ccs is usually not a great idea because it doesn't really give them survivability worth the points. This is a blanket statement but you'll almost certainly agree after playing with it some. CCS#2 didn't really bring a lot to the table besides being a great melta platform. But you've got another, plus 3 melta PCS. These are much more useful in a transport since it lets them do stuff instead of having the two options of sitting in cover and sort of deny area or exit cover and die.

Krak grenades I can theoretically see being useful if your 4 meltas fail to kill a vehicle and you are in assault range and the vehicle hasn't moved at cruising speed, but at that point you might as well bank on the frags that you get for free.

The stubbers I really think you should get rid of because they're crap, especially on a demolisher, teamed with a DEMOLISHER CANNON. Frankly it's a weapon matchup from hell. The lascannons on the other hand, those may be a really good idea. A demolisher can absolutely DEMOLISH a vehicle with its demolisher cannon, but not when it misses. A lascannon can certainly help there, and even against other priority targets like terminators. Put them back in if you find the points.

This message was edited 1 time. Last update was at 2011/06/06 07:50:37


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




WI

Almarine wrote:If nothing else, your plan is very sexy.

Some things I would cut out for sure:
-astropath
-CCS carapace x2
-krak nades x5
-heavy stubber x6
-hull lascannons x3

That is 200pts earned. After that, I would cut out CCS#2 for another 90pts and get:
+chimera for CCS
+chimera for PCS#1
+chimera for PCS#2
+chimera for PCS#3

Sets us back 220pts, we retain 70pts. That doesn't amount to much but if we drop your fleet officer as well, for a total of 100pts to spend (correct me if I'm wrong), we're looking at some options:
1. Creed
2. Straken
3. Three commissars

Holy hell I just realized you were 75pts under from the beginning. Well, at this point your list looks pretty solid to me, should be okay even if you spend them on bolt pistols.


Good cuts, I have to agree for the most part. I am not sure if you should cut the 2nd CCS, but I will cover it later. As for the Chimeras, for the CCS is a good choice for sure and I can't argue the PCS, but Chimeras for them is not really necessary in a list like this. Besides, PCSs count as scoring troops and you need something to sit back and camp home objectives. I would upgrade the CCSs to plasmaguns and leave the heavy bolters on the Chimeras to give some fire support. If you clear objectives use the PCSs to camp them. I am finding I like putting two flamers and two meltaguns in the PCS, specially with their BS 3.

Three Commissars with three power swords is a must for assault blobs. Leadership 9 and Stubborn is a huge. You have 3 PCSs, so each blob can go up to 5 PISs. Do not skimp on your troops, add 3 more squads, one at least to each blob. Those blobs are probably going to be the last things left standing after your vehicles are destroyed. Give them the capability to actually do their job and what they are meant to do. This means more boots on the ground. Other thing I would do, specially if you boost the PISs to 3 per blob is give the sergeants meltabombs for walker defense. Three shots that you might roll a 6 in CC with a Dread is better than no chance what-so-ever. If you run into a MC with big toughness that you can't hurt with your power swords and doesn't have a AV (Eldar Wraithlords are T 8 for example), SHOOT THEM! You will not beat them in CC, and your squad is lost... but that MC is now tied up killing 31 (or less) guys.

Straken is a good choice but he is only going to cover 2 blobs at most. You do not want all 3 blobs within 12" of Straken (he effectively covers 2' of board). That is just packing them to close for pie plates to devastate your forces. Creed and a vox network in a lone CCS can do wonders with Orders and you only have to be within 24" of him, meaning he will be in the middle of the board covering 4' of board with Orders. But you have only 3 units your able to give Orders to (the blobs). If you want to do Orders, do Creed. If not, do two CCS with Regimental Standards and make sure each one keeps two blobs in range for moral and pinning re-rolls. Plasmaguns in your CCS (they are BS 4 after all) give them the ability to reach out and touch heavy infantry, even if it is 3 shots vs 4. Your going to need that banner more than a 4th plasma. Also, those CCSs can still issue Orders if needed/wanted. Problem with named guys is they become targets. Your opponent will know that if he kills Creed or Straken he cripples your army, or at least makes it less cool and less efficient.

I do not like the idea of coming in from reserves with non-out flanking units or deep striking units. The Astropath in a army like that means sure, your not getting shot first turn, but now your coming in piecemeal from your table edge... with 24" range guns. That is just...insane. Specially when 2/3s of the games are objective based. Officer of the Fleet is neat, but that 30pts could be spent better. Besides, his use is questionable as some foes like Demons are all DSing armies (where he would be awesome), while others don't DS at all. The few lists that dabble in it will either suck it up or not even bother DSing. Some things like Drop Pods just don't care. That is 60pts right there, which is almost an entire PIS. Kraks can't kill dreads because your looking at three 6s in a row to hit, glance AV 12, and wreck with that -1 on the damage chart. Carapace keeps your CCS alive if it get's the Chimera blown up or you roll a 'Get's Hot!' on your plasmaguns. But much like the OotF, it is points better spent elsewhere.

I have never used hellhounds, but I am not sure I would take it over a Devil Dog or a Bane Wolf. I am not sure of these vehicles use in this list combined with the tactics you listed.

Do not take Al'Rahem if your only going to dabble with outflanking. You really want to base your army around him and out flanking in general if you use him.

This message was edited 1 time. Last update was at 2011/06/06 10:01:33


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in au
Dark Angels Neophyte Undergoing Surgeries





I have taken in all your input (thanks everyone, quite helpful), and this is the revised list I have come up with:

HQ:
~ CCS - 4 melta guns - 90 points
~ CCS - 4 melta guns - 90 points


Elites:
None

Troops:
- Infantry Platoon - 330 points
~ Platoon Command Squad - 4 meltaguns, commissar with pw - 120 points
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points

- Infantry Platoon - 330 points
~ Platoon Command Squad - 4 meltaguns, commissar with pw - 120 points
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points

- Infantry Platoon - 330 points
~ Platoon Command Squad - 4 meltaguns, commissar with pw - 120 points
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points
~ Infantry Squad - Power sword, meltagun - 70 points

Fast Attack:
~ Helhound - Heavy Flamer - 135 points
~ Helhound - Heavy Flamer - 135 points
~ Helhound - Heavy Flamer - 135 points

Heavy Support:
- Leman Russ Demolisher - Lascannon - 180 points
- Leman Russ Demolisher - Lascannon - 180 points
- Leman Russ Demolisher - Lascannon - 180 points

Total: 2115 :/
This is a problem, im 115 points over. To cut down on points i could take out a CCS, but lose some orders, take out a hellhound, get rid of some meltas, or cut down an infantry squad.
What does everyone suggest?

A plea of innocence is a guilty waste of my time. 
   
Made in nl
Witch Hunter in the Shadows





Earth

Not really sure how this list will fair. First, don't take the commissar with your PCS. Take them on one IS per platoon. Then blob them up. Now, what to drop?

Drop the lc's on the demolishers: 45 pts. Change all the melta guns in the IS to meltabombs for the sarges: 45 pts. Drop one melta gun in each PCS: 30 pts. 120 pts saved.
   
Made in se
Dakka Veteran




Well, I still think you're gonna want some chimeras. Mainly to protect and mobilize your meltas (and infantry) and screen your hellhounds and demolishers (and infantry).

If you don't think you need them, I would drop a hellhound and play a few games. I know you're going for three identical groups but odds are pretty low you'll need three of those, plus afterwards you'll know what to drop for sure.

But yeah move commissars to infantry squads, command squads can't join blobs.
   
 
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