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Made in it
Fresh-Faced New User




Hi all, i'm a new entry in dakka and also in warhammer.
I looked some list of the imperial guard and this is my first try.

HQ

Company command squad, 2 melta, 1 medi-pack, 1 vox in Chimera w/ Hull heavy bolter, heavy flamer: 160

Troops

Veteran squad, 3 melta, 1 autocannon in Chimera w/ Hull heavy bolter, heavy flamer: 165
Veteran squad, 3 melta, 1 autocannon in Chimera w/ Hull heavy bolter, heavy flamer: 165
Veteran squad, 3 plasma, 1 autocannon in Chimera w/ Hull heavy bolter, heavy flamer: 180
Veteran squad, 3 plasma, 1 autocannon in Chimera w/ Hull heavy bolter, heavy flamer: 180

Fast Attack

Vendetta w/ heavy bolter: 140
Scout Sentinel w/ autocannon: 40

Heavy Support

Manticore: 160
Manticore: 160
2 Hydras: 150

Total: 1500 pt.


Please tell me what you think of my army and what i must change.
Thank you in advance.
   
Made in us
Boosting Space Marine Biker






Brussels

Seems like a heavy hitting army.. Looks great

This message was edited 3 times. Last update was at 2011/06/08 19:34:34


I've been gone for a little while but I'm back, at least for now.

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Made in us
Decrepit Dakkanaut






Eternal Plague

The list seems fine. It has a sturdy base to work from and is fairly typical of mech IG.

The scout however does seem out of place. Some of the upgrades are also meh.

Shaving off the heavy bolter from the Vendetta is a good choice.

The medi-pack and vox are not really needed, as everything will be inside a transport most of the time.

The multi-laser has a better benefit than the heavy bolter. Same volume of shots, but with greater strength, making it versatile for smacking infantry or light tanks.

By shifting around the points enough, that scout sentinel squadron can be increased to two or even three models, making it more of a threat to not be ignored.

I would also keep the mult-laser, as you already have an overabundance of Autocannons. The sentinels are more of an early threat for the opponent to deal with than an actual dedicated weapons platform.

   
Made in se
Dakka Veteran




Switch the medic for another melta. The vox is alright since the squad can order itself, 4melta is slightly better in most cases but you save 5pts.

Definitely lose the HB on your vendetta. If there is one vehicle in this game that doesn't need more weapons it's this one. Since all your guys are in chimeras, your vendetta should always be either A: firing lascannons or B: dead.

I assume you got the sentinel with a battleforce. It can be useful even when you have just one, I would try it out before dropping it - play around with outflank, scout moves and maybe a heavy flamer. If you make it armoured it can tie up most squads for a good while.

Conventional wisdom is to not take heavy weapons in veteran squads, especially mechanized, and to always field chimeras as ML/HF. I agree with multilasers being the best turret weapon by far, but hull HB has its merits. If you have a squad that is likely to hang back, it can put out a respectable amount of midstrength shots from inside a ML/HB chimera, especially if they have an autocannon.

These are just nitpicks, your list is very fearsome and can probably stand up to some slack here and there no problem.
   
Made in it
Fresh-Faced New User




Thank you for the help, according to all your suggestion the list may be like this.

HQ

Company command squad, 3 melta, 1 vox in Chimera w/ Multi laser, heavy flamer, Hunter killer: 150

Troops

Veteran squad, 3 melta, 1 autocannon in Chimera w/ Multi laser, heavy flamer: 165
Veteran squad, 3 melta, 1 autocannon in Chimera w/ Multi-laser, heavy flamer: 165
Veteran squad, 3 plasma, 1 autocannon in Chimera w/ Multi laser, heavy flamer: 180
Veteran squad, 3 plasma, 1 autocannon in Chimera w/ Multi-laser, heavy flamer: 180

Fast Attack

Vendetta: 130
Armoured Sentinel w/ heavy flamer: 65

Heavy Support

Manticore: 160
Manticore: 160
2 Hydras: 150

Total: 1500 pt.


Is it fine or i must change something else?
   
Made in ca
Hauptmann





Calgary AB, Canada

I would drop the autocannons on the vet squads as most of the time they can't fire them since they're in the tanks. I'd also drop the hunter killer missle on the CCS chimera to get another meltagun. With the sentinel I would drop it entirely as its just gonna die really fast. You'd be better off getting a second vendetta. Other than that it seems pretty decent

Just my 2 cents

 
   
Made in se
Dakka Veteran




orkboy232 wrote:I would drop the autocannons on the vet squads as most of the time they can't fire them since they're in the tanks. I'd also drop the hunter killer missle on the CCS chimera to get another meltagun. With the sentinel I would drop it entirely as its just gonna die really fast. You'd be better off getting a second vendetta. Other than that it seems pretty decent


To be clear, you can fire autocannons from inside a chimera. Just not when it's moving. I think the biggest challenge of taking autocannons in your vet squads will be knowing when to fire them. MOST of the time, even if you have a good target for it, moving will still be the better option. Before you forfeit 12" movement, think about where you will need your squad to be in the coming turns. What it needs to kill with melta/plasma. Don't just fire an autocannon because something is in range.

And yeah, when orkboy says your sentinel is going to die really fast, he really means that it's possibly the most well protected unit in your army. Protected by absolutely everything else being many times more threatening to probably every opponent you'll face. Over three chimeras full of melta, two chimeras full of plasma, two hydras, a VENDETTA and TWO MANTICORES, no-one is going to shoot your sentinel ever. Unless you're too eager to tie something up and run up out of cover like a punk (which you can do intentionally to draw fire from important stuff), and even then it will probably come out fine.

This message was edited 1 time. Last update was at 2011/06/09 07:16:19


 
   
Made in ca
Hauptmann





Calgary AB, Canada

The only reason I think the sentinel will die is from personal experience. Every time I run a single one, its always picked off in the early stages of the game. The biggest reason I dislike them is the AV10, although I suppose depending on how the sentinel is used it will vary in terms of effectiveness

Just my 2 cents

 
   
Made in gb
Tunneling Trygon






Agree on dropping autocannons as you don't want to leave the chimeras stationary.

Vox on CCS is useless as no one else has one! Drop it and get that 4th melta.

For the points, you could then drop another vet squad from plasma to melta and lose the HK missile. This should give you enough points to get either another sentinel, some rough riders or trade in the sentinel and get another vendetta.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Member of a Lodge? I Can't Say




WI

I also agree with dropping the ACs since you really want to be moving. I /can/ understand leaving them in the Plasma squads since if you want to rapid fire the plasma you can't move.

I agree in that I actually think he wants a second Vendetta in this list Rum. as two Vendettas will give him more long range firepowor for AV 12+ as he can use the Multi-Lasers for AV 12-. Also by having two of them they have a better chance of at least one surviving to turn 2.


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in ph
Hardened Veteran Guardsman




Can a command squad give itself an order if it's embarked in a Chimera? If it doesn't, I'd say drop vox for more melta.

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




WI

L_Dawg wrote:Can a command squad give itself an order if it's embarked in a Chimera? If it doesn't, I'd say drop vox for more melta.


No, it can't. Orders can't be given to vehicles or units in vehicles. I know, but just accept it as a white-wash rule. That is why people were telling him to drop them already. Honestly, he should drop the Medic too. I can understand an arguement if he had plasmaguns and use it for 'Get's Hot!' rolls, but that 30pts for FNP is pretty steep. That right there is 2 plasma guns.

This message was edited 1 time. Last update was at 2011/06/09 10:20:00


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in ph
Hardened Veteran Guardsman




I'm not entirely feeling that Sentinel either.

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Made in it
Fresh-Faced New User




I dropped the vox and the autocannons from the veterans squad, but for take another vendetta i must drop something else.
What unit is better drop?
   
Made in it
Fresh-Faced New User




So, Manticore or Hydra?
   
Made in us
Member of a Lodge? I Can't Say




WI

Manticore and the Sentinel. One Sentinel, with a flamer no less, will not do alot for you.

If you can enough points, put troops into the Vendettas to make them scoring. Make the troops as cheap as possible... so even naked Vets is better than nothing.

This message was edited 1 time. Last update was at 2011/06/11 22:34:31


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in ca
Fresh-Faced New User




OP, other than the Hydra battery what is guarding your Manticores? The bulk of the list (Melta Vets) is going to be aggressively moving forward, leaving your Heavy Support behind and vulnerable. Consider running a hybrid list and leaving a platoon on back field to guard your artillery and objectives, and lay down some Auto / Lascannon fire out to 48". Or, you could take some Russes instead. Or drop troops of some kind, preferably with Melta weapons for taking out those pesky Land Raiders.

And an Armored Sentinel with a Heavy Flamer? Really? For five points LESS you could have a Chimera.
   
Made in it
Fresh-Faced New User




If i take 1 leman russe, how should i make it?
   
Made in gb
Longtime Dakkanaut





BlkTom wrote:
L_Dawg wrote:Can a command squad give itself an order if it's embarked in a Chimera? If it doesn't, I'd say drop vox for more melta.


No, it can't. Orders can't be given to vehicles or units in vehicles. I know, but just accept it as a white-wash rule. That is why people were telling him to drop them already. Honestly, he should drop the Medic too. I can understand an arguement if he had plasmaguns and use it for 'Get's Hot!' rolls, but that 30pts for FNP is pretty steep. That right there is 2 plasma guns.


Read the Command Vehicle special rule listed under the Chimera entry. It allows for embarked squads to issue orders from the Chimera.

If you want a Russ, I'd have to say get a Demolisher with Heavy Flamer. It synergizes well with the ranges you want to be engaging at (12-24") and provides some close support St.10 Ap2. which this list lacks to ID those nasty 2W TeQ units.
   
Made in ph
Hardened Veteran Guardsman




I know about the Command Vehicle rule. I was just wondering if a CCS embarked on a transport can give itself an order. If I'm reading the rules correctly, while you CAN issue an order while inside a Chimera, you CAN'T do it to a squad embarked on a vehicle, including, I presume, itself.

I kind of found it weird because I'm sure the people in the Chimera could just talk to each other.

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Made in ca
Fresh-Faced New User




Read the Command Vehicle special rule listed under the Chimera entry. It allows for embarked squads to issue orders from the Chimera.


Read the Imperial Guard Orders section on Page 29.

"Orders cannot be issued to squads that are embarked in a transport vehicle"

No part of the Mobile Command Vehicle suggests that a squad can receive orders from inside a Chimera.
   
 
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