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![[Post New]](/s/i/i.gif) 2011/07/01 01:27:13
Subject: 1850 IG list
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Guardsman with Flashlight
Seattle
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I've been wanting to try out the Imperial Guard, so I threw together a list fairly quickly. Hopefully it's on the right track. I guess I had Orks in mind as my enemy, since I play my friend the majority of the time. All c&c is welcome
1845/1850 (5 points to spend)
Imperial Guard Test List
HQ: 85 Pts
Company Command Squad
+ Vox Caster
+ Medic
+ Master of Ordinance
Troops
Infantry Platoon Alpha 425
Platoon Command Squad
Infantry Squad
+ Vox Caster
+ Medic
+ Grenade Launcher
+ Heavy Bolter
+ Chimera
Infantry Squad
+ Vox Caster
+ Medic
+ Heavy Bolter
+ Grenade Launcher
+ Chimera
Heavy Weapons Squad
+ 2 Auto Cannons
+ 1 Lascannon
Infantry Platoon Bravo 425
Platoon Command Squad
Infantry Squad
+ Vox Caster
+ Medic
+ Grenade Launcher
+ Heavy Bolter
+ Chimera
Infantry Squad
+ Vox Caster
+ Grenade Launcher
+ Heavy Bolter
+ Medic
+ Chimera
Heavy Weapons Squad
+ 2 Auto Cannons
+ 1 Lascannon
Veteran Squad 185
10 Veterans
+ Heavy Flamer
+ 2 Flamers
+ Chimera
+ Grenadiers Doctrine
Fast Attack
Scout Sentinel Squadron 105
Scout Sentinel
Scout Sentinel
Scout Sentinel
Hellhound Squad 260
Hellhound
Hellhound
Heavy Support 330
Leman Russ Demolisher
Leman Russ Demolisher
Very much made to get in the face of the ork horde... Thanks in advance for the comments and advice.
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This message was edited 2 times. Last update was at 2011/07/03 10:08:07
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![[Post New]](/s/i/i.gif) 2011/07/01 17:18:35
Subject: 1850 IG list
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Guardsman with Flashlight
Seattle
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Bump, please help!
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![[Post New]](/s/i/i.gif) 2011/07/01 17:39:49
Subject: 1850 IG list
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Wicked Warp Spider
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OK, simple things first:
Hellhounds should be seperate units (you have the slots) and consider multim-meltas for hull weapons, they make the tanks a threat to anything.
Sentinels are an ok choice, but I would use autocannons or lascannons to capitalise on the outflanking advantage.
Neither your veterans nor command squad are being used to their full potential. Flamers on veterans are a waste. You are paying for BS4, so take meltaguns or plasmaguns. Same rule applies to the command squad - master of ordnance is fairly rubbish because he ties the squad in place, and an always-scattering template will never achieve what you want it to. I would take both those units with all meltaguns and a chimera each, no other upgrades.*
Your platoons are all mixed up. You should use the platoon commands in chimeras (it offsets the fragility of a 5-man squad) probably with maximum flamers. They benefit far more from transports than the infantry squads do. Infantry squads cannot have medics. Never take heavy bolters on infantry, autocannons are the same price and much better. Do not use mixed heavy weapons in HWS, take all the same.
Basically you need those changes - IG need to have the small units (CCS, PCS, veterans) in chimeras and packing maximum special weapons. Meltaguns, especially, are essential as the best anti-armour weapon in the game, against some vehicles they are one of the only options. They need to have big units (combined infantry squads) on foot, probably held in place by commissars.
*If you are able to include a couple other squads in chimeras with melta or plasma, CCS can also be used for orders and morale support. Give them a regimental standard, a vox, a HWT and probably a chimera too. But seriously, BS4 special weapons in chimeras are one of the main strengths of IG, use them.
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2011/07/01 17:53:19
Subject: 1850 IG list
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Guardsman with Flashlight
Seattle
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Thanks for the reply and advice, I'll get to work on it
Automatically Appended Next Post:
Imperial Guard Test List
1800/1850 50 pts to spend
HQ: 160
Company Command Squad
+ Vox Caster
+ Medic
+ 2 Meltaguns
+ Chimera
Troops
Infantry Platoon Alpha 365
Platoon Command Squad
+ Chimera
+ Heavy Flamer
+ 2 Flamers
+Vox Caster
+ Medic
Infantry Squad
+ Vox Caster
+ Grenade Launcher
+ Autocannon Team
Infantry Squad
+ Vox Caster
+ Autocannon Team
+ Grenade Launcher
Heavy Weapons Squad
+ 3 Auto Cannons
Infantry Platoon Bravo 365
Platoon Command Squad
+ Chimera
+ Heavy Flamer
+ 2 Flamers
+ Vox Caster
+ Medic
Infantry Squad
+ Vox Caster
+ Grenade Launcher
+ Autocannon Team
Infantry Squad
+ Vox Caster
+ Grenade Launcher
+ Autocannon Team
Heavy Weapons Squad
+ 3 Auto Cannons
Veteran Squad 185
10 Veterans
+ 3 Meltaguns
+ Chimera
+ Grenadiers Doctrine (Carapace Armour)
Fast Attack
Scout Sentinel Squadron 120
Scout Sentinel
+ Autocannon
Scout Sentinel
+ Autocannon
Scout Sentinel
+Autocannon
Hellhound Squad 145
Hellhound
--multi melta
Hellhound Squad 145
Hellhound
+ Multi-melta
Heavy Support 330
Leman Russ Demolisher
Leman Russ Demolisher
OK, how's that looking? Still have 50 points to go. Comments, suggestions?
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This message was edited 2 times. Last update was at 2011/07/03 10:11:32
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![[Post New]](/s/i/i.gif) 2011/07/02 16:43:08
Subject: 1850 IG list
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Guardsman with Flashlight
Seattle
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Bump, any advice?
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![[Post New]](/s/i/i.gif) 2011/07/02 17:16:31
Subject: 1850 IG list
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Wicked Warp Spider
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Something I should have mentioned before: medics are completely not worth it. Overpriced, tons of things ignore FNP on T3 models, if the medic himself catches a bullet you lose the effect, etc. If you could take them in 30 man squads they'd be wonderful, as is they are just bad.
Remove all medics, command squads should have 4 special weapons each. Heavy flamers are overpriced, 4 flamers will be fine. Voxes on command squads are sort of pointless since you want to send them out to engage the enemy - in this list I would remove all voxes.
Grenadiers upgrade is overpriced, and especially useless on a squad already protected by a chimera (if it gets blown up or wrecked they would benefit from cover anyway).
With those cuts and your spare 50 points, I think you'd have 205 points to pay with. Possible uses: a third heavy support vehicle, another mechanised veteran squad, more infantry squads and/or commissars to keep the infantry around.
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2011/07/02 17:49:25
Subject: Re:1850 IG list
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Witch Hunter in the Shadows
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Hi Joker58,
Have you read this? http://www.dakkadakka.com/dakkaforum/posts/list/281186.page
I think the above covered all of the major issues. Still, post up your amended list and I'll take a look.
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![[Post New]](/s/i/i.gif) 2011/07/02 20:50:56
Subject: 1850 IG list
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Member of a Lodge? I Can't Say
WI
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Yeah, you can't/shouldn't list points for equipment/upgrades. Just give a points total and list all the equipment in the unit. For example...
Vets - 155pts
3x Melta guns, Chimera (ML/HF)
We have the books, we know the cost of Vets, the 3 meltas, and the Chimera. The Heavy flamer on the hull is a free upgrade, so noting it is all that is needed. We do not want Dakka Dakka closed for copy right infringment.
You also seem to have a problem understanding what you can fit into your squads. IF you give a guy a vox or make them a medic, that is /all/ they can have. You can't also make them a flamer or a melta gunner.
While Bounty is correct in saying Meltas are one of the best AT weapon in the game, it is not the only AT weapon Guard should have due to it's incredibily short range. Having Lascannon HWSs or Vendettas or other long range AT is just as vitial. Your list is lacking that.
What is your goal with your two platoons? Because realise you have these 4 units with heavy weapons and to use them they can't move. Also, GLs are crap. The Frag shot is Str 3 so Orks will laugh it off and the Krak is Str 6 will kill a Ork a turn, if you hit that 50% of the time. But against vehicles, your glacing AV 10 on a 4+... if your going to be static with heavy weapons, give them plasma guns and make use of the rapid fire aspect. Ironicly it is a even better vehicle killer than the GL with Str 7.
If you want to make use of the Voxs with Orders you may want to look at a second CCS and/or Creed. CCS are BS 4 and have a 12" range for Orders but use the vitial orders of 'BiD!' and 'FRF, SRF!' for gunline lists. If you want to get the points for the second CCS, ditch the Chimera in the first CCS for it and the Medics, since medic only helps the unit they are in. To protect the units give them Camo Cloaks, a vox, plasma gun, and a Lascannon or AC. /Now/ if you want to give them a Master of Ordnance, do so, as they are static.
Another common tactic is instead of a second CCS, get Creed (he can issue 4 orders at 24") and a Lord Commissar. Place the HWSs within 6"s of the Lord to be effected by his Aura of Discipline so they use his leadership for Moral checks as well for Orders. Kell is also an option (I use Creed and Kell personally) as he allows the units to use Creed's leadership, is a Standard, bodyguard, and has a plethera of weapons to use.
I think the second CCS with your list might work better as you have several PISs with Voxs to give you a re-roll for those Orders. I would just keep your HWSs close to the CCSs and hope you roll... average.
As for your assault force of your Vets, PCSs, Hellhounds, and Demolishers, I think that will be a potent little force, just keep them together. Make sure to make your hull heavy bolters to heavy flamers, but leave the Multi Lasers. I personally do not mind the Grenadiers on the Vets, because it is your only unit. But the main idea is that their armor is their Chimera. You just accept the loss of the unit if your Chimera is blown up. The Carapace will mean they may survive that better and thus hopefully stay in the fight if their Chimera is popped.
The Scouts are eh, due to the light armor. But since Orks are BS 2, they work very well against them as the Orks would probably need to dedicate alot of firepower against them to actually hit them to kill them. Run them into cover ASAP you come in from outflanking (I suggest outflanking them) to protect them from vehicle/infantry assault.
Good luck and I hope this gives you something to think of!
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This message was edited 1 time. Last update was at 2011/07/02 21:16:49
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/07/02 20:53:11
Subject: 1850 IG list
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Guardsman with Flashlight
Seattle
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Ah sorry, I'll get to fixing the format (numbers)... as well as adding the advice, thank you all.
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![[Post New]](/s/i/i.gif) 2011/07/04 22:52:33
Subject: Re:1850 IG list
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Guardsman with Flashlight
Seattle
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Ok so I've been working on my list, with all of the advice given. Went for a static gun line, with my two platoons in chimeras.
1835/1850
HQ: 195
Company Command Squad
+ Chimera
+ Lord Castellan Creed
Troops
Infantry Platoon Alpha 400
Platoon Command Squad
+ Chimera
Infantry Squad
+ Autocannon Team
+ Chimera
Infantry Squad
+ Lascannon Team
+ Chimera
Heavy Weapons Squad
+ 3 Auto Cannons
Infantry Platoon Bravo 400
Platoon Command Squad
+ Chimera
Infantry Squad
+ Autocannon Team
+ Chimera
Infantry Squad
+ Chimera
+ Lascannon Team
Heavy Weapons Squad
+ 3 Auto Cannons
Veteran Squad 130
+ 3 Meltaguns
+ Grenadiers Doctrine
Veteran Squad 130
+ 3 Meltaguns
+ Grenadiers Doctrine
Fast Attack 200
Valkyrie Assault Carrier
w/Multi Laser and Hellstrike Missiles
Valkyrie Assault Carrier
w/Multi Laser and Hellstrike Missiles
Scout Sentinel Squadron 120
3 Scout Sentinels
+ 3 Autocannons
Heavy Support 300
Leman Russ Squadron
Leman Russ Battle Tank
Leman Russ Squadron
Leman Russ Battle Tank
They'll basically sit back with the battle tanks behind them and shoot the heavy weapons teams from 72' and 48' range, as the orks advance into 36' range for the Chimeras to fire. Meanwhile I'll flank with the sentinels, and swoop in with the Veterans in the valkyries to combat enemy elites/armored, I'm thinking in reserve? Obviously reserve flanking the Sentinels.
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![[Post New]](/s/i/i.gif) 2011/07/05 01:23:03
Subject: 1850 IG list
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Member of a Lodge? I Can't Say
WI
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I am thinking since your now only having two HWSs with everything else in Chimeras/transports, your wasting Creed. You can not give Orders to units in vehicles.
Drop Creed and use the points to fill those special weapon slots that are sitting empty.
If your real goal is to blob those squads and use the Chimeras as 'cover/wall', I then suggest avoid mixing and matching the HWTs. Put all your Lasconnon PISs together and AC PISs together. Then do keep Creed, but you will want Commissars for the blobs and you still need those special weapon slots filled. I would also suggest a Lord Commissar and keep your HWSs within 6"s of the Lord. Remember Creed's Tactical Genius ability, allowing you to outflank a unit that can not be normally outflanked. If you find your outflanking the Scout Sentinals, the Vendettas, and something else (giving you 4 outflanking units), consider getting a Astropath as well, just to help get them in faster.
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This message was edited 1 time. Last update was at 2011/07/05 01:35:58
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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