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1750 Guard list, been out the game for a while, could do with some pointers!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Hardened Veteran Guardsman





Command HQ
4 melta guns
Chimera
145

Veteran squad
3 melta guns
Chimera
155

Veteran squad
3 melta guns
Chimera
155
Veteran squad
3 melta guns
Chimera
155

Infantry platoon
Platoon command
4 melta guns
2 Infantry squads - Autocannon and grenade launcher
3 auto cannon squads
425


3 scout sentinels
autocannons 120


Hellhound
Multi melta 145


Hellhound
multi melta 145






Leman russ demolisher , hull heavy flamer 165

Hydra flack tank 75

Hydra flack tank 75

So what do you guys think, I intend this list for tournaments but also less serious games. Any ideas welcome ( as long as they don't contain ratlings)

This message was edited 1 time. Last update was at 2011/07/21 16:12:09


 
   
Made in nl
Witch Hunter in the Shadows





Earth

Its not bad. Hellhounds are not worth it though. If you drop these and find 20 more points you can pick up two more vet squads in apcs. You add way more reliability with the meltas and you dont lose that much anti infatry as chimeras come free with two weapons anyway...

   
Made in gb
Hardened Veteran Guardsman





The strategy I would be aiming for would be to entrench the infantry in cover with good fields of fire or covering my home objective.

I would then concentrate all my armour in one offensive push, and leave the infantry behind. This will give me 4 melta squads, a demolisher , 3 sentinels and the 2 chimeras.

I would use these forces to engage and defeat the enemy by objectives.

I would have a lot of auto cannons 36 shots in total! This means terrain considered I should be able to knock or damage 4-5 vehicles a turn hopefully enemy transports . But I don't have the fire-power to destroy hordes and just generally put out hits on infantry. As well as the multi lasers.

That's why I was thinking hellhounds would be useful as well as being a dual threat and the strong side armour. Instead of more melta vets that are fairly redundant with having 4 squads already?

Do you think this strategy would work? I was thinking I could loose the sentinels ? but I would not know what unit would ad to the list for 130 points.
   
Made in gb
Hardened Veteran Guardsman





Is there anything else i can do to improve it, you guys used to rip lists apart
   
Made in us
Drop Trooper with Demo Charge





Tampa FL

dont feel bad dude. nowadays it's all about vets, russes, and leadership. i too am adjusting from 4th edition.

nowadays the answer for every guard army seems to be :
chimeras
meltaguns
vets
russes
valks/vendettas

as for your list, i'd dump the sentinels. the hellhounds you can use for fun/distraction. for the platoon, i'd add another squad, a commie, and power weapons for counter assault, meatshield, and leadership. i'd take out the cannons from the squads. maybe add straken to the CCS?
i also find that a unit or two of 5 man stormies with 2 meltaguns are great heavy support hunters. cheap too.


SlaveToDorkness wrote:"CHEESE!" Is the battlecry of the ill-prepared.
IMPERIAL TIGERS, 3RD COMPANY, 10k  
   
Made in us
Drop Trooper with Demo Charge





Petaluma,CA

for 130 points you could get a Vendetta(the lascannon toting variant of the VAlkyrie) or a Bane Wolf ( my personal favorite since it kills MEQ's on a 2!)


3000
50pts of Circle Orboros
2500 High Elves
 
   
Made in nl
Witch Hunter in the Shadows





Earth

In my experience the only good multi-tasking unit for guard is the apc with infantrty inside. Sure your hellhound now has a mm. But it has two weapons with diverging rolls but it can only hit one target a turn. An embarked squad can shoot at one target that it is designed to shoot. Meanwhile its ride can shoot at something else. Hellhounds are outclassed by in fast attack as well as other slots. They may come in handy in some games. In general and the long run they are not worth it. I suggest you try them out still though. You will see.

Another thing is that platoon. Its going to have a hard time once the pressure starts to come. You may want to experiment with commissar and some pw's. If you cant find points for a ride for the melta PCS, drop their weapons. Perhaps use them as a speedbumb.

Before any of this I suggest you play at least 10-20 games with that list you posted above. Its really not that bad. After you will have a better feel for how the untis work together. After this then switch things around.

   
Made in gb
Hardened Veteran Guardsman





I would consider dropping the sentinels to get the platoon command a ride and a extra grenade launcher auto-cannon squad.

I would just use the squad if it did'nt have a chimera by using it to fend of tank shocks from my objective guarding troopers, and also issue useful cover save orders but then again more bodies is usually better.

vendetta's are awesome units but don't you find them too much of a fire magnet? And I don't really like using. outflanking units .

Dropping the sentinels and taking a squad of deep-striking stormies and extra armour would'nt be too bad as I already have the models (used to play drop guard) and buying the sentinels would be quite expensive.

Also does anyone have experience with this http://apocalypse40k.blogspot.com/2011/05/ratgard-hedgehog-anti-aircraft.html

It looks pretty sweet.

This message was edited 1 time. Last update was at 2011/07/24 13:26:22


 
   
 
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