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Made in us
Drop Trooper with Demo Charge





Tampa FL

HQ- straken, reg. standard, meltagunx3, ootf, astropath, bodyguardx2, carapace armor, chimera (hb,ml, pint. stbltr)- 320

EL- Marbo
EL- Stormtroopers x5- meltagunsx2, plas pist.- 115
EL- Stormtroopers x5- plasmagunx2, plas. pist.- 125

FA- Roughridersx5- mogul kamir- 95
FA- Valk- hb sponsons- 110

TRP- vets (in valk)- grenadiers, meltagunsx2, plas. pist, p.weap, shotgunsx7- 140
TRP- vets- grenadiers, meltagun x2, plas. pist, p. weap., shotgunsx7, chimera (hb, ml, pint. stbltr)- 205
TRP- vets- grenadiers, meltagun x2, plas. pist, p. weap., shotgunsx7, chimera (hb, ml, pint. stbltr)- 205

TRP- PCS- chimera (hb,ml, pint. h. stub), melta bombs, plas. pist, p. weap, flamerx4, -495
sqd1- plas. pist. pow. weap., flamer- 75
sqd2- plas. pist., pow. weap, flamer- 75
sqd3- plas. pist. pow. weap, flamer- 75
sqd4-plas. pist, pow. weap, flamer,- 75
commie- plas. pist., pow. weap- 55

hvy- LRBT- hull las, sp. hb.- 185
hvy- LRBT- hull las, sp. hb.- 185
hvy- LRBT- hull las, sp. hb.- 185


Ok. 2500 'ard boy guard list here. i have 70 pts. left. i could switch out marbo, or the RR unit, but idk. ideas? (also, i know the hq is chunky. ideas?)
it looks like i'm gonna have the stormies, roughriders, marbo, valk (w/vet sqd), all in reserves. whatcha think?


SlaveToDorkness wrote:"CHEESE!" Is the battlecry of the ill-prepared.
IMPERIAL TIGERS, 3RD COMPANY, 10k  
   
Made in mx
Water-Caste Negotiator





Ignoring the rest of the army, be careful with the Officer of the Fleet on 'Ard Boys, it could (and most likely) will come back and bite you from behind.

Gonna suck when they stay safe in reserves only to deepstrike last turn and swipe stuff up.

I'm not saying its bad, it just requires some really good thinking when facing Deep Strike heavy armies.

Waaagh! 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

I like the looks of it personally. Only thing I'd suggest is if you could do it, is since your regular IS's aren't going to be in Chimeras give them HWs and a Sniper Rifle or GL. And maybe drop the PWs, just because against marines your going to swing last anyway and still hit and wound on 4+ then 5+. That frees up some more points. I'd also go Vendetta instead of Valk, because you give nothing up in transport capacity. I personally don't care for R.Riders as they are easily shot out of their saddle. I personally like hellhound and banewolfs for your other FA slot. To me Marbo looks like a one trick pony, and without support will just show up to get shot up.

That should free ya up some points to pick up another tank or two.

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Drop Trooper with Demo Charge





Tampa FL

my biggest problem right now is wysiwyg. the valk is set up, and i like the power weapons on my guys. i have meltaguns on the way but right now, i have what i have.i see the RR as a way to counter charge whatever charges my platoon.

the power weapons are staying. need some meq killing power.


SlaveToDorkness wrote:"CHEESE!" Is the battlecry of the ill-prepared.
IMPERIAL TIGERS, 3RD COMPANY, 10k  
   
Made in us
Devastating Dark Reaper




i second not using the master of the fleet. During ard boys practice yesterday my chaos army bounched of a simular mech guard army... untill turn 5 when the rest of my terminators jumped in and cause enough havoc in the objective scene to give my struggling chaos marines the chance they needed to pull out a win

2500+

Chaos, Both CSM and Daemons
7000+

Blood Runs. Anger Rises. Death Wakes. War Calls!
Maim, Kill, Maim, Burn, Kill, Maim, Burn, Kill, Maim, Burn, Kill, Bunny, Maim, Kill, Maim.....(Noise Marine found the wrong rhino)

Attention all WA, Oregon, Idaho wargamers, Look up facebook group "Northwest Wargamers" 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Yeah I feel your pain dice. best thing I can say this is try and keep the RRs out of LOS and on the flanks so they can MAKE that charge.

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in au
Focused Dark Angels Land Raider Pilot






Melbourne

Dice_Junkie wrote:the power weapons are staying. need some meq killing power.
Imperial Guard do not kill MEQ by assaulting them with S3 power weapons. Cut that entire notion right out of your head if you want to start playing this game at a competitive level, which given this is a 'ard boys list, it seems you do. For the same price you could instead be taking Autocannons in all your foot squads - guess which is actually going to help you win games?

You've somehow managed to take a decent 2000 point list, filled it up with superfluous wargear and upgrades and made it 2500 points.

CCS - drop Straken, the Regimental Standard, the bodyguards and the carapace armour. Keep the other two advisors and add another meltagun into the squad. Guard suck in CC, stop trying to circumnavigate this by taking expensive and ultimately bad CC options that add nothing to the army.
Rough Riders - get rid of Mogul (Rage is a bad rule to have) and instead take 2 Meltaguns. They're still a gakky unit that has absolutely no place in most guard units, but the least you can do if you have to take them is make them potentially dangerous.
PCS - Again, get rid of the power weapon.
Chimeras - drop the heavy stubbers...you already have 40 infantry models with Lasguns, why are you paying 10 points per Chimera to have 3 more shots?
Veterans - drop every single upgrade except for the Meltaguns and Chimera.
Infantry Squads - Again, take long range weapons (Autocannons), and give them Meltaguns as well.

Overall it's still pretty bad. You have almost no long range shooting, very few armoured units and lots of expensive random units that really aren't adding a lot to the list.

You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.

"There's nothing cooler than being proud of the things that you love" - Sean Plott

Gold League - Terran 
   
Made in gb
Tunneling Trygon






With trimming you can get a second valk in that list, so both stormies get a ride.

I like Straken when running foot IG and would keep the power weapons. Anyone who would allow that 41 man blob with 15 power weapon attacks on the charge into CC must be very confident! They can take out a 10 man tac squad in one turn with Straken's bonus.

I would like to see a fist-full of autocannon HWS in there personally.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Tower of Power






Cannock

Too much dead weight wargear in the units, needs the right wargear and would be fine. Pay attention to CCS, Veterans, Platoon and Leman Russes all of these have bad synergy weapon loads out or useless wargear.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Drop Trooper with Demo Charge





Tampa FL

HQ- straken, meltagun x4, astropath, bodyguard x2, chimera (hb,ml)

EL- Stormtroopers x5- meltaguns x2
EL- Stormtroopers x5- meltagun x2

FA- Roughriders x5- mogul kamir
FA- Valk- hb sponsons

TRP- vets (in valk) meltaguns x3, shotgunsx7
TRP- vets- meltagun x3, shotgunsx7, chimera (hb, ml)
TRP- vets- meltagun x3, shotgunsx7, chimera (hb, ml)

TRP- PCS- chimera (hb,ml) pow. weap, flamer x4
sqd1- pow. weap., flamer -65
sqd2- pow. weap, flamer -65
sqd3- pow. weap, flamer -65
sqd4- pow. weap, flamer, -65
commie- pow. weap- 45

hvy- LRBT- hull las, sp. hb.- 185
hvy- LRBT- hull las, sp. hb.- 185
hvy- LRBT- hull las, sp. hb.- 185

ok. NOW. if i manage to get more meltaguns by the tourney, i can have it look more like this. understand wysiwyg is the problem right now. so no, it's not gonna be the perfect guard list. however i feel since i've taken the plasma out, i need more firepower. flamers are meh at best, but ignore cover, auto hit, and can kill hordes well. if i had it my way i'd have melta out the wazoo, but for now, flamers ahoy. the power weapons are guarnateed kills in CC (no armor saves), so those are staying (as i'm guaranteed to be assaulted). the CCs has been trimmed, i took marbo out, and refitted the stormies the way i usually like them. the RR's are staying because i need a counter charge unit, (for the platoon/tanks) and i'll have them in reserves. plus they can take out almost an entire marine squad in one charge, and i like the models. they stay.the stormies and the valk vet squad will be in reserves with the RR's.

i refuse to put the heavy weapons in my infantry squads. makes them too slow, and i've done it before without much effect. so if i go with hwt's, then we'll talk. so, now i have extra points, for a list i feel has lost alot of st.7 ap2 shots (yea it might kill my own guys, but it kills theirs too, without the extra hwt costs). i don't have all the melta yet, so now it's just a theoretical list. so now what? i've bent to your wills, and have a ton of space now.


SlaveToDorkness wrote:"CHEESE!" Is the battlecry of the ill-prepared.
IMPERIAL TIGERS, 3RD COMPANY, 10k  
   
Made in nl
Witch Hunter in the Shadows





Earth

You still have too many points tied up in useless drivel. I looked for two seconds and see 300+. Drop the useless upgrades. See posts above for specifics.

   
Made in us
Long-Range Land Speeder Pilot






Like people have said hard to have a 'target saturation" lis with so much junk in it. One blob with pw is just going to be ignored for the most part or tied up with a walker, far from guaranteed since you're swinging the same INT step so you can just stack the pw wounds and you still need a 5 on these marines you fear so much. Drop the RR and just buy some more platoons to bubble wrap your tanks. Stop tying to patch weaknesses, pw 'counter charge' and play your armies strengths. In conclusion I don't know why you came to look for advice for ard boys and just dismissed everything people have said.
   
 
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