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Made in ca
Rampaging Carnifex





Toronto, Ontario

Lord Commissar - 70

Platoon Command Squad - 50
-Platoon Commander with Las Pistol
-4 Guardsmen with Flamers

Combined Infantry Squad - 270
-Commissar with Power Sword
-3 Sergeants with Power Swords & Melta Bombs
-3 Guardsmen with Melta Guns
-24 Guardsmen with Las Guns

Combined Infantry Squad - 195
-Commissar with Power Sword
-2 Sergeants with Power Swords & Melta Bombs
-2 Guardsmen with Melta Guns
-16 Guardsmen with Las Guns

Platoon Command Squad - 50
-Platoon Commander with Las Pistol
-4 Guardsmen with Flamers

Combined Infantry Squad - 270
-Commissar with Power Sword
-3 Sergeants with Power Swords & Melta Bombs
-3 Guardsmen with Melta Guns
-24 Guardsmen with Las Guns

Combined Infantry Squad - 195
-Commissar with Power Sword
-2 Sergeants with Power Swords & Melta Bombs
-2 Guardsmen with Melta Guns
-16 Guardsmen with Las Guns

Leman Russ Squadron - 300
-2 Leman Russ Battle Tanks with Hull-Mounted Heavy Flamers

Leman Russ Squadron - 300
-2 Leman Russ Battle Tanks with Hull-Mounted Heavy Flamers

Leman Russ Squadron - 300
-2 Leman Russ Battle Tanks with Hull-Mounted Heavy Flamers

I haven't actually playtested this yet, I'm posting mainly for feedback before I take it to the field. The goal was to swarm the opponent and oversaturate AV14, leaving medium strength weapons useless or highly ineffective at best. The massive swarm of Guardsmen also allows me to protect the tanks from assualt. I really wanted to fit Creed into this list but I couldn't find the points without shrinking the number of bodies, which I really didn't want to do. The Lord Commissar jives well enough, offering leadership 10 to multiple squads in the right placement.
   
Made in us
Hollerin' Herda with Squighound Pack




Corvallis, Or

I see what you're doing with just trying to get as many bodies in there as possible, but I would try and fit some HWS in there. I know you have the meltaguns as your anti tanks but they just don't have the range needed IMO.

I've also never really liked Squadrons of LBT's because an immobilization will wreck the first one, but I guess there is no other way to put that much AV14 out there than that.

Overall I see it's flaws but I also see where you're going with it. If anything play a few games and let us know how it goes. I've been thinking about starting up an IG army and it would look somewhat similar to this.
   
Made in gb
Tunneling Trygon






With all those guardsmen, you really want to get as many orders down as you can. So you want a CCS possibly with Creed.

I agree that HWT, probably autocannon or lascannon are needed here. Stick the LC with them for the leadership bubble.

Drop the russes to singles to pay for the above.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Waaagh! Warbiker




I love love love it.

I respectfully disagree with everyone saying to drop the russ. They are the only reason this list would be truly effective, with everything moving forward 6 inches a turn laying down a ridiculous amount of fire.

"Da Mek'z tinker nd do their job
The boys 'll smash yah, so will da Nob
The Bos 'll stompa till your dead
Snikrot 'll kill ya wiff is hands behind is 'ead!"

^^^^ Ode to Snikrot, the Sneakiest, Stabbiest, Morkiest, Kommando to ever walk the face of whoever looked at him funny! Tourne W/D/L 6/0/0 Public W/D/l 24/2/8 All with my orksof course

squidhills wrote:It is for the same reason that Chaplains wear black: so that they will be inherantly more awesome than the guy in blue, and thus the purity of the Chapter is assured.

 
   
Made in gb
Tower of Power






Cannock

I would definately add Creed into any foot list, it really is a no brainer. Creed gives 4 orders per turn including some unique ones to him only as well.

I would drop all the meltas on the squads as you're not really going to get close, people will be coming to you and will shoot you before assaulting or getting close, this means your meltas are sitting there doing nothing. I would get some autocannons on the squads and invest in some heavy weapon teams.

I would then replace the Russes Manticores for some nasty template business. The Russes are medicore.

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
Hardened Veteran Guardsman




http://www.ailarian.com/folera/batreps/blood-conquers-all/index.html

He does a really good job with his writing and hes playing a horde IG army.

Iv found having meltaguns in all your squads is worth while, while HWS teams seem like a great choice, but tend to be a little lack luster at times.
   
Made in us
Member of a Lodge? I Can't Say




WI

I have to back Rum up 100%. This list is really lacking long range AT because Russes are not real tanks, they are assault guns... assault guns are there to kill infantry, not tanks.

With that 450 points you could get Creed, 2x LC HWSs, and a AC HWS with 75pts to spend on a CCS.

I will disagree with Mercer on the meltas... keep them. As for the Manticore, I don't like having artillery with scatter when my army's goal is to get stuck in. Scattering into your own units would make you feel pretty foolish.

'For Cadia!' issued to your boys before they charge in would make them soooo much better in CC. Issuing 'Bing it Down!' to 3-4 units (depending if you give the CCS is heavy weapon) while your 2 blobs get 'Move!x3' from the PCS will help speed up the process (or mix & match Orders from Creed).

I just can not see a foot list, specially a power blob list that doesn't use Creed, because Creed makes them so much more effective.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Tower of Power






Cannock

Why keep meltas? The Guardsmen aren't going to get any where fast so how exactly are those meltas going to get into range?

The Battle Tanks scatter also so I'm not sure about your point on the Manticore. Both have the same ballistic skill as well. And how exactly can a Manticore scatter onto your own units?

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 au
Hardened Veteran Guardsman




australia

because melta's are s8 ap1, which scares the bejeesus out of marines, necrons, nobz, anyone with fnp...

also, mercer, for someone with quite a lot of armies in your sig, have you read the rules on scattering templates? Initially, you can't place the template so it covers your own men. after you roll those dice, however, whatever is under the template takes a hit, regardless of allegiance.

When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.
- Cain. 
   
Made in us
Raging Ravener




Rio Grande, New Jersey

Damn this list is badass. Your definitely gonna need a way to reach out and smack some vehicles. HWS will do the trick beautifully. Reduce the russes and get some firepower going. Also take a look at al rahem. His abilities scream footslogging.

2000pts Hive Fleet Gargant 20% painted





 
   
Made in au
Hardened Veteran Guardsman




Brisbane, Australia

wow, almost 120 men and 6 tanks, nicely done.

Also, is it actually legal to order a single unit 3 times, with 'move!' ? I thought each squad could only receive one order per turn. Does that mean, you can also use Bring it Down on the same HWS of lascannons on different targets (vehicles of course)?

3000  
   
Made in us
Devestating Grey Knight Dreadknight






bigblackzach242 wrote:Also take a look at al rahem. His abilities scream footslogging.


This! Al'Rahem is a must for a foot slogging blob guard list like this. Outflanking an entire platoon can really help get your blobs where you want them.

DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in ph
Regular Dakkanaut




If your gonna run LRBTs, get Hull HBs instead of HFs since you can move and shoot both.
   
Made in us
Member of a Lodge? I Can't Say




WI

kyranzor wrote:wow, almost 120 men and 6 tanks, nicely done.

Also, is it actually legal to order a single unit 3 times, with 'move!' ? I thought each squad could only receive one order per turn. Does that mean, you can also use Bring it Down on the same HWS of lascannons on different targets (vehicles of course)?




The Actual Order is 'Move! Move! Move!', so nearly everyone shortens it down to 'Move!x3'. If you read the Order rules, you can not issue a Order more than one time per unit, even if you fail with a Order.

Thank you papathrax for getting my back.

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




Brisbane, Australia

Ah yes, thought so. Thanks blktom, sorry, i'm still getting used to the acronyms and certain short-hand here on dakka.

3000  
   
Made in gb
Tower of Power






Cannock

papathrax wrote:because melta's are s8 ap1, which scares the bejeesus out of marines, necrons, nobz, anyone with fnp...

also, mercer, for someone with quite a lot of armies in your sig, have you read the rules on scattering templates? Initially, you can't place the template so it covers your own men. after you roll those dice, however, whatever is under the template takes a hit, regardless of allegiance.


I know meltas are S8 AP1, thanks for reminding me. Meltas are also 12" and need to be within 6" for 2D6 range - like that's going to happen.

I didn't say anything about templates hitting my own men, you're totally missing my point, and I also know exactly how templates works - thanks for condesecending again without thought. Blktom said no to Manticores because they scatter, I presume he means onto the Guardsmen because they are ordnance barrage. Well news flash, Leman Russes also scatter and Manticores can fire direct, so same scatter as a Leman Russ which is my entire point. So if a Blktom is worried about templates hitting own Guardsmen from a Manticore then it can also happen with a Leman Russ....

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 ca
Rampaging Carnifex





Toronto, Ontario

Wow, so many responses to my list. It's amazing how much more feedback you get when you don't post something that's popular.

As an aside to the argument in the responses about Manticore scattering vs. Russ scattering, I think what the original guy was trying to say is that Manticores have a greater chance of scattering onto Guardsmen on account of the fact that they are typically fired from behind sight blocking terrain and so do not reduce the scatter like a Russ out in the open would. You could mitigate this by giving the Manticore a clear shot at its target, but then you're exposing the Manticore to enemy fire and, by and large, they aren't nearly as resilient as a Russ.

As to whoever said the melta guns were pointless because you need to get close to use them.... this list wasn't designed to sit and fire. On the contrary, I wrote this list with the intention of carpeting the board and gradually starving the opponent of actual space. Also, if I were to not have melta guns, there would be absolutely nothing stopping a Dreadnaught from prancing into my lines with impunity and either shooting or simply assaulting my Guardsmen with little chance of taking serious damage. The melta guns are an insurance policy that I can deal with vehicles, since battle tanks by and large are not great at anti-armour.

I realize Al'Rahem is great for blob lists, it took everything in me not to include him. I wanted to fit Creed in even more.

Thanks for all the responses guys, but I'm not even sure I'm going to be running this list now. One of my regular opponents plays Tyranids and I can't see this faring well against monstrous creatures. I don't have the volume of quality fire to be putting down Trygons, Tervigons, and Hive Tyrants.
   
Made in us
Member of a Lodge? I Can't Say




WI

Mercer...

I understand that Russes also scatter and that Manticore can Direct fire, but Creeping pretty much understood what I meant... I just don't like scatter /anything/ when my army is built around getting within 12". Why I actually agreed with Rum's suggestion of dropping half of his Russes for non-scatterable HWSs, a CCS, and Creed. I can respect the amount of fire Russes draw and can even dish out. But I also expect those Russes are moving up side by side with the Chimeras or in front of them, so their scatter into the Chimeras is harder to pull off.

And I don't have problem shooting a AV 12 vehicle or Walker that gets within 12" when I have a Str 8 weapon that will glance on a 4. I don't need to wait till 6".

Creeping...

'Bring it Down!' makes all weapons fired from a unit at a Vehicle or Monstrous Creature twin linked. Really, if your facing Nids, you want Creed even more. Then you use your Chimeras to create zones the prevent infiltrators from being within 12" of your foot units.

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




australia

mercer wrote:
I know meltas are S8 AP1, thanks for reminding me. Meltas are also 12" and need to be within 6" for 2D6 range - like that's going to happen.


It happens quite a lot as the melta is an assault weapon. Which means you can move and shoot and assault in the same turn. I'm not sure if you're familiar with blob tactics, but you move blobs forward to get into CC, and people usually try to get big killy things - such as dreadnoughts (BA I'm looking at you with your dastardly blood talons!), killa kans, MC - into combat with them. At some point, you're going to be in range to reduce whatever it is into a pile of molten slag.

mercer wrote:thanks for condescending again without thought.


Anytime. I fixed your spelling, too.

As for the rest of it, if you're taking Creed, you may as well try and give your army Kell as well, so that all of Creed's orders are on his leadership.

When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.
- Cain. 
   
Made in us
Member of a Lodge? I Can't Say




WI

Papa...

After long debate and being a rabid follower of Kell myself, I have conceded the fact that Commissars in blobs and a Lord Commissar within 6" of the HWSs for his Aura of Discipline pretty much do Kell's job for him concerning Orders. The Lord Commissar also has the added benifit of helping out the HWSs in Morale/Pinning situations that Kell can't. But combined they give the HWS Ld 9 with a Re-roll (if they are also within 12" of the CCS). You also have the option of attaching the Lord to a HWS to give it Stubborn to go with the Aura of Discipline. So personally, /I/ like having Kell AND the Lord if I can afford it.

The other problem is this current list just can't fit Kell in it without dropping something else. I already proposed cutting half of his Tanks... if he loses more he needs to reconsider the entire list.

This message was edited 1 time. Last update was at 2011/09/11 08:44:22


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Tower of Power






Cannock

BlkTom wrote:Mercer...

I understand that Russes also scatter and that Manticore can Direct fire, but Creeping pretty much understood what I meant... I just don't like scatter /anything/ when my army is built around getting within 12". Why I actually agreed with Rum's suggestion of dropping half of his Russes for non-scatterable HWSs, a CCS, and Creed. I can respect the amount of fire Russes draw and can even dish out. But I also expect those Russes are moving up side by side with the Chimeras or in front of them, so their scatter into the Chimeras is harder to pull off.

And I don't have problem shooting a AV 12 vehicle or Walker that gets within 12" when I have a Str 8 weapon that will glance on a 4. I don't need to wait till 6".



I'm obivously not on the same page as you. Your Russes still have the possiblity of scattering, as do Manticores. So I'm not seeing your point...

What huge amount of fire power can a Russ dish out? Most I think can of is a Punisher, but who takes those?

If you want 4+ to glance then you may as well take a missile launcher and not risk getting stuck in terrain to get in 12" range or shot up on the way. Only difference is AP1. The only time meltas really don't need to be within 2D6 armour pen is against Rhinos etc or monstrous creatures.

papathrax wrote:

It happens quite a lot as the melta is an assault weapon. Which means you can move and shoot and assault in the same turn. I'm not sure if you're familiar with blob tactics, but you move blobs forward to get into CC, and people usually try to get big killy things - such as dreadnoughts (BA I'm looking at you with your dastardly blood talons!), killa kans, MC - into combat with them. At some point, you're going to be in range to reduce whatever it is into a pile of molten slag.

mercer wrote:thanks for condescending again without thought.


Anytime. I fixed your spelling, too.

As for the rest of it, if you're taking Creed, you may as well try and give your army Kell as well, so that all of Creed's orders are on his leadership.


If I need any rules clearing up or a dictionary for that matter I'll be sure to contact you.

What I'm saying is it may take too long to even get into range, it's only 12" and you will be wanting to probably move through cover to get cover save. Creed can help by issuing move! move! move! for a few turns. By this time you're taking damage, focus on a single blob until little remains and then either blast it when it comes close and assault or just assault with dedicated unit - bye bye blob. The only time I would take meltas on foot is with Al, and that's because he can outflank, I don't believe he's in the list, but haven't checked.

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
Member of a Lodge? I Can't Say




WI

mercer wrote:
BlkTom wrote:Mercer...

I understand that Russes also scatter and that Manticore can Direct fire, but Creeping pretty much understood what I meant... I just don't like scatter /anything/ when my army is built around getting within 12". Why I actually agreed with Rum's suggestion of dropping half of his Russes for non-scatterable HWSs, a CCS, and Creed. I can respect the amount of fire Russes draw and can even dish out. But I also expect those Russes are moving up side by side with the Chimeras or in front of them, so their scatter into the Chimeras is harder to pull off.

And I don't have problem shooting a AV 12 vehicle or Walker that gets within 12" when I have a Str 8 weapon that will glance on a 4. I don't need to wait till 6".



I'm obivously not on the same page as you. Your Russes still have the possiblity of scattering, as do Manticores. So I'm not seeing your point...

What huge amount of fire power can a Russ dish out? Most I think can of is a Punisher, but who takes those?

If you want 4+ to glance then you may as well take a missile launcher and not risk getting stuck in terrain to get in 12" range or shot up on the way. Only difference is AP1. The only time meltas really don't need to be within 2D6 armour pen is against Rhinos etc or monstrous creatures.


Yeah, I never said huge amount, I just said I can respect the amount.
I can respect the amount of fire Russes draw and can even dish out.
Only quotes 4 times now. And it is kinda hard, though possible, to scatter /behind/ the LRBT when it shoots. Missile Launchers suck.... and yeah, dude, we are saying the same damn thing! 'Rhinos and stuff?' What is AV 12 or less? 'Rhinos and stuff!'. Sheesh... now your just arguing for the sake of arguing.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Tower of Power






Cannock

There's a difference between how you say something and what you actually mean .

I don't think you've quoted anything four times actually, but anyway. Missile launchers suck for Guard you mean? Oh and you never said Rhinos, you said av12 vehicle or walker. If you mean a missile launcher sucks over all then the melta is only marginally better because will still need a 4+ to glance (as you said yourself you don't need to be in 2D6 range) the only additional benefit is the AP1. As mentioned, meltas are only good for Rhinos etc when not in 2D6 range, oh and monstrous creatures too .

No one is arguing just for the crack. You just don't explain your points very well "don't take a manticore because it scatters, take a Leman Russ" don't Leman Russ scatter too? You also never mentioned Rhinos, at least in one post, your point was av12 and walkers.

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 
   
 
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