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![[Post New]](/s/i/i.gif) 2011/09/19 18:25:43
Subject: 600 point army, Imperial Guard
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Fresh-Faced New User
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Hi there, I am going to play in a tournament and I need a 600 point army, and I want to know which army list you think is better, and which tactics to use with it:
Command squad, cloaks, master of ordanance, sniper 105
Platoon:
platoon command squad, 2 meltas 50
infantry squad, melta 60
infantry squad, melta 60
10 veterans, 3 meltas 100
chimera, multi laser, heavy flamer 55
Leman Russ, 3 heavy bolters 170
total 600
for the second army i would replace the platoon with another 10 veterans with 3 meltas, and another chimera with multi laser and heavy flamer. I would also remove the sniper from the command squad, and replace the heavy bolter sponsons on the leman russ with plasma cannons.
Thanks for you help.
BTW I like meltas
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![[Post New]](/s/i/i.gif) 2011/09/19 18:28:58
Subject: 600 point army, Imperial Guard
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Sinewy Scourge
Grand ol US of A
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The second one. Any DE tournament list would have a field day on blobs. I know alot people like them and all but honestly mech guard is a pain for anyone let alone a smaller game like this. I also would consider drop the MoO for anything really he is just so inacurate.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/09/19 18:39:33
Subject: Re:600 point army, Imperial Guard
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Fresh-Faced New User
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What would you suggest to replace the MoO with? Some upgrades to the chimera possibly?
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![[Post New]](/s/i/i.gif) 2011/09/20 18:49:31
Subject: 600 point army, Imperial Guard
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Sinewy Scourge
Grand ol US of A
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dark1thought wrote:Hi there, I am going to play in a tournament and I need a 600 point army, and I want to know which army list you think is better, and which tactics to use with it:
Command squad, cloaks, master of ordanance, sniper 105
Platoon:
platoon command squad, 2 meltas 50
infantry squad, melta 60
infantry squad, melta 60
10 veterans, 3 meltas 100
chimera, multi laser, heavy flamer 55
Leman Russ, 3 heavy bolters 170
total 600
for the second army i would replace the platoon with another 10 veterans with 3 meltas, and another chimera with multi laser and heavy flamer. I would also remove the sniper from the command squad, and replace the heavy bolter sponsons on the leman russ with plasma cannons.
Thanks for you help.
BTW I like meltas 
Sorry just saw your pm...like I said I don't like the MoO due to inacuraccy. Adding EA to chimeras is pretty usefull at this level since you don't have the spamming ability that is at later levels. It lets you keep moving those vet squads up to get into that sweet range to use meltas. If you drop the sniper, MoO, and cloaks then I would leave the bolters on the russ or drop them altogether. Honestly a russ at 600 points is a nightmare for any army so that buys you the anti-infantry right there. Add in the two ML or HF and the only thing you need is to be able to destroy one or two tanks. Meltas can do that but you have to get close. Smoke and EA can help. I've been trying to see if I can slip a vendetta in there just for the WTF a LR and a vendetta effect.
So it would be:
CCS: 50
Melta Vets: 100
Chimera w/ HF and ML: 55
Melta Vets: 100
Vendetta: 130
LRBT: 150
That should leave you 15 points for a heavy/special weapon on the CCS. You can also drop the meltas on the squad in the vendetta to get 45 pts total to spend. At that point I would leave the cloaks and add in a heavy/special weapon. Then just perch them in a ruin for 3+ cover and a good sniping spot.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/09/20 20:12:51
Subject: Re:600 point army, Imperial Guard
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Fresh-Faced New User
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K, thanks a lot for your help, I'll ask my friends if they think having a valkerie/vendetta would be good
And also what strategy would I use with the vendetta, sorry, I haven't got much experience with dedicated transports, as I've mostly been playing necrons, tyranids, and daemons.
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This message was edited 1 time. Last update was at 2011/09/20 20:20:14
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![[Post New]](/s/i/i.gif) 2011/09/20 20:16:34
Subject: 600 point army, Imperial Guard
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Nasty Nob on Warbike with Klaw
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Also at Low pt lvls like this I feel that the Heavy Weapon in the Chimera Shines.
Autocannons especially
Typically I'm against it as theyre are better things to spend points on, however at low pts each model counts
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![[Post New]](/s/i/i.gif) 2011/09/20 21:14:18
Subject: Re:600 point army, Imperial Guard
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Sinewy Scourge
Grand ol US of A
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dark1thought wrote:K, thanks a lot for your help, I'll ask my friends if they think having a valkerie/vendetta would be good And also what strategy would I use with the vendetta, sorry, I haven't got much experience with dedicated transports, as I've mostly been playing necrons, tyranids, and daemons.
A vendetta would be used as long range anti-armor. This will be the big thing to take out rhinos, razorbacks, etc. It has 3 TL LC and can carry 10 guys and drop them off even if it moves flat out. It's a fast skimmer so tossing a squad in there can give you a last turn push for an objective. Just keep in mind that anything that can hurt it will be pointed at it. It also has scouts so using that to get cover is great if your not going first. Otherwise keep it back to shoot until the threats are gone. Also it is NOT a dedicated transport. It uses up one of your FA slots. A vendetta is one of those things people just don't see coming. Pretty much the idea will be to scout-flat out the vendetta. Use the CCS to pop some shots down range while the russ provides cover for your chimera (normally its the other way around but with 2 troops they both have to live), unless there is adequite terrain to get a cover save. If you don't have to move don't. Sitting still lets your russ/vendetta get more shots. The chimera is pretty much a shield inbetween your weak guardsmen and the horros of the 41st mellenium.
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This message was edited 1 time. Last update was at 2011/09/20 22:10:20
d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/09/20 21:17:25
Subject: Re:600 point army, Imperial Guard
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Nasty Nob on Warbike with Klaw
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Akroma06 wrote:dark1thought wrote:K, thanks a lot for your help, I'll ask my friends if they think having a valkerie/vendetta would be good
And also what strategy would I use with the vendetta, sorry, I haven't got much experience with dedicated transports, as I've mostly been playing necrons, tyranids, and daemons.
A vendetta would be used as long range anti-armor. This will be the big thing to take out rhinos, razorbacks, etc. It has 2 TL LC and can carry 10 guys and drop them off even if it moves flat out. It's a fast skimmer so tossing a squad in there can give you a last turn push for an objective. Just keep in mind that anything that can hurt it will be pointed at it. It also has scouts so using that to get cover is great if your not going first. Otherwise keep it back to shoot until the threats are gone.
Also it is NOT a dedicated transport. It uses up one of your FA slots. A vendetta is one of those things people just don't see coming.
Pretty much the idea will be to scout-flat out the vendetta. Use the CCS to pop some shots down range while the russ provides cover for your chimera (normally its the other way around but with 2 troops they both have to live), unless there is adequite terrain to get a cover save. If you don't have to move don't. Sitting still lets your russ/vendetta get more shots. The chimera is pretty much a shield inbetween your weak guardsmen and the horros of the 41st mellenium.
It actually has 3 twin-linked lascannons and the (Scout) Rule; which means it can make a scout move of up to 24" before the game begins, or it may choose to outflank.
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![[Post New]](/s/i/i.gif) 2011/09/20 22:09:56
Subject: Re:600 point army, Imperial Guard
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Sinewy Scourge
Grand ol US of A
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jdjamesdean@mail.com wrote:Akroma06 wrote:dark1thought wrote:K, thanks a lot for your help, I'll ask my friends if they think having a valkerie/vendetta would be good
And also what strategy would I use with the vendetta, sorry, I haven't got much experience with dedicated transports, as I've mostly been playing necrons, tyranids, and daemons.
A vendetta would be used as long range anti-armor. This will be the big thing to take out rhinos, razorbacks, etc. It has 2 TL LC and can carry 10 guys and drop them off even if it moves flat out. It's a fast skimmer so tossing a squad in there can give you a last turn push for an objective. Just keep in mind that anything that can hurt it will be pointed at it. It also has scouts so using that to get cover is great if your not going first. Otherwise keep it back to shoot until the threats are gone.
Also it is NOT a dedicated transport. It uses up one of your FA slots. A vendetta is one of those things people just don't see coming.
Pretty much the idea will be to scout-flat out the vendetta. Use the CCS to pop some shots down range while the russ provides cover for your chimera (normally its the other way around but with 2 troops they both have to live), unless there is adequite terrain to get a cover save. If you don't have to move don't. Sitting still lets your russ/vendetta get more shots. The chimera is pretty much a shield inbetween your weak guardsmen and the horros of the 41st mellenium.
It actually has 3 twin-linked lascannons and the (Scout) Rule; which means it can make a scout move of up to 24" before the game begins, or it may choose to outflank.
Ugh
Just epic fail on my part. Hit the 2 by mistake. Yeah 3 (three) Twin-Linked Lascannons.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/09/20 22:37:21
Subject: 600 point army, Imperial Guard
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Fresh-Faced New User
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Oh dear, I have just noticed a problem. I forgot to mention that for some absurd reason your only allowed a fast attack OR a heavy support, not both. Sorry that I wasted your time by not putting that in the first post
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This message was edited 1 time. Last update was at 2011/09/20 22:38:06
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![[Post New]](/s/i/i.gif) 2011/09/21 08:29:40
Subject: 600 point army, Imperial Guard
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Member of a Lodge? I Can't Say
WI
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If your going balls to the walls mech guard...
CCS - 95pts (in Vendetta)
4x Melta guns, Melta bomb
Vets - 155pts
3x Melta guns, Chimera with hull HF
Veta - 155pts
3x Melta guns, Chimera with hull HF
Vendetta - 130pts
Marbro - 65pts
Here is the kicker on Mech at this level. Your not really doubling your fire power. Melta guns and lascannons are cheap. For 600pts you could have a gunline list that probably has more fire power going down range... here is an example of a gunline list at 600pts.
CCS - 110pts
2x Plasma guns, LC, Plasma Pistol
Vet - 145pts
3x Plasma guns, LC, Plasma Pistol
PCS - 50pts
4x Sniper rifles
PIS - 135pts
Commissar, 2x PW, Melta gun, AC, melta bomb
PIS - 85pts
PW, Melta gun, AC, melta bomb
HWS - 75pts
3x ACs
Blob is a fully kitted out blob that is decent at CC if someone gets that close. You have 5 ACs, 4 Sniper Rifles and 2 melta guns all at BS 3. At BS 4 you have 2 LCs and 5 plasma guns. If you can get it off, issue 'Bring it Down!' to your CCS and your Blob for vehicles and MCs (the blob is Ld 9 due to the Commissar). Obviously put everything in cover.
Good luck and have fun!
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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) 2011/09/21 14:58:57
Subject: 600 point army, Imperial Guard
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Regular Dakkanaut
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CCS
-4 plasmaguns
-plasma pistol
-power fist
-carapace armor
Chimera
-ml/hf
210pts
Vets
-3 meltaguns
-7 shotguns
Chimera
-ml/hf
155pts
Vets
-3 meltaguns
-7 shotguns
Chimera
-ml/hf
155pts
Scout Sentinel
-autocannon
40pts
Scout Sentinel
-autocannon
40pts
Total 600pts
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