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![[Post New]](/s/i/i.gif) 2011/09/22 01:55:59
Subject: New to Imperial Guard, starting at 1K.
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Gnawing Giant Rat
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Hello everyone,
I've picked up the codex and a command squad so far, but need to know the next purchases for my list to start painting and playing! Looking to build a competive all comers list.
HQ
Company Command Squad
4x Plasma Guns, Plasma Pistol
Mounted in Chimera
Multi-laser, Heavy Flamer, Heavy Stubber
Veteran Squad
3x Meltas
Mounted in Chimera
Multi-laser, Heavy Flamer, Heavy Stubber
Veteran squad
3x Plasma Guns
Mounted in Chimera
Multi-laser, Heavy Flamer, Heavy Stubber
Veteran Squad
2x Flamers, Heavy Flamer
Mounted in Chimera
Multi-laser, Heavy Flamer, Heavy Stubber
Vendetta
Hydra Flak Tank Battery
Hydra Flak Tank Battery
11 Kill points, 3 scoring units and 42 models.
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![[Post New]](/s/i/i.gif) 2011/09/22 08:13:36
Subject: Re:New to Imperial Guard, starting at 1K.
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Cultist of Nurgle with Open Sores
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It looks like a solid list the only thinkgs i would change is the chimeras with the command and plasma vet squad put a hevy bolter insted of a hevy flamer because thay will be doing more range sooting than close suport. Give your command squad a medic and a master of ordiance(hope my speling was right).
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In the embrace of great Nurgle, i am no longer afraid, for with His pestilential favour i have become that which i once most feard: Death.
http://www.dakkadakka.com/dakkaforum/posts/list/404433.page |
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![[Post New]](/s/i/i.gif) 2011/09/22 10:59:29
Subject: Re:New to Imperial Guard, starting at 1K.
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Tunneling Trygon
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smeg wrote:It looks like a solid list the only thinkgs i would change is the chimeras with the command and plasma vet squad put a hevy bolter insted of a hevy flamer because thay will be doing more range sooting than close suport. Give your command squad a medic and a master of ordiance(hope my speling was right).
MOO in a chimera is not worth it as he can't shoot if the chimera moves. Medic pack < additional plasma gun.
If you have HF on the chimeras then the flamer vet squad is better tooled as another melta squad. Stubbers are optional if you're tight on points.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2011/09/22 11:58:54
Subject: New to Imperial Guard, starting at 1K.
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Member of a Lodge? I Can't Say
WI
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Hello Old...
Well, it all depends on what you want to play for a list. IG is a great codex with a ton of flexibility, so there is no one magic list.
I will say this... if you have money to drop, mech guard with Vets is a solid choice and instantly competitive.
I have to agree with Rum... drop the flamers and get meltas or plasma. To pay for it, drop the stubbers if needed. If you have a extra 10pts, put a AC in a plasma Vet squad to camp a rear objective for some extra long range fire power (since they wouldn't be moving up). If you have 20pts, get a Lascannon instead for some additional long range AT capability.
One of the key to IG is making best use of the BS (Balistic Skill) of the various units and maximizing your special weapon slots to make use of said BS. Since your planning on using Vets who have a BS 4, the flamers kinda wasting it, because you do not roll to hit.
Good luck and enjoy!
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This message was edited 1 time. Last update was at 2011/09/22 11:59:28
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) 2011/09/22 15:54:48
Subject: New to Imperial Guard, starting at 1K.
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Gnawing Giant Rat
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Thank you for the responses all.
The idea with the flamers was to give an anti horde aspect to the army. The heavy stubbers were to burn extra points and give the Chimeras 6 shots on the move.
I will most likely be taking an additional Melta Team instead of the Flamers. And drop the other stubbers for LC fun.
Thank you for the feedback everyone.
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This message was edited 1 time. Last update was at 2011/09/22 16:09:49
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