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Made in us
Whiteshield Conscript Trooper






OK, my two main opponents are a DE player and a GK player. I did some research on these two armies and came to the realization that they are practically polar opposites. The 1500 point list I made is great against the DE player, but I was wondering if I could get some advice on how to make one list that could stand against both armies instead of having two separate lists.

Here is the list I already created:

HQ: Company Command Squad w/ regimenyal standard, vox – caster, and a master of ordnance = 100 pts.

Techpriest Enginseer w/ 1 servitor = 60 pts.

Troops: Platoon Command Squad w/ vox – caster and platoon standard = 50 pts.
3 Infantry Squads all w/ vox - caster and chimera transport = 330 pts.
2 Infantry Squads both w/ vox - caster and lascannon = 150 pts.
Heavy Weapons Squad w/ 2 missile launchers = 80 pts.
Conscript Squad = 80 pts.

Penal Legion Squad = 80 pts.

Elites: 2 Ratling Squads both w/ 2 more ratlings = 100 pts.

Heavy Support: Leman Russ Battle Tank w/ dozer blade = 160 pts.

Leman Russ Battle Tank w/ dozer blade = 160 pts.

Hydra Flak Tank Battery (2) = 150 pts.

Total Points Value = 1500 pts.

If this list really isn't as good against DE as I thought, please don't hesitate to tell me I am stupid and need to completely change it.

This message was edited 1 time. Last update was at 2011/10/14 14:02:19


 
   
Made in de
Ragin' Ork Dreadnought






Ingelheim am Rhein, Germany

I cant give you any advice on your list becaue im new to ig, but i can tell you that this should be in tactics or army lits. I guess itll be moved there soon...

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Made in gb
Wicked Warp Spider






Techpriests are just rubbish mate, it is always better to take more vehicles and guns than some quite fragile and expensive unit that may be able to repair them if they are permamently damaged but not actually destroyed (ie a minority of vehicle damage results) as long as he is in the exact right place and time.

Penal legion are also pretty pants, they will get minced in close combat by either enemy and their lasguns will be very weak against GK and only so-so against DE (who can have FNP on a lot of units).

Conscripts are worse than regular infantry, it is much harder to get them to stick around (they can't take embedded commissars) and to kill stuff (they can't take any heavy/special weapons), and in fact just the statline increases are worth the very slight points difference.

Ratlings are ok snipers, but frankly snipers aren't really that great under the current rules. Their optimum targets would be low-LD units and monstrous creatures, neither opponent is likely to be heavy on those things right? In any case conventional firepower (ie weapons with a high strength value) is always a better option.

The command squad looks good at order-giving (you should get some proper infantry for them to give orders to!) but a MoO is not a good choice - because his shot always scattters, you quite simply will not hit what you aim at. So unless your opponents have units clustered up in huge packs (unlikely) you won't hit anything.

Heavy support looks fine.

Basically, do a search online about how to equip IG infantry. There is no perfect IG list, but most have 3 heavy support choices, either hellhounds or vendettas in the fast attack choices. Troops choices should be infantry platoons (generally on foot) and/or veteran squads (generally in chimeras). If you are giving the troops units the right weapons upgrades and the few 'correct' other upgrades that are really worth it, and have plenty of the 'good' HS and FA vehicles, IG are one of the best armies in the game so you should be fine.

So do a search on upgrades to IG infantry and which are the best tanks/artillery units. There are tons of topics and articles that lay all this info out.

This message was edited 1 time. Last update was at 2011/10/14 15:19:55


Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Daemonic Dreadnought






The infantry need more special/heavy weapons. Go crazy with autocannons and melta. Dump the tech priest. Go with quad flamer pcs. Upgrade conscripts to guardsmen.

Dump all the vox for a lord commisar with a cammo cloak. He can give a combined squad the stealth usr and raise the weak leadership of ratlings and hws to 10. Also the chance of failing orders on ld10=1/12, so no need for vox.


Automatically Appended Next Post:
And add a psychic battle squad. Pbs go very well with ratlings.

This message was edited 1 time. Last update was at 2011/10/14 16:23:20


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in au
Hardened Veteran Guardsman




Brisbane, Australia

Plasmaguns are like man-held mini autocannons with shorter range nd epic AP value. Plasmaguns will mince the expensive GK units and things like dreadknights which are real buggers. The range means you should get 3 shots off before combat, which is pretty good. Str7 will take out DE vehicles just as good as an autocannon obviously. I suggest taking around 4 plasma guns either in an infantry squad, platoon command, but most importantly in the company command squad. The veterans in the CCS will do a better job with the plasmaguns than regular infantry.

3000  
   
Made in us
Daemonic Dreadnought






At 15 points a pop plasma is a bit expensive on bs3 models.

The quad plas ccs and ac+plas vets are both solid choices. The quad plas ccs should be a top target priority for any meq player. I find it works best in reserve where it can roll on and light someone up.


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Unteroffizier






I love power blobs!(at least 40 guardsmen with commissar and all sergeants w/ power swords) It takes some serious firepower to remove them from objectives and they can actually survive assaults and win. They do cost a lot of points, but it makes the guard able to handle itself in kill points. Autocannon weapon teams are a great buy, and more is better since the sheer amount of str 7 ap4 shots will tear up both light vehicles and infantry.

ww1 French (Imperial Guard) 1500pts
Crimson Fists 2,000 pts
Orks 1,000 pts  
   
Made in us
Longtime Dakkanaut






schadenfreude wrote:At 15 points a pop plasma is a bit expensive on bs3 models.

The quad plas ccs and ac+plas vets are both solid choices. The quad plas ccs should be a top target priority for any meq player. I find it works best in reserve where it can roll on and light someone up.



+1 to the AC + Plas vets. Lots of people tell me I'm stupid for running mixed weapons, but they really do work well. 2x Plas 1x AC 1x Melta Gun vets are putting out 4 S7 shots at 24" (plus 3 S6 from their Chimera), 6 S7 and a S8 at 12" and can still hurt vehicles. I really do like the mixed weapon combination. It only really works if you have other elements to handle AV13/14, but lettuce be cereal here: you're playing Guard...you can hurt AV14.

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