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I am a Chaos Player primary, but just bought Imperial guard 10 days ago. 1,500 pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut





I spent a total of $235 on the army, but here is the Army I am going to be fielding my next 1,500 pt army. I was curious how HORDE of imperial guard do?

HQ: (210)
Company Command Squad: 105
-power weapon, med pack, vox caster, 2 sniper rifle
Company Command Squad: 105
-Power weapon, med pack, vox caster, 2 sniper rifle
Troop:(1,290)
Vet Squad:220
-power weapon,vox caster, Hvy Flamer, 2 flamers, lascannon, demolitions, chemera (hull Hvy Bolter, turret multi-laser)
Vet Squad:220
-power weapon,vox caster, Hvy Flamer, 2 flamers, lascannon, demolitions, chemera(hull hvy flamer, turret Multi-laser)
Vet Squad:115
-power weapon,vox caster, grenade launcher, meltagun, plasma gun
Vet Squad:115
-power weapon,vox caster, grenade launcher, meltagun, plasma gun
Inf Platoon:310
Command platoon-vox caster, 5 platoons-5 vox caster
Inf Platoon:310
Command platoon-vox caster, 5 platoons-5 vox caster

160 infantry with 2 chemera transport.

1,500 pts.

This message was edited 1 time. Last update was at 2011/10/24 23:13:10


 
   
Made in us
Regular Dakkanaut





was thinking this army is not paying homage to my Chaos god roots...

Well the two gods I started with because they seemed to be the best when I started playing in the Warhammer game system is Khorne and Tzeentch. To pay homage I am thinking about fielding a hand to hand imperial guard army one day, and no I am not going to use ogrens.
   
Made in us
Regular Dakkanaut





Considering Ogryns are the bread and butter of Imperial Guards CC unit I would say you have a tough road ahead of you.

Most CC codexs will be hitting you on 3's, wounding on you on 3's (sometimes 2's ). Your best bet is to flame them up before you jump in and beat them up with your pistol whips! Slap Yorick in there if you want a CC powerhouse. I am also a chaos player thats considered imperial guard but I decided against it after a few playtests as I love CC. Yorick stood back up 3 times and ended up winning
   
Made in gb
Fresh-Faced New User




i would say that putting a lascannon in a squad that has flamers and a chimera would be a waste of points as it will likely only get to shoot once or twice. also, the 3 different special weapons in the on foot vets makes them not extreemly brilliant at anything, i would put all of one weapon in one squad and so on. the army seems very effective when fighting hordes, but the two expensive flamer squads in chimeras are going to have trouble fighting anything with an armour of 3+ or more. the demolitions is pretty much null and void if im honest since guard can't assault out of transports so any tanks will just speed off and the expensive vets will get chewed up with their 5+ save.
some extra advice in case it hadn't occured to you. since you have very little armoured support it would probably be besy when you get on the board to target ANY anti infantry guns you see so in the end your opponent is firing a load of pricey ST10 weapons and felling one guardsman per shot. i'vde put someone in that situation and they did not enjoy it. ( but the other way round, since i rely on tanks so i just kill every AT gun he has and watch him squirm as my rear armour 11 tanks kill his strenght 4 infantry without slowing).
   
Made in nz
Guardsman with Flashlight




decoste007xt wrote:Considering Ogryns are the bread and butter of Imperial Guards CC unit I would say you have a tough road ahead of you.

Most CC codexs will be hitting you on 3's, wounding on you on 3's (sometimes 2's ). Your best bet is to flame them up before you jump in and beat them up with your pistol whips! Slap Yorick in there if you want a CC powerhouse. I am also a chaos player thats considered imperial guard but I decided against it after a few playtests as I love CC. Yorick stood back up 3 times and ended up winning


I completely disagree with this first part about ogryns. Let's face the facts: Ogryns are sub-par CQC attackers primarily because they are overpriced and don't have power-weapons. If you want to play a CQC Imperial Guard army you're better off running powerblob platoons.

- 1000 points
- 500 points 
   
Made in us
Regular Dakkanaut





well Penal Legion has a 1 in 3 chance of having two weapon and rending, they have a 1 in 3 chance of having furious charge instead of rending, or 1 in 3 they have assault weapons. You role before deployment so you know what the units have before you deploy them.

Of course I am the Crazy guy who gave a Havic squad mark of Khorne and then when the nids got to close I charged them in hand to hand and killed them.
   
Made in us
Fresh-Faced New User




Dark Side of Moon

i play IG and i would say if you are going to run lasconons in HWS in the platoons so that they can just sit back and shoot while ur foot sloggers give them cover

FOR THE GLORY OF CHAOS!!!!!!!

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Made in us
Regular Dakkanaut





disturedspider wrote:i play IG and i would say if you are going to run lasconons in HWS in the platoons so that they can just sit back and shoot while ur foot sloggers give them cover


Well that is what everyone expects....

So far seen 4 different main Imperial guard tactics
1.) Most Common: Tanks Tanks, and More Tanks
2.) Pretty Common: Lots of troops with Lots of heavy weapons
3.) not very Common: Air craft with troops with a couple tanks and heavy weapon teams.
4.) Hardly see anymore: Orgins for Hand to Handing the enemy

with 1-3 they sit back and fire and don't move much till late in the game, in 3 at least they have fast skimmers to drop troops off at objectives late in the game. Imperial Guard use to have some tactic into playing them, it was not an OLD school Squat style army were if they move they only are moving because they messed up deployment.

At least in 3rd edition they moved a little, but seems in 5th ed they just like staying put squatting down in some cover so if the enemy does get into hand to hand they are already squating so they can just take a dump.
   
Made in us
Member of a Lodge? I Can't Say




WI

Hoard IG can work well if done right. Unfortuniatily your list is more reflective of a marine player than a IG player. Just remember your limited to 6 Troop choices. Also remember that you can not charge if you fire a rapid fire weapon (lasguns or plasma guns).

There are several routes to go if you want to do CC and be effective at it.

Ogryns are good, but as mentioned, need a PW with them. I personally feel the best Choice is Yarrick because he is actually the one IG character that is hard to kill. A squad of 10, a T 5 and with 30 wounds is pretty nasty.

Power blob is probably the best route, using Platoon Infantry Squads (PIS) and the Combined Squad rule (you can only combine PIS for this btw). Every lasgun is a wound, and since the sergeant and Commissar are not ICs, they can not be targeted. Give them flamers or melta guns (assault weapons, and I go Meltas personally for something to use against a MC), give every sergeant a melta bomb (incase of walkers getting in CC with you) and avoid silly mistakes like giving your Commissar a Plasma pistol and you should be fine

Rough Riders... if you charge, you will wipe out anything (even light rear AV vehicles). Spend a few extra points for a PW and Melta bombs or even a specialw eapon or two and you have a unit that can do something after that first charge.

Vets... Give your vets shotguns, melta guns, a PW and Demolitions and you have a dangerous unit that almost defines 'glass hammer'. This unit is all about shooting and then charging. If they get Charged, they are really at a disadvantage.

Penal squads have the problem of random rolls and no wargear. The lack of a PW hurts alot. If you go this route, you probably need 6 Penal squads to give you the chance to get the guys you want.

Independant Characters... these guys give you the power weapons you desperatily need. You can grab 0-5 Ministorum Priests and 0-2 Techpriests as well as up to 2 Lord Commissars and/or Primaris Psykers. But the problem is the fact they are ICs, so can be targeted in CC and the fact is that they are crunchy. These guys can also be limited to who they can be attached to (Ministorum), but in combo with Ogryns, Penal, and maybe multiple ICs in the same units you might be able to pull it off... maybe.

PCS and CCS.... Straken is a popular choice for power blobs and the like. Give him a couple of body guards or Nork and either 4 assault special weapons (I suggest melta guns) or equip the guys with a CCW and Pistol or do stuff like a Medic and Regimental Standard can be effective. I am a fan of Creed myself, due to the 24" Order range and 'For Cadia!' special Order. For PCSs, I have been convinced that giving all the guys a CCW and pistols and using them as a second wave of a established melee to finish off the Foe (with or without a Standard) can also be an effective tactic. But on their own they are meat. Al'Rahim in a Outflanking list (I suggest Creed in a CCS to outflank a second blob) with a Astropath can be pretty effective if built right. Think Zulu or a pincer attack.

If you use Chimeras and your attacking, give them Hull Heavy Flamers (for free). If they are camping, leave the heavy bolter (to be able to fire the multi-laser and HB at the same target). Remember the infantry inside can fire on a second target...and with 5 fire ports, you can fit a HWS (two spots) and three special weapons (I suggest plasma or melta). This makes Vets a good choice for this, to camp rear objectives and give you some long range fire support.

Personally, I find platoons to really give you the best option, as you can take HWSs to give you long range support fire and anti-tank. The HWSs, as part of the Platoon, counts as a scoring unit so can hold rear objectives. I feel a Lord Commissar with his 'Aura of Discipline' will help keep your HWSs around and make Orders work with them. I think a 20 man blob (two per Platoon) properly kitted out can be super effective. I am also a huge fan of Creed and 'For Cadia!' to give you 'Furious Charge' to give you that Str 4 Init 4 to overcome marines. Run 3-6 blobs and have HWSs giving you cover with Rough Riders on the flanks... even a line of Ogryns in front to give your troops cover. Can be pretty damn brutal. Make sure you take a Officer of the Fleet to help screw over Deep Strikers. I like giving the CCS a LC, and either 2 plasma guns or a plasma and a Standard. Give them Camo Cloaks to help protect them from shooting.

I hope this gives you some ideas. If you want further help, drop me a PM.


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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