Switch Theme:

Imperial Guard 1000pt [revisited.]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Commoragh-bound Peer



Delaware

So, this is my second attempt at a semi competitive list. Please make suggestions on anything, i don't know much about balancing anti tank/infantry, etc. All comments are appreciated. Also, if you are selling any of these units and you live in the continental US, please let me know because this army new would cost me aroud 386 USD

HQ
Company Command Squad
Lord Castellan Creed
3 meltaguns
Voxcaster
in Chimera
230 Points

Troops
(Platoon Alpha)
Platoon Command Squad
2 Infantry Squads
2 grenade launchers
Voxcaster
3 Mortar Heavy Weapon Teams
205 Points
(Platoon Beta)
PCS
P. Commander w/ powerfist
2 Infantry Squads
2 flamers
Voxcaster
3 Autocannon Heavy Weapon Teams
235 Points

Heavy Support
Leman Russ Battle Tank
Heavy Bolter Sponsons
170 Points
Manticore Rocket Launcher
160 Points

 
   
Made in us
Longtime Dakkanaut





Overall you have a lot of bodies, but very little threatening units out there.

Crims0nCoast wrote: So, this is my second attempt at a semi competitive list. Please make suggestions on anything, i don't know much about balancing anti tank/infantry, etc. All comments are appreciated. Also, if you are selling any of these units and you live in the continental US, please let me know because this army new would cost me aroud 386 USD

HQ
Company Command Squad
Lord Castellan Creed
3 meltaguns
Voxcaster
in Chimera
230 Points


Why the heck is Creed in this list? Your infantry squads aren't really equipped to make orders worth it (hell orders usually don't make or break a list anywho). Drop him.

Vox is fairly 'meh' and like I said....your list really doesn't hinge on orders are at all so I'd ditch it.

Different problem now. This is honestly your only reliable anti-tank while your 3 autocannons handle anti-transport.....this is not enough. Plus you only have 1 chimera and I guarantee you that it will be gunned down on the first turn while the autocannon squads sucks up a lot of fire. There is not enough target saturation here for them to be useful.

Troops
(Platoon Alpha)
Platoon Command Squad
2 Infantry Squads
2 grenade launchers
Voxcaster


So what exactly are these squads doing? The PCS is naked and pretty useless aside from orders that aren't very commonly used. It looks like you are combining the infantry squads but they don't have any hint of a power-blob nor are they very threatening at shooting.

Pick a role for each squad and kit them out accordingly.

3 Mortar Heavy Weapon Teams

Not really that useful honestly. IG already does anti-infantry very well....and this list lacks anti-vehicle. I'd look into more autocannons.


(Platoon Beta)
PCS
P. Commander w/ powerfist
2 Infantry Squads
2 flamers
Voxcaster


Once again what are these doing? The PCS is still pretty useless. Let's be honest 2 WS4 S6 I1 attacks are laughable......especially in a 5-man unit that will die in CC as soon as something sneezes at them. Don't bother.

The combined flamer squad is a step down even from the grenade launchers.

3 Autocannon Heavy Weapon Teams

Better, but HWS are very easy to kill. Remember that S6 will instant-death an entire team and there are a lot of armies out there with S6+ weapons with a high rate of fire (Multilasers, Scatterlasers, Psycannons, Brain-leech Devourers, Telsa-Destructors, assault cannons, etc)....that and their low leadership means that every time a team dies you have a decent chance of running away. A single squad is not going to be effective. Take at least three or none at all. Another option is putting heavy weapons teams in infantry squads to have a lot of ablative wounds.

As an example, I play mech IG with a lot of multilasers and autocannons in the list. I have gone against an army with 7 heavy weapon squads (2000 points).....and in one turn managed to kill 9 heavy weapon teams (spread out amongst the 7 squads and this includes a 4+ cover save) and then 3 of those squads ran away. So in one turn of shooting I neutralized about 67% of the enemy's heavy weapon threat.

Granted I wasn't facing that strong of a list....but it gives you an extreme case scenario.


Heavy Support
Leman Russ Battle Tank
Heavy Bolter Sponsons


Normally I wouldn't suggest taking sponsons as stationary tanks tend to die quickly....but this list has enough meatshields to keep assaulters away.


170 Points
Manticore Rocket Launcher
160 Points


Not bad, but be aware next to your CCS this is the most threatening units and enemies will be gunning for it fast and hard. Keep it out of LOS for as long as possible. All the enemy has to do is stop you from shooting (so even glances will hurt your effectiveness) and you loose a big advantage.

This message was edited 1 time. Last update was at 2011/11/24 05:29:35


 
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

I would not go with the Heavy Bolter Sponsons on the LRBT. It should be moving and shooting, and they would be end up being useless.

Next thing I would do is opt out of using the mortars. They are not as good as a different type of heavy weapons team would be, such as autocannon.

 
   
Made in us
Commoragh-bound Peer



Delaware

Alright, but really I can't kit a platoon out for CC since IG sucks at that, can I? I basically choose between Av 10-12 killers and Av 12+ killers or what? I was iffy about kitting out the command squads because they die only slightly less quickly compared to regular guardsmen. How do you propose I equip my command squads?

Also, i was running 3 each of the autocannon and mortar teams, i had a hard time worsing it because 5e Imperial guard units are so confusing...

This message was edited 1 time. Last update was at 2011/11/24 06:01:33


 
   
Made in us
Member of a Lodge? I Can't Say




WI

If you actually want to do CC IG, power blob is probably the best way to go. The only thing that can 'combine' together are platoon infantry squads (PISs). You can not blob in a PCS or any other units in with them. Proper built power blobs are 2-3 squads of PIS, 1 Commissar, and every one who can have power weapons and melta bombs is equipped with them. If it is an offensive blob, I prefer to give them Melta guns or flamers. For defensive blobs I still give them melta guns, but I will also give them AC HWTs.

Defensive blobs are used to 'bubble wrap' artillery to keep them from being assaulted and melta gun range of drop pods or other deep strikers. They literally form a ring roughly 6" from the vehicle, using a table edge or two.

Blobs work because the Commissar and Sergeants are not ICs so can not be singled out for attacks. You can literally use every lasgun trooper as a wound. The Commissar gives them Stubborn at leadership 9 so it is really hard for the blob to run, though if you do roll bad on a Leadership check, your Commissar will execute a Sergeant to do a automatic re-roll. The blob with the power weapons can grind down other units. THe melta bombs give you a form of defence against walkers and give you the option to charge a vehicle if you fail with your melta guns. Make sure you read up on the assault rules concerning rapid fire weapons (your lasguns are rapid fire weapons).

As for heavy weapons, there really are only two choices... ACs and LCs. ACs are for AV 12 or less and LCs are for AV 12+. ACs due to their high Strength (Str 7) and two shots give you the versitility to also be used effectivily against troops once you pop the transports. Any other picks are either inefficent or fluff picks. The rare exception is a Vet squad with Harker, as he has a heavy bolter. I then make the unit a dedicated anti-infantry unit and give it 3 plasma guns, a heavy bolter team, and Demolitions (to give them some option for AV 12+).

One thing I will strongily disagree with Nungunz is the use of Orders combined with HWSs. I feel this can make or break a foot guard list as 'Bring it Down!' issued by a CCS can make the squad's weapons twin linked against vehicles and Monsterous creatures. You do have to invest points into this to make it work, as a Lord Commissar (due to his 'Aura of Discipline') will make the HWSs Ld 10 for Orders, Morale, and pinning tests. Give the Lord a Camo Cloak and attach him to a squad and place them in Cover for a 3+ cover save and Stubborn. All you need is one unit of your HWS to be within 6" of the Lord for this to work (or have he attached to one and two others within 6" of him). Kell is another option, but only for Orders (as he uses the CCS officer's Ld for the Orders instead of the unit's Ld. All HWSs in my opinion should be in Cover, as out of cover they are dead meat. Just make sure you read the rules concerning Orders carefully.

If you have 4 or more units you want to give Orders to, Creed is your man. If your running power blob, Creed (due to 'For Cadia!') or Straken are both strong contenders. Al'Rahim is also a good fit for a power blob list.

Hope this helps or answers some questions. Good luck!

This message was edited 2 times. Last update was at 2011/11/24 08:22:09


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
Forum Index » 40K Army Lists
Go to: