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Made in us
Imperial Recruit in Training




Texarkana

Hi Guys, first post so be gentle. I have been playing guard for a little while now and am tired of, well how should I say it, not doing so hot. My weakness is mainly in the army lists I bring. So having taken some time away from the game and reading lists and forums by other users I have made a new list that will hopefully have more luck.


HQ

Company Command Squad

Company Commander w/ Plasma Pistol
Grenade Launcher
Vox
Missile Launcher
Master of Ordnance
Camo Cloak
Total: 265 points

Company Command Squad
Grenade Launcher
Vox
Lascannon
Master of Ordnance
Camo Cloak
Total: 130 points


Troops

Platoon Command Squad
Commander Chenkov
Grenade Launcer
Vox


Squad
Grenade Launcher
Vox
Mortar

Squad
Grenade Launcer
Vox
AC

Heavy Weapon Squad
HB

Heavy Weapon Squad
AC

Conscripts
+20 Guardsmen
SINTW

Total: 610

The above platoon is a stationary fire base that will use the conscripts as a tarpit until the second platoon out flanks. Afterwards the conscripts will be desposed of and brought back in as kind of a bubble wrap for the fire base to protect against the troops and MC's that get through.


Platoon Command Squad
Captain Al'Rahem
Vox
Plasma x 2

Squad
Plasma
Commisar

Squad
Plasma
Vox

Total: 305

This Platoon will outflank using Al'Rahem. These two Infantry squads are combined. The main goal of this platoon will be to help either distract the long range support from raining death upon my firebase and cause as much damage as possible.


Fast Attack

Armored Sentinel x 2
AC
Plasma Cannon
Hunter Killer x2

Armored Sentinel x 2
AC
Lascannon
Hunter Killer x2

Total: 305

I want to use these to move up either flank taking out vehicles. If they last long enough whichever Sentinel squad is near the flanking Platoon will join up with it and help add firepower to them. While the other applies pressure to the other side.


Heavy Support

Griffon x 2
Camo Netting x 2

LR Demolisher x 2
Lascannon x 2
HB Sponsons x 2
LR Punisher
HB
HB Sponsons

Manticore
Camo Netting

Total: 1000


Grand Total: 2480

The two Griffons are in a squad and the 3 Leman Russ are in a squad. The two griffons provide indirect fire support both preferably out of LoS. The three Leman Russ going forth as kind of a spear head behind the first wave of conscripts and hopefully meet up with the flanking platoon in the end. The LR Punisher is in there because one of the most common armies I face are Nid'zilla armies. The best way to get rid of a monstrous creature is through purely making it take wounds. Also there to help take out the infantry that have been knocked out of their transports. The Manticore will hopefully be out of LoS as well (if not then hiding behind the griffons) raining pie plates down on anything that moves.

So there is my list. I am open to changes to almost anything. These are the models I have or will be getting this week. I am attached to the Master of Ordnance as I have a very good scatter with him. Going so far as being the only thing that can knock out that pesky Land Raider most of the times. I normally make back his points 10 fold on average.

So anyway tell me what you think. Any areas to improve? This is a mainly footslogging army meant to convey more of a Planetary Defense Force.







This message was edited 1 time. Last update was at 2011/11/24 04:11:54


 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Okay, so, where to begin...

First, you have far too many upgrades that just aren't doing anything.

Secondly, squadrons should be avoided (exception being sentinels [not armoured] because they're so cheap, and Hydras).

You have a couple of bad units that won't do anything, namely the conscripts plus chenkov and the Punisher.

You don't have nearly enough useful bodies to score with and do damage with.

You need to match your heavy weapons with your special weapons, or take only heavy weapons or special weapons in a squad. Squads that can take multiple special weapons should always max out on them with one type (4x flamers for example). Things like camo-netting and hunter killer missiles aren't good uses of points, and don't mix and match weapon loadouts in a squadron. If you're going to take a sentinel squadron, give both sentinels the same weapons. Mixing them is detrimental.

Anyways, I could go into detail as to what to remove and what to add, but it'd be long. The list would remain mostly unchanged in principle, it just has A LOT of fat to be trimmed and a lot of pieces aligned properly so that units function in a specific way efficiently.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Member of a Lodge? I Can't Say




WI

Yeah, Black is giving you a good start. 2,500 points is pretty high, almost to much for Guard to still be effective. I say this because you just flat run out of slots. Ask your Nid friend to play some 1500-2000 point games instead of something like this, which is actually to his advantage to fit in all of those MCs. I do have to question some of your weapon selections, since you have said your not new to Guard. Plain old playing experience should tell you what works and what doesn't.

Since your doing a foot list, I think I can really help you. First of all, I will make a list for you, then I will explain some tactics/mentality behind the selections afterwards.

CCS - 355pts
LC, 2x Plasma guns, Camo Cloaks, MoO, Astropath, Creed, Kell

CCS - 130pts
LC, 2x Plasma guns, MoO

Marbro - 65pts

Stormtroopers - 105pts
2x Melta guns (I suggest Airbourn Assault)

Stormtroopers - 105pts
2x Melta guns (I suggest Airbourn Assault)

PCS - 57pts (in Vendetta)
4x Flamers, Melta bomb, bolt pistol

PIS - 130pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb, AC

PIS - 85pts (blob 1)
PW, Melta gun, Melta bomb, AC

PIS - 85pts (blob 1)
PW, Melta gun, Melta bomb, AC

LC HWS - 105pts
3x LCs

LC HWS - 105pts
3x LCs

PCS - 57pts (in Vendetta)
4x Flamers, Melta bomb, bolt pistol

PIS - 130pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb, AC

PIS - 85pts (blob 2)
PW, Melta gun, Melta bomb, AC

PIS - 85pts (blob 2)
PW, Melta gun, Melta bomb, AC

Vendetta - 130pts

Vendetta - 130pts

Manticore - 160pts

Manticore - 160pts

Hydra Battery - 150pts
2x Hydras

2499pts

Made a gunline list for you. Effectivily you sit back and just unload fire on the enemy, forcing them to march across the field to you. You have 14 LCs with up to 6 targets and all of them can be twin linked (or are, like the Vendettas). The Vendettas allow you to late game go out to get late game objectives (if they live that long), but the troops inside of them are cheap (I used the last 15pts on the two PCSs, so the odd costs). You have your two MoOs (that can be twin linked if you have the CCS give itself 'Bring it Down!') if you target a vehicle. Combine that with two Manticores and your dropping a ton of shots on the back. On top of that you have two hydras squadroned up for 8 AC shots down range on a target as well as the blobs with their ACs giving you 12 more AC shots at two more targets. Perfect for troop fire or concentrated fire on a transport if you don't want to waste a LC on it. If you run into your Nid-zilla buddy, those AC shots from the blobs can be made twin linked to pretty much take out 2 MCs a turn. You have to totally fail or your buddy has to roll out of his arse. Note... make sure you use Creed and Kell to give Orders to the HWSs, as Kell uses 'Listen up Maggots!' and uses Creed's Ld 10 for the Orders.

On top of all of that fire, I have 3 DSers coming in for surgical strikes. These units are suicide troops, but with all of the indirect fire make sure you shoot them first so you don't accidently blow them up. If your not a fan of the suicide troops, drop them for either more HWSs or PISs to increase the size of your blobs. Switch out the Astropath for a OotF if you go down to just Marbro or anything less then 3. Remember also the 15 extra points from the PCSs if you do swap them out.

Yeah, the list is lacking AV 14, but LRBTs are attacking vehicles, not defensive. The general rule is a LRBT that isn't moving is a dead LRBT.

Hope this helps or gives you a better idea of what to do. I will say at 2500pts you could makes one heck of a Mech list, as the more expensive melta vets in chimeras means you can field more (since a Chimera list is a mech hoard list). Good luck!

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