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Made in ca
Commoragh-bound Peer




Skyrim

-HQ-
CCS with x3 Melta guns, medi-pack and Commander with Plasma pistol and PF.
Carapace armor. 155pts.

Chimera,hunterkiller. 65pts.

-Troops-
Vet squad with x2 Plasma guns, Doctrine and vox. 190pts

Chimera,hunterkiller. 65pts.

Vet squad with x2 Plasma guns, Doctrine and vox. 190pts

Chimera 55pts.

Vet squad with x2 Plasma guns, Doctrine and vox. 190pts

Chimera 55pts.

-Elite-

Stormtroopers. x10 with Plasma pistol and Melta gun. 185pts

-Fast attack-

Valkyrie. 100pts

Vendetta. 130pts.

x3 Scout sentienels with autocannons. 120pts.


Automatically Appended Next Post:
This is just a experimental army list. I'm torn between grenadiers or demolitions for the Vets. Other then that i'm fairly certain I want everything I'm taking.

This message was edited 1 time. Last update was at 2011/12/21 22:23:40


 
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

Immortal Child wrote:-HQ-
CCS with x3 Melta guns, medi-pack and Commander with Plasma pistol and PF.
Carapace armor. 155pts.

Chimera,hunterkiller. 65pts.

-Troops-
Vet squad with x2 Plasma guns, Doctrine and vox. 190pts

Chimera,hunterkiller. 65pts.

Vet squad with x2 Plasma guns, Doctrine and vox. 190pts

Chimera 55pts.

Vet squad with x2 Plasma guns, Doctrine and vox. 190pts

Chimera 55pts.

-Elite-

Stormtroopers. x10 with Plasma pistol and Melta gun. 185pts

-Fast attack-

Valkyrie. 100pts

Vendetta. 130pts.

x3 Scout sentienels with autocannons. 120pts.


Automatically Appended Next Post:
This is just a experimental army list. I'm torn between grenadiers or demolitions for the Vets. Other then that i'm fairly certain I want everything I'm taking.


Why wouldn't you Max out the number of Melta/Plasma each Vet sqd. can take?
Same with the Stormtroopers.

You're wasting points on the CCS. The PF, Carapace and Medipack at least.

All of your Vet are in Chimera. They can't receive orders in a ride. lose the Voxes.
all the points you're dumping on "Doctrines" could be more guns.

You only have 2 birds. How's it aircav? I'd suggest adding the MRP to the Valk.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Sneaky Sniper Drone




Redding, California

Chimeras can recieve orders or give them. Special rule called command vehicle no were in the codex dose it say you cant take orders in vehicles. Isay about 10 people doing it at ard boyz and the judge said it was fine. since he is certified by GW i would go with that. I would say max the number of special weapons for sure even if you have to drop the medi packs and also put some melta vets in the vendettas so you can capture objevives and you always have the option to jump out pop anything that is a huge threat to your chimeras. And if you were looking for a good doc, sentries is always a good choice if you are bunkered up in a chimera. Because if the chimera gets wreaked you can just stand on top and on top and behind the vehicle so you can benifit from the 3+ cove while your enemy runs up on you taking heavy plasma fire and after they get to you they still have to charge through dangous terrian. it works nicly and i can tell you because i am a tyranid player first and IG player second and i can tell you this IG for the win every time.


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Made in us
Monstrous Master Moulder




Sacramento, CA

Masos wrote: Chimeras can recieve orders or give them. Special rule called command vehicle no were in the codex dose it say you cant take orders in vehicles. Isay about 10 people doing it at ard boyz and the judge said it was fine. since he is certified by GW i would go with that.
This is wrong. Page 29 of the codex, "Imperial Guard Orders" text box, second column. "Orders cannot be issued to squads that are embarked in a transport vehicle..." The command vehicle special rule of the chimera removes the restriction preventing officers embarked in transports from issuing orders but does nothing against the restriction against issuing orders to embarked units.

A second issue regarding the voxes is that in the list as given in the OP they do nothing at all. It's a shockingly common mistake to put voxes in line squads but then forget to put them in command squads. Voxes only work if both the officer's unit and the unit receiving the order have them.

Agreed with previous contributors that special weapons should be taken in greater mass.

Agitator noster fulminis percussus est 
   
Made in us
Member of a Lodge? I Can't Say




WI

Yeah Masos, your wrong with that and some yahoo 'certified' by GW who didn't bother reading the rule before making a call on it is an idiot, specially in a real tourney. Just because others are playing the game wrong does not make what they are doing right.

See what Alarmingrick wrote? That. Drop all the one shot HK missles that are BS 3, get a second Vendetta... I would even consider replacing the Valkryie with a Vendetta. If you keep it, MRPs.

What might be throwing you off on the Voxs and special weapons is that CCS and PCS units have to sacrifice a Special weapon slot to have a vox. This is to keep a guy from doubling up on equipment and have a vox /and/ a special weapon. Vets, PIS, and other units that can get a vox do not have this restriction, so Vets can have 3 special weapons, a heavy weapon, a sergeant, a vox, and 3 troopers (the HWS takes two guys).

Demolitions are great, but it is costing you troops and vehicles, specially where 155pts is 3x Melta guns in a Chimera.

Chimeras should have hull heavy flamers if they are attacking (like in your list) and leave the HB on them if they are camping.

Right now 2/3s of the games are objective based and that means you need troops to take and hold objectives. With 3 troops, you have to hold back a Vet Chimera. This kills you offensivily.

I like Plasma in the CCS, because they can have 4 special weapons. Make the other units naked melta vets (in chimeras) and see if you can throw some troops in the Vendettas to at least make them scoring.

Try the following...

CCS - 170pts (Valkyrie)
4x Plasma guns, Astropath, OotF

Stormtroopers - 105pts
2x Melta guns, Airborne Assault (only a 5 man squad)

Stormtroopers - 105pts
2x Melta guns, Airborne Assault (only a 5 man squad)

Stormtroopers - 105pts
2x Melta guns, Airborne Assault (only a 5 man squad)

Vets - 100pts (Valkyrie)
3x Melta guns

Vets - 115pts (Vendetta)
3x Plasma guns

Vets - 115pts (Vendetta)
3x Plasma guns

Vets - 165pts
Harker, AC, 3x Melta guns

Valkyrie x2 - 260pts
MRPs

Vendetta - 130pts

Vendetta - 130pts

1500pts

Use Harker as your home objective camper, make sure it is in cover so the unit makes use of it's 3+ cover saves. The AC gives you transport popping capability and Harker's HB and the sniper rifles give you further fire power against troops. This load out is not ideal, but I wanted to give you the two advisors I did. Normally I would give Harker a second HB, 3x Plasma guns and Demolitions.

I would honestly consider Outflanking the entire list, just put your home objective along a side so that Harker can capture or contest it when he comes in. Use your STs to destroy vehicles. Read up on the skimmer flying rules carefully and the deep strike rules.

To me, this is what I consider 'air cav'. Maybe I am behind the times, but I can hope it gives you some ideas.

Edit: I dropped the plasma from the Valkyrie Vet squad to give them Meltas for tactical flexibility to give your Valks a way to deal with AV 12+. This allowed me to give Harker melta guns, which also makes them more flexible. I am still torn on the AC vs a second HB, but the AC's range if you do use him as an objective camper means the unit can contribute fire down range every turn it is on the table.

This message was edited 1 time. Last update was at 2011/12/25 21:54:48


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