I started an Imperial Guard army for a few reasons. One of which I really enjoy moving infantry around the table a lot more than I enjoy moving tanks. The other reason is that I really enjoy the aethetic of the vostroyan first born. I've painted 3 off them (ooo man) and plan on painting each on individually (after all they are all some mothers son) I'm not totally opposed to tanks, and I do want to back up my forces with a healthy amount of artillery. This is the 2000 point list I am thinking about getting, a lot of the choices are based on my experience with my small 600 point force that I'm messing around with. I would like to hear what some of the guard gorus have to say about this list, and point out any errors in my theory craft below! thanks a bunch, I really don't know guard like I do my elves... <3
if you are curious, these are the models I own currently, most of this came from a 150 dollar ebay purchase, a few were ordered from the old
flgs to fill out the list to 600 points
Here is the list I am thinking of building up to over time.
HQ: [140] company command squad- las cannon, 2 sniper rifles, Master of Ordinance, Officer of the Fleet
[90] Lord Commissar- cameo cloak, plasma pistol
Troop 1: [135] platoon command squad- commissar, 2 power fists, medic, 2 grenade launchers
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[140] infantry squad- commissar, 2 power weapons, melta bombs, melta gun, las cannon
[95] infantry squad- power weapon, melta bombs, melta gun, las cannon
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[140] infantry squad- commissar, 2 power weapons, melta bombs, melta gun, las cannon
[95] infantry squad- power weapon, melta bombs, melta gun, las cannon
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Troop 2: [60] platoon command squad- plasma pistol, 4 flamers
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[135] infantry squad- commissar, 2 power weapons, melta bombs, grenade launcher, las cannon
[90] infantry squad- power weapon, melta bombs, grenade launcher, las cannon
[90] infantry squad- power weapon, melta bombs, grenade launcher, las cannon
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[75]
hws- 3 auto cannons
[75]
hws- 3 auto cannons
Fast Attack: [130] Vendetta
Heavy Support: [190] Leman Russ- Heavy Bolter, Heavy Bolter Sponsons, Cameo Netting
[150] 2 Griffons
[160] Manticore
total: 1990
Anyway, here is some reasoning behind my choices.
- The first glaring issue is that my first platoon command squad is horrendously inefficient. That said it is absolutely hilarious and the fist commissar and the Vostroyan medic model have a lot of character, it would be a shame not to use them. Same with the Snipers in the Company Command Squad. The Vostroyan Sniper models are positively stunning and i definitely want to field them. What better place than the
ccs which has bs4 and will be staying put and issuing orders anyway. If I can avoid it I'd like to keep these for aethetic purposes, I'm open to pretty much any other suggestions as long as they don't involve playing mech vets (which would defeat the entire purpose in me starting guard)
- I put a plasma pistol on the Lord Commissar because otherwise I would feel like I'm wasting his bs5. Hes mainly there to provide a bit of improved leadership, but with only 2
hws I'm not sure if hes needed. 90 points to give a blob stealth though is nothing to scoff at however. So he may be worth it just for that. Plus I have a thing for the Commissariat, but who doesn't ?
- the flamer
pcs is going to go in the vendetta. I realize that it doesn't have much target saturation but I took it for a few reasons. One of which is its alpha striking capabilities and the fact that it has a searchlight. In my mind if I can get an important enemy target lite up with searchlights on the first turn in dawn of war or against newcrons, then I'm in business, and if I can fire nuke something at the same time all the better. I have a plasma pistol on him because I already have the model and went through the trouble of converting his power sword into a chain sword (blade swap with a spare chain blade I had from a commissar model who was using the power sword)
- I like the look of the 2 griffons more than a second manticore. I pay 10 less points, get 2 shots per turn, and improved accuracy. The downside of course is that forgeworld Griffons are expensive and I doubt I'd be able to convert them from bassilisks or something similar and still have them look acceptable. Such is life, the forgeworld griffons do look really good too.
- heavy weapons are in all of my blobs because I find they are more reliable there. Whenever I put a
hws on the table they get obliterated really quickly, and since it doesn't have any ablative wounds, its a huge pain when my fire power evaporates. The blobs can stay put for the first few turns anyway to help with improved fire power.
-the leman russ has cameo netting because I want it to be difficult to remove through shooting. I'm not too concerned with folks getting into close combat with it, or deep striking behind it, because they'll have to chew through nearly 70 guardsmen flooding my deployment zone before they get the chance. The idea is to stick it in cover somewhere with good line of sight to my enemy, then surround it with a swath of vossies who should prevent units from getting into melta / assault range. Forcing the opponent to deal with av14 with a 3+ cover save is lulzy to me. Same general idea applies to the artillery. You can't get to em by outflank or coming in on my board edge if all your entry points have guardsmen on it! Anyway forcing Snikrot Kommandos and Wolf Scouts to assault into a power blob is a lot better then letting them hit artillery.
- I have 10 points left over and I'm not sure what to do with em.
HB sponsons on the Vendetta seems like a poor choice because that tank is most certainly going to die fast, 10 points for a heavy stubber on the russ seems like a bad deal. I could drop a grenade launcher from somewhere and pick up a body guard for the
ccs to give them a little bit more durability. Overall I'm not really sure what to do with that last 10 points.
Interested to see what people have to say about this army!