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Made in au
Sneaky Sniper Drone




After combing through the codex and reading a few battle reports on guard I've tinkered long and hard with a list that
a) I feel is competative
and
b) Fits a nice bit of backstory fluff I'm worknig on, and will be fun to model

Company Command Squad - 200
Plasma Pistol
Medic
3 Plasma Guns
Chimera
Dozer Blade
Hull Heavy Flamer

Veterans - 230
3 Meltguns
7 Shotguns
Valk with Multi-rocket pods/Vendetta

Leman Russ Demolisher - 175
Dozer Blade

Infantry Platoon - 395
Plasma Pistol
Power Fist
4 Flamers
Commissar
Plasma Pistol
Power Fist
Chimera
Dozer Blade
Hull Heavy Flamer

3 Infantry Squads
Autocannon
Grenade Launcher

For the Vets I was going to use Elysian drop troops, keeping with my guard are strictly NOT allowed to manufacture or maintain ANY form of Aircraft
   
Made in us
Member of a Lodge? I Can't Say




WI

Heh, yet you have a Valkyrie... so your own fluff kinda fights against your own list.

Couple of things if you really want to be competitive is that AV 12 is not that hard to take out and you only have 3 of those vehicles. Most who run mech guard run as many Chimeras as they can, but to make them an actual threat, Vets with melta guns are very reliable AT units, thus Melta Vets in Chimeras are very popular.

Your list has no long range AT, as your best long range weapon is your ACs, as they can fire on transports and have a chance to knock them out.

Drop the Dozer blades... they look neat, but that is all they are really worth.

Drop the Commissar in the PCS and put him with your PIS. Use the 'Combined Squad' special rule to blob them. and now you have a 30 man squad that is Ld 9, Stubborn, and has some staying power for those heavy and special weapons. You choose who dies, even if say a HWT is the only thing covered by a blast marker or the like. Upgrading the GLs to Melta guns give the squad more versitility (as melta guns effect anything in the game).

Obviously you have to drop the fists as a PIS Commissar can not have them, but do not be tricked into thinking Guard need Power Fists. At Str 6 and Init 1, every unit that can have them are 5 man units and they are still limited to what they can effect. That 5 man squad (or 6 with your commissar) will die against any real Close Combat unit before you get a swing off. Besides, it is kinda hard to assault from a Chimera, (just read pg 67 BRB for the disembarking rules).

I understand your mentality for the Medic, but he is /really/ expensive for what he does. If you want a 4+ save for 'Gets Hot!', spend less for Carapace. Now you can have that 4th plasma gun to boot!

I like the Demolisher, but you only have one of them and it's main gun is very... unreliable. Demolishers are primary anti-infantry vehicles... actually all LRBTs but the Vanquisher are anti-infantry.

If you want some long range AT, I suggest making the Valkyrie a Vendetta, though Iw ould be loathed to waste it suiciding it just to get your Vets in place to use the Melta guns. If you read up on Orders, a LC HWS could also be effective (without having a flying thing).

Obviously, if you want your fluff and own stuff (like the fists and what not), you can. But understand that these choices do not always equal competitive.

Hope this gives you some food for thought...

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in au
Sneaky Sniper Drone




The air support is drawn entirely from different planets when needed on the battlefield, hence Elysian drop troops!

The Chimera is mainly a mobile palsma platform and I chose medic over carapace as medic is an invunerable savve ~.^

As for the PCS I had heard this build was good for counter charge... but I don't REALLY like the idea of a 1 wound commissar costing so much points and it is something I am begining to guage its usefulness

As for Dozer blades there seems to be A LOT of scenary in 40k games atm and I want my vehicles rocking up the flanks of the enemy asap withput worrying so much about immobilisation and being left high and dry

I was planning onmagnetizing the Valk so I can play it as either against swarm armies or heavy armour armies, Vendetta is the cheapest way to field las cannons in a guard army =)

You raise some interesting points though so I will think on them
   
Made in us
Member of a Lodge? I Can't Say




WI

The Chimera is mainly a mobile palsma platform and I chose medic over carapace as medic is an invunerable savve ~.^


Well, Medic is not really an invulnerable save, as low AP weapons ignores FNP. All it is really giving you is a 4+ save against 'Gets Hot!' and when your Chimera gets blown up. the Carapace does the same thing but for 10pts cheaper.
Most people just suck it up and would rather spend that 20-30pts on other things, like power weapons on your blob or upgrading special weapons to better special weapons.

As for the PCS I had heard this build was good for counter charge... but I don't REALLY like the idea of a 1 wound commissar costing so much points and it is something I am begining to guage its usefulness


Yeah, the PCS as a counter charge unit needs a unit in combat first, and at the end of the day, it is still a 5-6 man unit that can still be targeted buy the other unit. Last thing I would want is that small of a unit in close combat with anything!

As for Dozer blades there seems to be A LOT of scenary in 40k games atm and I want my vehicles rocking up the flanks of the enemy asap withput worrying so much about immobilisation and being left high and dry


True, Dozer blade does take care of that, but the board is suppose to have roughly 25% terrain, so that doesn't really justify the cost IMO. Besides your placing half of the terrain...

I was planning on magnetizing the Valk so I can play it as either against swarm armies or heavy armour armies, Vendetta is the cheapest way to field las cannons in a guard army =)

That is a good plan with the Vendetta/Valkyrie. I will point out a LC HWS is 105pts. You can make it twin linked with 'Bring it Down!' and if they are in cover they have 4+ saves.

With more Str 7 weapons out there, AV 12 vehicles are getting easier to take out. On the other hand, this does mean these same weapons will insta-kill exposed HWSs due to their T 3. And with the new Necron codex, I honestly would not be shocked if you start seeing more platoons where they hide the heavy weapons inside the blob (thus making Gunline lists). Properly kitted out blobs are going to be even more important.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Stoic Grail Knight






Yendor

Robinson92 wrote:
As for the PCS I had heard this build was good for counter charge... but I don't REALLY like the idea of a 1 wound commissar costing so much points and it is something I am begining to guage its usefulness


I've been running a similar PCS in my Guard army,

(125) pcs- commissar, 2 fists, medic

Its... well... hilariously ineffectual but still awesome. Even with a medic the squad still gets tooled out by anything that looks at it wrong. even i wouldn't put plasma pistols on them though, the last thing I would want are my expensive power fists frying themselves. Its also worry some that your Commissar may decide to execute your platoon commander as well...

Needless to say, its a very expensive unit- that tends to get its ass kicked a lot. When it does work though its comedy gold, so ymmv.

As for the medic in the ccs, I would argue its worth the 10 points over Carapace... For one thing you stil get your 5+ against gets hot, as well as the FNP, it especially protects them against shooting where if you are cowering in cover you can get a double layered 4+ save (from cover and fnp) as opposed to simply the 4+ from Carapace.

that said I don't think a medic is that good in a Chimera Squad, it would be more useful for a ccs parked in cover near fire support units to issue orders.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
 
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