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![[Post New]](/s/i/i.gif) 2011/12/30 01:52:40
Subject: First Stab at Imperial Guard
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Dakka Veteran
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Command Squad w/ Commander having a power weapon and plasma pistol. Squad having a Missile Launcher and equipped with carapis armor.
Platoon Squad with missile launcher.
10 man squad with missile launcher.
10 man squad with missile launcher.
Heavy Weapons team with 3x Heavy Bolters
Heavy Weapons team with 2x Autocannnons and 1x Lascannon
Vet Squad w/ 2 melta's, sarg with Power Weapon and Plasma. Upgraded with carapis armor. Chimera.
Vet Squad w/ 2 melta's, sarg with Power Weapon and Plasma. Upgraded with carapis armor. Chimera.
2x Baskilisk's
Squad of Leman Russ's
1x battle cannon, heavy bolter, 2x heavy bolters
1x battle cannon, lascannon, 2x heavy bolters
1x evis cannon, heavy bolter, 2x heavy bolters
With 56 men I'm not sure if this is a good list. I do not have an answer for terminators which I don't like. I could take something out to get the medusa which I think has the Str 10 AP2 Ordance weapon.
Any suggestions or words of wisdom would be great. I do have more infantry men and 3 more Chimera's. I'm using my Storm Troopers as Vets and still have two 5 man squads with 2x Plasma's. I could put them in Chimera's but I'd have to take something out.
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1850 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1000 and counting |
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![[Post New]](/s/i/i.gif) 2011/12/30 02:46:28
Subject: Re:First Stab at Imperial Guard
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Member of a Lodge? I Can't Say
WI
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Problem is, if your worried about Terminators, you should know they are not going to start out on foot across the board. They are either going to be in Land Raiders (AV 14) or DSing right next to your artillery. And to pop AV 14 you have a total of two LCs, and one of those LCs have to waste shooting ACs at the LR because you can't split a unit's fire. I also added up your points and came to 1585pts, so if your going for 1500pts, your over. You can list points for each unit and the total points, just do not list points for each peice of equipment. For example, your melta vets are 185pts, counting Chimera, 2x Melta guns, Grenaiders, and the PW. This may help you avoid making mistakes like this in the future.
I kinda suspect your a Marine player because the weapon picks. Only thing missing are the PFs! Just because MLs and HBs are effective for Marines doesn't mean they are effective for others. Guard can easily afford LCs and with the proper Orders can make them Twin Linked to offset their BS 3. ACs are better than MLs because they are Str 7 with /two/ shots for 5pts less. The Frag missile is on average going to hit 2.5 guys, killing 1. The AC has really the same chance. HBs and Mortars are strictly anti-infantry weapons.
Don't bother getting a LC for a LRBT because LRBTs are anti-infantry vehicles (besides the Vanquisher). It is like saying a Vindicator is a great anti-tank weapon. The same thing goes with the sponsons, as to fire them means your not moving to shoot. 'Lumbering Behemoth' means you can move 6" and shoot the turret and one other weapon (plus defensive weapons) and you have a perfectly free HB already on the hull as it is. No idea what a 'evis' cannon is.
Drop the PWs in the CCS and the Vets. I would also drop the Caripace (Grenaiders) from the Vets too. I would rather have Camo Cloaks for the CCS for 3+ cover saves vs 4+ armor saves. Your Vets are in a Chimera and are Melta vets and not plasma vets, where I could understand if you were getting the armor for 'Gets Hot!' saves. The armor here really does nothing for you except maybe save a few when your Chimera gets blown up. Those points could be spent upgrading your PIS with a Commissar, power weapons, and melta bombs. I also have to seriously question why only two Chimeras, unless your attempting to use them to block LoS to your Basilisks, ala rhino wall?
Couple rules to IG...
Don't waste special weapon slots.
Don't mix special weapons in a squad or mix different types of heavy weapons in the same unit.
Make sure you give the right weapons to the right BS skill of your troops.
The two best heavy weapons for Guard are ACs for AV 12 or less and troops and LCs for AV 12+.
A stationary LRBT is a dead LRBT
If you want to make a gunline list or leafblower list, there are better ways of doing and Orders and properly selected special and heavy weapons can help in this alot. I really suggest you take the time to read the special rules concerning the units you wish to use so you use them right, or so you don't have the wrong idea on how they work.
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This message was edited 1 time. Last update was at 2011/12/30 02:51:35
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/12/30 02:56:38
Subject: Re:First Stab at Imperial Guard
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Fixture of Dakka
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While i disagree on occation with BlkTom(mainly LRBT & sniper rifles), everything he said, period.
Golden advice.
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"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
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![[Post New]](/s/i/i.gif) 2011/12/30 14:10:03
Subject: Re:First Stab at Imperial Guard
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Dakka Veteran
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I'm running 1850.
I forgot the following
2 x five man squads of Storm Troopers w/ 2x plasma guns. Have them outflank.
The other LR is the eradicator.
I"ll see what I can do about LC's instead of MLs.
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1850 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1000 and counting |
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![[Post New]](/s/i/i.gif) 2011/12/30 22:04:56
Subject: First Stab at Imperial Guard
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Member of a Lodge? I Can't Say
WI
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If that is the case, your under by 5pts...
Command Squad -105pts
Commander having a power weapon and plasma pistol. Squad having a Missile Launcher and equipped with carapis armor.
ST - 115pts
2x Plasma guns, 5 men
ST - 115pts
2x Plasma guns, 5 men
Platoon Squad with missile launcher. -45pts
10 man squad with missile launcher. -65pts
10 man squad with missile launcher. -65pts
Heavy Weapons team with 3x Heavy Bolters -75pts
Heavy Weapons team - 85pts
with 2x Autocannnons and 1x Lascannon
Vet Squad - 195pts
2 melta's, sarg with Power Weapon and Plasma. Upgraded with carapis armor. Chimera.
Vet Squad - 195pts
2 melta's, sarg with Power Weapon and Plasma. Upgraded with carapis armor. Chimera.
2x Baskilisk's - 250pts
Squad of Leman Russ's - 535pts
1x battle cannon, heavy bolter, 2x heavy bolters
1x battle cannon, lascannon, 2x heavy bolters
1x Eradicator, heavy bolter, 2x heavy bolters
Here is an example of my thoughts, using your list as the base...
CCS - 180pts
LC, Plasma gun, Regimental Standard, Camo Cloak, OotF, Astropath
Lord Commissar - 85pts
Camo Cloak, Melta bomb
Marbro - 65pts
STs- 105pts
2x Melta guns, Airbourne Assault
STs - 105pts
2x Melta guns, Airbourne Assault
PCS - 50pts
AC, 2x Sniper Rifles
PIS - 130pts (blob 1)
Commissar, 2x PWs, Melta gun, AC, Melta bomb
PIS - 85pts (blob 1)
PW, AC, Melta gun, Melta bomb
PIS - 85pts (blob 1)
PW, AC, Melta gun, Melta bomb
LC HWS - 105pts
LC HWS - 105pts
AC HWS - 75pts
AC HWS - 75pts
Vets - 175pts
3x Plasma guns, Sentries, LC, PW
Vets - 175pts
3x Plasma guns, Sentries, LC, PW
2x Basilisk squadron - 250pts
I dropped the Russes, but this allowed me to field more (and better) HWS. It allowed me to add in a 3rd PIS to bubble wrap your Basilisks with troops. If you go to 2000pts with a list like this, Creed would be a great inclusion just because he can issue 4 Orders a turn. The list above gives you 9 LC shots (three at BS 4) at up to 5 different targets. It gives you 20 AC shots at up to 4 different targets. The 7 plasma gun shots from 3 sources gives you the ability to cover your entire rear area for deep striking terminators. Combine that with the melta gun fire from the Blob and most 5 man Terminator squads should easily be wiped out in one turn. You also have 3 DS units coming in (thus the Astropath) and Marbro is a surgical Demo Charge Strike, and the STs are suicide melta guns to take out heavy armor. Against troops, they now just have to be within 9" to unload rapid fire hot-shot and melta guns to tear up a small unit (like a Devistator squad).
Place the Lord Commissar in cover and the HWSs within 6" of him to gain the effect of his 'Aura of Discipline' to make them Ld 10 for Morale, Pinning tests, and Orders. The PCS can also benifit from this, as it is a excellent MC hunter and 'Bring it Down!' works on both MCs and vehicles. That saying, you need your CCS to now be within 12" of your HWSs (at least) and also in cover (hope you got a big hunk of felt for woods you can use!) to give Orders and the ability to see as much of the battlefield as possible. The Standard also allows Morale re-rolls for any unit within 12" as well, so a central location is ideal.
With a list like this, suddenily your Basilisks are kinda lagging behind. You could drop a Advisor to upgrade them to Colossus seige cannons to pop troops in cover. The Colossus is also a good marine killer, but the scatter kinda sucks due to it only being able to fire indirect. But that choice is yours... I think both of your advisors are kind of a must IMO at this point level.
Hope this gives you food for thought...
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/12/30 23:34:54
Subject: First Stab at Imperial Guard
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Guard Heavy Weapon Crewman
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MJThurston wrote:
Command Squad -105pts
Commander having a power weapon and plasma pistol. Squad having a Missile Launcher and equipped with carapis armor.
ST - 115pts
2x Plasma guns, 5 men
ST - 115pts
2x Plasma guns, 5 men
Platoon Squad with missile launcher. -45pts
10 man squad with missile launcher. -65pts
10 man squad with missile launcher. -65pts
Heavy Weapons team with 3x Heavy Bolters -75pts
Heavy Weapons team - 85pts
with 2x Autocannnons and 1x Lascannon
Vet Squad - 195pts
2 melta's, sarg with Power Weapon and Plasma. Upgraded with carapis armor. Chimera.
Vet Squad - 195pts
2 melta's, sarg with Power Weapon and Plasma. Upgraded with carapis armor. Chimera.
2x Baskilisk's - 250pts
Squad of Leman Russ's - 535pts
1x battle cannon, heavy bolter, 2x heavy bolters
1x battle cannon, lascannon, 2x heavy bolters
1x Eradicator, heavy bolter, 2x heavy bolters
BlkTom wrote:
Couple rules to IG...
Don't waste special weapon slots.
Don't mix special weapons in a squad or mix different types of heavy weapons in the same unit.
Make sure you give the right weapons to the right BS skill of your troops.
The two best heavy weapons for Guard are ACs for AV 12 or less and troops and LCs for AV 12+.
A stationary LRBT is a dead LRBT.
Sounds words from BlkTom. I would also mention that less upgrades = more bodies/tanks. More bodies/tanks are almost always preferable.
I would go with only minor changes at first:
- Combine the two Storm Trooper squads to one, to reduce easy kill points. I'd be tempted to give them melta to reach enemy artillery units in the backfield.
- Add a Commissar to one of the Infantry Squads.
- Swap the HB HWS to an AC one.
- Swap the other HWS to 3 LC.
- 3 Melta, Chimera only for the Vets.
- 2 Basilisks - depends on the next one, but i'd be tempted to swap for a Manticore to get spare points:
- Battle Tanks; definitely do not have a squad of three, squadron rules make you vulnerable and is extreme overkill against most units.
-- I would swap one out for a Demolisher, either hull heavy flamer or lascannon
-- Swap the Eradicator for an Executioner. PC sponsons optional.
Any spare points should probably go into your platoon in the way of extra squads. They give you flexibility in Objective games, or can combine to help in KP games. I'd also consider swapping out the Carapace Armour on the CCS for an advisor; either MoO or OoTF.
Hope it helps!
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