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![[Post New]](/s/i/i.gif) 2012/01/04 01:35:08
Subject: Imperial Guard 1000 point list
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Whiteshield Conscript Trooper
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So I am posting my 1000 point list for critiquing. I am a competitive player and am always looking to improve my game. I welcome any advice to my list that you might have and affirmations as well. Ill give a basic strategic overview also so you can understand the play-style (although it is rather straight forward). Keep in mind in my circle of friends I play with most often, I am playing against dark eldar, tyranid, and orcs.
CCS: 3 plasmas, chimera, medic
(seems like over kill with a medic and a chimera i know but plasmas are unpredicatble yet deadly and I dont like giving away kill points to exploding cans.)
PCS: 4 flamers
( these are my sacrifice unit, often to genestealers, but they allow a full round of lasgun volley from my blob /w first rank fire second rank fire. and having flamers makes them as useful as the vets in the ccs because they auto hit)
Infantry Squad - 20 man combined squad, commisar, 3 powers weps, 2 grenade launchers and 2 autocannons
(this unit is static most of game, acts as a fireing line and actualy wipes out most units of infantry faster then anything else I can field, I make a ccs and pcs sandwich to counter flanking units and just shoot, shoot, shoot. and i typically have my hands full with the swarm from my friends armies. And I tossed the autocannons in to add to the killing power but also to cut out on kill points from using a heavy wep squad )
Vet. Squad - chimera, 3 meltas
This squad is self explanatory, get in and do work.
Armoured Setinal- missle launcher+ hk missile
(the beauty of this machine is its ability to lock out a unit for the game or until it runs away, especially tyranids in synapse being fearless. Its key to softening the blow for me and I typically have one round or two rounds of shooting before Im assaulting so I like to use the hk and the missle launcher to snag a few nice shots in before I holdout a unit.)
LRBT - w/ lascannon
(nice well rounded heavy support)
LRDemo - 3 heavy flamers
(this tank is great for mowing down large units of infantry for me and anything else I want to kill, at rear armor 11 its immune to strength 4 attacks and all the firepower it can dish out is awesome, almost every game this baby gets me the most kills. I like to send it up with my vets, giving my enemy a tough time with kill priority.)
All in all the goal with this build is to not hand out any real kill points and kill mostly at range but utilize the vets and the armored set. to devide and conquer while laying down a heavy amount of firepower each round.
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This message was edited 2 times. Last update was at 2012/01/04 01:50:29
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![[Post New]](/s/i/i.gif) 2012/01/04 01:44:23
Subject: Re:Imperial Guard 1000 point list
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Fixture of Dakka
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Add a 3rd PW to your blob (2 sgt and 1 Comm.).
The price you pay for that Sentinel could get you 2 scout sentinels.
I'd consider dropping it for another PIS, or a Hydra.
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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) 2012/01/04 01:50:12
Subject: Re:Imperial Guard 1000 point list
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Whiteshield Conscript Trooper
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Yeah I will edit the blob squad is actualy 3 power weps not 2. And I think ill try a game with a hydra and see how it goes.
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![[Post New]](/s/i/i.gif) 2012/01/04 01:54:03
Subject: Re:Imperial Guard 1000 point list
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Fixture of Dakka
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mike666 wrote:Yeah I will edit the blob squad is actualy 3 power weps not 2. And I think ill try a game with a hydra and see how it goes.
Try running a Proxy if you don't have one to use. i think you'll like it.
I see the point about using the Armored Sentinel as a tarpit for some
units, but it's alot of points. you could get alot more for your points elsewhere,
IMHO.
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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) 2012/01/04 01:59:03
Subject: Re:Imperial Guard 1000 point list
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Whiteshield Conscript Trooper
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yeah I think they will be useful also being that one of my common enemys is dark eldar, skimmer heavy.
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![[Post New]](/s/i/i.gif) 2012/01/04 10:30:25
Subject: Imperial Guard 1000 point list
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Member of a Lodge? I Can't Say
WI
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Personally, I don't want to give close combat units Auto-hits on my rear by standing still to use sponsons on the LRBTs. I would also drop the Lascannon on the second LRBT and make it a Demolisher with a hull heavy flamer. That BS 3 one off LC just isn't consistant enough for me to consider the points for it when the second Demolisher would be better for you. If you drop the sponsons, your saving 20pts.
As for your CCS, I understand the medic and your right about it giving you a second chance for 'Get's Hot!' checks and saving guys from when your Chimera blows up, but the points could be spent better. If you drop the medic and go down to 4x Melta guns, you would save 35pts.
I hope your throwing a hull mounted heavy flamer on those Chimeras. I honestly would try to get one for your PCS with the 55pts I saved you. This gives you 3 Chimeras and two Demolishers and 7 Melta guns. Your totally lacking in real long range AT (AV 12-14) first turn firepower, so you will have to try to use your Demolishers and PCS Chimera for Cover Saves for your Melta Chimeras to have them survive long enough to do their work.
I agree with Rick on dropping the Armored Sentinal, but I would go with the Hydra as it is 75pts vs the 85pts the PIS will probably cost.
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This message was edited 1 time. Last update was at 2012/01/04 10:42:17
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) 2012/01/05 00:56:58
Subject: Re:Imperial Guard 1000 point list
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Whiteshield Conscript Trooper
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The reason I am lacking in the long range AT is the fact that the most often army i play is bugs. And my aversion to meltas is playing the distance game with the enemy units as best as possible being that just a unit of gaunts eats my face off. I think i will proxy my ccs with meltas to see if i rake in kills just as well. But i think loading everyone into chimeras aside from the blob is probobly the safest bet. The LC on my LRBT i could agree with you there with the bs 3, it misses just as often as hits, so a flamer in front wouldnt be a bad idea. Now why dont you like the flamer sponsons on the demo? you seem like you know your stuff I would just like you to clarify more. How would you build the chimeras? double heavy flamer or just 1? Thanks for your input!
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![[Post New]](/s/i/i.gif) 2012/01/05 09:45:38
Subject: Re:Imperial Guard 1000 point list
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Member of a Lodge? I Can't Say
WI
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Just remember that Melta guns are Str 8, AP 1, and Assault. You will kill anything you hit (unless you roll a 1 to wound). This is a cheaper route than Plasma to fit on the 3rd Chimera to make your throw away unit (PCS) suddenly a factor. Beside, to be effective with the Plasma you need to be within 12" anyway, so that really shouldn't change your tactics. Now there are less faces to get eaten off.
I am of the mentality of making all-comer lists, not specific foe lists. I will also point out Nids also get Rend alot, so even Str 4 Steelers can Pen AV 11 (Str 4 +1d6. If they roll a 6 they can Rend, so they get an additional +d3, giving them a chance to glance AV 13). Maybe you and your Nid friend have not read the Rending rules or he hasn't realized he has units that can Rend, but your Demolisher is far from immune to CC. To fire Sponsons you can't move, and that means they get auto-hits in close combat, giving them what, 4 attacks each, 5 on a charge? I don't own a Nid Codex so I can give you real numbers, just what I remember from playing against them. At least moving 6" a turn allows you to fire your Heavy Flamer and Turret weapon due to 'Lumbering Behemoth' and makes it a 4+ to hit in CC...which is better than nothing.
Those points gets that PCS in a Chimera to make them more survivable and more potent in combat with the addition of a extra ML (giving you now 9 ML shots from 3 Chimeras). You can move 6" and shoot the ML or the hull heavy flamer. That versatility is needed to give you more options, as your vehicle can shoot at one target and your troops inside can fire on another, if needed. So yeah, I would go Multi-laser hull heavy flamer on attacking Chimeras (like yours) and leave the Heavy Bolter on camping Chimeras so you can fire 6 shots a turn from it.
I hope I was able to communicate my reasons across properly to you...
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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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