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![[Post New]](/s/i/i.gif) 2012/01/16 01:24:01
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
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I recently have become enamored with the idea of Imperial Guard. Armor that can drop templates all over the board, massed troops,and maybe some air support to overwhelm the enemy through massed combined arms. I've been reading the past few weeks and have started to put a list together that fits my idea of what I would like to play. I'm still working through the codex and rereading it, so there may be concepts I'm missing. Knowing this, here's what I'm looking at:
2000 Pts
HQ:
Lord Commisar with PF and Camo Claok
Elites:
Marbo
Troops:
Infantry Platoon
Platoon Comand Squad - 4 x flamers
4 x Infantry Squad with Power weapon and Lascannon team
Penal Legion
Fast Attack:
Vendetta
Vendetta
Heavy Support:
2 x Leman Russ Executioners with Plasma Cannon Sponsons
2 x Leman Russ Demolishers
2 x Leman Russ with Heavy Bolter Sponsons
So that comes to exactly 2000 points. Some things to keep in mind:
I want this list based around Leman Russes. AV14 with nasty firepower. Everthing else is to support the tank squadrons. I do want to be competitive, but I don't mind sacrificing a little bit for something cool.
The troops provide objective holding, bubble wrap, and lascannon shots. The Lord Commisar. provides stealth to his unit and a stubborn bubble, making them tough to move. Vendettas provide mobile anti armor and more armor on the table. Marbo may not be necessary, but he's cool and potentially has a big payoff. And if he's ignored can cause a lot of trouble. Penal legion can scout, and grab objectives and are also stubborn.
So, IG Vets, what are the holes in this list? What issues will I run in to? How can I increase my threats and resiliency? Tips and tactics for playing a list like this. Feel free to tear this apart completely and be harsh (in a respectful manner). I'm open to any changes except removing the Russes. I'm open to changes to which versions to take, but I want to base everything around them.
Thanks and fire away Sirs!
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![[Post New]](/s/i/i.gif) 2012/01/16 02:37:24
Subject: Looking to start IG - Looking for advice
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Gore-Soaked Lunatic Witchhunter
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First, drop the power weapons. If your Guardsmen are in combat they're screwed, regardless of whether or not they have fancy toys.
Second, I personally would advise replacing the Demolishers with more longer-ranged Russes, as Imperial Guard the absolute last thing you want is to get anywhere near the enemy.
Other than that, it looks like you've got a reasonably solid list; fluff-monkeys are likely to scream "CHEESE!" at you for taking two Troops choices and three multi-Russ Heavy Support choices, but you will probably win games with this list.
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![[Post New]](/s/i/i.gif) 2012/01/16 06:58:01
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
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Cool. Power weapons dropped and Demolishers swapped for Leman Russes with heavy bolter sponsons. That leaves thirty points to play with.
I also thought about giving them a lascannon instead of heavy bolter sponsons which would give a bit more long range anti-armor punch from that squadron and would give me 40 points to play with.
As far as being accused of cheese, my group will be fine with it. If I go to a tournament, well those are supposed to be competitive anyway.
If I drop the vendettas that would let me add a second Infantry platoon which would be another 45 bodies on the table. That could be fun as well, but would take a while longer to put together so would be further down the road.
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![[Post New]](/s/i/i.gif) 2012/01/17 19:19:32
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
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If I wanted to incorporate some artillery (which is pretty damn cool), how would you go about shifting the list and how would tactics change by doing so?
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![[Post New]](/s/i/i.gif) 2012/01/17 19:53:28
Subject: Re:Looking to start IG - Looking for advice
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Drop Trooper with Demo Charge
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My heavy support in 2000 is 2basilisks 2lrbt's and 1 executioner. i'd probably say that you might wanna sacrifice a single battle tank and squadron 3 (not a good idea imo, as 4+ on penetration charts will murder[3+ with melta]) just to try and keep the executioner to itself, and have a space for artillary. I have to say though, in this list im not sure you wwould need it. it seems pretty solid to me.
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2250pts(The Grizzly Guardsmen)
WDL: 28\8\14 (All point lists)
WHFB - Ogre kingdoms:
WDL: 6/0/0 (All points lists)
The Lascannons roll.... |
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![[Post New]](/s/i/i.gif) 2012/01/17 20:19:58
Subject: Looking to start IG - Looking for advice
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Lord of the Fleet
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AnomanderRake wrote:First, drop the power weapons. If your Guardsmen are in combat they're screwed, regardless of whether or not they have fancy toys.
Second, I personally would advise replacing the Demolishers with more longer-ranged Russes, as Imperial Guard the absolute last thing you want is to get anywhere near the enemy.
Other than that, it looks like you've got a reasonably solid list; fluff-monkeys are likely to scream "CHEESE!" at you for taking two Troops choices and three multi-Russ Heavy Support choices, but you will probably win games with this list.
Errr...sorry, but a lot of this is poor advice. First of all, power weapons on foot infantry squads is actually a good thing. They're referred to as 'power blobs' and consist of 20-30 (2-3 squads) guardsmen combined together with a commissar, with all the sergeants and comissar armed with power swords. You now have a particularly resilient unit that will stick around forever thanks to stubborn, re-rollable Ld9, and a lot of power weapon attacks that can't be singled out. Common loadout looks like;
Platoon Command Squad - 4x stuff
Infantry Squad - Power sword, Commissar with power sword, special weapon, heavy weapon (optional)
Infantry Squad - Power sword, special weapon, heavy weapon (still optional, same as above)
Infantry Squad - Power Sword, special weapon, heavy weapon (optional again)
Combine the three squads as per the combined squads rule. Rock solid unit.
Second, Demolishers are one of the good tanks in the Russ Trifecta. The only russes worth taking are vanilla, demolishers and executioners, with exterminators being a possibility if you hate hydras. Demolishers are fine, no need to drop them.
Finally, it is not cheese to bring minimal troops and a bunch of support. Its actually poor list building. Guard have such excellent troop choices, in the form of Vets in chimeras, infantry platoons in chimeras, or infantry blobs on foot. Don't skimp on them. I'd highly advise taking either another blob squad, or taking some mechanized vets. Squadrons are actually really poor because you'll get destroyed on a 4+, still have to shoot at the same target, and still only present one threat to the enemy.
All that being said, I'd recommend dropping one russ from each squadron, and using the points to get another vendetta (which are awesome), and bulk up on troops. You'll need them at 2000pts. I'd also recommend switching the Lord Commissar with a CCS for orders, but that's not really a huge factor in the long run.
In short;
-Squadrons are bad
-Troops are good; take more!
-Vendettas are great
-Marbo is always a blast
-Penal legion isn't a great choice
Hope that helps.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2012/01/18 01:16:36
Subject: Looking to start IG - Looking for advice
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Hellacious Havoc
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AnomanderRake wrote:First, drop the power weapons. If your Guardsmen are in combat they're screwed, regardless of whether or not they have fancy toys.
My blob-squads would like a word with you.
@ OP - Drop the LC, get a CCS. More special weapons and orders for blob. Give the blob at least 1 Commissar, gives them better ld and additional PW.
Marbo is a gamble... but I'd be lying if I said I never took him just for the luls when I played my Guard  .
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This message was edited 1 time. Last update was at 2012/01/18 01:17:20
~ New to 40k ~
1,000 Word Bearers
Anxiously awaiting the new Chaos Codex |
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![[Post New]](/s/i/i.gif) 2012/01/18 01:25:22
Subject: Looking to start IG - Looking for advice
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Pyromaniac Hellhound Pilot
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AnomanderRake wrote:First, drop the power weapons. If your Guardsmen are in combat they're screwed, regardless of whether or not they have fancy toys.
Second, I personally would advise replacing the Demolishers with more longer-ranged Russes, as Imperial Guard the absolute last thing you want is to get anywhere near the enemy.
Other than that, it looks like you've got a reasonably solid list; fluff-monkeys are likely to scream "CHEESE!" at you for taking two Troops choices and three multi-Russ Heavy Support choices, but you will probably win games with this list.
Pretty poor advice. Power weapons are what other armies fear when getting into close combat with power blobs. You need to add a commissar or a few in your power blob. I suggest two, that way you can have two combined squads. Give the commissar and sgt power weapons. Demolishers are the second best tank in the russ family of tanks. Even though it has a shorter range, it has a weapon that all armies fear. It can take care of those pesky "feel no pain" terminators, and BA shenanigans. In addition, the demolisher draws fire away from your battle cannon tanks until it is dealt with. Have fun with all your games in the future.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2012/01/18 21:00:46
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
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Thanks for the advice guys. I currently play Space Wolves and Daemons, and no one in my group plays IG so I still have a lot to figure out. The entire codex has such a different feel from what I'm used to and has so many options that I'm sure my list will go through many different variations. But I wanted to get an initial idea down and get some advice on where to go from there.
I'll have more time tonight to sit down and work through ideas, which I'll post up later.
PS: I know Marbo is a gamble, but I also play daemons, and that entire army is a gamble so I'm cool with it.
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![[Post New]](/s/i/i.gif) 2012/01/18 21:27:47
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
New Jersey
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I like your list.
You are going to have problems holding objectives, but wow do you have fire power! I see you tabling an opponent or two with this.
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Tau Vior'la Sept: 6250 pts |
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![[Post New]](/s/i/i.gif) 2012/01/19 22:19:43
Subject: Re:Looking to start IG - Looking for advice
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Regular Dakkanaut
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Wel I've been playing around with the list for a few days now. What I've come up with now seems like it might be fairly solid, but it might be me suffering from "Oh that's cool can I fit one in?" factor. Some of that is because I'm not sure just how I should/would play this on the table.
HQ
Lord Commissar - PW, Camo Cloak (goes in the blob)
Troops
Infantry Platoon
Platoon Comman Squad - 4x Flamer, Chimera
3 x Infantry Squad - Power Weapon, Autocannon
1 x Infantry Squad - Autocannon
Veteran squad - 3 x Meltaguns (Goes in Vendetta number 1)
Veteran squad - 3 x Meltaguns (Goes in Vendetta number 2)
Fast Attack
Vendetta
Vendetta
Banewolf - Heavy Flamer
Heavy Support
1 x Leman Russ Executioner - Plasma cannon sponsons
2 x Leman Russ Demolisher - Heavy Flamer Sponsons
2 x Leman Russ Battle Tank - Heavy Bolter Sponsons
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![[Post New]](/s/i/i.gif) 2012/01/24 19:05:55
Subject: Re:Looking to start IG - Looking for advice
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Furious Raptor
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I just ran two punishers both with heavy bolter sponsons and a front mounted heavy bolter. I put Knight Commander Pask in one of the punishers. I then had the rest of the army supported by a squadron of three regular battle tanks. It worked out very well for me.I was laying down a total of 58 heavy shots 29 of which i got to re-roll.
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![[Post New]](/s/i/i.gif) 2012/01/24 19:29:25
Subject: Looking to start IG - Looking for advice
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Unhealthy Competition With Other Legions
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Right now I run an all infantry guard and let me tell you, close combat is your friend if you have enough bodies and power weapons.
My friendly advice would be to drop one vendetta and veteran squad and add a fifth infantry squad and a regular commissar for both the 20 and 30 man blobs. Your Commissar lord is an independant character and can be singled out in close combat. When he is killed your men will run and be cut down. A regular commissar is a unit upgrade and won't have that issue. Plus 2 blobs are better than one, especially when one has 4 power weapons, a power fist and stealth.  . You seem to already have good firepower, but it'll be hard for 10 vets to hold an objective over 20 infantry and a commie.
Also, the only useless sponsons are the heavy flamers. All the others have their uses but with the heavy flamer range you'll have to move 99 percent of the time to use them to full effect, so you'll only ever fire one. Might as well change them to heavy bolters or something and take the hull heavy flamer for free.
Lastly, try to give each infantry squad a special weapon. Flamers are quite power full en mass before a charge and even grenade lanchers are very usefull. Good luck with the guard!!!
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"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher
Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign
"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion' |
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![[Post New]](/s/i/i.gif) 2012/01/24 19:30:28
Subject: Re:Looking to start IG - Looking for advice
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Tough Tyrant Guard
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I would look more into your command group. They can really add in some options for your army. My command group was a bunker unit with
command
astropath
lascannon
MoO
vox.
This set up allowed me to bring it down with orders on a vehicle while placing a nice pie plate next to it. That and it allowed me to branch off from the vehicle if a unit was near by. On top of rerolling the dice if the unit just piled out of the rhino... Lots of great combos in our command unit which really up your armies ability to punch a whole in the enemy.
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Biomass
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![[Post New]](/s/i/i.gif) 2012/01/24 19:33:31
Subject: Looking to start IG - Looking for advice
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Krazed Killa Kan
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One thing I'd like to mention is using your vendettas to transport your troops. Vendettas are fantastic gunboats but mediocre transports. Vets are designed to be in chimeras. One thing I may suggest is removing the sponsons from the executioner and simply run them with a hull HF. You want to keep these tanks moving anyways to avoid CC outflankers and the like. Those plasma sponsons will not fire if you are moving and are very expensive. If you drop both plasma sponsons that's 40 points. You need 110 to get chimeras for your vets. Could be found in dropping other sponsons but not sure which one. Just a thought, which will keep your vendettas at a safe distance and give your vets much better objective capturing abilities and more mobility. My 2 cents.
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This message was edited 3 times. Last update was at 2012/01/24 19:35:16
2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/01/24 19:36:24
Subject: Looking to start IG - Looking for advice
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Stoic Grail Knight
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I'm also starting guard, and here are some of my observations from that path. With all of those foot infantry squads, you should really try to get a company command squad in there. This is doubly true if you are putting heavy weapons into your infantry squads (I have found that his is a better place for them then heavy weapon squads, my hws get singled out and obliterated really quickly) Bring it Down, Fire on My Target, and Get Back in the Fight are all really good orders. He can also issue pcs orders, so you can get some more of those as well. ccs would also give you some good bs4 shots for speacial or heavy weapons, and makes a pretty decent fireing position for a las cannon finally, Lord Commissar is not a substitute for upgrade Comimssars. The reason that power blobs are so durable is that the enemy cannot pick out the commissar in close combat since hes an upgrade character and not an IC. Lord Commissar's really shine by giving stealth to a blob, and a leadership bubble for heavy weapon squads who otherwise cannot get above ld7.
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This message was edited 2 times. Last update was at 2012/01/24 19:37:36
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![[Post New]](/s/i/i.gif) 2012/01/24 22:06:50
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
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Some more good advice here. Of course it brings up more questions:
1. Meltabombs for the sergeants in infantry squads? Worth it in case they get in CC with a dreadnought?
2. Vox casters - Should I add them to the command squads and each blob?
3. Thoughts on including a banewolf? Seems like I just stuck it in and will just be a nasty suicide unit.
Some ideas I'm throwing around:
I took in to account using chimeras for vets. I did see that using a gunship that wants to keep distance as a transport to drop troops that need to be close is contradictory, so I've ben playing around with configurations to make that change.
After moving some things around it looks like it might be possible to have a CCS, An infantry platoon split in to two blobs, and two vet squads in chimeras by dropping the sponsons from the Russes and the Banewolf.
I think this would be a solid core, but I'm a little unsure on tactics with a list like that. I'm still reworking it to maximize efficiency, so I don't want to post it yet, but I just wanted to post a little bit about what I'm thinking and how I've taken the advice given in this thread.
Thoughts? And of course, thanks for the advice.
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![[Post New]](/s/i/i.gif) 2012/01/24 23:48:23
Subject: Re:Looking to start IG - Looking for advice
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Hauptmann
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Meltabombs are always a good idea in blobs IMO. Even knowing that the blob has them will make your opponent all the more wary of getting his dread into cc with the unit. Vox casters generally receive mixed reviews on Dakka. Personally I always have one in my CCS and one per blob, but its perfectly possible to get on without them. Banewolf is meh, but YMMV. I've never had luck with them so I no longer run them. One thing I've noticed no-one has suggested yet is a unit of hydras. Its one of my favorite HS choices in the codex. It rips transports to shreds and can tackle hordes as well. The fact that you can get two hydras for the points of one plain leman russ is also a bonus. It would require you dropping one of the squadrons of battle tanks though. Like everyone has already said, get a CCS to order the blobs around. I would also suggest getting rid of the heavy weapons in the blobs for meltas. I've had the best luck running footblobs as offensive units, and having weapons they can't shoot on the move detracts from that role.
Good luck with the Guard!
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Just my 2 cents
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![[Post New]](/s/i/i.gif) 2012/01/25 06:30:42
Subject: Looking to start IG - Looking for advice
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Member of a Lodge? I Can't Say
WI
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First of all, you better give a big thanks to Blacksails and the others after him that saved you from some terrible advice.
stewy37 wrote:Some more good advice here. Of course it brings up more questions:
1. Meltabombs for the sergeants in infantry squads? Worth it in case they get in CC with a dreadnought?
Yes, they are totally worth it. Due to the rule of needing a 6 to hit a walker in CC and only getting one attack (no matter what, even a charge), it is vitial in my opinion. Otherwise something like a 35pt Scout Sentinial can tie up your 200pt blob for the entire game... much less running into a Blood Angle Furioso. Remember you have no real CC defence for a T 7+ MC (Eldar Wraithlords are T 8 MCs, not a Dread, for example), so your only defence is shooting it.
stewy37 wrote:2. Vox casters - Should I add them to the command squads and each blob?
When you have a Commissar in a blob, Orders to it are made at Ld 9 ( Ld 10 for a Lord Commissar). All the Vox is giving you is a re-roll. In a Vet squad or a PIS, nothing is taken away for adding in a Vox, but a PCS or CCS needs to take away a special weapon slot. The problem with Voxs is you can't give them to every unit that may want or /need/ them (Ogryns, Rough Riders, Heavy Weapon Squads, ect). With the lack of special weapons in your blobs, those points would be better off spent getting those.
stewy37 wrote:3. Thoughts on including a banewolf? Seems like I just stuck it in and will just be a nasty suicide unit.
When you are lacking special weapons like your last posted list is, I would get those first. If your going to do Orders, the CCS is more important. If your not keen on Orders, then Hydras, Vendettas, and other support vehicles, as well as mech Guard, would be the better way to go.
stewy37 wrote:Some ideas I'm throwing around:
I took in to account using chimeras for vets. I did see that using a gunship that wants to keep distance as a transport to drop troops that need to be close is contradictory, so I've ben playing around with configurations to make that change.
Here is the problem with that... two Chimeras is usally not enough. The real basis behind Chimera Vet lists is that they are in effect Hoard lists. But for you, with 5 LRBTs on the board AND two Vendettas they will have alot more targets to take out before they get to your Chimeras (if you do use them). With you running 4 PISs, I would actually look at making it two Platoons of two PISs each, so you can put two PCSs in the Vendettas. Making them scoring for late game objective grabbinb isn't a bad thing, and if you give them 4x Flamers, you can also use them to move up and deploy to burn out weaker cover save based troops.
I would probably suggest the following, using your last posted list as a base and assuming you want to do Orders.
CCS - 125pts
LC, Melta gun, Standard, OotF
PCS - 50pts (Vendetta)
4x Flamers
PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
PCS - 50pts (Vendetta)
4x Flamers
PIS - 120pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 2)
PW, Melta gun, Melta bomb
LC HWS - 105pts
Vets - 155pts
3x Melta guns, Chimera ML/HHF
Vets - 155pts
3x Melta guns, Chimera ML/HHF
Vendetta - 130pts
Vendetta - 130pts
LRBT Executioner - 190pts
2x LRBT Demolishers - 330pts
Hull Heavy Flamers
LRBT Executioner - 190pts
2000pts
In this list, all 4 tanks, both Chimeras, and both blobs advance. You actually have the choice to keep the Demolishers seperate or combine the Executioners, so your choice. Your keeping back the Vendettas, CCS, and LC HWS. The CCS can issue a Order to itself and the HWS to help the Vendettas take out Vehicles. If you would rather have a AC HWS, use the extra points to give the CCS Camo Cloaks and upgrade the melta gun to a plasma gun. Keep the HWS within 12" (and in cover) for Orders and a for the Standard. What you do with the last 5 points is up to you, but a couple of Bolt pistols is not a bad choice.
I know this is less tanks than your posted lists, but your tanks need the infantry to support them and they are better tanks. If you know your going against power armor, keep the Executioners seperate. For Hoards, keep the Demolishers seperate... though I suppose it doesn't really matter, since a template is a template.
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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) 2012/01/25 07:19:56
Subject: Re:Looking to start IG - Looking for advice
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Regular Dakkanaut
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As a long time IG player let me help you break down your list and offer suggestions and advice.
HQ:
Lord Commisar with PF and Camo Claok
Lord Commissars are a solid HQ choice, but only if you are either running a CCS or a Veteran list. I strongly suggest running a CCS with regular guard platoons because of the orders and the regimental standard.
Elites:
Marbo
Marbo is a cheap and effective elite choice. A must have for any guard army.
Troops:
Infantry Platoon
Platoon Comand Squad - 4 x flamers
4 x Infantry Squad with Power weapon and Lascannon team
I suggest giving the command squad at least a vox caster and running voxes in all of your squads. Drop the power weapons, as they are a waste on most anything in the guard codex. Guardsmen are cheap and they are made to die not take on armored combatants in melee. Running lascannons in guard squads is a good idea because it will keep the lascannons alive.
Penal Legion
Penal legion can be interesting, but more often than not their rules simply do not stack up with what a veteran squad could do. I suggest using the points you save on unequiping power weapons and giving yourself a veteran squad.
Fast Attack:
Vendetta
Vendetta
Valkyries/Vendettas are arguably some of the best fast attack units in the game. However, they are best used when you have Veterans/Stormtroopers to put in them. Drop off the vet squad to hit a target or take an objective then hunt for juicy rear armor with those lascannons
Heavy Support:
2 x Leman Russ Executioners with Plasma Cannon Sponsons
While executioners look good on paper, they are only really awesome against armies like Deathwing or Greyknights. They are far too expensive (especially with those plasma sponsons to warrant their usefulness. I suggest dropping them in favor of more troops like another platoon or veteran squads.
2 x Leman Russ Demolishers
Demolishers are an all round good choice, but I would be weary of running them in a squad. Split them up after you rid yourself of the executioners because if they get stunned and can't move that limits their effectiveness because of their short 24" range.
2 x Leman Russ with Heavy Bolter Sponsons
The MBT is effective against most targets. Opponents rue the day they under estimate the battle cannon. I would drop the sponsons though, as they tend to add cost to an already expensive vehicle.
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![[Post New]](/s/i/i.gif) 2012/01/25 12:12:37
Subject: Re:Looking to start IG - Looking for advice
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Member of a Lodge? I Can't Say
WI
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Bongfu wrote:As a long time IG player let me help you break down your list and offer suggestions and advice.
Troops:
Infantry Platoon
Platoon Comand Squad - 4 x flamers
4 x Infantry Squad with Power weapon and Lascannon team
I suggest giving the command squad at least a vox caster and running voxes in all of your squads. Drop the power weapons, as they are a waste on most anything in the guard codex. Guardsmen are cheap and they are made to die not take on armored combatants in melee. Running lascannons in guard squads is a good idea because it will keep the lascannons alive.
Obviously you / never/ ran power blobs, then you would know your advice is total BS concerning power weapons, specially the 'armored combatants' remark. Power weapons ignore armor saves, they /can not/ target the Commissar or the Sergeant in close combat (this is why the Lord Commissar or any IC is a poor choice for a blob leader, they can be picked out in CC). With a 20 man blob, you effectivily have 15 wounds you can take before you start to lose power weapons or even special weapons. In fact Stewie, unless they have a special ability, they can not target anyone in your blob that are naturally part of it (bought as an option of the PIS), /you/ choose all wounds/deaths unless they do more wounds then you have men. The Commissar gives you Ld 9 Stubborn, which means your morale does not lower due to wounds in close combat either. Power blobs can, fairly consistantly, destroy most units in close combat. If it is a large CC unit (Orks, Stealers, Death Company), you have to /charge them/ first. You can't shoot lasguns and charge due to the Rapid Fire weapon rules anyways, so fire Melta guns and then charge /them/, otherwise they very well may destroy a 20 man blob in a round or two of close combat.
Heavy Weapon teams are indeed protected by the blob, but your also turning your blob into a static, defensive blob, and not an attacker to support your tanks. Tanks do not stand still, as a LRBT that doesn't move is a dead LRBT. You attack with them and they need to be supported by infantry, either on foot or in Chimeras.
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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) 2012/01/25 18:29:29
Subject: Re:Looking to start IG - Looking for advice
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Imperial Recruit in Training
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I have two questions 1)Is there something like catachan Platoon Command Squad?
2)Tallarn, Steel Legion or DKoK (Forge world). I cant decide wich one to choose...
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![[Post New]](/s/i/i.gif) 2012/01/26 03:09:44
Subject: Looking to start IG - Looking for advice
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Regular Dakkanaut
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BlkTom wrote:
stewy37 wrote:Some ideas I'm throwing around:
I took in to account using chimeras for vets. I did see that using a gunship that wants to keep distance as a transport to drop troops that need to be close is contradictory, so I've ben playing around with configurations to make that change.
Here is the problem with that... two Chimeras is usally not enough. The real basis behind Chimera Vet lists is that they are in effect Hoard lists. But for you, with 5 LRBTs on the board AND two Vendettas they will have alot more targets to take out before they get to your Chimeras (if you do use them). With you running 4 PISs, I would actually look at making it two Platoons of two PISs each, so you can put two PCSs in the Vendettas. Making them scoring for late game objective grabbinb isn't a bad thing, and if you give them 4x Flamers, you can also use them to move up and deploy to burn out weaker cover save based troops.
That was my thinking with only having the two Chimeras on the board. With the Russes and Vendettas that gives quite a few legitimate threats that have to be dealt with or they WILL cause havoc. So my opponent can target my vets in Chimeras to limit my scoring ability, but that means my Vendettas and Russes are having less firepower directed their way.
BlkTom wrote:I would probably suggest the following, using your last posted list as a base and assuming you want to do Orders.
CCS - 125pts
LC, Melta gun, Standard, OotF
PCS - 50pts (Vendetta)
4x Flamers
PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
PCS - 50pts (Vendetta)
4x Flamers
PIS - 120pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 2)
PW, Melta gun, Melta bomb
LC HWS - 105pts
Vets - 155pts
3x Melta guns, Chimera ML/HHF
Vets - 155pts
3x Melta guns, Chimera ML/HHF
Vendetta - 130pts
Vendetta - 130pts
LRBT Executioner - 190pts
2x LRBT Demolishers - 330pts
Hull Heavy Flamers
LRBT Executioner - 190pts
2000pts
In this list, all 4 tanks, both Chimeras, and both blobs advance. You actually have the choice to keep the Demolishers seperate or combine the Executioners, so your choice. Your keeping back the Vendettas, CCS, and LC HWS. The CCS can issue a Order to itself and the HWS to help the Vendettas take out Vehicles. If you would rather have a AC HWS, use the extra points to give the CCS Camo Cloaks and upgrade the melta gun to a plasma gun. Keep the HWS within 12" (and in cover) for Orders and a for the Standard. What you do with the last 5 points is up to you, but a couple of Bolt pistols is not a bad choice.
I know this is less tanks than your posted lists, but your tanks need the infantry to support them and they are better tanks. If you know your going against power armor, keep the Executioners seperate. For Hoards, keep the Demolishers seperate... though I suppose it doesn't really matter, since a template is a template.
Huge thanks. This list is exactly what I was looking to construct. It has all the elements of guard that have drawn me to the army, and it is flexible. It has all types of firepower, plenty of armor and troops as well as durability and mobility. I will definitely try it out. An even better facet of this list is that I scored a good deal on some models and now have almost everything I need to make a 1000 point list that will expand to this 200 point one. I realize that at different point levels you can't expect a list to work the same way just because you added or subtracted units. That being said, all I would need to purchase now to field the following list at 1000 points is the command squads and a couple models to use as commissars! Than i can work toward adding the other pieces of the army until I get to this 2000 points.
Thanks for all the help. Now I gotta get to building and painting!
CCS - 125pts
Melta gun, Standard
PCS - 50pts
4x Flamers
PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
PCS - 50pts
4x Flamers
PIS - 120pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 2)
PW, Melta gun, Melta bomb
LC HWS - 105pts
LRBT Demolisher -165pts
Hull Heavy Flamers
LRBT Demolisher -165pts
Hull Heavy Flamers
1000pts
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