Yikes... to the list and some of the advice.
voxes are not really worth it, as your deployment should leave you in range to deliver orders.
Voxs do
NOT increase Order range. They allow a re-roll of a failed Order if the unit giving and recieving has one. You can give Orders to yourself (for
CCS,
PCS, Bastonne) and you would be allowed a re-roll if you failed your Leadership test. Dank, please carefully read the Order rules in the
IG Codex,
pg 29. Are voxs worth it? Maybe, if you have the points for them or you have empty slots for them in your command squads.... and that should be rare.
Balistic Skill (
BS) 3 troops hit 50% of the time,
BS 4 troops hit 66% of the time. Do not give expensive special weapons and heavy weapons to
BS 3 troops that you /need/ to hit with.Give that to the better troops that can hit with them more often. I would never put a single plasma gun in a
BS 3 unit. If you decide to go this route anyways, such as go Heavy Weapon Squads (HWSs), it is fine due to mass volley of shots... 3 Lascannon (
LC) shots from a
HWS at
BS 3 means 1.5 of them should hit. It breaks down the same with special weapons too.
The backbone of a Guard list is the number of special weapons you can field. Empty special weapon slots make me weep for the children and give away your advantage of playing Guard. Even a crappy Grenade Launcher (
GL) is better than nothing. I would top out with Melta guns on
BS 3 troops, as they effect everything (except Eldar Avatar) and at
Str 8, Assault,
AP 2 and a extra
d6 against vehicles for armor penetration in 6" make it the best all around weapon you can have. Flamers are also good because they do not need to hit... anything you cover with the template is effected, but they are not very strong and are
AP 5, so alot of things get their armor save against it... well, power armor at least. I would either go Plasma or Melta guns on
BS 4 troops. As for
GLs and Sniper Rifles... in low point games, the
GLs are useful, even if their effectivness is questionable. They are still Assault and have a good range (36"). Sniper Rifles have the Rending rule, so if you roll a 6 to Wound, you ignore armor. They wound anyway on a 4+ (no matter the Toughness of the target) and the Rending rule means that if you roll a 6 on the
D6 to penetrate a Vehicle, you get an extra d3. Against vehicles, Sniper Rifles are a base
Str 3, as per the base rule book (
pg 31). This means they have a chance to glance
AV 12 vehicles. They are Heavy though, so they are static and can't move and fire. I feel they pair well with
ACs in a
PCS (2x Sniper Rifles and a
AC) to make a good
MC killing unit that can fire on light vehicles and then troops last. SRs can also force Pinning checks, but don't count on this, think of it as frosting on the cake.
Heavy Weapons... there are only two (2) good choices. The rest are fluff picks. Autocannon (
AC) and Lascannon. Lascannon is
Str 9... this is your best vehicle killer in the game at long range, well second best next to the Vanquisher
LRBT. At
AP 1, it ignores all infantry armor saves to boot, but you do not waste shots with this weapon on Infantry unless you have no better targets. The highest Armor Value (
AV) in the game is
AV 14, and you roll a
d6 + the Strength of the weapon. Glancing the vehicle means you equal the
AV, to penetrate you have to have a total greater. You use the
LC for all vehicles that are
AV 12 or higher.
The
AC is
Str 7 and gets two shots. It's
AP 4 value against troops is not great, allowing basic Marines their power armor save, but that is it's only drawback. It is cheap at 10pts, can take out
AV 12 or less vehicles and with the second shot, that
BS 3 trooper have effectivily a 75% chance to hit with atleast one shot. This versitility means if there are no light
AV vehicles (usally transports) on the board, you have an effective anti-infantry weapon that has a damn good chance to wound anything it hits, unlike the other dedicated anti-infantry weapons. If you compare that to the Missile Launcher (
ML), for instance, you will see that the
ML ends up firing on the same vehicles because it is only
Str 8 krak and kills about the same number of infantry due to the
Str 4 frag... but with a single shot and for 5pts more. Oh, and since the Frag is a blast marker weapon, your ability to hit is lowered to 33% because your now using the scatter dice to hit.
This is were Orders like 'Bring it Down!' can be very effective if both the
CCS and unit with the heavy weapon can see the legal target (Monsterous Creature or Vehicle) to make all weapons Twin Linked... you re-roll all missed shots.
Your tanks... look at the points alone.. the enemy destroys them turn 1 (which is very possible
BTW) and what do you have left? Nothing... your best unit is your
CCS with the
LC. A
LRBT that doesn't move is a dead
LRBT. To fire more than a single weapon plus the Turret weapon (as per the 'Lumbering Behemoth' rule) you can't move. Even though you pay for the sponsons once and you can't mix or match, each weapon is a seperate weapon (for the above rule and for weapon destroyed results).
LRBTs that fire blast marker weapons now only hit 33% of the time due to using the scatter dice with that weapon. Your also not able to split your fire... so if you have a hull Lascannon (at
BS 3? Really?) and you fire at another
LRBT (head to head), none of your other weapons are really going to do squat and jack against that
AV 14, so they are wasted points.
When you read the ordnance rules, combined with the scatter dice to hit, you will understand why all
LRBTs (except the Vanquisher) are anti-infantry vehicles. The Vanquisher, as
BS 3, is just to damn unreliable for the points your spending on it. And no... you can not give Orders to Vehicles or units inside Vehicles.
read the 'Combined Squad' rule for the Platoon Infantry Squads (PISs) and look at combining them. Buy a Commissar, power weapons and melta bombs for all who can get them and get Melta guns or Flamers and decide if they are attacking or camping. If they are camping, look at adding in
ACs.
For your Vets, you can make an effective (if expensive) fire base/team out of them with 3x Plasma guns, a
LC for long range
AT duty and Forward Sentries to give them 3+ cover saves (the only thing that ignores cover saves are flamer templates, because Cover saves are not armor saves). If your sitting /inside/ a woods, you can even use the Cover save for 'Gets Hot!' checks.
Good luck and welcome to Guard. Die well.