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2000 Points Imperial Guard, Marching to Victory! Critiques welcome!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Beast of Nurgle



Earth

So due to a issue with my move, i have no tanks or anything else except my foot sloggers.

Headquarters

Company Command - Regimental Standard (15 points), Meltaguns -3 (30) - 95 Points Total

]Elites

Ratlings (4) - 40 Points total

Storm Troopers (5) - Meltas (2) - 105 Points

Marbo - 65 Points

Troops

Platoon 1 (Gunline)
Platoon Command - Power Sword, Plasma Pistol, 3 Plasma Guns - 115 Points total
Squad 1 - Plasma Gun, Autocannon - 75 Points
Squad 2 - Plasma Gun, Autocannon - 75 Points
Squad 3 - Plasma Gun, Autocannon - 75 Points
Squad 4 - Plasma Gun, Autocannon - 75 Points
Squad 5 - Plasma Gun, Autocannon - 75 Points

Platoon 2 (Out flankers)
Platoon Command - Al' Rahim, Melta(4) - 140 Points
Squad 1 - Flamer, Missile Launcher - 70 Points
Squad 2 - Flamer, Missile Launcher - 70 Points
Squad 3 - Flamer, Missile Launcher - 70 Points
Squad 4 - Flamer, Missile Launcher - 70 Points
Squad 5 - Flamer, Missile Launcher - 70 Points

Platoon 3 (Blob)
Platoon Command - Flamer (4) - 50 Points
Squad 1 - Power Weapon, Flamer - 65 Points
Squad 2 - Power Weapon, Flamer - 65 Points
Squad 3 - Power Weapon, Flamer - 65 Points
Squad 4 - Power Weapon, Flamer - 65 Points
Squad 5 - Power Weapon, Flamer - 65 Points
*Commissar - Power Maul - 45 Points

Veteran Squad 1
Harker, Autocannon, Plasma (3) - 180 Points

Veteran Squad 2
Powerfist, Melta (3) - 115 Points

Total Points: 2000 Points (unless I messed up on my points calculations)

The Battle Plan

Gunline (Platoon 1) holds the home objective with Veteran Squad 2 as the counter attack force for the deep strikers. CCS holds base with them along with Platoon 1 Command. Ratlings deployed wherever.

Flankers (Squad 2) attack from the side ~2-3.

Storm Troopers and Marbo deploy behind the enemy lines and cause distruptions as the meat shield (Platoon 3) moves up, broken down into a 30 man blob w/ Commisar and a 20 man blob, with the command following behind them.

Any comments or critiques more than welcome. Thanks!

   
Made in gb
Been Around the Block




My suggestions would be to drop the Ratlings, as they won't do much, except give away first blood every other game. Drop Platoon 1 PCS power sword, as you'll be rapid firing the plasma every turn, and anything charging them is likely to take out the squad before you get to swing.
I would also drop/swap the missile launchers from Platoon 2 - if you're going to take heavy weapons, either autocannons for rate of fire/ decent strength or lascannons for high strength/ap2. I would probably go with either none, or autocannons as they're cheaper meaning you'll have more of your stuff on the table at the start.

I would then reinvest the points saved into another Commissar for Platoon 3 - the blob should stay on the table longer and gives you more flexibility in deployment.

Another option is to drop the second vet squad for another CCS. You can get another identical one, or fill with plasma, or add an Astropath to help Platoon 2.

Hope this helps.
   
Made in us
Beast of Nurgle



Earth

With the information you given me, heres what Im now thinking.

- Remove the Power Sword (was already modeled on and painted blue, but can call it a reg ccw)

- Dropped the Ratlings

- Dropped the Missile Launchers

by doing so, I have freed up 125 points. Now, by doing so, I can then take another Commissar for the blob squad. If I drop a flamer, I can get an aegis to with an Incarius Cannon to even out the list. Any thoughts on that?

Also, instead of flamers on the outflank, meltas? or stick to flamers. the Commissar is a given.

This message was edited 1 time. Last update was at 2012/08/31 00:01:54


 
   
Made in gb
Ferocious Blood Claw





try a ten man stormy squad with flamers if you can find the points and i think you will like what they can do
   
Made in gb
Junior Officer with Laspistol





You should check out Ailaros' batreps concerning foot guard
It's not pretty

The conclusion is that swaming guard is pretty ineffectual. You have zero armour, not even a chimera. You will have next to zero killing power once an enemy gets his mits on you.

My advice is get some Russes, some artillery and some chimeras to protect your vets. Flyers are a great addition, but not necessary (despite the fact they're incredibly strong).
Foot guard is squishy, foot guard doesn't out shoot so dramatically as it used to and foot guard is annoying to put away after the fight.

P.S. those power weapons won't help you win a fight, but an autocannon for the same points cost could pop a rhino and allow you to FRFSRF down the squad inside.

This message was edited 1 time. Last update was at 2012/09/01 20:48:08



Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

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