First post? Awesome! Welcome to dakka. Looking at the list, right off the bat I'd say that it's a fairly scattered list that needs to be focused and have a lot of the fat (junk) trimmed off of it.
Imperial Guard are very very good at getting a lot of bodies (both infantry and vehicles) on the field and laying down a lot of firepower. However with too many upgrades you really start hurting yourself. Keep the guard cheap!
Also there are a few illegal things in the list that you aren't allowed to field.
Warzone303 wrote:
Colonel Iron Hand Straken (have to make him a command squad, what's good?)
Straken really goes well with large infantry blobs to boost their
CC ability.....however
CC took a huge hit in 6th edition. If you want to use him, I'd suggest plop him in a chimera for protection and give the squad assault weapons (melta or flamer preferred...probably melta) and march him along with two largish blobs.
Some Veterans (or allied marines) along with as tougher support with special weapons could be useful.
If you don't like Straken, just use him as a regular company commander.
Lord Commissar with Plasma Pistol and Power Axe
Good for keeping heavy weapon squads in line by giving them high leadership. I honestly just prefer regular commissars in squads otherwise.
Stormtrooper Squad x 10
-Sergeant w/ Bolter & Plasma Pistol
-Plasma Rifle
-Grenade Launcher
Too many upgrades. Only thing you should take are two special weapons (plasma or melta). I'd also suggestion only taking 5-man squads....probably give them chimeras unless you plan to
DS.
Infantry Platoon "Burners"
Cmd Squad
-Platoon Leader with Power fist and Bolter
-Two flamers
-Medic
-Vox caster
Ditch the powerfist and bolter. Ditch the medic. Ditch the Vox. Fill in for more special weapons (flamers or melta are good, I'd just suggest taking all of the same weapon).
Infantry Squad x 2
-Flamer
-Heavy Flamer
-Vox caster
If they are blobbing up, you only need one vox as a heads up....but I really don't think voxes are super useful so I'd get rid of them. A commissar (or even one for each squad) is a good way to keep a blob in line.
Heavy Flamer is illegal. Only Veterans can take them....even then they are WAAAAAAAAAAY too expensive. Heavy Flamers should be on vehicle, never on guardsmen.
Infantry Platoon "Boomers"
Cmd Squad
-Platoon Leader with Bolter
-Plasma Rifle
-Grenade Luancher
-Melta Gun
-Vox Caster
Waaaaaay to scattered. Always take all of the same weapon (an exception can be made for x3 melta + x1 flamer). Ditch the bolter and vox.
Close-range weapons benefit from being in a chimera (more survivable).
Infantry Squad x 2
-Missile Launcher
-Grenade Launcher
-Vox Caster
Decent for a defense, I guess, but I find autocannons much much useful than missiles (more shots, because gaurd can't aim). With Straken, I'd suggest two 30- or 40-man blobs backed up by heavy weapon squads and some mobile veterans.
Now here's where the list gets a little funny. He has a bunch of models that are converted conscripts plus a heavy weapons squad of 3 heavy bolters and a couple left over special weapons. I can either field them as conscripts (which I think is a pretty cool idea) and the heavy weapons squad OR Have another infantry platoon, Two squads of guardsmen with Heavy bolters and flamer plus cmd squad with heavy bolter.
Meh. Heavy bolters aren't that useful honestly. I'd rather just take more autocannons. Conscripts are rather terrible. Regular guardsmen are much more useful for barely any extra cost.
I also have 6 mortars on bases with no guardsmen (east to add two guys) and 36 more guardmen with lasguns on the way, PLUS I have a Cadian command sprue to work with.
Meh on the mortars as well. More guardsmen is always good, though!
Any general tips for fielding the guard?
Always take at least three units that can do the same job (doesn't have to be the exact same unit) because:
1. The first unit will die.
2. The second unit will miss.
3. The third unit will finally get the job done.