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Made in us
Sword-Bearing Inquisitorial Crusader






Columbus, Ohio

A few games into my second Imperial Guard career, and I'm thinking of tweaking my list a bit. I've isolated a couple of under-performing units and marked them for replacement or upgrade. Here's the revised list below, for your consideration and comment.


PRIMARY DETACHMENT - IMPERIAL GUARD

HQ
Company Command Squad 197pts
4x Plasma Guns
Bolt Pistol (Company Commander)
Astropath
in Chimera (Multi-Laser/Hull Heavy Bolter)

TROOPS
Infantry Platoon
Platoon Command Squad 175pts
Captain Al'Rahem
4x Grenade Launchers
in Chimera (Multi-Laser/Hull Heavy Bolter)

Infantry Squad 125pts
1x Meltagun
1x Autocannon Team
in Chimera (Multi-Laser/Hull Heavy Flamer)

Infantry Squad 125pts
1x Meltagun
1x Autocannon Team
in Chimera (Multi-Laser/Hull Heavy Flamer)

Veteran Squad 210pts
3x Meltaguns
Gunnery Sergeant Harker
in Chimera (Multi-Laser/Hull Heavy Bolter)

FAST ATTACK
Vendetta Gunship 130pts

HEAVY SUPPORT
Leman Russ Demolisher 165pts
Hull Heavy Bolter

Leman Russ Demolisher 165pts
Hull Heavy Bolter

Hydra Flak Tank Squadron 150pts
2x Hydra Flak Tanks


ALLIED DETACHMENT - SISTERS OF BATTLE

HQ
Uriah Jacobus 90pts

TROOPS
Battle Sister Squad 188pts
1x Multi-Melta
4x Additional Battle Sisters

FAST ATTACK
Dominion Squad 180pts
2x Meltaguns
in Immolator Tank (Twin-Linked Multi-Melta and Pintle Mounted Storm Bolter)

HEAVY SUPPORT
Retributor Squad 100pts
4x Heavy Bolters
1x Storm Bolter (Sister Superior)
1x Additional Sister

POINTS: 2,000

Everything that can outflank in the list does outflank. The Sisters of Battle, Leman Russ Demolishers, Company Command Squad and Retributor Squad anchor my deployment zone, while the rest of the army arrives from reserve. I'm split on sending the Hydras in through reserve (hopefully protecting them from early enemy fire) or keeping them on the board to help with light transports. I've added Autocannon teams to the outflanking infantry squads to give them some much needed punch, and hopefully to keep them relevant if they come in on an empty flank. I'm hoping that the outflanking Immolator will give me a nasty chance to flank with the Multi-Melta and take out an important vehicle unexpectedly. Harker's squad has a similar purpose, though they're better are dealing with infantry units and monstrous creatures than they are vehicles (at least until they have time to get into melta range).

Comments, thoughts and critiques would be appreciated.

This message was edited 1 time. Last update was at 2012/11/06 07:03:13


Jagdmacht, my Imperial Guard Project Log 
   
Made in us
Regular Dakkanaut






okay im only an ork player but ive played a few games i might as well throw in my 2 cents.

not shur about the astropath, no idea what he does, n ive never seen him used

you want more troops .... so much more mauahahahahahahah
love / hate your gunship lol

the hydra flak tanks are okay... but the defence line seams like a beter deal, you can get the same gun but with coversaves to string across for you gunline guys n its only 100pts (plus if you got to ground behind it the cover save is +2 and then jsut use the order "get back in the fight")


now for your sisters witch i have a tad more experience in:

MOTHER OF GOD TAKE SAINT CELESTINE!!!!!!! for only around 125 you get a modle that litteraly will not go away, throw her with a squad of jump pack sisters with meltas n watch as your opponent crys on the ground because to late that he/she was stupid enough to waist shots on them MUAHAHAHAHAHHAH
ya drop the immolator tank and just grab the flying sisters of doom, deep strike them close, but safe.

cant think of anything else right now ... yay NyQuil

   
Made in us
Sword-Bearing Inquisitorial Crusader






Columbus, Ohio

The Astropath gives me +1 to my Reserve Rolls and lets me re-roll the dice to see which side of the table from which my Outflanking troops arrive.

The Hydra Flak Tanks ignore Jink saves, which is something that I do not believe that the Defense Line does for me. Still, I'll keep it in mind.

I don't really have much interest in Seraphim, as in my play group I usually don't want to get that close to anything (lots of Daemons and Tyranids in the local meta).

Still, thanks for the interesting suggestions.

Jagdmacht, my Imperial Guard Project Log 
   
Made in us
Regular Dakkanaut






okay cool, i like the plan you got XD

but the think with the Seraphim is that they are more of meat sheilds for saint celestine. they are meant to fling them selves forward into groups of enemies so thinks will not get close to you lol (just try it once proxy fling her out there to draw fire)

for daemons they are hard to play but if done right, even harder to kill, with them i wouldnt outflank/reserve just make a big blob on your side of the table an force them to come to you = you will win (i do play daemons)

for the tyranids.... 6th hit them so hard... so ya you win lol

Just focus fire, dont stop shooting till its dead, screw every thing else n you should do great
   
 
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