Switch Theme:

1750 Imperial Guard Help  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Hi everyone I'm been struggling to get my guard Army the way I like it in 6th. There is a 1750 no comp tourny comming up soon and I'd like to get my list right and play some games before it rolls around. Below I have listed the core of what I want my army to be I'm going for a full Mech list. I know a lot of people are against mech in 6th but I still like it and I think most people will be packing mostly Anti-Infantry so I should have some sort of a chance.

If I run with Vendettas I should go with a CCS and Astropath If I did this I'd run them with 4x Plasma guns in a Chimera. I'd also be keen to run a Primaris Psyker with the Telepathy powers I like the Primaris power Psychic Shriek even if its a little random.

For my Heavys I'd be keen to run either a Manticore or two or a few Russ's or a combo of the two not really phased either way. I love the Manticore but it does take away from the Armour Saturation of the mid field units pushing through to get into range with there short range weapons.

For Fast I'm tossing up between running Vendettas or Devil Dogs over all the Vendetta is better but the one thing I don't like about them is they aren't on the board turn 1 so I don't have as much Armour Saturation to take hits for me it's a tougher choice than you think.

I'm having good success with the troops below in 6th there not as awsome as they were in 5th but still get the job done. The plasma vets have been dropping more flyers than anything else I've fielded in my army so I'm more than happy to squeeze more plasma in. Nothing here is set in stone so I'd be willing chop and change.

This is a no comp tourney so I'm not worried about taking the most brutal cheesy broken list out there because I will be facing off against lists that are just as cheesy. I know of at least 1 cheesy Daemon list and 1 Cronair list that will be going and there will probley be more so some anti-deep strike and air should be on the cards. I was thinking of taking an Allied Rune Priest with Living Lightning and Tempest's Wrath to help in that department and it should give me a bit of Psychic Defence as well against other armies I can just take Divination and boost my guardsman.

So here is the Core of the Army any suggestions on whats next

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Melta Guns, Chimera, Multi Laser, Heavy Flamer
155pts

T- Veteran Squad, 3x Melta Guns, Chimera, Multi Laser, Heavy Flamer
155pts

Total 990pts

So I have 760pts left to spend. Again the above troops are not set in stone and can be altered or changed accordingly
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Ok so I've had some time to think over night and I've come up with a few ideas I'm just trying to get the Fast Attack Slot Sorted so here is the list. I have listed the 3 different Fast Slots and the total points cost of the list with there pros and Cons

HQ- CCS, 4x Plasma Guns, Chimera Multi-Laser Hull Heavy Flamer
165pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

HS- Manticore, Heavy Bolter
160pts

HS- Manticore, Heavy Bolter
160pts

I'm loving Plasma Guns in 6th as you can see above they can handle anything apart from AV14 so I have tried to cover that with the other sections of my list. The Manticores drop S10 Pie plates and if there is no AV14 they smash the next biggest threat.

Here is Fast Attack Choice 1

FA- Vendetta, Heavy Bolter Sponsons
140pts

FA- Vendetta, Heavy Bolter Sponsons
140pts

FA- Vendetta, Heavy Bolter Sponsons
140pts

This puts in at 1755 so I'll need to drop 5 points somewhere it has the potential to be a strong list bit I don't like leaving only 6 Chimeras alone to take the full force of my opponent. If I get second turn all those Chimeras could be dead before the Vendettas even come in.

Option 2

FA- Devil Dog, Hull Multi-Melta
135pts

FA- Devil Dog, Hull Multi-Melta
135pts

FA- Devil Dog, Hull Multi-Melta
135pts

1740

This gives me more Anti-tank from turn 1 & puts 9 AV 12 facings in my opponets face turn 1 instead of only 6 I feel this is weaker than the first option but it gives me better support from the get go.

Option 3

FA- Vendetta, Heavy Bolter Sponsons
140pts

FA- Devil Dog, Hull Multi-Melta
135pts

FA- Devil Dog, Hull Multi-Melta
135pts

1745

This gives me a bit of both not as much protection as Option 2 and not as much Air domination as Option 1 I don't really like the chances of only 1 Vendetta doing much though.

What does everyone think. Where can this list be Improved on don't forget this is for a No Comp tourney and I'll be up against much Cheesier Armys
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Anyone want to help me out. Its Christmas
   
Made in us
Rough Rider with Boomstick




Gunblaze West

i would take the vendettas..... the troops are good and i cant argue with that heavy support.... you will need the ant-iair of the vendettas if you are going to a tourney i would think.

 Kilkrazy wrote:
We moderators often make unwise decisions on Friday afternoons.
 kestril wrote:
Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I wouldn't go with devil dogs as they're highly situation dependant. If you know there are lots of MEQs, then yeah go with them but other than that they're not really worth it. For the tournament the better option would be the vendettas. The manticore's are not useful for AV14 as you dont scatter on a 5, then pen on a 5, then destro on a 6 as its only ap4. If you're going with the vendettas, I would drop both manticores and take 3 units of melta vets for 300pts.

bsssh, yeah and 3 melta vets would take you above you're 6 troop slots, didnt count that up before. Well you could take 1 melta vet squad which I would highly suggest.So if you just drop 1 manticore, oh and the 3 heavy bolter sponsons on the vendettas (cause lets face it, they wont touch a LR) then that gives you 190ish. Then 10vets with 3 meltas in 1 and 5 storm troopers with 2 meltas in another.

This message was edited 2 times. Last update was at 2012/12/26 05:04:11


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Sure Space Wolves Land Raider Pilot





For fast attack, Vendettas are truly under-costed. You can't go wrong throwing a couple in the list. They will almost always outperform all other fast attack options. If you are taking more than one of them, or have anything else in reserve, it's worth considering getting an Astropath to ensure that they are getting on board as soon as possible.

The Veteran squads in chimeras are not bad. I like to run mech-guard, but if you have the models, large infantry platoons are nice too. 50 guardsmen can be hard to move off home objectives. Add in Company Command Squads issuing orders and they can be downright mean. Add in a bunch of power axes and even CC threats have a hard time hurting them. Even at BS3, 5+ autocanons is nothing to scough at. They can also provide cover for tanks!!! I like to run 5x infantry squads with 5 autocannons and 5 power axes all as one big blob. As far as the platoon command squad, I take no upgrades on them whatsoever. They are just hanging back issuing orders to the large platoon. If I want to play more mid-board, I don't take the autocannons as the squad will be walking. Adding in an allied psyker with divination can make this platoon incredibly nasty. Njall the Stormncaller (Space Wolf master psyker) is especially nasty for this purpose.

As far as heavy support, Manticores are great. No one is arguing about that. The only drawback isthat they are AP4. I think that if you regularly encounter TEQs, it's worth considering a Medusa. They are the hardest hitting thing out there. And the 36" range makes them (in my opinion) far more reliable than Space Marine Demolishers or Leman Russ Demolishers. I guess that's no so important, with all the plasma guns you are packing. I like running bare bones Leman Russ Battle Tanks. 150 points, s8 ap3 large blasts and AV14 on the front. Certain armies will have a hard time getting through AV14. This is especially true now, since less and less people seem to be running tank heavy lists. People are more prepared to fight off hoardes and elite infantry again. Also, the Leman Russ tanks can draw fire away from all of your transports longer or more reliably than the Manticores. In my experiance, Manticores are always dead 3 turns into the game. That's why the limited ammo rule doesn't really hurt them that much.

I'd consider taking an Aegis Defense Line no matter what guard army you run. It's nice to give those Manticores a cover save.... Really nice. If you place it in one long line, you can have all of your heavy supports and a troop holding an objective in cover behind it. For 50 points that's not bad. You don't need any of the upgrades (quad gun, etc.) since you are already running Vendettas for anti-air.

Close combat armies will be the bane of this. Blood Angels dropping right on top of you at the beginning of the game will be tough to deal with. Necrons will tear the armor up really fast and that might pose a problem to, but in general this is a fun kind of army to play. Let me know what you end up doing and how it works out on the table.

This message was edited 1 time. Last update was at 2012/12/26 05:22:35


 
   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

Plasma is delightful is 6th.

Manticores are great for blanketing an area in death. It'll deal with AV14 well enough in a pinch. Far better though, it'll wipe out hordes by the handful and can put the hurt on MEQ and especially transports. The scatter isn't as bad since you have good odds at getting multiple barrage.

I might suggest making at least two of your veteran squads meltavets to contend with AV14 and similar threats.

On your Chimeras, consider some heavy bolters. If you're on the move, you can still snap fire either the turret or bolter. You can't snap fire a flamer. They're both good choices; I know I get hung up wanting that S6 multi-laser and get less mileage out of flamers. Of course, when you are in good flamer position they're amazing.

Of your options, I'd second Vendettas. There isn't a lot of anti-air available yet. Devil Dogs are fairly situational. You likely won't get more than one vehicle under the blast, which makes it basically just a multi-melta. A meltavet squad gives you three melta shots and 20 points left over. Or take a second CCS for four shots.

   
Made in us
Sure Space Wolves Land Raider Pilot





Company Command Squads go in Chimeras, with 4 special weapons. Platoon Command Squads get no upgrades. 30 point order issuing utility squad. It's not worth taking the upgrades on the BS3. (flamers may be an exception, but what's the point?) These guys stay alive a lot longer if they are cheap,. Orders are generally more important than a few flame throwers. This is especially true if you have bigger blobs of guardsmen.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Hi all, thank you so much for all of your comments I'll run with the Vendettas. I'm still a bit worried about Hull saturation though only 6 Chimeras to take the full force of my opponent turn 1 might be a bit much so I might drop a couple of Vet squads for a mechanised Platoon. There cheeper than the vets and for good reason because there nowhere near as good.

I'll probley give the Platoon Command Squad 4x Melta guns and throw them in a Vendetta for some sucide action as they parachute out. They have a small foot print so scatter isn't as bad as a full vet squad and 4x BS3 dudes hit as good as 3x BS4 dudes and for only 70 points instead of 100.

The Infantry squads will just work as a screen for the vets and take objectives if they live. I'll have some extra points because I only own 2x Vendettas so the 3rd ones points can go towards the Mecha Platoon as well.

I could drop 1 of the Manticores and slot in 2x Leman Russ Battle tanks in the other slots if needed I could use the points from the 3rd Vendetta for this instead, this could add to the amount of Armor moving forward and support the Chimeras it will also give me a bit more long rang AP3. It will however leave an unsupported Manticore in the back field and I don't like leaving anything unsupported. I could move it up with the rest of the tanks but that just feels weird but do-able now that Barrage can move and shoot.

What does everyone think. Would 2x Vendettas, 1x Manticore, 2x LRBT's an Astropath with CCS and roughly 3x Plasma Vet squads and a Platoon in Chimeras have some good synergy on the table top
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Ok so this is what I've come up with so far. What does everyone think

I feel I'm a bit light on AV14 killing power but I might be able to glance things to death with the Manticore and possibly the russ's if I get lucky. The Vendettas will have the best chance but I'll still need 5+ to do anything on the damage role. So heres hoping I don't face off against any.

I still have 10 points to burn and a Special Weapon Slot free in the CCS. but still don't have the points for the Astropath. What should I get or change?

1750 Imperial Guard

HQ- CCS, 3x Plasma Guns, Chimera Multi-Laser Hull Heavy Flamer
150pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

T- Veteran Squad, 3x Plasma Guns, Chimera, Multi Laser, Heavy Flamer
170pts

FA- Vendetta, Heavy Bolter Sponsons
140pts

FA- Vendetta, Heavy Bolter Sponsons
140pts

HS- Leman Russ Battle Tank, Hull Heavy Bolter
150pts

HS- Leman Russ Battle Tank, Hull Heavy Bolter
150pts

HS- Manticore, Heavy Bolter
160pts

1740pts
   
 
Forum Index » 40K Army Lists
Go to: