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Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

First time running an imperial guard army sometime this weekend; this is a non-competitive game with my son in which one of our basic rules is no unique characters.

Imperial Avengers 8th Battalion

HQ
+ Company Commander, Ragnar Blythe
-- Bolt Gun & Power Sword
+ Company Command Squad
-- Carapace Armor, Krak Grenades
-- 1 Flamer, 1 Grenade Launcher, 2 Meltaguns

Alpha Regiment
+ Platoon Commander, Samuus Sheen
+ Commisar
+ 5 Infantry Squads
-- 4 Flamers
-- 1 Melta-gun

Beta Regiment
+ Platoon Commander, Dillian Hunt
+ 2 Infantry Squads w/ Chimera
+ 2 Heavy Weapon Squads (1 Heavy Bolter, 1 Las Cannon)

Delta Force
+ 2 Scout Sentinels

Omega Force
+ Leman Russ Battletank "Ol' Ironsides"
+ Leman Russ Battletank "Good Enuff"

As this is my first time trying out guard (I usually play Tau or Space Marine), I'm a little confused on where and how I can break up the different "Regiments" - especially whether I have to have the Heavy Weapons squads attached to the platoons or if they can be operated as separate units. One of the things I'm trying to decide between is whether to make the 5 platoon regiment into one big blob or to break it into smaller groups - and how large.

The basic idea for the force will be to send Alpha Regiment down the center, with Beta Regiment split on each flank (if possible, using the Chimeras to ferry the platoons and/or heavy weapon squads to strategic points). The sentinels will be harassers to draw off fire or draw into killzones. The two Leman Russ are there to cover the infantry advance and deal with heavy vehicles, as is the command squad.

I'm expecting to face Chaos Space Marines - either a Soul Grinder or Defiler, a Helldrake and lots of melee troops (possessed and Khorne Berserkers). There will likely either be a squad of terminators or raptors deep striking in I'll be facing. I imagine I'm going to get trounced, but I'd like to put up as good a fight as I can - at least give my son a good scare with 150 dice being rolled at one point - though knowing Space Marine toughness, I doubt it'll kill much .

It never ends well 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Hmmm, I would loose the 2 sentinels, and take the LRBT as demolishers. Battlecannons are okay in a general sense but demolishers eat anything. 72" doesn't mean much when you'll never get near that range. The demolisher can also solve deep striking terminator problems. And scout sentinels can die to some bolter fire and aren't that threatening.

I dont feel that 2 CCSs are necessary, so could loose one. I wouldn't bother with upgrades on the commander, but specials are good for the other guys. I would probably just give them a lascannon and maybe a standard. Having 4 melta or plasma is good at BS4, but I find they become a bit too much more of a target. At least the LC can keep them at range and still effective. If you want heavy weapons, I probably wouldn't put them in a chimera since it has to snapfire if it moves. My preference if for the heavy weapons in the squads, not as HWTs themselves since they die too easily.

For whether or not to combine squads, I find it better to against hordes and better not to against shooting armies. Against hordes you can pull FRFSRF for a large effect if they're combined. Against shooting armies, they can knock out more that 10 guys from one burst so even in a large combined squad, you'll be getting a few Ld checks. So in keeping them separate, some die, some don't YMMV.

I wouldn't take the chimeras, just stick to foot guys. But if you particularly want them, go for it, makes the game interesting. Probably also want to get something to hurt fliers, either HWT with auto/lascannons or IG fliers if you have any.

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

The easy way is always mined

 
   
 
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