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Hello everyone,

I finally decided to take the plunge into Imperial Guard and 40k in general. After being a long time Fantasy player with Vampire Counts and Empire I fell victim to the pressure of my community and the difficulty to find fantasy games. I've been searching scouring the internet for information on Guard. I've been trying to get a functional baseline for starting my army, I initially decided I did not want to play the standard Chimera Vet setup because it seemed worn out. I wanted to gravitate toward a nice balance of infantry supported with tanks and artillery. However as I have found from the general consensus among guard players is you must push and exploit a single asset of the army.

I decided to start the assembly of the army with two battalion boxes and I picked up another pack of regular guards because I knew I'd need a few of them.

Thus all of this has brought me to this point:

CCS:
x3 Sniper

PCS:
x4 Flamer

Infantry Squad x3
Auto Cannon
Melta

Armored Sentinel
Lascannon

With 3 guards men assembled with Plasma guns. My plan with my remaining 27 guardsmen is to build another PCS x4 Flamer and x3 Lascannon HWT, with these I will fill out a second Platoon.

My problem with this is... Well, I'm just concerned that perhaps there is something I am missing or is this pretty standard and just go for it?



   
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The first thing that leaps out here is the CCS. Sniper rifles are possibly the worst weapon they can take, and in my opinion, CCS should not focus on weapons anyway. The Regimental standard is a must-take really, helps with leadership and orders, and the only weapon upgrades I would take would be a Lascannon (or mortar if you don't have the points), as they should be hanging back and issuing orders.

The 4-flamer PCS is a great defensive unit, cheap and effective. Keep them behind the platoon infantry and flame anything that breaks through the line.

The setup for the Infantry is ok, but personally I would swap the AC for LC, making them squad death to any tanks at long and short range, and able to threaten MCs as well. AC are all right, but guard perform best when specialising in one role, which the LC does better.

The best place for your LC HWTs are in infantry squads, and plasma/lascannon is a good setup. Running HWTs on their own is not the best choice, as 2 wounds (or one S6+ shot) will cause a leadership check, and they are likely to run off the board. Another flamer PCS is a great choice.

The armoured sentinel with LC is useable, but have you considered using it as a scout Sentinel, outflanking and firing LC into side armour? This is generally a better way to run them, and add a Hunter-Killer missile for more damage when they come on.

The next things you should look at are artillery or Leman Russ variants, both of which add more killing power and survivability to the list. With lemans, specialisation is again the key, so choose anti-infantry or anti-tank for the role and stick with it, using sponsons to compliment the main weapons. Good examples of this are a Lascannon/plasma cannon Vanquisher, for pure AT, or a HB exterminator for anti-infantry.

Hope that helps, and welcome to the guard. As a final note, a balance of artillery, infantry and tanks can be successful, the specialisation tends to more apply to units than whole playstyles. For example, if you want an army that has Mech meltavets for AT, artillery for anti-horde and infantry for scoring and defence, that can work, so long as each unit has something it focuses on.




 
   
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I'm curious as to why you think Snipers are so useless, if all I'm doing is hanging back and using orders why not take 3 shots with BS 4 potential rending? I cede to your point about the standard but I don't see many other people taking them, on paper they seem great however. Is it wise to add a Lascannon to the CCS, I guess for the same reasons it could be argued that it works the same as the sniper, but, you seemed not to like that.

I wasn't planning on taking HWS for that exact reason. I read that AC was a great all comer setup. Great point about the scout Sentinel! I will make that change!
   
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Firstly, you don't have a legal list. An infantry platoon counts as a single FOC choice regardless of how many squads you have in it. You need a second troops choice.

Secondly, especially with the kinds of force concentation problems that foot guard have, you kind of can't afford to take crappy weapons in your squads. Those flamers, snipers, and autocannons should be migrated up in the direction of melta, plasma, and lascannons as best as you're able.


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Aschknas, Sturmkrieg Sektor

You should build a 2,000 point army and use six Vendettas as separate units.

You should also consider using a larger number and mounting every unit in them so that nothing is touching the ground. It poses an issue for taking objectives, but that many lascannons should be able do destroy most units over the course of the game and troops can bail out before the end of the game over the objective. Such tactics should hopefully encourage people not to run close combat army after close combat army after close combat army, which are identical and boring as feth to play against.

This message was edited 1 time. Last update was at 2013/08/14 00:25:43


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Just subbing to this thread - contemplating starting IG myself.

   
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Aschknas, Sturmkrieg Sektor

Zambro wrote:
Just subbing to this thread - contemplating starting IG myself.


I recommend that you use a list like I suggested. If done right, it's nearly unbeatable, especially to close combat armies. It should hopefully reduce the number boring close combat armies that people use.

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@ Inquisitor I'm picking up on your frustration but please constructive criticism only, Your list is one I'd not want to play with or against.

@Ailaros I wasn't trying to post a list more or less let people know what I have and what my plans were for assembly. I'm still curious as to why snipers in my mostly stationary (maybe it's supposed to move around?) CCS is a bad idea. It has longer range than a Plasma and a Melta. Plus is has super cool rending and precision shot.
   
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Australia

That's a great list to use, but its not the friendliest on the wallet or on space on the battlefield!

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 Inquisitor Ehrenstein wrote:
I recommend that you use a list like I suggested. If done right, it's nearly unbeatable, especially to close combat armies. It should hopefully reduce the number boring close combat armies that people use.


It's not even close to unbeatable. In fact, it's probably never going to win. 6x Vendettas + passengers (100 point melta vets I'll assume) is almost 1400 points, which means you have pretty much nothing on the table against your opponent's entire 2000 point army. If you survive the first turn without automatically losing the game because you have no models left on the table you're going to find it very difficult to win the objective game. And of course if your opponent brings an army like green tide orks that doesn't care about lascannons you're almost guaranteed to lose.

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Australia

I reckon snipers are wasted in CCS because you can get ratlings to do it better really. I've used them myself in CCS and they just arent that effective comapred to where you can spend the points elsewhere. Besides with only three of them, your chances of doing anything really effective are quite small, whereas a stationary lascannon has more chance of doing something better. Melta's are used in CCS when you use them as cheap throw away units, in a stationary gunline they will get blasted long before they can be effective. People use melta CCS squads in lists with Valkyries. That's my two cents anyhow!

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 Tailor wrote:
I'm curious as to why you think Snipers are so useless, if all I'm doing is hanging back and using orders why not take 3 shots with BS 4 potential rending?


Because they're not melta/plasma. You only wound on a 4+, and 2/3 of the time you don't ignore armor saves. 4x melta in a CCS, on the other hand, is a powerful offensive threat (in a Chimera or Vendetta ideally) but also enforces a "do not enter" zone against vehicles. Even if your melta/plasma CCS doesn't shoot every turn it will almost certainly do more over an entire game than the snipers.

Great point about the scout Sentinel! I will make that change!


Just drop it entirely. Sentinels are worse in every way than Vendettas, the only way to make a Sentinel effective is to glue it under the wing of a Valkyrie to make a Vendetta.

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Aschknas, Sturmkrieg Sektor

 Tailor wrote:
@ Inquisitor I'm picking up on your frustration but please constructive criticism only, Your list is one I'd not want to play with or against.

@Ailaros I wasn't trying to post a list more or less let people know what I have and what my plans were for assembly. I'm still curious as to why snipers in my mostly stationary (maybe it's supposed to move around?) CCS is a bad idea. It has longer range than a Plasma and a Melta. Plus is has super cool rending and precision shot.


That is actually a very fun list to use; it's a lot of fun to use a heavy flyer army since they're unique.

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In a 1000 pt game, which is the point zone I am aiming for right now, how many CCS do people normally take? Why do you classify them as disposable, shouldn't I be trying to protect them because they issue the really good orders?
   
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Actually no that flyer list is not as weak as you say it is , Elysian rules with the current update half of the transport flyers come in turn 1 similar to drop pod assault , so discounting imperial armor it is a difficult but monsterous list to play , the Elysian is primarily Valkyries but take rocket pods with the internal vets kickin melta guns and carapace ( demo became trash in new elysians IMHO )

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Aschknas, Sturmkrieg Sektor

 Peregrine wrote:
 Inquisitor Ehrenstein wrote:
I recommend that you use a list like I suggested. If done right, it's nearly unbeatable, especially to close combat armies. It should hopefully reduce the number boring close combat armies that people use.


It's not even close to unbeatable. In fact, it's probably never going to win. 6x Vendettas + passengers (100 point melta vets I'll assume) is almost 1400 points, which means you have pretty much nothing on the table against your opponent's entire 2000 point army. If you survive the first turn without automatically losing the game because you have no models left on the table you're going to find it very difficult to win the objective game. And of course if your opponent brings an army like green tide orks that doesn't care about lascannons you're almost guaranteed to lose.


Heavy horde armies are one of the few that it can't compete against. Plus you don't put squads in every unit.

12 Vendettas – 1570
2 Company Command Squads – 100
4 Veteran Squads – 280

= 1950

+ 50 points on anything else

It has 36 lascannon shots per turn (not counting casualties or delays in reserves, but it would still be close), which would be devastating to nearly army. At six turns that's a total of 216 shots. That's more than enough to table any Space Marine, Gray Knight, or similar army. Even against other armies it's still enough to destroy important stuff and clear objectives before dropping in at the end of the game.


Automatically Appended Next Post:
 Kasrkin229 wrote:
Actually no that flyer list is not as weak as you say it is , Elysian rules with the current update half of the transport flyers come in turn 1 similar to drop pod assault , so discounting imperial armor it is a difficult but monsterous list to play , the Elysian is primarily Valkyries but take rocket pods with the internal vets kickin melta guns and carapace ( demo became trash in new elysians IMHO )


Is that available on the iPad as one of the army expansions?

This message was edited 1 time. Last update was at 2013/08/14 02:04:39


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 Inquisitor Ehrenstein wrote:
12 Vendettas – 1570
2 Company Command Squads – 100
4 Veteran Squads – 280

= 1950

+ 50 points on anything else


This is a joke, right?

It has 36 lascannon shots per turn (not counting casualties or delays in reserves, but it would still be close), which would be devastating to nearly army.


Dear god, you're actually serious. You won't have 36 lascannon shots per turn because the game will be over at the end of turn 1 when you lose because you have no models on the table.

At six turns that's a total of 216 shots. That's more than enough to table any Space Marine, Gray Knight, or similar army.


...

Do you even play this game? First of all you're not getting 216 shots because you have to start the Vendettas in reserve and you won't be able to maneuver 12 Vendettas on a 6x4 table without having to fly off and re-align every 1-2 turns. And then, as hard as it might be to believe, some armies will actually shoot back at you instead of just removing models while you fly around and shoot. So let's generously say 100 shots total, which means 75 hits, 62 wounds, and about 40 dead MEQs if they are smart enough to get 5+ cover. And last time I checked killing 40 marines isn't enough to table a 2000 point army.

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Hello! Though also new as a 40k guard player, I do know a couple things.

First, do you have friends you'll play against, or just anybody? My main opponent is a friend who plays Necrons. As a result, I pack meltas (proxies, but oh well) to ward off that incoming command barge and deep striking immortals. I bring battle tanks, but demolishers make little difference and their range means they'll get glanced to scrap immediately.

Next, remember your budget; don't order $300 worth of fliers if you should be spending a lot less. I got my battleforce $80 but won't buy an actual GW tank for a while (moar proxies! )

Finally, will you play friendly or competitive? IMO, winning is great and all, but an "unorthodox" list makes the game a little more interesting and less repetitive. I proxy LRBTs and even an occasional hellhound because they work for me, but even more so because they're fun to use.

Overall, though, everything depends on personal preference. I just shared my preferences, but that shouldn't dictate how other people think.

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Aschknas, Sturmkrieg Sektor

 Peregrine wrote:
 Inquisitor Ehrenstein wrote:
12 Vendettas – 1570
2 Company Command Squads – 100
4 Veteran Squads – 280

= 1950

+ 50 points on anything else


This is a joke, right?

It has 36 lascannon shots per turn (not counting casualties or delays in reserves, but it would still be close), which would be devastating to nearly army.


Dear god, you're actually serious. You won't have 36 lascannon shots per turn because the game will be over at the end of turn 1 when you lose because you have no models on the table.

At six turns that's a total of 216 shots. That's more than enough to table any Space Marine, Gray Knight, or similar army.


...

Do you even play this game? First of all you're not getting 216 shots because you have to start the Vendettas in reserve and you won't be able to maneuver 12 Vendettas on a 6x4 table without having to fly off and re-align every 1-2 turns. And then, as hard as it might be to believe, some armies will actually shoot back at you instead of just removing models while you fly around and shoot. So let's generously say 100 shots total, which means 75 hits, 62 wounds, and about 40 dead MEQs if they are smart enough to get 5+ cover. And last time I checked killing 40 marines isn't enough to table a 2000 point army.


I specifically said I wasn't taking into account losses or reserves. You could still easily get 150 shots.

40 marines would still be somewhat ok for killing units advancing on objectives, at least enough for the Veterans to deal with when they drop in. Advancing units likely wouldn't get a cover save. Assuming 140 shots were against non vehicles, that would still kill 70 MEQ out of cover, which they'd likely be if they're advancing toward objectives.

It's not a great list, but it still has potential given changes and proper tactics.

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 Inquisitor Ehrenstein wrote:
I specifically said I wasn't taking into account losses or reserves. You could still easily get 150 shots.


Then why are you claiming a number that is obviously wrong? You have to start in reserve, you will lose some Vendettas to enemy shooting, and you will have to voluntarily put some of them back in reserve because maneuvering 12 flyers on a 6x4 table while always having a good shot with all of them is almost impossible. Getting 150 shots out of the theoretical maximum 216 (for a 7-turn game) is laughably optimistic.

40 marines would still be somewhat ok for killing units advancing on objectives, at least enough for the Veterans to deal with when they drop in.


This is a joke, right? Are you really telling me that you're putting the veterans aboard the Vendettas, leaving only 10 models (2x CCS) at most on the table on turn 1? Did you completely forget about the rule that if you have no models on the table at the end of any game turn you automatically lose?

(You will automatically lose most of your games on turn 1 with this list.)

Advancing units likely wouldn't get a cover save.


Why are we assuming your opponent sucks at 40k? And why are we assuming they need to advance with everything when they can just camp on their "home" objectives and wait until they win? After all, your naked veteran squads aren't going to be capturing half the objectives without dying.

Also, don't forget that you have no models on the table so your opponent is free to use run moves aggressively to get everything into cover.

Assuming 140 shots were against non vehicles, that would still kill 70 MEQ out of cover, which they'd likely be if they're advancing toward objectives.


70 MEQs, assuming a laughably optimistic number of shots. And even that is only about 1100-1200 points worth of marines, well short of tabling a 2000 point army (which is what you have to do to win).

It's not a great list, but it still has potential given changes and proper tactics.


No, it's an awful list which makes me wonder if you even play this game. You clearly have no understanding of IG (or 40k in general really) besides "Vendettas are overpowered", and you shouldn't be giving list advice to newbies who won't realize how wrong you are.

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 Inquisitor Ehrenstein wrote:


12 Vendettas – 1570
2 Company Command Squads – 100
4 Veteran Squads – 280

= 1950

+ 50 points on anything else
\


You realize all those guys have LASGUNS right? And maneuvering that many fliers on a typical table would be hard enough, expecting them to all get clear shots is stupidly optimistic. On top of that, even if they drop the men out that's 10 lasguns that won't do a THING to anything with an armor save or a toughness above 3. And they'll just get shot off of anything they try to take unless you're laughably good with cover saves.

And, since you only have 10 T3 5+ Sv models on then board turn one, you may very well lose before anything even gets on the board (you lose if you have no models on the table at the end of any turn, regardless of reserves. And fliers start in reserves).

I usually don't agree with Peregrine 100%, but he's 110% right about this. Any competant player can sweep this list turn 1 unless you get really lucky. This list relies entirely on the enemy being really really really stupid and bad at rolling dice.

To the OP, listen to Peregrine and Ailaros. Those two may butt heads about all things IG at times, but they are two of the most competent IG players I've met

This message was edited 1 time. Last update was at 2013/08/14 02:42:21


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OP, to answer some of your questions, I would take only one CCS at 1000 points, and I would not classify them as disposable at all. They are valauble units in many ways, and Will likely give Slay The WArlord if you throw them away and didn't bring a Lord Commissar.

There are generally two mindsets as to how to run a CCS, and most players prefer one or the other. It's often a case of testing both and seeing which one works for you.

The first is to take advantage of their higher BS and special weapons slots, and run them in a chimera as a super-concentrated melta/plasma Vet squads. This is effective in mech-vet lists, where orders are mostly redundant and leadership is rarely an issue, and can also work as a deterrent for any tanks coming near. In my opinion, though, a Melta-wall PIS setup does this well enough.

The other, which I prefer, is to run them on foot and dish out orders, keeping them hanging back. This is where the Lascannon comes in, as the long range lets them do damage while sitting behind the rest of the army. The difference between the LC and a bunch of sniper rifles is that one LC costs the same as 4 snipers, and I struggle to think of a setup where the rifles would be more useful. Precision shots are situational at best, and not something to really rely on. The standard is great at it helps with the leadership issues foot-guard has, and with orders (essentially replacing a bunch of vox casters). In essence, the cheaper you keep them, the better. LC and standard are the only upgrades I usually take.

While I agree with the idea that sentinels are not the most competative units, you have a couple so they might as well use them, and Scouts with LC and HK is the best way to do so. If you don't plan on playing tournaments, then don't be fooled into thinking that you 'need' to take the best and most optimised units possible. It is perfectly possible to win in a casual environment with a non-optimised list.

As I said in my other post, AC are good all-round guns, but Guard should be trying to specialise units as much as possible, so you want either AT (lascannon/melta) or anti-infantry (HB, flamer, although it could be argued Lasguns do everything better.)

In summary, here is a list that I would used, based on what you've got (72 models)

CCS, Lascannon, Standard, Master of Ordinance: 115

PCS, 4x flamer: 50
PIS, lascannon, melta: 80
PIS, lascannon, melta: 80

PCS, 4x flamer: 50
PIS, Lascannon, meltagun: 80
PIS, Lascannon, meltagun: 80

Veteran Squad, grenadiers, 3x plasmagun, lascannon: 165

Scout sentinel Squadron, 2 sentinels, Lascannon and Hunter-killer missiles: 120

total: 820 points.

This leaves you 7 models left over, so I would build another CCS with a more shooting-focused setup for when you decide to go to larger games. This also allows you to decide which one you want. You will still have a couple of guys left, so build a Master of Ordinance for the CCS, and a Master of the Fleet if you face a lot of reserves.

To go to 1000 points, add a Leman Russ Exterminator with Heavy Bolter sponsons, to give you some AV and more mid-strength firepower.

hope that helps.

This message was edited 1 time. Last update was at 2013/08/14 10:54:08


 
   
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@Paradigm Thanks for the info and the list setup I'm going to play a game this weekend I will hope back on and let you guys know how it goes.

Also I've never really seen HB in lists before do you find that they are worth it? Also the expansion to 1k seems responsible with a tank however do you think I should get two and drop the sentinels so I don't have only a single piece of armor on the board for the opponent to shoot at?
   
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 Tailor wrote:
@Paradigm Thanks for the info and the list setup I'm going to play a game this weekend I will hope back on and let you guys know how it goes.

Also I've never really seen HB in lists before do you find that they are worth it? Also the expansion to 1k seems responsible with a tank however do you think I should get two and drop the sentinels so I don't have only a single piece of armor on the board for the opponent to shoot at?


HB suffer from the fact they exist in an army who, with FRFSRF, can already put out a ton of anti-infantry firepower, rendering them kind of redundant. Where HB do belong is on dedicated anti-infantry tank like punishers or exterminators, or on Chimeras where they work with the multilaser to put out more mid-strength firepower for killing infantry and light transports, leaving your LC and meltas able to focus on the heavier tanks.

You can never go wrong with more lemans, so if you want to drop the sentinels to get one that's not a bad idea, I just thought I would include them as you said you had them. TArget saturation with lemans is not vital at 1000 points, as they can sit back and hang out of range/LOS of as much AT as possible. 2+ always helps, but I have been successful only using one at up to 1500 points, simply by being careful with positioning and target selection. It is tempting to advance with a russ, but resist this if you can, as they have the range to sit back in cover without losing effectiveness, keeping them away from meltas and the like. Lascannons only have around a 5% chance to explode a russ, so unless you are facing a similar guard list, that shouldn't be a worry. Railguns on hammerheads are still a threat, but can be avoided by positioning. DS melta is harder to defend against, but keep your back to the board edge or cover, and bubble-wrap the Leman with infantry and you are a bit safer.

On the whole another leman would be more useful, but the sentinels can work. If you go for 2 lemans, then make sure they have dedicated roles. I would suggest a lascannon/plasmacannon vanquisher for anti-tank/MC, and an exterminator with HBs for anti-infantry. You will need to drop something to fit these in, I would suggest losing grenadiers on the vets, and if you still need to lose points, drop a PCS and put all the PIS in one platoon, you can still run them as 2 20-man blobs if you want, and the CCS and 1 PCS should be able to handle orders for both squads.

 
   
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I can already hear the cries of anger but... HB's definitely have a time and a place in squads. If your meta is going to be primarily something like a firewarrior heavy Tau build, or DE or Eldar, pretty much anything with that 4+ save, HB's are quite effective. That being said, against MEQ, the mathhammer says the FRFSRF lasguns is more effective, so just keep in mind your meta.

Otherwise I agree with paradigm on his preferred use of a CCS (BS4 is what I have veterans for after all), but not on his anti-tank.

I always will shy away from taking making the marine killer russ into a tank killer (vanquisher), mostly because you can put las cannons in all of your guardsmen squads and they'll be more cost effective against pretty much everything except maybe AV14.
   
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Is 'Eavy Metal Calling?





UK

eclipseoto wrote:
I can already hear the cries of anger but... HB's definitely have a time and a place in squads. If your meta is going to be primarily something like a firewarrior heavy Tau build, or DE or Eldar, pretty much anything with that 4+ save, HB's are quite effective. That being said, against MEQ, the mathhammer says the FRFSRF lasguns is more effective, so just keep in mind your meta.


This is true, I was just thinking more generally. But the amount of HBs available on Chimeras and lemans should be ample.


Otherwise I agree with paradigm on his preferred use of a CCS (BS4 is what I have veterans for after all), but not on his anti-tank.

I always will shy away from taking making the marine killer russ into a tank killer (vanquisher), mostly because you can put las cannons in all of your guardsmen squads and they'll be more cost effective against pretty much everything except maybe AV14.


The problem is the LRBT and las/plas vanquisher are roughly similarly effective at killing marines. One large blast will hit maybe 3-5 guys with normal spacing, or perhaps even less with poor scatter. On the other hand, the Vanquisher can fire all weapons, and will hit maybe 2 per template, and on average one LC or main gun hit, for around 3-5 hits. Both wound on 2s, making them roughly equal, and the vanquisher is almost infinitely better against TEQ, MCs and anti-tank. It is simply far more versatile. The LRBT can do one thing well, but is outclassed by more specialised variants at anything but shooting at MEQ in the open.

The sheer number of AP2 with the meltas and lascannons, as well as FRFSRF lasguns, can down most marines. Their transports will probably die from LC and Vanquisher fire T1and 2, and the disembarking marines will run into a torrent of Lasgun and high-strength, low-ap firepower. As a marine player, I would probably rather face a LRBT than a las/plas vanquisher, simply as the latter can comfortably kill my marines, transports, DSers and Terminators.

This message was edited 1 time. Last update was at 2013/08/14 17:08:54


 
   
Made in cz
Hurr! Ogryn Bone 'Ead!




CZ

Do not listen do that "Vendetta list guy", he probably never played a game with flyers...

To the OP. 1000 points without chimeras and allies:

Lord Commissar, power fist (in a blob)

PCS, 4x flamer (to kill enemy infantry on objective)
3x Infantry squad, 3x power axe (with lord commissar)

PCS, AC (on the objective, ordering infantry squads, shooting light vehicles)
3x Infantry squad, 4x power weapon, commissar
2x infantry, 2x AC (objective holders)

1x Vendetta (PCS on board)
1x Leman Demolisher

You have 1 tank, 1 airplane, 2 assault units, 1 defense unit, 1 flamer droppers. It is nothing very strong, but playable.


This message was edited 1 time. Last update was at 2013/08/14 17:27:19


 
   
Made in us
Fresh-Faced New User





Don't PCS lack the ability to use Bring it down? I thought that was a really great order and pivotal to play? I can see the effectiveness of using a Lord Commisar and definitely think those units will have more bite in CC with the power weapons but at the end of the day, I'm still guard, my sergeants only have 1 wound, no save to speak of, and low I, is it worth trying to kit them for CC?

I'm not trying to flame your list at all so please don't take it that way, I appreciate all input! This has been great for me, as well as the other thread, I'm simply wondering what your justification is. Because I really don't know, because I'm new.
   
Made in gb
Is 'Eavy Metal Calling?





UK

 Tailor wrote:
Don't PCS lack the ability to use Bring it down? I thought that was a really great order and pivotal to play? I can see the effectiveness of using a Lord Commisar and definitely think those units will have more bite in CC with the power weapons but at the end of the day, I'm still guard, my sergeants only have 1 wound, no save to speak of, and low I, is it worth trying to kit them for CC?

I'm not trying to flame your list at all so please don't take it that way, I appreciate all input! This has been great for me, as well as the other thread, I'm simply wondering what your justification is. Because I really don't know, because I'm new.


BID is certainly a massive boost with the amount of LC you have, a Lord Commissar is something to consider at higher points, or for more specialised armies. GBITF has also saved my guardsmen from fleeing on more than one occassion.

The idea with the power weapons is that the guard run across the field, and have enough Sgts to hit with a ton of PW attacks. It was very strong in 5th ed, but with challanges reducing the PW attacks, and precision shots able to remove them altogether, it lost a lot of punch. Combinied with 6th ed's bias towards shooting, the tactic is not what it once was. If you want to play aggressive guard, the best way is to rely on massed, points blank lasgun fire, rather than actual assault itself. Charging with PIS against all but the weakest of foes will just get them killed most of the time.

Points are better spent on gun upgrades that will get to fire more than once, rather than CC upgrades that might hit once then get wiped out. Likewise, I am not attacking the proposed list, I just think there are more effective ways to run agressive guard in 6th ed. If you are interested in this style of guard, there is currently a thread about just that in this very forum.


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Tailor wrote:
Hello everyone,

Thus all of this has brought me to this point:

CCS:
x3 Sniper

PCS:
x4 Flamer

Infantry Squad x3
Auto Cannon
Melta

Armored Sentinel
Lascannon

With 3 guards men assembled with Plasma guns. My plan with my remaining 27 guardsmen is to build another PCS x4 Flamer and x3 Lascannon HWT, with these I will fill out a second Platoon.

My problem with this is... Well, I'm just concerned that perhaps there is something I am missing or is this pretty standard and just go for it?


Power Axes on the Sgt's would be advisable. 30 Guard with three Axes in it is pretty good. The melta is a good addition as well, which you did.

Snipers are an interesting choice. If you're going to include them, support them with a small unit of Battle Psykers. Empire has some models that make good Psyker Battle Squads. They are never a bad deal, but sometimes they kind of underwhelm you with their impact. Still, I usually always have some form of pinning weapons in my force.

This message was edited 1 time. Last update was at 2013/08/14 17:59:43


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