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Made in gb
Fresh-Faced New User




So I am pretty new to guard and have received a large amount from a friend who stopped playing. I looked through everything that they had and came up with something that I thought might be effective. Any ideas or help with the list would be a great help.

HQ: 130

Company command squad: 130
-Regimental standard
-Vox-caster
-Master of Ordanace
-Two Bodyguards

TROOPS:720

Infantry Platoon 1: 385

Platoon Command Squad
-Vox-caster
-Commissar

Infantry Squad
-Lascannon

Infantry Squad
-Lascannon

Infantry Squad
-Lascannon

Heavy Weapon Squad
-3 Lascannon

Infantry Platoon 2: 335

Platoon Command Squad
-Commissar
-Heavy Flamer
-Medi-pack

Infantry Squad
-Flamer

Infantry Squad
-Flamer

Infantry Squad
-Flamer

Special Weapons Squad
-3 grenade launcher

ELITES: 65

Guardsman Marbo

HEAVY: 590

Tank Squadron 1: 340

- Leman Russ Vanquisher
Lascannon

- Leman Russ Vanquisher
Lascannon

Tank Squadron 2: 250

Basilisk

Basilisk


So I tried to give each squad a job and make sure they were able to do it well. My HQ is there to bark orders and drop some blasts from a nice piece of cover. Squad one sits back and unleashes hell while squad two blindly walks forward to their death in the name of the Emperor. Marbo says hello with a nasty dem charge because I had points laying around. My two tank squads either go for armour, or troops. My other idea would be to drop Marbo and give the HQ a chimera to stay even safer. Please any help would be amazing, thank you.
   
Made in us
Rough Rider with Boomstick





Georgia, US

Just wondering, and not criticizing, why have the commissioners in the PCS? And I'd ditch the medi-pack because for 30 pts you get 1/3 chance to save a 5 point(ish) model. And The voxs in this case seem unproductive. The only next work you have with them in between a PCS and a CCS. So dropping those two you got 50 points extra. This is just my opinion.

This message was edited 1 time. Last update was at 2013/09/11 02:37:12


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Made in us
Thinking of Joining a Davinite Loge





Fort Hood (Tx)

Move your commissars to the Infantry squads. that way you can combine squads and make use of the commissar.

I agree with Smile, drop the medic, and voxs are only useful when everyone has one.


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Made in gb
Fresh-Faced New User




I get dropping the medic and the voxs. I am just sightly confused though moving the commissars to the infantry squads. I was planning to keep the PCS and the infantry squads all together so I don't understand why I need to move them.
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

You can't combine your PCS with your infantry squads. Infantry squads can only be combined with other infantry squads. That's why they're suggesting you move the commissar.

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in gb
Fresh-Faced New User




So I am then guessing that my heavy weapon and special weapon teams can also not be combined with my infantry squads? Sorry for the dumb questions
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

That is correct. Don't worry about it

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Road-Raging Blood Angel Biker






Also drop the 1 heavy flamer from your PCS and just take 4 normal ones more effective that way.


Automatically Appended Next Post:
and as much as i love Basilisks they won't be useful later in the game.

unless you split them up and put them on opposite ends of your deployments (opposite cornners) then they will get to fire more

minimum range and all.

This message was edited 1 time. Last update was at 2013/09/11 07:12:04


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Made in us
Longtime Dakkanaut





USA

Basilisks do not have a minimum range. The numbers provided as a range for the Earthshaker gun are specifically for indirect fire, as you can direct fire the gun, that minimum range doesn't apply.


I like the spammage of lascannons, but have you considered autocannons in the infantry squads? They'll be moving, so you'll be shooting snapshots, so why not go for the two shots? Just an idea.

As for voxs I find that they aren't worth the 5 points, free? Sure thing. But you fail orders at an obscenely small chance so use that 5 points for something else, like a flamer. Lose the medi-pak, and stick the commissars in an infantry squad. Drop the GL's from the special weapons squad and replace them with meltas or plasmas.

You may also want to consider dropping the heavy weapon squads too; remember they're still guard so that save is still horrid and they're toughness 3, insta-kill from pretty much any other army's heavy weapons. In their place you could take another special weapons squad with meltas or plasmas and you could keep them with your infantry squads for some nasty special weapon action. Just a thought.

You have a lot of anti-tank, which is good considering you're building an infantry heavy army. The Vanquisher is sort of a 'meh' variant of the Leman Russ chassis, it still has that terrible BS of 3, and it's weapons can only damage one target at a time. Of course that target (if hit) will probably die which is nice, but again, that's only one target. You'll probably get feedback that the Vanquisher is just fine, and it's not a BAD variant (not like the Eradicator anyway), but the standard Leman Russ drops large blasts at that beautiful strength 8 with an AP that'll make most armies cry, all for a decent price. Just a thought.

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Made in us
Slippery Scout Biker



Fort Drum, NY

I agree with the autocannons, 2x S7 shots is very nice, i run mine in a heavy weapons squad. For some reason my opponents haven't figured out to focus fire on heavy weapon squads yet And I agree with dropping the Vox, if you combine your squads and throw commies in to keep them in line you're set.

If you can squeeze the points right I'd consider a vet squad instead of a special weapons team and get the higher BS and some plasma guns. If your meta is like everywhere else there are probably plenty of SM players out there and a 3x plasma gun vet squad is brutal on them.

 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

You're still thinking in 5th edition, Frankenberry. Basilisks and similar weapons cannot direct fire within minimum range anymore. However, if firing at a target within their minimum range (such as less than 36" for a Basilisk) they can now fire as if they did not have line of sight, i.e. they can't deduct their BS from scatter results.

This message was edited 1 time. Last update was at 2013/09/11 17:15:01


 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Drop Trooper with Demo Charge




Ditto to above, also I'd take the HWS and SWS away, add the HWS instead of flamers to the other squads and use the SWS points elsewhere. The nice part about having a lascannon in every squad is that then every squad is a threat to large point units, which can be invaluable in a squishy guard army.

I'd also drop the body guards and grab a lascannon or some plasma for the CCS as well.
   
Made in us
Longtime Dakkanaut





USA

Ah, so I am, please disregard my first sentence.

On a minor note, that's a lame change.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Lone Wolf Sentinel Pilot






My advice would to get rid of the Regi standard, the bodyguards, and the commissar in the PCS, and take a Lord Commissar. The LC will prove invaluable when you give out orders and pass them on a 10 or lower.

Don't bother with voxes, the LC makes them irrelevant.

Also, you can take 3 heavy choices, I would recommend separating the two LR:Vs into two different squadrons on their own. This will allow to make two separate target choices. If you can juggle some points around (maybe drop the grenade launcher spec weapons squad) you can take Pask. He might be pricey, but when you roll that 3 to hit you'll be glad you took him. Vanquisher is his best ride, especially when he stands still.
   
Made in gb
Fresh-Faced New User




Thank you all for the advice, I will have to re-work the list a bit and will fix it up for another round.
   
 
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