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![[Post New]](/s/i/i.gif) 2013/12/18 16:47:11
Subject: 1999+1pt Imperial Guard
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Lurking Gaunt
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Competitive? Suggestions?
HQ: CCS
Autocannon, Meltagun x3, Carapace Armor, Astropath, Chimera.
Troop: Vets
Plasma Gun x3, Lascannon, Chimera
Troop: Vets
PLasma Gun x3, Lascannon, Chimera
Troop: Vets
Plasma Gun x3, Lascannon, Chimera
Troop: Vets
Plasma Gun x3, Autocannon, Chimera
Troop: Vets
Plasma Gun x3, Autocannon, Chimera
Fast: Vendetta
Fast:Vendetta
Heavy: LBRT x2
Hvy Bolter Sponsoon x2
Heavy: Manticore
Troops: Vets
Melta Gun x2, Demolitions
(goes into 1 vendetta)
What do you think? Too much plasma?
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![[Post New]](/s/i/i.gif) 2013/12/18 16:58:03
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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Drop the heavy weapons from all quads so you gain the ability to move, with pts left over you can buy primaris psyker and he can shoot out of chirmera 2d6 strength 6 ap 5 shots to clear away chaff, or glance Ws to death.
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![[Post New]](/s/i/i.gif) 2013/12/18 17:46:51
Subject: 1999+1pt Imperial Guard
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Rough Rider with Boomstick
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Is 1999+1pt any different from 2000pt? Just wondering.
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My blog! 1,500 Points II 1,500 Points II 125
Have a nice day. |
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![[Post New]](/s/i/i.gif) 2013/12/18 18:25:36
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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Yes, normally 2k points is double fore org While 1999+1 is 1 force org.
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![[Post New]](/s/i/i.gif) 2013/12/18 18:31:24
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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Than for the quick response!
The heavy weapons still not viable if im not moving? Camping obj or for some reason being still help me that turn?
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![[Post New]](/s/i/i.gif) 2013/12/18 18:36:04
Subject: 1999+1pt Imperial Guard
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Hurr! Ogryn Bone 'Ead!
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You've got one too many special weapons on the CCS. Those LRBT sponsons are going to be snap-firing, so they're sort of a waste. See if you can find the space with all these cuts to move another vet squad from a chimera to the other vendetta, and see what you're left with for some more fire support. Also yeah it does seem a little heavy on plasma compared to melta, especially with LRBTs giving you anti-MEQ.
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This message was edited 1 time. Last update was at 2013/12/18 18:37:30
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. |
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![[Post New]](/s/i/i.gif) 2013/12/18 18:48:10
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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Why would the heavy bolters be snap firing? Ordnance rule?
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![[Post New]](/s/i/i.gif) 2013/12/18 18:56:34
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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The plasma seemsgood to me, just got the fact he lacks Teq, and in case he roll like $%^ on reserves (even with re-rolls) then it can be make shift AA.
The vendettas will be able to kill most tanks and the fact he needs to be so close to use meltas its a main reason I prefer demolishers.
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![[Post New]](/s/i/i.gif) 2013/12/19 13:40:18
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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How would this list fair against tyrannies? Esp 3 terms and one or two flyrants? Whit scars? I am play testing it tonight....more to follow
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![[Post New]](/s/i/i.gif) 2013/12/19 15:03:02
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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Against nids, if you can ground the flyrants then they should die because they have no inv, the other critters can be shoot to pieces with enough melta/plamsa.
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![[Post New]](/s/i/i.gif) 2013/12/19 15:14:52
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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Good job auto correct for trannies...Thats one reason i went plasma was range and AP. I just hope i don't get into assault too early. If I take off the heavy bolter sponsoons and the extra melta in the CCS would it benefit me to get an ageis defense line!?
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Death is ever vigilant |
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![[Post New]](/s/i/i.gif) 2013/12/19 16:38:12
Subject: 1999+1pt Imperial Guard
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Krazed Killa Kan
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I usually do a mix of melta and plasma. about 2-1 plasma as I find I kill myself a lot with plasma guns. melta at least there is no gets hot. 30 rapid fire plasma shots are going to kill several of your guys I think. That's me though, gets hot is tough on my army most games.
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2013/12/19 18:28:00
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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An agies defense line may help you because it gives your AV units a 4+ cover as apposed to none, also unless you buy like a lord commissar to shoot the quad gun just stick with the wall.
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![[Post New]](/s/i/i.gif) 2013/12/20 15:45:38
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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Played last night.....got my imperial guard ass handed to me lol. Played bids with 3 tervs, swarm lord,fly rant,trogon,etc...and serpent spam eldar.....I never had a chance....ideas from here? I'm going to repost a new list with GW allies.....
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![[Post New]](/s/i/i.gif) 2013/12/20 15:50:14
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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Maybe building your list around 3 units of 3 vendettas and rest is massed guard with autocannons behind agies with quad gun.
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![[Post New]](/s/i/i.gif) 2013/12/20 16:10:31
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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Dont have all those vendettas and the two i used yesturday didnt do a damn thing. I dont get their effectiveness. Whats the strat with them? They can only shoot from the front 3 TL las is nice but i only hit 2 usually since 4;s inst that great. Also i lost atleast 8 guys a game to plasma...i will prob go more melta too...
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![[Post New]](/s/i/i.gif) 2013/12/20 16:48:30
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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Plasma is best for vets with 4+ armour (my brother likes plasma I don't) I would just use basic guardsmen in blobs of 30 with 3 autocannons and a commissar rinse and repeat behind an agies defense line with quad gun. WS have a hard time dealing with 30 autocannon shots which you can twin link each turn, so autocannons are probably your best bet.
Also for vendettas their main point is AA and after that killing tanks, and dropping vets with meltas, flamers, or demolitions so they can blast stuff into tiny pieces.
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![[Post New]](/s/i/i.gif) 2013/12/20 17:04:00
Subject: Re:1999+1pt Imperial Guard
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Lurking Gaunt
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Thank you for your help! Automatically Appended Next Post: List Revised after ass whooping
HQ: CCS
Las, Carapace, MoF, Chimera
HQ: CCS
Las, MoO
Troop: Vets
Plasma x3, Las, Chimera
Troops: Vets
Melta x3, Las, Chimera
Troop: PCS
Flamer x4, Chimera
Troop: IS
GL, AutoCannon
Troop: IS
GL, Auto Cannon
Troop: IS
GL, Auto Cannon
Troop: Heavy Weapons
Las x3
Heavy: LRBTx2
Heavy: Manticore
Heavy: Manticore
Fast: Hellhound
Fast: Vendetta
ADL/Icurus Las
Strategy: CCS and PCS and x3 IS join behind ADL w/Las. Shoot at anything weak enough for autocannons and order issues. 3 Chimeras run up shooting what they can. HEavy weapons behind ADL or good cover for tank hunter. LRBT/Manticore Anti infantry hunting. Hellhound...more fire lol. Vendetta tank hunter. Decent?
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This message was edited 1 time. Last update was at 2013/12/20 18:08:56
Death is ever vigilant |
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![[Post New]](/s/i/i.gif) 2013/12/20 20:44:26
Subject: Re:1999+1pt Imperial Guard
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Imperial Recruit in Training
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The first list you had was good, but IMHO the load out was wrong and you needed a higher model count. If hordes are in your local meta then each Vet squad should have a Heavy Flamer hands down. If your that close, or are shooting out of your chimera then melta should be in the load out over plasma every time. The transports are key because you need a way to get them around with out being assaulted or shot to hell. Because their moving you can drop the hvy weaps from them, its worthless points snapfiring. Also remember to use that smoke.
If you want to do some footy / gun-line type squads behind the ADL then I would strongly suggest throwing Creed in for the orders buff. Throwing down several units of first rank fire/ second rank fire against horde is pretty important. Even a Lord Commisar or something to help them keep their crap together when their assaulted/ shot to hell helps.
Manticores are great for taking stuff out at long range. LRBT are basically just a pie plate each round. Try taking out one of the LR , and adding 2 Griffons, or the no-cover save artillery. The more pie plates the better
MoO and those guys are preference.
The Vendetta is good to have to work against ground targets and enemy flyers the key I have found is know what your gonna shoot and where at least 2 turns ahead so you can keep maneuvering it for the best shots.
If you wanted to throw in some allies, that could be a big help. I personally would run some Inquistor Allies, loading out on Servo Skulls to reduce scatter dice for blasts and get some presience going on for my gunline like arbiter said.
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![[Post New]](/s/i/i.gif) 2013/12/20 22:21:15
Subject: 1999+1pt Imperial Guard
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Longtime Dakkanaut
United States of America
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Praise to you Goldfire39 for you speak wise words!
Follow what is said above add some experience and you will bring glory to the Emperor (and/or yourself).
Allies i recommand are GKs, Eldar, Tau they give the the most out of allies, or even SW if you want some magic defense.
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