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Made in gb
Steady Dwarf Warrior



Manchester UK

Hey DakkaDakka so this is one of the lists I have come up with to try out Imperial Guard, I realise it may not be the best army but I want to keep it heavy on the armour side.

HQ[u]

Company Command Squad
Vox-Caster
Auto-cannon
Flamer
Carapace Armour

Troops[/u]

Infantry Platoon 1

Platoon Command Squad
Vox-Caster
Auto-Cannon
Flamer

Infantry Squad 1
Vox-Caster
Auto-Cannon
Flamer

Infantry Squad 2
Vox-Caster
Auto-Cannon
Flamer

Infantry Platoon 2

Platoon Command Squad
Vox-Caster
Auto-Cannon
Flamer

Infantry Squad 1
Vox-Caster
Auto-Cannon
Flamer

Infantry Squad 2
Vox-Caster
Auto-Cannon
Flamer

Heavy Support[u]

Leman Russ Squadron 1

Leman Russ Punisher
Heavy-Bolter's

Leman Russ Punisher
Heavy-Bolter's

Leman Russ Squadron 2

Leman Russ Battle tank
Heavy-Bolter's

Leman Russ Battle Tank
Heavy-Bolter's

So basically my thought behind this list are for the Infantry and tanks to advance together and clear objectives with the flamers and punishers, and then to have the infantry hold the objectives while the tanks support the defense of the objectives.

Thanks for looking

This message was edited 2 times. Last update was at 2014/03/22 19:17:41


 
   
Made in us
Knight of the Inner Circle






First of all, welcome to Guard! I think you'll find that they are an incredibly fun and versatile army to use. Now...First things first, are you blobbing the platoon squads or running them separately? It makes a difference on my advice. I am going to tell you right now LRBT's should not be squadron-ed if you can help it..If you're set on running that many LRBT's then I would squadron up the punishers and let them kill an inf squad a turn. I would separate the other two because 2 templates forced to the same target is overkill and you want options with guard.

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Made in us
Storm Trooper with Maglight






Georgia

I like the list, I make mine quite in the same fashion. I concur with riverhawks32. Blob the infantry together, drop the bolters on the Main battle tanks and use the points to make one an Executioner. You already have enough anti-infantry I don't think you need 4 more snap firing heavy bolters. You need some AP2 in my opinion.
List:
everything the same
Heavy
Punishers with bolter sponsons X2

Main Battle Tank

Executioner

So far so good.

This message was edited 1 time. Last update was at 2014/03/25 04:44:54


40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in us
Knight of the Inner Circle






Running flamers with AC doesn't make a lot of sense...One weapon forces you to move up, the other to sit. I would recommend either changing the flamers or move the autocannons to HWS

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4000 points
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Made in gb
Regular Dakkanaut





actually to me it does the flamers act as spikes to your bubble wrap. they can cause people to seriously consider weather to charge the blob of guardsmen guarding your autocannons.

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Hello

Welcome to the IG. I don't run infantry patoons, just mech vets. With the new codex coming out there will be more changes to the guard. Just be ready.

As above, I cannot argue against the executioner, probably. My favored varient,

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2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Longtime Dakkanaut





West Chester, PA

With IG, each unit should focus on one role. Taking flamers and autocannons in the same squad isn't a good idea. You're only going to have one or the other properly doing its job. If those squads are moving, then those autocannons are just dead-weight in points that they're dragging along. And if you're targeting vehicles with those ACs, then the rest of your squad isn't doing anything with their lasguns. Command squads are well-suited for heavy weapons, so you can keep them safely out of range of infantry. If you're tied to heavy weapons, then grenade launchers or plasma guns are a much nicer combo, with their 24" range.

I would pile all those heavy weapons into two heavy weapon squads. And put them in cover near your command squad for Bring it Down and Fire on my Target. Then swap the guard-squad flamers for grenade launchers. Your points will be better spent when the whole squad has the same range and weapons that target the same types of units.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Made in gb
Steady Dwarf Warrior



Manchester UK

Thanks for the replies, turns out I lost against vanilla marines when i tested this list.
But I liked how fun guard are to play, so will commit to building up a guard army once the new dex comes out.

thanks again
Grungni

 
   
 
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