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Hey, I have a lot of experience playing with guard at sub-1000 points, especially 500 and 750 lists. I think this:
Drop:
-Missile Launcher: commit to the Autocannon. Having just one of any kind of weapon is risky and usually disappointing. AA resolved in "Add" section.
-Veteran Special Weapons: adding a bunch of guns to your squads may seem like a good thing to do, but you're going to want to keep your squishy T3 5+ Guardsmen as far back as possible. Keep them behind the Aegis and 48" away by keeping just the Autocannons. Exception below.
-Wyvern: there's more versatile Anti-Infantry all over for Guard. Besides, a lot of armies can weather Wyvern fire just fine (MEQs, etc)
Add:
-Autocannon to CCS: see above
-OPTIONAL Special Weapons: if you feel you really want to, pick one squad of Veterans, drop their Autocannon, and take specials instead. 3x Flamer, Meltagun, or Plasmagun, depending on your preference.
-Vulture Gunship: this thing is a beast. Below 33 armor, and twin-linked Punisher Cannon which fires at BS 4 at ground targets and full BS at other flyers. Especially with its ability to rotate-move-rotate, you can almost guarantee side/back armour shots, and glancing to death is easy against AV 11/10 with 20 re-rollable shots. Covers your AA and Anti-Infantry durably and elegantly. If you haven't already torrented IA: Aeronautica, do so immediately, because FW is official rules now.
Overall, looks like this:
HQ
Company Command Squad: Autocannon
TROOPS
Veteran Squad: Autocannon
Veteran Squad: Autocannon
Veteran Squad: 3x Meltagun
FAST ATTACK
Vulture Gunship
FORTIFICATION
Aegis Defense Line
Real nasty, and comes in at 505 points -- figure out which of your 10-point weapons you want to swap for a 5-point weapon, and you're golden.
Hope this helps
-Gunny
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