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Made in gb
Lord of the Fleet






London

Having taken on the advice of the last post I've decided to redo my current IG list. I'm hoping this gets more interest than the last one as only a few people bothered to reply.

1500pts
HQ
Company Command Squad
4x Flamers

Troops
Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Flamer, Vox
- Infantry Squad - Flamer, Vox

Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Flamer, Vox
- Infantry Squad - Flamer, Vox
- Infantry Squad - Flamer, Vox
- Heavy Weapon Squad - 3x Autocannons

Space Marine Skyhammer Formation
Devastator Squad
- 4x Heavy Bolters
- Drop Pod

Devastator Squad
- 4x Multi Meltas
- Drop Pod

Assault Squad
- Flamer
- Power Weapon

Assault Squad
- Flamer
- Power Weapon

Imperial Knights
Knight Errant

The Knight and Skyhammer are aimed to serve as distractions, albeit powerful ones. 5-man Assault Squads aren't the most threatening units but I think they'll be able to pull off the distraction role well enough. I'm thinking Imperial Fist CT for the bolter re-rolls and Tank Hunters, and blobbing up a few of the Infantry Squads into 20-man units for effectiveness, with the remainder providing support and objective holders.

Thoughts?
   
Made in us
Rough Rider with Boomstick






In regards to the Guard part of your list, I think you may be able to squeeze another ten infantrymen in there if you integrated your autocannons in with the infantry squads rather than go for a Heavy Weapons squad.

Also, with Guard infantry, it i often beneficial (unless you have something special in mind) to combine squads, in which case you would only need one vox caster per combined squad. For example:

Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Autocannon, Vox
- Infantry Squad - Autocannon
- INfantry Squad - Autocannon


Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Flamer, Vox
- Infantry Squad - Flamer
- Infantry Squad - Flamer


In the above case you could run with two 30 man groups, one to sit back and defend with the autocannons, the other to charge forward and clean house with the flamers (though personally I'm a fan of grenade launchers, at least one flamer is nice though for Wall of Death.)

The reduced number of Vox and Flamers also gives you points for a Priest or Commissar, making at least one of your blobs Zealot or Pseudo-Fearless.

The other option if you're just looking for fodder would be to change out one of those 30 man blobs with Conscripts, that would literally double your guard presence on the field giving you more foot soldiers than your opponent would be able to deal with (provided you buff them with a Commissar or Priest)

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Fresh-Faced New User




You're lacking anti-tank, your dev squad probably won't be enough to threaten your opponent's vehicles, especially if they die early.

I have a freakishly similar list posted earlier a few posts down, though at 1850.

I would give your CCS a lascannon instead of the flamers and turn one of your infantry squads into vets with a lascannon. Have them sit back with the CCS giving tank hunter/monster hunter to himself and the vet squad. This keeps him (your warlord) safe as well.

Knight Errant is a good choice - gives you something against elites with 2+/3+ armor

This message was edited 1 time. Last update was at 2016/11/28 15:23:14


 
   
Made in ca
Been Around the Block




@alphalegend2 Isn't Knight Errant anti-tank? I agree with Cothonian in terms of combining the squads. Issuing first rank fire, second rank fire order on your blob is going to be lethal against your opponent. You will be dishing out at least 48 lasgun shots with this order, 72 if you are in rapid fire range. Also, I'm not to sure about the heavy bolter devastator squad. Seems kind of irrelevant when you have a bunch of lasgun shots destroying your opponents infantry.

This message was edited 1 time. Last update was at 2016/11/28 22:09:10


 
   
Made in gb
Lord of the Fleet






London

Cothonian wrote:In regards to the Guard part of your list, I think you may be able to squeeze another ten infantrymen in there if you integrated your autocannons in with the infantry squads rather than go for a Heavy Weapons squad.

Also, with Guard infantry, it i often beneficial (unless you have something special in mind) to combine squads, in which case you would only need one vox caster per combined squad. For example:

Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Autocannon, Vox
- Infantry Squad - Autocannon
- INfantry Squad - Autocannon


Infantry Platoon
- Platoon Command - Vox
- Infantry Squad - Flamer, Vox
- Infantry Squad - Flamer
- Infantry Squad - Flamer


In the above case you could run with two 30 man groups, one to sit back and defend with the autocannons, the other to charge forward and clean house with the flamers (though personally I'm a fan of grenade launchers, at least one flamer is nice though for Wall of Death.)

The reduced number of Vox and Flamers also gives you points for a Priest or Commissar, making at least one of your blobs Zealot or Pseudo-Fearless.

The other option if you're just looking for fodder would be to change out one of those 30 man blobs with Conscripts, that would literally double your guard presence on the field giving you more foot soldiers than your opponent would be able to deal with (provided you buff them with a Commissar or Priest)


That hadn't actually occurred to me, after combining the squads I've got around 60-70 points spare.

alphalegend2 wrote:You're lacking anti-tank, your dev squad probably won't be enough to threaten your opponent's vehicles, especially if they die early.

I have a freakishly similar list posted earlier a few posts down, though at 1850.

I would give your CCS a lascannon instead of the flamers and turn one of your infantry squads into vets with a lascannon. Have them sit back with the CCS giving tank hunter/monster hunter to himself and the vet squad. This keeps him (your warlord) safe as well.

Knight Errant is a good choice - gives you something against elites with 2+/3+ armor


I'm rather constrained by the models I have available. I'm thinking though that a few Meltaguns and a Knight Errant will be able to take on a fair bit of heavy armour.

Adime wrote:@alphalegend2 Isn't Knight Errant anti-tank? I agree with Cothonian in terms of combining the squads. Issuing first rank fire, second rank fire order on your blob is going to be lethal against your opponent. You will be dishing out at least 48 lasgun shots with this order, 72 if you are in rapid fire range. Also, I'm not to sure about the heavy bolter devastator squad. Seems kind of irrelevant when you have a bunch of lasgun shots destroying your opponents infantry.


The Heavy Bolters are only due to the models I have, 4 of them should be enough to whittle down a unit enough before it's charged by 2 Assault Squads.

I've remade the list using this pretty good site, so let's hear what you think.

Company Command Squad (5) - 150pts
1 Company Commander: Senior Officer,Voice of Command,Refractor field,Laspistol,Power weapon,The Tactical Auto-Reliquary of Tyberius
1 Veteran: Lasgun,Vox-caster
3 Veteran: Plasma gun

Platoon Command Squad (5) - 55pts
1 Platoon Commander: Voice of Command,Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
1 Guardsman: Lasgun,Vox-caster
2 Guardsman: Lasgun

Infantry Squad (10) - 75pts
1 Sergeant: Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Autocannon
1 Guardsman: Flamer
1 Guardsman: Lasgun,Vox-caster
6 Guardsman: Lasgun

Infantry Squad (10) - 70pts
1 Sergeant: Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Autocannon
1 Guardsman: Flamer
7 Guardsman: Lasgun

Infantry Squad (10) - 70pts
1 Sergeant: Laspistol,Close combat weapon
1 Heavy Weapons Team: Heavy Weapons Team,Autocannon
1 Guardsman: Flamer
7 Guardsman: Lasgun

Platoon Command Squad (5) - 60pts
1 Platoon Commander: Voice of Command,Laspistol,Power weapon
2 Guardsman: Flamer
1 Guardsman: Lasgun,Vox-caster
1 Guardsman: Lasgun

Infantry Squad (10) - 60pts
1 Sergeant: Laspistol,Close combat weapon
1 Guardsman: Flamer
1 Guardsman: Lasgun,Vox-caster
7 Guardsman: Lasgun

Infantry Squad (10) - 55pts
1 Sergeant: Laspistol,Close combat weapon
1 Guardsman: Flamer
8 Guardsman: Lasgun

Assault Squad (5) - 90pts
1 Sergeant: Bolt pistol,Power weapon
1 Assault Marine: Flamer and chainsword
3 Assault Marine: Bolt pistol and chainsword

Assault Squad (5) - 90pts
1 Sergeant: Bolt pistol,Power weapon
1 Assault Marine: Flamer and chainsword
3 Assault Marine: Bolt pistol and chainsword

Devastator Squad (5) - 110pts
1 Devastator Sergeant: Signum,Bolt pistol,Boltgun
4 Space Marine: Heavy bolter,Bolt pistol

Devastator Squad (5) - 110pts
1 Devastator Sergeant: Signum,Bolt pistol,Boltgun
4 Space Marine: Multi-melta,Bolt pistol

Drop pod (1) - 35pts
1 Drop pod: Stormbolter

Drop pod (1) - 35pts
1 Drop pod: Stormbolter

Knight Errant (1) - 375pts
1 Knight Errant: Reaper chainsword,Meltagun


   
Made in my
Veteran Knight Baron in a Crusader






At my desk

I'd drop the Power Weapons on your guardsmen to upgrade some of your Heavy Bolter Devastators to Grav Cannons if you want to put some meat on this lists bones in 7th edition. But you may not need it, I don't know what kind of opposition you'll have. But I generally don't bother with Power Weapons on regular guardsmen, they're points better spent elsewhere in the Guard Codex.

The Knight Errant is a great anti-everything choice that's good at cooking 2+ armour and AV 14.

This message was edited 2 times. Last update was at 2016/12/02 03:52:34


3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in ca
Been Around the Block




Completely agree with TheManWithNoPlan about the power weapons. On guardsmen, they are really bad, especially since guardsmen are more of a shooty army anyways.
   
 
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