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Made in us
Slippery Scout Biker




Southern NH

1500 Imperial Guard Astra Militarum
Wrote a couple of very similar lists and was just looking for feedback as to which would be better, or what changes might be recommended. One thing in particular is I simply cannot make up my mind as to whether the Veteran squads are better served carrying plasma or flamers. Same points so I don’t really have to move much around, but with Take Aim on plasma and Bring it Down on flames, they have totally different uses. Plus, in the first roster I could actually save quite a few points by switching the second vet squad to another Command squad since I have the third officer. I’m not sure what works better. Anyway:


List 1

----Supreme Command Detchment---- (+1 Command Point)
• Knight Commander Pask: Punisher Gatling Cannon, Hull Lascannon, Sponson Heavy Bolters – 233
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Plasma Cannons – 257
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Plasma Cannons – 257

----Vanguard Detachment----
• Company Commander: Stock – 30
• Platoon Commander: Bolter – 21
• Platoon Commander: Bolter – 21
• Command Squad: 3 x Meltagun, Medi-Pack – 70
• Command Squad: 4 x Plasmagun – 52
• Veterans: 3 x Plasmagun – 81
• Veterans: 3 x Flamer, 1 x Heavy Flamer – 98
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101

Total: 1500

List 2

----Supreme Command Detchment---- (+1 Command Point)
• Knight Commander Pask: Punisher Gatling Cannon, Hull Lascannon, Sponson Plasma Cannons – 247
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243


----Vanguard Detachment----
• Company Commander: Stock – 30
• Platoon Commander: Bolter – 21
• Command Squad: 3 x Meltagun, Medi-Pack – 70
• Command Squad: 4 x Plasmagun – 52
• Veterans: 3 x Flamer, 1 x Heavy Flamer – 98
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101
• Basilisk: Earthshaker Cannon, Heavy Bolter – 108

Basically the difference is either taking another unit with 3 specials and possibly a heavy flamer with a platoon commander to order them, or a second hellhound and a basilisk. I really like both and literally the ONLY reason I’m leaning toward the extra transport and squad, is because I have the models. Simple as that.
Any thoughts comments suggestion criticism is welcome. Thank you for looking!
   
Made in ca
Tail Gunner





British Colombia

I played a pretty similar list with Death Korps at 1500 points. Used 2 Leman Russes, 2 Chimeras, unit of Death Riders, Hellhound, Basilisk, Manticore, Basilisk, 2 infantry squads, Plasma Engineers (basically vets), Plasma Grenadiers (basically foot scions)..

Played "The Relic" mission, and although I was knocking the opponents army around very effectively, not having enough infantry cost me the game. Theres some scenarios having Infantry to grab objectives/defuse bombs etc is really critical. Not to mention simply contesting objectives - your 230 point tank still only counts as 1 model .

Love armoured lists - pretty much exclusively play my Death Korps that way, but it can be difficult without a screen. I've seen a very similar list (at 2000 puts) played by Reece at Front Line Gaming do very well - but the big difference is he has a screening unit of Bullgryns. They put in a lot of work.

My advice is to recruit a nice screen unit such as Bullgryns/Conscripts/or 3-5 infantry squads basically naked. They will really impress, especially with order support.

My 2cents...

   
Made in us
Dakka Veteran




I would say plasma/melta on vets 100%. You're paying the 2 point premium for better BS, then paying points to not use it. A SWS is cheaper, can still take 3 flamers, and you can fit two of them in a Chimera for 6 flamers.

Speaking of Chimeras, whichever ones you plan on moving forward should have 2x HF. Hitting with 5's on the move, then 6's once it takes 5 wounds means you won't get much out of the multi/HB. Makes a great Overwatch threat as well, especially if you can position it such that the enemy has to multicharge the Chimera to engage its disembarked passengers.
   
Made in us
Slippery Scout Biker




Southern NH

Thank you very much for the feedback!

mtcwalker -
2 cents spoken holds more value than a dollar silent....
I can definitely see the lack of infantry as being a problem at times. Never was a fan of Ogryns/Bullgryns, and have always - ALWAYS despised conscripts. To paraphrase Burn Notice: A good general knows his weakest soldiers, a great general has no weak soldiers. Just been my approach for a while now. I also always felt like if I was going to play blob style I'll blow the dust off my orks. That being said, some regular infantry units might not be an awful idea. Maybe load em with a cheaper heavy like HB and flamers just for the overwatch since they would pretty much be speed bumps/bubble wrap anyway. Definitely taking the all mech lists for a few spins, but that does seem like a good idea moving forward.

RogueApiary -
I like where your head's at there on the Vets. Typically you take vets for that BS bump, and then throwing flamers on there is a bit self defeating. My main attraction to that idea was just the thought of delivering 3 flamers plus a heavy flamer in one unit, because that can cause a lot of damage. Plus the added flashlight shots for good measure. Would probably be just as inefficient to try that on a command squad i suppose. But yes, WAY more points efficient to take them as SWS. Don't like sticking 2 units in the same transport though as that would be full capacity. Possibly change that up to be Command Squad and SWS with a Company Commander riding shotgun in 2 of them, then more plasma vets with a platoon commander in the third? Will have to mess with the points and such, but could be interesting. If I'm splitting up the 2 command squads, would you mix and match the meltas and plasma a bit?

I also like the idea of HF on the chimeras, but I'm already so lean I don't think I can find the points for that. I'm expecting them to move or advance turn 1, deliver their payload turn 2 and most likely become a really big turret. Honestly wish mine were modeled to have double HB but I get nearly all of my stuff second hand so whatayagonnado.

Thanks again, will followup when I get some re-do time on my list!

This message was edited 1 time. Last update was at 2017/07/26 12:43:56


 
   
Made in us
Been Around the Block






Very bad things can happen to your tanks if they lack infantry screens in the wrong matchup. A line of genestealers or boyz could tie up multiple vehicles, forcing them to retreat from combat and lose the chance to fire. Your transports could get swarmed by enemy units and killed, with the troops inside having no chance to escape. I'd at least bring some conscripts to absorb a turn 1 charge and buy you a round of shooting before this happens.
   
Made in us
Slippery Scout Biker




Southern NH

That is a very good point on the infantry screens. I suppose it would be worth it to try and fit a few boots on here. What kind of a ratio would you go for? I'm alrl set on conscripts. I know they are really good this edition but I just refuse. That said a couple units of infantry with some cheap weapons like plas HB wouldnt hurt my feelings. That said- What do I take out, and how many is enough? I feel like more than 3 squads would be cumbersome at best, and only one would be nearly pointless so i guess 2 or 3 would be the goal here. really, REALLY don't want to change the structure too much, but was also considering 1 or 2 HWS with mortars. Would make sense for a build like this to have light support like that. Again though, what do I drop? The light seems to shine on the Hellhound, but losing that just feels wrong on so many levels. Actually had one game change completely when I took that thing on a kamikaze mission while already wounded pretty good and assaulted a unit of CSM terminators just to watch it blow up and take two of them out which was hilarious (shoot, charge, explode. good times)
   
Made in ca
Tail Gunner





British Colombia

Had a chance to play the list? I would like to play my armoured list similarly, but if I'm going to put up a fight, the infantry are really needed! I'm also there with you on Conscripts. I like to maintain at least some semblence of fluff in my lists, and Conscripts and DKoK / Elysians aren't a thing .

Personally I'd run the squads cheap and cheerful. Perhaps a PG, because they're cheap as dirt now, and no heavy weapon.

Would be keen to hear your list experiences to perhaps help my own!

   
Made in us
Slippery Scout Biker




Southern NH

Not yet, still trying to find the right balance. I dont want to go overboard on the footsloggers but i do want that melee disruption. Tweaking lists atm, any advice on how many infantry squads to take? I keep bouncing between 2 and 3, with a company commander there to make them useful. Will probably end up dropping a tank commander to do it though which bums me out but we'll see.
   
Made in us
Slippery Scout Biker




Southern NH

Alright, here’s the next iteration of this particular series of shenanigans. Tried to take people’s advice on having footsloggers seriously but without killing the mechanized theme. So should be the last two versions of this:

Supreme Command and Vanguard Detachments: +2 Command Points

HQ’s
• Knight Commander Pask: Punisher Gatling Cannon, Hull Heavy Bolter, Sponson Heavy Bolters, Hunter-Killer Missile – 227
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters, Hunter-Killer Missile – 249
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Company Commander: Bolter – 31

Troops
• Infantry Squad: Heavy Bolter, Plasma Gun – 55
• Infantry Squad: Heavy Bolter, Plasma Gun – 55

Elites
• Salamander Command Vehicle: Heavy Flamer, Heavy Bolter, Storm Bolter – 102
• Platoon Commander: Bolter – 21
• Command Squad: 3 x Meltagun, Medi-Pack – 70
• Command Squad: 4 x Plasmagun – 52
• Veterans: 3 x Plasma Gun – 81

Transport
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93

Fast Attack
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101

Heavy Support
• Heavy Weapon Squad: 3 x Mortar – 27

The first big change on version 1 at least- the Salamander. Always wanted to give this guy a shot as I never had before. Seems a little “meh” for the points on its own being basically a Chimera with next to no options and no transport capability (considered a Trojan as well but one step at a time) but then I thought about it- I would have Pask and his 29 shots hitting on 2’s, a tank commander being ordered Gunners Kill On Sight! And re-rolling 1’s with Demolisher las and 2 HB’s, and finally another ordered Strike and Shroud hitting on 2’s as well from the salamander’s ability and then popping smoke on turn one, with a hunter killer flying off on 2+ for good measure. Will definitely need to test this theory but on paper and in my head looks fantastic.

The second version is INCREDIBLY similar- ditch the salamander and the 2 hunter-killer missiles, and grab a third identical Infantry Squad, another Company Commander with a bolter, and a second Mortar squad. Would have taken your advice on the cheap Infantry mtcwalker, but the temptation to put machine guns in an army very much based on WW2 Germany was just too much. Have a few pics for reference on this thread https://www.dakkadakka.com/dakkaforum/posts/list/732011.page
Started off at 1250 but wanted to have multiple points ready to go at a moment’s notice. Plus, 8 pts for 3 shots at 3’? Or more likely 3 S5 shots for overwatch? At that rate I’m tempted to switch to flamers on them, but that’s for another time.

Both seem like they would be fun and fairly flexible, and hopefully, HOPEFULLY not deterring too much from the tank based army. First version has 7, second still has 6 at least. I do like the mortars but 2 units may be too much. We shall see. And I didn’t have to drop a Tank Commander to do it!

Since this is supposed to be a TAC list any recommendations for a first opponent? Off the top of my head have Biker Marines, Emperor’s Children, Orks in Trukks, and Warp Spider/Fire Dragon tastic Eldar as potential first opponents (my own armies, my neighbor plays a bit but favors AoS more and doesn’t have a 1500 ready to go so I said he could use one of mine).

As always thank you for looking!
   
Made in ca
Regular Dakkanaut





The fact that you quoted burn notice makes me respect you.

Take 2 squads of 2 scouts with heavy flamers.

You need all the time and space you can get to let your guns to their work. Scouts allow that. you can scout move up. Block off avenues. Extend the deep strike bubble even more. They can get charged and force overwatch or get shot. Which is fine. They are there to give you freedom of movement for your army
   
Made in us
Slippery Scout Biker




Southern NH

Ha!!!! Thanks, that was from arguably the best episode of the whole series (season 4, Brennan comes back with Larry and the NoC list).

Aaaand you have to suggest scout sentinels literally 2 days after I sold 6 of em....

I like the idea of using the scout move to spread the deep strike denial and clog any firing/charging lanes. That's actually the exact intent of the infantry squads so my tanks don't get tied up, at least not right away. Was also considering swapping out the salamander for a trojan (similar bonus to other tanks) and throwing a SWS with all flamers just to up the model count and extend my assault interruption even further. Will def look into the scouts idea though (I did keep a couple, I've always loved that stupid model).

Side note/list update: Veterans- everyone tosses their lasgun aside and picks up a shotgun.
   
Made in us
Slippery Scout Biker




Southern NH

Okay folks, I think I have officially had a nervous breakdown as far as re-writing this goes. As much as I enjoy the process of getting the optimal list for all intents and purposes, this has taken up entirely too much of my time on just this one army. And I have 4 more to go after this so to say my (in)glorious return to the hobby is a long term endeavor is a bit of an understatement.

These will be the last two entries I add here, but as usual all comments etc are gratefully accepted. I have gotten this to the point where I have enough different options running around that I could probably hike this up to a 2k without too much trouble (although given the structure I would expect to get smashed to pieces, but non-the-less I COULD do it).

I do have to admit I truly enjoy the fact that pretty much regardless of which direction I go in, if I need to switch this to a 1250 for a doubles type style, I literally drop one tank commander and maybe A piece of wargear and boom, done.
So here we go, possibly entering the realm of too many toys but looks like too much fun not to try:

HQ’s
• Knight Commander Pask: Punisher Cannon, Hull Heavy Bolter, Sponson Heavy Bolters – 221
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Company Commander: Bolter – 31

Troops
• Infantry Squad: Heavy Bolter – 48
• Infantry Squad: Heavy Bolter – 48
• Trojan Support Vehicle: Heavy Bolter, Storm Bolter – 100

Elites
• Platoon Commander: Bolter – 21
• Command Squad: 3 x Melta Gun – 60
• Command Squad: 3 x Plasma Gun – 45
• Veterans: 3 x Plasma Gun – 81
• Special Weapon Squad: 3 x Flame Thrower – 45

Transport
• Chimera: Multilaser, Hull Heavy Bolter – 93
• Chimera: Multilaser, Hull Heavy Bolter – 93

Fast Attack
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101

Heavy Support
• Heavy Weapon Squad: 3 x Mortar – 27

Similar to the last entry, except swap the Salamander for a Trojan, and to make perfect use of that transport capacity- 6 dudes, 3 of which ready to spray blessed promethium goodness all over any heretic that gets too close. Dropped the medic and a plasma from the command squads to shave points, and now each squad has a gimme-wound. I think this works into a brigade and a supreme command detachment.

Last Version:

HQ’s
• Knight Commander Pask: Punisher Cannon, Hull Heavy Bolter, Sponson Heavy Bolters, Hunter-Killer Missile – 227
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Tank Commander: Demolisher Cannon, Hull Lascannon, Sponson Heavy Bolters – 243
• Company Commander: Bolter – 31
• Company Commander: Bolter – 31

Troops
• Infantry Squad: Heavy Bolter – 48
• Infantry Squad: Heavy Bolter – 48
• Infantry Squad: Plasma Gun – 47

Elites
• Platoon Commander: Bolter – 21
• Command Squad: 3 x Melta Gun – 60
• Command Squad: 3 x Plasma Gun – 45
• Veterans: 3 x Plasma Gun – 81

Transport
• Chimera: Heavy Bolter, Hull Heavy Bolter – 91
• Chimera: Heavy Bolter, Hull Heavy Bolter – 91

Fast Attack
• Hellhound: Inferno Cannon, Hull Heavy Bolter – 101
• Rough Riders x 5: 2 x Melta Gun - 64

Heavy Support
• Heavy Weapon Squad: 3 x Mortar – 27

Rough Riders will be modelled on Bikes much like my Road Warriors army (actually it would be identical except Cadians instead of Catachans, and the appropriate paint scheme of course.) More bodies to keep the tanks clear to do their thing, plus those sneaky melta guns popping up on board edge. I know they won’t be in love range when they arrive but that’s okay they can still bring the pain. The rest should be fairly self-explanatory.

Thank you all for joining me in my little descent into madness. Will be moving on to one of my other 4 armies once all my different options here are painted and ready to go. In the future I will be posting photos of the finished army, which actually isn’t as far off as I had thought. Thanks again for reading.

Good Luck Guardsmen!
   
 
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