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Made in gb
Long-Range Land Speeder Pilot





Nottingham, UK

This is my first Guard list, i plan to keep things fairly basic to start with but i reckon this list could probably use a few little tweaks to make it more effective. I'll only be playing friendly but it's always nice to win

Company Command Squad - 130
Power Weapon, Medi-Pack, Regimental Standard, Vox-Caster, Krak Grenades, Plasma Gun

Infantry Platoon

Platoon Command Squad - 110
Power Weapon, Standard, Medi-Pack, Vox Caster, Plasma Gun, Krak Grenades

Infantry Squad - 70
Grenade Launcher, Vox Caster, Krak grenades

Infantry Squad - 70
Grenade Launcher, Vox Caster, Krak grenades

Heavy Weapon Squad - 90
3 Missile Launchers

Platoon Total - 340

Veteran Squad - 110
2x Flamer, Heavy Flamer, Power Sword
Chimera - 55
Heavy Flamer, Heavy Bolter

Veteran Squad - 115
3x Melta guns, Power Fist
Chimera - 65
Multi Laser, Heavy Bolter, Hunter-Killer Missile

Leman Russ Battle Tank - 185
Hull Mounted Las Cannon, Heavy Bolter Sponsons

TOTAL: 1000

So far i plan to outnumber most players and overwhelm with fire power. I like the idea of the super flamey veterans (who go in the flamey chimera) although i have my doubts about them being effective at all. I also think i may trim down the Platoon squad to free up some points for a spec. weps unit or something.

Thanks for any help!

This message was edited 4 times. Last update was at 2012/09/15 08:59:56



 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




Reading, England

Seems like a good starter list to me, though I do have to say, please don't have all the different colour fonts. Made it difficult to read and had to strain a little.

Bruins fan till the end.

Never assume anything, it will only make an ass of you and me. 
   
Made in gb
Long-Range Land Speeder Pilot





Nottingham, UK

 Azza007 wrote:
Seems like a good starter list to me, though I do have to say, please don't have all the different colour fonts. Made it difficult to read and had to strain a little.


Thanks! I've switch back to good ol white text too.


 
   
Made in us
Hurr! Ogryn Bone 'Ead!




Few things I would suggest, drop your Vox casters, as you've only given them to two infintry squads and they don't have the weapons to make use of the best orders it's a waste of points.

When writing up a list make sure you put dedicated transports with the unit you bought them for so people can make better suggestions on stategy with out guessing.

I'd also look at dropping the platoon Standard, CC Comand squads aren't really all that great to begin with and this unit only has 5 wounds in it, your likely to be dead before it's time to start the tally on who won.

Sadly while they look decent on paper grenade launchers hae never really addd up to effective dice. With the points you saved on the Vox casters, I'd either; switch those out for something more useful like melta/plasma. or change them to flamers for your anti-infintry, and add Autocannons for the light AT.

For your Russ, with the new FAQ if you shoot your battle cannon (yes) then all other weapons have to snap fire, so the lascannon is an expensive BS 1 weapon unless your buying it as a backup for you losing the main gun.


 
   
Made in gb
Long-Range Land Speeder Pilot





Nottingham, UK

aleis wrote:
Few things I would suggest, drop your Vox casters, as you've only given them to two infintry squads and they don't have the weapons to make use of the best orders it's a waste of points.

Good Point, that'll free up 20 points. What units are best to give a vox? I doubt the vets would be in range as they will advance in the Chimeras (I'll go make that clearer in the list too!)
aleis wrote:
I'd also look at dropping the platoon Standard, CC Comand squads aren't really all that great to begin with and this unit only has 5 wounds in it, your likely to be dead before it's time to start the tally on who won.

I thought that would be the case. I let my CCS keep theirs because it looks pretty though. would it also be worth dropping the medic to free up points too?
aleis wrote:
Sadly while they look decent on paper grenade launchers hae never really addd up to effective dice. With the points you saved on the Vox casters, I'd either; switch those out for something more useful like melta/plasma. or change them to flamers for your anti-infintry, and add Autocannons for the light AT.

I'd be tempted to go with flamers, but do i REALLY wanna be getting that close? Plasma guns maybe, but then it's alot of points, especially if it overheats with just a 5+ save. I'll make a variety of choices in terms of models and switch em out depending on who i'm facing, but i just like the look of GL for some reason.
aleis wrote:
For your Russ, with the new FAQ if you shoot your battle cannon (yes) then all other weapons have to snap fire, so the lascannon is an expensive BS 1 weapon unless your buying it as a backup for you losing the main gun.

So a heavy bolter would be better? more shots = more chance of hitting/ doing anything? I shouldn't be coming up against too many heavy vehicles so i'll free up some more points here too.

That gives me a total of 50 points, 80 if i drop the platoon medic. Should i spend this on more troops? (another infantry squad or spec weapon squad for the platoon?) Or some lovely upgrades (Few plasma/ melta guns?)

Thanks! I'm used to playing marines so having so much variety for very few points is slightly overwhelming. Going from about 25 - 30 models in 1000 points to about 60 is quite a jump!


 
   
Made in us
Hurr! Ogryn Bone 'Ead!




You definately want to keep the banner on your HQ squad as it gives you the reroll on LD for nearby units.

for the Vox's vet squads are great choices for them as they can have more weapons and the higher BS, However the infintry squads can also make good use them in some situations. If your squads had some more dangerous guns, Lascannons, missles, meltas.... or the like you want to make sure they hit as Guard have BS of 3 using "take it down." for the reroll. But as you only had the GL in those units it wasn't benefitting to much.

For the Russ it's less a matter of using the HB/HF because it will hit (though that helps) it's more a matter of do you really want to spend 15 pts. on a Lascannon that will be shooting at BS 1 most of the time.

Don't worry about plasma, as a Space marine you didn't worry as you had 3+ save, as guard you don't worry because lets be honest it's just 1 guy you have 400 thousand more of them back there. And if that one plasma gun kills a single space marine it's almost made the points back for not only it self but the guy holding it as well. I suggested the Flamer + autocannon because the combination covers both aspects of the GL and i didn't want to suggest things that changed your list to much, just tweak it a little. Besides with the Flamer it's not a questions of "Do you want to get that close?" it's more of a "When they get that close"

I would remove the medic in the PCS. for a few reasons the orders though not bad aren't amazing so your not worried about that, As your not a CC unit any more your death will come at the hand of shooting and everything is AP 5 or better so you spent how many points just to get your 5+ save back.....on 5 models. For me I tend to use my PCS as a cheap Special weapons unit.....really for 30 points you get 5 guys with the option of having 4.5 special weapons I want to be able to buy this squad en mass!

This message was edited 4 times. Last update was at 2012/09/15 12:10:35



 
   
Made in us
Guard Heavy Weapon Crewman






 stargasm wrote:
This is my first Guard list, i plan to keep things fairly basic to start with but i reckon this list could probably use a few little tweaks to make it more effective. I'll only be playing friendly but it's always nice to win

Company Command Squad - 130
Power Weapon, Medi-Pack, Regimental Standard, Vox-Caster, Krak Grenades, Plasma Gun

Infantry Platoon

Platoon Command Squad - 110
Power Weapon, Standard, Medi-Pack, Vox Caster, Plasma Gun, Krak Grenades

Infantry Squad - 70
Grenade Launcher, Vox Caster, Krak grenades

Infantry Squad - 70
Grenade Launcher, Vox Caster, Krak grenades

Heavy Weapon Squad - 90
3 Missile Launchers

Platoon Total - 340

Veteran Squad - 110
2x Flamer, Heavy Flamer, Power Sword
Chimera - 55
Heavy Flamer, Heavy Bolter

Veteran Squad - 115
3x Melta guns, Power Fist
Chimera - 65
Multi Laser, Heavy Bolter, Hunter-Killer Missile

Leman Russ Battle Tank - 185
Hull Mounted Las Cannon, Heavy Bolter Sponsons

TOTAL: 1000

So far i plan to outnumber most players and overwhelm with fire power. I like the idea of the super flamey veterans (who go in the flamey chimera) although i have my doubts about them being effective at all. I also think i may trim down the Platoon squad to free up some points for a spec. weps unit or something.

Thanks for any help!



Here are some suggestions
Vox Casters - I would drop these, the reroll is not worth it, so we have 20 pts back
Reg. Standard - Standards look cool when painted, but aren't very effective for their points in my opinion.
Medic - 30 points is a bit too pricey for FNP.
Power Weapons - I would run either Power Axes or upgrade to Power Fists where possible. You're almost always going to strike last anyways, might as well add a bit of strength to the attack. However, with the new challenge rules, I would not put a power weapon on the PCS Commander. The Company Commander can still run one because he still has an invul save to fall back on plus multi-wounds (assuming it's not an insta death wound).
Plop Autocannons in your Infantry Squads
HWS - If you can squeeze 15 points out, upgrade the Missile Launchers to Lascannons. +1 Str and +1 AP is worth it!
Hunter Killer Missile - Not worth the 10 points
Rule of Thumb with Special Weapons - Put Plasmas and Meltas with your BS 4 Guardsmen, put the GL, Flamers, Snipers with your BS 3 Guardsmen.

Here is how I like to run some of my squads
CCS - 4 Plasmas in a Chimera (165 points). If I have points to spare I consider tossing a Plasma Pistol on the Commander and/or a power weapon/fist.
PCS - I prefer 4 options. 1 is barebones, a 30 point target that can capture objectives. The second is with 4 Snipers to sit back defensively. The third is four Grenade Launchers. The fourth is with four flamers as a counterattack unit, putting them in a Chimera if possible.
Infantry Squads - Autocannon, Grenade Launcher (I cut the GL's if I am slightly over points)
Vets - 3x Melta or 3x Plasma. In a Chimera.

Here is an example 1000 pt army using the same squads but tinkering with gear
CCS - 4 Plasmas, Chimera, Plasma Pistol, Power Fist - 195 pts
PCS - 4 of the same special weapons (Grenade Launcher/Sniper/Flamer) - 50 points
IS #1 - Autocannon, Grenade Launcher - 65 pts
IS #2 - Autocannon, Grenade Launcer - 65 pts
HWS - 3 Lascannon - 105 pts
Vet #1 - 3x Melta. Chimera - 155 pts
Vet #2 - 3x Plasma, Chimera - 170 pts
Leman Russ Battle Tank - Lascannon, Sponson Heavy Bolters - 185 pts
990 points, 10 points to play with.
   
Made in gb
Junior Officer with Laspistol





I'm really against putting power weapons or power fists on anything in my guard army. If you get assaulted, you're going to die, may as well save the amount of points that dies by losing the dedicated CC weapons. Remember guardsmen die, get used to losing them.

GLs are poor, with the points you saved from voxes, upgrade them to something useful.

I see you're taking HWTs but no heavy weapons on your platoon squads. Why? HWTs are focus fired down and with toughness 3 they are doubled out by almost everything. Put the heavy weapons on your platoon infantry squads so they have 8 other ablative wounds before the HWT in it even takes a hit.
For a similar reason, medics aren't great, strength 6 makes you lose the FNP anyway.

Flamers on vets. Why do I see this so much in new guard armies? They have BS4, don't waste it on a weapon that doesn't even roll to hit. If you want templates, put them on your infantry squads. Make the vets plasma or melta, so they will actually be scary to most units. If you feel they need anti-horde, chuck a HHF on the chimera for free. Or give flamers to your platoon command squad. They only have BS3.

Ditch the sponsons and the lascannon on the russ. As an above poster pointed out, you need 6s to hit. Don't waste the points if you want the ordnance blast. You might want to consider the other, non-ordnance russ variants for sponsons to cover any weak points you think you have. For example:

Exterminator with heavy bolter sponsons: 170pts great for dealing with hordes, transports and even MEQ due to the sheer number of shots.

Executioner with plasma sponsons: 230pts pricey, but if you're lacking in ap2 this will cover it. It can pop transports and terminators with ease. It will draw fire, but that's not always a bad thing - it is AV14 after all.

Standards are pointless, as I said earlier, you're not going to last long in CC anyway. 1 more wound won't make you win.

Not a fan of hunter killer missiles, it's mixing the chimeras weaponry which means you'll waste the multi laser and the hull weapon. Seems like a 10pt trap.




Automatically Appended Next Post:
The list I'd go with is:

CCS: LC, Sniper, Camo cloaks
ADL Quadcannon

Vets Plasmax3
Chimera
Vets Meltax3
Chimer

PCS flamer x4
PIS melta, AC
PIS melta, AC Commissar

Exterminator HB sponsons

Marbo

That's just under 1k pts, I don't have my codex on me but I feel it's pretty solid.

Edit: it's 980pts, so that leaves some room for more weapons on the CCS or maybe camo netting on the Exterminator.

This message was edited 5 times. Last update was at 2012/09/15 17:07:57



Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in gb
Long-Range Land Speeder Pilot





Nottingham, UK

Cheers for the help! the stuff about weapon teams really does make sense. I'm working on a new list now (just by trimming the fat i've freed up over 200 points wile keeping pretty much the same set up) i'll post it up when i'm done!

In other news, i've just painted my very first Cadian


 
   
 
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