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![[Post New]](/s/i/i.gif) 2012/10/01 19:49:19
Subject: 1000 Points Imperial Guard Army
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Regular Dakkanaut
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All right, I've finally found an army that I think that I'm actually going to dedicate the next few months to building. It's World War I themed, so other than the Chimeras for the CCS and VS, I wanted to mainly have a static defence line supported by artillery. I understand that this may not be the best build, but I'm hoping that this is going to stand at least 50% of the time.
HQ
Company Command Squad
+Power Sword
+3 Plasma Guns
+1 Medic
+Chimera
++2 Heavy Flamers
Troops
Infantry Platoon
Platoon Command Squad
+3 Flamers
+1 Vox Caster
Infantry Squad
+Flamer
+Vox Caster
+Autocannon
Infantry Squad
+Flamer
+Vox Caster
+Autocannon
Veteran Squad
+3 Grenade Launchers
+Autocannon
+Demolitions
+Chimera
++2 Heavy Flamers
Veteran Squad
+3 Meltaguns
+Chimera
++2 Heavy Flamers
Heavy Support
Ordinance Battery
2 Griffons
Fortifications
3 Aegis Defence Lines
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The Kool-Aid Man is NOT cool! He's a public menace, DESTROYING walls and buildings so he can pour his sugary juice out for people!"- Linkara on the Kool-Aid Man
htj wrote:I break my conscripts down into squads of ten, then equip them with heavy weapons and special weapons. I pay 1pt to upgrade their WS, BS and Ld, then combine them into larger squads when deployed. I've found them to be quite effective. |
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![[Post New]](/s/i/i.gif) 2012/10/01 19:55:07
Subject: 1000 Points Imperial Guard Army
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Gore-Soaked Lunatic Witchhunter
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My biggest comment when trying to build a static Guard army is that Heavy Weapons teams are a much better choice than grenade launchers/melta-Veteran teams since they'll give your gunline the range it needs to take down enemies hell-bent on storming your position. This looks like it'd be a halfway-decent starting list, but I'd advise bulking up on the infantry platoons/heavy weapon squads and taking a Leman Russ or so if you take this to 1,500pts.
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![[Post New]](/s/i/i.gif) 2012/10/02 07:58:24
Subject: Re:1000 Points Imperial Guard Army
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Hurr! Ogryn Bone 'Ead!
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Agreed with the above I'd drop the grenade launchers for more effective guns. Also I don't think you can more than one fortification per detachment (some one correct me if i'm wrong) The autocannon on the Vet squad with demolitions also doesn't make much sense as you have to move up to make use of demolition but you can't shoot the AC if you move. I'd drop one or the other then give the squad 3 meltas or plasma depending. You can also drop the vox caster on the PCS for a fourth flamer. the real orders you want to use are shoot the big ones and you only have 2 squads for that so the only thing left for the PCS to issue orders to is itself. As you can't issue orders to units inside transports
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This message was edited 2 times. Last update was at 2012/10/02 08:00:36
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![[Post New]](/s/i/i.gif) 2012/10/05 10:38:55
Subject: 1000 Points Imperial Guard Army
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Regular Dakkanaut
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The problem is, if I use Demolitions and a Meltavet squad, that leaves only 470 points when I add the CCS, minus the Chimera, and if I take away the Demolitions, I have 30 points to spare.
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The Kool-Aid Man is NOT cool! He's a public menace, DESTROYING walls and buildings so he can pour his sugary juice out for people!"- Linkara on the Kool-Aid Man
htj wrote:I break my conscripts down into squads of ten, then equip them with heavy weapons and special weapons. I pay 1pt to upgrade their WS, BS and Ld, then combine them into larger squads when deployed. I've found them to be quite effective. |
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![[Post New]](/s/i/i.gif) 2012/10/05 11:45:21
Subject: 1000 Points Imperial Guard Army
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Hurr! Ogryn Bone 'Ead!
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Lord Castellan wrote:The problem is, if I use Demolitions and a Meltavet squad, that leaves only 470 points when I add the CCS, minus the Chimera, and if I take away the Demolitions, I have 30 points to spare.
I'm a little confused with what your trying to say here.
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![[Post New]](/s/i/i.gif) 2012/10/05 15:41:26
Subject: 1000 Points Imperial Guard Army
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Junior Officer with Laspistol
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aleis wrote:Lord Castellan wrote:The problem is, if I use Demolitions and a Meltavet squad, that leaves only 470 points when I add the CCS, minus the Chimera, and if I take away the Demolitions, I have 30 points to spare.
I'm a little confused with what your trying to say here.
Me too. It seems a convoluted way of saying "meltas are more expensive than grenade launchers."
They are more expensive, but you've also got crap in your list that can go - the medic for example. He's laughably weak, easily doubled out by something as common as multi-lasers. The power weapon on your CCS with rapid fire weapons, who are also inside a metal box caused me to raise an eyebrow. Ditch pointless points ( lol) and put them to use by upgrading crappy weapons such as the oh-so-pathetic grenade launcher.
I'd also like to point out that "3 aegis defence lines" is illegal. You're allowed 1 fortification according the the force organisation chart. Similarly, you're only allowed one heavy flamer. So your CCS is illegal. Why you'd want to mix and match weapons of such immense differences is beyond me anyway.
Voxes are lame, you can lose them.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2012/10/06 14:41:19
Subject: 1000 Points Imperial Guard Army
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Regular Dakkanaut
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Me too. It seems a convoluted way of saying "meltas are more expensive than grenade launchers."
I initially wanted to make this a 500 point army, with only the CCS and Veteran Squads. If I take Meltas, that would mean that they would be 505 points.
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The Kool-Aid Man is NOT cool! He's a public menace, DESTROYING walls and buildings so he can pour his sugary juice out for people!"- Linkara on the Kool-Aid Man
htj wrote:I break my conscripts down into squads of ten, then equip them with heavy weapons and special weapons. I pay 1pt to upgrade their WS, BS and Ld, then combine them into larger squads when deployed. I've found them to be quite effective. |
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![[Post New]](/s/i/i.gif) 2012/10/06 16:09:07
Subject: 1000 Points Imperial Guard Army
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Junior Officer with Laspistol
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Lord Castellan wrote:Me too. It seems a convoluted way of saying "meltas are more expensive than grenade launchers."
I initially wanted to make this a 500 point army, with only the CCS and Veteran Squads. If I take Meltas, that would mean that they would be 505 points.
Then lose a vet squad. Grenades aren't worth 5 points.
Example 500pts that would be effective
CCS: Plasmax3
Chimera
Vets: Meltax3, Demolitions
Chimera
Vets: Meltax3 AC
Chimera
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2012/10/06 16:38:04
Subject: 1000 Points Imperial Guard Army
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Regular Dakkanaut
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What do you suggest I do with the spare Veteran in the CCS? Maybe switch the Plasma Guns for Meltaguns at 500 Points and use Plasma Guns at 1000+?
Also, I checked the Imperial Guard Codex, and I CAN have 2 Heavy Flamers on a Chimera: one that replaces the Heavy Bolter, and one that replaces the Multilaser.
Finally, here's the revised army list (for the record, "++" refers to Chimera upgrades):
HQ
Company Command Squad
+4 Plasma Guns
+Chimera
++2 Heavy Flamers
Troops
Infantry Platoon
Platoon Command Squad
+4 Flamers
Infantry Squad
+Grenade Launcher
+Autocannon
Infantry Squad
+Grenade Launcher
+Autocannon
Heavy Weapon Squad
+3 Autocannons
Veteran Squad
+3 Melta Guns
+Chimera
++2 Heavy Flamers
Veteran Squad
+3 Melta Guns
+Demolitions
+Chimera
++2 Heavy Flamers
Heavy Support
Ordinance Battery
+2 Griffons
Fortificatons
Aegis Defence Line
+Quad Gun
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This message was edited 7 times. Last update was at 2012/10/06 16:56:52
The Kool-Aid Man is NOT cool! He's a public menace, DESTROYING walls and buildings so he can pour his sugary juice out for people!"- Linkara on the Kool-Aid Man
htj wrote:I break my conscripts down into squads of ten, then equip them with heavy weapons and special weapons. I pay 1pt to upgrade their WS, BS and Ld, then combine them into larger squads when deployed. I've found them to be quite effective. |
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![[Post New]](/s/i/i.gif) 2012/10/06 21:59:15
Subject: 1000 Points Imperial Guard Army
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Nasty Nob on Warbike with Klaw
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Why would you want 2 heavy flamers on a chimera? They can't snap shoot, and the chimera isn't fast. It would have to be stationary to fire both.
And a stationary chimera is often a dead chimera (especially if its close enough to use its flamers).
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![[Post New]](/s/i/i.gif) 2012/10/06 22:44:51
Subject: 1000 Points Imperial Guard Army
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Regular Dakkanaut
San Francisco
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Just stick with the multilaser/HB or HF combo for the chimera. Theres a reason why people dont really take the other variants.
Grenade launchers in squads, I have found to be pretty useless. The weak BS of a guardsmen and the pretty low strength and high AP of the GL means that it wont do much. I would consider plasma/melta instead in your squads.
Another thing is, Hvy weapon squads will get blown off the board pretty easily, especially since you only have one. Anything S6 or above instant kills them. If you're going to run with them, its best to take a lot of them for redundancy.
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![[Post New]](/s/i/i.gif) 2012/10/08 22:40:26
Subject: 1000 Points Imperial Guard Army
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Whiteshield Conscript Trooper
US Southeast
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I have found the flamer + AC combo on infantry squads to be very effective. I would leave the flamers on your infantry squads instead of using the grenade launchers; GL's look good enough on paper but tend to under-perform. You may also find it worth your time to take two flamers off your PCS and replace them with an AC.
I will have to echo what others have said about the 2 heavy flamers on each Chimera. While it maybe incredibly fun to picture an APC bristling with massive flamethrowers burning everything to the ground, the rules (as they currently stand) make it an impractical choice. Swap out one of them for an ML or HB instead.
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"If at first you don't succeed, call in a nuclear strike."
317th Arkonech Mechanized 2500pts Mechanized IG/Steel Legion |
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![[Post New]](/s/i/i.gif) 2012/10/08 22:57:47
Subject: 1000 Points Imperial Guard Army
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Khorne Rhino Driver with Destroyer
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In a static gunline, a few chimeras will be to easy to kill and won't be able to do much damage. The same units in a Valks or Vends will work much better. Nothing better than dropping guardsmen behind enemy lines.
For the vets, nothing but melt or plasma will do.
the CCS should be in the defense, otherwise its a free VP (snce there are no other HQs to be warlord). Besides, his orders are better at defense than offense, First Rank Second Rank, Bring it Down, that one that makes units go to ground all will bolster your defense. Camo cloaks are also a must if you want them to survive.
Flamers on squads that are defensive are a big no no, go grenade launchers or save the points.
You have nothing anti-tank, get some LR or Basilisks or what not.
Overall, I get your going for a themed list, but your wasting your money on an army that won't play well at all :p
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Current Armies
-Chaos Marines: The Black Brethren of Eyreas
-Renegade Guard: Cadian 333rd/Vraksian PDF
-Imperial Guard: Cadian 8th
-Dark Eldar: Kabal of the Scarred Shark
-Space Marines: Ultramarines
Army Project
http://www.dakkadakka.com/dakkaforum/posts/list/469111.page |
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![[Post New]](/s/i/i.gif) 2012/10/09 01:41:27
Subject: 1000 Points Imperial Guard Army
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Rough Rider with Boomstick
Gunblaze West
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quilava1 wrote:
For the vets, nothing but melt or plasma will do.
I agree
the CCS should be in the defense, otherwise its a free VP (snce there are no other HQs to be warlord). Besides, his orders are better at defense than offense, First Rank Second Rank, Bring it Down, that one that makes units go to ground all will bolster your defense. Camo cloaks are also a must if you want them to survive.
i agree
Flamers on squads that are defensive are a big no no, go grenade launchers or save the points.
What? what are you talking about? flamers are awesome to keep anything from getting too rushraped and grenade launchers...quite frankly.... suck
You have nothing anti-tank, get some LR or Basilisks or what not.
I agree
Overall, I get your going for a themed list, but your wasting your money on an army that won't play well at all :p
to agree with others posts, get rid of hull flamers, voxes, keep the CCS back, and get rid of that medic to free up points
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Kilkrazy wrote:We moderators often make unwise decisions on Friday afternoons.
kestril wrote: Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes. |
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