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Made in ca
Sneaky Sniper Drone




Canada

Basically, the above list I just made has the following strategy:
Establish a gun line with the vets and russes as fast as you can. Use the Mystics to ensure your deep strikers hit where you've aimed them. Put the Storm Trooper squads directly behind infantry positions, and send your Termies after the enemy characters. The Vendetta with hunt down any Monstrous Creatures and Armor units that would pose a threat otherwise.

I've used this list against Orks and Nids, it is simply perfect for eliminating the threats off turn one and two.


Automatically Appended Next Post:
 Peregrine wrote:
Sorry, but just throwing random units together doesn't make a good list.

PS: if you list-tailor anti-horde I'm bringing my pure mech list and laughing you as I table you. Hopefully this happens to you and you learn why list tailoring is bad.

Veteran Squad 1
100 points with the following upgrades:
Vox-Caster, 3 Grenade Launchers, Heavy Bolter

Veteran Squad 2
90 points with the following upgrades:
Vox-Caster, 3 Flamers

Veteran Squad 3
100 points with the following upgrades:
Vox-Caster, 3 Grenade Launchers, Heavy Bolter


Dear god no. NEVER use grenade launchers and flamers on veterans, you're throwing away everything that makes them good. And since you have no transports for them they're just going to die uselessly.

Company Command Squad
80 points with the following upgrades:
Regimental Standard, Vox-Caster, Heavy Bolter


No. If you want a static orders-giver it's a LC and standard.

Leeman Russ Squadron
590 points with the following upgrades:
2 Leeman Russ Battle Tanks, Leeman Russ Punisher, 3 Heavy Bolters, Knight Commander Pask(Punisher)


Needs to be two separate units. Since you have empty heavy support slots you should never be taking squadrons.

Inquisitorial Henchmen Warband
140 points with the following upgrades:
4 Mystics, 4 Warrior Acolytes(Plasma Gun, Boltgun, Power Armor)


No. Not only is it illegal (you can't take four plasma guns), it's also pointless. Veterans carry plasma better (higher BS and scoring), and having duplicate mystics is just a waste of points.


1. The list can be modified for taking on armored targets. Drop the Commisar, add meltas to the vets, add chimera, remove HB off the Russes, replace the punisher with an executioner, and give the stormtroopers meltaguns.

2. Those Flamers and Grenade Launchers have done wonders against Boyz and Gaunts.

3. She's worked fine for me in the past.

4. The squad, once again, has helped out in the past.

5. You must be reading the last GK codex, it says here:
Up to four Warrior Acolytes may replace their laspistol and/or chainsword with:
-Combi-flamer, combi-melta, or flamer
-Plasma gun, meltagun, or plasma pistol
-Storm shield
-Power fist

This message was edited 1 time. Last update was at 2012/12/29 03:54:52


Imperial Guard (and friends) fighting for the Greater Good.

Armies: 2500 points 1850 points 
   
Made in us
Douglas Bader






 797th Red Tigers wrote:
2. Those Flamers and Grenade Launchers have done wonders against Boyz and Gaunts.


They haven't. They still suck against those targets.

3. She's worked fine for me in the past.


You must have a very generous definition of "fine".

4. The squad, once again, has helped out in the past.


Of course it has helped out more than having nothing at all. However, that doesn't mean that it has helped out better than the alternatives, or that taking squadrons when you don't have to is in any way a good idea.

5. You must be reading the last GK codex, it says here:


Go read the codex again.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Battleship Captain





NYC

Vendetta Squadrons are meh.

Fact.

Take three dettas and two Vultures.

2000pt is double force-org, dude.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
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Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Crazed Spirit of the Defiler






 TheCaptain wrote:
Vendetta Squadrons are meh.

Fact.

Take three dettas and two Vultures.

2000pt is double force-org, dude.


I need 2 hqs, at least if you are referencing my list, I would love to run them separatly, but I don't know where to cut the points to get an extra HQ that that isn't useless.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Stalwart Tribune





Long Beach CA.

Are there common tactics that all IG lists share? I'm kind of a noob when it comes to guard (see: I'm an utter noob when it comes to guard).

The two major builds that I see are mechvets and foot blobs, and here's how I see em working. Pretend there's an invisible question at the end of everything I say btw, cause I don't actually have a fething clue what I'm talking about

mech vets: Kind of a normal mech army. You've got a buncha killy squads that're in transports that run around taking out targets. Your plasma is goin for heavy infantry and MCs, the melta's going after heavy vehicles and MCs, and the heavy flamers are protecting you from horde/burning the hell out of any poor sods who's just had their transport knocked out from under em. Russes provide covering fire

Special shtuff: It is quite possible that you will have a distinct advantage in the long range anti-tank department. If you do, and that matters, try to make your opponent deploy offensively, unfortunately the leman russes will prevent most armies from clustering up, but if you can box them in on one corner of the board by, say, putting your russes on the opposite corner during deployment(not sure how well this will work btw). If you can do something like this, and get your opponent to deploy on the far half, or better yet, third of their deployment zone, then when your vendettas come in and start wrecking transports, they have a lot further to go to get to most parts of the board, meanwhile you're sitting pretty in the, hopefully, 2-3 transports that you have left.


I'm even less sure about foot blobs, but I imagine that again, the long ranged anti-tank advantage that you'll hopefully have will be crucial. knocking out transports will slow people down to the same pace as your army, but whereas for them, they'll be out of their depth, for you it'll be business as usual. I'd focus on limiting your opponents ability to deliver units first if at all possible. If they have scoring bikes, jump infantry, or things in transports, I'd probably want to get those slowed down, or down to limited usefulness as soon as possible, hopefully turn 2 or 3.

So how'd i do dakka? Did I miss something? or am I just totally wrong

PM me! Let's play a game!

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Made in ca
Sneaky Sniper Drone




Canada

 Peregrine wrote:
Go read the Codex again

I did. It's the same.
As much as you'd like, the ink didn't magically crawl across the page.

As for the above, you're pretty much spot on. You can only use a mech list, a pure gun line, or an allied force, otherwise your army will be a squishy bucket of easy targets with no consistency. It's not like the spess mareens, where you can throw tact squads and Termies at the enemy until they die.

Imperial Guard (and friends) fighting for the Greater Good.

Armies: 2500 points 1850 points 
   
Made in us
Crazed Spirit of the Defiler






Well currently I would like to look more into use of forgeworld units, specifically the vulture. Does any one have any experience on it compared to the tried and true vendetta.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Stalwart Tribune





Long Beach CA.

 797th Red Tigers wrote:
 Peregrine wrote:
Being rude

Also being rude


My 'dex says this:
up to three warrior acolytes may replace their laspistol and/or chainsword with:

and then it gives the various options, which includes a plasma gun..

mis-print in one of our codexes?

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in us
Crazed Spirit of the Defiler






Well lets not get off topic here, save the animosity for the tables.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Rough Rider with Boomstick




USA

What do ya'll think of incorporating 9 or 10 harlequins with a farseer? A bada$$ deathball on top of 5 vendettas sounds quite WAAC no?
   
Made in us
Raging Ravener




Oklahoma City, Oklahoma

So far the most versitile army list I've built for guard is 1: holy poop able to roast enemies 2: cost prohibative. It's simply a Comand squad (with vox/heavy bolter), and 2 full Infantry Platoons (All Heavy Weapons Squads are x3 Missile Launcher, the Speacial Weapons Teams are Flamers, and the Infantry Squads are x3 Heavy Bolter/x2 Autocannon). You even end up with a few points left over to grab some other coolness. Not a lot of points, but a few. Set up the squads so that nothing can outflank into your deployment zone (special weapon squads 1 and 2 on the wings, 3 and 4 spaced into the center) and you star the turn raining x30 missile launchers at anything in range, follow up with the x20 autocannons, next up: x30 heavy bolters. By the time you get to the heavy bolters, the targets are usually on foot, so feel free to toss in the metric ton of lasguns. If something was well hidden enough to survive round one, wait for it to come out from behind cover so it to can be riddled with holes. And if you empty the table of dudes turn one, the Flyers that they left in reserve to come zooming in turn to get to stay at home. The we get to the cost...sigh, I think I could have bought a car.

pts tyranids
???? pts Imperial Guard
750 points Grey Knight Inquisitors
2500 FleshTearers
2500 pts Space Wolfs
1500 pts Eldar
Trades: Mark kelly, godswildcard, Uriels_Flame, Myrthan, Harakiri, jason2250, timetowaste85, Gav99, Alkaid
 
   
Made in us
Crazed Spirit of the Defiler






Going back to this topic, I've adjusted this list to the advice of the captain to include 2 vultures and a second HQ to take advantage of double force org at 2000 points. However I had to scrap one of the russ to make it work. Comparing the new and old list which do you think is better.

HQ

Company Command Squad - 140
Astropath
Master of the fleet
Chimera – Hull Heavy Flamer

Primaris Psyker - 70

Troops
Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Heavy

Leman Russ – 150

Leman Russ Executioner - 190

Fast Attack


Vulture -155
-twin-linked punisher gun

Vulture - 155
-twin-linked punisher gun

Vendetta - 130

Vendetta - 130

Vendetta - 130

Fortification

Aegis Defense Line - 70
-comms relay


Old List
Spoiler:

HQ

Company Command Squad - 140
Astropath
Chimera – Hull Heavy Flamer

Troops
Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Heavy

Leman Russ – 150

Leman Russ – 150

Leman Russ Executioner - 195

Fast Attack

130
Vendetta

260
Vendetta
Vendetta

260
Vendetta
Vendetta

Fortification

Aegis Defense Line - 70
-comms relay

Comments:

This list is exactly 2000 points, there is nothing useless here and everything has synergy. The comms relay and ccs work in tandem to bring out the Vendettas faster. The CSS while devoid of special weapons is kept behind the Aegis to relay orders if need be, but more importantly to keep the astropath alive. The 4 Vet squads have an even distribution of melta and plasma to deal with most threats, while the chimera’s offer mobility and light anti horde with HHF and multilasers. The Leman russ are solid av14 pie plate throwers and the executioner is a hard hitting fire magnet that while dangerous in its own right offers a distraction for your objective holders to proceed unimpeded. The vendettas are at a manageable 5 for ease of travel on the board giving unparalleled fire power and protection for the points, while the astropath and comms relay both make sure they all have a high percentage of arriving on turn 2. All in all from the feedback this generally appears to be the most balanced list I can come up with, that does not have really glaring flaw nor av under 12.

This message was edited 1 time. Last update was at 2013/01/01 17:01:00


Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Battleship Captain





NYC

 Spartan089 wrote:
Going back to this topic, I've adjusted this list to the advice of the captain to include 2 vultures and a second HQ to take advantage of double force org at 2000 points. However I had to scrap one of the russ to make it work. Comparing the new and old list which do you think is better.

HQ

Company Command Squad - 140
Astropath
Master of the fleet
Chimera – Hull Heavy Flamer

Primaris Psyker - 70

Troops
Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Heavy

Leman Russ – 150

Leman Russ Executioner - 190

Fast Attack


Vulture -155
-twin-linked punisher gun

Vulture - 155
-twin-linked punisher gun

Vendetta - 130

Vendetta - 130

Vendetta - 130

Fortification

Aegis Defense Line - 70
-comms relay


Old List
Spoiler:

HQ

Company Command Squad - 140
Astropath
Chimera – Hull Heavy Flamer

Troops
Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -170
X3 Plasma
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Veteran Squad -155
X3 Melta
Chimera – Hull Heavy Flamer

Heavy

Leman Russ – 150

Leman Russ – 150

Leman Russ Executioner - 195

Fast Attack

130
Vendetta

260
Vendetta
Vendetta

260
Vendetta
Vendetta

Fortification

Aegis Defense Line - 70
-comms relay

Comments:

This list is exactly 2000 points, there is nothing useless here and everything has synergy. The comms relay and ccs work in tandem to bring out the Vendettas faster. The CSS while devoid of special weapons is kept behind the Aegis to relay orders if need be, but more importantly to keep the astropath alive. The 4 Vet squads have an even distribution of melta and plasma to deal with most threats, while the chimera’s offer mobility and light anti horde with HHF and multilasers. The Leman russ are solid av14 pie plate throwers and the executioner is a hard hitting fire magnet that while dangerous in its own right offers a distraction for your objective holders to proceed unimpeded. The vendettas are at a manageable 5 for ease of travel on the board giving unparalleled fire power and protection for the points, while the astropath and comms relay both make sure they all have a high percentage of arriving on turn 2. All in all from the feedback this generally appears to be the most balanced list I can come up with, that does not have really glaring flaw nor av under 12.



Far better; I don't think you need an Astropath if you've got the comms relay, however.

Comms relay gives you a roughly 88% chance to succeed each reserve roll.

I'd take that 30 points from the Astropath, strike the Primaris, and use it to put some Meltavets in one of the Vendettas (your lucky one).

That'll give you a good, reasonably precise, mobile anti-tank squad, which you seem to be in need of.

You kinda lack anti-horde though, 3 Vendettas is a lot.

I'd consider swapping one for a MRP Valkyrie, as you otherwise only have one Large Blast per turn coming from the LRBT. Not nearly enough for stuff like Green tide and Tervi-Gaunt spam.

This message was edited 1 time. Last update was at 2013/01/01 18:39:04


Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Heroic Senior Officer





Western Kentucky

Surely two punisher Vultures would help cover hordes fairly well? I mean, that's something like 18 hits per vulture with a S5 gun right?

I will say however that having only 2 russes at 2k may be a bit risky. Unless you intentionally want them to be fire magnets to keep your chimeras alive, which isn't a bad idea.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Made in us
Battleship Captain





NYC

 MrMoustaffa wrote:
Surely two punisher Vultures would help cover hordes fairly well? I mean, that's something like 18 hits per vulture with a S5 gun right?

I will say however that having only 2 russes at 2k may be a bit risky. Unless you intentionally want them to be fire magnets to keep your chimeras alive, which isn't a bad idea.


2 Russes are still 2 AV14's.

The punishers will help, but they may be tasked on other stuff.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Crazed Spirit of the Defiler






I actually would rather have 3, however I have no idea how to while maintaining the 3 vendetta, 2 vultures, and 2 HQs for double FOC.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in gb
Nimble Pistolier





Belfast

Out of curiosity, what would you reckon of the viability of the list above without the Russes, but with an extra vet squad, a valkyre and a lascannon support squad (that steals a vet chimera)?
I know id lose the AV14 magnets and pie plates, but the valk has anti-light horde abilities, plus another scoring squad, and long range, orderable anti tank...?

The Men of Ostermark 6K

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Made in us
Crazed Spirit of the Defiler






I wouldn't because you're overall losing turn 1 ground control, another vet squad does not bring the versatility of an av14 s8 ap3 pie plate thrower.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Powerful Ushbati





Manhatten, KS

Here is a list I had great success with at feast of blades: http://www.dakkadakka.com/dakkaforum/posts/list/484786.page

The biggest issues I had was against a space marine drop pod army that got the jump on me. It handled daemons pretty well though. Having Celestine really gave me that throwaway unit that was also a renewable resource. I think mixed guard is the best as it provides the best of both worlds.

TK - 2012 40K GT Record 18-5
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TK - 2013 40K GT Record 24-4
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Made in us
Battleship Captain





NYC

 Spartan089 wrote:
I actually would rather have 3, however I have no idea how to while maintaining the 3 vendetta, 2 vultures, and 2 HQs for double FOC.


Drop a Chimera?

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Crazed Spirit of the Defiler






 TheCaptain wrote:
 Spartan089 wrote:
I actually would rather have 3, however I have no idea how to while maintaining the 3 vendetta, 2 vultures, and 2 HQs for double FOC.


Drop a Chimera?


only 3 scoring units would be a bit too little at 2000 points, ill try the list as is and see how it does with 2 russ' as oposed to 3, now just to come up with viable tactic against meta lists, necrons could be a problem as well as daemons and drop marines.

This message was edited 1 time. Last update was at 2013/01/02 21:44:18


Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Battleship Captain





NYC

 Spartan089 wrote:
 TheCaptain wrote:
 Spartan089 wrote:
I actually would rather have 3, however I have no idea how to while maintaining the 3 vendetta, 2 vultures, and 2 HQs for double FOC.


Drop a Chimera?


only 3 scoring units would be a bit too little at 2000 points, ill try the list as is and see how it does with 2 russ' as oposed to 3, now just to come up with viable tactic against meta lists, necrons could be a problem as well as daemons and drop marines.


No like, just the Chimera.

Vendettas are transports; don't forget that.

Having a squad inside a Vendetta is always nice; great mobility.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

I thought that at 2000 points and the 2x FoC, the minimum was:
2x HQ,
4x Troop

So, the CCS and Primaris with 4x vets is required.

Is the ADL just to allow for the comms relay?
Do the LRBT hide behind it?
Because, if you drop the chimera from the CCS, put them there, too.
Also, drop more if the vets get a ride in the Vendettas/Vlakyries.

One thing I've not worked out yet:
Who can the CCS give orders to? Do vets take orders? Is it just Platoon and Command squads?

This message was edited 1 time. Last update was at 2013/01/03 12:47:13


6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Don't drop any Vets if anything you really need to add more Vets to give you more scoring units. At 2k you need a minium of 6 scoring units to be competitive remember Boys before Toys.

A CCS can give orders to your Vet Squads but you'll find that with a Mech list you won't really be needing to give out orders much because you can't give orders to guys inside transports. Its best to only give orders to the guys whos transports get blowen up.

I know you have your heart set on running 5 flyers but it might be a good idea to drop one to get more men. Why? Because wars are won by having boots on the ground. You need more man power. Plasma Vets are going to be your bread and butter so that would be a good place to start.

I just realised that your CCS has no special weapons so getting them some Plasma would be good as well

This message was edited 1 time. Last update was at 2013/01/03 13:37:57


 
   
Made in us
Librarian with Freaky Familiar






hmmmmm IG tactics you say... why this sounds like a job for..

To many unpainted models to count. 
   
 
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