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Made in us
Hardened Veteran Guardsman





NYC

First time poster here. I've been lurking around for a while trying to gather info on IG formations/armies. I played IG and SM in 3rd edition and haven't played in about 10 years. I got back into IG recently and am amazed how much everything has changed. I've pieced together what I think is a decent "all rounder" list and was wondering what everyone's thoughts and feedback is. Basically, I want to keep all of the infantry listed in any 1500 point formation I would use (about 800 points worth) and I am trying to utilize the remaining 600 to 700 points towards specialization. Thanks in advance for your help and I'm interested to see what everyone thinks!

HQ:
Company Command Platoon - 115 points
-Vox, Medic, Regimental Standard, Plasma Gun

Troops:

Two (2) Identical Infantry Platoons - 490 points
-Platoon Command Squad - Vox, Medic, Regimental Standard, Plasma Gun
-Infantry Squad - Vox, Plasma Gun, Autocannon
-Infantry Squad - Vox, Plasma Gun, Autocannon

Veteran Squad - 250 Points
-3 Plasma Guns
-Vendetta Gunship (dedicated transport & AT)

Veteran Squad - 235 Points
-3 Melta Guns
-Vendetta Gunship (dedicated transport & AT)

Heavy Support:

Leman Russ Exterminator - 170 points
-Heavy Bolter Sponsons

Leman Russ Executioner - 230 points
-Plasma Cannon Sponsons

Grand Total: 1490 points

This message was edited 1 time. Last update was at 2013/08/12 19:25:35


 
   
Made in gb
Is 'Eavy Metal Calling?





UK

AngularDeath wrote:
First time poster here. I've been lurking around for a while trying to gather info on IG formations/armies. I played IG and SM in 3rd edition and haven't played in about 10 years. I got back into IG recently and am amazed how much everything has changed. I've pieced together what I think is a decent "all rounder" list and was wondering what everyone's thoughts and feedback is. Basically, I want to keep all of the infantry listed in any 1500 point formation I would use (about 800 points worth) and I am trying to utilize the remaining 600 to 700 points towards specialization. Thanks in advance for your help and I'm interested to see what everyone thinks!

HQ:
Company Command Platoon - 115 points
-Vox, Medic, Regimental Standard, Plasma Gun


CCS are always a good choice, but I would drop the medic, as it a tad expensive for FNP for 5 guys. The standard is always useful, but the vox not so much, and I would swap the Plasma gun for a lascannon team, as it has longer range and adds more to the army for only a slight increase in cost.



Troops:

Two (2) Identical Infantry Platoons - 490 points
-Platoon Command Squad - Vox, Medic, Regimental Standard, Plasma Gun
-Infantry Squad - Vox, Plasma Gun, Autocannon
-Infantry Squad - Vox, Plasma Gun, Autocannon


Again, I would drop the vox and plasmaguns on the PCS, as well as the Platoon standard, they are far less useful than the one in the CCS is. Using the points to give each PCS 4 flamers gives you a great defensive unit.

For the infantry squads, the setup is good, and the s7 synergises nicely. The points you can save by dropping the vox casters would let you upgrade one AC to lascannons, though, which are even better. If you can find the points to upgrade all of them, it's worth doing.


Veteran Squad - 250 Points
-3 Plasma Guns
-Vendetta Gunship (dedicated transport & AT)

Veteran Squad - 235 Points
-3 Melta Guns
-Vendetta Gunship (dedicated transport & AT)


Can't go wrong here, 2 very compatative units.


Heavy Support:

Leman Russ Exterminator - 170 points
-Heavy Bolter Sponsons

Leman Russ Executioner - 230 points
-Plasma Cannon Sponsons


These look like good setups, with well-defined roles (key for IG), and complement each other nicely.


Overall, this is a solid and competative list, with only a few changes needed to make it better. Welcome back to the guard, and good luck with the list.

hope that helps.

 
   
Made in us
Hardened Veteran Guardsman





NYC

Thanks for the feedback. Just a few questions about stats and/or dice rolls given the suggestions you've made. Granted, I'm not sure how to math hammer as this perspective is new (and incredibly helpful) to me, but when I see stats behind an explanation such as yours I tend to better understand one's reasoning.

1. Why drop the vox casters? Statistically speaking, are they ever worth using? The reason why I've equipped every squad with one was to basically prevent failed order roles when I need the orders to be successfully issued in those sticky situations. I understand I could save 45 points if I removed them from my army altogether, however.

2. Why attempt to phase out autocannons with lascannons? I understand its str 9, ap 2, but from all my digging around and lurking it was to my understanding that the autocannon is the best weapon to equip infantry squads with, as its a solid "all rounder" weapon and has a better probability of making kills. For especially serious AT I was planning on relying on the two Vendettas with their meltavet payload. With the Vendettas I realize I might be in trouble for a few turns if AV14 vehicles and tanks show up, since you have to bring flyers in as reinforcements, correct? Do you think this is a chance worth taking?

Finally, I really like your idea of equipping as many flamers as I can in the Platoon command squads. That could prove interesting when the enemy gets too close
   
Made in us
Regular Dakkanaut




I have a similar background as you and am kind of in the same boat. This is what I have found so far over the summer. Keep in mind I have only played 3 games and I have no idea what i'm doing yet.

AngularDeath wrote:

HQ:
Company Command Platoon - 115 points
-Vox, Medic, Regimental Standard, Plasma Gun


Mine has Commander, Vox unit, Lascannon team. 2 Plasma vets and carapace armor that gives them a 4+ saves.
Basically the thought is to have this unit sit back, pop off some ranged shots and issue orders to the 2 PIS

AngularDeath wrote:

Troops:

Two (2) Identical Infantry Platoons - 490 points
-Platoon Command Squad - Vox, Medic, Regimental Standard, Plasma Gun
-Infantry Squad - Vox, Plasma Gun, Autocannon
-Infantry Squad - Vox, Plasma Gun, Autocannon


I would say for both PCS and CCS you want to have more than one special weapon. IG seems to be all about getting guns that are NOT lasguns into the list. Keeping guys alive w/ the medic is probably not the best use of pts, for example. I'm gonna try out having a Commander w/ BP, Vox unit, and 3 Sniper Rifles and see how it goes against Dark Angels this thursday.

The problem w/ PG in IS is that with a lower BS of 3 they dont hit sas often and can get hot. I'm pretty much leaning towards GLs and Flamers for my infantry special weapons for my IG force.

AngularDeath wrote:
Veteran Squad - 250 Points
-3 Plasma Guns
-Vendetta Gunship (dedicated transport & AT)

Veteran Squad - 235 Points
-3 Melta Guns
-Vendetta Gunship (dedicated transport & AT)


I like this and plan on having the same layout for the vet squads in my army. BS 4 is much better for the expensive special weapons.

AngularDeath wrote:


Heavy Support:

Leman Russ Exterminator - 170 points
-Heavy Bolter Sponsons

Leman Russ Executioner - 230 points
-Plasma Cannon Sponsons

Grand Total: 1490 points


I don't know much about the tanks and would love to get feedback in this thread. One idea that I've heard is that you shouldnt put sponsons on LR tanks with battle cannons because if you fire the main weapon the rest of the guns snapshot.... is this true?

 
   
Made in us
Longtime Dakkanaut






A few things:


Vet Squads: If they're riding in Vendettas, give them Melta Guns. Plasma Vets do better in Chimeras...they're pricey but have good range so you want them shooting from T1/2.

Infantry Squads: Plasma Guns are fine here but I'd recommend Lascannons. Also, Commissars are probably going to be more useful to you than Regimental Standards. As other posters have said, FNP on T3 dudes is pretty worthless so I'd ditch the medics.

Buff the CCS out to 4 Special Weapons. IG wins games by filling its Special Weapons slots. Unit upgrades take points away from your ability to do this unfortunately.



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Made in us
Malicious Mutant Scum






You have gotten a lot of good advice so far. So I will just chime in on what I think the biggest things are to help you out. I will be repeating some of what is already said but I hope that will just reinforce the usefulness of past suggestions.

HQ:
Drop medic, not worth trying to save them. Get use to Guard dying, that part hasn't changed in 10 years.
And yes, try to get as many plasmas in that unit as you can.
Vox isn't really all that bad since you have 2 platoons on foot.

Troops:

Infantry are cheap and better with more, if you can get more squads do it. I know it might be asking for a lot but you could save points with your heavies.
Yep, give the PCS 4 flamers, it is almost mandatory.
Drop the medic like I said before.
Get commisars, they are an essential cog to the blob squad. You won't regret it.
Use AC or LC, everyone has a different preference. Both are decent but the AC might have the edge because it makes BS 3 more forgiving.
Vox is an decent choice, you are on foot and can receive orders. Orders are like free psychic powers so get the best use out of them that you can.

Veteran Squads:
Right on target my IG brother, these are the bread and butter of our troops. If you add any doctrines make it Demolitions for the demo pack to clear objectives.
Vendettas are practically mandatory for any guard list, they are a steal for the price.
Air Caving veterans is perfect, just don't go into hover mode to early in the game so to protect the troops from crashing and burning.

Heavy Support:
Well, the Exterminator isn't my cup of tea and it's too pricey for the wimpy guns you get.
Get a Leman Russ, run it 'lean & mean' with no upgrades. You get a lot of bang for your buck. And remember if you fire the cannon you can only snap shot your other weapons, including sponsons so leave them off.
An Executioner is a fine tank but very pricey (you are paying close to the cost of a land raider), you might be better served swapping it for another Leman Russ and using the left over points to improve troops and get commisars.

Good Hunting, Commander!


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909th Armageddon Steel Legion
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Made in us
Beast Lord





Platoon command squads cannot take medics, nor can they take regimental standards; they can only take platoon standards.

   
 
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