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Made in us
Drop Trooper with Demo Charge




Brooklyn, NY

Does this look reasonable?

* HQ 1 - Company Command Squad (Bolt Pistol, Standard, Vox) - 72pt

* HQ x - Ministorum Priest (Eviscerator) - 60pt

* HQ x - Ministorum Priest (Eviscerator) - 60pt

* HQ x - Techpriest Enginseer (4x Servo-Arm Servitor ) - 105pt

* Troop 1 - Infantry Platoon - 280pt
** Platoon Command Squad (3xSniper, Vox) - 50pt
** Infantry Squad (Flamer, Lascannon, Vox)- 80pt
** Infantry Squad (Flamer, Lascannon) - 75pt
** Infantry Squad (Flamer, Lascannon) - 75pt

* Troop 2 - Infantry Platoon - 265pt
** Platoon Command Squad (3xMelta, Vox) - 65pt
** Infantry Squad (Flamer, Autocannon, Vox)- 70pt
** Infantry Squad (Flamer, Autocannon) - 65pt
** Infantry Squad (Flamer, Autocannon) - 65pt

* Troop 3 - Infantry Platoon - 265pt
** Platoon Command Squad (3xGrenade Launcher, Vox) - 50pt
** Infantry Squad (Flamer, Missile Launcher, Vox)- 75pt
** Infantry Squad (Flamer, Missile Launcher) - 70pt
** Infantry Squad (Flamer, Missile Launcher) - 70pt

* Fast Attack 1 - 3x Armoured Sentinel Squad (Autocannon, Searchlight) - 183pt

* Heavy Support 1 - Leman Russ Squad - 360pt
** Exterminator (HB Sponsons) - 170pt
** Executioner - 190pt

* Heavy Support 2 - Ordnance Battery (2xBasilisk) - 250pt

* Fort - Aegis Defense Line (Quad-Gun) - 100pt


The basic plan is to have two wings of assault, Troop 2 (3 IS are combined, Ministorum Priest attached) marching behind the armoured sentinels, and Troop 3 (3 IS are combined, Ministorum Priest attached) marching behind the Leman Russ tanks. The Aegis Defense Line will be deployed as far forward as possible, for the infantry to have a safe spot near the middle of the map. The Techpriest Enginseer will be hidden behind the Leman Russ tanks repairing any damage they take from the enemy or Gets Hot! from the Executioner (with 4 servitors, repair roll always succeeds). Troop 1 will sit in the back-field holding any objectives near by table edge. The Company Command Squad will be there with the Standard and "Get Back in the Fight" orders to help any squads that retreat recover, as well as to provide "Bring it Down" and "Fire on My Target" to mainly help Heavy Weapon Teams in the Platoons. Each Platoon Command Squad will stay with their troops mostly for "First Rank Fire, Second Rank Fire" and "Incoming" when things get hairy.

I am deliberately avoiding the following items in my army:
* Flyers - They seem to be over-used and everyone says they are mandatory for IG, which makes me want to not use them.
* Commissars - I just can't get over the idea of killing my own guys.
* Infantry Plasma - If I don't want Commissars killing my guys, I certainly don't want unsafe weaponry doing so as well.

I am deliberately including the following:
* Armoured Sentinels - Everyone says they stink, which just makes me want to find a way to make them work, plus they can shield infantry (especially from assault) as they march up the field.
* Ministorum Priests - Same reason, plus they provide excellent anti-tank.
* Basilisks - Same reason, plus they provide super long range fire.
* Exterminator - Same reason, plus they can help with anti-air and avoid friendly fire.
   
Made in ru
Regular Dakkanaut





Om-nom-nom

Two hellturkeys and you are a toast.
   
Made in no
Devastating Dark Reaper






You should get a Fire Stom Redoubt =D. Or a FW anti air thingy.

This message was edited 1 time. Last update was at 2013/09/24 09:58:36


3000 Guardians of the Covenant
6000 Iyanden not Wraith heavy
1500 Grey Knights Painted
4000 Necron Painted
1000 Dark Eldar allies for Eldar
1000 Tervigon list
Just started Enclave
Waiting for new cody, Lysander is finished
2000 pts Nurgle 
   
Made in us
Drop Trooper with Demo Charge




Brooklyn, NY

AstraVlad wrote:
Om-nom-nom

Two hellturkeys and you are a toast.


A very interesting conundrum, the om-nom-nomming of hellturkeys, that is.

Idea #1: the hellturkey would end up eating so many guardsmen that he would become grounded, and hence I would charge his belly with bayonets and free the nommed guardsmen.

Idea #2: A bit of mathhammer and sheer volume of firepower.

Average Number of Turkey Shoots (Glance or Pen) by FOC Slot:
* Troop 1: 3 Lascannons with "Bring It Down" (grants twin-linked):
= 3 x ( 1/6 (chance of snapshot hit) + 5/6 (chance of first miss) x 1/6 (chance of TL snapshot hit) ) x 4/6 (chance of S9 lascannon glance or pen against AV12) = 0.61
* Troop 2: 3 Autocannons with "Bring It Down"
= 6 x (1/6 + 5/6 x 1/6) x 2/6 (chance S7 to glance/pen AV12) = 0.61
* Troop 3: 3 Missile Launchers with "Bring It Down"
= 3 x (1/6 + 5/6 x 1/6) x 3/6 (chance S8 to glance/pen AV12) = 0.46
* Fast 1: 3 Autocannons
= 6 x (1/6) x 2/6 = 0.33
* Heavy 1: 1 Exterminator
= 4 x (1/6 + 5/6 x 1/6) x 2/6 = 0.41
* Fort: Quad-Gun (BS4)
= 4 x (4/6) x 2/6 = 0.89

Total against AV12: 3.32 glance/pen per turn (1.44 glance, 1.91 pen)
Total against AV10: 6.35 glance/pen per turn (2.78 glance, 3.65 pen)

Moral of the story: flank and shank (get behind the turkey), and scoot and shoot (heavy weapons will have to snap-fire any ways, so you might as well move).

This message was edited 1 time. Last update was at 2013/09/24 18:17:45


 
   
Made in ru
Regular Dakkanaut





madric wrote:

Idea #1: the hellturkey would end up eating so many guardsmen that he would become grounded, and hence I would charge his belly with bayonets and free the nommed guardsmen.

Idea #2: A bit of mathhammer and sheer volume of firepower.


Correction #1: Helldrake is not a FMC -- it can't be grounded. (But it has a 5++ and IWND as any Daemon should)

Correction #2: If you opponent is not totally dumb (or new to the game) he will burn your CCS first, so no "Bring it Down".

Corraction #3: Do you think other 1660 pts of his roster will just sit and wait? Though they definitely can .

Your troops need protection, it's clear as daylight. Daemons will rip them arart in melee, Tau -- shoot to death, artillery heavy IG -- kill with pie-plates and so on. Almost all armies this days have some form of anti-horde weaponry in their lists.
   
 
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