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![[Post New]](/s/i/i.gif) 2014/03/28 00:50:20
Subject: 1000 Points Imperial Guard
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Death-Dealing Devastator
Washington
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So I started collecting IG about a few months ago after getting reacquainted with the hobby, and finally got around to playing a couple of casual games last week to get an understanding of how playing Imperial Guard works. They're a pretty fun army to field and paint, and I've slowly been working on building a mostly infantry heavy list. Here's what I got so far:
Headquarters: 1
Company Command Squad - 135 Pts
Vox Caster, Regimental Standard
Chimera with Heavy Stubber and Heavy Bolters
Troops: 2
First Platoon
Platoon Command Squad - 35 Points
Vox Caster
Infantry Squad - 60 Points
Vox Caster, Grenade Launcher
Infantry Squad - 60 Points
Vox Caster, Grenade Launcher
Heavy Weapons Squad - 75 Points
3x Autocannons
Second Platoon
Platoon Command Squad - 35 Points
Vox Caster
Infantry Squad - 60 Points
Vox Caster, Grenade Launcher
Infantry Squad - 60 Points
Vox Caster, Grenade Launcher
Heavy Weapons Squad - 75 Points
3x Autocannons
Elites: 2
Stormtrooper Squad - 121 Points
6 Stormtroopers, 2 Meltaguns
Stormtrooper Squad - 111 Points
6 Stormtroopers, 2 Flamers
Fast Attack: 1
Scout Sentinel Squadron - 135 Points
3x Missile Launchers
This all comes out to 962 points, so I've got about 40 left to spend still. Maybe some carapace armor on the CCS, or some special weapons?
Also, model wise I'm only one battleforce away from completing this list ( I have everything except for the second platoon and one more sentinel. ) Overall I'm pretty happy with what I've got, I'm mostly just curious to hear if there's any weak spots I need to plug up or if anything particularly bad should be changed. I'm not looking to bring this to any tournaments, I wrote this list with a bit of Cadian fluff in mind ( so please don't kill me for including grenade launchers, or Stormtroopers for that matter, I just really like those guys. )
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![[Post New]](/s/i/i.gif) 2014/03/28 00:55:00
Subject: 1000 Points Imperial Guard
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Longtime Dakkanaut
United States of America
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Ok, what I would do is, since the HWS can be targeted and thus killed off easily make them work for it, put an autocannon in each squad so they gotta kill 8 guys before the heavy weapon, the lone chimera will be targeted out by any AT weapon but if your ok with that then its fine, for stormtroopers I would always take duel meltas to kill any pesky tanks.
As for what you army will really like, an AGL with quad gun, gives you some nice cover in addition to anti air/light tanks.
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![[Post New]](/s/i/i.gif) 2014/03/28 00:59:12
Subject: 1000 Points Imperial Guard
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Speed Drybrushing
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At 1k, I typically bring 2 tanks and 2 flyers. Your biggest problem is a total lack of hard hitting AT. At this point level you should be seeing it. If you want to avoid flyers and tanks (its justified, I prefer ground based army too). Grab an ADL, strip the sentinels down to just multilasers, and sprinkle some lascannons into your squads. The heavy flamer vets are rather useless so you can drop them in favor or giving 5 lascannons to your squads instead.
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![[Post New]](/s/i/i.gif) 2014/03/28 01:05:53
Subject: 1000 Points Imperial Guard
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Death-Dealing Devastator
Washington
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Thanks for the quick replies guys.
Would I want the Lascannon or the Quad-Gun on the ADL for flyers?
Also, are taking HWS's just not that good of an idea as opposed to putting just single teams into Infantry Squads? I Imagine that HWS's would benefit quite well from orders, but if you guys think their survivability would increase enough to justify breaking them up then I'll go for it.
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![[Post New]](/s/i/i.gif) 2014/03/28 01:18:36
Subject: 1000 Points Imperial Guard
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Speed Drybrushing
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You can typically batch your squads together. Some rules we have also benefit none lasguns. Such as "Bring it down" so if you batch 2-3 squads together behind the aegis you have 2-3 TL lascannons, 14-21 lasguns, and 2-3 laspistols all TL. This also makes it harder for your opponent to rip apart those specific models as well. Your area might be better for HWS use but mine is not as they are picked apart easily. Automatically Appended Next Post: Using our current dex, by dropping the flamer ST squad and arguably the other ST squad as supposedly we have lost our deep striking ability (the new dex comes out in a week anyway so sit tight and wait to see if it is true) with them you can free up hundreds of points. Also I would put the HWS platoons into one platoon and keeping the other light, this will allow you to blob up those two platoons if you need to do so, so it can fire on the move instead of forcing snap fire shots on expensive guns. Always use the quadgun as well, it is worth the points. Headquarters: 1 Company Command Squad - 145 Pts Vox Caster, Lascannon Chimera with Heavy Stubber and Heavy Bolters Troops: 2 First Platoon Platoon Command Squad - 65 Points lascannon Vox Caster, 2 Grenade Launcher Infantry Squad - 80 Points lascannon Vox Caster, Grenade Launcher Infantry Squad - 80 Points lascannon Vox Caster, Grenade Launcher Heavy Weapons Squad - 75 Points 3x Autocannons Heavy Weapons Squad - 75 Points 3x Autocannons Second Platoon Platoon Command Squad - 55 Points Vox Caster, 4 Grenade Launcher Infantry Squad - 60 Points Vox Caster, Grenade Launcher Infantry Squad - 60 Points Vox Caster, Grenade Launcher Infantry Squad - 60 Points Vox Caster, Flamer Fast Attack: 1 Scout Sentinel Squadron - 135 Points 3x Missile Launchers Fortification: ADL - quadgun 990 points total. This list takes full advantage of your orders and if you want to make the guardsmen beefier I would drop the sentinels down to Multi-lasers unless you really want those pie plates and used the saved points to beef up your forward scouting platoon or even add in 10 extra bodies by dropping a couple of grenade launchers for more scoring.
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This message was edited 3 times. Last update was at 2014/03/28 01:34:51
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![[Post New]](/s/i/i.gif) 2014/03/28 01:38:13
Subject: 1000 Points Imperial Guard
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Death-Dealing Devastator
Washington
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Ok, I rewrote based on both of your suggestions.
Headquarters: 1
Company Command Squad - 90 Points
Vox Caster, Regimental Standard, Carapace Armor
Dropped the Chimera, it was mostly included because I had the model fully built and painted, but it wasn't really needed, added Carapace Armor for a little more survivability.
Troops: 2
First Platoon
Platoon Command Squad - 35 Points
Vox Caster
Infantry Squad - 70 Points
Vox Caster, Grenade Launcher, Autocannon
Infantry Squad - 70 Points
Vox Caster, Grenade Launcher, Autocannon
Infantry Squad - 70 Points
Vox Caster, Grenade Launcher, Autocannon
Second Platoon
Platoon Command Squad - 35 Points
Vox Caster
Infantry Squad - 80 Points
Vox Caster, Grenade Launcher, Lascannon
Infantry Squad - 80 Points
Vox Caster, Grenade Launcher, Lascannon
Infantry Squad - 80 Points
Vox Caster, Grenade Launcher, Lascannon
Removed HWS's and put the HWT's into Infantry Squads, replaced 3 Autocannons with Lascannons and added one extra Infantry Squad to each platoon with all the extra points gained from adjusting the entire list.
Elites: 1
Stormtrooper Squad - 185 Points
10 Stormtroopers, 2 Meltaguns
I dropped the other squad and instead beefed these guys up with more bodies. I really like them, in both games I played their deep striking meltagun shenanigans served me well, and as for the new rules, I thought they retain their deep striking abilities but lose out on their Special Operations? Either way, as it stands they currently have deep strike, and when the new codex drops I'll see about whether or not I want to keep them anymore.
Fast Attack: 1
Scout Sentinel Squadron - 105 Points
3x Multi-Lasers
Dropped the Missile Launchers. I like them, I may still use them, but if you were thinking that the sentinels will just get popped and I should leave them barebones instead of wasting points, then you're probably right.
Fortifications: 1
Aegis Defense Line - 100 Points
Quad Gun
Added the ADL as you guys suggested.
I like how this looks as well. I worked with what you guys gave me but still tried to bend it to my liking. If you feel that the AT is still too weak, let me know, and I'll try to squeeze in more Lascannons.
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![[Post New]](/s/i/i.gif) 2014/03/28 01:47:25
Subject: 1000 Points Imperial Guard
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Speed Drybrushing
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If your platoon leader squads are not running any heavy weapons remove their vox casters as those points are just wasted on them and drop a single ST to make them a squad of 9 (it means you have to loose 2 troopers instead of 1 for a moral check but it saves 10 more points) this gives you 20 points for a lascannon which you can put on your BS4 veterans in the company command squad. You don't really need the regimental standard in my mind so I would disregard that since the Commander will be working the quad gun.
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![[Post New]](/s/i/i.gif) 2014/03/28 01:52:34
Subject: 1000 Points Imperial Guard
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Death-Dealing Devastator
Washington
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Sorry if this is a dumb question, but why do I need to remove the vox casters from the PCS's if they're not bringing heavy weapons?
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![[Post New]](/s/i/i.gif) 2014/03/28 19:46:19
Subject: 1000 Points Imperial Guard
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Longtime Dakkanaut
United States of America
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Because its pretty much just wasted points.
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![[Post New]](/s/i/i.gif) 2014/03/28 21:01:49
Subject: Re:1000 Points Imperial Guard
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Lone Wolf Sentinel Pilot
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Hey Sir_Bubbles. I would have helped you if you'd posted this on FP too, but eh, here we go.
Sir Bubbles wrote:Ok, I rewrote based on both of your suggestions.
Headquarters: 1
Company Command Squad - 90 Points
Vox Caster, Regimental Standard, Carapace Armor
Dropped the Chimera, it was mostly included because I had the model fully built and painted, but it wasn't really needed, added Carapace Armor for a little more survivability.
Carapace really isn't needed that much, if you want your CCS to be up close in the action/adapatable should you start to get overrun I'd consider taking a power axe/power fist for a counter punch to your opponent's pushes but otherwise, its kind of pointless since the CCS should be out of the way or in cover most of the time.
Troops: 2
First Platoon
Platoon Command Squad - 35 Points
Vox Caster
Infantry Squad - 70 Points
Vox Caster, Grenade Launcher, Autocannon
Infantry Squad - 70 Points
Vox Caster, Grenade Launcher, Autocannon
Infantry Squad - 70 Points
Vox Caster, Grenade Launcher, Autocannon
GL's are a bit naff, honestly, I'd take the extra lasgun and be content with that. Also, you only need one Vox Caster if you're running these in a blob, which you really should be doing, any more points spent on Vox Casters is a waste. If you're not blobbing, do it because otherwise you're conceding easy kill points/first blood and risking leadership issues after taking very few casualties.
Second Platoon
Platoon Command Squad - 35 Points
Vox Caster
Infantry Squad - 80 Points
Vox Caster, Grenade Launcher, Lascannon
Infantry Squad - 80 Points
Vox Caster, Grenade Launcher, Lascannon
Infantry Squad - 80 Points
Vox Caster, Grenade Launcher, Lascannon
Again, no need for the GL's or extra Vox Casters. The Lascannons are a bit iffy, but eh, go with it.
Removed HWS's and put the HWT's into Infantry Squads, replaced 3 Autocannons with Lascannons and added one extra Infantry Squad to each platoon with all the extra points gained from adjusting the entire list.
Elites: 1
Stormtrooper Squad - 185 Points
10 Stormtroopers, 2 Meltaguns
I dropped the other squad and instead beefed these guys up with more bodies. I really like them, in both games I played their deep striking meltagun shenanigans served me well, and as for the new rules, I thought they retain their deep striking abilities but lose out on their Special Operations? Either way, as it stands they currently have deep strike, and when the new codex drops I'll see about whether or not I want to keep them anymore.
Yeah, they still exist until the new Astra Militarum Codex pops up but when that happens they'll be gone. The Scions now run in platoons with a command squad of 5 and up to 5 Scion squads with them per elites choice. Looking at them like that, they've massively improved in the role you're using them for here, since the Command can take up to 4 specials and the Scion squad can take up to 2, although for a bit more points than what you've got costed here.
In the new rules they retain deep strike, lose special operations, get move through cover and are 4 points cheaper each, though you have to pay a 10 point tax for the Sergeant.
Fast Attack: 1
Scout Sentinel Squadron - 105 Points
3x Multi-Lasers
Dropped the Missile Launchers. I like them, I may still use them, but if you were thinking that the sentinels will just get popped and I should leave them barebones instead of wasting points, then you're probably right.
Personally I run Multi-Lasers/HK Missiles or ML's/HK missiles. Both are pretty decent but I'd say the main advantage of Sentinels is disruption by providing cover for vehicles, anti-charge screens and such, but you're not really making great use of them with this list.
Fortifications: 1
Aegis Defense Line - 100 Points
Quad Gun
Added the ADL as you guys suggested.
The main problem with this list is that you've got a gunline that only really puts out effective anti-infantry at 12'' (by which point you have a mound of corpses around your Guardsmen from shooting) and you've got no way to effectively take mid-field/back field objectives.
To solve this issue, I suggest you do either:
1) Valkyrie/Vendetta airborne Vet Squad/PCS
2) An Al'Rahem platoon (probably not the strongest option given your list composition already, but with a revamp it'd work)
3) Free points, take Cypher, shove him in a platoon blob to give them outflank and a host of silly good special rules.
4)You could even have your Stormies become scoring if you took them as allies from their new Codex, though you'd need 15 Stormies minimum I'd expect.
I like how this looks as well. I worked with what you guys gave me but still tried to bend it to my liking. If you feel that the AT is still too weak, let me know, and I'll try to squeeze in more Lascannons.
Automatically Appended Next Post:
If you don't have a Vox Caster in the PCS, all of the Vox Casters are wasted points. You only get the leadership re-roll if both units have the Vox.
If you mean because there is the CCS, honestly unless you plan to cram both platoons tightly together near the CCS, I would keep the extra Vox Casters. Having a moving Command Squad with Vox can be invaluable and so is space.
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This message was edited 5 times. Last update was at 2014/03/28 21:10:41
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![[Post New]](/s/i/i.gif) 2014/03/28 21:09:50
Subject: 1000 Points Imperial Guard
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Death-Dealing Devastator
Washington
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Uh oh Dr. Critic you found me.
I've been strongly considering blobbing them, so I just might do that.
Since it looks like the new codices will be dropping soon I'll probably just have to keep this list in limbo until I can make up my mind about the Stormtroopers.
Should I even keep the Sentinels then? I hear a lot of mixed opinions on them and their usefulness. I just really like the model though so it's more of a " bring it because I want to " choice. Well that being said, my entire list is built around bringing what I want, not what I think will win. But I still appreciate the advice people have been giving me as it's presented some new viewpoints on certain tactics and units.
Thanks for the tips/suggestions though!
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![[Post New]](/s/i/i.gif) 2014/03/28 21:12:41
Subject: 1000 Points Imperial Guard
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Lone Wolf Sentinel Pilot
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Sir Bubbles wrote:Uh oh Dr. Critic you found me.
I've been strongly considering blobbing them, so I just might do that.
Since it looks like the new codices will be dropping soon I'll probably just have to keep this list in limbo until I can make up my mind about the Stormtroopers.
Should I even keep the Sentinels then? I hear a lot of mixed opinions on them and their usefulness. I just really like the model though so it's more of a " bring it because I want to " choice. Well that being said, my entire list is built around bringing what I want, not what I think will win. But I still appreciate the advice people have been giving me as it's presented some new viewpoints on certain tactics and units.
Thanks for the tips/suggestions though!
Depends on A) If the new Codex gives them any buffs/uses and B) If you plan on adding some tanks IMO, the latter is basically the only reason I field them outside of when I'm running fluffy light infantry.
At the moment they're not the most efficient source of fire, but they are mobile firepower that is far more adaptable than heavy weapon squads and resistant to leadership disasters, while being capable of tying things in CC. On a highly competitive level, most people just prefer extra raw firepower.
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This message was edited 1 time. Last update was at 2014/03/28 21:13:50
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![[Post New]](/s/i/i.gif) 2014/03/28 23:04:24
Subject: 1000 Points Imperial Guard
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Speed Drybrushing
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Just remember Bubbles, all of our advice is for maximum win, at the end of the day if you don't have fun you are sorely missing out on Guard. We Guards (and orks due to nature of squishy) live for that hard won victory. We love pulling victory from the jaws of defeat or in some cases Defeat from the Jaws of Victory for some games (lets not get into that).
Bring what you want and try a small squad of conscripts. Their hilarious for massive amounts of cheap FRFSRF game-play that lets you Forge the Guard Narrative.
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![[Post New]](/s/i/i.gif) 2014/03/28 23:59:30
Subject: 1000 Points Imperial Guard
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Longtime Dakkanaut
United States of America
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Bob is correct in all respects, but note, IG (not sure about their new release next week) have a special HQ selection for their LCS (CCS? I can't remember off hand) which lets you buy a special rules "send in the next wave" which basically means they just keep on re-spawning, and the dude gives you some other BRB rules which are ok.
But nothing beats seeing 300+ guardsmen in 1500 points.
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