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Made in gb
Fresh-Faced New User




After many years of playing with Space Marines, i finally decided a change was in order, and plumped for the Imperial Guard. Now, i haven't had any experience playing guard, and to be honest, i havent played that many guard players either, so any knowledge I have of what's good and what's not good comes mainly from this site.

Anyway, I'm trying to go in the direction of the Shooty Army from Hell, preferably an all infantry one ( the idea behind that being that painting up an army of 200 odd infantry and then adding some tanks is easier than willing myself to add 100 troops and an already finished army) and so far, I've come up with the following (my comments are in italics):

Vollengrad 8th - 1750 pts

Doctrines: (There are flexible, though for modelling reasons, I can't take Close Order Drill. All my models are going to be on mini-diorama bases to both look good and reduce the number of bases that need moving each turn, but it means they're stuck in fixed formations)

Iron Discipline
Allow Rough Riders 
Allow Conscripts
Independant Commisars
Veterans 

HQ

Command Platoon
   
Junior Officer w/ Bolter, Honorifica, Iron Discipline
    1 Guardsmen w/ Mortar
    2 Guardsmen w/ Lasguns
    1 Vet w/ Standard, Lasgun

(The idea here is for the unit to hide behind some terrain close to the center of my army and act as a leadership bubble for everything else. The mortar is there just to give them something to do while hiding)

   
Anti Tank Squad
      
3 Lascannons

    Anti Tank Squad
       3 Lascannons

    (I'm not entirely sure about putting lascannons in such fragile squads, but it's only a 5 point upgrade per weapon to go from Missile Launchers to Lascannons, so I feel the extra punch is worth it, even if these squads will be priority targets)

    Fire Support Squad
       3 Heavy Bolters

    Fire Support Squad
       3 Heavy Bolters

    (Though most armies I play are MEQs, it's always nice to have some horde hosers around, and they can always spray at light vehicles and infantry)

HQ Total - 472 pts

Elites

Independant Commissar
   
Close Combat Weapon, Laspistol
   
    (This guy is here to hold the conscripts together. I'd take an Inquisitor or Cannoness, but the tournaments I regular attend (Open War) rather oddly prohibit the use of all Allies - even ones from Inqusitor codexes)


Hardened Veterans
   
3 Veterans w/ lasguns
    1 Veteran w/ Autocannon
    1 Vet Sergeant w/ Bolter

Hardened Veterans
   
3 Veterans w/ lasguns
    1 Veteran w/ Autocannon
    1 Vet Sergeant w/ Bolter

    (Basic idea here is to infiltrate these guys, so they can grab objectives / table quarters, or to position themselves so they can fire at the backs of any transports that head the way of my main force. The enemy can either spend time killing them (which is less stuff headed the way of my main force) or ignore them. Of all my units, these are the ones I'm least sure of)

Elites Total - 172 pts

Troops

Infantry Platoon #1

Command Squad
   
Junior Officer w/ Bolter, Iron Discipline
    3 Guardsmen w/ Lasguns
    1 Guardsmen w/ Autocannon

    (Idea here is to try and target light vehicles and transports with the autocannon, and provide some backup leadership for the rest of the squads)

4 Infantry Squads
   
1 Sergeant w/ Lasgun per Squad
    1 Guardsmen w/ Missile Launcher per Squad
    1 Guardsmen w/ Plasma Gun per Squad
    7 Guardsmen w/ Lasguns per Squad

(Seeing as most armies I come accross will have 3+ saves, these squads will be doing lost of killing, and arn't too shabby at taking out tanks either. My only worry is that I may have too many missile launchers, and lack the extra punch that Lascannons offer against heavier tanks and Terminators, especially as my only Lascannons are in support squads)

Infantry Platoon #2

   
As Previous Infantry Platoon

Conscripts
    40 Conscripts w/ Lasguns

(The enemy will almost certainly reach my lines, so these guys have been set that task of swarming any enemys, and hold them as long as possible. The Commisar will join these, but due to his independantly targetable status in close combat, will stand at the very back of any combat like a true hero of the Imperium to keep his leadership in place as long as possible (and preferably in range of my commander's leadership bubble for extra security)

Troops Total - 962 pts

Fast Attack

Rough Riders
   
5 Riders w/ Hunting Lances
    1 Vet Rider w/ Hunting Lance, Laspistol

Rough Riders
   
5 Riders w/ Hunting Lances
    1 Vet Rider w/ Hunting Lance, Laspistol

(Where as the conscripts hold the enemy, these riders hope to do some actual damage. They'll counter charge any enemys that get too close, and once their lances are used, gallop off and cap objectives and quarters assuming there's enough of them left)

Fast Attack Total - 144 pts

Total - 1750 pts


Vital Statistics:

6 Lascannons
6 Heavy Bolters
2 Autocannons @ BS4
2 Autocannons @ BS3
8 Missile Launchers
8 Plasma Guns

Now, my main concerns with this list are that I maybe lack the extra punch upgrading some or all of my missile launchers to Lascannons would bring, the validity of my Vets and their role, just what to do against Whirlwinds and other indirect artillery, and the lack of mobility (which will cause problems holding objectives)

Any help appreciated.

   



   
Made in us
Dakka Veteran




NJ

As far as your Vets go, drop the AC and add 3 Plasma Guns each.

I would drop the Missile Launchers alltogether and switch them out for a combo of AC's and LC's. 4 more LC's for ya and some extra shots for transports.
   
 
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