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Made in gb
Bounding Assault Marine




Birmingham, UK

Ok, here's an idea for you:

My main opponents will be (where 2 are listed, it means my mate hasn't decided):

Tau/Grey Knights
Orks/Necron
Eldar
Tyranids

I decided to take Imperial Guard to take them on. We are playing 5K per side Mega-Battles. I am likely to be facing Titans, Super-Heavy Vehicles, Gargantuan Squiggoths and the odd Flyer (Tau).

I am really struggling to make a list that both looks cool and is really effective. I love the idea of lots of Infantry and big nasty tanks, hence Imperial Guard are perfect.

We are limited to just 2 Detachments each.

Please could you veterans give me a hand with this list? I am not totally happy with it, but I can't work out why... it just seems to lack firepower.


Detachment 1: Imperial Guard                       
                       
Doctrines
Techpriest Enginseers
Iron Discipline
Close Order Drill
Light Infantry
Xeno-Fighters: ? (Eldar or Orks - what do you reccomend?)           
       
HQ
   
Command Platoon   
Command Squad - Heroic Senior Officer: Bolt Pistol, Power Weapon, Iron Discipline. Veteran: Laspistol, CCW, Company Standard. 3 Guardsmen: 3 Laspistols & CCWs. Light Infantry & Xeno-Fighters: ?.   
                    107   
                       
Anti-Tank Squad - 6 Guardsmen: 3 Lasguns, 3 Missile Launchers. Light Infantry & Xeno-Fighters: ?.   
                    110   

Anti-Tank Squad - 6 Guardsmen: 3 Lasguns, 3 Missile Launchers. Light Infantry & Xeno-Fighters: ?.   
                    110   
                       
*Allies* Ordo Hereticus Inquisitor Lord    - Plasma Pistol, Power Weapon, Divine Pronouncement, Excruciators & Frag Grenades. 3 Warrior Henchmen: 3 Hellguns, Targetters, Frag & Krak Grenades. Valkyrie: Hull-Mounted Lascannon, 2 Door Mounted Heavy Bolters, 2 Hellstrike Missiles.   
                    301   
                       
Elites

Techpriest Enginseers - 1 Enginseer: Laspistol, Power Weapon, Servo-Arm, 4 Technical Servitors.   
                    85   
                       
*Allies* Officio Assassinorum Operative - Eversor Assassin.   
                    95   
                       
Troops   

Infantry Platoon 1   
Command Squad - Junior Officer: Bolt Pistol, Power Weapon, Iron Discipline. 4 Guardsmen: 2 Lasguns, 2 Grenade Launchers. Light Infantry, Xeno-Fighters: ?.   
                    82   
                       
Infantry Squad 1 - 10 Men: 8 Lasguns, Meltagun, Autocannon. Light Infantry, Xeno-Fighters: ?.   
                    100   

Infantry Squad 2 - 10 Men: 8 Lasguns, Meltagun, Autocannon. Light Infantry, Xeno-Fighters: ?.   
                    100

Infantry Squad 3 - 10 Men: 8 Lasguns, Meltagun, Autocannon. Light Infantry, Xeno-Fighters: ?.   
                    100

Infantry Squad 4 - 10 Men: 8 Lasguns, Meltagun, Autocannon. Light Infantry, Xeno-Fighters: ?.   
                    100
                       
Infantry Platoon 2   
Command Squad - Junior Officer: Laspistol, Power Fist, Iron Discipline. 4 Guardsmen: 2 Lasguns, 2 Plasma Guns. Light Infantry, Xeno-Fighters: ?.   
                    100   
                       
Infantry Squad 1 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93   

Infantry Squad 2 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Squad 3 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Squad 4 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Squad 5 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Platoon 3   
Command Squad - Junior Officer: Laspistol, Power Fist, Iron Discipline. 4 Guardsmen: 2 Lasguns, 2 Plasma Guns. Light Infantry, Xeno-Fighters: ?.   
                    100   
                       
Infantry Squad 1 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93   

Infantry Squad 2 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Squad 3 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Squad 4 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93

Infantry Squad 5 - 10 Men: 8 Lasguns, Grenade Launcher, Heavy Bolter. Light Infantry, Xeno-Fighters: ?.   
                    93
                       
Infantry Platoon 4
Command Squad - Junior Officer: Bolt Pistol, Power Weapon, Iron Discipline. 4 Guardsmen: 1 Lasgun, 3 Flamers. Xeno-Fighters: ?.   
                    74   
                       
Infantry Squad 1 - 10 Guardsmen: 9 Lasguns, Plasma Gun. Xeno-Fighters: ?.   
                    75   

Infantry Squad 2 - 10 Guardsmen: 9 Lasguns, Plasma Gun. Xeno-Fighters: ?.   
                    75   

Infantry Squad 3 - 10 Guardsmen: 9 Lasguns, Plasma Gun. Xeno-Fighters: ?.   
                    75   
                       
*Allies* Inquisitorial Storm Troopers - 10 Storm Troopers: 8 Hellguns & Targetters, 2 Flamers. Valkyrie: Hull-Mounted Lascannon, 2 Door Mounted Heavy Bolters, 2 Hellstrike Missiles.   
                    282   

*Allies* Inquisitorial Storm Troopers - 10 Storm Troopers: 8 Hellguns & Targetters, 2 Flamers. Valkyrie: Hull-Mounted Lascannon, 2 Door Mounted Heavy Bolters, 2 Hellstrike Missiles.   
                    282   
                       
Fast Attack   

Hellhound - Turret Inferno Cannon, Hull Heavy Bolter, Extra Armour, Pintle Heavy Stubber.   
                    137   

Hellhound - Turret Inferno Cannon, Hull Heavy Bolter, Extra Armour, Pintle Heavy Stubber.   
                    137
                       
Heavy Support
   

Basilisk - 1 Basilisk: Indirect Fire, Infernus Shells.   
                    125   

Basilisk - 1 Basilisk: Indirect Fire, Infernus Shells.   
                    125

Basilisk - 1 Basilisk: Indirect Fire, Infernus Shells.   
                    125
                       
Detachment 2: Super Heavy Tanks                       
                       
Super Heavy Tank 1 - Stormblade: Improved Comms, Smoke Launchers.   
                    534   

Super Heavy Tank 2 - Stormblade: Improved Comms, Smoke Launchers.   
                    534   
                       
                    5000 exact.

Platoon 1 Infils onto a flank and takes on Skimmers etc early. Melta to try to stop Wraithlords, Avatars, etc at close range.

P2 and 3 are the line fighters. Designed to kill Sv4+ Infantry. Command HQ is there to bolster leadership.

P4 'babysits' the Basilisks, at the back of the baord, to protect versus Deepstrikers & fast things (Grey Knight Termies, Swooping Hawks, etc).

Bassies pound a hole in the enemy lines into which the Storm Troopers and Inquisitor deploy, should be lethal versus Eldar with the Excruciators (note: Inq Lorr model). Valkyries then go tank-hunting in a 'squadron' of 3.

Super-Heavies advance up a flank, obliterating suff in their way. They are guarded by the Hellhounds, to drive off Deepstrikers, and the Techpreis walks with them to repair damage.


My main concerns are:

1) Eldar Plusars/Bright Lances making Swiss Cheese out of the Stormblades.

2) Do I have enough Infantry?

3) do I have enough anti-tank - or is it less needed against Skimmers, Orks, 4+ troops?

4) Is the army any good at all?

5) Are the Allied choices any good? Should I do anything different?

This is totally pre-buy, so can do anything and everything with it. All I nkow is that I would like to try to keep some sort of super-heavy vehicle (or two - target saturation rocks!) in the force.

Any help would be most appreciated.
   
Made in us
Clousseau





Wilmington DE

Take a standard1850 HBMC list with lots of HB and lascannons, hellhounds and basilisks.

Double it.

Get a couple of super-heavies as well.

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Hmm...

While you might have a whopping 5000 points to play with, there still no reason to 'bloat' your choices if you can end up bringing more squads.

Take your HQ as a good example:

HSO? Why? Honorifica saves you 5 points.
Bolt Pistol? Why? You get a point back, a point better used for adding something more vital (may buy you EA on a tank, or give you  Searchlight if you're playing Nightfight 1st Turn or whatever - which I would suggest in a game this big to avoid 1st Turn Win Syndrome).
Power Weapon? What? Why are you fighting in HTH anyway? 5 points saved.
Xenos-Hunters? Xenos Hunters? 5 points there.

For the moment, keep the HSO, and give the Honorifica to someone else. It never hurts to have two Ld9 bubbles, especially for a game this size.

The Hereticus Lord. For 20 points you can have the Liber Heresius. It will allow you to choose the table edge. If that does not come into play in your game, don't worry about it, but if you are picking sides randomly, that could be very useful. Overall though, Inquisitors suck are pretty much everything. Psychic powers are junk. They're T3 ICs, so they shouldn't be fighting in HTH, and Perils insta-kills them. By all means, take them for the Valkyrie, but leave it at that. Inquisitors just aren't very good units.

Other problems:

1. Missile Launcher AT Squads. You have 5000 points. You can afford Lascannons. Don't try to compromise with a 'versitile' weapon. The Guard have no need for versatility within units.
2. Tech-Priest Enginseer? Just about the worst unit on the Codex. Ditch him immediately, take Veterans.
3. Eversor? In a game this size he's cannon fodder. He can't hide, he's an Independant Unit remember (not an IC), and he's T4, so if he meets up with Mr. Power Fist or anything like that he's finished. Callidus is the order of the day. The ability to ignore Invulnerable saves cannot be over-looked, you can go after small units of Guardians/Dark Reapers etc. and wipe them out. Flame whole units of Ork Buggies or Vypers (instant shaken!), or hit that Ethereal 2nd turn.
4. Grenade Launchers in Command Squads? No. Don't take them. 4 Flamers, or 4 Plasmas, or 4 Meltas. Anything but GLs.
5. Autocannons and... Meltas? What? Meltas are about the worst guns to put in Infantry Squads (yes, even worse than GLs). Plasmas go with ACs (all S7).
6. Grenade Launcher/HB = the bad. If you want firepower, take Plasma Guns. 2 more points for a better strength and AP. If you want points conservation, take Flamers.
7. All your platoons are ill-equipped. The idea of taking squads of infantry without heavy weapons, especially at 5000 points, is absurd.
8. Lascannons, Lascannons, Lascannons. You have none in your squads.
9. Xenos-Hunters is a waste. You drop that and you net 120 points. That's a lot of points. That's almost a Basilisk. You don't need it Xenos Hunters.
10. Your points are off. Stormblades are 555 base, 578 with what you've given them. Basilisks with Infernus would be 130, not 125.

Good points:

1. Lots of Infantry.
2. 3 S9 AP3 Infernus Markers a turn. OUCH! You're going to lose friends in this game because of the Bassies. Be prepared to bring up the page reference where it says 'auto-fallback when touched by template' the turn you start using them otherwise you're going to have an argument on your hands the first time the Ork player has to move 60+ models away from your forces thanks to some lucky scatters.

Overall this list is easy to fix, because the overall structure is sound. You just need to lose the bloat and take units that enhance the fact that it's a mega game.

Rebuilding would be:

Doctrines:
Close Order Drill (all units that can have it, have it)
Drop Troops (all units that can have it, have it)
Light Infantry (all units that can have it, have it)
Veterans
Iron Discipline

CHQ (96)
HSO w/LP & CCW + Iron Discipline
Vet w/Standard
Light Infantry

AT Squad (120)
3 Lascannons + Light Infantry

AT Squad (120)
3 Lascannons + Light Infantry

Hereticus Inquisitor Lord (85)
BP & CCW + Psychic Hood or Liber Heresius (depending if the LH will any effect upon the game you're going to play)
3 Familiars

Callidus Assassin (120)

H-Vets (76)
Sergeant w/Bolter
3 Meltaguns

H-Vets (76)
Sergeant w/Bolter
3 Meltaguns

Infantry Platoon (537)
JO w/Honorifica Imperialis + Iron Discipline
Squad w/AC + Plasma
Squad w/AC + Plasma
Squad w/AC + Plasma
Squad w/HB + Flamer
Squad w/HB + Flamer
All: Light Infantry

Infantry Platoon (512)
JO w/Iron Discipline
Squad w/AC + Plasma
Squad w/AC + Plasma
Squad w/AC + Plasma
Squad w/HB + Flamer
Squad w/HB + Flamer
All: Light Infantry

Infantry Platoon (475)
JO w/Iron Discipline
Squad w/LC + Plasma
Squad w/LC + Plasma
Squad w/LC + Plasma
Squad w/LC + Plasma
All: Light Infantry

Infantry Platoon (475)
JO w/Iron Discipline
Squad w/LC + Plasma
Squad w/LC + Plasma
Squad w/LC + Plasma
Squad w/LC + Plasma
All: Light Infantry

Inquisitorial Stormies (245)
5 Stormies w/2 Plasma Guns
Valkyrie w/Lascannon + 2 HBs + 2 Hellstrikes + Flare Launcher

Inquisitorial Stormies (245)
5 Stormies w/2 Plasma Guns
Valkyrie w/Lascannon + 2 HBs + 2 Hellstrikes + Flare Launcher

Hellhound (136)
Inferno Cannon + Hull HB + S-Light + Smoke + ExAr + Pintle Stubber

Hellhound (136)
Inferno Cannon + Hull HB + S-Light + Smoke + ExAr + Pintle Stubber

Basilisk (130)
Earthshaker w/Infernus Shells + Hull HB + Indirect

Basilisk (130)
Earthshaker w/Infernus Shells + Hull HB + Indirect

Basilisk (130)
Earthshaker w/Infernus Shells + Hull HB + Indirect

Stormblade (578)
Plasma Blastgun + 2 Lascannons + 2 TL-HBs + HB + S-Light + ExAr + Improved Comms

Stormblade (578)
Plasma Blastgun + 2 Lascannons + 2 TL-HBs + HB + S-Light + ExAr + Improved Comms

5000 exactly
251 models

That is more effective.

[EDIT]: I see the Stormblades always come with S-Lights, so I moved them to the Hellhounds.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Bounding Assault Marine




Birmingham, UK

Cheres for the input H.B.M.C. I was really hoping you would drop by.

Something I have to query though: Do I need Lascannons - my mates play Tau and Eldar, the third being wither Orks or Necron. I am guessing some would be useful, in the Anti-Tanks, but do I need more than that?

Also, in the Platoons, should I give them Autocannons or Missile Launchers? The Missiles would be Instant-Death versus ICs and Necrons, but the Autocannon has more shots. What would you advise in a game this size?

Also, I am thinking of swapping the Stormblades for an Amroured Company, likely Conqueror heavy (I know this isn'th the MOST efficient tank in the world, but should be murder against 4+ Sv infnatry). This would be supported by Destroyer Tank Hunters, and given "Blessed by the Mechanicus" to protect against the many, many Eldar Bright Lances and Pulsars. Is this a sound idea, or totally pointless?

Would taking the Armoured Company influence the weapons I give the Platoons, since the Tanks are murder to Infantry, should I give the Platoons Missiles?

I am likely to drop the Inquisiton units, but MAYBE still take the Inq and add a Callidus, for nastiness. Jump out on some Broadsides? Yes please!

Thanks for the help so far, it has been most useful. Am re-doing the list, but would like some feedback on the ideas I have had.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

If you're going to drop the two Stormblades to take an AC, do not take the Armoured Company list from WD. Take the Armoured Battlegroup list from Imperial Armour Volume 1 and max out on Leman Russes w/Slick Crew. Gives each Russ 2 shots, once per game. Having 6 Russes on the table putting out 12 Pie Plates in a single turn is an Alpha Strike that no one can ignore.

Plus, overall, whilst more complicated, the Armoured Battlegroup is a better list than the Armoured Company. No ultra expensive HQs and tank aces. No 'Aces High' rule. Sure, no blessing of the machine God whatsit upgrades, but big deal - they're all overpriced anyway.

Conquerer is junk. Stick to the stock Russ. There are few 'package deals' that are as good as the stock Russ. Vanquishers are good as well, especially when given to BS4 company commanders!

Missile Launchers in squads? No. Emphatic no. 2 S7 shots are better than 1 S8 shot. If you take 6 ACs (as my list above has), you get 72 shots a game, which is 12 damaging hits vs AV12 per game. 6 MLs, for the same cost, get 9 damaging hits vs AV12 per game. For AV11 it is 18 vs 12. For AV10 it's 24 vs 15. And for AV13 it is 6 vs 6, so even when the AC needs a 6+ to case damage, it still equals the ML. And for AV14? Well, that's what the Lascannons are for.

Which brings me to my next point - Yes, you need Lascannons. At 5000 points, with the list above, you put out 14 infantry-based Lascannon shots a turn. That's 84 shots a game and 4.67 dead Land Raiders per game. You hit any tank with 5+ Lascannon hits, and it is in trouble. Combine that with the Lascannons/Hellstrikes on the Valkyries, the obvious Lascannon/Plasma Blast Gun combo on the Stormblades, and the Veteran Meltas/Stormy Plasmas, and you should be able to demolish all vehicle opponents.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Bounding Assault Marine




Birmingham, UK

I agree that the Leman Russ is an awsome tank, it's really cheap for what it does. But what is so bad about the Conqueror? It hrows out a LOT of shots with 3 HBs, Co-Axial SB and Pintle SB and the Main Cannon - whih is just as deadly against Tau/Eldar/Orks as an Or. blast, no?

I was going for a fast-moving "assault" tank army, to really punish a flank with - but should I do this with a mix of Leman Russes and Demolishers instead of the Conqueror? It would naturally be supported by a Platoon of infantry, packing anti-tank weaponry.

The alternative is to have 3 Baneblades instead of the Armoured Battlegroup (I agree that its a better list, on looking at it) - but surely these are just dead to enemy Bright Lances?
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

If you want anti-infantry death, take an Exterminator. TL Autocannon Turret, 3 HBs, and with a Heavy Stubber, it'll pump out 14 shots per turn.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Corpsman is correct. If you want a mobile Russ, the Exterminator is your best bet. TL-Autocannon, 3 HBs and a Stubber. Give it Extra Armour so it can keep moving and you've got a very nice, very mobile tank.

And each Baneblade is gonna set you back 634 points (or something close to that), so you'd have to drop some things in order to take them over the Stormblades. Granted, Baneblades are better tanks, and probably the best Super Heavy there is, but you'll have to give up nearly 100 or so points worth of stuff to take them.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Bounding Assault Marine




Birmingham, UK

Right, I am beginning to think, after much testing, that I actually need to use Storm Troopers, mechanised to maintain the pace of the Armoured advance.

So, do I put them in a Valkyrie (expensive, comes on at random, but packs serious firepower) or a Chimera (fragile, but packed with anti-Inf firepower to the teeth).

Then, what Battle Tanks do I support this advance with? The Stock Russ gives some nice pie-plates to compliment the advance, the Vanquisher could give needed anti-Tank, the Exterminator os more Firepower, and there is a heap of other IA stuff out there...

I like to play the Guard aggressively, which I know is normally suicide, but in play testing it has proved to be rather effective (more so than a static gunline anyway - especially versus Eldar and Tau). How can I make a Guard army with the ability to move around well, whilst packing some serious firepower? A local Blue-shirt suggested taking no Heavy in the Gaurd squads (it's what he does) to keep Platoon strength units moving up the field. He keeps all the heavies in the small squads available to Guard - I can see some merrits to this, but also major weaknesses (vulnerability of AT fire, for one thing).

Any help from some true Vets, like I have had so far?
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

I prefer the Vanquisher, simply because it has the regular firepower of the Russ with an extre 24" range (not that it matters on 6'x4' boards), and because that it can use the penetrator on the move. If you were Armored Company, you could make it a Command Tank with BS 4, or use Armored Battlegroup and get a pair of tankbusting shots in one turn with Slick Loaders. With BS 3 in a non-Armored Company/Battlegroup list, I'd suggest the stock Russ though, with Exterminators for infantry-killing firepower wherever you feel you're lacking.

I'd trade your Storm Troopers in for a trio of 5-man H. Vets packing 3 Meltas and a bolter on the mandatory sarge (doubletapping rear armor, etc). This'll get you 2-3 dead enemy tanks for the price of one (assuming average scatter rolls).

Can't say much about the no-heavy platoons. I've never done it before, but I can't say I'd be comfortable with the idea of chucking a ton of GEQs at my opponents. They'd get cut to pieces, and my sudden numerical advantage would disappear.

I'll post a list of revisions later when I have my codex handy (I don't know the exact points value of the Baneblade - I'm going with HBMC's 634 for the time being).

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in gb
Bounding Assault Marine




Birmingham, UK

Ok, I've been struggling for a while now, and your advice has helped. But I still can't seem to create an army that I beleive to be worth it at 5,000 points.

So, I've decided to build from the ground-up, humbly seeking advice from veteran players along the way.

And, back to basics:

1) My enemies will be Eldar, Tau and Orks.

2) I like Infantry, and (somewhat unfortunately for building decent lists) the Gaunt's Ghosts books. I beileive Infantry is the key to winning any game, but...

3) I love tanks. Armoured Blitzkrieg is my way of playing these units of (albeit vulnerable) destruction. I can invisage a force of Armoured vehicles ploughing into the flank of an enemy formation (having blasted a channel through) as Infantry peppers the front with firepower, and EMERGENCY assaults (playtesting has reveled that it truly is sometimes more valuable to charge a unit than shoot it - particularly if en-masse enough to win (possible vs Guardians and Tau) or suicidally, to allow me to re-deploy a part of the Firepower.

4) Its a big board - going to be at lest 10ft along one edge. This means getting the Infantry into range is tricky (Infiltrate, or Tansports) and gives the enemy the upper hand early on (unlimited range Seeker missiles, etc).

5) Limited to a MAXIMUM of 2 Detachments.

6) Have access to Imperial Armour AND the AC rules.

So (since I'm working up), what units can you advise I take, based on the enemies I will be facing, and my listed (brief) criteria, and what to leave well alone. Like on the Store shelf.

Any help would be most appreciated.
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

As promised, here's the list I've come up with.

5000 Point Imperial Guard

Doctrines (same as HBMC's listing):
Light Infantry
Close Order Drill
Iron Discipline
Drop Troops
Veterans


Headquarters - 326 pts

Command HQ - 86 pts
Heroic Senior Officer w/ Iron Discipline
Staff (4) w/ Company Standard

(2) AT Squad - 120 pts each
3 Lascannons + Light Infantry


Elites - 456 pts

(6) Hardened Veteran Squad - 76 pts each
Vet Sgt w/ Bolter
H. Vets (4) w/ 3 Meltaguns
Deepstrike

Troops - 2479 pts

Infantry Platoon 1 - 506 pts

PHQ - 81 pts
JO w/ Honorifica Imperialis, Iron Discipline
Staff (4) w/ Company Standard (not sure if it's legal for PHQ's to take flags, so if not, just replace this with a pair of flamers)

(5) Squad w/ Autocannon, Plasma Gun - 85 pts

Infantry Platoon 2 - 377 pts


PHQ - 57 pts
JO w/ Iron Discipline
Staff (4) w/ 2 Flamethrowers

(4)Squad w/ Heavy Bolter, Plasma Gun - 80 pts

(3) Infantry Platoons 3-5 - 532 pts each (1596 for all three)

PHQ - 57 pts
JO w/ Iron Discipline
Staff (4) w/ 2 Flamethrowers

(5) Squad w/ Lascannon, Plasma Gun - 95 pts

Fast Attack - 360 pts

(3) Hellhound w/ EA - 120 pts each

Heavy Support - 720 pts

(4) Leman Russ Vanquisher w/ Hull HB - 180 pts each

Super-Heavy - 634 pts

Baneblade - 634 pts


Total: 4975 pts
Models: 312
Vehicles: 8 (3 Medium, 4 Heavy, 1 Super-Heavy)


Total Weapons (Baneblade Not Included):

Autocannons - 5
Lascannons - 21
Heavy Bolters - 8
Meltaguns - 18
Plasma Guns - 24
Flamethrowers - 8
MEQ-Killing Pie Plates - 4

Tons of infantry. Not as many tanks as you would have liked, I imagine, but seems like a decent list nonetheless. It'd be a pain to kill all those Guardsmen. It lacks indirect fire though.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
 
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