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![[Post New]](/s/i/i.gif) 2007/02/09 08:56:41
Subject: 1500 point all infantry guard
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Fresh-Faced New User
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Revised Current Doctrines: Ratlings Sharpshooters Close Order Drill Iron Discipline Light Infantry(proposed) I'm proposing swapping the squad lascannons for Missile Launchers and giving those 3 Light Infantry to take objectives with the veterans HQ-JO-96 Honorifica Power weapon Vet+Standard Mortar Iron Discipline Fire Support-105 3 autocannons Sharpshooters Fire Support-90 3 Heavy Bolters Sharpshooters Anti Tank-120 3 lascannons sharpshooters HQ-Inquisitor-163 Eviscrivator 3 mancatcher acolytes Crusader 2 Chirugens Veteran Guardsman Elites-10 Ratlings-110 Elites-Vindicare-110 Elites-8 Hardened Veterans-125 VetSarge, Bolter 3 plasma Lascannon Troops-Alpha platoon HQ-55 Mortar Iron Discipline Infantry Squad-95 Lascannon Plasma gun Infantry Squad-95 Lascannon Plasma gun Infantry Squad-95 Lascannon Plasma gun Troops-Beta Platoon HQ-81 3 plasma guns medic Infantry Squad-80 Heavy Bolter Plasma Gun Infantry Squad-80 Heavy Bolter Plasma Gun Since bootcamp wasn't being helpful, I decided to register somewhere I might get a reply on my army list. The list is for this year's GD and I want a shiney new list, so nothing's actually built I'd like to keep it all infantry, but sentinels might work. The inquisitor is out of the Witchhunters book, and the mancatcher just removes one attack from an anemy apiece, thus that squad is for tooled up lord and TMC hunting, assuming they get to my lines. otherwise it's mostly stand and shoot tactics. Changes to be made: take sharpshooters off the second command squad, it doesn't work on plasma guns. change the heavy bolter in the support squad to an auto cannon with the points from sharpshooters -=HQ=- Inquisitor Lord 70 Eviscerator Retinue 90 Acolyte Mancatcher Acolyte Mancatcher Acolyte Mancatcher Chirurgeon Laspistol/CCW Chirurgeon Laspistol/CCW Crusader Power Weapon Suppression Shield Penitent Psyker CCW Heroic Senior Officer 92 Power Weapon Bolt pistol Iron Discipline Veteran Company Standard Laspistol/CCW 3x Guardsmen Laspistols/CCWs Mortar Squad 80 6x Guardsmen Lasguns 3x Mortars Mortar Squad 80 6x Guardsmen Lasguns 3x Mortars Anti-Tank Squad 120 6x Guardsmen Lasguns Sharpshooters 3x Lascannons Fire Support Squad 100 6x Guardsmen Lasguns Sharpshooters 2x Autocannons Heavy Bolter -=ELITES=- Vindicare Temple Assassin 110 Hardened Veterans Squad 124 Veteran Sergeant 7x Veterans 4x Lasguns 3x Plasma Guns Lascannon Ratling Squad 110 10x Ratling Snipers Sniper Rifles -=TROOPS=- -=Alpha Platoon=- ____________________________________________________________________ Command Squad 55 Mortar Iron Discipline Infantry Squad 1 95 Plasma Gun Missile Launcher Sharpshooters Infantry Squad 2 95 Autocannon Plasma Gun Sharpshooters ____________________________________________________________________ -=Bravo Platoon=- ____________________________________________________________________ Command Squad 96 Iron Discipline 3x Plasma Guns Veteran Medi-Pack Sharpshooters Infantry Squad 1 78 Heavy Bolter Grenade Launcher Infantry Squad 2 105 Lascannon Plasma Gun Sharpshooters ____________________________________________________________________
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![[Post New]](/s/i/i.gif) 2007/02/09 09:25:30
Subject: RE: 1500 point all infantry guard
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Regular Dakkanaut
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Though you have some 100 odd models I worry when I see a guard list with only 50 troops. Kudos to the ample mortar death, its worked once for me and that was in the last edition when they were 24 inch range. I would drop the vets, fire support and anti tank units as its much cheaper to get those heavy weapons in normal infantry units and would make them more survivable. The vets especially because to me you paying the extra to give them a heavy wep that forces them to be static and 3 plasmaguns that will eventually explode. Add another 3-4 infantry squads and you have a fairly tough force that won't bleed out fast and is full of sniper and mortar death with enough HB, AC and LC mixed into the infantry squads to still carry some serious punch. I'd also recomend you deploy the inquisitor, colonel and plasma Lt. together. If your hqs are gonna get into melee you can even the odds a bit with a little light show.
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![[Post New]](/s/i/i.gif) 2007/02/09 10:47:40
Subject: RE: 1500 point all infantry guard
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Dakka Veteran
NJ
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Since you are taking this to a tourney, I feel safe in making the assumption that you are after effectiveness. That being said, Your list could use a bit of work.
1) Inq HQ- I have never used these so I'd leave this to more experienced players to critique.
2) CHQ- Cherry mistake with the HSO. Change him to a JSO with HI and save 5 points. I hope you didn't give them CCWs with the intent of getting these guys in assault...
3) Mortar Sqds 1 and 2- Unique, but not effective. I'd drop them completely. The only time I've used them is in PHQ's that are providing leadership. Since they should be out of LOS, the mortar gives them something to do. This is 160 points better spent elsewhere.
4) AT Sqd- fine
5) FS Sqd- You should not be mixing weapons in these specialised squads. Either 3 AC OR 3 HB.
6) Assassin- Same as Inq...
7) Vets- Drop the LC and make the unit 5 strong. This unit should be Infilling or Dropping from the skies to nail a tough unit and die. Anything over 75 points is giving VP's away.
8) Rats- Not much experience with these fellows. 10 is definitely way too many. I'd suggest giving yourself 110 more points by dropping them. If your set on using them, make the unit 6 strong and save 44 points.
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![[Post New]](/s/i/i.gif) 2007/02/09 20:35:49
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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the command squad has close combat weapons because they often get assaulted, and lasguns are pretty useless when fired with mortars the mortars are kind of an experiment, with all the fun mortar tacticia going on over at boot camp I wanted to try them, if they don't end up being effective, I can allways swap them out for a pair of infantry squads. Also, I'm not taking them to a tournament, they are a fun list for one-off battles, but I am going pretty strongly for effectiveness Edit: have a link to that mortar tacticia I mentioned http://z4.invisionfree.com/Boot_Camp/index.php?showtopic=4405
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![[Post New]](/s/i/i.gif) 2007/02/10 03:28:13
Subject: RE: 1500 point all infantry guard
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[ARTICLE MOD]
Longtime Dakkanaut
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That's gotta be the most ridiculous thing I've ever read.
If you pay any attention to it whatsoever, you're going to get hosed.
For my counter argument to the whole thesis of that nonsense, I present to you the following list: World Eaters Death Guard Emperor's Children Thousand Sons Eldar /w Avatars and/or Pheonix Lords Tyranids Orks Grey Knights
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2007/02/10 04:08:53
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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and, thus the preponderance of plasma and weapons that work well against those armies. The only real problem I find is with the mortars as they don't do well against MEQs. The snipers can go after valuble units and most likely drop 1 or 2 a turn. But yes, certain units do better against certain armies, that's no reason to discount them completely. Orks and nids may prove a bit of a problem though, with their hordiness and special leadership rules
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![[Post New]](/s/i/i.gif) 2007/02/10 11:07:50
Subject: RE: 1500 point all infantry guard
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Dakka Veteran
NJ
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I'm not taking them to a tournament, they are a fun list for one-off battles, but I am going pretty strongly for effectiveness I thought the GD you mentioned in your original post was a tournament.... If you're going for effectiveness, there's no reason to hamstring yourslef. the command squad has close combat weapons because they often get assaulted, and lasguns are pretty useless when fired with mortars The only reason a mortar is even ok in this unit is because the unit itself should be hidden in cover and out of LOS and the mortar can still shoot. Essentially, it lets the CHQ do something during the shooting phase. Giving your CHQ CCWs and pistols only makes them even less effective as they can't even get lucky kills outside assault range. The only real problem I find is with the mortars as they don't do well against MEQs.
Orks and nids may prove a bit of a problem though, with their hordiness and special leadership rules What armies are left after MEQ, Nids and Orcs? IG and ? But yes, certain units do better against certain armies, that's no reason to discount them completely. Weapons that scatter 1/2 the time and are only effective against a single army in the game should definitely be discounted.
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![[Post New]](/s/i/i.gif) 2007/02/10 16:17:39
Subject: RE: 1500 point all infantry guard
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Don't take Mortars. Ever. Those 10 points can be spent better in numerous places. BYE
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![[Post New]](/s/i/i.gif) 2007/02/10 18:16:50
Subject: RE: 1500 point all infantry guard
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Deathwing Terminator with Assault Cannon
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Posted By Flagg07 on 02/10/2007 4:07 PM What armies are left after MEQ, Nids and Orcs? IG and ? Tau? Still not worthwhile.
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![[Post New]](/s/i/i.gif) 2007/02/10 20:51:40
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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Eldar, Tau, Dark Eldar, IG- pretty good
Against nids and orks they can kill stuff at a decent pace, as they probably won't scatter off huge squads.
Necrons, Armored Company- Useless
Against other MEQ you have a decent chance of a kill and a pin if you fire both.
sure, they're not assault cannon uber, but they have uses. I may drop the squads, but they're most likely stating in the command squads, who have the pistols and CCWs because things go through cover, deep strike or infiltrate. This way there's twice as much suck to throw at an anemy that get's through, and they probably won't be able to shoot their lasguns more than twelve inches anyways.
So, any comments other than mortar-hating? all the arguments against them have already been said.
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![[Post New]](/s/i/i.gif) 2007/02/10 21:05:50
Subject: RE: 1500 point all infantry guard
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Regular Dakkanaut
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You just have too many extras. Mortars, ratlings and the vindicare all suffer from the same drawbacks; namely that GW rules guys put too much value on pinning checks. There should be very little imperial in an effective Guard list.
cheers
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![[Post New]](/s/i/i.gif) 2007/02/10 22:02:58
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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so, currently I'm leaning heavily towards swapping the Mortar squads for a heavy bolter support squad or a pair of infantry squads
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![[Post New]](/s/i/i.gif) 2007/02/11 02:29:19
Subject: RE: 1500 point all infantry guard
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[ARTICLE MOD]
Longtime Dakkanaut
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If you're going for effectiveness, you need to change a lot more than just the mortar squad. Like I said, the article you're using as a base is simply ridiculous and deserving of scorn. Your whole army concept is flawed, because it revolves around mortars, pinning, and putting guardsmen (or other S3 T3 models) into hand to hand.
Not to mention all the other little things, like including missile launchers, grenade launchers, putting sharpshooters in a squad with a plasma gun, including ratlings, and vindicare, and many more...
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2007/02/11 04:31:02
Subject: RE: 1500 point all infantry guard
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[DCM]
Tilter at Windmills
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Hey, I like ratlings! They're the cheapest snipers in the game, and a lot of TMCs run around with only 3+ saves nowadays, instead of always having a 2+ like in 3rd ed. Otherwise I agree. The Vindicare is a neat fluffy unit, though pretty ineffective for the points. Grenade Launchers are just poor. Flamers and Plasmaguns trump them badly. Missile Launchers are okay guns, but Guard need the extra S and AP of lascannons so they're more able to reliably kill tanks and beat 2+ saves. BS3 is a bit unreliable, especially if you're resting all your anti-2+ save hopes on 24" range plasmaguns. Mortars are sadly ineffective against the vast majority of armies, though a few are fun to play with and will occasionally catch an opponent bunched up, allowing them to actually do something. The list as a whole is just weighed down with too many units which are "cool, but not very effective". Many of these things could be nice used one or two at a time to make the list more interesting, but right now there's just too many points in that stuff. It's tough to make an interesting all-infantry guard list. The best ones only use a few different units, and tend to be a little monotonous.
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![[Post New]](/s/i/i.gif) 2007/02/11 05:04:05
Subject: RE: 1500 point all infantry guard
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Perfect Shot Black Templar Predator Pilot
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It's tough to make an interesting all-infantry guard list. The best ones only use a few different units, and tend to be a little monotonous. Well said Mannahnin. Redundancy is a Guardsman's best friend. From the endless squads of Las/ Plas to the supportive elements of cowering CHQ's and PHQ's that provide leadership and little else, there is no better way to go with the guard than complete specialization and redundant usage of squads. Right now, you have several units that can be tossed, especially since this is supposed to be a tournament list: 2 Mortar Squads - there are 160 points of your army that will serve no tactical purpose in this list - I recommend ditching them for another Las/ Plas line squad, using the remaining points to give Plasma Guns and Lascannons to all of your other line squads, instead of Grenade Launchers. I think it will be ideal to have the following setup for your two platoons: Alpha - 350 ptsJO w/ Iron Discipline - 45 pts Staff w/ 2 Plasma - 20 pts Squad w/ Lascannon, Plasma Gun - 95 pts Squad w/ Lascannon, Plasma Gun - 95 pts Squad w/ Lascannon, Plasma Gun - 95 pts Bravo - 335 ptsJO w/ Iron Discipline - 45 pts Staff w/ 2 Plasma - 20 pts Squad w/ Heavy Bolter, Plasma Gun - 80 pts Squad w/ Lascannon, Plasma Gun - 95 pts Squad w/ Lascannon, Plasma Gun - 95 pts That's 685 points, which is 161 points more than your original Alpha and Bravo platoons. Comparing firepower shows that this configuration gives you more bang for your buck: Original Configuration (Equiv. points include Mortar support squads): 1 Lascannon, 1 Autocannon, 1 Heavy Bolter, 1 Missile Launcher, 6 Plasma Guns, 1 Grenade Launcher, 6 Mortars New Configuration: 5 Lascannons, 1 Heavy Bolter, 10 Plasma Guns The new configuration increases your anti-tank capability two-fold, and doubles your MEQ/anti-2+ save firepower with the 4 extra plasma guns, while getting rid of the GL, Mortars, and Autocannon that cannot do two jobs as one weapon (especially for this points level). That will greatly improve your firepower, and I believe that it could also act as the new base for your list. CK
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"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."
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Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2007/02/11 06:32:10
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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it's not a tournament list, but the mortars are biting it, and I'll move it slightly towards that configuration, though I'm going to have another Heavy bolter guard squad for a bit more Anti-troop power
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![[Post New]](/s/i/i.gif) 2007/02/16 04:59:55
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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Revised Current Doctrines: Ratlings Sharpshooters Close Order Drill Iron Discipline Light Infantry(proposed) I'm proposing swapping the squad lascannons for Missile Launchers and giving those 3 Light Infantry to take objectives with the veterans HQ-JO-96 Honorifica Power weapon Vet+Standard Mortar Iron Discipline Fire Support-105 3 autocannons Sharpshooters Fire Support-90 3 Heavy Bolters Sharpshooters Anti Tank-120 3 lascannons sharpshooters HQ-Inquisitor-163 Eviscrivator 3 mancatcher acolytes Crusader 2 Chirugens Veteran Guardsman Elites-10 Ratlings-110 Elites-Vindicare-110 Elites-8 Hardened Veterans-125 VetSarge, Bolter 3 plasma Lascannon Troops-Alpha platoon HQ-55 Mortar Iron Discipline Infantry Squad-95 Lascannon Plasma gun Infantry Squad-95 Lascannon Plasma gun Infantry Squad-95 Lascannon Plasma gun Troops-Beta Platoon HQ-81 3 plasma guns medic Infantry Squad-80 Heavy Bolter Plasma Gun Infantry Squad-80 Heavy Bolter Plasma Gun And here's the test model, from the Anti tank squad http://z4.invisionfree.com/Boot_Camp/index.php?showtopic=6577&st=0&#last
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![[Post New]](/s/i/i.gif) 2007/02/16 08:50:26
Subject: RE: 1500 point all infantry guard
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Dakka Veteran
The Hammer
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Your paint scheme looks okay. Reminiscent of the late 90s test schemes for some of the non-GW SF ranges that were out around then. Personally I hate anti-tank squads. Some can use the extra 12" of range to keep them safe, but I've run into too many people with ordnance and the like for me to really like to see a lascannon anyplace except in an infantry squad. This is pretty much just me, there are at least two other experienced guard posters who have had reasonable luck with them. Mortars have their place - sometimes it is a good idea to effectively forfeit a certain number of points against the majority of your matches for the ability to do nasty things to weak skimmers hiding out of LOS. In a typical metagame for even friendly matches though, I think you made the right call. Sniper rifles fall into roughly the same category - good against monstrous creatures (assuming a 3+ save or worse) but underwhelming against everything else. I have a somewhat low opinion of Inquisitorial retinues. The trouble with those fighty humans is twofold: they have T3, and they don't wear jetpacks or ride horsies. I'd just go for a cheap =I= to let you get your assasin, and get some horsies if you want some counterassault. 61-66 points for five horsies carrying lancers led by a Veteran Sergeant, possibly with melta bombs. You could use the wording loophole to grab an elite OM =I= (it would mean replacing the veterans with normal guardsmen, but since you are not using them as a drop unit it is not much of a loss) 65 points for a psycannon and the Emperor's Tarot and he's the IC most at home in an IG list, IMHO. Uses his IC status to avoid being targetted, gives you roughly +10% to get first turn, and pings with three respectable shots. Personally I think the Eversor is more fun (super horsey) and the Callidus is more effective (super drop troop) than the (edit - Vindicare) but he certainly is dapper in his spy mask and gives the army a bit of personality alongside the Ratlings. (especially if you convert him to look like Ed Harris) One of my personal favourite command configurations is a PHQ with the HI, COD, and a power sword. It's the only way to get an I5 human from the actual guard list, and LD10 is sort of nice as well. Occasionally I give him a Medallion Crimson when I am in a frivolous mood to stop the first errant shell from taking him out of action. That all aside, your list as it is now is actually relatively solid, and everyone tweaks to their individual metagame anyways so the best way to improvefrom now is probably to get them painted up and on the table. GL, HF
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When soldiers think, it's called routing. |
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![[Post New]](/s/i/i.gif) 2007/02/16 09:11:41
Subject: RE: 1500 point all infantry guard
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Fresh-Faced New User
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the retinue is to discourage my regular opponents from tooling up their daemon princes to the max. the whole bunch will cost less than most of the princes and Tyranid beasties I see, and will likely reduce it to 1 attack, which the chirugens will negate if he allocates it to the inquisitor I added this to my lists, as I have little objective taking power, as brought up by a friend over MSN: Current Doctrines: Ratlings Sharpshooters Close Order Drill Iron Discipline Light Infantry(proposed) I'm proposing swapping the squad lascannons for Missile Launchers and giving those 3 Light Infantry to take objectives with the veterans. The missiles are more useful against infantry, cost 10 points less, and make it infiltratable
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