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Made in au
Guardsman with Flashlight




hey, im mucking around with the guard dex and wanted to know if this list was 'conflict' worthy...some usefull suggestions to help this list would be good, not just posting a list what you guys think unless this list is that bad

 

HQ - JO with iron discipline and a veteran with standard - 56 points

Troop platoon alpha =

3 infantry platoons with heavy bolters - 250 points

Troop platoon delta =

3 infantry platoons with missle launchers - 265

Heavy - leman russ demolisher with heavy bolter and plasma cannons - 175 points

the strategy is hopefully newer players or just any players get scared of the demolisher sso try and avoid it except i lead them into a trap of 60 guardsmen, lol, its a really bad strategy but it worked on a friend once, at the same time i picked off his devastator squad with the plasma cannons and destroyed one of his tactical squads when he got close to the demolisher cannon..yumm

either the demolisher or a normal russ but the heavy bolter squads get sharp shooters, i think this may be the better option though i do like the demolisher but eh...i find that for some reason when i use heaps of shots with the heavy bolter platoon half of them are 1's so...ehh what do you guys think?

 

   
Made in us
Regular Dakkanaut




Missile Launchers are generally a waste in infantry platoons, since you only get one shot with the Guardsman's low BS, and that shot isn't even well-optimised for one particular target. Similarly, you should really consider some special weapons so that, if needed, your poor Guardsmen can move without being totally ineffective.

As far as the Russ goes, I would say a standard Russ would be more effective than a Demolisher -- either one will be a major fire magnet at such a low points level (especially with no other vehicles in the force), but the basic Russ can pull the same basic mission off cheaper and more flexibly. I'd recommend a hull lascannon and HB sponsons.

You do have the basics of an IG shooty-infantry-from-hell right, but just needs some tweaking. Others will be along soon to tell you there aren't enough lascannons or plasma guns, but that depends on your common foes.

Summary:
HQ - The same. Think about adding 2x special weaps or a Mortar.

Troops Alpha: HBs + Flamers or HB + Plasmaguns are a better combo. Consider going from HBs --> Autocannons if you face a lot of aspect warriors or light vehicles.Give your Platoon HQ Iron Discipline and some shiny guns.
Troops Beta: Switch the MLs for Autocannon or Lascannon. Add Plasma or Flamers. Give your PHQ iron discipline and a gun or two.
Russ - Switch for a Std Russ with Lascannon, HB Sponsons, Extra Armor if you want. Cheaper and almost as effective.

-Adso
   
Made in ca
Dakka Veteran




The Hammer

The missile launchers are fine, especially at 750 points. Frag missiles blow, but krak missiles are the most points effective heavy weapon available to IG infantry for shooting at MEQs in the open. If it can be done models-wise, Adso has a good point about getting a special weapon or three in those infantry squads - my codex is up at the club, but forgoing the plasma cannon sponsons on the demolisher in favour of plasma guns for the missile launcher units (the optimal confiuration for anti-MEQ work) would probably be a good call. Extra armour is also a good upgrade if you've got five spare points as it'll let the Demolisher play pushback more effectively. A single tank is typically a bad call, but at 750 points I think you can get away with it - for your expansion to 1000 you can get a second heavy vehicle and maybe some Rough Riders to play counterassault, or just grab a pair of IF Basilisks for more explodey fun.

Get ID for your PHQs before buying them flamers. Don't buy mortars. Period. Plasma in infantry has priority over flamers in command squads. Remember, people play with MEQs more than any other troop type. Also glad to see you are only contemplating Sharpshooters in conjunction with heavy bolter squads - that's the only way to use that doctrine frankly. And don't get any silly ideas about moving and shooting with IG infantry EVER - they just don't do it.

Overall, the list gets an A- from me as a general list, and an A+ if it is one of your first lists. From the number of mistakes you made - i.e. practically none - you hardly warrant the title "noob", at least as far as list design goes, I'd say you know how to use your codex. If this is post-buy, you have not ripped yourself off.

GL, and most of all, HF

When soldiers think, it's called routing. 
   
Made in us
Regular Dakkanaut





I'm a little confused...I only see one command section and 6 infantry squads. As far as I know, you need at least 2 command sections (1 Company HQ and 1 Platoon HQ), but that'll only buy you 5 infantry squads.

If I'm right, stuff is going to need to be cut. Here's my advice:
Cut the demolisher (-175)
Add 2 PHQs w/ID (90)
Give PHQs flamers (48)
Give your line squads flamers (36) (or give 3 plasma guns)

You could switch some of those weapons up and give one of the PHQs either melta or plasma and go to town. The issue with that, is that once your opponent gets toasted by one of those squads, they're going to shoot them up quick in the future.

Hope that helps!
   
Made in ca
Dakka Veteran




The Hammer

@ether: he's got two bare-bones PHQs worked in there - 3x(60+10)+40 = 250; 3x(60+15)+40= 265.

When soldiers think, it's called routing. 
   
Made in us
Regular Dakkanaut





Ok, disregard previous comments. This list kicks butt. Aside from what wight already mentioned.
   
Made in au
Guardsman with Flashlight




wow, hehe, i thought i was way off with a good list, you guys really surprised me.
Firstly - yeah i wasnt thinking to highly on the demolisher for a normal russ but maybe
ill get one when the amry expands...other wise, heres some new rough thoughts

HQ - JO with iron discipline, vet with standard, bolter/bolt pistol - 57 points

Troop Alpha - command JO with bolter/boltpistol
Alpha #1 - Heavy Bolter
Alpha #2 - Heavy Bolter
Alpha #3 - Heavy Bolter

  Total - 251 points

Troop Delta(sounds cooler than beta hehe) - command JO with bolter/boltpistol
Delta #1 - Missle Launcher + Plasma 
Delta #2 - Missle Launcher + Plasma 
Delta #3 - Missle Launcher + Plasma 

  Total - 286 points

Heavy Support - Leman Russ
 - Heavy Bolter
 - Sponsoon heavy bolters
 - Search light (night fighting rules at start or end)

  Total - 156 points

*edit - removal of PHQ's iron discipline....sorry guys, didnt add points properly*

750 exactly

lol, ok so bolters/bolt pistols rnt shiny weapons but i cant get anythin else for 3 points lol...yeah, i made an anti-light tank/tank/MEQ platoon (cheers wight widow, i like the idea behind it) plus, lascannons cost way to much to keep in a good 60 guardsmen and a tank. The demolisher gets downgraded but 1 point off a lascannon hull(hense the searchlight and bolt..whatever) but i might have second thoughs over the sponsoons as the 10 points could go towards the hull lascannon or a special weap for my hq but i remember reading that heavy bolters are wise on in case you lose the battle cannon.
i hope the changes are cool, i think the plasma guns were way worth the 30 points instead of sharpshooters, but maybe thats just me and i needed way more MEQ support...3 plasma guns is a bit better. i hope these changes are all good but theres always more that can make the list better..also, still thinking autocannons over missle launchers..but i think the heavy bolters cover for it
thanks for all the help adso and widow, ps, adso you give good feedback on everything your a legend, i read other posts and your always givin awesome ideas keep it up

 

ps...i think i ramble waaaaaaaaaaaaaay toooooooooo muuuuuuuuch...i just like to get the point across

   
Made in us
Fresh-Faced New User




a guard squad can do without a heavy weapon, swap all the heavy bolters for plasma guns and use them as mobile objective taking. it's more effective and mobile, the army is totally static atm
   
Made in us
Rough Rider with Boomstick





Keep the tank exactly as it is. What is scarier to you? On bs3 lascannon, or three heavy bolters blasting at you? They cost exactly the same.
   
Made in us
Regular Dakkanaut




Yes, once the list was clarified and gussied up with some plasma, it is certainly something to strike fear into the hearts of men, xenos, and painters. A list like that gets my ol' Carpal Tunnel itchin'. 70+ nearly identical Guardsmen...

RE Pinkbunny: Plasma would only be more efficient if he's sure of 1) a small board and 2) a lot of MEQ opponents. The HB is a good choice 'cause it's not too many unproductive pts if the squad moves, is equally effective against GEQ and AWEQ opponents, and it has a longer range to boot (remember, in the hands of a BS3 model, the PG only gets truly dangerous within 12".)

Oh, one last possibility to consider: see if there's a way to tool out one of your PHQs for a small countercharge. In 750 pts, one turn of holding back that squad of Boyz with five brave Guardsmen bearing flamers, laspistols, and CCW can be worth a world of trouble.

-Adso
   
Made in au
Guardsman with Flashlight




wwooooooooooooooppppppsss....

i didnt add up points right...it turn out my PHQ's dont have iron discipline :| ...

the option is i lose the sponsoons on the battle tank other wise...hmmm....

also, kitting out a PHQ for counter charge is a bit hard because the list was built to all fit in how it is...a little change stuffs up a lot especialy cos guards unit are only bought per 10 men...unless, i have 2 10 man squads in each platoon and an 8 man remnants for support? that way i could have 2 counter charge remnants and still points to kit out the PHQ's...it would be good to see guards little rules like that used more often...plus, theres not as many guys to paint hehe...on the flip side, im only losing 4 guardsmen out of all of it so what the heck...ill write up a list

   
Made in us
Regular Dakkanaut




<Nod> Trying for two large, beweaponed platoons in 750 is fairly difficult -- usually I take a Grenadiers squad and a large platoon, or two small platoons, at anything less than 1,000. If you wanted to totally change direction, you could drop the Russ for some light support for your infantrymen -- Sentinels, Rough Riders, Sisters Seraphim, etc.

-Adso
   
Made in au
Guardsman with Flashlight




ok, quickly went through the dex, fixed it up a bit and gave remnants a go

here it is....

 

HQ - JO with iron discipline, veteran with standard, heavy bolter - 67 points

Troops - command with x2 flamers iron discipline and power weapon

squad #1 - heavy bolter

squad #2 - heavy bolter

remnants squad x8 - plasma

                                         total - 260 points

Troops - command with iron discipline - missle launcher

squad #1 - missle launcher + plasma

squad #2 - missle launcher + plasma

remnants squad x8 - plasma

                                         total - 263

heavy support - leman russ battle tank with heavy bolter + sponsoon heavy bolters extra armour - 160 points

 

grand total - 750

i think this a better variant of the list, i get a small counter charge unit, the heavy bolter from the platoon is taken by the command squad as is the other missle launcher, and the remnants offer more MEQ support while being the running around unit covered by the rest of the army and i could also switch the extra armour for maybe a power weapon for the command squad otherwise, i rekon i hit the nail on the head with this list!

thanks for all the help guys, i hope this new list wont need to much tuning up, and if it does, it will ne kickass suggestions from you guys thanks!!

   
Made in us
Fresh-Faced New User




drop the remnants down to 6 apiece, they'll die anyway, and use the points to buy the other 2 squads plasma guns
   
 
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