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Made in al
Nasty Nob






Gardner, MA

Got to love those new Rough Rider Forgeworld models - my IG army is never quite finished....

Imperial Guard 1850

Drop Troops, Veterans, Special Weapon Teams, Iron Discipline, Rough Riders - I wanted to get close order drill in there, but for the most part the army will be spread out, except for the few units that drop in.  I dropped the COD for Rough Riders.

24 Heavy Weapons, 154 models, 23 scoring units (10 of which offer some sort of mobility)

HQ: Command Platoon
      Heroic Senior Officer, Standard Bearer; Iron Discipline
      Anti-Tank Squad Lascannon (x3)
      Fire Support Squad Autocannon (x1); Heavy Bolter (x2)
      Special Weapon Squad Flamer (x2); Demolition Charge; Drop Troop
      Special Weapon Squad Flamer (x2); Demolition Charge; Drop Troop

Hardened Veterans Meltagun (x3); Drop Troop

Hardened Veterans Meltagun (x3); Drop Troop

Hardened Veterans Meltagun (x3); Drop Troop

Infantry Platoon
      Junior Officer; Iron Discipline; Lascannon 
      Infantry Squad Plasmagun; Lascannon
      Infantry Squad Plasmagun; Lascannon

Infantry Platoon
      Junior Officer; Iron Discipline; Heavy Bolter; Drop Troop
      Infantry Squad Plasmagun; Lascannon 
      Infantry Squad Plasmagun; Lascannon 

Heavy Weapons Platoon
      Junior Officer; Iron Discipline; Heavy Bolter; Drop Troop
      Fire Support Squad Autocannon (x1); Heavy Bolter (x2)

Heavy Weapons Platoon
      Junior Officer; Iron Discipline; Autocannon
      Fire Support Squad Autocannon (x1); Heavy Bolter (x2)

Heavy Weapons Platoon
      Junior Officer; Iron Discipline; Autocannon
      Fire Support Squad Autocannon (x1); Heavy Bolter (x2)

Rough Rider Squad
   7 Rough Rider Squads; Hunting Lance (x7)
   1 Veteran Sergeant; Hunting Lance

Rough Rider Squad
   7 Rough Rider Squads; Hunting Lance (x7)
   1 Veteran Sergeant; Hunting Lance

Rough Rider Squad
   7 Rough Rider Squads; Hunting Lance (x7)
   1 Veteran Sergeant; Hunting Lance


A man's character is his fate.
 
   
Made in us
Regular Dakkanaut




Not much to say, really. She's lean, she's mean, I see no extra toys, lots of LD bubbles, and a wonderful denial of ANYTHING for the opponent's anti tank guns to do. The only questions/suggestions I have are tweaks, really.

In your platoon command squads: I'm a fan of at least a couple with flamers for keeping gaunts and orks at bay.

Your suicide squads: Why flamers? Maybe a flamer, a melta, and the demo charge? That way they can wreak a bit of havok no matter where they deviate -- the democharge can smack around tanks or infantry, and the flamer and melta are "insurance" that whichever target you choose, it will come out hurting.

Your veterans: Have you considered switching one of the squads weaponry out for plasmaguns? Since you have three vets and also two suicide special weapon squads, one squad could afford to join up with your main gun line for extra anti-marine AP shooting.

Your heavy weapons platoons: Why the mixed weapons? And why so few lascannons? Since they're only in your infantry squads, you may find there aren't quite enough of them att 1850 pts, and 1x Auto / 2x Heavy Bolter seems like it might be a little limiting, since the weapons have very different roles, different ranges, and different APs.

But like I said, those are just nitpicks. Overall, it's a good list, and three strong squads of rough riders is a mean-and-nasty rarity in a Guard army.

-Adso
   
Made in us
Regular Dakkanaut





I see a couple of problems:

1) Most of your heavy weapons are in 6 man squads

2) There are heavy weapons in the command squads

3) The list itself has huge amounts of counter charge: 21 (!) rough riders and 5 dropping suicide squads (of one flavor or another)

4) The mobility that you mention comes from drop troops (all of whom are 5-6 men strong...) and rough riders (T3 5+ save suicide squads)

Basically, if you don't get deep strike in the mission, you're hosed. All of your counter charge is short ranged and fragile while your gun line is easily destroyed by concentrated fire. You need more beef on your firing line. Yes, you have 140 odd men. But 100 of them are in squads of 7 men or less. In terms of scoring, those small units are negligible since it is so easy to remove them from the game by morale checks, assaults or rapid fire. What I'd recomend:

1) cut the heavy weapons from all of the command squads + 75

2) consolidate the heavy weapons platoons into a single platoon losing 2 of the command squads +90

3) cut the RRs down to 6 men (total) per unit +66

4) cut the special weapons squads +126

That nets you 357 points to do any and all of the following:

1) Get another platoon or two

2) Make all of your platoons bigger (some HB/flamer squads would be a nice boost)

3) Turn some of your PHQs into dropping suicide squads (flamers or plasma guns)

4) Get light infantry and/or chameleoline for your men to improve the surviveability of your fragile heavy weapons squads

Also, I agree with Adso about the oddness of mixing your heavies in your support weapon squads; why not just make it two squads of heavy bolters and another of auto cannons? These are some major changes, but I think that the added resilience makes up for the lost counter-charge. Look around the forums for a list posted by Darkchild...he was/is big into the drop/light infantry thing, but I haven't seen him around the forums for a while.

Good luck!

Cheers
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Scale down on the HW Squads and get more infantry. You need atleast 60 men for 1850. You have 40.

BYE


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

 
   
 
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