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Made in us
Fresh-Faced New User




Hello all.

 

I imagine IG as being heroic, but fragile men. So for me, it seems rather ill-advised to spend points on anything that doesn't put another gun or man on the field. Thus they rather basic troops and such. Bells and whistles in my mind are just that. Shiny things that make a bunch of noise but won't kill an enemy or save your hide in the long run.

I imagine my army as doing what Guard do best. Digging in the lines and holding off whatever comes their way, well, for as long as they can. And in games that require advance, I think that my men are also mobile enough, though not mechanizied, to slowly tred their way in, cover fire being provided. Now, onto my list...

<h3>The Cadian 88th</h3>

[HQ]:

Jr. Officer with 4 Guardsmen- + Hvy Bolter, + Meltagun, + Plasmagun = 70

[Troops]:

Command Squad Alpha: Jr. Officer with 4 Guardsmen- +Hvy Bolter, + Meltagun, + Plasmagun= 70

609th:  Sgt. with 9 Guardsmen- +Missle Launcher or Autocannon= 75 

144th:  Sgt. with 9 Guardsmen- +Missle Launcher or Autocannon= 75

Command Squad Beta: Jr. Officer with 4 Guardsmen- +Hvy Bolter, + Plasmagun= 60

541st:  Sgt. with 9 Guardsmen- +Missle Launcher or Autocannon= 75

450th:  Sgt. with 9 Guardsmen- +Missle Launcher or Autocannon= 75

[HVY]:

  x2 Basilisk with Indirection= 250

Total... 750 

Now, the reason for the choice of Autocannon (For some armoured opponents) or Missle is because I might switch some up, or Just take all Missle. Reason being is for the versitility of the Krak or Frag, and that even with a strength of 8, it still has a chance of 'kraking' the toughest of Armour. And all those blasts, mixed with the shells falling from the sky from the Basilisks, could really mess up anyone advancing, with pinning and casualties. The Command squads are used to reinforce the lines and use their Meltas and Plasmas for whatever more medium or heavy things come close enough. And of course, the mass lasguns do quite the damage in droves of fire. And, if worse comes to worse, 50 plus guys in close combat is probably going to be semi-effecient in a small point game against any other army, save 'nids and whatnot.

Anyhow, Give me your constructive thoughts, and I thank you for wasting your time on me.

For the Emperor,

-Shoogie

 

I'm getting back into WH40K after a long break. Last time I played was with 3rd Edition rules and whatnot. I'm going to spare you the boredom of my lifestory, but all in all, I just want some opinions on a newly drafted IG army. Now go easy on me, I'm a bit rusty, but I got an overall idea of how I want my army to work.
   
Made in au
Been Around the Block




ok do not take a melta in ur hq because its going to be useless until the enemy comes within a foot of you either swap out the heavy bolter and give the hole squad meltas or plasmas or take out the melta and upgrade the heavy bolter to a lascannon or missile launcher
   
Made in us
Regular Dakkanaut




I play my Guard almost exclusively at this low pts level (750-1000), and you're close on with this build. Some suggestions:

1) Use the Iron Discipline doctrine. It always always always ends up worth its while.

2) Platoon HQs should be naked, excepting either a mortar or a pair of flamers. Your Command HQ should be the same, but always include a veteran standard bearer -- that re-roll is ALWAYS worth 11 measly points. This is because they should be hidden out of LOS whenever possible, to preserve their leadership bonus -- one mediocre round of shooting will ALWAYS kill off the measly 5 men in the squad, or break them.

3) Basilisks with indirect fire are very sad indeed on a small table, which is what most 750-1000 pt games are played on. If a Bassie can't hide and shoot, you're usually better off with a Russ, which is a harder nut to crack when it's in plain sight.

4) The most efficient armament for a Guard Infantry squad is Lascannon + Plasmagun or Autocannon + Plasma Gun. If you intend it to be a moving foot squad, go with a heavy bolter and flamer or just a meltagun.

And by the way, I agree with your image of the Guard -- the fluff of "Joe Imperium," stuck on a backwater world fighting all manner of gribblies and enduring the discomforts of the Poor Bloody Infantry is very appealing.

-Adso
   
Made in us
Fresh-Faced New User




Ahhhn. That's very true. I didn't take the size of table into mind, so I think a 'Russ might be a better investment after all. As far as preserving the lines, and adding morale, I will shuffle some points around and see where I can add these few factors in.
   
Made in us
Regular Dakkanaut




Here's the "treadhead" list I use at 750...with 40 men and three tanks, it gives opponents quite a few headaches at once. Granted, it might be more efficient to include a second russ instead of the two Chimerae (points come out almost exact)....but they provide a huge chunk of antipersonnel fire power I am loathe to give up. With three lascannons, three plasmaguns, and four flamers skulking around in cover, it's also got some nice infantry firepower.

Hope it helps:

HQ
Junior Officer and Command Squad with Iron Discipline, 2 Flamers. (57)
HQ Squad: Veteran Standard Bearer. (11)

TROOPS
Platoon Alpha (338)
Junior Officer and Command Squad with Iron Discipline, 2 Flamers (57)
Chimera with Hull Heavy Bolter (85)
Infantry Squad with Lascannon and Plasma Gun (95)
Infantry Squad with Lascannon and Plasma Gun (95)

Armored Fist Reliant (180)
Infantry Squad with Lascannon and Plasma Gun (95)
Chimera with Hull Heavy Bolter (85)


HEAVY SUPPORT
Leman Russ with Hull H/B and Sponson Heavy Bolters, Battlecannon, Extra Armor (160)
-Adso
   
Made in us
Fresh-Faced New User




Thanks for the list Adso, and all your help. I managed to take what you suggested into practice with my list. As far as holding up the lines. But, for now, our circle of friends is only playing 500 pt armies, but soon enough, I'll just add some of that in when we bump the pts up.
   
Made in us
Fixture of Dakka






San Jose, CA

Guard at lower point values are difficult. You've got some fairly expensive minimum commitments to meet (Command HQ + 2 squad platoon + Armored First/2nd platoon ~= 370 pts, with zero weapons), while other armies can take a couple min-sized troops choices, and get on with the good stuff.

That said, you can fit an absolutely silly amount of weaponry in there, if you're so inclined.

At this point level, I'd either leave the tanks at home, or bring several. 1 Russ won't do you a whole lot of good, as it's fairly easy to hide from. 2 Russes would work very well (better, a Demolisher and a Russ), but then you're talking about almost all of your available points. If the Griffon were still generally available, I'd point you in that direction - a pair of those can cover a 4'x4' table quite adequately, and won't break the bank doing it.

I understand your thoughts on the missile launcher. At higher point values, I'd argue with you (the heavy bolter and the lascannon are both MUCH more effective at their assigned roles, than the ML is when trying to pinch-hit for them). At minimum point values, I can understand the desire to use them, particularly as you're less likely to run into overwhelming numbers of heavy armored targets, or 2+ save monsters.

Couple general guidelines:
1) Assault weapons. Bring them. A single plasma gun per line squad is a relatively cheap investment, and more than doubles the expected effectiveness of your squad against just about anything worth shooting at.

2) Command squads. You have 3 officers on the table. Your CHQ should be boldly "coordinating" your lines, from behind the best-available terrain. His group gets a standard, and nothing else. Your two platoon commanders are then free to play trouble-shooter. I like to load out one unit with multiple meltaguns, and one with multiple flamers. They serve as counter-assault, in that once whatever reached your lines finishes chewing up the front squad, your platoon commanders walk out and cook them. Also, take the Drop Troops doctrine; it's free, and there may be times you'll WANT your melta squad to fall from the sky into enemy rear areas.

3) More guns. Given my above suggestions about tanks, I think you'll be better off spending your points on more line squads, rather than tanks. But if you absolutely must bring tanks, consider a Demolisher + a Hellhound. It'll run you a bit more than the pair of Basilisks (BTW - plan ahead, and make the Demolisher's sponsons removable; at 1k pts+ you'll want plasma cannons on there), but both excel at close support, which a small table requires.

Quis Custodiet Ipsos Custodes? 
   
 
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