So after finding that my previous attempts at a Take All Comers Guard list was a bowl of wet spaghetti, I've gone back and made some pretty big revisions to my list. The group that I play in is a pretty competitive bunch, with most people bringing tournament style lists to each game. The lay of the land is pretty diverse, with Blood Angels being the most common army, followed by Daemons, Tyranids, Grey Knights, Vanilla Marines, Necrons, and Imperial Guard. I found that my old
TAC list was completely unable to handle monstrous creatures, and my revision couldn't handle armor spam to save its life. I've tried to build a list that brings a bit more hitting power to the table this time. For your comment and suggestion, I present the following...
HQ
Company Command Squad 205pts
w/ 4 Plasma Guns
w/ Plasma Pistol (Company Commander)
w/ Astropath
in Chimera (Multi-Laser / Hull Heavy Bolter)
(Your basic Plasma Taxi. I've been told that I should reserve this unit, but I'm not sure how that would play with the Astropath's rules.)
TROOPS
Infantry Platoon Ein
Platoon Command Squad 195pts
w/ Captain Al'rahem
w/ 4 Melta Guns
in Chimera (Multi-Laser / Hull Heavy Flamer)
Infantry Squad 110pts
w/ Grenade Launcher
in Chimera (Multi-Laser / Hull Heavy Flamer)
Infantry Squad 110pts
w/ Grenade Launcher
in Chimera (Multi-Laser / Hull Heavy Bolter)
(Al'rahem's Squad is one of my main tank busting options, able to come in from the side and potentially melta-down anything on the flank that seems threatening. I considered giving his Chimera extra armor, but couldn't find the points for it. The two Infantry Squads are for tank shocking and objective grabbing more than anything else. I don't expect that they'll ever get out of their Chimeras.)
Infantry Platoon Zwei
Platoon Command Squad 50pts
w/ 4 Grenade Launchers
Infantry Squad 110pts
w/ Plasma Gun
w/ Commissar (Power Weapon)
Infantry Squad 110pts
w/ Plasma Gun
w/ Commissar (Power Weapon)
Infantry Squad 65pts
w/ Plasma Gun
(Home objective holders and bubble wrap for the Russ Squadrons. I used to run a lot more Power Weapons, but I've narrowed them down to just the Commissars. In most situations, two squads will blob up, while the third functions as bubble wrap for another tank.)
Veteran Squad 155pts
w/ 3 Melta Guns
in Chimera (Multi-Laser / Hull Heavy Bolter)
(Your basic Melta Taxi. These guys come in from reserve, usually just in time to put fire on a walker, monstrous creature or vehicle that's come into my half of the table.)
FAST ATTACK
Vendetta Gunship 130pts
Vendetta Gunship 130pts
(Anti-vehicle, anti-monstrous creature firepower. In theory, one of the squads from Infantry Platoon Zwei may end up in a Vendetta, just so I can attempt late game objective capturing chicanery. Conventional wisdom says that these guys should outflank, but I'm leaning more towards putting them in my back line and getting lascannons on my targets as fast as possible.)
HEAVY SUPPORT
Leman Russ Squadron 300pts
w/ 2 Leman Russ Battle Tanks (Hull Heavy Bolter)
(Bad against monstrous creatures, but good against just about everything else. My Russ Squadron deploys near a flank in most situations, lobbing shells inwards towards the center of the table.)
Leman Russ Demolisher 165pts
Hull Heavy Flamer
Leman Russ Demolisher 165pts
Hull Heavy Flamer
(These deploy near the center of my line when possible, and drop the best pie-plate in the game on whatever gets close. They get most of my bubble wrap attention.)
Points: 2,000