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![[Post New]](/s/i/i.gif) 2012/05/28 15:39:32
Subject: 1500 points Imperial Guard
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Blood Sacrifice to Khorne
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Trying to make a IG 1500 list, and this is what I came of:
HQ
- Company Command Squad (135)
+ 3 meltaguns
+ Chimer with hull heavy flamer
Troops
- Infantry Platoon (475)
- Platoon Command Squad (115)
+ 3 meltaguns
+ Chimera with hull heavy flamer
- Infantry Squad (115)
+ autocannon team
+ Chimera with hull heavy flamer
- Infantry Squad (115)
+ autocannon team
+ Chimera with hull heavy flamer
- Special Weapons Squad (65)
+ 3 meltaguns
- Special Weapons Squad (65)
+ 3 meltaguns
- Veteran Squad (155)
+ 7 shotguns, 3 meltaguns
+ Chimera with hull heavy flamer
- Veteran Squad (155)
+ 7 shotguns, 3 meltaguns
+ Chimera with hull heavy flamer
- Veteran Squad (155)
+ 7 shotguns, 3 meltaguns
+ Chimera with hull heavy flamer
- Veteran Squad (155)
+ 7 shotguns, 3 meltaguns
+ Chimera with hull heavy flamer
Fast Attack
- Armoured Sentinel Squad (60)
+ armoured sentinel with autocannon
- Armoured Sentinel Squad (60)
+ armoured sentinel with autocannon
Heavy Support
- Hydra Flak Tank Battery (75)
+ hydra
- Hydra Flak Tank Battery (75)
+ hydra
= 1500 points
Feedback is appreciated.
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![[Post New]](/s/i/i.gif) 2012/05/28 17:13:22
Subject: 1500 points Imperial Guard
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Veteran Inquisitorial Tyranid Xenokiller
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Lots of melta! You got armour covered, but the 12 inch range might hinder your move; perhaps getting a few lascannons for those longer shots could be good; else you will have to drive around in chimera, putting them at risk to get a close shot of the opponent's vehicle.
I suppose those Infantry Squads are gonna blob and form a gunline; perhaps giving them grenade launchers might help with the anti-infantry role they will fall into.
i also notice you left a single troops in the CCS and PCS without a meltagun; is it a vox-caster or simply another trooper with a lasgun because you did not knwo to give him?
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![[Post New]](/s/i/i.gif) 2012/05/28 17:21:56
Subject: 1500 points Imperial Guard
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Fixture of Dakka
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Inquisitor Jex wrote:Lots of melta! You got armour covered, but the 12 inch range might hinder your move; perhaps getting a few lascannons for those longer shots could be good; else you will have to drive around in chimera, putting them at risk to get a close shot of the opponent's vehicle.
I suppose those Infantry Squads are gonna blob and form a gunline; perhaps giving them grenade launchers might help with the anti-infantry role they will fall into.
i also notice you left a single troops in the CCS and PCS without a meltagun; is it a vox-caster or simply another trooper with a lasgun because you did not knwo to give him?
I agree!
Either get lascannons via Vendettas, PIS or HWS.
I think he left the opening in the PCS/ CCS due to points.
But I'd have everyone that has BS4 with a Melta or plasma.
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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2012/05/28 21:09:56
Subject: Re:1500 points Imperial Guard
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Blood Sacrifice to Khorne
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Why do I need lascannons when I have lots of autocannons and multi lasers?
Then here's another try:
HQ
- Company Command Squad (135)
+ 3 meltaguns
+ Chimera with heavy flamer
Troops
- Infantry Platoon (475)
• Platoon Command Squad (115)
+ 3 meltaguns
+ chimera with heavy flamer
• Infantry Squad (115)
+ autocannon team
+ chimera with heavy flamer
• Infantry Squad (115)
+ autocannon team
+ chimera with heavy flamer
• Special Weapons Squad (65)**
+ 3 meltaguns
• Special Weapons Squad (65)**
+ 3 meltaguns
- Infantry Platoon (475)
• Platoon Command Squad (115)
+ 3 meltaguns
+ chimera with heavy flamer
• Infantry Squad (115)
+ autocannon team
+ chimera with heavy flamer
• Infantry Squad (115)
+ autocannon team
+ chimera with heavy flamer
• Special Weapons Squad (65)**
+ 3 meltaguns
• Special Weapons Squad (65)**
+ 3 meltaguns
- Veteran Squad (155)
+ 3 meltaguns, 7 shotguns
+ chimera with heavy flamer
Fast Attack
- Vendetta Squadron (130)
+ vendetta
- Vendetta Squadron (130)
+ vendetta
= 1500
** Load those vendettas with SWSs, scout move, and snipe something on a first turn. If not, put them inside the chimeras and push forward.
Infantry squads do not combine together. They remain sepreate.
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![[Post New]](/s/i/i.gif) 2012/05/29 01:49:20
Subject: Re:1500 points Imperial Guard
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Fixture of Dakka
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Chosen wrote:Why do I need lascannons when I have lots of autocannons and multi lasers?
How many Russes, Land Raiders and Monoliths are you going to stop with ACs and MLs?
Yes, you have Meltas, but you don't want to deal with all the big scary stuff at 12" or closer, do you?
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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2012/05/29 03:10:30
Subject: 1500 points Imperial Guard
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Hurr! Ogryn Bone 'Ead!
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And another point for lascannon's vs some of those. Monoliths only really have to be what, 24" away? A LR has a range of 72", dont expect them to rush you. And Land Raiders are usually carrying some bad assaulty unit, not exactly something you want to kill 6-12" away from your guardsmen.
The other problem I see with your list, is lots of that stuff will run if shot at. I would recommend blobs and commissars.
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This message was edited 1 time. Last update was at 2012/05/29 03:11:11
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![[Post New]](/s/i/i.gif) 2012/05/29 14:05:09
Subject: Re:1500 points Imperial Guard
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Storm Trooper with Maglight
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Kick two of the Melta SWS on foot. They wont be necessary if you already have meltas in chimeras. I would rather give one of them flamers as well as to the platoon command (its bs3) and put both of them in a chimera (the sws in a chimera bought for an infantry squad).
two melta SWS in a vendetta are ok for alpha strikes or outflanking.
You must be able to kill 180 Orks as well as 15 Transports or 6 Monstrous Creatures.
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![[Post New]](/s/i/i.gif) 2012/05/29 16:15:09
Subject: Re:1500 points Imperial Guard
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Blood Sacrifice to Khorne
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Make me a list.
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![[Post New]](/s/i/i.gif) 2012/05/29 21:57:37
Subject: Re:1500 points Imperial Guard
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Fixture of Dakka
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Chosen wrote:Make me a list.
Poof! You're a list.
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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2012/05/30 16:32:46
Subject: Re:1500 points Imperial Guard
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Krazed Killa Kan
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alarmingrick wrote:Chosen wrote:Why do I need lascannons when I have lots of autocannons and multi lasers? How many Russes, Land Raiders and Monoliths are you going to stop with ACs and MLs? Yes, you have Meltas, but you don't want to deal with all the big scary stuff at 12" or closer, do you? How many lascannons can take down a LR? With BS3 you hit 50%. Then you have to roll 5 to glance and 6 to pen. Then a 5 or 6 to wreck it. Odds are the LR has EA too so it's not stopping. It will take several lascannons to take it down. Big deal you add 3 lascannons. Melta is the best and only thing you should be using vs AV14. Other than MC and DCCW of course. Anything where you get 2 dice.
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This message was edited 1 time. Last update was at 2012/05/30 16:33:50
2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/05/30 17:01:50
Subject: 1500 points Imperial Guard
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Hurr! Ogryn Bone 'Ead!
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You can make them twin linked with BiD or run them from a vendetta. So 75% will hit. Then, yes, you are correct about those odds. But how would you get melta on their side of the table turn 1? The only things I can think of are the devil dog and storm troopers. Both not too reliable.
Lascannons are something you can have on the field turn 1 that has a chance at popping Land Raiders, which is where you want them, dead in your opponents deployment zone. f you wait until they are within 12" of your main forces, they've done their jobs and it doesnt really matter if you pop them at that point.
@Chosen, write up a list to what has been suggested here and we'll look over it for you.
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