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921 point Imperial Guard List. Tips on making it reach 1000 points?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Planespotter





Wherever badgers go


HQ: (390pts)
Commissar Yarrick
Command Squad:
Laspistol x2
Medipack
Standard
Sniper
Vox
Company Commander:
Plaspistol
Lord Commissar:
Bolt pistol
Camo Cloak
Power weapon

Elites: (138pts)
Storm Troppers :
Flamer
Stormtroppers x7
Storm Trooper Sergeant:
Bolt pistol

Troops: (97pts)
Vet Squad :
Autocannon
Flamer
Grenade Launcher
Lasgun x7
Vox
Vet Sergeant:
Bolt Pistol
Close Combat Weapon

Fast Attack: (81pts)
Armoured Sentinel:
Camo Netting
Lascannon
Searchlight

Heavy Support: (21pts)
Leman Russ Squadron:
Leman Russ -
Knight Commander Pask
Lascannon




All Hail the Lord of Badgers as the almighty Badger Lord shall watch over us until we reach the eternal sett in the heavens.  
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Ol Yarrick! My favorite IG unit besides Marbo. Kuddos on running the late and great lord commissar.

My suggestions for your list are as follows:
You need more bodies in my opinion, 1 troop choice just won't cut it.
Vets need transports to keep em safe and move them aswell, or take harker for outflanking
I find storm troopers work better in groups of five, usually anymore I don't run em but when I do it's groups of five with 2 melta and I just suicide em to take out armour of my enemies.
You could drop the second lord commissar aswell, no need for two and you really don't have enough guys to make him usefull.
Sentinels may not be competitive but they are fun, maybe change his las cannon to a plas cannon.
Last but not least, your hq are a huge point sink, at 1000 you don't need 2 hq, with only a squad of vets and a group of storm troopers you don't need a command squad for issuing orders, hardly anyone to issue orders to. If you going competitive at 1000 you don't want Yarrick sadly, keep you hq slot fairly cheap so you can add more troops. At 1000 points the only time I would take two hqs is if for some reason I wanted a primas psyker to roll with my command squad.

So that's my suggestions as for as your list goes, now my suggestion to raise it from 921 closer to 1000, add Marbo right now.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Cowboy Wannabe



London

Good general advice above.

Have you read the rulebook and seen the force organisation chart? Because you have 3 HQ choices, but are only allowed 2 until you get to 2000pts, and you must have a minimum of 2 troops choices no matter the points level.

The CCS has too much stuff in it, keep it cheap and cheerful, with no upgrades, or go the whole way with 4x special weapons. (plasma and melta are the best here).

At this points level neither Yarrick or a lord commissar add a great deal to the army. Though Yarrick is fun, he needs a decent unit to support, myabe a big blobbed up bunch of platoon infantry squads (for bigger armies).

Veteran are decent, you'll want 3 probably at 1000pts, as troops for objective taking are vital. Make sure you give each squad the full 3 special weapons, and keep them the same three weapons per squad (again plasma and melta are the best).

Storm troopers are okay, I prefer running with 2x melta.

Sentinels, especially one on its own are a poor choice. You need to run several for them to be useful, otherwise they are easy targets for anti-tank guns. Don't make them too expensive on upgrades either.

Leman russes are solid choices, but Pask adds nothing to the standard battle tank. He works best with the punisher or the exterminator.

Hope this is useful.
   
Made in nz
Implacable Black Templar Initiate




New Zealand

I agree that one troop choice won't cut it, in fact it's not legal as per the force org chart (if your mates let you field it then that's fine).

I am a huge fan of the Infantry Platoon. Not sure if you're aware, but even though an Infantry Platoon is a single Troops choice, every element of the platoon is a separate scoring unit in it's own right. I played yesterday at 550 points and had a platoon and one Veteran squad, for a total of 6 scoring units.

If you can't change your points around for that, that's fine, but I do recommend them.

I would drop the Stormtroopers at the very least, they are very underwhelming on the tabletop. Pickup another Vet squad; not only are they Troops (to satisfy the minimum force organisation requirements for a normal game), they are also quite good

The vet squads should be setup with specific roles in mind, and they need to be mobile (meaning no heavy weapons).

I like fielding two vet squads supporting my Platoon:

Vet 1, anti tank
6x Las Gun
3x Melta Gun
1x Sgt (with Melta Bomb or Demo Charge)

Vet 2, anti heavy infantry/light transport
6x Las Gun
3x Plasma Gun
1x Sgt

These guys come out of my Valkyrie's/Vendetta's, and make a mess wherever they go, while my Platoon gun line sits back and shoots.

Some food for thought at least

"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.

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