| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/02/16 19:46:31
Subject: New Imperial Guard Army
|
 |
Guardsman with Flashlight
|
First off hello everyone.
I am a returning player to Warhammer 40k from around 8 years ago and I had some Imperial Guard models up my loft and decided i'm keen to get playing again so when out and bought the new codex and a number of new units.
I have enough units to play around 2500 points but don't want to throw to much on the table for my very first game when I get round to it. I have decided to go for 1750 points to get myself started and about to learn the rules of the games again.
Keen to understand however if I have 'fighting' chance with this force or if I need to go back to the drawing board?
This comes in total to 1747 points.
HQ
Company Command Squad
Bolt Pistol
Power Weapon
Vox-caster
Regiment Standard
Master of Ordnance
Grenade Launcher
Caropace Armour
Troops
Platoon 1
Command Squad
Vox-caster
Mortor
Grenade Launcher
Sqaud 1
Power Weapon
Vox-caster
Grenade Launcher
Chimera Transport
Storm Bolter
Squad 2
Power Weapon
Vox-caster
Grenade Launcher
Chimera Transport
Storm Bolter
Platoon 2
Command Sqaud
Vox-caster
Meltagun
Plamsagun
Grenade Launcher
Squad 1
Power Weapon
Vox-caster
Grenade Launcher
Squad 2
Power Weapon
Vox-caster
Granade Launcher
Squad 3
Power Weapon
Vox-caster
Grenade Launcher
Heavy Weapon Squad 1
Autocannons
Heavy Support
Leman Russ Squadron
Leman Russ Battle Tank
Lascannon
Heavy Bolters
Extra Armour
Dozer Blade
Leman Russ Demolisher
Lascannon
Heavy Bolters
Dozer Blade
Extra Armour
Storm Bolter
Leman Russ Vanquisher
Lascannon
Heavy Bolters
Extra Armour
Dozer Blade
Basilisk
Dozer Blade
Extra Armour
Hunter Missile
Fast Attack
Hellhound
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/16 19:59:28
Subject: Re:New Imperial Guard Army
|
 |
Hungry Little Ripper
|
Hey, welcome back to the hobby!
Lots of little nit-picks, but bottom-line up front: Specialize your units, rather than spending points on multiple roles; pick assault OR shooting, anti-infantry OR anti-tank. You'll find yourself with lots more points available to add some other options.
My biggest issue with the list is the redundant power-weapons in every infantry squad. They're very expensive points-wise, and if you're designing that squad to assault or repel assaults, flamers will do the job nicely. Consider having your first platoon with power weapons and flamers, and have the second platoon with just grenade launchers. Possibly even consider replacing your power swords with power fists, since IG almost always strike last anyway.
I honestly don't include Voxes in my armies at all, dropping those from your army might give you a -lot- more points to play with.
Chimeras are great, but consider reserving them for your command squads, unless you're planning to theme your entire army as Mech infantry.
Your Leman Russ kit is a bit mismatched IMHO. Why match Lascannons with Heavy bolters? You have one heavy slot remaining, so think about dividing your Russes into a tank-hunting unit (Vanquisher with lascannon but NO bolters or storm bolters) and an anti-infantry unit (Russ and Demolisher). Since all other shots are Snap Shots when you fire Ordnance, think about swapping the vanilla Russ with a Punisher, and give that one 3 Heavy Bolters and a Storm Bolter, and then leave the sponsons off the Demolisher, to maximize your shooting without wasting points on upgrades.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/16 20:51:50
Subject: New Imperial Guard Army
|
 |
Guardsman with Flashlight
|
Thanks for your thoughts. I guess my list and basic understanding of the rules come from 4th edition. My tanks are miss-matched due to how I built them around 8 years.
I will take your point on the power weapons, my thoughts behind this were a 'just in case' but if it's better not to take then I can remove.
My first squad is mechanised to go out and take objectives, I will re-fit with flamers as I see your point there.
The Demolisher and standard battle tank (I have a Conqueror turret but unsure I can use this) are to support this operation or 'go out and get'.
The 2nd squad is to support the Vanquisher and Basilisk to sit back take things out as they close down on our deployment zone.
Would this work or do i need to re-focus and buy a heap of new units?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/16 23:08:27
Subject: Re:New Imperial Guard Army
|
 |
Gangly Grot Rebel
Scotland
|
I wouldn't bother with the master of ordnance, he's too inaccurate and can get killed too easily. Grenade launchers are not my favourite either. They are good against orks and nids but pretty rubbish against anyone else. I prefer melta's and flamers but I play foot guard. Getting your leman russ's optimised will help the list too....
all the best.
|
I'm a god damned sexual Tyrannosaurus.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/17 13:00:41
Subject: New Imperial Guard Army
|
 |
Guardsman with Flashlight
|
Yea from reading more and more on here I am going to re-write this list, remove power weapons, add some flamers to the first squad.
Seems I would be better balancing my Russes and looking at a Vendetta, this will have to wait until I have the funds to do so however.
I guess in such a small force what Russ tanks would I bet best to look at?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/17 15:58:29
Subject: New Imperial Guard Army
|
 |
Sickening Carrion
|
Eradicator with lascannon has never let me down. Only 10pts more than a battle russ but can fire all of its weapons at full bs and denies cover. ap4.
|
Fantasy: Tomb Kings, Dark Elves, Wood Elves, Lizardmen, Daemons
40k: Daemon Hunters (GK,MT allied), Tallarn Armored Battle Group, Night Lords.
Firestorm Armada/Firestorm Planetfall: Dindrenzi
"I will lay down my bones among the rocks and roots of the deepest hollow, next to the streambed.
The quiet hum of the earth's dreaming is my new song."
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/24 21:12:08
Subject: Re:New Imperial Guard Army
|
 |
Guardsman with Flashlight
|
So I have consolidated a lot of thing and written an 1850 army for a tournament I thinking of entering.
HQ
Company Command Squad
-Bolt Pistol
-Power Weapon
-Vox-caster
-Regiment Standard
-Master of Ordnance
-Granade Launcher
-Flamer
122
Troop
Platoon 1
Command Squad
-Vox-caster
-x2 Granade Launchers
-Flamer
50
Squad 1
-Flamer
-Chimera Transport
--Storm Bolter
120
Squad 2
-Flamer
-Chimera Transport
--Storm Bolter
120
Platoon 2
Command Squad
-Bolt Pistol
-Vox-caster
-Meltagun
-Plamsagun
-Flamer
67
Squad 1
-Vox-caste
-Grenade Launcher
60
Squad 2
-Grenade Launcher
55
Squad 3
-Grenade Launcher
55
Squad 4
-Vox-caster
-Flamer
60
Heavy Weapon Squad 1
-Autocannons
75
Heavy Weapons Squad 2
60
Elites
Storm Trooper Squad
-Meltagun
-x3 Additional Storm Troopers
143
Heavy Support
Leman Russ Squad 1
Leman Russ Battle Tank
-Lascannon
-Heavy Bolters
185
Leman Russ Vanquisher
-Lascannon
-Heavy Bolters
190
Leman Russ Squad 1
Leman Russ Demolisher
-Lascannon
-Heavy Bolters
200
Basilisk
-Camo Netting
155
Fast Attack
Hellhound
130
Total 1847
The plan is to have Platoon 1 rush across the battlefield and take an objective with the support of the Hellhound and Storm Troopers. Then Platoon 2 is my sit back with the tanks and defend (squad 1&2 will join together and so will 3&4 creating x2 20 man squads).
Unsure if i will be slipping myself down the middle but after playing the Tau at the weekend I've realised that being very aggressive is the way forward.
|
|
|
 |
 |
|
|