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Made in gb
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
       
    Made in gb
    Hungry Little Ripper





    Arlington, WA

    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.

       
    Made in gb
    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?
       
    Made in gb
    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.
     
       
    Made in gb
    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?
       
    Made in us
    Sickening Carrion





    Niagara Falls, NY

    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."


     
       
    Made in gb
    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.
       
     
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