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![[Post New]](/s/i/i.gif) 2006/04/22 05:25:43
Subject: Imperial Guard 1000pts
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Fresh-Faced New User
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Been a long time lurker here on dakka, but having just started up an Imperial Guard army thought i would post up my current list and then let you Dakka veterans bash it apart. Command Platoon Senior Officer with laspistol, carapace armour & power weapon. 1 Missile launcher Iron Discipline =85pts Commissar with bolt pistol, carapace armour & power weapon. =51pts Storm Trooper Squad 2 Meltaguns 8 Hellguns Infiltrate =130pts Storm Trooper Squad 2 Plasma guns 8 Hellguns Infiltrate =130pts Command Squad 1 Missile Launcher Iron Discipline =60pts Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Command Squad 1 Missile Launcher Iron Discipline =60pts Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Total Points= 888 Total Infantry = 76 Have so far taken the Storm Troopers and Iron Discipline doctrines but am unsure of what to add to make the army 1000pts. And for all you players out there who will no doubt tell me to drop the stormies and take Veterans instead, no. I love my storm Troopers. The models are nice and I already have 20 of them so I'm not about to drop them anytime soon. The commissar is just there for fluff and coolness.
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![[Post New]](/s/i/i.gif) 2006/04/22 11:34:53
Subject: RE: Imperial Guard 1000pts
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Fixture of Dakka
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"The commissar is just there for fluff and coolness." don't forget point wastieness! for the less points than you're spending on him you could get a ML sentinel! "And for all you players out there who will no doubt tell me to drop the stormies and take Veterans instead, no. I love my storm Troopers." hey there, i'll be the first to jump on that bandwagon. the vets are just better. i seriously know where you're coming from. i've 20 myself! maybe you could use them to represent your vets.
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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) 2006/04/22 13:11:55
Subject: RE: Imperial Guard 1000pts
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Fixture of Dakka
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sorry, forgot to mention: "Command Platoon Senior Officer with laspistol, carapace armour & power weapon. 1 Missile launcher Iron Discipline =85pts"
has been mentioned as much as the Vet./ ST arguement, but no power weapon(you don't want him fighting, imho!), no missle launcher(you want them to be less of a target than they already are, again, imho!) and i also would drop the carapace armor. now you have enough points to upgrade your GL to plasmaguns.
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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) 2006/04/23 08:22:17
Subject: RE: Imperial Guard 1000pts
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Fresh-Faced New User
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Hmm, you make some good points alarmingrick. Thinking of swaping the storm troopers for hardened veterans now (will stick storm troops in my Daemon Hunter list so at least their not wasted)
So, thinking of changes to my list has left me with these questions: 1- If I was to add veteran squads, how many veterans in each squad, and how many special weapons per squad? 2- Are sentinels worth taking with multi-lasers, autocannons or heavy flamers? 3- What should I equip command squads with? Thanks for advice. Will post up another list if/when I get answers to these questions and finish reading the Guard Commandments thread.
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![[Post New]](/s/i/i.gif) 2006/04/23 11:11:45
Subject: RE: Imperial Guard 1000pts
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Dakka Veteran
The Hammer
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Conventional wisdom is five vets with three plasma guns and deep strike. (drop troops) Some folks like 8 or 10 with 1-3 plasmas and a lascannon, sans deep strike, as an infiltrating squad. Sentinels generally work fine and dandy with multi-laser. Decent range, works fine against MEQs, and with drop troops can be a nuisance to flank armour. My bias on command squads is to give the HQ squad a Junior Officer and a Veteran with the Company standard, one Platoon leader Honorifica Imperialis and Close Order Drill (your "general" and "bsb") and the third either max flamer or max plasma (if deep striking) or absolutely zilch to be the guy in the middle of the board in cleanse. The latter option is my personal fetish for Heavy Weapons Platoon leaders - always nice to have a little disposable pushback when your army's built on making your opponent's look like a collander before they get into base to base. Ooh, and alarmingrick is 100% dead-on about plasmas. Two points more for the ability to pierce power armour - unless your opponents avoid MEQs, that's certainly worth it.
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When soldiers think, it's called routing. |
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![[Post New]](/s/i/i.gif) 0004/10/23 12:40:13
Subject: RE: Imperial Guard 1000pts
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Fresh-Faced New User
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Thanks wight_widow. Thinking of taking the hardened veterans and sentinels to replace the strom troopers. Plasma guns not much of a problem as most my gaming group is slowly moving away from marines to tryanids, tau and imperial guard. And I've always had a soft spot for the humbe grenade launcher. Dropping the storm troopers for sentinels, hardened veterans, adding another couple of infantry squads and just tweaking the command squads should bring me to 1000pts. Will post up a new list soon.
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![[Post New]](/s/i/i.gif) 2006/04/23 21:39:19
Subject: RE: Imperial Guard 1000pts
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Guard at 1000 eh? Hmm... challenging.
When it comes to Guard at 1000, to rip-off from Monthy Python, you have to remember that every point is sacred, every point is great and if a point gets wasted, the Emperor gets quite irate.
I can see, looking through the list, 201 wasted points, plus the 112 you have left, for 313 total points to spend. In other words, you have a whipping 31.3% of your army not doing anything. This is bad. Very bad.
Command Platoon Senior Officer with laspistol, carapace armour & power weapon. 1 Missile launcher Iron Discipline =85pts Save yourself 4 points and get a Junior Officer w/Iron Discipline, the Honorifica, and a Standard Bearer.
Commissar with bolt pistol, carapace armour & power weapon. =51pts
Umm... what's he doing? 40 points for a +1 increase in Ld is hard to justify at 1850, let alone 1000. Save your self 51 points, now at 55 points saved.
Storm Trooper Squad 2 Meltaguns 8 Hellguns Infiltrate =130pts
The way to get Meltaguns into range is by Deep Striking, not Infiltrating. And these are suicide units, so you don't take units that are 10 strong. So these units should cost 75 points each, not 130. Drop both units to 5-strong and you've not saved 165 points.
Storm Trooper Squad 2 Plasma guns 8 Hellguns Infiltrate =130pts
See above.
Command Squad 1 Missile Launcher Iron Discipline =60pts
Ditch the Missile Launcher. These units should be hiding. If they are in the open they will die. 15 point saved, up to 180 now.
Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts
Uhhh! Horrible. You should be aiming to mix special/heavy weapons that match. Grenade Launchers do not match with anything except the Heavy Bolter, and for 2 more points a squad you can get Plasma Guns, a weapon that does mix with the Lascannon. Subtract 4 points, down to 176.
Command Squad 1 Missile Launcher Iron Discipline =60pts
As above. Up to 191 points.
Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Infantry Squad 1 Lascannon 1 Grenade Launcher =93pts Subtract another 4, 187 points now.
This brings us to 299 points. 29.9% of your army. You can do a lot with 299 points, for example:
- 3 Squads w/HBs + Flamers (228) & 4 flamers per Command Section (48) & 23 points in change.
- 2 Squads w/HB + Flamers (152) & 30 Conscripts (120) & 2 Flamers per Command Section (24) & 3 points in change.
- 2 Russes (290) & 9 points in change.
All of these things make the list more dangerous. I would reccomend adding the 3 squads. Firstly, they're cannon fodder. Secondly, they give you some anti-infantry ability. Thirdly, they bulk up your numbers - 95 at 1000 ain't bad.
BYE
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![[Post New]](/s/i/i.gif) 2006/04/23 21:43:38
Subject: RE: Imperial Guard 1000pts
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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And I'd advise against taking Vehicles of any kind in this list. It's an All-Infantry list. You start taking units with an AV value, even if it is only 10, and you're giving a purpose to their anti-tank weapons.
BYE
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![[Post New]](/s/i/i.gif) 2006/04/24 05:05:17
Subject: RE: Imperial Guard 1000pts
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Fresh-Faced New User
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Thanks for comments HBMC.
Most of the advice I have so far is to change my command squads, elites choices and swap nade launchers for plasma so will look into seeing what I can do (only problem being now need more plasma guns, damn plastic grenade launchers)
Will take your advice HBMC , and that of the other posters into consideration when I re-write this list. Thanks again.
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![[Post New]](/s/i/i.gif) 2006/04/24 07:16:08
Subject: RE: Imperial Guard 1000pts
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Dakka Veteran
The Hammer
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Ah, one caveat: please do NOT think about taking AT heavy weapons squads. They are NOT a good deal, however much one lascannon matches with another lascannon they are free points. If you'd be embarrased giving a purpose to an enemy lascannon, you'd be more embarrassed giving a purpose to an enemy mortar. Unless your opponents are mehjer N00|3z0rz (sic) you DON'T want a fragile, high-points unit that will make itself priority #1, effectively deducting its points from your list's value. If lascannon are worth taking in your environment, they're worth taking on infantry squads and occasionally in the hull of a tank.
Depending on if you expect to see a Russ, you *could* get away with autocannon/missile launchers/heavy bolters on the infantry. Since you've got a weird environment, if you stick to the matching principle lascannon are a waste of points, but simultaneously some anti-vehicle firepower is handy. Autocannon/GL with Light Infantry (quickly hops out of cockpunch range from HBMC) could do the trick for the line squads, as it'll give you a decent chance at maneuvring for a flank shot on a russ as well as having some AP power. I'm somewhat hesitant about endorsing the flamer since against guys with a 4+ save and T3-T4, a grenade launcher is as good as the plasma - the main reason GLs are avoided is because most people play against MarineEQuivalents some of the time.
Missiles shine against MEQs, who are notably (possibly mercifully) absent in your environment, but may merit inclusion depending on the composition of your Tyranid opponent's armies. Generally speaking, frag blows - the occassional flukey shot against Hormies or Wyches standing cheek by jowl two feet away from you notwithstanding. Just keep in mind, if your environment switches back to MEQs - or the nid player does something wierd like buying a lot of TyranidMonstrousCreatures with 2+ saves - and when he does that, he'll do it in force - you could find yourself painting up a bunch of plasma gunners and lascannon teams. (which are the reasona most Tyranid players don't buy 2+ saves, but we're talking about your play group here) It's cliche, it's not original, but it handles the largest variety of threats in the usual environment full of assorted heavily armoured nastiness.
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When soldiers think, it's called routing. |
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![[Post New]](/s/i/i.gif) 2006/04/24 08:37:24
Subject: RE: Imperial Guard 1000pts
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Fresh-Faced New User
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Thanks again for advice wight_widow.
Currently thinking of re-building the list around:
Command Platoon = 81 Junior officer w/ honourifica, iron discipline & standard bearer.
2 Command Squads = 138pts Junior officer w/ iron discipline & 4 flamers.
3 Infantry Squads = 285pts Lascannons & plasma guns.
3 Infantry Squads = 234pts Heavy bolters & grenade launchers.
So the core of my army will be 738pts for 75 troops. This will leave me with 262pts to spend on adding either the stormtroopers (currently seconded to my Inquisitoion force) or hardened veterans (when I get around to converting them up)
Had already decided not to take heavy weapon squads as I have played against an opponent who used them before so know how fragilie they are. Looking around my gaming group I have seen a drop troop guard army, a currently unnder construction tau mechanised army, a tryanid army with 3 monsterouus creatures (none with 2+ saves) and a few marine armies.
Any more advice more than welome.
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![[Post New]](/s/i/i.gif) 2006/04/24 16:00:12
Subject: RE: Imperial Guard 1000pts
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Fixture of Dakka
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how about the Roughriders?
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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) 2006/04/25 04:34:57
Subject: RE: Imperial Guard 1000pts
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Fresh-Faced New User
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I dont think I will take rough riders, unless I can think of a good conversion to do (probably use fantasy cold ones with cadian riders) as the rough rider models would't really fit in with my Cadian guardsmen. However, from what I've read on the forums RR can be a good counter-assault unit. Take it a 6 man squad with hunting lances and Veteran Sergeant would be the best option for RR?
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![[Post New]](/s/i/i.gif) 2006/04/25 16:12:44
Subject: RE: Imperial Guard 1000pts
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Fixture of Dakka
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"I dont think I will take rough riders, unless I can think of a good conversion to do (probably use fantasy cold ones with cadian riders) as the rough rider models would't really fit in with my Cadian guardsmen." i've got 8 waiting on me to get off my butt and finish! seriously, Cadians don't get RR in their doctrines. something to keep in mind. i'm using the Tallarn RR bodies with cold one mounts. i was going with they were locals helping my army, for fluuf. "However, from what I've read on the forums RR can be a good counter-assault unit. Take it a 6 man squad with hunting lances and Veteran Sergeant would be the best option for RR?" i'd say 5, but that's me. 6 max.
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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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