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[2000] - Imperial guard - Ultra-competitive infantry list for GT  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Pyromaniac Hellhound Pilot






Hi, I've been thinking for a while about the competitive options the new guard codex opens up. I'm going to go to a GT in two week's time, and I'm going to seriously aim to win it. I've won a few local tourneys before with my guard in 7th, but I felt like the army power balance always held me back from truly doing well in big events. Now guard are VERY STRONG in this edition I want to enjoy their time in the sun and have a crack at winning a competitive event! Here is my current proposed list, which I own all the models for:

Tallarn brigade

3 Company commanders 90pts
8 Special weapon squads - each with three plasma guns 360pts
3 units of 30 conscripts 270pts
3 infantry squads with plasma gun and bolter 144pts
3 units of 5 rough riders, with 2 plasma guns in each 180pts
3 heavy weapon squads - each with 2 mortars and lascannon 144pts

Cadian spearhead
Primaris psyker 40pts
Company commander with kurov's aquila (warlord with grand strategist) 30pts
2 commissars with bolters
6 heavy weapon squads - each with 2 mortars and lascannon 288pts

Imperium vanguard
Celestine 150pts
6 astropaths 90pts
Commissar with bolter and dagger relic
Militarum tempestus scion squad with one plasma gun 68pts

Tactics:
- Tallarn brigade advances up the board. Conscripts take the lead. Plasma squads follow up and use 'relic of lost cadia' for a turn of powerful shooting. Psykers hover behind the screen of infantry dealing mortal wounds. I'll put durability buffs on the conscripts with two psykers. Celestine will jump out turn one and try and solo something / force the enemy to deal with her.
- All the heavy weapon teams sit back and shoot with my warlord (the kurov's aquila commander) who makes himself scarce.
- A squad of conscripts and an infantry squad outflank with the commissar with the dagger. Rough riders turn up on the flanks they are needed on most. Militarum tempestus squad drops down on an objective somewhere.

Thoughts and C+C are welcome. I'll let you know how this turns out!

This message was edited 2 times. Last update was at 2017/10/20 11:06:59


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Bounding Assault Marine



Providence, RI

Minor errors or suggestions:
*Each special weapon squad MUST have 3 special weapons. What's your third?
*Relic of lost Cadia is for Cadians only, and affects Cadians only.
*How about taking one cadian company commander for the Cadian order for your lascannons, instead of one of the primaris psykers?

I like it and do something similar, except instead of Celestine and heavy weapon teams, I use marine devestator squads, and I don't have rough riders, so alas I use cyberwolves in an Imperium brigade for my commmand points.

Watch the flanks! If your opponent deep strikes something expendable on the flanks turn 1 or rushes something fast up there, he might be able to keep you from bringing in any reinforcements in any useful locations.

This message was edited 2 times. Last update was at 2017/10/20 10:42:11


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Made in gb
Pyromaniac Hellhound Pilot






Thanks for the corrections! I'm surprised I'd missed those until now.

Ah damn - I missed that about the SWSs - I think it used to be 'up to three' in the last codex... That'd be a minor fix though - just drop an infantry squad and three conscripts and I can make them all triple-plasma squads. Costs 13 bodies, but I think I have enough and the extra firepower will be nice.

Ok, I guess I'll drop the relic of cadia then. Again, missed the cadia-only part of it (even though the name kind of implies it haha).

Good suggestion on the commander. I'll make my wardlord with the aquila a cadian one then so he can skulk at the back with the lascannons.

Thanks for the advice. I'll watch those flanks! Don't cyberwolves cost you that awesome regimental doctrine bonus over a brigade's worth of units?

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in nl
Longtime Dakkanaut





 DoomMouse wrote:

- A squad of conscripts and an infantry squad outflank with the commissar with the dagger.


I believe you can only 'outflank' with one infantry unit, with the dagger. Or do you use something else for outflanking another unit?

It's a strong list but you could run into trouble when an enemy army is better at shooting outside 24 inch (plasma range). An Astra M player with leman russes and wyverns deploy's them as one unit before the split up so, probably got less units to deploy and gains the +1 on the d6 to begin. When this army goes first and focuses on your lascannon heavy weapon units it could really take the sting out of your army. 24 inch plasma shots outside rapid fire range are not really to scary for a backfield wyvern or a leman russ.

All these heavy weapon teams got a big footprint and you really have to look at how you want to deploy stuff without being in each other way all the time.

I got a tournament coming up and bring a Astra M/GSC/Tyranid combo. I got two units ratlings because the keep deep striking units away and kill commissars or other characters. I would consider bringing them along. So darn cheap.
   
Made in gb
Pyromaniac Hellhound Pilot






Thanks - good catch! You can tell I've not got used to these relics yet. I think I was confusing it with the tallarn ambush stratagem... Still a pop-up squad of 30 conscripts sounds good to me

I've generally found people tend to struggle to chew through this many HWTs, particularly when there is infantry in your face and outflankers to worry about. Not saying an artillery-based IG list wouldn't be tough to face, but being very tank heavy should cost the opponent board control which I can use for maelstrom purposes.

I've not had much of a problem with the HWT bases apart from in the corner-style deployment maps (and even then I've managed). The ability to bunch up infantry and conscripts helps a lot! At least the dispersed HWTs should help keep deep strikers / outflankers at bay.

Ratlings look pretty nice on paper, and I'm currently in the process of converting some snipers for counts-as purposes. I' definitely consider a squad or two, but they unfortunately won't be ready in time


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in nl
Longtime Dakkanaut





Ratlings or scout sentinels or anything that pushes your 'get out of my lawn' zone forward is usefull. If you don't, you run the risk of getting assaulted by first turn deep strike units and when they're capable of blocking your conscripts from falling back then things could start to go south. Big genestealer units that pop up could surround the conscripts and force the unit to stay in close combat if one single model cannot move, without moving thru an enemy model. The will ignore the commissar so that the remaining conscripts only lose 1 moral victim and in your close combat phase the could finish them of. Even when you do a mean counter assault the could use the stratagem that allows them to hit after the first unit.






   
Made in us
Bounding Assault Marine



Providence, RI

Yes, I lose the regimental bonus, but 90% of the stuff in that detachment wouldn't benefit from the Valhallan regiment bonus anyway.
Not the Tempestor primes, not the scions, not the heavy weapon stuff, not the conscripts that will be near commissars anyway.

Here's what I'm doing at the tournament this weekend:
https://www.dakkadakka.com/dakkaforum/posts/list/742192.page#9650574

This message was edited 1 time. Last update was at 2017/10/20 19:03:12


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Made in gb
Pyromaniac Hellhound Pilot






Ok you've convinced me on the ratings - I'm going to try and speed-produce a couple of squads before the tournament! Screening and early objective stealing is pretty nice, and they're some of the best snipers in the game!

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Pyromaniac Hellhound Pilot






Here's what I hope is my final list then!

Brigade detachment (tallarn doctrine) – 1284pts

HQ
Company commander 30pts
Company commander 30pts
Primaris psyker 40pts
Primaris psyker 40pts
Primaris psyker 40pts
Elites
Astropath 15pts
Astropath 15pts
6 x Special weapon squads with 3 plasma guns 270pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support – 384pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts

Spearhead detachment (cadian doctrine) – 318pts

HQ
Company commander (warlord with Kurov’s aquila relic and grand strategist warlord trait) 30pts
Heavy support
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts

Vanguard attachment (imperium) – 392pts

HQ: Saint Celestine 150pts
Elites
5 ratlings 35pts
5 ratlings 35pts
5 ratlings 35pts
Astropath with laspistol 15pts
Astropath with laspistol 15pts
Astropath with laspistol 15pts
Astropath with laspistol 15pts
Astropath with laspistol 15pts
Troops: Tempestus scion squad with plasma gun 62pts


I'll let you know how it does in the tournament then. Any C+C is still welcome if there's any good stuff I've missed!


Automatically Appended Next Post:
Well within 10 minutes of posting that, GW throws conscripts and commissars under the bus! Going to switch out the conscripts for more infantry squads and drop the commissars altogether. I think I'll do fine with just a few more infantry squads - 3 commissars = 2 infantry squads. Not sure whether they would be able to keep 20 more models around over the course of the game tbh if conscripts aren't being used! I'll update the list...

This message was edited 4 times. Last update was at 2017/10/22 19:12:45


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Bounding Assault Marine



Providence, RI

I think the only conscripts being run from now on will be Valhallans, with that bolt pistol relic. Even spreading 20 across your front line could be handled just as well by 2 infantry squads, with less leadership losses.

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Made in gb
Pyromaniac Hellhound Pilot






I've since realised that inquisitors are basically the new commissars! LD 10 bubble for just 15pts more than one of my prmaris psykers, and can smite just as well I've shifted things around for a double tallarn brigade - so 21 command points after relics now!

21 CPs

Brigade detachment (tallarn doctrine) 795pts

HQ
Company commander (warlord with Kurov’s aquila relic and grand strategist warlord trait) 30pts
Company commander 30pts
Company commander 30pts
Elites
Astropath 15pts (with dagger relic)
Astropath 15pts
Astropath 15pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support – 384pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts

Supreme command detachment (imperium) 315pts

Celestine 150pts
Inquisitor 55pts
Inquisitor 55pts
Inquisitor 55pts

Brigade detachment (tallarn) 837pts

HQ:
Primaris psyker 40pts
Primaris psyker 40pts
Primaris psyker 40pts
Elites
5 ratlings 35pts
5 ratlings 35pts
5 ratlings 35pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts

I got in a practice game tonight against a guy with a tank heavy chaos army. He killed all the HWTs and ratlings in short order, but smite, celestine and rough riders did a number on his tanks by the end of the game. It's crazy how well tallarn hordes can dominate on maelstrom too. I was scoring insane amounts all game long!

This message was edited 1 time. Last update was at 2017/10/24 23:06:11


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Pyromaniac Hellhound Pilot






Hey, here's an update on this if anyone's interested!

I played with the list at the GT and it did pretty well.

Game 1: against alaitoc footdar.

The list: 3 units of dark reapers, lots of guardians and swooping hawks in reserve, 3 shadow spectre units and a battle line of dire avengers.
The game: We were playing maelstrom. The eldar just couldn't do enough damage to the infantry squads, who just rolled up gunning gown aspect warriors. Celestine soloed a unit of 10 dire avengers herself and my characters mugged asurman in close combat to get an objective. I was heading for a tabling towards the end and way ahead on maelstrom.

Game 2: against CSM + daemons

The list: magnus, changeling, 3 daemon princes, lots of alpha legion cultists + brimstone horrors, 3 malefic lords and three units of deep striking obliterators.
The game: eternal war, 4 objectives. This was a real mess. I gunned down almost all his cultists and brims straight away. Then magnus and three daemon princes hit the gunline and murdered a lot of guardsmen, and then jumped over to kill psykers next turn. By the end magnus was on 3 wounds and his warlord prince was on two. I had both my home objectives and had swooped in to take one of his home ones with rough riders and my outflanking infantry squad with the dagger. His obliterators were brutal. My psykers did a lot of work here, both denying magnus' powers and chipping wounds off the princes. Also the outflanking infantry squad with the dagger did amazingly well, using FRFSRF and vengeance for cadia in combination to kill a LOT of cultists and two obliterators. I won 10 points to 6. My opponent here came 4th over all out of 70 people!

Game three: against tank-heavy guard

His list: catachan doctrine. 6 russ (two were punishers), 2 taurox primes, 2 hellhounds, 60 conscripts.
The game: Maelstrom. I got lucky on deployment, and had three objectives from the start. Mortars and guardsmen killed almost all his conscripts turn 1 but barely hurt the tanks. I made a mistake with celestine and wussed out of charging a hellhound to attack more conscripts... My plan was just to barrel infantry forwards until I could get my psykers in smiting range, but hist efficient tanks double-firing and rerolling numbers of shots just chewed through my battle line. I was way ahead on maelstrom, but only managed to take out 2 hellhounds. If the game had ended turn 5 or 6 it would have been my victory, but it went on to 7 turns and he ended up tabling my 200+ guardsman army!

Game 4: against magnus/mortarion/poxwalkers

His army: Magnus, mortarion, 2 princes, changeling, 50 poxwalkers
The game: Eternal war. Again I got lucky and had all the objectives I needed in my deployment zone. He three mortarion forward unsupported turn 1. Between smite, ratlings and endless volleys of las fire, he was shot straight down! Magnus and one of the princes went exactly the same way the turn after. If he'd held back one more turn and charged them all in one go, things might have been very, very different.

Game 5: against primaris marines

His list: 2 redemptor dreads, a repulsor, 2 hellblaster squads, 3 intercessor squads, some inceptors and a few support characters.
The game: maelstrom. He got quite unlucky with his cards and I pulled into a crazy lead on objectives straight away. I basically just rushed infantry and psykers at his castled-up army and smited/mortared them until they died. Quite a one-sided game.

Overall in terms of wins/losses, everyone had joint points from 4th-12th out of the 70+ attendees. Unfortunately due to me scoring secondaries poorly I placed 12th out of this selection! Need to make sure I kill more warlords and break more lines... The list was fun (if tiring) to run and the event was good. If anyone has any questions on what worked/didn't I'm happy to help

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
 
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