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		<title><![CDATA[Latest posts for the thread "help with making a guard army list"]]></title>
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				<title>help with making a guard army list</title>
				<description><![CDATA[ I am trying to make a imperial guard army list to combat an <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> (sister/ grey knight) army. I have tried a few army lists but I am really struggling.<br /> <br /> I have a good range of models at the moment but just don't know where to start.<br /> <br /> We normally play on a 4x4 board and I just end up relying on my tanks far to much. They are very effective but the rest of my army just doesn't pull any weight<br /> <br /> I have: <br /> <br /> 60 regular guardsmen<br /> 20 stormtrooper/kaskrins (mix up with postage, my gain)<br /> 5 ratlings<br /> lascannon heavy weapon squad<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> heavy weapon squad<br /> mixed heavy weapon squad<br /> 1 normal leman russ<br /> 1 demolisher<br /> 1 chimera<br /> marbo<br /> <br /> and enough spare parts to make most special weapons, characters and equipment]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 19:10:09]]> GMT</pubDate>
				<author><![CDATA[ lorrylemming]]></author>
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				<title>help with making a guard army list</title>
				<description><![CDATA[ How many points? once you get that i'll throw a list together but really you have to test it out to see what fits you best.]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 20:27:53]]> GMT</pubDate>
				<author><![CDATA[ WingsofCadia]]></author>
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				<title>Re:help with making a guard army list</title>
				<description><![CDATA[ sorry kinda missed a big thing there.<br /> 1500pts <br /> When I say normal guardsmen they could play as anything vets, conscripts and I could make penial legion.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 07:58:37]]> GMT</pubDate>
				<author><![CDATA[ lorrylemming]]></author>
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				<title>help with making a guard army list</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span><br /> 3 Plasmas, Vox Chimera<br /> <br /> Elites<br /> Marbo<br /> <br /> (IF you can get more ratlings than they can be used more effictively if not proxy a couple and see how it goes)<br /> <br /> Troops<br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span><br /> 4 Flamers, <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> 2x Infantry Squads (autocannons) 1x commisar, Vox <br /> make each into 2 20 man squads<br /> 2x Infantry Squads (lascannons) 1x commisar, Vox<br /> <br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span><br /> 4 Flamers, <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> 2x Infantry Squads (Autocannons) 1x commisar Vox<br /> <br /> Heavy support<br /> Demolisher<br /> Leman Russ<br /> <br /> With this list remember your orders. Make him come to you. If he has a landraider use marbo first turn to destroy it. Make him walk to use as much as possible. Don't forget your orders and use all of them to their full capacity. If you end up taking ratlings their effectiveness is not for killing but for pinning. Don't let his Terminators get in close combat. With first rank fire second rank fire into them you will make them throw an obscene amount of saves. They are bound to fail some. I'll put up an exact points cost once I get back to my apartment.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 17:16:10]]> GMT</pubDate>
				<author><![CDATA[ WingsofCadia]]></author>
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				<title>help with making a guard army list</title>
				<description><![CDATA[ <blockquote><div><cite>WingsofCadia wrote:</cite> If he has a landraider use marbo first turn to destroy it.</div></blockquote><br /> Um..how the bloody hell does Marbo kill a Landraider?  He can't use his meltabombs when he comes in, and his demo pack is only S8.  Plus, he can't come in first turn, reserves can't come on then.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 18:06:09]]> GMT</pubDate>
				<author><![CDATA[ Gavo]]></author>
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				<title>help with making a guard army list</title>
				<description><![CDATA[  if I remember correctly his demo charge is strength 10 I might of just remembered it wrong sorry for the mislead.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 18:11:29]]> GMT</pubDate>
				<author><![CDATA[ WingsofCadia]]></author>
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				<title>help with making a guard army list</title>
				<description><![CDATA[ Strength 10 dosen't do much on land raiders]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 19:07:27]]> GMT</pubDate>
				<author><![CDATA[ Tony the guardsman]]></author>
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				<title>Re:help with making a guard army list</title>
				<description><![CDATA[ If memory serves demo charges are <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 large blasts.  Could potentially hurt a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, but your <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> with orders stand a much better chance.  Especially since Marbo can't show up until turn 2 at least.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 19:18:52]]> GMT</pubDate>
				<author><![CDATA[ Nine_breaker]]></author>
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				<title>Re:help with making a guard army list</title>
				<description><![CDATA[ Nope.  S8, AP2.  Great for termies, bad for vehicles, terrible for land raiders.<br /> <br /> That demolisher is what I'd be using against Land Raiders though.  S10 Ordinance is good on land raiders.  Odds are you'll get at least a glance, and you don't need to be in melta range.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Here's my contribution.  Before I went tank crazy, I used to do the static gunline thing.  Static lists are hard to push off of objectives, but they're not grabbing objectives of their own anytime soon.  I may have a workaround for that:<br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with Standard, vox, lascannon in chimera.<br /> <br /> Marbo<br /> <br /> 5 Stormtroopers with 2 Melta<br /> <br /> 7 Stormtroopers with 2 grenade launchers<br /> <br /> 1 Platoon:<br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with 4 flamers<br /> Infantry squad with vox, commissar, grenade launcher, autocannon<br /> Infantry squad with grenade launcher, autocannon<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> with 3 missile launchers<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> with 3 lascannonst<br /> <br /> 1 Platoon:<br /> <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with 4 flamers<br /> Infantry squad with vox, commissar, grenade launcher, autocannon<br /> Infantry squad with grenade launcher, autocannon<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> with 3 mortars<br /> <br /> <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> with lascannon<br /> <br /> LRD with multimelta sponsoons<br /> <br /> 1497 points.<br /> <br /> Okay, now here's the explanation:<br /> First off, everyone stop groaning about the stormtroopers.  Now with that out of the way, here is the breakdown of what each squad does, with me first saying that the platoons and the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> shouldn't really ever be moving much:<br /> - <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> sits between the platoons (preferably within command range of each) and issues BID to heavy weapon squads as well as provides the leadership reroll to the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> squads.<br /> - Marbo is mostly there for head games.  Don't expect him to do anything, but be plesantly surprised when he does.<br /> - The two stormtrooper squads... are very expensive and people are booing me for them right now.  You lack mobility having so few vehicles; they make up for it.  Your 5 man with meltas deep strikes next to their most valuable vehicle.  That's how you drop a land raider.  The 7 man will either deep strike or outflank, depending on the situation.  Their purpose is to keep alive and dash for the nearest objective.  They're "bad", but they could be much worse.  Their goal is to contest the nearest objective they can get to.  You won't be taking the enemies objectives as much as you'll be denying them theirs.  I suppose the same thing could be done potentially outflanking Penal legionaires, but I dislike them more than stormtroopers.<br /> - Platoons sit in cover within range of objectives and shoot shoot shoot.  The <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> will either reinforce them with <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> if enemies get too close as well as screen assaulters with their flamers, or best case, start mad dashing for other objectives because there is nothing better to do.  Mortars get out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and shell to their hearts content.  Don't underestimate these things for even taking out <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.  Better than lascannons anyway, and don't ever forget they cause pinning.<br /> -<span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> and LRD are in seperate squadrons.  No reason not to be.  They both also have antitank capibilities, albeit not great.  S8 ordinance can take out tanks somewhat well, and the lascannon will help that somewhat.  The LRD can use it's sponsons and S10 cannon to take out anything up to a land raider, but you'll need to get it close, so make sure you wipe out as much melta around your target as possible without moving it forward.  Expect to rely on tanks a lot.  You're Imperial Guard, it's what we do. <br /> <br /> Honestly, my biggest advice to you is to come up with a solid fast attack or two (you have so many good ones available) and change out the stormtrooper squads for them as you get them.  Even a few cheap sentinels would go a long way toward denying enemy objectives.  You also need a few more chimeras if you want to be better able to actually take enemy objectives, because, with about every single gun in the game ignoring your armor, you're not going to be able to walk up to them like <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> would.<br /> <br /> Additional parting thoughts:  Another <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with 4 plasma and carapace armor is 130 points.  Thats the only configuration I'd go with for plasma on guard.  15 points per model is too expensive to not have the 4+ insurance on top of it.  This will absolutely chew up <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, and I advise that you take it into consideration as another option in place of the 7 man stormtrooper squad.  Just make sure you give them the chimera instead of the first <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>.<br /> <br /> EDIT:  Forgot the chimera on my list.  Fixed unit count due to being over points.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 19:20:01]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:help with making a guard army list</title>
				<description><![CDATA[ Another possibly approach you could use is to pose your guardsmen as Veteren units. I usually run a mechanised vet army using specialised vet squads with 3 special weps but no heavy to allow manouverability. With 60 men thats potentially 6 units of vets you could have although I only run 3 in 1500 points. Don't overlook your fast attack options too. The Hellhound chassis variants are brilliant and they are ultra cheap compared to your Russes, not to mention you also have Valks and Vends which are great.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 19:52:30]]> GMT</pubDate>
				<author><![CDATA[ LynxSarnage]]></author>
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				<title>help with making a guard army list</title>
				<description><![CDATA[ Personally having vets without chimeras you start to lose their combat effectiveness. So with the units you have you really should stick with platoons.]]></description>
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				<pubDate><![CDATA[Thu, 20 May 2010 20:04:28]]> GMT</pubDate>
				<author><![CDATA[ WingsofCadia]]></author>
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				<title>Re:help with making a guard army list</title>
				<description><![CDATA[ Thank you all for your inputs. I'm sorry I haven't replied sooner.<br /> <br /> I quite like the ideas with the stormtroopers and a veteran army.<br /> <br /> I mostly play with one friend who has a TAU and Inquistion(as in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>) armies. <br /> I haven't got my list in <span class="glossaryitem" onmouseover='gp(331);'>PC</span> form but we play on 4x4 board with 5 buildings on it.<br /> <br /> I normally beat his TAU and lose by one or two <span class="glossaryitem" onmouseover='gp(316);'>KP</span> against his Inquistion.<br /> <br /> I'm just interested how big a difference the board size and terrain type make? I would think it puts me at some disadvantage but my demolisher and large amount of flamers normally benifit.]]></description>
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				<pubDate><![CDATA[Mon, 24 May 2010 18:33:35]]> GMT</pubDate>
				<author><![CDATA[ lorrylemming]]></author>
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