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		<title><![CDATA[Latest posts for the thread "1000 pt Leman Heavy Foot Imperial Guard"]]></title>
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				<title>1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ Hi <span class="glossaryitem" onmouseover='gp(231);'>DD</span> – so I play weekly at my local semi-comp but friendly South London club. Its generally space marine players but also <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, Necrons, Eldar and stuff. Trying to build a bit of a stronger list <span class="glossaryitem" onmouseover='gp(258);'>atm</span> (lost last 3 games – though last 1 only by a hairs breathe).<br /> <br /> I’m still a reasonably new returner – what do you think of the below? <br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> </u><br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'>CC</span>  (Vanilla) (50)<br /> <br /> <u>Troop</u><br /> <br /> <span class="glossaryitem" onmouseover='gp(331);'>PC</span> – 2x flame + commissar + p-sword + m mobs x 2 (95)<br /> Sqd 1 + Flame (55)<br /> Sqd 2 + Flame (55)<br /> <span class="glossaryitem" onmouseover='gp(331);'>PC</span> 30 (Vanilla) (30)<br /> Sqd 3 + Autocan (60)<br /> Sqd 4 + Autocan (60)<br /> <br /> <u>Fast Attack</u><br /> <br /> Hellhound (130)<br /> <br /> <u>H Support</u><br /> <br /> Lemon Russ Dem (HMHB) – 165<br /> 2 x Lemon Russ Bat Tank (HMHB) – 300<br /> <br /> 1000pts Totes<br /> <br /> Playing off the main 6 missions with sort of a stand or walk forward shooting for objectives in late game tactic.<br /> <br /> Cheers for any advice!<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Just to unpack a bit more as not getting much blow back. <br /> <br /> The flamer platoon is the cannon <span class="glossaryitem" onmouseover='gp(428);'>fod</span> dishing out wall of fire x 4 on being assaulted. <br /> <br /> My <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> stays out of dodge ordering from back (while keeping warload points - if <span class="glossaryitem" onmouseover='gp(69);'>IG</span> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> sucks vs everything else - why play fisty cuffs?), while autocannons camp around tanks for a nice fire wall. <br /> <br /> The list is about timing - as with many footguard lists - stepping forward at correct turn to seize objectives and leaving the kill zone clear before turtling mid board (by which point the enemy should be thin). <br /> <br /> Other option in Kill points game is basically sit and shoot. I like 1000 pt games and I think this should hopefully work well - the hellhound is really just there to be a cat amongst the pigeons, it has tended to get points back messing with tree peopl. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 10:22:53]]> GMT</pubDate>
				<author><![CDATA[ WallofMeat]]></author>
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				<title>Re:1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ I'm a returning Guard player as well, and am considering myself a noob all over again because i haven't played much since the end of 4th ed., but I'll add what i can, mostly comments.<br /> <br /> I love the Hellhound. I have always had at lease one in my army. I could have 3 <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>'s on the board, or other more viscous stuff, but it seemed like once the Hound killed something, all available firepower was turned toward it. Ironically, mine has never been killed, I'm guessing luck/bad dice rolls. It is also one of the most feared units by one of my repeat opponents, he hates that thing more than anything else in my army.<br /> <br /> Other than that, the list seems to be ok, from what limited experience i have. What has caused you to lose the last three games, and what games were they? <span class="glossaryitem" onmouseover='gp(316);'>KP</span>, Objective, Warlord, etc?]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 14:05:33]]> GMT</pubDate>
				<author><![CDATA[ Fogbank]]></author>
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				<title>Re:1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(320);'>HH</span> is pretty underrated - people I think see the low armour and elect to spend the 20 extra pts on the <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> ... but it mops up like 7-10 infantry per shot mostly rolling 2's to wound on an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4. This stacks up well against a <span class="glossaryitem" onmouseover='gp(389);'>BC</span> pie plate. <br /> <br /> Also since 4th it got more armour and lost the silly 'its tanks explode' rule. <br /> <br /> The games I lost were a purge the alien vs <span class="glossaryitem" onmouseover='gp(25);'>DA</span> (got stomped by PFG protected Vindicator - poor clumping and tactics on my part) / crusade vs <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> shooty which came down to a final combat on the objective - which I lost n ran - dont get your commissar shot / Relic vs necrons - I didnt move out quick enough and found it v difficult to get the relic back in final <span class="glossaryitem" onmouseover='gp(19);'>cc</span>'s - I dislike regeneration - <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> mess up necron light mech though).<br /> <br /> Before this life was going pretty ok - the aboved involved builds less tank-esk than that detailed above. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 14:40:49]]> GMT</pubDate>
				<author><![CDATA[ WallofMeat]]></author>
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				<title>1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ One thing I notice about your list is the lack of ap2/ap1 weapons. While I love autocannons for their utility they lack the extra punch that lascannons provide against armoured targets. Also some plasma guns are great as both an offensive anti-troop weapon or a secondary anti-light vehicle weapon. <br /> <br /> Leman russ tanks a great, especially at low point games like this but make sure you keep them seperate instead of in squadrons. Being able to shoot at different targets insures you won't overkill and waste shots from the battle cannon. <br /> <br /> Lastly, have you considered switching from platoons to chimera vets? Chimera vets really compliment the russ and gives you more mobility to bring the fight to the enemy. In my opinion you can never have too many tanks.<br /> <br /> Owl ]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 17:15:43]]> GMT</pubDate>
				<author><![CDATA[ GrayOwl]]></author>
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				<title>1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/578329/6514486.page"><b>GrayOwl wrote:</b></a><br/>One thing I notice about your list is the lack of ap2/ap1 weapons. While I love autocannons for their utility they lack the extra punch that lascannons provide against armoured targets. Also some plasma guns are great as both an offensive anti-troop weapon or a secondary anti-light vehicle weapon. <br /> <br /> Leman russ tanks a great, especially at low point games like this but make sure you keep them seperate instead of in squadrons. Being able to shoot at different targets insures you won't overkill and waste shots from the battle cannon. <br /> <br /> Lastly, have you considered switching from platoons to chimera vets? Chimera vets really compliment the russ and gives you more mobility to bring the fight to the enemy. In my opinion you can never have too many tanks.<br /> <br /> Owl </div></blockquote><br /> <br /> Hey Owl<br /> <br /> Actually my previous build did stick plasma and melta into the <span class="glossaryitem" onmouseover='gp(331);'>PC</span> 's (even though they add flexibility - I remain deeply unsure as compared with having wall of flame flamers in there).<br /> <br /> I feel you on the autocannons - sometimes rolling 5's and 6's to glance just makes them feel a bit weak - I will <span class="glossaryitem" onmouseover='gp(186);'>def</span> swap at least one for a lascannon. <br /> <br /> I dont generally squad tanks (unless I end up in a 1.5 or 2k team up). I am confused on chimera vets (does the '2' minimum around infantry squads indicate that at least 2 normal squads must be taken per platoon - other lists would suggest you can just skip plattons altogether ... I will consider mech vets, though I have resisted it as... I dont know... I had ideas... in my head.... you know - I'll wait till March to see if the add 15pts to chimer's though I feel <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would be savvy not to).<br /> <br /> Its true though - 1000 pt opponents just really struggle with armour. Maybe I will go mech? ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 16:07:30]]> GMT</pubDate>
				<author><![CDATA[ WallofMeat]]></author>
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				<title>1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/11d75f764583e21f40d5cc07d4f3c02b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/578329/6518106.page"><b>WallofMeat wrote:</b></a><br/><br /> I dont generally squad tanks (unless I end up in a 1.5 or 2k team up). I am confused on chimera vets (does the '2' minimum around infantry squads indicate that at least 2 normal squads must be taken per platoon - other lists would suggest you can just skip plattons altogether ... I will consider mech vets, though I have resisted it as... I dont know... I had ideas... in my head.... you know - I'll wait till March to see if the add 15pts to chimer's though I feel <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would be savvy not to).<br />  </div></blockquote><br /> <br /> In regards to the platoon squads, yes you must take at least 2 infantry squads per platoon as well as 1 <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>.<br /> <br /> Chimera vets are Veteran squads with Chimera dedicated transports, they are a seperate choice from Platoons. They can only be taken as a 10 man squad but they have some added bonuses including better <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and the ability to take 3 special weapons in a squad. Basically the core of most of my mech armies is as follows:<br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> - Chimera<br /> <br /> Vets - Special weapons x3, Chimera<br /> <br /> Vets - Special weapons x3, Chimera<br /> <br /> Adding special or heavy weapons to the vet squads really tailors the way you want to play. If you want to rush fast and do a lot of damage stick 3x melta guns on those veterans and boost up the field melting any tanks that get in your way. If you would rather just sit back and wait for the enemy put 3x plasma or a lascannon in those squads and vaporise any unit that gets within your threat bubble. <br /> <br /> Mech vets are a very different style of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list compared to Platoon squads. I personally don't start adding platoons until higher point games when I can put 40 guardsmen with a Commissar to hold my home objective or screen my tanks from assault units.<br /> <br /> Owl]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 17:40:53]]> GMT</pubDate>
				<author><![CDATA[ GrayOwl]]></author>
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				<title>Re:1000 pt Leman Heavy Foot Imperial Guard</title>
				<description><![CDATA[ Would 25 with a Commissar do a good enough job in a 1000 pt? (above list in mind)]]></description>
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				<pubDate><![CDATA[Thu, 13 Feb 2014 11:31:12]]> GMT</pubDate>
				<author><![CDATA[ WallofMeat]]></author>
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