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Unholy_Martyr
02-05-2010, 12:55 PM
So here is a list that I wanted to bounce off of you folks for feedback. Let me know what you think:

HQ: Company Command Squad (80 pts)
4 Company Command Squad @ 125 pts (Vox Caster; Autocannon; Regimental Standard)
1 Company Commander

Troops: Infantry Platoon ( 440 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Autocannon)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (480 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Autocannon)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Power Weapon; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Power Weapon; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Power Weapon; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Vox Caster; Power Weapon; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)


Troops: Infantry Platoon (500 pts)
1 Infantry Platoon
4 Platoon Command Squad ( Vox Caster; Autocannon)
1 Platoon Commander
7 Infantry Squad ( Vox Caster; Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team ( Lascannon) 1 Sergeant
7 Infantry Squad ( Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
7 Infantry Squad (Grenade Launcher x1; Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon) 1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Total: 1500

The first Platoon sits in between the second and third Platoons giving supporting fire to the second Platoon. The second Platoon is for Objective Grabbing and to tar pit assault units. The third Platoon is solely there for being a fire base.

Comments and Criticisms are always welcome!

Magos Bellum
02-05-2010, 02:21 PM
1st and 3rd platoons look decent, but 2nd platoon has issues. For an objective grabbing unit, you need to move (usually) so all those expensive lascannons will only get to fire once or twice, and with guard accuracy....., well, drop the lascannons and switch the grenade launchers out for flamethrowers, which are great for blasting enemies off of objectives, so any follow up charge isn't a total bloodbath for you. That saves you 80 points which you can use to put a commissar in platoon 2 so that it actually functions as a tarpit (stubborn ld 9 with a re-roll) instead of a double ones in every close combat. That still leaves you with a few extra points to add a few special weapons to command squads, or possibly an advisor to the CCS (a master of ordinance would add a very useful, though inaccurate, blast template to your army, which scares people even though you'll be lucky if it hits anyone all game).

Unholy_Martyr
02-05-2010, 10:42 PM
So how about this?

H.Q.

Company Command Squad
Vox Caster, Officer of the Fleet, Autocannon, Regimental Standard -110

Troops

Infantry Platoon A

Platoon Command Squad
Vox Caster, Autocannon -45

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Heavy Weapons Team
3x Autocannons -75

Heavy Weapons Team
x3 Autocannons -75

Infantry Platoon C

Platoon Command Squad
Vox Caster, Autocannon, Power Weapon -55

Infantry Squad
Vox Caster, Flamer, Power Weapon x2, Commissar -115

Infantry Squad
Vox Caster, Flamer, Power Weapon -70

Infantry Squad
Vox Caster, Flamer, Power Weapon -70

Infantry Squad
Vox Caster, Flamer, Power Weapon -70

Infantry Platoon C

Platoon Command Squad
Vox Caster, Autocannon -45

Infantry Squad
Vox Caster, Lascannon -75

Infantry Squad
Vox Caster, Lascannon -75

Infantry Squad
Vox Caster, Lascannon -75

Infantry Squad
Vox Caster, Lascannon -75

Heavy Weapons Team
x3 Autocannons -75

Heavy Weapons Team
x3 Autocannons -75

Total: 1500

OR

H.Q.

Company Command Squad
Vox Caster, Master of the Ordnance, Officer of the Fleet, Autocannon, Regimental Standard -140

Troops

Infantry Platoon A

Platoon Command Squad
Vox Caster, Autocannon -45

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Infantry Squad
Vox Caster, Lascannon, Grenade Launcher -80

Heavy Weapons Team
3x Autocannons -75

Heavy Weapons Team
x3 Autocannons -75

Infantry Platoon C

Platoon Command Squad
Vox Caster, Autocannon, Power Weapon -55

Infantry Squad
Vox Caster, Flamer, Power Weapon x2, Commissar -115

Infantry Squad
Flamer, Power Weapon -65

Infantry Squad
Flamer, Power Weapon -65

Infantry Squad
Flamer, Power Weapon -65

Infantry Platoon C

Platoon Command Squad
Vox Caster, Autocannon -45

Infantry Squad
Vox Caster, Lascannon -75

Infantry Squad
Lascannon -70

Infantry Squad
Lascannon -70

Infantry Squad
Lascannon -70

Heavy Weapons Team
x3 Autocannons -75

Heavy Weapons Team
x3 Autocannons -75

Total: 1500

Magos Bellum
02-06-2010, 01:15 PM
The first of the above two is probably better due to the vox casters. In a footslogger army, orders are key to making your men effective and keeping them alive. Unless your dice really love you, leadership 8 is hardly a certainty for passing orders (I fail about 60% of mine) and a re-roll is useful. Still, if you need the points elsewhere, you can drop 2 of the voxes from second platoon, because 3 of the squads will probably be combined much of the time (31 men is hard to kill and easy to maneuver, where 41 will just get in the way and 21 tends to die too fast without decent cover). The fourth squad makes good backup and can take advantage of "incoming!" to get a 2+ coversave on objectives.

This is really a matter of personal preference, but I find that the officer of the fleet is more impressive on paper than in reality. With that many men on the table, either flank will probably hurt you (except in spearhead) and I have found that the -1 to reserve rolls causes almost all of my opponent's reserves to appear on turn 4 or 5 in a large mass that is harder to deal with than the usual bits and pieces. That is highly dependent on your opponent's rolling though, so you'll have to test him out to see if he helps you or not.