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  1. #1

    Default 1500 pts Imperial Guard

    been working on this list for over 2 years, on and off. figured it was about time to get my Imperial Guard list updated and tuned up.

    HQ
    Company Command - Master of Ordnance, Chimera (w/ heavy stubber)

    ELITES
    Stormtroopers (x10) - meltagun, plasma gun

    TROOPS
    Platoon Command - power weapon, meltagun, Commissar (w/power weapon), Chimera (w/heavy stubber)
    Infantry Squad - heavy bolter, grenade launcher
    Infantry Squad - heavy bolter, grenade launcher
    Infantry Squad - heavy bolter, flamer, Chimera (w/heavy stubber)
    Infantry Squad - autocannon
    Infantry Squad - autocannon
    Heavy Weapon squad - lascannons

    HEAVY SUPPORT
    Leman Russ - heavy bolter sponsons, lascannon
    Leman Russ - heavy bolter sponsons
    Demolisher


    I'm wondering if I should take out either the stormtroopers or the 2 squads with autocannons and replacing them with more Chimeras or even a Valkyrie.

  2. #2
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    Company Command - Master of Ordnance, Chimera (w/ heavy stubber)
    MoO is very inaccurate, I wouldn't recommend it. If you want these guys to sit back, add a Regimental Standard and a heavy weapon. An Astropath is always useful if you want to hold stuff in Reserves. Stubbers are points filler, not very good or worth it.

    Stormtroopers (x10) - meltagun, plasma gun
    Trash, don't bother honestly.

    Platoon Command - power weapon, meltagun, Commissar (w/power weapon), Chimera (w/heavy stubber)
    Don't kit out for combat, you'll lose anyway. Commissars don't need to be in the PCS, infantry squads should have them. Stick meltas in your BS4 units, namely Vets and CCS. Add flamers for a cheap counter attack unit.

    [quote]Infantry Squad - heavy bolter, grenade launcher
    Infantry Squad - heavy bolter, grenade launcher
    Infantry Squad - heavy bolter, flamer, Chimera (w/heavy stubber)
    Infantry Squad - autocannon
    Infantry Squad - autocannon[/quote

    Kind of a mess here. Heavy bolters are bleh, not strong enough to hurt vehicles or wound MCs. Autocannons are the superior pick, 1 less shot is a trade off for higher S, which lets you reliably down light vehicles and stick wounds on MEQs and MCs, typically on a 2+. I usually don't bother with a secondary weapon to keep costs down, but GLs and flamers are cheaper and are situationally useful. Don't bother with the Chimera unless you want a transport for an allied Inquisition unit or want to shield some artillery.

    Heavy Weapon squad - lascannons
    Single HWS is bait, pure and simple. They're too easy to kill or run off and lascannons are just too pricey. Stick lascannons in your infantry squads to better benefit from orders while your HWS run autocannons. Make sure to run lots, any less than 2 will see them blown off the board quickly.

    Leman Russ - heavy bolter sponsons, lascannon
    Leman Russ - heavy bolter sponsons
    Don't bother with sponsons, you want to keep moving and 6 HB shots don't impress. I'd recommend a hull heavy flamer over a lascannon. BS3 on a 1 shot weapon that isn't all that great isn't worth the points, while cheaply dealing with would-be assaults is. I'm not a huge fan of the basic LRBT anyway, sure it has range, but S8 isn't enough to handle AV14 and AP3 doesn't cut it against Termies.

    Demolisher
    Hull flamer, yummy.

    You've got kind of a mess here, a little bit of everything with no real overall focus. AV14 will cause you no end of problems with only the Demolisher cannon, 2 meltas, and 3 lascannons to try and stop it.

    If you want to build a mixed list, I'd recommend something more along these lines.

    CCS w/ 3 meltas, Chimera
    PCS w/ 3 flamers, Chimera
    3x infantry w/ autocannons
    2x HWS w/ autocannons
    2x Vets w/ 3 meltas, Chimeras
    2x Hellhound/Bane Wolf
    2x Demolishers, heavy flamers

    Ends up around 1500 points. You've got a good number of cheap infantry with lots of guns, 3 mobile units with meltas to pop armor, 2 big scary pie plates, 2 less scary but still killy flame tanks, and a couple points leftover for an advisor or some special weapons.

    [URL="http://www.bnhblog.blogspot.com"]Blackjack & Hookers[/URL]

  3. #3

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    this list was meant to emphasize volume of shots to counter that BS 3. originally the command squads had plasma guns in them but i soon decided that it was not worth it.

    the main issue is that i already have the majority of this army built & painted (just missing 2 Chimeras and the Demolisher). i'd like to try to best utilize the stuff that i have before considering buying anything new.

    ***

    - i can replace the 3 heavy bolters in the infantry squads with the 3 lascannons. the grenade launchers/flamers were there because they're template weapons and were cheap. i'd then put a heavy bolter in each command squad.

    -Leman Russes have their loadouts because that's how it's modeled. plus at the time, i figured, if they ever had their battle cannons destroyed, they wouldn't be rendered totally useless. not really liking the idea of having to break off the sponsons. at least i won't be using this list in tournaments anytime soon.

    -i was under the impression that the Master of Ordnance was just as accurate/inaccurate as any other artillery that Guard could field (unless i misread something). plus it's another pie-plate to toss out there.

    -the points from the power weapons can be used to buy that regimental standard.

    -are medics worth it?

    -the stormtroopers...well, i would have liked to be able to either infiltrate or outflank with them to cause some trouble along a flank since everything else in the army is pretty static. would a Hellhound or even a Valkyrie do just as well? if not, then, i guess i could consider a veteran squad with meltaguns running around in a Chimera.

    -would it make sense for whatever infantry squad the Commissar gets placed in to be mounted in a Chimera to make sure the leadership boost has a "better" chance of survival?

    ~thanks.

  4. #4
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    I like the infantry spam, but remember that if you're taking volumes of men, conscripts are suprisingly efficient at soaking up shots.

    yes they are low BS, and low WS, but they are still 5+ armour save, provide a 4+ cover to EVERYTHING behind them, and you can take a squad of 20 for 80points.

    the only thing they can't help with, is god damn ork bikers/nob bikers. those units are FAR too shooty and can wipe out the entire squad in 1 go. to combat this, I am at this moment constructing a penal legion squad, and a rough riders (on motorbikes) squad. to pick and choose to counter the biker mess.

    don't go the Vet specialist route, if you really love the guard, you'll love the uneccessary death of conscripts.


    I was recently playing a 500 point tourney on the weekend, my tactics were simple. charge the conscripts forwards, regardless of the scenario. keep my platoon command squad near anything I was going to re-position (using Move Move Move to increase chances of a high run roll) or get the platoon command up behind the conscripts to give them FRFSRF if the opportunity arose.

    I used autocannon spam to take out any transports and generally pick off space marines, whilst the sheer number of men meant it was difficult to plough through them all

    • Platoon Command - Missile Launcher, 2 Grenade Launchers, Power weapon - 65pts
    • Infantry Squad 1 - Autocannon, Grenade Launcher - 65points
    • Infantry Squad 2 - Autocannon, Grenade Launcher - 65points
    • Conscripts - 20 men - 80points
    • Heavy Weapons Squad - 3 Autocannons - 75 points
    • Heavy Weapons Squad - 3 Heavy Bolters - 75 points
    • Armoured Sentinel - Plasma Cannon - 75 points


    Total - 500points
    57 men, 10 heavy weapons

    so you could modify this with whatever you wanted, you still have 1000 points to add on top.
    Conscription in the Lucky 88th
    http://lucky88th.blogspot.com


  5. #5
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    Quote Originally Posted by EEG View Post
    this list was meant to emphasize volume of shots to counter that BS 3. originally the command squads had plasma guns in them but i soon decided that it was not worth it.

    the main issue is that i already have the majority of this army built & painted (just missing 2 Chimeras and the Demolisher). i'd like to try to best utilize the stuff that i have before considering buying anything new.
    That could be a problem if you want to play competitively, but if you don't want to don't worry about it.

    - i can replace the 3 heavy bolters in the infantry squads with the 3 lascannons. the grenade launchers/flamers were there because they're template weapons and were cheap. i'd then put a heavy bolter in each command squad.

    -Leman Russes have their loadouts because that's how it's modeled. plus at the time, i figured, if they ever had their battle cannons destroyed, they wouldn't be rendered totally useless. not really liking the idea of having to break off the sponsons. at least i won't be using this list in tournaments anytime soon.

    -i was under the impression that the Master of Ordnance was just as accurate/inaccurate as any other artillery that Guard could field (unless i misread something). plus it's another pie-plate to toss out there.

    -the points from the power weapons can be used to buy that regimental standard.

    -are medics worth it?

    -the stormtroopers...well, i would have liked to be able to either infiltrate or outflank with them to cause some trouble along a flank since everything else in the army is pretty static. would a Hellhound or even a Valkyrie do just as well? if not, then, i guess i could consider a veteran squad with meltaguns running around in a Chimera.

    -would it make sense for whatever infantry squad the Commissar gets placed in to be mounted in a Chimera to make sure the leadership boost has a "better" chance of survival?

    ~thanks.
    -That could work, you need the anti-tank desperately.

    -Having 6 HB shots is pretty much useless :P

    -He even scatters if you roll a hit, and further.

    -Bully

    -Generally no, T3 guys don't benefit much from FNP.

    -Stormies can flank, they just suck at killing things. You could use them as allied Inquisitorial Storm Troopers and hop into Valkyries/Vendettas for cheap scoring skimmers.

    -Commissar doesn't provide a bubble, just Ld10 and stubborn to the squad he's with. You can blob up your platoons to make the most of it.

  6. #6

    Default

    OK, here's the latest tweak:

    HQ
    Company Command - heavy bolter, plasma gun, regimental standard, Officer of the Fleet, Chimera

    TROOPS
    Platoon Command - heavy bolter, meltagun, Chimera (w/heavy stubber)
    Infantry Squad - lascannon, Commissar
    Infantry Squad- lascannon
    Infantry Squad - lascannon
    Infantry Squad - autocannon, grenade launcher, Commissar
    Infantry Squad - autocannon, grenade launcher
    Infantry Squad - flamer, Chimera (w/heavy stubber + hull-mounted heavy flamer)

    HEAVY SUPPORT
    Leman Russ x2 - 1 lascannon
    Demolisher x2 - hull-mounted heavy flamers



    -not exactly comfortable with squadroning the tanks but it's only way to fit in that 2nd Demolisher. also considered an Executioner or a Valkyrie (i know i can't help it! i just really like the model! )

    -i stuck the plasma gun back in not only to use the model that i have, but also because in the past plasma guns seemed to work well with heavy bolters.

    -the lascannon on that one Leman Russ is still there as a freak anti-tank shot to throw out there on the off-chance.

    -basically the army sits back and blasts things. once the bigger targets are neutralized, the Chimera-mounted squad rushes in to claim/contest any objectives. the rest of the infantry squads can blob up if need be.

  7. #7
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    Maybe I'm missing something, but doesn't a platoon only count as 1 troops choice? So aren't you still 1 shy?
    DWs: Prussains. KoW: Elves WM: Khador WHFB: Dwarves WH40: IG, SM
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  8. #8
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    Yep, another Troops choice is required, shocked I missed that the first time :P

    You could drop a LRBT, keep the Demos separate and pick up another PCS and more HWS. Instead of the LRBT, consider a Collossus or Hellhound to BBQ anything that gets knocked out of its ride.

  9. #9

    Default

    Actually you have 6 Infantry squads in your platoon instead of the maximum 5. Convert one into a second Platoon command squad and you have your two troops choices.

  10. #10

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    i totally forgot!


    thanks for pointing that out, guys! looks like i'll have to rework this list some more.

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