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Post by impacthammer on Sept 3, 2011 10:21:58 GMT -5
Greetings everyone. Go easy on me as this is my first post.
I've been collecting Guard for around 6 years or so mainly as I enjoy the modeling side. However, my new house mate is getting interested in the gaming side of things, as is my girlfriend, meaning I don't have a choice but tag along.
We're each building a 500pt list to act as a starting point, and will eventually be moving on to something bigger. We have a gentleman's agreement forbidding the use of anything particularly big and killy, so this will be a fairly basic list. Any tips would be highly appreciated.
*In case it matters, she will be playing Eldar, and he will be playing either Tau or Necrons
The List:
HQ Commissar lord - Power weapon and carapace
TROOPS Platoon Command - Bolt pistol, power weapon, two grenade launchers
Infantry Squad - Commissar, grenade launcher, heavy bolter
Infantry Squad - Grenade launcher, heavy bolter
Veteran Squad - Meltagun, two grenade launchers, vanilla chimera
FAST ATTACK Scout Sentinel - Autocannon
Altogether it comes up 8pts short of the limit. Basically the plan is to blob the infantry squads together to sit on the home objective, within range of the platoon commanders orders. The veterans pile up in the chimera with the lord commissar, accompanied by a meltagun in case anyone violates our agreement. The sentinel will outflank, hopefully coming in from the edge opposite the veterans, with the intention of causing a bit of panic, and taking potshots at any armor. Does this sound viable? And any advice for the last 8 pts would be nice. Another GL in the command squad?
Thanks in advance
The Impact Hammer
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Post by Beav on Sept 6, 2011 6:35:29 GMT -5
Because I love auto cannons I would replace the heavy bolters with said autocannons, probably drop the bolt pistol and power weapons on the platoon commander, swap out the two grenade launchers with two melta guns. This would give you a few more higher strength shots at the trade off of reduces number of shots and in the case with the veterans reduced range, although the chimera should offest that. In summary - Replacing heavy bolters with auto cannons would increase the strength of shots but reduce the number of shots - I think it's worth it - removing the wargear from the platoon commander gives you a total of 20 free points (I Don't think he'll be needing those, and they're kind of wasted on WS and BS 3), - replacing the two grenade launchers with meltaguns will give them more harder hitting shots and giving them the ability to tackle heavy tanks, yet that might not be needed - For another 10 pts you could give the sentinel a hunter killer missile which would improve it's tank hunting ability Another idea would be to again remove the wargear off the platoon commander, give him another two grenade launchers, and possibly swap the Lord Commissar with a Primaris Psyker. With the bonus 20 points this nets you, you could again swap the grenade launchers for meltaguns on the vet squads. - equipping the pcs with two more grenade launchers will allow them to throw out a few more shots at whatever is approaching them - The Lord Commissar would (in my opinion) be better off in the midst of a big swarm of infantry, so I believe that the Primaris Psyker will perform better as he can throw at a st 6 ap 5 assault 2d6 attack each turn usually, which is a very nice offensive weapon - again you could use melta guns, but I would go against it. Think about something you can add to the chimera, such as a dozer blade - combien that with a heavy flamer (in teh hull mount) and it should have a good shot at clearing tau out of cover
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Post by krasimirova on Sept 6, 2011 9:40:15 GMT -5
Hi there Impact.. (Can I call you that.. Sure I can.. It's better than Immy..) Okay some pointers on your list.. Since it is the first one your making and playing (this is correct right) I am gonna give you some general pointers on your units, but also on IG in general.. Cool that you have made a little group where you have a "clear" baseline for the level of competitiveness.. Now some of the advice i am gonna give is gonna have a bit of min/maxing of lists in it, but thats the way i tend to play, you are welcome to dismiss the advice that dosn't fit your groups level.. Your list: HQ Commissar lord - Power weapon and carapace Personally at these low levels of points, I'd stick to the Company Command squad (CCS), IG isn't really meant to be fielding "super units" The commissar lord is not a close combat monster by any standard, he will die to regular marines quite easily and hasn't go the attacks, the strenght or the initiative to do anything in combat before he is singled out and taken down, being T3 it isn't hard to hurt him..
What you should use him for is a support role, (Same with the Primaris Psyker btw) the Commissar lord can buff the Leadership on troops close by = making them more able to recieve orders and in theory make them harder in close combat <-- reason i say theory is that there are much cheaper and better ways of granting Stubborn and high Ld to units that actually need it..
The CCS on the other han is a more versitile unit, in your case i would use it to get access to orders.. You will be able to twin link or "deny" cover saves to the enemy with this unit.. + it consists of 4 BS4 veterans and a 3W BS4 Company commander.. Pretty awesome stuff for 20 points below the Commissar Lord and the Primaris.. You have 90 points tied up in your HQ choice, and you don't really have a use for him <-- Sorry, it's the truth..
That gives you a fair amout of points to spend on gear and shiny bitz for your Command squad.. Being that your force mainly is a gun line and the orders would give a major increase in the reliability of your line squads, i'd kit the CCS with a heavy weapon, maybe a missile launcher or even a Lascannon if you feel like having a bigger gun.. Really depends on what you think you might be facing.. If the Necron guy brings a Monolith your screwed anyway, but i guess he won't seeing as you have decided on not to bring the hard stuff..TROOPS Platoon Command - Bolt pistol, power weapon, two grenade launchers Bolt pistols suck.. <-- there you have it.. It messes up the points, and isn't worth a single point even.. If they where free, sure take it.. But each time you break the number 5 in your list, you are saying goodbye to a flamer.. <-- Think about that..Infantry Squad - Commissar, grenade launcher, heavy bolter Infantry Squad - Grenade launcher, heavy bolter Heavy bolters normally are said to be anti horde weapons, they are not, they are anti DE and anti Eldar weapons.. But since you don't have alot of anti range firepower, consider using autocannons instead.. It will give you a much larger chance to take out serpents or devil fish.. + they cost the same.. In general you never see heavy bolters in competitive lists because the autocannon simply fills a much more vital role.. + Flamers are cheap and much better than a heavy bolter..Veteran Squad - Meltagun, two grenade launchers, vanilla chimera Mixing special weapons is not a good idea, it minimizes the damage output no matter how you look at it.. But in this case where you know you are playing with kidy pads on it isn't that large a problem.. Just make sure that the chimera has a Multilaser and a Heavy flamer..FAST ATTACK Scout Sentinel - Autocannon This is the correct build for single sentinels.. Don't use the advice with the HK missiles, they are just juiced up krak missiles and on a BS3 unit 50% chance to hit simply isn't worth 2 grenade launcers, a melta gun or a plasma pistol on a BS4 unit..HQ Company Command squad - 2 x grenade launchers, missile launcher TROOPS Platoon Command - 2 x flamer Infantry Squad - Commissar, grenade launcher, Autocannon Infantry Squad - Grenade launcher, Autocannon Veteran Squad - Meltagun, two grenade launchers, vanilla chimera FAST ATTACK Scout Sentinel - Autocannon 470 pts.. That is the list you should bring.. It is 30 points short.. You could get 3 powerweapons for your blob squad.. Or 2 powerweapons on the blob and 2 more flamers on the PCS, but with such a low model count and no Chimera you will have a hard time protecting it.. Eventhou it is one of the best units in the entire codex damage potential vs. point cost.. Hope it helps.. And welcome to IGMB.. Kras..
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Post by impacthammer on Sept 7, 2011 8:01:23 GMT -5
Thanks for the responses guys, and yes, Impact is fine. It's far better than the names I get called over xbox live. Thanks for the feedback on the list. TBH I based the list mostly on models I already had in my collection, so I expected it to have a few flaws. I like the look of that list krasimirova suggested, and I'll have some time to collect the stuff I need. Everyone else is starting from scratch If I was to use that list, do you think my game plan would need adjustment. I imagine it would play similarly, but I could be wrong.
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Post by krasimirova on Sept 7, 2011 8:44:42 GMT -5
Glad you could use it.. Well yes.. Tactic wise i'd say you deploy your Infantry blob as a gunline.. <-- give them powerweapons for the extra 30 points you have.. Support the gunline with the CCS, then there is 1 order for each.. Remember you can give the CCS orders from it self.. The veteran squad will be your mobile response force.. <-- goes where it is needed.. Same with the PCS... The Sentinel is kinda a monkey wrench unit.. Either you use it as a outflanking harrasser.. Or you deploy it along with your squads.. If something killy but low natural strength comes along.. Battle suits, Banshees etc.. You can assault them with the sentinel and it will prove rather hard to kill for these units.. The sentinel won't kill them, but they will have a hard time killing the sentinel, so you actually just "removed" his unit from play, all for the cost of a sentinel.. Pretty decent deal if you ask me..
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Post by impacthammer on Sept 8, 2011 8:06:05 GMT -5
Okay, I've revised the list somewhat with the intention of increasing the versatility and manpower. I've dropped the meltagun from the veteran squad to include a second sentinel, as I think an extra autocannon coming in from a board edge could do a lot more damage than a single short-range shot. HQ CCS- 2 x grenade launcher, missile launcher TROOPS Vet Squad - 3 Grenade launchers, vanilla chimera PCS - 2 x flamer Infantry Squad - Grenade launcher, autocannon, commissar Infantry Squad - Grenade launcher, autocannon FAST ATTACK Scout Sentinel - Autocannon Scout Sentinel - Autocannon Does that look more solid? I'm feeling much better about this list, but as always comment and criticism welcome
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Post by krasimirova on Sept 8, 2011 8:53:49 GMT -5
Sounds solid mate... Give it a try in your little gaming group, thinking of what you have told us here it seems like your list will do the job very good..
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Post by treadiculous on Sept 14, 2011 14:26:58 GMT -5
I've come to this from your post about eldar...
I would swap the bolter on chimera for flamer, but otherwise fully support your ammended list (and all krasinovas c&c)
a word of warning is that eldar tend to fare badly against guard as eldar just can't deal with the large numbers very well... also guard have a number of good 'all rounder' weapons - grenade launchers, missile launchers and autocannons and at a push multilaser have combined anti infantry / anti tank roles, the eldars best comparison is the missile launchers and scatter laser which are few and far between.. and costly!
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