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Post by cossack on Dec 25, 2010 16:18:39 GMT -5
So after taking a few years out of 40k I have decided to start playing again but the last thing I was going to do was play nids again so I have decided to start a guard army this is the list I am looking to building towards at the moment though I only have the Cadian battleforce so everything is pretty flexible
HQ
Company Command regimental standard heavy flamer carpace armour melta gun 120pts
Primaris Psyker 70pts
Elite
Storm troopers power weapon plasma pistol 5 additional troopers 2 plasma guns 215pts
Troops
Platoon command melta bombs boltgun commissar power weapon plasma pistol heavy flamer plasma gun 127pts
Infantry squad bolt pistol melta bombs power weapon melta gun 77pts
Infantry squad bolt pistol melta bombs power weapon grenade launcher 72pts
Infantry squad plasma pistol melta bombs power weapon flamer 80pts
Infantry squad bolt pistol melta bombs power weapon grenade launcher 72pts
Heavy weapons squad 1 auto-cannon 1 missle launcher 1 lascannon 90pts
Platoon command plasma pistol melta bombs power weapon heavy flamer grenade launcher 80pts
Infantry squad melta bombs power weapon plasma pistol grenade lancher 72pts
Infantry squad bolt pistol melta bombs power weapon melta gun 77pts
Infantry squad bolt pistol melta bombs power weapon grenade launcher 72pts
Infantry squad bolt pistol melta bombs power weapon flamer 72pts
Fast attack
Vendetta gunship wings and forward mounted lascannons heavy bolter sponsons 140pts
Heavy support
Leman russ battle cannon heavy flamer heavy bolter sponsons 170pts
Leman russ demolisher cannon lascannon multimelta sponsons 210pts
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Post by Julian Sharps on Dec 26, 2010 0:13:57 GMT -5
Well, you might want to start by re-formatting your list so it's easier to read. Other than that, here's my 2円 on what I gather from this list:
Firstly, I assume that this is supposed to come to 1,850 points. I personally find this number to be a confusing middle ground between 1,500 and 2,000 points, but I digress.
Your Company Command Section confuses me. I'm not sure if it's supposed to be a morale buff, a counter-assault unit or a tank hunting team. Guard do not do well with multitasking units. The flamer is used to roast infantry, and the meltagun is used to slag tanks. Unless you plan on facing a lot of Dark Eldar, these two will not usually overlap (seeing as heavy flamers are fantastic at killing Dark Eldar skimmers). Seeing as you seem to plan on playing with lots of infantry, I would drop both special weapons and the carapace (giving you 60 points to chew on). Put these guys in a Chimera and give them a vox and heavy weapon if possible (I suggest the Autocannon).
I can't say I have any experience with psykers, so I'm not the best person to ask when it comes to whether the Primaris is any good. Maybe one of the other board members can help you in this regard (I've heard that Ssgt. Dude has had quite a bit of success with them).
I hate Storm Troopers. They used to be excellent under the old codex (and one of the few ways we could get objective holders with Carapace), but I find that now they're far too expensive for what they do, and they can't even take objectives anymore. Unless you have a clear plan for a 10-man Storm Trooper squad, I say drop them entirely. Most things they do can be done better and cheaper by Carapace vets (I used to run Storm Troopers, but they invariably failed to do what I wanted them to do, which was to kill tanks early on. I replaced them with a CCS outfitted with 4 meltaguns, carapace and krak grenades, and they haven't failed me since).
Like your CCS, your first Platoon Command Section confuses me as well. The first looks as if it's trying to take on hordes and TEQs at the same time, while simultaneously being a badass counter-assault unit that can kill tanks in a pinch. As a general rule, platoon command sections should only cost more than your infantry squads if they have a transport. Unlike your CCS, your PCS should probably be more of a counter-assault unit than a morale buff (after all, all the platoon standard does is help you win combat resolution). The Commissar isn't particularly helpful in the command section, so I'd suggest you transfer him to one of the infantry squads (it'll help keep your blob in line). A counter-assault unit should have as few non-Assault weapons as possible, since you can't fire a rapid fire or heavy weapon and then charge. You could afford to drop the plasma gun and replace it with a vox and a pair of flamers (or grenade launchers, if that's your thing).
Also, unless you plan on doing it in groups of 5, don't upgrade your squad leaders' pistols. It's just not worth the cost. Keep the meltabombs, though, in case you happen to run into a Space Marine player who likes to spam Dreadnoughts (like one I know... >.>). Just don't go charging it unless it would do more damage by hitting your firebase.
I don't see the point in giving your basic infantry squads meltaguns, power weapons, meltabombs and pistol upgrades. The meltagun fires only one shot per turn, and you're shooting with BS3. You would be better served with weapons that either put out a high rate of fire or don't require you to roll to hit at all. In addition, you'll want to keep your basic line squads cheap so you can afford more of them. I would suggest giving all of them an Autocannon and a grenade launcher, and give one lucky squad from each platoon a Commissar and a vox. This way, when you blob up your 40 guys will all benefit from their rules.
Your insistence to go for multi-role squads when the Guard do terribly with them confounds me. Repeat after me: One squad for one role. Your heavy weapons section has an anti-light armor weapon, a versatile AT/AI weapon (but not fantastic against either) and an anti-heavy armor weapon, all in the same unit. This is a big no-no in the Imperial Guard. I would suggest dropping the missile launcher and lascannon for two more Autocannons. Cheaper, more likely to hit and good against a wider range of targets.
Your second PCS is a little more sane than the first one, but still could do with a little trimming. The plasma pistol is a problem. Giving a single-wound model a pistol that can blow up in his face is not generally a good idea when he has flak armor. If he had Carapace, I could see it, and I could see it better if he had a plasma gun, but as he has neither, a plasma weapon is not a good idea for a platoon commander. Other than that, I have no complaints.
As for your second platoon, I've already covered this in the above paragraph regarding platoon squads. These guys aren't Space Marines. Giving power weapons to sergeants is like giving a kitchen knife to a 5-year-old. You're more than doubling his base cost for the off-chance that one of his attacks will cause an unsaved wound.
I like the Vendetta, but it could do with a wingmate.
Now we get to the best battle tanks in the game. Your Russ looks as if it, like every other unit in your army, is multi-tasking. Don't. The Leman Russ is good at killing MEQs, and its loadout should reflect this. Switch the flamer out for a bolter, but keep the sponsons if you plan on keeping it stationary.
The Demolisher, on the other hand, is designed to kill things up close and personal, sweeping even Terminators aside with contemptuous ease. If you want to keep the hull lascannon, be my guest as it synergizes well with the main gun. Judging by the sponsons, this thing appears to be your big AT monstrosity. That's good, as the Demolisher is supposed to do exactly what it says on the packet.
With the changes I've suggested, your list should look something like this:
HQ: CCS w/ Standard, Vox, Autocannon - 135 Chimera HQ: Primaris Psyker - 70 Troops: Infantry Platoon - Command Section w/ Vox, Heavy Flamer, 2x Flamers, Meltabombs - 70 - Infantry Squad w/ Vox, Commissar, Autocannon, GL - 105 - 3x Infantry Squad w/ Autocannon, GL - 195 - Heavy Weapons Section w/ 3x Autocannons - 80 Troops: Infantry Platoon - Command Section w/ Vox, Heavy Flamer, 2x Flamers, Meltabombs - 70 - Infantry Squad w/ Vox, Commissar, Autocannon, GL - 105 - 3x Infantry Squad w/ Autocannon, GL - 195 Fast Attack: Vendetta w/ Bolters - 140 Heavy Support: Leman Russ w/ 3x Bolters - 170 Heavy Support: Demolisher w/ Lascannon, Multimeltas - 210 Total: 1445
As you can see, this list is below 1,500 points, leaving you with a great deal of freedom to spend the remaining 405 points as you see fit. I personally suggest adding another Vendetta (140 points), a couple Heavy Weapons sections with mortars (65 points each) and a veteran squad mounted in a Chimera with meltaguns (155 points, Demolitions doctrine optional), unless you want to mount said vets in one of your Vendettas, but that's a lot of AT firepower in one spot, and you could never have enough tanks with this sort of build.
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Post by Paradill on Dec 26, 2010 4:06:46 GMT -5
Giving power weapons to sergeants is like giving a kitchen knife to a 5-year-old. Pure genius. Sigged. On the note of your list, I am by no means an expert as I am starting out with the guard myself but as a long time marine player I look at your list and I'm fairly confident I could tear you apart with my marines. Before I even posted on here I took a good couple of weeks fully researching the guard and their options, it helped me get an insight into how the army works, Knowing that MEQ's will be my main opponents helps of course as I can gear my list more towards those particular types of enemy. My advice would be to go away and read the codex a few times, think about who you are going to be facing, do you want an MEQ murdering force or are you going to be facing more GEQ''s in your gamin circle? Do you need an all round list that can take on anything? Answer these questions and then build your force round that. Just another thing to remember, guardsmen are guardsmen, they will never be anything more, but thats ok because they are all about human courage and the average man rising to meet impossible odds and being victorious. What I mean by this (and this is a slight re-itteration of what sharp said) is that kitting out your infantry squads with power weapons and bolt pistols, meltaguns or anything of that nature is a bit of a waste, chances are the guys will be dead long before the chance to use it arrises and even if they don't with BS3 the chances of hitting are not in your favour. Template weapons are your friend, and remember that for the average guardsman the only versatility he needs is his lasgun and about 30 or so of his mates to help him take something down. Hope that makes sense to you. Many Thanks Paradill
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