Post by IVIilitarus on Aug 7, 2014 14:31:52 GMT -5
I am planning on playing Imperial Guard and will enter the hobby sometime near the end of the year. I'll be ordering the models soon and have settled on two lists that I like.
The goal of these lists is to play a semi-immobile gunline defensive Imperial Guard, focused on infantry and vehicles. I want to build these lists as general combat lists for non-tournament play. Both of my lists are fairly similar, and built around infantry platoons, a pair of Leman Russes and an Avenger.
The lists are below:
List 1
HQ - 130 Points
1. Company Command Squad with Veteran w/Vox Caster
2. Lord Commissar
Troops - 420 Points
Platoon 1
Platoon Command Squad w/Vox Caster
Infantry Squad w/Grenade Launcher and Vox Caster
Infantry Squad w/Grenade Launcher and Vox Caster
Platoon 2
Platoon Command Squad w/Vox Caster
Heavy Weapon Squad w/3x Flakk Missile Teams
Infantry Squad w/Vox Caster
Infantry Squad w/Vox Caster
Heavy Support - 450 Points
Avenger Strike Fighter
Leman Russ Exterminator w/Recovery Gear
Leman Russ Vanquisher w/Recovery Gear, Camo Netting and Lascannon
List 1 Tactics: The goal of List 1 is to form a defensive line, with the Lord Commissar being at the heart of it. The Lord Commissar combined with the Vox Casters will give a huge boost to the army in the form of Orders. The reason I have so many Vox Casters is because I don't plan on merging my infantry squads, due to worries of attacks and abilities that affect entire units. However, if my opponent is unlikely to have such abilities, I will merge the squads. The number of Vox Casters here is really for a worst-case scenario.
The Flakk Missile team will be my dedicated general heavy weapons team and will be prioritising air threats, then vehicles, light vehicles and infantry. The Vanquisher will engage vehicles and the Exterminator will engage light vehicles and heavy infantry. If the ideal targets are unavailable, I'd be happy to just use them to engage whatever is left. The Avenger will be a ground attack craft. I have been told that having dedicated anti-aircraft or aircraft in 1000 point games isn't overly common, so bringing an Avenger in to dominate the skies suits me. I also like the added flexibility it brings, with its strength against heavy infantry, light vehicles and heavy vehicles.
The gist of this force is to be low mobility, but high in firepower and shooty. The goal is to have a strong wall of fire that can engage a wide variety of targets effectively.
My second list is below:
List 2
HQ - 65 Points
1. Company Command Squad with Veteran w/Vox Caster
Troops - 520
Platoon 1
Platoon Command Squad w/Vox Caster
Infantry Squad w/Vox Caster
Infantry Squad w/Vox Caster
20-man Conscript Squad w/Commissar
Platoon 2
Platoon Command Squad w/Vox Caster
Heavy Weapon Squad w/3x Flakk Missile Teams and Commissar
Infantry Squad w/Vox Caster
Infantry Squad w/Vox Caster
Heavy Support - 415 Points
Avenger Strike Fighter
Leman Russ Exterminator
Leman Russ Vanquisher
List 2 Tactics: List 2 is very similar to List 1 and the chief difference is budget cuts to the rest of the force in order to squeeze a 20-man Conscript Squad with Commissar in. To achieve List 2, I have fired the Lord Commissar, replaced him with two standard Commissars. One Commissar is attached to my Flakk Missile Team in order to aid them in passing LD tests for Orders, the other is attached to mygrots Conscripts to uh. Maintain morale. In order to fit the Conscripts in, I've stripped the Leman Russ tanks of their gear and left them bare, removed all of the guardsman infantry grenade launchers and fired the Lord Commissar.
List 2 is focused on the same basic tactics as List 1, but with the extra Conscripts, I can use them to bog down enemy heavy melee units in charges, or stand on objectives and die, or hold the line or just generally add 20 more lasguns to the army. I've heard the tip for Imperial Guard that goes 'Boys before toys' and I felt this may have been a good idea.
Questions:
1. I would like someone to explain to me the pros and cons of each list, pick out and help me rectify serious errors and help me understand which list is more viable for a general gunline style play.
2. I would also like to know if stripping the Leman Russes and guards of their grenade launchers to fit in List 2's Conscript Squad was worthwhile.
3. How viable are Mortar teams, whether attached to guard squads or as heavy weapon squads? Should I use them?
4. Can someone please break down each Heavy Weapon Team into how effective they are in the current metagame and generally how useful they are?
5. How viable are my lists in general combat situations?
6. Are these lists a good idea at all?
The goal of these lists is to play a semi-immobile gunline defensive Imperial Guard, focused on infantry and vehicles. I want to build these lists as general combat lists for non-tournament play. Both of my lists are fairly similar, and built around infantry platoons, a pair of Leman Russes and an Avenger.
The lists are below:
List 1
HQ - 130 Points
1. Company Command Squad with Veteran w/Vox Caster
2. Lord Commissar
Troops - 420 Points
Platoon 1
Platoon Command Squad w/Vox Caster
Infantry Squad w/Grenade Launcher and Vox Caster
Infantry Squad w/Grenade Launcher and Vox Caster
Platoon 2
Platoon Command Squad w/Vox Caster
Heavy Weapon Squad w/3x Flakk Missile Teams
Infantry Squad w/Vox Caster
Infantry Squad w/Vox Caster
Heavy Support - 450 Points
Avenger Strike Fighter
Leman Russ Exterminator w/Recovery Gear
Leman Russ Vanquisher w/Recovery Gear, Camo Netting and Lascannon
List 1 Tactics: The goal of List 1 is to form a defensive line, with the Lord Commissar being at the heart of it. The Lord Commissar combined with the Vox Casters will give a huge boost to the army in the form of Orders. The reason I have so many Vox Casters is because I don't plan on merging my infantry squads, due to worries of attacks and abilities that affect entire units. However, if my opponent is unlikely to have such abilities, I will merge the squads. The number of Vox Casters here is really for a worst-case scenario.
The Flakk Missile team will be my dedicated general heavy weapons team and will be prioritising air threats, then vehicles, light vehicles and infantry. The Vanquisher will engage vehicles and the Exterminator will engage light vehicles and heavy infantry. If the ideal targets are unavailable, I'd be happy to just use them to engage whatever is left. The Avenger will be a ground attack craft. I have been told that having dedicated anti-aircraft or aircraft in 1000 point games isn't overly common, so bringing an Avenger in to dominate the skies suits me. I also like the added flexibility it brings, with its strength against heavy infantry, light vehicles and heavy vehicles.
The gist of this force is to be low mobility, but high in firepower and shooty. The goal is to have a strong wall of fire that can engage a wide variety of targets effectively.
My second list is below:
List 2
HQ - 65 Points
1. Company Command Squad with Veteran w/Vox Caster
Troops - 520
Platoon 1
Platoon Command Squad w/Vox Caster
Infantry Squad w/Vox Caster
Infantry Squad w/Vox Caster
20-man Conscript Squad w/Commissar
Platoon 2
Platoon Command Squad w/Vox Caster
Heavy Weapon Squad w/3x Flakk Missile Teams and Commissar
Infantry Squad w/Vox Caster
Infantry Squad w/Vox Caster
Heavy Support - 415 Points
Avenger Strike Fighter
Leman Russ Exterminator
Leman Russ Vanquisher
List 2 Tactics: List 2 is very similar to List 1 and the chief difference is budget cuts to the rest of the force in order to squeeze a 20-man Conscript Squad with Commissar in. To achieve List 2, I have fired the Lord Commissar, replaced him with two standard Commissars. One Commissar is attached to my Flakk Missile Team in order to aid them in passing LD tests for Orders, the other is attached to my
List 2 is focused on the same basic tactics as List 1, but with the extra Conscripts, I can use them to bog down enemy heavy melee units in charges, or stand on objectives and die, or hold the line or just generally add 20 more lasguns to the army. I've heard the tip for Imperial Guard that goes 'Boys before toys' and I felt this may have been a good idea.
Questions:
1. I would like someone to explain to me the pros and cons of each list, pick out and help me rectify serious errors and help me understand which list is more viable for a general gunline style play.
2. I would also like to know if stripping the Leman Russes and guards of their grenade launchers to fit in List 2's Conscript Squad was worthwhile.
3. How viable are Mortar teams, whether attached to guard squads or as heavy weapon squads? Should I use them?
4. Can someone please break down each Heavy Weapon Team into how effective they are in the current metagame and generally how useful they are?
5. How viable are my lists in general combat situations?
6. Are these lists a good idea at all?