Post by IVIilitarus on Oct 1, 2014 16:52:25 GMT -5
I'm putting together a non-tournament list for general play and would like to field a mix of Space Marines and Imperial Guard. The goal is to build a 1000 point army that's cost effective, semi-mobile but heavily focused on shooting and pew. I want to run at least partial Imperial Guard due to my general love for them, but plan on taking Space Marines along for bigger fire support.
The list currently uses Imperial Guard as a Combined Arms Detachment and Space Marine Allies, but given that there's slightly more points in Space Marines, I could really flip it around.
Imperial Guard w/Space Marine Allies, Ranged Army - 1000 Points
Imperial Guard - 440 Points
HQ - 75 Points
Lord Commissar w/camo gear, bolter and close-combat weapon
Troops - 365 Points
Veterans w/grenadiers, forward sentries and Chimera Dedicated Transport
Veterans w/grenadiers, forward sentries and Lascannon Team
Veterans w/grenadiers, forward sentries and Lascannon Team
Space Marine - 559 Points
Chapter Tactics: Iron Hands
HQ - 90 Points
Master of the Forge w/servo harness, bolt pistol and bolter
Troops - 229 Points
6-man Tactical Squad w/Razorback. Razorback fitted with twin-linked lascannon or twin-linked assault cannon
5-man Scout Squad w/sniper rifles and camo cloaks
Elites - 120 Points
Dreadnought w/twin-linked autocannons on both arms
Heavy Support - 120 Points
Dreadnought w/twin-linked autocannons on both arms
Notes about the list:
1. The reason for my high concentration of veterans, Forward Sentries and Grenadiers and the lone Lord Commissar is due to budget reasons. I'm happy to hear suggestions and alternatives, but I may not be able to actually make them work.
2. In choosing between a scout squad and a second tactical squad, I chose scouts because I only had enough points remaining for maybe a 5-man tactical squad and they'd be force to move on foot. I'd rather have camping, cover-saved, harassing scouts than a naked team of tactical marines marching around on foot. I prefer to keep at least 2 troops choices in my Space Marine half of the force because I plan on running kill team with this force using my models and I needed a few more Space Marine models.
3. I like autocannons.
List explained:
Iron Hands Chapter Tactics i used because the Space Marine side is heavily vehicle based. The Master of the Forge will use Bolster Defences on a piece of terrain and my Scouts will park themselves behind it and abuse their shiny new 2+ cover save while harassing the enemy with their sniper rifles. The Master of the Forge and Lord Commissar may also chill in that piece of cover, although the Master of the Forge may need to roll with the vehicles or dreadnought and bash things with a wrench when they get broken. The Commissar might hang in that piece of cover, or he might move out with the rest of the men.
The Veterans with lascannons will be defensive and engage vehicle threats at a range. One team of Veterans is mounted in a Chimera in order to push objectives or otherwise do things more quickly. Everyone has Forward Sentries and Grenadiers because I love defence and am running on a budget, so I needed some point sinks.
The Space Marine dreadnoughts will give fire support with their comical numbers of autocannons. The large volume of fire should be able to scrape away any threats in the sky and seriously mess up enemy infantry or light vehicles, is my idea. The Tactical Squad is mounted in the Razorback as a second mobile element to push objectives or otherwise lend support. The Razorback will have a twin-linked lascannon or twin-linked assault cannon depending on my needs that day.
The force as a whole will try to play defensively and advance slowly, with the mobile elements making thrusts when possible, preferably supported by the rest of the force. My firepower is concentrated around the dreadnoughts and lascannon veteran squads, with the scouts and Razorback giving support when possible.
Questions:
1. Will this list be effective at its general style of play? ie. Shooting army that's effective on defence, but has mobile elements.
2. Is the amount of Forward Sentries and Grenadiers stupid? I'm running on a budget, so I needed some point sinks to save me money and that was one of them.
3. Are there any other units I should look at for this type of play from either army that can do a job better?
4. If this list is ineffective, would you please suggest changes to make it better?
5. Are autocannon dreadnoughts a terrible idea in this context?
6. Why most Guard be so expensive?
7. What other useful tips can I learn about playstyles like this?
8. Is this list suitable for a new player?
9. What are some useful tactics I may use when deploying somewhat plain infantry squads from transports?
Thank you very much for reading.
The list currently uses Imperial Guard as a Combined Arms Detachment and Space Marine Allies, but given that there's slightly more points in Space Marines, I could really flip it around.
Imperial Guard w/Space Marine Allies, Ranged Army - 1000 Points
Imperial Guard - 440 Points
HQ - 75 Points
Lord Commissar w/camo gear, bolter and close-combat weapon
Troops - 365 Points
Veterans w/grenadiers, forward sentries and Chimera Dedicated Transport
Veterans w/grenadiers, forward sentries and Lascannon Team
Veterans w/grenadiers, forward sentries and Lascannon Team
Space Marine - 559 Points
Chapter Tactics: Iron Hands
HQ - 90 Points
Master of the Forge w/servo harness, bolt pistol and bolter
Troops - 229 Points
6-man Tactical Squad w/Razorback. Razorback fitted with twin-linked lascannon or twin-linked assault cannon
5-man Scout Squad w/sniper rifles and camo cloaks
Elites - 120 Points
Dreadnought w/twin-linked autocannons on both arms
Heavy Support - 120 Points
Dreadnought w/twin-linked autocannons on both arms
Notes about the list:
1. The reason for my high concentration of veterans, Forward Sentries and Grenadiers and the lone Lord Commissar is due to budget reasons. I'm happy to hear suggestions and alternatives, but I may not be able to actually make them work.
2. In choosing between a scout squad and a second tactical squad, I chose scouts because I only had enough points remaining for maybe a 5-man tactical squad and they'd be force to move on foot. I'd rather have camping, cover-saved, harassing scouts than a naked team of tactical marines marching around on foot. I prefer to keep at least 2 troops choices in my Space Marine half of the force because I plan on running kill team with this force using my models and I needed a few more Space Marine models.
3. I like autocannons.
List explained:
Iron Hands Chapter Tactics i used because the Space Marine side is heavily vehicle based. The Master of the Forge will use Bolster Defences on a piece of terrain and my Scouts will park themselves behind it and abuse their shiny new 2+ cover save while harassing the enemy with their sniper rifles. The Master of the Forge and Lord Commissar may also chill in that piece of cover, although the Master of the Forge may need to roll with the vehicles or dreadnought and bash things with a wrench when they get broken. The Commissar might hang in that piece of cover, or he might move out with the rest of the men.
The Veterans with lascannons will be defensive and engage vehicle threats at a range. One team of Veterans is mounted in a Chimera in order to push objectives or otherwise do things more quickly. Everyone has Forward Sentries and Grenadiers because I love defence and am running on a budget, so I needed some point sinks.
The Space Marine dreadnoughts will give fire support with their comical numbers of autocannons. The large volume of fire should be able to scrape away any threats in the sky and seriously mess up enemy infantry or light vehicles, is my idea. The Tactical Squad is mounted in the Razorback as a second mobile element to push objectives or otherwise lend support. The Razorback will have a twin-linked lascannon or twin-linked assault cannon depending on my needs that day.
The force as a whole will try to play defensively and advance slowly, with the mobile elements making thrusts when possible, preferably supported by the rest of the force. My firepower is concentrated around the dreadnoughts and lascannon veteran squads, with the scouts and Razorback giving support when possible.
Questions:
1. Will this list be effective at its general style of play? ie. Shooting army that's effective on defence, but has mobile elements.
2. Is the amount of Forward Sentries and Grenadiers stupid? I'm running on a budget, so I needed some point sinks to save me money and that was one of them.
3. Are there any other units I should look at for this type of play from either army that can do a job better?
4. If this list is ineffective, would you please suggest changes to make it better?
5. Are autocannon dreadnoughts a terrible idea in this context?
6. Why most Guard be so expensive?
7. What other useful tips can I learn about playstyles like this?
8. Is this list suitable for a new player?
9. What are some useful tactics I may use when deploying somewhat plain infantry squads from transports?
Thank you very much for reading.