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Post by bnarmin on Nov 28, 2010 3:49:28 GMT -5
Hello! I'm planing to start collecting an Imperial Guard Army and I think 1000 pts will be a good starting point. So you can find my list below. I tried to make my units as cheap as possible, so I can take a "lot" of targets for my enemy. Most of the time my enemies will be Eldar, Dark Eldar, Witch Hunters and Blood Angels. HQCompany Command Squad+4 meltagun +Chimera, Multi-laser, Heavy Flamer ELITESGuardsman Marbo TROOPSPlatoon Command Squad+1 Heavy Flamer +3 Flamer +Chimera, Multi-laser, Heavy Flamer 1st Infantry Squad+Grenade Launcher +Chimera, Multi-laser, Heavy Bolter 2nd Infantry Squad+Grenade Launcher +Chimera, Multi-laser, Heavy Bolter 3rd Infantry Squad+Grenade Launcher +Chimera, Multi-laser, Heavy Bolter HEAVYLeman Russ Battle Tank+Battle Cannon +Heavy Bolter Leman Russ Battle Tank+Battle Cannon +Heavy Flamer 960 pts I have 40 points left. What should I do with these pts? Drop Marbo and get some units? Maybe a Valkyrie? Or add some upgrades to my Chimeras? Maybe a Heavy stubber? Or take a Scout Sentinel? SummaryInfantry+ 40 Trooper (including officers+special weapons) + Marbo + 24 Lasgun + 3 Grenade Launcher + 5 Laspistol+ CC Weapon + 3 Flamer + 1 Heavy Flamer + 4 Meltagun Vehicles+ 5 Chimera (AV12) + 2 Leman Russ Battle Tank (AV14) + 5 Multi-laser + 3 Heavy Flamer + 4 Heavy Bolter + 2 Battle Cannon Any comments are welcome! Cheers, Armin
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Post by velikicovjek on Nov 28, 2010 3:56:04 GMT -5
Nice.... One suggestion; try to squeeze some vets inside (some meltas and vehicles go bye bye), they would be a nice addition to your ccs meltas Like the LRBT-s. And one question, at this 1000 points, why marbo?
Good luck....
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Post by bnarmin on Nov 28, 2010 4:24:20 GMT -5
Nice.... One suggestion; try to squeeze some vets inside (some meltas and vehicles go bye bye), they would be a nice addition to your ccs meltas Like the LRBT-s. And one question, at this 1000 points, why marbo? Good luck.... If I put Vets in the Chimeras instead of normal Guardsmen, then I have much fewer men/units (Target for the enemy) on the table. I would like give them so many targets, that they won't be able to handle it. This will be my Tactic, but if it is completely wrong, please tell me! Marbo:I use him, because he's funny and I think, with him I can disturb my enemy carrying out his battle plan. I hope Marbo can do some trouble behind his Battle-line.
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Post by mccaptain on Dec 1, 2010 19:05:27 GMT -5
If you drop your Platoon Command Squad, its chimera, and Marbo you can do the following:
Upgrade your Three Squads to VETS -Upgrade your Vets ONE GL to 2 Meltas You can Also pick up 3 Sentinels with Multilasers
This Gives you 6 extra BS4 Meltas
Also, since you don't have and fast attack, you can run all 3 Sents as independents
This actually gives you more targets, more firepower, more ballistic skill, and more anti-heavy infantry/tank firepower.
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Post by wardog235 on Dec 2, 2010 10:06:29 GMT -5
Also I don't think your list is legal. As I recall each platoon only counts as 1 troop choice. I never use them so I could be wrong though.
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Post by Rolling Thunder on Dec 2, 2010 10:21:58 GMT -5
Okay,
I'm sorry to say this, but, cool as your list is, it isn't legal. You only have 1 Troops choice.
My personal recommendation would be to drop Guardsman Marbo and swap your third Platoon Infantry Squad for a Veteran squad, thus making your list legal. What you choose to equip them with is up to you. You have sufficient anti-tank firepower to put the hurt on most enemies, enough ordnance to kill infantry, and enough general-purpose anti-infantry fire to hurt most enemies, and enough chimeras to win most objectives games. In short, you've made a very nice list, and I congratulate you on it.
Also: McCaptain, I do not want to see you advocating homogenous melta-spam.
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Post by mccaptain on Dec 3, 2010 0:51:26 GMT -5
By the power of my melta-spam, I advance the cause of melta-spam! ..... ok..... :-( No melta-spam....
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Post by Rolling Thunder on Dec 3, 2010 8:32:41 GMT -5
Some melta-veterans are fine, but fundamentally you need more weapons than just meltaguns in an all-veterans army.
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Post by marbo on Dec 3, 2010 8:56:14 GMT -5
you need two troop choces or am i missing somthing?
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Post by fatuous on Dec 3, 2010 10:11:53 GMT -5
Can I advocate aiutocannon spam For a first list it is a really good start. not quite legal yet but not hard to fix that (you already have the pionts spare). Upgrade 1 inf squad to vets, throw in 2 more grenade launchers and give one unit some where a heavy weapon (cough autocannon) or upgrade 2 melta in the CCS to plasma*, I quite like a vet unit in a chim with AC and 3 greanade launchers for a home base objective holder, altho conceed some do not like adding the heavies to troops in chimeras. Over all it looks pretty balanced. I prob would drop marbo, I do love using him, but he is pricey (v good) for a 1k game, but take what you want. He is a good laugh to play. * I'd usually not mix weapons but find the CCS pretty reliable in a multi function role, as they can hit reliably well with a bit of twin linking at BS4. As this is your main anti armour, this might not work so well, but gives you more shoots against 2+ and 3+ saves for anti mech. Good start, upgrade 1 squad to vets and ur good to go
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Post by mccaptain on Dec 3, 2010 19:08:45 GMT -5
RT: I run vets with melta and then give them all demolitions. Meltas on their own cannot cope with large squads and hordes, but I have found that 3 meltas, One Det Pack, 5 Shotguns, and an assault can really rack up the damage, even on large squads. That's even been enough to take out a whole Tac. Squad. I also try to run Heavy Flame on ALL vehicles to help deal with swarms.
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Post by church on Dec 5, 2010 10:08:32 GMT -5
mccaptainI was wondering if giving the sarge of a vet squad a shotgun was worth it? It's an extra shot on the charge that hits on BS 4 instead of relying on the sarge's WS in close combat. I understand its 2 attacks in close combat, but I find if you need more than ten attacks to wound and kill in an assault with guardsmen you're in pretty rough shape to start with.
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Post by mccaptain on Dec 5, 2010 14:36:10 GMT -5
I've found that the extra attacks in CC are really helpful. If CC is going to be close, having those extra attacks on subsequent rounds add up. Overall, I've found it to be better to have the attacks. I can't tell you how many people I've finished off with his little extra. Also, if you've got the points, giving the Sarge a Plasma Pistol is probably some of the best 10pts you'll ever spend. Not only do you have a great chance of making back you points by only dropping one marine, you get to keep your CC attacks.
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