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Post by Deleted on Oct 11, 2007 21:13:03 GMT -5
So here's my 1000 point all comers list. Hope you like it DoctrinesDrop Troops Close Order Drill Iron Discipline Sharpshooters Veterans Command Squad: 95 pts. - HSO - Power Fist - Iron Discipline AT Squad: 110 pts. - 3 Lascannons - Sharpshooters Veteran Squad Alpha: 75 pts. - 4 Veterans - Veteran Sergeant - 3 Melta Guns Platoon A – 210 pts.Command Squad: 50 pts. - JO - Power Weapon - Iron Discipline Squad 1: 80 pts. - Plasma Gun - Heavy Bolter Squad 2: 80 pts. - Plasma Gun - Heavy Bolter Platoon B – 220 pts.Command Squad: 50 pts. - JO - Power Weapon - Iron Discipline Squad 1: 85 pts. - Plasma Gun - Missile Launcher Squad 2: 85 pts. - Plasma Gun - Missile Launcher Hellhound - 120 pts. - Rough Terrain Modifications Leman Russ Battle Tank - 160 pts - Hull Heavy Bolter - Side Sponson Heavy Bolters - Rough Terrain Modifications
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Post by Deleted on Oct 18, 2007 18:01:49 GMT -5
Okay. This is a good list to start with, but lemme give you a few pointers-
1: Don't put plasma in your Guard squads. Give them Grenade Launchers. Too many plasma guns will make you nervous and high-strung during your rolls. That makes for bad sportsmanship within gaming
2: There's too much AT and not enough anti-infantry. High-point vehicles are used less as gamewinners and more as distractions so their infantry can sneak through and slaughter yours or claim objectives. A good idea is to give one squad in the platoon an Autocannon for strong infantry and light transports, and another squad a heavy bolter for masses of weak infantry.
3: Never go anywhere without the Company Standard. It's vital for a shooty army, which is what yours seems to be. The ability to reroll failed Morale tests within 12" of the standard is vital to a low-morale army like the Guard.
4: Your Platoon Command Sections and HSO Section should be where you concentrate your high-points, high-powered AT and Anti-Infantry weapons. I usually go for 2 Plasma and one Missile Launcher, but you can take out one plasma for 1000 pt games. This will make them high-priority, so consider giving the officer a Trademark Item, so you can reroll failed Pinning/Morale tests. This way, instead of having to concentrate fire as in your Anti-Tank Support (more on that later), you have two squads that can now deal with individual threats. If your AT Support squad is taken out, that's it. Game over.
5: Your Guard squads are mostly used as a screen, so you need as many of them as possible. If it's a choice between cool weapons or more footsoldiers, always go with more footsoldiers. Cheaper is better when it comes to Guard Squads.
6: I'd take a 3-Heavy Bolter Fire Support squad instead of the Anti-Tank squad. Those things are like magnets for long-range pinning weapons, and as such can be hazardous to the health of squads surrounding them. HBolters, on the other hand, are low-priority, so they can last almost the entire game. And nothing can beat 9 36" S5 AP4 hits per Shooting phase.
7: Why'd you take the Veterans doctrine? You already get them without having to buy them back. This doctrine just allows you to field more than one. Since you're only using one, I'd suggest dropping it in favor of another doctrine, something cheap or free. As an aside, don't load them down with three Meltas. That's wasteful and just screams "AVOID ME!" Plus, if you scatter off the table in your Drop roll, well, there goes three expensive weapons. Consider giving one or two Flamers or Plasmaguns. Back to doctrines, Conscripts are a great way to get 20-30 squishies for the low-low points cost of 80-120, respectively. Give them flamers for their crappy BS and you've got a great way to screen your expensive stuff.
8: Take two one-man Sentinel teams instead of that Hellhound. Its cheaper, and you can use them to harass the flanks of the enemy. Take Multilasers or Autocannons and use those quick walkers for hit-and-run attacks.
9: Trade that Hull Heavy Bolter for a Lascannon and get rid of the Sponsons and Rough Terrain Mods. Your tank should sit well behind your infantry lines and use its turret to blast incoming infantry and armor. You'll only be able to use those Heavy Bolters if the game is going very badly, so why waste the points?
I've listed my army within this section. It's a 2000 pt army, but it can be scaled down for any kind of game. Give it a look to see my approach to an Imperial Guard army.
Good luck, soldier. FOR THE EMPEROR!
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Post by Deleted on Oct 23, 2007 10:17:15 GMT -5
i personally think his list is pretty darn good for a 1000 point game. The mix between the hellhounds inferno cannon and the LR's battle cannon make for anti infantry. platoon B has missile launchers = frag rounds = more hits on inf.
one suggestion for me would be to take off the side sponsoon from the LR because it is a waste of points and you can only fire an ordnance weapon per turn. With those extra points, trade it in for extra armour to put on both the LR and the hellhound. Never know when a little extra armour might come in handy
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