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Post by Deleted on Jan 4, 2008 19:46:53 GMT -5
Hello there everyone. I am brand new to not only Imperial Guard, but warhammer 40K. I have played warhammer fantasy for years(wood elves and Khorne Chaos). My friend found an old Dark angels army that he forgot abut and this convinced me to finally start 40K. I have done lots and lots of research and have decided Imperial Guard it is. As you can see I'm going against Dark Angels so this list is going to be kinda anti-SM but also i kind of want to make it all around also if thats possible . Well here is my first attempt. Also no need to be nice sense i can take abuse, so please be honest in your opinions. Doctrine: Cadian Shock Troops HQCommand Squad Junior Officer-Las Pistol, power weapon, Iron Discipline Medic 3 Guards- 1 Flamer, 2 CC Psyker- Honorifica Imperialis, Force weapon, Las pistol Anti Tank- 3 Rocket Launchers Fire Support- 3 Heavy Bolters TroopPlatoon 1 Command Junior Officer- Iron Discipline, Las Pistol, Power Weapon 4 Guardsman- 2 Melta, 2 CC Commissar- Las Pistol, Power fist Infantry 1– Sharp Shooters 9 Guardsman- Plasma Sergeant- CC Infantry 2– Sharp Shooters 9 Guardsman- Grenade Launcher Sergeant- CC Platoon 2Command Junior Officer- Iron Discipline, Las Pistol, Power Weapon, 4 Guardsman- 2 Flamer, 2 CC Commissar- Las Pistol, Power fist Infantry 1– Sharp Shooters 9 Guardsman- Plasma Sergeant- CC Infantry 2– Sharp Shooters 9 Guardsman- Grenade Launcher Sergeant- CC HeavyLemun Russ- Hull Heavy Bolter, Sponson Heavy bolter As a side note yes i know i am exactly 1 point over 1000. He doesn't care. I kinda like the idea of kasarkin storm troopers. And i feel like the ONE lemun russ would be a magnet for fire. So once again this is against Dark Angels. but also i kinda want it to deal with all around. Thanks 70thCadian
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Post by Deleted on Jan 5, 2008 19:28:48 GMT -5
im concerned why no one has given me any tips is it just that bad??
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Post by Deleted on Jan 6, 2008 7:37:29 GMT -5
Looks quite solid acctualy... But there are some things that I'd change to make the list "better". First of all, I'd keep the force weapon psyker but get rid of all the others, they do not do anything good. Second, I would replace them with commissars equipped with powers fists. Skip the power fists from your officers and put them on the commissars instead. Why? Because the Commissar is a part of the unit and can't have attacks directed at him while your poor 1 wound officers can. Giving the commissar the power fist instead means that the fist survives more then one space marine attack in close combat. Then I personally would change the autocannons in your Fire Support squad to heavy bolters, sure less punch but in my eyes (and many others) the heavy bolter is the best heavy weapon in the game. About your russ, give it either 3 heavy bolters (sponson and hull) or only the lascannon. If you loose your main cannon I rather gun loose with heavy bolters and advance instead of having a lascannon to snipe out single models with, 3 heavy bolters kills more Space Marines then a single lascannon and is a better all-round weapon. I hope it helps a little!
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Post by Deleted on Jan 6, 2008 16:38:08 GMT -5
That helps a great deal thanks a bunch. I have been doing reasearch but i have 0 40K game sunder my belt so i dont know what works and what doesn't Ill make the changes. and edit my list so keep checking back on updates. I added the updates to the list but with all the added stuff the list is now 1027 points which is too much
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Post by Deleted on Jan 6, 2008 17:27:10 GMT -5
Everything looks good, but one thing scares me, guardsmen with plasma guns! In my mind giving a poor flak jaket guardsman a plasma gun is like expecting him to die, it does work, but i would be much more comfortable giving my power armor space marines a plasma gun instead a flak armor guardsmen. But, just my opinion.
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Post by Deleted on Jan 6, 2008 23:29:26 GMT -5
Dark Angels are IG's worst nightmare. It would help if you could tell use whether he plays Ravenwing, Deathguard or both. Some general help would be to not take the cadia doctrines and just stick with close order drill and iron discipline. I have to disagree with .found about the plasma guns as bikers and land speeders are really tough to take down with lasguns and grenade launchers.
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Post by Deleted on Jan 7, 2008 0:11:49 GMT -5
I'm thinking he plays both. but he let slip something about a deep striking termy squad. I like plasma and honestly if the plasma gets one shot which takes down a speeder or a bike. already earned its point cost. I'm not switching my doctrine. I like the Cadian and I'm going to stick to my theme. If I lose, I lose its no different then fantasy. Just what can i drop to lower points??
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Post by Deleted on Jan 7, 2008 8:47:23 GMT -5
Suit yourself with the doctrines, but they would bring down points a lot if you got rid of them. To be a bit blunt the HQ Command Squad is a sort of wasted effort. You have 7 power weapon attacks on the charge (bit hazy on the force weapon rules, cant remember if they negate AS) and than 8 normal attacks. As you opponent uses a mixed Dark Angeles force he will most probably be using lots of bikers, land speeders and as you pointed out some termies. I would get technical but i wont bother so i'll just say that unless you get a commissar and a junior officer with a powerfist you are wasting points. A better use of the points in the command squad is to go plasma crazy with a medic on hand. Than you are ensured some decent kills with hopefully few overheats.
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Post by Deleted on Jan 7, 2008 18:37:49 GMT -5
well we were already fighting without the models. we where playing a game of one up. he mentioned nothing of bikes. we werent talking in 1000 points only. but he said things of about 20 tactical marines, 10 termies, 10 assault termies, whirlwind, land raider, assault marines. Land speeder i think. but no bikes. Your right I'm thinking going all out plasma ill see what that does to the list. I'm guessing no psyker then
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Post by Deleted on Jan 7, 2008 18:48:01 GMT -5
What if my command Platton looked liek this:
Junior Officer- Plasma Pistol, CCW, Bionics, Iron Discipline Medic 3 Guardsman- Plasmagun
how about that. Also I have learned that he has a friend that is interested in playing. He plays Dark Eldar. Which means i might have to make alist that fights both of them.
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Post by Deleted on Jan 8, 2008 5:29:29 GMT -5
That command platoon squad is a lot better better but what are you going to do about the other command squads? Meanwhile your current list is perfect against Dark Elder.
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Post by Deleted on Jan 8, 2008 20:37:07 GMT -5
im leaving the other commands squads the same. So i can have more plasma for SM and still a solid list against DE. Anyone disagree completely
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Post by Deleted on Jan 9, 2008 1:13:56 GMT -5
so one tactic that you really need to think about is keeping your command squads behind your regular infantry squads because they would be a prime target because of their plasma guns. I would also suggest putting more plasma guns in your other command squads and putting them behind the infantry squads thus allowing them to shoot and hide behind their men. You will probably need a lascannon team or something that packs more of a punch if you're against terminators and land raiders. I would drop the power fist because most likely the commisar wont last long enough to use it and you should always avoid close combat when possible. The sharpshooter doctrine is a minor waste of points as the points used on sharpshooter almost equals another full squad and you dont have enough infantry squads to gun down the SM. They will overrun your army and you will have no choice but to engage in close combat which will ruin your chances of winning. Also, the meltabombs are quite unnecssary as you will be having to defend against the SM, not rushing them. For the Leman Russ, drop the heavy bolter sponsons and just leave the battle cannon and any hull weapon as the cannon will most likely be used the entire game. For my 1000 point IG army, I have simple command squads but much more infantry squads and i have a demolisher which will exterminate the terminators and enemy vehicles with the demolisher cannon, plasma cannons and lascannon, and a leman russ and basilisk for the marines squads or pretty much anything else left. The demolisher will scare your opponent and make him think twice before deep striking his terminators. If you have other questions, ask me.
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Post by Deleted on Jan 9, 2008 1:25:25 GMT -5
one more point to make, you can send depleted squads of infantry in front of your army to engage the terminators or any other assaulting units to buy you some time to blast the other units with your heavy weapons before they encounter your army. remember to spread your squads out by at least 4 inches to prevent the enemy from consolidating into another unit. It is actually a good thing for a squad of enemy marines to finish off a squad of your guardsmen in close combat because in the next turn, you get a chance to destroy them right in the open in front of your other squads. Make sure you close order drill the squads so the plasmas being screened by your ordinary guardsmen are not in the line of sight from the enemies. They should rip apart space marines assaulting quiet easily.
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Post by Deleted on Jan 10, 2008 0:56:42 GMT -5
Thanks for the advice I'll consider the demolisher. I wnat my list to be all around. I found out alot of my friends play. So right now i know Dark Angels, Dark Eldar, Eldar and a few others not sure. So I want an all around list but since I feel like SM will be my biggest problem my list will lean towards a little more anti SM. So in an all around list. Do I still want the commissars if yes, with power fists. Would you reccomend the Demolisher in an all around?
MAIN QUESTION: Is Sharpshooter worth its points? yes or no?
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Post by Deleted on Jan 10, 2008 1:16:20 GMT -5
sharpshooters is a no.. because you can have nearly an entire squad from the points used. you're not gonna roll TOO many ones. Plasmas are the SMs worst enemy because of the AP2. Anti SM is fairly simple. just have enough screens for your plasmas and heavy gunners and the assaulters will be ripped apart. SM cant beat the IG at shooting if the IG is used properly. commissars go GREAT with conscript platoons as it TOTALLY gives them a leadership advantage. To do this you have to make them an independant commissar as a doctrine. Powerfists are not necessary because they are initiative 1, and probably dead if the marines charge. other wise, against others, they might do better. The demolisher will annihilate any standing elite troopers or vehicles. The superior armour will only allow lascannons to even have a shot at hurting it.
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Post by Deleted on Jan 10, 2008 1:30:01 GMT -5
OK at the begining of my list i stated I'm using Cadian Shock Troops and I'm not changing. So close order is a no, so is independent commissar. Also I know you can add a half squad of around 5 guys or something? what are they used for and are they worth it. Ok I'll look into the demolisher. I guess its time to re-work the list. Also is it worth it to add commisars or psykers to be in command squads(not platoons). If i can fit it in. What sponsons should i put on my demolisher??
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Post by Deleted on Jan 10, 2008 1:33:36 GMT -5
an idea i have to put an end to the guard sucking crap at close combat is getting some daemonhunters. though it might be a big hassle to do it all. My idea is having an eversor assassin which is the biggest ass kicker in close combat for less than a hundred points. thats not even two squads. plus, this guy is the biggest tank hunter. his little pistol has D6 armour pen. Thats an average of 18 per roll so thats like 4 more than a land raider meaning a penetration. plus, he can fire it twice even if he moves. it also has melta bombs and you know why its a killer at close combat? its cause it can assault 12 inches and in the first turn, it GETS EXTRA D6 power weapon attacks. So thats an average of 18 plus his usual 3 and one for 2 weapons. thats an average of 22 power weapon attacks at weapon skill 5. This beast can take down wraithlords and i'm seriously thinking about getting him for my army. The only downside is you have to take an inquisitor lord in order for him to be in your guard army. This is a big hassle to do but in the end, the reward is satisfying. Eversor will scare the nuts out of the marines and they wont even step close to your guardsmen.
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Post by Deleted on Jan 10, 2008 1:37:05 GMT -5
those depleted squads are for.. squads with less men. they are good for diversions, and screwing around the enemy with. commisars add leadership to your officers and if you put a company banner with it, your men will have better leadership. psykers are too unreliable even though they are cheap. demolishers work good with plasma cannons and lascannon in the front. the demolisher cannon is 24 inches and the plasma cannons will help hit farther targets
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Post by mccaptain on Jan 10, 2008 1:38:06 GMT -5
If you attach heavy weapon squads to the HQ and give them sharpshooter you won't be dissappointed. On a regular squad though, kind of a waste. If you're playing marines get two x3 lascannon squads attached to the HQ with sharpshooters. Use that to target thier HQ/termies/anything you want dead quick. Its a lot of points I know, but has saved me in the past.
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Post by Deleted on Jan 10, 2008 1:41:51 GMT -5
if you want accurate heavy weapons, just use small squads of hardened veterans and put the lascannons with them. they have BS4
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Post by Deleted on Jan 10, 2008 1:49:53 GMT -5
i might have explained a little too much about the eversor but i'm kinda hyped up about it
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Post by Deleted on Jan 10, 2008 1:58:06 GMT -5
well i re did my list no its not up yet I'll start a new forum with it once im am happier with it. i know have 119 points to spare so choices are. Basi no indirect, helhound, storm troopers, more guards men. upgrades for tanks and such, maybe armored fist squad. what do u guys reccomend??
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Post by Deleted on Jan 10, 2008 2:00:12 GMT -5
the tanks dont really need upgrades and storm troopers will die against marines and hell hound wont do much to marines but the basilisk and more guardsmen are great solutions
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Post by Deleted on Jan 10, 2008 2:01:18 GMT -5
the guard is all about the infantry and tanks so sticking to that idea will get you though battles easier
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