Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Close Order Drill
3x Plasma Gun
3x Nade Launcher
Plasma gun or Meltaguns
Stormbolter, nade Launcher, autocannon
Nade Launcher, Autocannon
Plasma gun, Missle Launcher
Plasma gun, Missle Launcher
Missle Launcher, Plasma gun
Chimera- Extra armor, Smoke Launcher
Looking for a moble and balenced force. I have 34pts left. May use Iron Displine. The Drop Troops is for fun.
<img src='http://www.turnsignalsonalandraider.com/comics/000127.gif' border='0' alt='user posted image' />
Wow, I'm quite impressed. That looks like a really good army list. Putting Lascannons and lots of plasma with the Vets is very very smart. You kept all of your vehicles cheap, which is also a good idea and stormbolters are rarely used, but really perfect for the imperial guard because they have good range and hitting power.
I would only make four small points, which might help a little.
1) Move the lascannons to the squads and put the missile launchers in the Anti Tank team. The main reason for this is that the anti tank squad all have to shoot at the same target. If there are multiple tough targets that need to be blowed up, then you have to wait till next turn, or hope that the rocket launchers produce something. Secondly, missile launchers are great for shooting all of them at one enemy; use krak missiles against marines and frag against squishy stuff.
2) Take plasma instead of grenade launchers if you have them. I already think that you are wise for having as much plasma in your army as you already do, but it can't ever hurt to have more.
3) Put some smoke launchers and searchlights on those sentinels. Smoke will save their ass when they have to move out of cover and the lights will make sure that the rest of your army can destroy important enemy targets when needed. It's only 4 points per sentinel, and they can really save you.
4) Put Sharpshooters on everything that has a BS of 3 and 10 men. At the very LEAST put it on your Anti Tank squad. This will quickly prove it's worth.
Other than that, I would have to say you have a great list.
The only thing I would say is Master-Vox and Voxcasters. Leadership throughout your army is essential. A regular human is bound to run at the sign of evil marauding alien invaders, but he is confident in his Officer so he holds the line. You would be surprised at how many times the guard have held their ground or not been pinned because of a Vox. So find a way to squeeze in that in at 5 points per unit and you're good to go.
I agree that Plasma is good. Sure, roll an armor save to live, that guard is more than likely going down. But, if he can get off a shot or 2 before he does, he's earned it. But then again, grenade launchers have worked miracles for me in the past too. So I would keep the current config and make changes if you think they are necessary after a few games.
Sharpshooters is the BEST doctrine available. Rerolling 1's, especially on heavy weapons (but not on Plasma, damn) is just amazing. I turn about 1/2 my 1's into hits (which makes sense hitting on a 4+) and that wins the game for me alot.
Otherwise good list, I like the mass infantry approach.
I would disagree with the vox's. You already have upgraded your sergents to vets, so the best you can get with voxes is a going from 8 -> 9 with a HSO. It would be a waste of 40 - 60 points that could be spent elsewhere.
You have some initial mobility in the form of the infilitrating vets and deepstriking Stormtroopers, that is probably all youll need. However, you might consider moving the heavy weapon out of one the command squads and moving some grenade launchers into it. Then you have a somewhat mobile firebase.
Also the storm bolters are only worth the points if you are moving with them. A bolter is 1 point and does half the damage at 24" and the same damage at 12". So if you wanted to go sharpshooters you could by downgrading the stormbolters to bolters and then using the points recovered for sharpshooters.
These are only nitpicking suggestions however, if you were going to a tournament. In a friendly game I would consider this a great list.