1000pt Imperial Guard Army(new player) - Warhammer 40K Fantasy
 

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  1. #1
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    1000pt Imperial Guard Army(new player)

    Edited 9/20 Changes to Grenadier squad, Platoon HQ and Main HQ

    This army is meant to be a fun yet competetive list to play. It is going to be a start for a larger army of probably 2000 pts. This is also my first list so bear with me.

    I was hoping to use the infantry platoon as the middle of the front with the leman russ and HQ protecting one of the flanks. Also I was thinking of using the Grenadier and the hellhound to move up the other flank and add to the attack power. For the objectives, the infantry squads with close order drill will add to their ability to hold the objectives once taken.

    Doctrines - Close Order Drill, Iron Discipline, Cameleoline, Grenadiers

    HQ - 167 pts
    Command squad - 173
    Junior Officer w/ Honorifica Imperialis, PF, Iron Discipline
    Meltagun
    Standard Bearer
    Medic
    Commissar w/ Bolt Pistol
    Cameleoline

    Troops - 556 pts
    Infantry Platoon 1 HQ - 75
    Junior Officer w/ Iron DIscipline
    Heavy Bolter Crew
    2 Plasmaguns
    Cameleoline

    Squads 1-3 - 93 each
    9 Gaurdsmen, 1 Sergeant
    Grenade Launcher
    Missile Launcher
    Cameleoline

    Grenadier Squad - 208
    Veteran Sergeant w/ PW
    2 Flamers
    Chimera w/ multilaser, hull hvy bolter

    Fast Attack - 115 pts
    Hellhound - 115
    Inferno Cannon
    Hull heavy bolter

    Heavy Support - 145 pts
    Leman Russ Battle Tank - 145
    Hull heavy bolter


    Total 995

    Last edited by DRK0; September 21st, 2008 at 00:28.

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  3. #2
    Senior Member Intrepid's Avatar
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    Welcome!

    The list is generally good, particularly with the units chosen--quite well-rounded. I would, however, strongly advise passing the missile launchers out into the infantry squads. When all your long-range infantry weapons are in one 6-man squad, it isn't hard to guess the enemy's first target. At least two of those line squads will be holding your main objective anyway.

    The Armored Fist squad is okay but, if you want them to be running around and taking objectives, then what about using another doctrine point and the points from losing the 3-ML squad to make them into a Grenadier squad? They'll last a bit longer and can have a second special weapon...even a power weapon, if you like. And they'll still be scoring!

    In any event, it's a good list to experiment with and figure out what direction you want to take your army in. Good hunting!
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

  4. #3
    Member YounGunner's Avatar
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    I think Intrepid already gave all of the good advice you need but I just wanted to say this is an amazingly good first post. Nice list.

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    Well thank you Intrepid and YounGunner for the advice and compliments.

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    I changed around the list a little. Hopefully the changes were for the better.

  7. #6
    Member Sgt_Jakeman's Avatar
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    Hmm, I have noticed that you have 5 points left. Give your commissar a Power Weapon. That should give you several attacks that will hit and won't allow your enemy an armour save.
    Father Mulcahy: Just as the Lord said to Noah, "Everything in pairs."
    Pierce Hawkeye: Of course the Lord was holding three aces at the time.

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