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I know there is little variation in these 500 pt lists, but I'd like to post my rough ideas here as I have little experience building guard armies. It looks basically like this:
JO, Standard Bearer, Sanctioned Psycher, 3 Guardsmen
Command: JO, 4 guardsmen
2 squads with ML
Armored Fist w/ Meltagun and vet sergeant
2 Cadian Pattern Sentinels
I have a basic idea of what to strategy wise, but no real plans as of yet, I love the sentinel models and the psycher is there for fluff reasons, hopefully including more as I scale up to 1000.
Thanks in advance gents!
Last edited by patron_saint; December 11th, 2008 at 19:15.
I would leave the psyker out of the small list. Points are at a premium and even with the fluff support he really is a drain. some fluff about how they need to be better protected so dont go ont he smaller patrols etc would work here.
How is the chimera equiped? you havnt listd its options and by the points it is actually illegal! they are a minimum of 80 points though to work properly need to be around 93 points. The squad doesnt really need a vet sarge either.
The Platoon command is actually useless. dropping the psyker woudl allow you to get a mortar in here to give it a purpose. I also suggest you perhaps dropa sentinel to fix the chimera up and also get a weapon in the main command and possibly a coupel of special wepaons.
500 points is very difficult to do well with guard if not using the comabt patrol rules but you have managed a decent model count!
Hope that helps
yeah, I broke the AF squad, but reworked it looks like this!
Chimera w/ multilaser
vet sergeant for the Ld boost.
If I drop a Sentinel (which it pains me to do so, they're so tasty) and dropping the sanctioned psycher I will have 62 pts to play around with, some ideas include...
-upgrading commander to SO
-taking mortars/heavy bolters in the Infantry platoon's command squad
-putting an auto cannon or (maybe) lascannon in HQ
-Just a thought, giving AF vet serg a powerfist, though I am almost positive this is a poor idea. I'm using the AF division to take objectives and punch holes in armor fast, then bunker down, but the fist may help out in melee... idk, really, I'm fairly new to this game.
any other ideas?
the chimera IMO needs to be tooled a little more than that to be effective, the cheapest setup that is really usable adds a heavy bolter and smokes onto what you have already.
as for your ideas...
1. upgrading the officer at this points level isnt really necesary so Id skip that.
2. adding mortars int he commands is a good idea, a heavy bolter in the platoon command would work as well but if you put a heavy weapon in the main command go for a mortar.
3. Never put lascannons in command squads they are already targets for enemy fire, an autocan int he platoon command works though might give some mid level firepower as well.
4. keep all guard away from melee unless there is no other options available. also the AF sarge cant take a power weapon or fist so thats a no.
As for the tactics with the squad they seem sound enough, dont forget to send the line squads up in support once oyu have the objective though.
Hope that helps
This is a pretty good list, I like the idea of the power fist for the veteran, AF squads run into enemies alot and chances are you will get into close combat, trust me you want it. The sentinals are a bad idea unless you have both with heavy flamers because your AF has got tanks down. ML's are great but you might need some more anti infantry(ML's arent very good) I always find heavy bolters to be the best. Thats my advice good luck
If your AF squad ends up in close Combat, I would reccomend you just hope for the best. It is illegal to put a power fist on the sgt, but even if you could I wouldint see it as the best choice. You would end up spending 1/20th of your army on a single guardsmen who has 1 extra attack just because he might get into combat.
At this point level It may be a good idea to add a 5 man remnant squad with a grenade launcher for 38 points. That will give a nice addition to the bodys on your field, and provide a nice (semi) mobile support squad for the AF. Dont Forget to keep that grenade Launcher fireing!
Are you planing to play against a certain opponent or small group of friends with this list? if your opponent is an Ork player then Heavy bolters would be best, If you plan to play multiple lists without much changing, not much can beat the ML imo. at 500 points you should be playing on a 4x4 board. Your ML will almost never be out of range. The choice to shoot a Frag or Krak meens you can Tailor your list against any opponent without actually changing it.
Try play testing with Heavy Flamer Sentinels, they could add the punch your AF squad needs to grab objectives but might slow it down. Autocannons on the Sentinels could also create a very powerful firebase (for 500 points) It comes down to how you want the list to play
Fun list and if you really like the psyker might as well keep him if you have 12 points lying around.
Last edited by sendaf; January 9th, 2009 at 03:22.
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