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!
Would Just like to thank you if your reading this for contributing to helping me improve my army List . This army list was desgined to be litarly a wall of defence of men and a few tanks No movement unless to counter-charge at worst moments. This is my first 1500 guard list so I apologise for any silly mistakes and I hope for improvements
Command Squad - 253
JO - 80
Staff - 57
Advisors - 60
Specia weapons squads 65
Sniper x 3
Platoon One - 475
Platoon two - 435
LRBT - 170
LRD - 170
Final points : 1503
Any comments on how to improve this would be greatly appricated
Thank you for reading this.
Last edited by hercsam; December 23rd, 2008 at 02:05. Reason: For trying to type beyond midnight
You know what they say about a good defence? Well, in 40k that generally holds true as well. You really need to rethink your overall strategy on this one. That is assuming you intend on winning games. If this list is for a campaign/last defence story battle type scenario then its fine.
There are many things you will need to consider however if its for general 40k missions. The most important being the way in which the objective of each standard mission are laid out. You have three missions, two of which involve taking objectives, the other involves killing more units than your opponent. Your army is simply not designed to do either.
Another fundamental thing you should consider is, despite the attractive idea that hundreds of bodies in nice straight lines with big guns on the field has, without mobility, you WILL lose more often than not in 5th ed 40K. To combat this you need to either a) take transports or b) form up platoons that infiltrate/deepstrike.
Seeing as you dont like tanks, you will have to consider deepstriking or infiltrating at least one platoon, if not two. My preference would be to deepstrike a platoon filled with flamers. The men are cheap, expendible, yet numerous enough to really make an opponent take notice of them as well as deadly enough to wipe out entire enemy units thanks to the multitude of saves a flamer will force. Use them aggressively and you wont be dissappointed! I've wiped out an entire squad of bloodletters thanks to a close in drop of a command squad with 3 flamers!
Anyway, I wont suggest specific changes to the list as personally I think the entire thing needs a rethink, but you get the idea.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
1. Seize Ground: the objectives can't be within 12" of a table edge or other objective so your lack of mobility would kill you here.
2. Capture and Control: without any way to take out the opponents home objective and no indirect firing weapons to bomb it, because your opponent will hide it the best you can really hope for is a draw.
3. Annihilation:all guard hate this mission but you have an especially large number of units but you have an insanely large 20 KP's so you can pretty much kiss this mission goodbye.
And the deployment types.
1. Pitched Battle: This is your best chance, the enemy is reasonably far away and you can sperad out without your units bottlenecking and giving the enemy cover. Watch out for any refused flank tactics if you deploy first.
2. Spearhead: With so many units yourguys will all get in eachother's way and the enemy will get an abundance of cover while dealing with only a portion of the enrmy.
3. Dawn of War. You will have 3 units start on the table. they won't kill much because it's night fight, when the rest ogf your guys show up it will be a your board edge far away from those objectives, and the enemy, this is actually good in anihilation as we have great long range firepower.
Bottom line though get a drop platoon or some chimera's/ more mobile squads. It won't hurt you to grab some objectives.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Just like to thank you for even reading this poor attempt of my army list. I do see what you mean. If Im taking Drop troops doctrine (( I presume its free as it has no points cost on it ) Deepstrike one platoon near a objective if possible. Arm them with flamers , remove the heavy weapons from them and invest it into another special weapons HQ Support squad with more assault like weapons? What do you think?
from my small knowledge of the imperial guard I would advise that firstly: you take doctrines.
Some players prefer not to take them yet since your army doesn't include a single unit that would require doctrine points to obtain if you were using doctrines, and some doctrines provide essentially free upgrades I can't see any reason for not taking them. I would suggest for starters:
Close order drill: effectively a free I and LD as long as you keep your guys together
Iron discipline: for a tiny number of points you can probably cut out all the voxes in your army as iron discipline is more useful I think (as long as your officers are nearby) when it comes to regrouping which is the important part, and your men get another ld point, add this to Iron discipline and they have the ld of an officer anyway.
Drop Troops and or Light infantry
Drop troops is indeed free and let's you deep strike straight onto an objective, unfortunatly by turn two or later, depending on where they arrive, the enemy may well have got to it, making a guardsmen squad trying to control it's job very difficult. My preference would be light infantry (what I intend to take for my guard army) though this does cost 10pts per squad
this costs 10pts per squad yet let's your men infiltrate, preferably onto an objective (they must remain 18" away from an enemy unit or not in line of sight when infiltrating though).
My plan is to infiltrate a whole load of squads onto a objective or easily defendable area, then blast at anything that tries to attack it with 50 lasguns and some plasma guns.
all of the other doctrines cost points to imply and wouldn't help you greatly when it comes to taking objectives without radically modifying your army yet I still advise you chose some. Also I advise taking atleast 1 unit of hardened veterans as for 140 pts you can get 10 BS4 infiltrators with 3 plasma guns and a lascannon, and maybe even consider the veterans doctrine to allow you to field mutiple.
apart from doctrines, I would advise you seriously consider the removal of the combat upgrades in your command squads as I doubt they would prove very effective, especially since guard have a base S of 3 even with power weapon they are unlikly to perform extensive damage to pretty much anything really, though this is just my opinion and theories that you are welcome to disagree with, by taking these (including the commisar) out you would save alot of points, if you take out the voxes too you could easily afford a squad of hardened veterans or similar.
and on the 8th day god made a talking poodle and forgot all about us
The rep button is good