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Hey all, the 500 pt list I posted about a week ago did a commendable job fighting off a GW staff member's Space Wolves (though to be fair he didn't have much of a chance at 500pts). Next week I'm playing him again with 750, although I'm having a bit of trouble making a list of that size with what I have, I've come up with the following:
CCom - lascannon
PCom - 4 x flamer
2 x Infantry Squad (no extras)
Heavy weapon squad - 3 x autocannon
Veterans - Missile launcher, 3 x grenade launchers
Leman Russ - heavy bolter sponsons
The idea of the list is to continue to take advantage of the lack of long range firepower space wolves have in low points games. He couldn't touch my russ at 500 points unless he got right in its face and this time I have 3 tanks for him to deal with. I'm expecting at least one transport this time, as he's learnt his lesson trying to run at me, so I've decided to have a go moving all of my heavy weapons out of the infantry and into a dedicated squad that can be told to Bring It Down a transport, followed by the Russ templating what comes out. The veterans can serve as back-up Bring It Down targets if the transport is within 24" as well.
PC go in the chimera and flame anything that gets close (you might suggest plasma, but my fluff doesn't allow it, plus I love templates). Infantry form a shield as a combined squad and move to counter anything that gets close with FRFSRF. It annoyed me last time having so many things in my infantry squad that didn't benefit from that order so I'm keen to see how loads of lasguns does.
So firstly, where do you reckon I spend the spare 10 points on? Secondly, any other comments!
Well if you arn't expecting much long range firepower, i would put in 1-3 valkarie and/or vendettas. I'm not sure if they will work with your fluff, but for long range power, the valkarie's and vendettas are the way to go. Also, i would take out the PCom, the 2 infantry squads and the heavy weapon squads. Lots of waisted points. I would exchange them for a vet squad and mount both vets in chimeras. Or, if you really like a chimera full of flamers, put your ccom squad in their and give the falmers to them (the ccom can still give orders out of a chimera).
Although I'm sure those are pretty good options, I've pretty recently started this army and I don't fancy going out and buying a bunch of valks/vendettas, haha, and you're right, they're not really fluffy for me. I was thinking smaller suggestions like choice of heavy/special weapons, choices between vets and infantry platoons.
Would you reccommend switching the infantry squads for vets then and using the chimera for one of them instead? I'm not sure closing with space wolves is such a good idea considering they're pretty harmless at range.
Hmm. In that case, I would switch out the infantry for vets. They have +1 BS over the infantry and can take more special weapons. It would probobly be wise to drop the sponsons from the Russ unless you cant fill their points any other way. Also consider a master of ordinance for the CCom's. Its a horibly inaccurate large template, but at 30 points, if it takes out anything, its points well spent.
If your considering buying more models (for now or the future) consider:
An artilery of some sort (probably basalisk or manticore)
and of course, a Valkaron or three.
Honestly, if you can work it in, a valkaron might be exactly what your list needs. Being able to outrun almost anything and fire at 48" AND troop transport (and scout, and deepstrike and grave shoot insertion and...etc.) at the very least, if you move up your point totals again to 1000, if you can fit the fluff in, i would HIGHLY consider at least 1. As far as i have seen, there isn't an Imperial Guard army list that either does not take one, or whose weakness would be perfectly covered with one.
mmmm, you have 10 pts to use.
why dont you put flamers on the nekkid squads? or Grenade Launchers?
Ok so assuming you dont have a lot of spare models or cash to buy entirely different units....
1. CCS - Lascannons on these squads are a big "Kill me please" sign. But if thats all you have, then I guess you will have to go with it. I'd try out a mortar and flag combo myself. Keep the squad hidden and make sure your infantry blob doesn't run away.
2. Infantry Platoon: PCS - 4 flamers is a lot. I'd drop 2 and put them into your infantry squads. At least that way you dont lose all your templates to a handful of bolter shots. The heavy weapon squad is nice, just be careful when you deploy it. You have all your main big guns here and again, that squad just screams 'target' in comparison to your other infantry.
3. Vets - Drop the grenades and the missile and go with triple melta, give the chimera to these guys. Yes its boring, yes everyone else does it, but it really is the best way to go with these guys.
4. Devildog - really? If you're going against the space puppies I'd be taking a bane wolf. Nothing says down boy like a template full of no cover save ap3 goodness. The vets will handle your AT well enough at your points limit.
5. Leman Russ with HB Sponsons - fine. Unless he's running space wolf scouts (which he should be, but from your description it doesn't sound like it) you really will be able to sit back with your russ and loose all kinds of hurt on his troops at distance. If he DOES use scouts, use your infantry squads to screen and make sure you are preppared for his back door antics.
Overall, ok list. Similar to what I started out with and looks like fun on the table.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
I admit, the devildog is a strange choice. I'm not expecting it to be devastating, but I'm mainly using it to show off the bulldog-shaped four-legged walker conversion I've done for it
If I was going triple melta on the vet squad, what would I be using it for? Neither loadout would kill many marines I'd expect, but at least with grenades and a missile they can keep their distance?
And doesn't hiding my CCom mean I can't use Bring It Down or Fire On My Target?
HQ: These boys are going to get shot at no end. I know the CCS is Bs4 but it might be better to chuck the Las some place else. Or see about giving the CCS camo cloaks and hiding them behind the infantry Squads.
The Platoon: I'd break up the HWS and put the special weapons into the Infantry squads and PCS. This way your eggs aren't in one basket. with the Spare 6 Guardsmen you can always do some weapon swaps and do a cheap Assault Squad. For the PCS flamer i'd slipt these flamers up and chuck a few into the Infantry Squads for the same reasons as MTG Guru gave.
Vets: Now this set up i'm fine with. It's cheap and effective for taking down light vehicles and putting the pressure on infantry with templates.
FAST: I'd second swapping the Devil Dog out or a Bane Wolf. Space Puppies want to get up close to you so the Bane Wolf has to be the best counter Marine tank for guard. Can't you just use your BullDog as a chem cannon instead?
HEAVY: Yeah this boys fine. Personally i wouldn't bother with the sponsons as the Battle cannon usually kills what ever you shoot at anyway but thats just me. As MTG said be careful of Space wolf scouts. these guys are annoying. If you can stick th Russ in Cover or move him away from your table edge.
I guess it wouldn't be much extra work to swap out the gun on the bulldog for something that looks more like a chem cannon, although I was resistant just because dog is a better description than wolf, haha. I'll have a see what I can rustle up over the weekend.
Why don't you Magnetise or Pin the Weapons on there so you can swap between the two Depending on opponent or your whim