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This is my first list. I will be fighting just about every race, so it needs to be versatile. I want an infantry army, so no tanks please. Someday this will hopefully develop into a good size army.
Power Weapon, Regimental Standard, Grenade Launcher x2, Vox
PCS 1.0: Vox, Flamer x2
Squad 1.1: Grenade Launcher, Autocannon, Vox
Squad 1.2: Grenade Launcher, Heavy Bolter, Vox
PCS 2.0: Vox, Flamer x2
Squad 2.1: Grenade Launcher, Autocannon, Vox
Squad 2.2: Grenade Launcher, Heavy Bolter, Vox
Fast Attack- 140
Armored Sentinel with Lascannon x2
Any tactics you guys have would be greatly appreciated, as I have never played with imperial guard before.
Here's my advice:
1) Drop the Voxes. Their benefit is marginal compared to their cost.
2) Drop the Power Weapon in your CCS. Your points are better spent on meltas, grenade launchers, or flamers instead. You mostly want to avoid combat anyway.
3) Consider trading the 2 Armored Sentinels for 3 Scout Sentinels. They're more versatile and just as much of a tarpit for assaulters.
As for tactics, I could write a book. But some good starting advice is to (almost) never charge your guys into close combat. Against most opponents, your guard squads will die. So instead you want to position one unit to accept the charge while the others shoot the enemy up, which forces him to kill your squad on his turn instead of yours. In this way you'll tie up your opponent's units over several turns and buy the time you need to shoot him dead.
Kgorhams hit all the main points but just so second his advice
HQ: You don't really need the Vox system. At these small points every point is needed for men and guns. In larger games where you're combining squads then they'll be worth it.
I'd also ditch the Powerweapon as it really is no use to you. Str3 is no good against most opponents. If you want a Close Combat weapon go for a Powerfist. However try and steer clear of combat as much as possible.
You could probably do without the Standard as well and just use the points for more guys.
TROOPS:Spot on mate, Ditch the Vox and you're there.
FAST: As said before make these guys normal Scout sentinels. They're buckets cheaper and just as shooty. Plus the outflank ability is rather handy for targeting the weaker spots on the enemies armour. You probably don't need Lascannons, at these points you shouldn't be facing to much enemy armour and if you do they'll probably just be transports. So you should be ok with Autocannons, especially if you're outflanking and hitting the weaker armour.
By making the Sentinels Scouts thats 40pts saved from the Sentinels, 35pts from loosing the Vox and 25pts from loosing the HQ's gear, Thats 100pts. Thats:
2 More Lascannon Scount sentinels.
A Veteran Squad with 3 Grenade Launchers and a missile launcher.
A Heavy Weapon squad of some Variety.
2 Platoon Assault squads with 3 Grenade Launchers each.
You get the idea Those upgrades do add up and with Guard you'd be suprised with how much you can buy for so little points.
Last edited by Lord Borak; August 7th, 2009 at 10:01.