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Ogryn Squad - 250
Ratling Squad - 30
Company Command Squad - 80
Platoon Command Squad - 50
Infantry Squad - 80
Infantry Squad - 80
Veteran Squad - 150
2 Plasma Guns
Vendetta (as transport for veterans) - 130
Basilisk - 125
Griffon - 75
2 Scout Sentinels - 80
Does this army make sense? This is my first army, so I've been trying to crunch numbers in my codex and figure out what's worth what, but I have zero experience. My best friend's Ork army is probably going to be my first and most frequent opponent. Any comments you could give me that would help me beat his army or to just make this a fairly balanced army would be greatly appreciated.
Unfortunatley the classic elites choices of guard took a big punch in the gut this codex and the ogryns, ratlings, and stormtroopers are struggling to find their feet. Ogryns are an assault unit but lack good assaulting power, they're too expensive, don't have a good assault load out and don't have fleet, on top of this their gun has a 12" range. Ratlings are a cheap way of putting out alot of sniper shots but sniper rifles aren't very good in 5th edition in general.
To the list specifically.
For a force of this size, the vox network is expensive for how many orders will be thrown around. Using voxes in a force of less than 1,500 points can be a serious point sink.
The CCS has bs4 which is something to be cherished in IG. Give them one of the lascannons and a standard to hang back and give out orders.
The PCs is where you should load all four of those flamers. Putting them into the vendetta gives you a reserve unit that can flank, popout and scorch something to death and claim an objective.
In the squads themselves the weapons alotment needs more focus. GLs and LCs don't mesh well together and the BS3s inherent inaccuracy requires squds to be optimised to a specific purpose. I'd give these squads an autocannon instead. This gives a good volume of fire for hordes and gives the unit a somewhat reliable way of destroying transports.
The veterans, much like the CCS, need special weapons but they also need a specialty. Go with three melta or three plasma to give them a dedicated purpose. Give them a chimera for durability and you have an effective unit.
For the flyer many will say you need at least two for redundancy and split fire but at 1,000 points one can acomplish the purpose of putting the PCS where you want it. Then anything it kills after that is gravy.
For your artillery, basilisks are powerful but their minimum range is seen as an insurmountable obstacle. Most tragets will be inside of your firing solutions and thus the power of the shot is negated. The griffon is a solid choice (works really well as a pair).
Your list does make sense and follows the important aspects of the combined arms guard it just has some fat to be trimmed.
Quod erat demonstrandum
If your most frequent opponent is going to be orks then you need to load up on horde killing weapons. That is the basic rule. By that I mean things like flamers, mortars, missile launchers etc... The thing about imperial guard is that everything has a specific role. Each unit will have its own purpose and its own strengths and weaknesses. Now a few quick points on your current list.
Good. A nice, cheap HQ unit. Take Luckee's advice on the point ofthe CCS's higher BS. They are good when used as a 'sniper' unit with a lascannon or plasma guns. A regimental standard is useful for keeping your men in line. My advice is keep the vox casters. They are the key to both attack and defence and the orders system is unreliable without them. They may be a bit of a points sink, but it is not a large one. They are well worth any cost.
If orks are going to be a regular opponent then ogryns are the unit for you. They are the best unit to bash hordes in close combat.
Ratlings are handy, but are best used in larger units. Three sniper rifles will not do a lot for you. Take five as a minimum.
Just a point on IG close combat. Power swords suit the guard well, but in game terms power fists are better. The lower initiative will not make much difference as most of the stuff trying to assault you will be at least I4.
A good balnce of troops there, but do sort out your weapon options. A mix of weapons is a bad idea. If you want a multi purpose unit then give them a grenade launcher and a missile launcher.
Try and get a mortar squad in there. These beauties are some of the best value heavy weapons there are, and are utterly leathal when used in large numbers.
Sentinels are a decent choice, and the autocannon is a good weapon for their role.
Good advice from Luckee here. Griffons are a great choice. Cheap, and well able to blow up orks with ease.
All in all, a good army list. It just needs a little tweaking. Good Luck!
Couple things not touched on before:
-CCS has BS4, that's huge in a Guard army. There's 2 main roles for these guys, either sit back and provide orders and re-rolls for your infantry or max out on special weapons and get in people's faces. I'd go for the latter in this army. You don't have much need for them to babysit your infantry and more nasty stuff up front is always good. 3 meltas and a Chimera is a good set up to start. Don't bother with combat upgrades, you'll always lose anyway.
-Ogryns suck, they always have. They are a pain to kill but they just don't dish out enough damage to be worth the massive price tag.
-Vox networks are pricey and not every unit really needs to get orders. Give your infantry autocannons, your PCS flamers and your Vets meltas and you should be fine. Orders are gravy, not a necessity.
-Vets should be in a Chimera so they can ride with your CCS. Stick the PCS in your Vendetta.
-Bassies suck, any other artillery piece would be better. I'd pick up a Demolisher, it's got better armor, a superior weapon and will draw a ton of fire.
Just a little rejigging of weapons and transports can help you out a lot.
I have taken all of your advice into consideration. I've removed the Ogryn Squad, kept a single lascannon in the CCS, moved the flamers to the PCS and changed the power weapon there to a power fist.
Though I have a couple of questions on particular aspects that I'd like your opinions on, before I update my list.
1. Should I mix missile launchers or mortars into my infantry squads with grenade launchers?
2. Should I equip my veterans w/ all meltas or all plasma guns?
I disagree on the count of the voxes. Unless you combined squads so you have a heavy weapons battery I'd suggest losing them. Definitely ditch them off of the veterans as you can't give orders to units inside vehiclesIn my opinion, neither. Autocannons best compliment grenade launchers, though many people do like missile launchers.1. Should I mix missile launchers or mortars into my infantry squads with grenade launchers?I'd say meltas are superior, though I try to keep usually one plasmgun squad around just in case. These guys should have transports of some kind.2. Should I equip my veterans w/ all meltas or all plasma guns?
the ogryn squad is too expesnive and won't do much for 1000 points. i chew them up easily with a squad of ten templars for a cost alot less than 250. 160 infact, they are more of a fluff option than ever now.
I'm not a massive fan of autocannons. They do complement Grenade launchers well, but with only two shots at BS3 you're not going to be hitting much. I prefer a missile launcher as it has the strength to at least damage any tank, and as it is a template weapon it's a bit more accurate. I suppose autocannons would work well in veteran squads though.
Mortars are best used in squads, as you can sit them out of line of sight of enemy guns and start firing. Having more than one template weapon in a squad makes the barrage a bit more accurate as well.
I still stick by what I said about voxs and orders. Orders win battles, so I like to capitalise on this by using voxs.
hm. true but if you rely on infantry squads with autocannons or rodckets to win you the game. then you've lost. if you rely on them about 5% of the time to just stand and objective sit or provbide a bit of fire support for the advnacing wave. then you got it right.
Missile Launchers are even less accurate with just 1 shot and cost more. Against armor, the Autocannon wins out on AV12 and below while AV13 it can only glance and AV14 it can't touch. Missile Launchers can pen AV13, but it's unreliable and they only glance AV14.
This isn't a problem, we have S10 ordnance and meltas, so AV13+ is sorted. Autocannons and Vendettas are the best options to nail lighter armor.
A bolter blast is not great for destroying infantry either. Use flamers and pie plates instead.
The autocannon wins out because it is cheap and flexible, capable of nailing armor and forcing saves on most infantry with a 2+ to wound. Missile launcher is too much a generalist.
Orders are icing on the cake. What wins games is a good army and smart play, a re-roll now and again never hurts, but shouldn't be the determining factor of your victory.