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  1. #1
    Junior Member Dream_Chaser's Avatar
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    New IG player looking for help on Ard Boyz armylist

    Hi everyone, Iím Dream_Chaser. I apologize for the hasty introduction, but I donít have much time to post tonight. Though I am a new Imperial Guard player, Iíve been poking my nose around a handful of Warhammer 40k forums - especially Librarium Online Ė and blogs for almost a year to date, so I think I have a reasonable grasp of what makes an effective Imperial Guard armylist tick. I really enjoy competitive games, and I am planning on attending ĎArd Boyz this year for my third year in a row - and Iíd like to take my Imperial Guard force for a change.

    The following is an armylist Iíve been working on for some time, here's what I've got so farÖ



    Company Command Squad [HQ]: 130 points
    3 Plasma Guns
    Vox-caster
    Astropath

    Psyker Battle Squad [ELITE]: 110 points
    Overseer + 5 Sanctioned Psykers
    5 additional Sanctioned Psykers

    Veterans [TROOPS]: 145 points
    3 Plasma Guns
    Demolitions Doctrine

    Veterans [TROOPS]: 130 points
    3 Melta-guns
    Demolitions Doctrine

    Veterans [TROOPS]: 115 points
    3 Flamers
    Demolitions Doctrine

    Vendetta Gunship Squadron [FAST ATTACK]: 260 points
    Vendetta Gunship
    - 3 TL Lascannons

    Vendetta Gunship Squadron [FAST ATTACK]: 260 points
    Vendetta Gunship
    - 3 TL Lascannons
    Vendetta Gunship
    - 3 TL Lascannons

    Armored Sentinel Squadron [FAST ATTACK]: 225 points
    Armored Sentinel Walker
    - Plasma Cannon
    Armored Sentinel Walker
    - Plasma Cannon
    Armored Sentinel Walker
    - Plasma Cannon

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 300 points
    Leman Russ Battle Tank
    - Heavy Flamer
    Leman Russ Battle Tank
    - Heavy Flamer

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 390 points
    Leman Russ Executioner
    - Heavy Flamer
    - Plasma Cannon Sponsons
    Leman Russ Eradicator
    - Heavy Flamer

    Ordinance Battery [HEAVY SUPPORT]: 140 points
    Medusa
    - Bastion Breacher Shells
    - Heavy Flamer



    I have been play-testing smaller prototypes of the list you see here with no less than 4 Leman Russ tanks against my friendís Tau army (which includes anywhere from 4 to 6 Railguns in his list, as well as deepstriking battlesuits with BS4 Fusion Blasters) as well as his brotherís Tyranid army, which I thought would be a decent way to test my armor set-up. I have played at least 6 practice games with him to date there was not a game where he was able to take down all of my tanks. And I wasnít using any other vehicles except a stand-in Vendetta and Chimera, and my Armored Sentinels.

    Vendettas and at least one Medusa (armed with BB shells) make up the core of my ranged anti-vehicle, and troops with meltaguns and autocannons as supporting fire.

    The bizarre-looking Eradicator/Executioner combo is for dealing with problem non-vehicle units by forcing cover saves/denying FNP on heavy troops using plasma cannons, and the eradicatorís nova cannon for denying cover saves to 4+ save units.

    Battle tanks for long-range mobile fire support.

    Armored Sentinels provide additional plasma cannon support, and they are easy to hide in cover which is sweet.

    I know I need more scoring troop unitsÖ any suggestions?

    Iíve currently only got one valkyrie model I plan to turn into a vendetta, and enough troops to field six veteran teams with any heavy weapon. I have ~$200 I can afford to my IG army for bits and more transport vehiclesÖ. where should I go from here??


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  3. #2
    LO Zealot SandWyrm's Avatar
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    Yeah, drop the Medusa, you need more than one to be effective.

    You're a bit heavy on Russes. I took a Demolisher, 2 Vanilla Russes with Lascannons, and 2 Hydras in my Heavy Support Slots last year and it worked pretty well. This year I'm considering 2 Eradicators instead to deal with Guard and Orks better.

    If you're gonna go to Ard Boyz as Guard, you need to fill all 6 troop slots. A platoon wouldn't hurt either. Go with some Chimeltas for that, or mounted PCS squads with 4 meltas.

    Your Vendetta-bourne units need to be one of the following:

    115 Veteran Squad w/3 x Flamer, Demolitions (These let you do the infamous first turn melta bomb rush.)
    50 Platoon Command Squad w/4 x Flamer
    65 Special Weapons Squad w/2 x Flamer, Demo Charge
    70 Inquisition Stormtroopers w/2 x Melta
    60 Inquisition Stormtroopers w/2 x Flamer

    -or-

    0 Nothing at all (Pick up stray units mid-game to make the Vendetta scoring)

    You're on the right track though. It's a decent list for a first-timer.
    Come visit my blog at: www.warstrike.org

  4. #3
    Drill Sergeant Lord Borak's Avatar
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    2052 (x8)

    HQ:
    Looking good.

    ELITES:
    Are these guys on foot? You've only got 4 Valks/Vendies so I'm assuming so. They really need a transport to get anywhere. Also do you really 9 Psykers? 6 is generally enough to wound infatry on 2's and -6LD is enough to scare most people to the hills.

    TROOPS:
    Looking good. 3 is a bit low and i really wound think about geting another vet squad or maybe a small platoon to grab objectives. Vets jumping out of Valks generally end up dying and these are your most important units, you're scoring units.
    I'd take atleast 4 Vet squads AND a platoon at this kind of points level.

    FAST:
    Sentinels. Plasma Cannon Sentinels are just silly points. It pains me to say this as i love sentinels but drop them. Use the points too grab some more troops like a Platoon with Autocannons. Maybe even another Vendetta or Valk?

    HEAVY:
    I think you may have to many points locked up here. Squadroning Russ's is generally a bad idea. Anything that drop pods or Deep Strikes near them with 2 Melta weapons will have a field day with your expensive tanks. Hell an assault squad with melta bombs would have your 300+pt squadrons in one phase which leaves you reeling.

    I would just take 3 Russ, a Demolisher or two and then another Varient.

    Medusa: BB shells look great but remember scatter and the fact that it has to see it's opponents to shoot them and this AV12 open topped vehicle doesn't look as great. The gun is great but the thing it's on isn't. If you want to keep it keep it but loose the BB shells. Str10 and Ordinance is usualy enough to spoil a tanks day.

  5. #4
    Junior Member Dream_Chaser's Avatar
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    I apologize for taking so long to respond (winter quarter at college went to hell on a ICBM. I just got done with finals yesterday XP ), but I’ve redone my list. Thanks so much for your advice!

    @ Sandwyrm:

    Dropped the Medusa w/ BB shells, replaced it with a Manticore Rocket Launcher.

    Changed the Leman Russ Battle Tanks to Eradicators, I agree with you completely. I got the chance to play the new Tyranids, ran 2 Leman Russ Eradicators.
    I mulched a lot of bugs =)

    I decided to re-write this list starting with my HQ and TROOPS choices, then branch out from there. 3 Veteran Squads and an Infantry Platoon with a PCS, 3 Infantry Squads, and a Lascannon HWS; up to 8 scoring units (realistically more like 6).

    I cut a Vendetta so that there’s one in both Fast Attack choices. I also took up one of those Veteran Squads with 3 Flamers/Demolitions you recommended. The other 2 Veteran Squads are riding in Chimeras – one is a tri-plasma and the other is a tri-melta. My Chimera-mounted PCS is also kitted out with meltas.

    @ Lord Borak

    Decided not to include Psyker Battle Squad.

    Rebuilt my troops section, see my reply to Sandwyrm.

    I don’t think plasma cannon-armed sentinels are silly points; they’ve proven their worth every game since I started playing IG. I strongly disagree, and I’m sorry for being blunt about it.
    I find that 3 Armored Sentinels with plasma cannons bring the firepower of an Executioner along with other characteristics that the Leman Russ doesn’t have (easier to hide in cover, 3 vehicles to destroy instead of 1, can tie up all but the most deadly CC units, etc).

    I paired the Executioner with a Demolisher as a wound buddy, rear AV11 consistency, and for the S10 AP2 large blast/ordinance.


    So here’s my revised list…

    Company Command Squad [HQ]: 150 points
    3 Plasma Guns
    Astropath
    Carapace Armor
    Vox-caster
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Veteran Squad [TROOPS]: 155 points
    3 Melta-guns
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Veteran Squad [TROOPS]: 200 points
    3 Plasma Guns
    Grenadiers Doctrine
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Veteran Squad [TROOPS]: 115
    3 Flamers
    Demolitions Doctrine

    Infantry Platoon [TROOPS]: 425 points
    Platoon Command Squad
    3 Melta-guns
    Vox-caster
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Infantry Squad
    Autocannon
    Flamer
    Vox-caster

    Infantry Squad
    Autocannon
    Flamer

    Infantry Squad
    Autocannon
    Flamer

    Heavy Weapons Squad
    3 Lascannons

    Vendetta Gunship [FAST ATTACK]: 130 points

    Vendetta Gunship [FAST ATTACK]: 130 points

    Armored Sentinel Squadron [FAST ATTACK]: 225 points
    Armored Sentinel w/ Plasma Cannon
    Armored Sentinel w/ Plasma Cannon
    Armored Sentinel w/ Plasma Cannon

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 395 points
    Leman Russ Executioner (hull Heavy Flamer; Plasma Cannon sponsons)
    Leman Russ Demolisher (hull Heavy Flamer)

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 320 points
    Leman Russ Eradicator (hull Heavy Flamer)
    Leman Russ Eradicator (hull Heavy Flamer)

    Manticore Rocket Launcher (hull Heavy Flamer) [HEAVY SUPPORT]: 160 points


    Comes out to 2460 / 2500 points. Comments and criticism welcome.

  6. #5
    LO Zealot SandWyrm's Avatar
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    You've still got a lot of points tied up in Voxcasters that I don't think you really need. You've also only got 6 Meltas in the entire army, while I would expect to see around 12-15.
    Come visit my blog at: www.warstrike.org

  7. #6
    Junior Member Dream_Chaser's Avatar
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    I think I see what you mean about the vox-casters, Sandwyrm.

    And yeah, I realize the lack of melta-guns in this list..... *shifts uncomfortably in his chair*

    My initial train of thought was with the infantry squad autocannons, HWS lascannons, and Vendettas, backed up by the Manticore and Demolisher, I'd have enough firepower to reasonably put a dent in at least 2 to 3 enemy AV 10-12 vehicles at range during my 1st shooting phase, allowing my melta-gun-equipped troops to focus on taking down the tougher nuts to crack...


    I think I'll drop the vox-caster on the PCS and pick up an extra meltagun there.
    I've already got 9 heavy flamers and a pair of Eradicator nova cannons for crowd control.. think I'll replace the flamers on the Veterans with melta-guns.

    Add in the other Chimelta, and that's 10 meltaguns. And if I've done the math right, that should leave me with 25 points left over. I'm considering dropping a plasma cannon armored sentinel in order to free up 75 more points, then spend the combination to buy another Veteran Squad with 3 Meltaguns. I could move the Chimera APC attached to the Company Command Squad over to the Vet Squad, giving me a second Chimelta.

    Since I have an unoccupied Vendetta, I'll mount my Command Squad on it, and simply move the vox-caster from the infantry squad to the Vendetta-mounted demo-veterans.

    After all my blah-blah-blah, it would look like this:

    Company Command Squad [HQ]: 150 points
    3 Plasma Guns
    Astropath
    Carapace Armor
    Vox-caster

    Veteran Squad [TROOPS]: 155 points
    3 Melta-guns
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Veteran Squad [TROOPS]: 155 points
    3 Melta-guns
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Veteran Squad [TROOPS]: 200 points
    3 Plasma Guns
    Grenadiers Doctrine
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Veteran Squad [TROOPS]: 135
    3 Melta-guns
    Vox-caster
    Demolitions Doctrine

    Infantry Platoon [TROOPS]: 425 points
    Platoon Command Squad
    4 Melta-guns
    Chimera APC (turret Multi-laser; hull Heavy Flamer)

    Infantry Squad
    Autocannon
    Flamer

    Infantry Squad
    Autocannon
    Flamer

    Infantry Squad
    Autocannon
    Flamer

    Heavy Weapons Squad
    3 Lascannons

    Vendetta Gunship [FAST ATTACK]: 130 points

    Vendetta Gunship [FAST ATTACK]: 130 points

    Armored Sentinel Squadron [FAST ATTACK]: 150 points
    Armored Sentinel w/ Plasma Cannon
    Armored Sentinel w/ Plasma Cannon

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 395 points
    Leman Russ Executioner (hull Heavy Flamer; Plasma Cannon sponsons)
    Leman Russ Demolisher (hull Heavy Flamer)

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 320 points
    Leman Russ Eradicator (hull Heavy Flamer)
    Leman Russ Eradicator (hull Heavy Flamer)

    Manticore Rocket Launcher (hull Heavy Flamer) [HEAVY SUPPORT]: 160 points

  8. #7
    Junior Member Dream_Chaser's Avatar
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    A second thought I just had was to keep the third plasma cannon armored sentinel and use the 25 points to upgrade all the flamers in the infantry squads to melta-guns, and possibly buy a vox-caster back to an infantry squad (3 autocannons and 3 melta-guns could benefit from the CCS orders?). 3 melta-guns for infantry squads escorting tanks/defending any home objectives?

  9. #8
    Senior Member slobulous's Avatar
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    Still plenty of room for improvement. You could drop all voxes, carapace armor on the CCS, and grenadiers on the plasma vets to free up another 60 points, giving you 85. With that, I would put that CCS in a chimera and give it a 4th plasma gunner! A small handful of minor upgrades for another tank and more guns seems like the deal of the century to me. Still leaves you with 15 points.

    One thing that I see that I'm not sure how to fix without drastic changes is the Demolisher/Executioner squadron. The Demo is mobile while the Exec is stationary. They don't work too well together.
    Last edited by slobulous; March 23rd, 2010 at 22:05.
    I WANNA GET STUCK IN WIT DA BOYZ

  10. #9
    Junior Member Dream_Chaser's Avatar
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    2135 / 2500 points

    Company Command Squad [HQ]: 175 points
    4 Melta-guns
    Astropath
    Chimera Armored Transport w/ turret Multi-laser, hull Heavy Flamer

    Veteran Squad [TROOPS]: 170 points
    3 Plasma Guns
    Chimera Armored Transport w/ turret Multi-laser, hull Heavy Flamer

    Veteran Squad [TROOPS]: 170 points
    3 Plasma Guns
    Chimera Armored Transport w/ turret Multi-laser, hull Heavy Flamer

    Veteran Squad [TROOPS]: 115 points
    3 Flamers
    Demolitions doctrine

    Infantry Platoon [TROOPS]: 320 points
    4 Melta-guns
    Chimera Armored Transport w/ turret Multi-laser, hull Heavy Flamer

    3 Infantry Squads
    3 Flamers
    3 Autocannon teams

    Vendetta Gunship [FAST ATTACK]: 130 points
    3 twin-linked Lascannons

    Vendetta Gunship [FAST ATTACK]: 130 points
    3 twin-linked Lascannons

    Armored Sentinel Squadron [FAST ATTACK]: 225 points
    3 Armored Sentinels w/ Plasma Cannons

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 320 points
    Eradicator w/ hull Heavy Flamer
    Eradicator w/ hull Heavy Flamer

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 230 points
    Executioner w/ hull Heavy Flamer, Plasma Cannon sponsons

    Leman Russ Tank Squadron [HEAVY SUPPORT]: 165 points
    Demolisher w/ hull Heavy Flamer



    Alright, I've made some more changes...

    Heavy Support
    I dropped the Manticore Rocket Launcher in favor of the Leman Russ Demolisher; however I'm not convinced this was the smartest idea for this list.... A second thought I had was to drop the Demolisher, pick up a 3rd Eradicator and keep the Manticore for S10 ranged Ordinance. Any suggestions about this or other thoughts??

    Troops
    I brought the melta-gun count up to 10. The Infantry Squads are there primarily to be foot-mobile escort troops for the heavy support choices, but they've got Auto-cannons for early game anti-light tank duty or for backfield objective-holding when necessary.

    HQ
    I am considering fielding Colonel Iron Hand Straken for the purpose of his 12" 'Cold Steel and Courage' bubble for boosting the counter-assault ability of the Infantry Squads. I did some field testing and I think it could be a viable strategy, the price tag just really bothers me though. Anyone tried this before, is it really viable??

    Also I dropped the Grenadiers Doctrine from the plasma vets and the Carapace Armor from the Company Command Squad. It saves me 50 points but the Tau player in me says, "you're NOT opting for a 4+ armor save? Stupid!" I'm sorry but I can't help but twitch at the thought of my handful of troops not being able to weather volieys of AP5 weaponry, even if they're riding in a Chimera.

    Am I still not getting something right? Or am I on the right track?

    Thanks,
    Dream_Chaser

  11. #10
    LO Zealot SandWyrm's Avatar
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    Quote Originally Posted by Dream_Chaser View Post
    Heavy Support
    I dropped the Manticore Rocket Launcher in favor of the Leman Russ Demolisher; however I'm not convinced this was the smartest idea for this list.... A second thought I had was to drop the Demolisher, pick up a 3rd Eradicator and keep the Manticore for S10 ranged Ordinance. Any suggestions about this or other thoughts??
    You've got an in-your-face armored list there. So I don't see how a Manticore would help you much. If you really want the Manticore you should put lascannons in your squads and let the enemy come to you. Otherwise I'd drop the Manticore as the mid-far field is going to be too crowded with your own units after turn 2 to be firing D3 S10 large blasts anywhere near them.

    You also don't need armored Sentinels, since you're not running foot troops behind them across the field. Drop them to Scout Sentinels with Autocannons. Drop the plasma sponsons on your Executioner too. Then use the points to bring another squad of meltas.

    Troops
    I brought the melta-gun count up to 10. The Infantry Squads are there primarily to be foot-mobile escort troops for the heavy support choices, but they've got Auto-cannons for early game anti-light tank duty or for backfield objective-holding when necessary.
    My usual ratio of Plasma to Melta is somewhere between 1:4 and 1:3. I just think you've got too many.

    HQ
    I am considering fielding Colonel Iron Hand Straken for the purpose of his 12" 'Cold Steel and Courage' bubble for boosting the counter-assault ability of the Infantry Squads. I did some field testing and I think it could be a viable strategy, the price tag just really bothers me though. Anyone tried this before, is it really viable??
    Strakken requires a list to be built around him. Simply adding him to this list would be a disaster.

    Also I dropped the Grenadiers Doctrine from the plasma vets and the Carapace Armor from the Company Command Squad. It saves me 50 points but the Tau player in me says, "you're NOT opting for a 4+ armor save? Stupid!" I'm sorry but I can't help but twitch at the thought of my handful of troops not being able to weather volieys of AP5 weaponry, even if they're riding in a Chimera.
    Welcome to the Guard. When your tanks get popped, take cover behind them. Remember that exploded tanks leave a Crater you can hide in too. So why take carapace?
    Come visit my blog at: www.warstrike.org

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