<2000 Imperial Guard 1500pts - Warhammer 40K Fantasy
 

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!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 8 of 8
  1. #1
    Junior Member Vengeance's Avatar
    Join Date
    Apr 2010
    Age
    27
    Posts
    23
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    Imperial Guard 1500pts

    Right, here is the list (Comes to 1495pts):

    HQ

    Company Command- 180pts
    CC w/. Plasma pistol
    Medic
    Vox
    Regimental Standard
    Chimera w/. ML+HB, Dozer Blade.

    Troops

    Infantry Platoon- 510pts
    Command w/. 2x flamers, medic, Commissar w/. Power fist.

    Squad 1
    GL, Auto-Cannon.

    Squad 2
    Plasma Gun, Auto-Cannon.

    Squad 3
    "..............................."

    Squad 4*
    Melta-gun, Commissar w/. plasma pistol+power sword.

    Squad 5*
    Metla-gun.

    Hardened Vets- 180pts
    Plasma Gun, GL, Flamer, Vox.
    Chimera w/. ML+HF, storm bolter.

    Elites

    Sly Marbo- 65pts.

    Fast Attack

    Devildog- 135pts
    Multi-melta.

    Heavy Support

    Leman Russ Demolisher-205pts
    w/. 2x Multi-melta, HF, Heavy Stubber.

    Leman Russ Executioner- 220pts
    w/. 3x Heavy bolters, Heavy Stubber.


    *Combined Squad

    Notes:
    I used this list a few days ago against a Space Marine army in a killpoints/dawn of war game- I won, geting 9 kill points to his 5.
    Basic plan that played out involved eliminating his deep strikers as they came in one by one. The Devil Dog ended up chansing his scout squads around the board (really made me wish I'd taken a Hellhound!).
    The min threat of his army was a unit of CC Termies with lightning claws with a Chaplain and Chapter Master (a tad overkill I thought for IG, but nm...)- the Demolisher and the Executioner concentrated on Eliminating them.

    The Platoon Held the centre with the CCS in their Chimera in the middle issiung order where they were needed, the Combined squad rushing up the middle to take the fight to the enemy...

    So, thats this list with a bit of info.

    What do you guys think?
    Any ways to improve that you can see?

    V.


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    LO Zealot Triorchin's Avatar
    Join Date
    Dec 2008
    Location
    UK
    Posts
    1,049
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)

    ReputationReputationReputationReputation
    78 (x3)

    Don't mix special weapons + don't buy power weapons/ power fists for weedy guardsmen. Any guardsmen unit that gets assaulted will be likely killed by anything except other guardsmen and fire warriors.

  4. #3
    Senior Member
    Join Date
    Mar 2008
    Location
    London, England
    Age
    28
    Posts
    281
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    23 (x1)

    The tanks are configured a bit wierdly if you ask me. Demolisher shouldn't have sponsons, it should be moving every turn, gettin up close and in opponents face, drop the sponsons and stubber but the HF is nice. Executioner should have plasma sponsons. Who doesn't want to fire 5 (or 4 on the move) plasma templates a turn? Hull weapon can be either HB or HF its personal choice, but you aren't making the most of the tank if you don't have the proper sponsons. Again drop the stubber, its wasting precious points.

    Devil dog is nice, but would be better with another, redundancy is king for guard players.

    Platoon HQ need a chimera, but lose the commissar. You don't want your order givers getting executed, and the 60 odd points you're spending for a t3 1w model that won't get you very much in combat if it only has 5 other wounds covering it, trust me I know from experience. Commis work fine in blobs when the bad guy needs to wade through 20-30 other guys first,but not so good in command squads. Also drop the medic and take another 2 flamers. 4 flamer templates plus a HF from a chimera will ruin a lot of peoples day, even MEQs, and nids will hate you.

    The Company command squad seems a bit jumbled. they don't need the vox (only one other in the list) or the medic (they will hide in the chimera all game) and need some special weapons so you don't waste the lovely BS4. I quite like Grenade launchers for their range and assault weapon-ness.

    Does squad 3 have any spec/heavy weapons? if not they are a waste. Also give squads 1 and two same weaps and blob them up on your home objective. Also don't mix the weaps for the Vets squad. It makes them poor at any one role, and they should be specialising.

    Pretty much all vehicle upgrades are a waste, and are just filler points that nearly add up to the cost of another tank, so you can drop all stubbers, storm bolters and dozer blades.

  5. #4
    Junior Member Vengeance's Avatar
    Join Date
    Apr 2010
    Age
    27
    Posts
    23
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    Sq 3 is the same as the one above it, hence the "......" marks Plasma and an Auto-cannon.

    The idea of having powersowrds and fists mixed in is so that after my shooting, if there is a dwindling unit left amongst my lines, instead of letting them shoot/assault me, or for me having to waste another round shooting them, I can pick them off in the assaullt phase.

    For example, in the game mentioned above, a tactical squad dropped in shot a bit, then got shot at by various units of mine in my following shooting phase, leaving only the sergeant and a few guys- I assaulted with my commissar w/.power fist in the Platoon Command squad, and they finished them off (however, I did loose a guardman)...

    The problem with any armies I can make with the models I have is that i have no real assault/counter-assault units (mainly due to that I HATE the current rough rider models+ogryn models) So I make do with what I have- shoot em and then attempt to finish of remains with units with assault capabilities+mass numbers...

    V.

  6. #5
    LO Zealot Triorchin's Avatar
    Join Date
    Dec 2008
    Location
    UK
    Posts
    1,049
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)

    ReputationReputationReputationReputation
    78 (x3)

    But your guys really aren't made for CC, its much better to let your guys die a little quicker so you can shoot the enemy to pieces in the next shooting phase.

  7. #6
    Junior Member Vengeance's Avatar
    Join Date
    Apr 2010
    Age
    27
    Posts
    23
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    Ah. A fair point.

    Edit:
    Here is my Re-thought List

    HQ

    Company Command- 180pts
    CC w/. Plasma pistol
    Medic
    Vox
    Regimental Standard
    Chimera w/. ML+HB.

    Troops

    Infantry Platoon- 445pts
    Command w/. 4x flamers.

    Squad 1
    Plasma gun, Auto-Cannon, Vox.

    Squad 2
    Plasma Gun, Auto-Cannon, Vox.

    Squad 3
    Plasma Gun, Auto-Cannon, Vox.

    Squad 4*
    Melta-gun, Commissar w/. Bolt pistol.

    Squad 5*
    Melta-gun.

    Hardened Vets- 140pts
    3x Flamers.
    Chimera w/. ML+HF.

    Elites

    Sly Marbo- 65pts.

    Fast Attack

    Devildog- 135pts
    Multi-melta.

    Hellhound- 140pts
    Hv Bolter, Heavy stubber.

    Heavy Support

    Leman Russ Demolisher-205pts
    w/. 2x Multi-melta, HF, Heavy Stubber.

    Leman Russ Battle Tank- 180pts
    w/. 3x Heavy bolters, Heavy Stubber.


    *Combined Squad


    Total: 1495pts.
    Last edited by Vengeance; April 13th, 2010 at 18:21. Reason: Adding stuff

  8. #7
    Junior Member Vengeance's Avatar
    Join Date
    Apr 2010
    Age
    27
    Posts
    23
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    Just updated my list

    What do you think?

  9. #8
    Senior Member
    Join Date
    Mar 2008
    Location
    London, England
    Age
    28
    Posts
    281
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    23 (x1)

    You are still spending too many points on upgrades. More men or tanks on the table is ALWAYS preferable.

    Also I'd give the Hellhound a multimelta, so it can blip a few tanks while moving into position to flame some dudes.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts