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I have around 4000 points of gaurd at home and im trying to compile one of many 1500 point lists for both casual and tournament play. Here is what I got:
HQ: Creed + Kell (Mounted in Chimera)
Elites: Ratlings (5 man squad)
Troops: Vet squad 1 (Melta, Plasma, Heavy Flamer) Demolitions Doctrine (Mounted in Valkyrie)
Vet squad 2 (Melta, Plasma, Heavy Flamer) Demolitions Doctrine (Mounted in Valkyrie)
Vet squad 3 (Harker, Melta, GL) Catachen Devils
Fast Attack: Valkryie (Las Cannon, MRPs, Door gunners optional)
Valkryie (Las Cannon, MRPs, Door gunners optional)
Heavy Support: Manticore
Here is the tactia behind this list. I give Creed and his command squad mounted in the Chimera the scouts special rule before deployment. Harker and his squad will infiltrate on a targeted objective. Both Vet squads mounted in their valkyries will outfank or DS onto an objective if playing objective missions or deep strike or outflank on an enemy weak spot. The Manticore will deploy near the back and provide a diversion. The ratlings will infiltrate and pin the enemy. In addition if playing anhiliation i can have the valks deploy as a squad and waste mass armies such as orks or nids or they deploy seperately and target indivudial squads or vehicles. I have designed the vets so that they are equally good against tanks with the meltagun and melta bombs, and good against infantry with HF, Demo charge, plasma gun etc. Combined with Creeds orders should proove effective.
In addition if im playing against an elite army that can't be pinned easily (demons) or do not feel ratlings are a good enough choice, i can swap the ratlings out for a squad of stormtroopers.
This is a first attempt at a rapid attack force and i am sure there is going to be some mistakes but why else am i here? Thank you for your time and i look forward to hearing any postive feedback or tips you may have. Do not hestite to suggest other options to replace what i have, i have lots of gaurd .
Personally I don't feel that Creed and Kell are a good choice for this list. 4 orders per turn can be gotten cheaper. For their cost you could field another CCS in a chimera which would perform their jobs much better, in addition you could kit each CCS out with 4 special weapons. Doubling your firepower for fewer points and giving you another unit to shoot with is a better way to go. Plasma guns and grenade launchers are both good choices (medics are over-priced for what they do imo. FNP is kind of worthless on T3 troops).
Stormtroopers are more flexible and perform better than ratlings under most conditions. Using behind enemy lines, they could support Harker's vet squad with ease. I'd strongly suggest giving the squad 2 melta guns.
Vet squads 1 and 2 have problems with their weapon choices. They are mixing ranges. That is ALWAYS bad. Meltaguns mix well with flamers, for short range anti armor/ anti tank flexibility. For longer range go with plasma guns or grenade launchers. Also paying 4x the cost for an extra point of str is a poor choice. Flamers work just as well as hvy flamers 90% of the time. Chimeras can mount a hull hvy flamer for free. They are a far better choice of platform to field them from.
Vet squad 3 is mixing ranges. I'd give it 3 grenade launchers or 3 plasma guns. I would also consider a Veteran Hvy Weapons team with an autocannon, since you're planning on using this squad for objective sitting. If you have points to burn you can splurge on forward sentries for this squad. Defensive grenades would add insult to injury.
I think the list needs more firepower. For long range consider two vendettas and load them up with something for close quarter fighting. And for the short range nasties, i would reccommend two demolisher russes with heavy flamers. That is what i would build your imperial guard army around to make it competitive.
This might seem like a minor detail considering what's already been covered but I believe your HQ is the only unit with a vox. I guess it would help your HQ give orders to itself but it wouldn't help you give orders to your other squads with no voxs.
Good call on the vox. After some reflection I would replace the Valkyries with Vendettas. Also at 1500 points you should have 4 scoring units. Taking the points saved from Creed and Kell and the vox unit, you could definitely afford another vet squad in a chimera.
I should have addressed this sooner, but i forgot to include that all of vet squads have voxs.
It won't help; units inside vehicles cannot receive orders, vox or no.I should have addressed this sooner, but i forgot to include that all of vet squads have voxs.
I have two, very major criticisms of your list. The first is that Creed & Kell are wasted in a mechanized list as IronWeevil mentioned. Their strengths lie in supporting large numbers of footslogging infantry rather than suicide units in high-speed vehicles. If you want to combine orders with full-mech tactics then you need a Chimera-based force, and even then a regular CCS will be all the orders you need...maybe Straken if you must use a special character.
The other major criticism is your intended tactics. Do you really intend to start the game with only a Manticore and five Ratlings on the table, with everything else arriving randomly? I strongly recommend against mass outflanking for Guard; it works best for armies that are oriented towards close combat, and using reserves at all interferes with our main strength of shooting. Also, our skimmers have trouble holding objectives; the passengers must climb out to shoot and the skimmer itself can't tank-shock the enemy out of position (they aren't tanks).
For a rapid-reaction theme, you might consider putting HQs and Veterans in Chimeras, with the Manticore, Russes and/or a couple Vendettas for long-range support. That lets you deploy everything on turn 1, there's plenty of redundancy in the list and you can still do the order&fire thing with some careful positioning of a standard CCS.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
You have too many points soaked into named characters, who are cool and add abilities to your forces, but are just too expensive for anything below a 2000 point list.
Your are also lacking in troop count, three units is just not going to cut it.
If I may, here is a list you might want to look at...
Primaris Psyker-70 (rides with Vet 1)
Psyker Battle Squad-125
X6 pyskers (6 will wound T4 on 2's, and the random AP kinda stinks, but 50% of the time you'll be AP'ing)
Vet 1-155 (pretty standard)
X3 Plasma guns
Inf 1-75 (hangs within range of the PCS chim for orders, mainly a distraction)
Inf 2-65 (standard, and hangs on home objective)
SWS-50 (rides in Vendetta)
Armoured Sentinel-75 (sticks close to the Vet 1 Chim for added AP'ing)
Scout Sentinel-50 (these hunt down anything with a +2 save and transports)
Vendetta-130 (same as scout sentinels)
Hydra-75 (these things mulch MC, and tear up transports)
This list does very well against Nid's and CSM... I'd assume against SM, but I haven't tested it yet...
Please don't take my advice as gospel, just giving you something to compare against, Best of luck :-)