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  1. #1
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    750pt doubles tournament guard list

    Below is an all out shooty guard list that I might take to a doubles tournament. The tournament itself allows two players to have an army of 750 points each. The two armies chosen must be able to ally and below the PDF explaining the rules:

    http://www.games-workshop.com/MEDIA_..._pack_2011_PDF

    My friend will be using one of the following choices, focusing on backing up my firing line:

    Blood Angels
    Eldar
    Space Marines

    Here is the list. All comments are welcome

    Imperial Guard 750pt

    HQ

    Lord Commisar = 70


    TROOPS

    Platoon = 380

    Platoon Command Squad = 50
    - 4 Sniper Rifles

    Infantry Squad 1 = 75
    - Sniper Rifle
    - Lascannon

    Infantry Squad 1 = 75
    - Sniper Rifle
    - Lascannon

    Heavy Weapon Team = 90
    - 3 Missile Launchers

    Heavy Weapon Team = 90
    - 3 Missile Launchers


    FAST ATTACK

    Devil Dog = 120


    HEAVY SUPPORT

    Leman Russ Punisher = 180


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  3. #2
    Son of LO IronWeevil's Avatar
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    605 (x8)

    I'm not a fan of the sniper rifles their performance is too random for my taste and they are not threat to light armor. I find that the grenade launcher is a more solid performer and useful in more situations for the same price.

    The Lord Commisar is decent to support your HWSs, you will need a CCS to get access to the best orders however.

    Opinion is mixed on missile launchers in HWSs, I favor autocannons in most cases with some lascannons if I have the points.

    The Devil Dog should take a hull multimelta to improve it's antitank performance.

    The Punisher is a joke in terms of killing MEQs. 20 shots = 10 hits = 6.67 wounds = 2.22 dead marines. I'd opt for a LRBT with a hull lascannon for 15 fewer points.

    You also need a 2nd troop choice as the platoon only occupies 1 FOC slot, unless you are sharing a FOC for the tourney.
    Praise the Emperor and pass the promethium!

  4. #3
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    Thanks for the reply. Force organisation is as follows:

    1st step - both forces must have 1 HQ and 1 TROOP choice

    2nd step - Between the two forces, you must have 1 ELITE, 1 HEAVY SUPPORT and 1 FAST ATTACK

    3rd step - Spare points may be spent on other units. Force organisation applies to the 1.500 point army being the combination of both armies. Therefore, between both players, you can have 2 more HEAVY SUPPORT, 2 more FAST ATTACK, 2 more ELITES and 2 more TROOP choices

    This list is one edited to your ideas:

    HQ

    Lord Commissar

    TROOPS

    Platoon Command Squad = 50
    - 4 Sniper Rifles

    Infantry Squad 1 = 70
    - Grenade Launcher
    - Autocannon

    Infantry Squad 1 = 70
    - Grenade Launcher
    - Autocannon

    Heavy Weapon Team = 90
    - 3 Missile Launchers

    Heavy Weapon Team = 90
    - 3 Missile Launchers

    FAST ATTACK

    Bane Wolf = 150
    - Multi-melta

    HEAVY SUPPORT

    Leman Russ Demolisher = 165

    TOTAL = 750

    I've taken into account what you've said and have a secondary option. This provides 3 Leman Russ tanks and cover all bases in terms of enemy armour quality. The Lord Commissar's purpose is to give my veterans the moral they need, especially if I position them on a defensive objective. As far as the heavy weapon team goes I'm thinking about bringing in an autocannon and spending the spare points on a better hull-mounted weapon for one of the LRs. My first phase of shooting will be directed at any anti-tank the opposition packs whilst my friend does the same. In objective games I would hold the defensive objectives, if a multi objective game, and lay down a barrage where needed to support my friends push into the opposition territory

    HQ

    Lord Commissar = 70

    TROOPS

    Veteran Squadron = 105
    - 3 Grenade Launchers
    - Lascannon Team

    HEAVY SUPPORT

    Leman Russ Squadron = 575
    - Leman Russ Demolisher = 165
    - Leman Russ Executioner = 230
    Plasma Cannon sponsors
    - Leman Russ Punisher = 180
    Last edited by After Burner; January 8th, 2011 at 03:51.

  5. #4
    Son of LO IronWeevil's Avatar
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    I think that your first revised list is more viable. Squadroning tanks is usually a bad idea under 2000 points. The downside risks outweigh the advantages imo.

    I'd still opt for grenade launchers in the PCS. They'd give you more anti horde flexibility and be more effective in most situations, maybe even give them an Auto cannon and 2 GLs. Sniper rifles will give you 4 shots = 2 hits = 1 would which will be saved against 2/3 of the time against MEQs. But aside from that complaint, I think it looks viable.
    Praise the Emperor and pass the promethium!

  6. #5
    Senior Member ChadMS's Avatar
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    I'd be inclined to agree about grenade launchers in the PCS. Either that or flamers, but you could do with a chimera for that.

    I'd also agree with IronWeevil about the first list being stronger. Three tanks packs a lot of punch, but you'd be running a big risk with only one troops choice without a transport. Unless of course, your ally brings lots of troops. But with the armies you suggested I don't think that would be very likely.

    You could tweak the first list in various ways. You could maybe swap out a heavy weapons and infantry squad for some shooty vets. Maybe with grenade launchers and camo cloaks. I'd also give the Lord Commissar a power fist if you could find the points. I know you've got him there for leadership, but he is a combat character so I'd make the most of that. Carapace wouldn't go amiss either.
    2500 points of Empire for ToXG: Points painted for month 4: 0 Points painted overall: 510

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