[1000]Imperial Guard - 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 2 of 2
  1. #1
    Member artificer knoll's Avatar
    Join Date
    Jul 2005
    Location
    Oregon
    Posts
    229
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x1)

    [1000]Imperial Guard

    hi all, after suffering a fairly major loss this last thursday at the hobby shop vs some iron warriors, I've revised my 1,000pt armylist to better bring the wrath of the emporer of man unto the heathon scum cowering in the foul shadows of Cadia :p Please let me know what you think of the list, and any ideas you may have of how to make it more powerful vs any enemy.

    without further adeu...

    doctrines!
    iron discipline
    independent commissars
    conscripts
    stormtroopers
    special weapon squads

    command HQ: senior officer w/ bolt pistol, iron discipline, master vox, standard bearer, mortar crew
    AT squad w/ 3x Missile Launcher crews
    conscript platoon (20) with 2x flamers
    independent commissar with powerfist
    1st platoon HQ: junior officer, iron discipline, autocannon crew
    1st squad: vox caster, lascannon/grenade launcher
    2nd squad: vox caster, heavy bolter/plasma gun
    2nd platoon HQ: junior officer, iron discipline, 2 plasma guns, medic
    1st squad: vox caster, missile launcher, meltagun
    2nd squad: vox caster, missile launcher, grenade launcher
    Sentinel with autocannon
    kasrkin squad (6) with grenade launcher and meltagun

    pts: 996
    models: 89


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    The Fallen Cheredanine's Avatar
    Join Date
    Jan 2003
    Location
    SW England
    Age
    48
    Posts
    7,745
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    411 (x8)

    OK first point, IW are quite a specialised army, by making you list better against most enemies, ou may find you are making it worse against spcific one (IW), however:

    ommand HQ: senior officer w/ bolt pistol, iron discipline, master vox, standard bearer, mortar crew
    OK
    1. a JO with an Honorifica will save you points here
    2. KISS (Keep It Simple Stupid) - what is the point of this unit? the mortar and master vox implies it stays out the way and provides moral to the rest of your army, however the standard, Iron Disciplin and to a degree the bolt pistol implies it will be in the thick of it bolstering moral, do one or the other, not both, you are wasting a lot of points in a 1000 point army otherwise. IF you go down the master vox route, which is what I tend to do personnaly, then you can lose Iron disciplin from all you HQs. That said the other route is equally, if not more valid, but if you go down that route, lose the master vox and the mortar and take some nastier weaponry (plasma guns?)

    AT squad w/ 3x Missile Launcher crews
    OK ish, personnaly IF I am looing for fire support, then I would prefer las cannons with the sharp shooter doctrine (which you can do if you have gone down the master vox route and ditched Iron Discipline from your army

    conscript platoon (20) with 2x flamers
    independent commissar with powerfist
    on a personnal level - yuk! I dont like conscripts, I believe they have lost impact with the demise of both the screening rule and the rhino rush, however, I know a lot of people swear by them, so fair enough

    1st platoon HQ: junior officer, iron discipline, autocannon crew
    1st squad: vox caster, lascannon/grenade launcher
    2nd squad: vox caster, heavy bolter/plasma gun
    hq is fine although ID may have no place if you keep the master vox. If you ditch the master vox, clearly you need to ditch the voxes in your squads.
    Try and squeeze enough points to add plasma guns to the hq
    I can see what you are trying to do with your squad, personnaly I object, but there is an ongoing diffrence of opinion between guard commanders, it has been argued to death and we are not going to resolve it here, but it runs like this - AT weaponry - in AT squads or you troops squads, personnaly the low BS means I prefer to put it in AT squads and not waste 8 las guns and a special weapon slot shooting at armour, but others prefer the protection of a bunch of grunts around the las cannon, you pays your money and you takes you choice

    2nd platoon HQ: junior officer, iron discipline, 2 plasma guns, medic
    1st squad: vox caster, missile launcher, meltagun
    2nd squad: vox caster, missile launcher, grenade launcher
    - same arguements as above

    Sentinel with autocannon
    Fine - although I quite like AT sentinals my self (las cannon and HK missile)

    kasrkin squad (6) with grenade launcher and meltagun
    I know the squad comes with the GL, but what are you hoping to do with this squad? the GL is a pretty poor choice, does it deep strike? if not I doubt the melta gets much action, if it does, why not take a second melta?

+ 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