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This is a 1959 imperial guard army list. sorry obout the typo on the title...
any ideas of how to spend the last 41 pts? please keep in mind that this list is tooled up to handle a 2000 point GK termi army complete with land raider crusader.
Veterans; Grenadiers; Ratlings; Sharpshooters; Hardened
HQ: 142 points
Junior officer; Hon. Imp.; B. Pist.; Power wep.
3x melta guns;
1x vet; standard; S.bolter
SUPPORT SQUADS: 505 points
2xFire support squad
2xAnti tank squad
Sentinel (xtra armour; hardened)
ELITES: 412 points
Vet. Serg. (power wep.; bolt pist.)
TROOPS: 408 points
vet. Serg (b. pist; power wep; melta bomb)
FAST ATTACK: 242 points
2x Sentinel (xtra armour; hardened0
2x H. Flammer
Hellhound (xtr armour; pintle h. stubb)
HEAVY SUPPORT: 250 points
2x Basilisk (Indirect fire)
Last edited by Korim Trucebane; April 11th, 2006 at 15:01. Reason: typo
If I'm not too mistaken, you could add another sentinel to the list armed with a multi-laser, and if the point's allow it, extra armor and smoke launchers...
Then again this is just a guess but other than that, I like it except the Vet's which I'd just give them three plasma guns and a heavy bolter, or something else depending on their job... but since the Meltas are designed for close fire fights, it makes the missile launcher useless.
May the Dice Gods bless our rolls.
I'll be damned before the soldiers of the Emperor are just left to rot!
Last words of Colonel Densit from the Rahaxin 19th
"DISS NOT THE EMPEROR'S POINTED STICK, HERETIC!"
If it doesn't work with the Emperor. Then it's been officially Karmooned!!!
BEWARE THE POWER OF THE LIGHT-BRIGHT!
I assume by GK you mean Grey Knights (correct me if I'm wrong).
I don't have very much experience with the style of play you're going for, but I'm a little uncomfortable with how few men and especially heavy tanks you're fielding. I think those Melta armed Grenadiers are going to have next to no chance of returning their points cost, and those veterans will be torn to shreds by Grey Knight marines. (Just as easily as normal Guardsman or even Conscripts, both of which don't cost nearly as many points.)
You've sacrificed one of the principal advantages Guard should have over most enemies but especially marines, vastly superior numbers of infantry and/or armored vehicles.
The Hell Hound is the only direct fire vehicle you have that has even moderate armor, and it should be vaporized in short order, (power/terminator armored marines should shrug it off for the most part anyway.)
Sentinels pop like balloons. Always. If you must take them at all only give them weapons. Do not give them any upgrades as they will end up being wasted points.
The Heavy Weapon support squads you're fielding are solid choices, however I think you have too many and it becomes a squishy points sink. They are going to be a bullet magnet, especially the Las Cannon ones, and if they go down the Land Raider Crusader will destroy your entire army.
I think on a whole Termis will tear your infantry to pieces in short order, and the basilisks will have next to no chance of slowin' em down.
The melta guns are a risky idea, I think your infantry will get maybe one salvo off with them before being pulverized. (If even that, all varieties of bolters have better range then Melta Guns and tear Guard apart. Plasmas are definately safer.)
I doubt the Ratlings will do anything really useful, and will end up being ignored. Sniper Rifles can't crack through marine armor worth anything.
I would definately have to recommend more heavy vehicles and fewer or no costly elite choices. (Russes will have little to fear from Storm Bolters or Hurricane Bolters). Though if you're expecting lots of terminators be sure they are demolishers.
Ditch the Basilisks, the sentinels, the ratlings, I'd say at least one vet squad. I would use the points toward demolishers, maybe some chimeras for the grenadiers, and ditch the standard in the command squad, you don't have enough "Guard Infantry" to justify it's use. Get a Lascannon in there.
Also I would definately swap every meltagun for a Plasma Gun.
Marine/Termi armies always have tons of bolters, I would get a load of tanks. Even Chimeras can easily shrug them off, the fact that there is a Land Raider Crusader in the list would mean even more points wasted on loads of anti infantry fire power. I'm a tread-head mechanized player, and that tends to be my answer to everything, but in this case I think there could be a real advantage to having tanks as protection against anti-infantry weapons. Remember that the Guardsmen inside a Chimera could still use the top hatch for special/heavy weapons. Combine that with the Lasgun ports and you could use it as a moveable bunker to protect soft Guardsmen against the bolter salvos.
Have command squad, heavy weapon squad and maybe infantry squad based lascannons/missile launchers go for tanks, and demolishers, other vehicles and units armed with plasmas go for the marines. Remember demolishers, they make great pin cushions/fire magnets and are the bane of terminators.
Of course that leaves you really vulnerable to close combat, but whether it be hordes of vehicles or hordes of infantry I doubt Guard would have any chance against even small numbers of GK/Termis.
Last edited by Tom Servo; May 2nd, 2006 at 02:52.
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Look that rabbit's got a vicious street a mile wide, he's a killer!
Other than that I second the notion that you're missing alot in the numbers territory and falling prey to the "elite" syndrom that most people get when they first start playing guard. Either A) They're used to playing Uberines so they don't like being so naked or They don't like the feeling of having to field 80+ models to equal 20 marines
Last edited by socprof; May 2nd, 2006 at 03:34.
1. You do not need the autocannon teams
2. I love ratlings, but against power armor they are useless. Unless they get rending, they are staying on my shelf.
3. Heavy flamer sentinels should not be upgraded if you use them at all. They always die before they reach their target.
4. Drop hardened. Way to expensive, you have no chance in close combat anyway. Get Close order drill for the +1 I.
5. Drop some of the flamer sentinels.
6. I like the basalisks.
7. Give the veterans plasma guns and no heavy weapon (except possibly a lascannon).
8. With the tons of points you just saved, get more men, a demolisher, and a demo charge squad. Never know when that charge will save a game.
"When one man dies it is a tragedy. When thousands die its a statistic."