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"The Imperial Guard is famed for two things - lots of infantry and lots of tanks!"
With that in mind, I created a 1500 points list. However, I need to cut it down to 1000 points for now.
This is what I have come up with, and I would like your oppinions on refinements:
Command Squad: Senior Officer w/ Laspistol & Power Weapon. 3 Guardsmen w/ Laspistols & CCWs. Veteran w/ Laspistol, CCW & Company Standard.
Anti-Tank Squad: 6 Guardsmen w/ 3 Lasguns & 3 Missile Launchers.
Infantry Platoon 1
Command Squad: Junior Officer w/ Bolter.4 Guardsmen w/ Lasguns.
Infantry Squad 1: 10 Men w/ 8 Lasguns, Heavy Bolter & Grenade Launcher.
Infantry Squad 2: 10 Men w/ 8 Lasguns, Heavy Bolter & Grenade Launcher.
Infantry Squad 3: 10 Men w/ 8 Lasguns, Heavy Bolter & Grenade Launcher.
Infantry Squad 4: 10 Men w/ 8 Lasguns, Heavy Bolter & Grenade Launcher.
Infantry Platoon 2
Command Squad: Junior Officer w/ Bolter. 4 Guardsmen w/ Lasguns.
Infantry Squad 1: 10 Men w/ 9 Lasguns & Plasma Gun.
Infantry Squad 2: 10 Men w/ 9 Lasguns & Plasma Gun.
Infantry Squad 3: 10 Men w/ 9 Lasguns & Plasma Gun.
Infantry Squad 4: 10 Men w/ 9 Lasguns & Plasma Gun.
Leman Russ Demolisher: Hull Heavy Bolter & Sponson Heavy Bolters.
101 Infantry, 1 Vehicle
--P1, 1--P1, 2---AT Squad---P1, 3--P1, 4
-P1 Command---------------P2 Command
These guys lay down fire.
The Command Squad and the Troops of P2, supported by the Demolisher advance on one flank of the enemy. A slow, but hard-hitting force, as it were.
Ok, so, what do you think?
This is pretty sound in basic strategy but I do have a few nits to pick
1) The AT squad is probally the smallest nit I have to pick. Its just a real easy target for your opponent to focus his fire on and more or less wipe out your ability to handle his armor. But at the same time you only placing MLs in your AT squad usually renders them invisible on opponents threatdar because weird as it may seem most opponents don't feel threatened by MLs.
2) Special weapon choices, this is also a fairly small nit.
The nade launchers in the Heavy bolter line squads. I understand that nades are pretty good anti-personel weapons and so are HBs but since Nades are assault weapons I don't like to put them with Heavy weapons. I actually perfer them in my command squads or Special weapon squads. Also leaving the plasma guns alone, it should be allright but its kinda like the little dutch boy and the dike. Solo plasma guns just can't get the job done against armor or MEQ armies. So what I'm going to suggest is that you swap the pgs and nades and use your second platoon as an advancing/suicide unit to allow your heavy unit to do more shooting. Granted this does fall under the same fallacy i noted about ATs but you at least have several ablative wounds to soak the damage
3) Only 1 tank.
Its not that 1 LR is a bad thing, its just that its not enough of a good thing. I like to compare a solo LR to not enough penicillin. It sort of makes you feel better but in the end you're still going to die. I made a promise to myself that in all armies less than 1500 points that I'm not going to take any armor bigger than hellhound/Sentinal. I did that so I could always take more than one and not feel too guilty.
In 1500 point games I essentially take my 1000 point army and add 3 LRs to it for becuase those equal 495 by themselves.
Fifth Edition Saved 40k for Me. I love my ratlings and my cover saves!
Yup, my 1500 point army contains 2 Russes and the Demolisher.
I may drop the Demo, and invest in some more infantry, or a Hellhound.
I realise its a weak target, but I wanted sometihng to support the infantry as they advanced.
Since I have a B'day coming up, I may drop the theme in favour of some Valkyrie STs and some Vulture support units...
Nah Don't get the valkryies and vultures as they are not "totally" legal.
Meaning they're going to be ok as long as no one pitches a fit about them. But for any tournie their going to be illegal. As they're not from the basic codex or chapter approved sources.
Fifth Edition Saved 40k for Me. I love my ratlings and my cover saves!
As socprof said, it ain't bad but it ain't great either. In general, advancing Guardsmen even with a plasma gun aren't terribly effective. You're better off forming standard gunlines and shooting the enemy to shreds. If you want to advance, do it with your tanks that can move and maintain fire.
Some general ideas:
* Scrap the anti-tank squad. In normal lists a 3-missile launcher unit might get ignored. When all of your anti-tank power is in one squad though, I'd be wiping it out on turn one to establish armored superiority. Move the missile launchers into the Infantry Squads in your second platoon. Then squads have a plasma gun and a missile launcher, which is a good all-purpose squad that can snipe tanks or annihilate MEQs quite nicely.
* Though you're not likely to encounter too many Land Raiders at 1,000 points, you might want to find a way to get 1-2 lascannons in your list. Consider the trouble you'd have destroying a Demolisher like you have in your list, with just 3 missile launchers.
* Grenade launchers are really inferior weapons. Games Workshop realizes this, that's why they give them away for free in infantry boxes. But if you want something that's actually useful like a plasma gun, you're supposed to buy a blister (don't bother, just convert one with a spare bolter and a plasma pistol or such). If they cost the same as a flamer, they might be decent. But seeing as its only 2 extra points to get plasma, do it across the board. Only reason not to is if you're dead-set on being fluffy, which I never advocate. Plasma guns are great weapons for Guard. Give every infantry squad one.
* Upgrade your Senior Officer to a Heroic Senior Officer (you can save 5 points by only buying a JO but then giving him the Honorifica Imperialis). The Senior Officer doesn't have the improved leadership and the extra wound is practically worthless.
* Get Iron Discipline and give it to all of your officers. Great doctrine, doesn't cost much and its very effective.
* Consider scrapping one Infantry Squad from each platoon and using those points to buy a standard Russ with 3 heavy bolters. If you need a couple extra points, consider dropping the Demolisher down to just a regular Russ. Its doubtful you'll need that Strength 10 AP 2 shot, while the extra range of a normal Russ could be a nice asset. One Russ is a challenge to destroy, but not an insurmountable one. Two in a 1,000 point list could be very ugly for your opponent. And you'd still have about 80 infantry, in addition to your armored machines of death.
* If you add a second Russ (maybe even regardless), you could probably do with a few less heavy bolters. Russes kill infantry quite nicely. Consider upgrading one or two of those HB's to autocannons or even missile launchers (even better if you also upgrade a couple ML's to lascannons). Then your mix would be somewhere around 2-2-2 or 3-2-1 for heavy bolters, missile launchers, and lascannons in your list. That gives you the capability to handle most everything with your infantry, plus the Russes to smash stuff.
Think that about covers it for my nuggets of wisdom. Some or all should help make your list a bit more efficient and deadly.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
Ok, I ahve listened to your advice.
I have a game coming up against a Feral Ork player who needs to be taken down, adn I have started another topic on that list, mostly inspired from here.
And at least it gives me an excuse NOT to buy Valkyries/Vultures and the Rulesbook for them, hehe,saving me a fair whach of money.
Cheers for your help people!