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I plan on starting guard in the near future and thought i'd make a list to see what you guys think. I plan on getting 2 x Cadian Shock Trooper Box, 2 x Chimera and a Hellhound.
Elite Flame Guard
Junior Officer - 130
10 Storm Troopers - 135
10 Grenadiers - 202
-Hull Heavy Flamer
10 Grenadiers - 202
-Hull Heavy Flamer
Hellhound - 120
Does this seem like a good list (I know flamers arent the best weapons to take but i LOVE flamers. So please no "Change the flamers for plasma guns" or anything like that because the flamers STAY.) How would i get this up to say 1k points?
I currently have Â£100 to spend and i buy from a 20% discounter so if aybody has any better ideas on what to get please share them.
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Whats with all the flamers? ID say swap them for plasma guns and......o right sorry
You command squad has to much wargear, lose the Retractor Field and even the Carapace
as your never get to use it and if you get into combat the Retractor Field wont hold them up for long, the carpace is only useful when your in close combat as when your shot at your most likiy
be useing a 5+ save anyway as most of the men have it
Lose the Frags and keep the Power Weapon and with the points saved get a stanard bearer and iron discipline to help with your LdThis is your only anti-tank and there dead on the 1st turn, drop the squad to 5 men and drop troop them as your have a better shot at taking out enemy armour10 Storm Troopers - 135
A idea for things to add to your list to get up to 1000 points would be a leman tank or two as there battle cannon is a great marine killer
Hope that was helpful
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
Is it a good list? Well, it could be if you didn't choose to build your army around the weakest weapon available to the Imperial Guard, aside from the lasgun. For expanding your list, as KOS said, some Russes would help, not to mention infantry with weapons that are actually more effective than bug spray. If you've got a serious hard-on for fire I'd recommend you build a more typical Guard list and have 2-3 Hellhounds. That's plenty of flames, and they're concentrated in weapons that can be very powerful and very useful against both horde infantry and MEQ's. Flamers, and even heavy flamers on the other hand suffer from a variety of ailments, including but not limited to no effective range, comparatively low strength, mediocre AP, only 1 shot per weapon, etc.
Sorry bud, but coming to a community of sensible people and asking for advice on this list but then saying "The flamers stay, they are my precious, no recommending decent guns!" is a contradiction. If we advice you to get more flamers, the list gets crappier and its not helping. But given the tight constrains of this very weak concept, you make it extremely difficult to give you any decent insight. As I said, I'd get your flame fix through Hellhounds, and maybe a heavy flamer-equipped sentinel or two, but actually equipping a regular Guardsman with a flamer isn't a tactical choice, its a cry for help.
"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
Hm, an interesting take on guard.
Heavy flamer chimera's are fun, but they'll be kinda gimped trying to get into range with their flamers. I'd switch one chimera to multi-las/hbolter and have the flamer chimera use it as cover.
If you're going to have the command squad hang back and provide LD, then there's really no point to the upgrades on the officer (outside of the HI, of course). Maybe hang onto the power weapon. But if you do want this squad fighting up close...drop the refractor field, give them all carapace (fits in with the grenadiers) and maybe mount them in a chimera?
As for what to do with the rest of the points...well you need some more anti-tank/heavy infantry firepower. Drop-trooping stormtrooper suicide squads with melta guns could do the trick against tanks, or maybe throw an infantry platoon with lascannons. A pair of Leman Russes would be another viable option.
707 Travalonian Armored Brigade
If the tanks succeed, then victory follows.
I like the flames too and while i agree with some of sokhars points i dont agree with all. Flamers in cityfight are great: no need for BS and one shot sooo its a template so multi hits. As it ignores cover saves its a good cityfight weapon.
Firstly why take grenadiers and flamers? grenadiers are taken for the extra BS and as flamers dont use it get regular guard. which is more flamers. ie. flamer command with 4 flamers in a chimera is very good i use it all the time in cityfight.
right and bit by bit
HQ- as the others said lose the extra wargear it isnt needed
also mastervox or flamers not both they dont go together.
change to two squads and drop them in (use them as elites) use the points left from the command to get 2 more meltas!
flamers on grenadiers is pretty pointless but if you have too either drop squads 2 and 3 and get regular guard with flamers or change the chimeras. ID change the chimeras anyway as the flamer template is always too short sooo heavy flamer hull mount and autocannon main mount works very well. if you want to keep the flamers then get yourself smoke launchers to at least have some chance of survivability.
Hellhound cant go wrong here.
To up your points get another hellhound or two and some heavy flamer sentinels. The sentinels will need to drop in but at 40 pts each kill 4 stormies and you paid back your points (its AP4 so against non meq its fantastic)
Also youll need more antitank in more points this is where you cant take flames. either another melta drop squad (which id recommend) or perhaps some lascannons somewhere duno bout that really ask the others lol!!
hope this helps
Man, its a great list! I run something VERY similar, chimeras with 2 heavy flamers, sentinels with heavy flamers, command squads with 4 flamers, and it works wonders! My only problem with your list is the lack of real anti-armour, but maybe those meltaguns will do the job if you're lucky.
Hmm. Watch me refute the general problems everyone sees with flamers in guard:Flamers, and even heavy flamers on the other hand suffer from a variety of ailments, including but not limited to, True, but they are assault weapons, so add an extra 6 inches to your shot when taking movement into account. Maybe not if you put a heavy weapon in the squad, but who would do that with an assaulty based squad? And if mounted on a faster vehicle, then whats the problem?no effective rangeHeavy flamers have great strength! And then there's the chance to hit an entire enemy squad in one well placed burst, which more than makes up for not being a lascannon, against troops anyway. In effect, its like a heavy bolter template, and no-one makes fun of heavy bolters, so why pick on heavy flamers, especially when mounted on vehicles that will get up nice and close due to their higher speed? And normal flamers are still great, especially when you look at their cheap cost and the ability to give 4 of them to the officer.comparatively low strengthWhen you force enough saves, AP no longer matters quite as much. And I feel the ability to ignore the IG's average BS outweighs this problem.mediocre APYeah true. Only one shot that for me usually manages to hit at least 4 to 8 targets. Remember the template only has to just touch in order to score a hit!only 1 shot per weapon
Besides, a good list based around flamers means specific targets for specific squads. Send your flamers in to kill the troops, and use the rest of the army to kill the big'n'nasty targets. Just dont sit them out in the open.
I don't even have a problem with the idea of flamers, it overcomes some of he problems with IG lack of good BS in theory. Cadaver Junkie list well the positives aspects of Flamers.
The big problem with the application of such a list is that to use flamers effectively, you need to be close to the enemy. To want be close to the enemy, you should have tough, CC oriented, resiliant troops. Guard unfortunatly are none of these.
I do like to play with one "Flaming Command Squad" with a Flaming Chimera O' Doom and three or four flamers in a squad. It makes a really good counter assault squad.
To base your army on this principle though, while a neat idea, is destined to not win too many games.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil