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  1. #1
    Senior Member Reflex's Avatar
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    750 point list, Friendly

    yep, starting guard again... here is the lsit:

    ARMY LISTS
    Imperial Guard First Expeditionary Force:
    Doctrines: Sharp Shooters, Close Order Drill.

    HQ
    Junior Officer
    - Power Sword
    - Plasma Pistol
    2x Melta Gun
    Total: 75

    Command Squad Support Platoons
    Anti Tank Squad
    3x Lascannon
    Sharpshooters
    Total: 120

    Troops
    Troop Platoon Alpha

    Command Squad
    Junior Officer
    - Power Sword
    - Plasma Pistol
    Grenade Launcher
    Total: 63

    1st Squad
    10 Guardsmen
    Plasma Gun
    Close Order Drill
    Total: 70

    2nd squad
    10 Guardsmen
    Plasma Gun
    Close Order Drill
    Total: 70

    Armoured Fist Squad
    10 Guardsmen
    Melta gun
    Autocannon
    Close Order Drill
    (sub total: 85 )

    Chimera
    Multi Laser
    Hull Mounted Heavy Bolter
    Smoke Launchers
    (sub total: 88 )
    Total: 173

    Heavy Support
    Leman Russ Battle Tank
    Hull Mounted Lascannon
    Slide Sponsons Heavy Bolters
    Smoke Launchers
    Total: 168

    Total: 749

    any comments? what can i do to make it better, more shootier, but stilla t the same cost... etc...

    Last edited by Reflex; July 17th, 2006 at 13:17.

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  3. #2
    Member Technique13's Avatar
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    HQ
    Junior Officer
    - Power Sword
    - Plasma Pistol
    2x Melta Gun
    Total: 75
    ok, firstly, choose 1 style of play, dont mix and match by doing this, plasma pistol? or power weapon? this guy is not really anything special in assault. also IRON DISIPLINE is your friend, make sure it makes its cheap self onto every officer you have

    Command Squad Support Platoons
    Anti Tank Squad
    3x Lascannon
    Sharpshooters
    Total: 120
    no major quarrels with this, other people have problems with these squads, i however, have found they pay rather well for themselves. sharpshooters is a debatable choice however if its going to be anywhere, here is the best place. probably not reccommended at 750 pts though

    Armoured Fist Squad
    10 Guardsmen
    Melta gun
    Autocannon
    Close Order Drill
    (sub total: 85 )
    a plasma gun would work better on this squad, melta guns and autocannons dont tend to mix, youll be using either one or the other, wheras the rapid fire plasma gun will give you your fairly-safe-from-melting 24'' shots. also plasma + autocannon is your best all round squad equipment

    everything else is pretty good,
    13

  4. #3
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    Welcome back to the guard!

    As to you list lose the lascannons as there autocannon food and use the points for a 5 man vet squad with 2 to 3 melta guns - a much better choice

    Your HQ will never use those melta guns you have there as most players shoot the command squads first anyway so dont overload it with high cost weapons, drop the weapons and put a heavy bolter in here

    Drop the Smoke Launchers and hull lascannon on your tank and give it 3 heavy bolters and use the points on you guardsmen squads by giving them some heavy bolters to give you more range
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  5. #4
    Member Technique13's Avatar
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    34 (x1)

    As to you list lose the lascannons as there autocannon food and use the points for a 5 man vet squad with 2 to 3 melta guns - a much better choice
    these squads are like drop shoot and die, do you still recommend them even if the opponent is fielding multiple armoured foes, although unlikely in 750 pts, unless the armour fielded is less tough to get through in that case an autocannon or lascannon squad should be more appropriate. dont you agree?

  6. #5
    Senior Member Reflex's Avatar
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    ARMY LISTS
    Imperial Guard First Expeditionary Force:
    Doctrines: Sharp Shooters, Close Order Drill, Iron Dicipline.


    HQ
    Junior Officer

    Iron Dicipline
    4x Grenade Launcher
    Total: 77

    Command Squad Support Platoons
    Anti Tank Squad

    3x Lascannon
    Sharpshooters
    Total: 120

    Troops
    Troop Platoon Alpha


    Command Squad
    Junior Officer
    Iron Dicipline
    4x Grenade Launcher
    Total: 77

    1st Squad
    10 Guardsmen
    Grenade Launcher
    Close Order Drill
    Total: 68

    2nd squad
    10 Guardsmen
    Grenade Launcher
    Close Order Drill
    Total: 68


    Armoured Fist Squad

    10 Guardsmen
    Plasma Gun
    Heavy Bolter
    Close Order Drill
    (sub total: 80 )

    ChimeraMulti Laser
    Hull Mounted Heavy Bolter
    (sub total: 85 )
    Total: 165

    Heavy Support
    Leman Russ Battle Tank
    Hull Mounted Lascannon
    Slide Sponsons Heavy Bolters
    Total: 160

    Total: 745

    yes i have a tone of Grenade Launchers, i count 10.
    when i played my old guard(which was terribly organised) i did find that grenade launchers were a handy little weapon to have. i mean the provide some nice little AP and can be useful as a AT weapon, but only on small armoured vehicles.

    i find that grenade launchers are the "safe option". i mean they are reletivly cheap, have good range, have 2 functions and wont kill the person using it.

    now the armoured fist squad has the plasma gun upgrade.

    one question, how do you feel about Close Order Drill? is it handy aginst inveatble charges?
    i have a few questions on close order drill to, dose it work throughout the assault? dose it work when you get charged?

    i mean seeing as though its free, why not :shifty:


    cheers
    Last edited by Reflex; July 18th, 2006 at 14:03.

  7. #6
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    Yes Close Order Drill works as long as your men are in base to base no matter what, you can even charge yourself and still get the boost

    The vet drop squad costs less then the lascannons and stand a better chance of killing any armour when they land, lascannons squads are good but in this list there the only anti-tank he has so any heavy weapons that the enemy has will be shoting at them and they cant take a lot of shots

    There more useful in bigger games when theres more tanks for the enemy to shot at but not here
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  8. #7
    Dawn Under Heaven Triumph Of Man's Avatar
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    [QUOTE=Reflex]ARMY LISTS
    Imperial Guard First Expeditionary Force:
    Doctrines: Sharp Shooters, Close Order Drill, Iron Dicipline.


    HQ
    Junior Officer

    Iron Dicipline
    4x Grenade Launcher
    Total: 77
    I'd drop the Grenade Launchers and buy a heavy bolter. GLs aren't that cheap, being a mere two points off a plasmagun. That and there's no ablative armour in the squad.

    Command Squad Support Platoons
    Anti Tank Squad

    3x Lascannon
    Sharpshooters
    Total: 120
    This I'd keep.

    Troops
    Troop Platoon Alpha


    Command Squad
    Junior Officer
    Iron Dicipline
    4x Grenade Launcher
    Total: 77
    Again, I'd take a heavy bolter.

    1st Squad
    10 Guardsmen
    Grenade Launcher
    Close Order Drill
    Total: 68

    2nd squad
    10 Guardsmen
    Grenade Launcher
    Close Order Drill
    Total: 68
    I'd upgrade the GLs to PGs and then add some heavy weapons, I'd go for a lascannon and Heavy Bolter.


    Armoured Fist Squad

    10 Guardsmen
    Plasma Gun
    Heavy Bolter
    Close Order Drill
    (sub total: 80 )

    ChimeraMulti Laser
    Hull Mounted Heavy Bolter
    (sub total: 85 )
    Total: 165

    Heavy Support
    Leman Russ Battle Tank
    Hull Mounted Lascannon
    Slide Sponsons Heavy Bolters
    Total: 160

    Total: 745
    Below 1000 pts I strongly advise against all types of armour, except a basilisk in some circumstances. I would reconfigure all of this into a second platoon bristling with heavy bolters and plasmaguns.

    yes i have a tone of Grenade Launchers, i count 10.
    when i played my old guard(which was terribly organised) i did find that grenade launchers were a handy little weapon to have. i mean the provide some nice little AP and can be useful as a AT weapon, but only on small armoured vehicles.

    i find that grenade launchers are the "safe option". i mean they are reletivly cheap, have good range, have 2 functions and wont kill the person using it.
    Back when I was starting up I used a lot of Grenade Launchers as well due to money problems. What did I find? They're weak and underpowered weapons for their cost and plasmaguns killed stuff better. Worried about casulties? You're playing the wrong army I'm afraid.

    one question, how do you feel about Close Order Drill? is it handy aginst inveatble charges?
    i have a few questions on close order drill to, dose it work throughout the assault? dose it work when you get charged?

    i mean seeing as though its free, why not :shifty:


    cheers
    Alongside Iron Discipline, it's the best doctrine you can choose. It's free and the Init. boost ups your chances of killing something in CC. And yes, it works continuously.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  9. #8
    Senior Member Reflex's Avatar
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    whats wrong with taking an armoured fist squad and a leman russ?

    the reason why i didnt choose to have hvy weapons in my guard platoons was because, (i should have said this, but this will be used for CoD), i want them to be able to move freely and take objectives, wile having a good fire support base from a tank or chimera. this way i save the points from the hvy weapons in the plattons to having them put on tanks.

    i will re configure the special weapons i have too.

  10. #9
    Dawn Under Heaven Triumph Of Man's Avatar
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    Quote Originally Posted by Reflex
    whats wrong with taking an armoured fist squad and a leman russ?
    Too many points into something that can get blown up with a single lucky hit. Remeber even if you just get glanced, that's one third of your total army in points not firing for a round.

    the reason why i didnt choose to have hvy weapons in my guard platoons was because, (i should have said this, but this will be used for CoD), i want them to be able to move freely and take objectives, wile having a good fire support base from a tank or chimera. this way i save the points from the hvy weapons in the plattons to having them put on tanks.

    i will re configure the special weapons i have too.
    If you want to do that, I'd take Grenadiers. Your guardsmen will just get shot up. Other thing is, unless you're 110% your opponent doesn't have blast weapons, DO NOT deploy in COD. Just use it in CC.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  11. #10
    Member Technique13's Avatar
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    i want them to be able to move freely
    as you should, personally i give my average guard squads nothing but what they come with, preferring quanity of armoured vehicles etc. of course this isnt always appropriate, but i can definately understand the freedom of walking around freely each turn.

    Below 1000 pts I strongly advise against all types of armour
    Not many other armies can put up two quality vehicles like the leman russ and chimera in 750pts, these should stay on, 750pts is a very different game from 500

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