<1000 Imperial guard 1500 list: - 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
Page 1 of 2 12 LastLast
Results 1 to 10 of 15
  1. #1
    Member
    Join Date
    Jul 2011
    Age
    21
    Posts
    204
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    Imperial guard 1500 list:

    Ok here is the list.... Tell me if you think I've got too many Flamers in it. I might get rid of the CCS and add a lord commissar instead of the regular one. Tell me what you think. I've got 5 points to spend.

    HQ: Command Squad w/h 3 grenade launchers, vox-caster- 70

    Primarus Psyker- 70

    TROOPS:
    Veteran squad w/h 3 melta guns, vox, mounted in chimera- 160

    Platoon: Command squad w/h 4 Flamers mounted in chimera (with heavy Flamers)- 105

    3 infantry squads combined w/h vox, Commisar, all w/h krak grenades- 220

    1 Infantry squad- 50

    FAST ATTACK:
    2 Scout sentinels w/h heavy Flamers- 80

    Bane wolf- 130

    HEAVY:
    Executioner w/h plasmas- 230

    Battle tank w/h heavy bolters- 170

    Demolisher w/h meltas- 195

    1495


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    LO Zealot nacho cheese's Avatar
    Join Date
    Jul 2011
    Location
    Batcave
    Age
    24
    Posts
    1,908
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    670 (x8)

    I would drop an HQ unit for a 1,500 points game 2 HQ units can get expensive maybe the Primarus Psyker the Company Command Squads 2 orders could be useful. The Executioner is a little pricey I would take another battle tank. I think krak grenades on Infantry Squads are just a waste of points. Maybe more Infantry Squads?

  4. #3
    Senior Member Intrepid's Avatar
    Join Date
    Dec 2005
    Location
    Central California
    Age
    34
    Posts
    3,529
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    638 (x8)

    Now this is an interesting list. You clearly have some unorthodox ideas floating around and that always makes things fun. I would not use flamers on the Scout Sentinels, mostly because they're so fragile that you don't want them in charge range. Any other loadout would be fine. Otherwise, I don't see too many flame templates.

    What I do see, however, is only one aggressive unit, the Veterans. That isn't enough in a 1,500 point list. I strongly recommend trading the Bane Wolf for a second mech-Veteran unit; let the PCS be the counter-charger and the Russ Executioner be the tank shock follow-up. Redundancy is critical for the Imperial Guard: remember, two of a unit will be three times more effective than one. You can get the additional points by taking sponsons off the Russes. While they can certainly be useful, sponsons bring problems of mobility, modeling and point cost. A hull lascannon is all the upgrade you really need for those Russes.

    What are you planning to do with that blob squad? It needs power weapons to be aggressive or heavy weapons to be defensive. If nothing else, maybe issue them plasma guns? They're versatile, you need the low-AP firepower and the "Bring It Down" order makes them really effective.

    What's your plan for the Primaris? You could turn that PCS into a nasty counter-charger by putting the Primaris with them and adding a Commissar with (hidden) powerfist. Speaking of which, since you have a vox network going anyway trading a PCS flamer for a vox would be worth the loss of firepower.

    I see you have a naked infantry squad. Are you planning to use them as a speedbump, or maybe a backup scoring unit? Either way, you should give them a vox, too. The FRF, Run! and even Duck! orders will improve their performance significantly at a very cheap price. And I do mean 'performance'; there's a number of useful tricks a throwaway infantry squad can do.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  5. #4
    Member
    Join Date
    Jul 2011
    Age
    21
    Posts
    204
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    Ok take a look at this list. I've made a few changes. I'm using the primarus Psyker because I've never used it before and I think he looks pretty cool. He will go with the 30 man squad making enemy's take a leadership test when firing at them. Anyway, here it is.

    HQ:
    Lord commissar w/h power fist, carapace armour- 95

    Primaris Psyker- 70

    ELITES:
    Marbo- 65

    TROOPS:
    Veteran squad w/h 3 melta guns, mounted in chimera- 155

    Veteran squad w/h 3 melta guns, mounted in chimera- 155

    Platoon:
    Command squad w/h 4 Flamers, plasma pistol, mounted in chimera (with heavy Flamers)- 115

    3 infantry squads combined- 150

    FAST ATTACK:
    Bane wolf- 130

    HEAVY:
    Executioner w/h plasmas- 230

    Battle tank w/h lascannon- 165

    Demolisher w/h lascannon- 180

    1500

  6. #5
    Member
    Join Date
    Jul 2011
    Age
    21
    Posts
    204
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    I feel I don't need a CCS as I only need to do one order per tern which is first rank fire second rank fire, and my PCS will do that. I don't need voxs as the order will be taken at LD 10 cos of the lord commissar. I'm not sure if I should also join him with the big squad or just keep him within 6" of the squad so they can use his leadership. I don't think it will really matter.

  7. #6
    Senior Member Intrepid's Avatar
    Join Date
    Dec 2005
    Location
    Central California
    Age
    34
    Posts
    3,529
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    638 (x8)

    I like the first list better; the second one contains several common errors. The first is that the Lord Commissar is surprisingly unreliable. His Independent Character status allows the enemy to single him out in close combat and, without him, your men won't hold the line. The lesser Commissars don't have this liability. You can't get around this by keeping the Lord Commie near your infantry because they aren't stubborn unless he joins. Ld 10 will do you no good if you lose combat by 6 or 8 points...and yes, that's a typical result for Guardsmen in close combat. Losing the Aura of Leadership is fine since you don't want to keep multiple infantry units close anyway...that's inviting the enemy to charge them all at once.

    [The Primaris] will go with the 30 man squad making enemy's take a leadership test when firing at them.
    Most of our enemies have Ld 10. You don't want to rely on an ability that works one time in twelve. His other power, however, is excellent. Many players like to attach the Primaris to a all-grenade launcher PCS; that unit can throw up to 16 multi-laser strength shots on the move from the safety of a Chimera. That can outperform the Russ Punisher! On top of that, he's actually good in close combat...easy to squish just like the Lord Commissar, sadly, but dangerous with that force weapon against low-initiative targets.

    I'm not sure what use you have in mind for the infantry blob. If you use them defensively to hold a home objective and protect your tanks then they need heavy weapons. (FRF lasguns alone will impress nobody.) That would make this a standard hammer-anvil list. If you use them offensively then they will need power weapons and probably grenades. But then, you don't have anything to keep a home objective with. Either way, give them a lower Commissar. They WILL see close combat; they WILL NOT survive without a Commie.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  8. #7
    Member
    Join Date
    Jul 2011
    Age
    21
    Posts
    204
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    Ok... Here is another list. Sorry that I have to post another whole list... Anyway.

    HQ:
    Primaris Psyker- 70

    ELITES:
    Marbo- 65

    TROOPS:
    Veteran squad w/h 3 melta guns, mounted in chimera- 155

    Veteran squad w/h 3 melta guns, mounted in chimera- 155

    Platoon:
    Command squad w/h 4 Flamers, mounted in chimera (with heavy Flamers)- 105

    3 infantry squads combined w/h Commisar, 4 Power weapons- 245

    FAST ATTACK:
    Bane wolf- 130

    HEAVY:
    Executioner w/h plasmas- 230

    Battle tank w/h lascannon- 165

    Demolisher w/h lascannon- 180

    1500

    Would you people get rid of 1 inf squad in the blob squad, get rid of the power weapons, and use the blob squad as a devensive objective holder? I also might get rid of Marbo... Although he is pretty cool. He could seriously rape tau with 5 attacks base. I might use him as an alternative. Anyway, what would you people do with this list? And any tactics for Marbo?

  9. #8
    Member
    Join Date
    Jul 2011
    Age
    21
    Posts
    204
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    Some more changes.

    Minus- 30 Man squad, 1 Veteran squad

    Plus- 20 Man squad (No upgrades), Veteran squad w/h 3 Plasmas and chimera, CCS w/h 3 GL's (Psyker with them), Heavy weapons squad with autocannons.

    I think that's some good changes. Feedback?

  10. #9
    Senior Member Intrepid's Avatar
    Join Date
    Dec 2005
    Location
    Central California
    Age
    34
    Posts
    3,529
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    638 (x8)

    I think you may as well go fully mechanized...you don't seem comfortable using infantry blobs. That flamer PCS works best in mechanized lists, anyway. Since you aren't making use of orders you could run two infantry squads with an autocannon and Chimera (and plasma gun, if you can find the points. They're good complements to autocannons). They'll work fine as your defensive "bunker". Or you could drop the platoon entirely and go all-Veteran.

    If you want to keep the blob squad then they should remain 30 men strong. Power weapons are more important than heavy weapons for them but if you can find the points then I would give them heavies as well. Or grenades, if you face a lot of mechanized opponents.

    any tactics for Marbo?
    Marbo is a one-shot demo charge. You'll rarely get the opportunity to do anything else with him; while he has lots of rules and wargear, he's no harder to kill than most Guardsmen. Regardless, the ability to put one demo charge exactly where you need it is frequently sufficient to justify his cost.

    Heavy Weapon Squads are tough to use thanks to their dismal leadership. One thing you could try (half-hearted recommendation here) is bringing as many as you can and giving them a CCS babysitter with a standard. Orders won't work reliably but, if the enemy focuses fire on them, then your Chimera-based offense will make it across the field. If the enemy doesn't focus fire on them then their leadership isn't an issue and they're scoring. Otherwise, Sentinels will do the HWS thing better. (Off-topic, but a 3-Armored Sentinel squadron with plasma cannons might work better than the Executioner. They're more resistant to getting shaken, MUCH more resilient in combat, handle terrain better, help to overload the enemy's anti-Chimera weaponry and will keep a heavy slot open for larger games.)

    Bringing a CCS just to field grenade launchers is a waste; better to bring another Veteran squad or something. A CCS' only real job in a mech list is bringing advisors, specifically the Astropath and Fleet Officer. (Chimera-based lists don't usually need the Astropath but the FO is always nice to have.) The Primaris would work well in the PCS because they're the most likely to perform a counter-charge. This also gives them some ranged firepower.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  11. #10
    Senior Member
    Join Date
    May 2011
    Age
    23
    Posts
    759
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    117 (x3)

    re: Heavy weapons team
    If you plan to have a lot of them, you HAVE to commit a CCS to them and that CCS really should have kell in it (even better if it has creed too) to bypass the 50% failure of orders that is the ld7
    I don't use Vendettas or Valks...if Guardsmen were meant to fly, the Emperor would have given them wings. (343rd Mordian)
    The battle for Hidaxes SubSector (Listwar)! 184th Cadian blog: 184th.blogspot.com

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts