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  1. #1
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    Imperial guard 2000pts big guns with support elements

    Company Command Squad- 160pts
    4 Meltaguns
    Powerfist
    Chimera

    Primaris Psyker- xxpts

    Veterans Squad- 125pts
    3 Plasma guns
    Plasma Pistol

    Platoon #1- 240pts
    Command Squad
    2 Grenade Launchers
    Autocannon

    Infantry Squad
    Grenade Launcher
    Autocannon

    Infantry Squad
    Grenade Launcher
    Autocannon

    Heavy Weapons Squad
    Mortars

    Platoon #2- 335pts
    Command Squad
    3 Flamers
    Voxcaster

    Infantry Squad
    Commissar
    Grenade Launcher
    Voxcaster

    Infantry Squad
    Grenade Launcher

    Infantry Squad (Primaris Psyker goes here)
    Grenade Launcher
    Krak Grenades
    Voxcaster

    Special Weapons Squad
    2 Grenade Launchers
    Demolition Charge

    Valkyrie- 140pts
    Missile Pods
    Heavy Bolters

    Vendetta- xxxpts

    Vendetta- xxxpts


    Leman Russ Battle Tank- 195pts
    Lascannon
    Heavy Bolter Sponsons
    Heavy Stubber

    Artillery Squadron- 200pts
    Basilisk
    Griffon

    Leman Russ Vanquisher- 170pts
    Lascannon

    Total: 1895pts

    I've got 105pts left to spend and I'm thinking of a couple options:

    Stormtroopers- 105pts
    2 Meltaguns

    ---or---

    Penal Legion- 80pts
    and 25pts left for upgrades

    ---or---

    Combine the vendettas into one squadron and get
    3 Scout Sentinals-105pts
    Multi-Lasers

    ---or---

    Combine the Vendettas into one squadron and get
    8 Rough Riders- 105pts
    2 Meltaguns

    ---or---

    Combine the Vendettas, shave 25pts from the list, and get
    Hellhound or Banewolf- 130pts

    ---or---

    Heavy Weapons Squad- 75pts
    Autocannons
    and 30pts of goodies

    ---or---

    Veterans- 100pts
    3 Meltaguns
    and 5pts in upgrades


    Anyway Thanks for reading and let me know what you guys think I should do with the 105 extra points.
    also if you could tell me if there is a lot of potential synergy in this list
    and if there isn't can you tell me how to get synergy with different units

    C&C welcome


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  3. #2
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    I have been building a Gun Line list with lots of tanks and infantry for quite some time now and I've tried some different stuff...

    You have a lot of funky stuff going on in this list;

    -like the no HW infantry squads with a commissar and a Primaris. I'm guessing you don't have the HW cause you are planning for them to be mobile, and I'm guessing you are going to combine them all into one 30 man blob. With the blob you only need one Vox and you shouldnt have the Primaris and a commissar in the same blob cause the commissar will shoot the psyker in the face if he sees his men flinch. If you are planning to only combine the 2, then the primaris is in a bad place with 10 puny guardsmen and one grenade launcher. So my advice to you is to move the primaris elsewhere. Another advice would be to not try this 30 (and surely not 2 man rush since you don't stand a chance against anything in CC. This only works with more men, maybe some flamers or meltas, some grenades and power weapons. Without it you only have a sucky tarpit that keeps you from shooting your opponent's unit for a couple of turns and then dies without having really done any damage. I would also like to recommend some cheap heavy weapons because you wont be running for 5-7 turns. Shoot first, shoot second, run third.

    -like the skimmers. I'm guessing you are putting the Veterans and the two PCS into them. I wouldn't put the CCS in there because the "Bring it Down" and "Get Back in the Fight" orders can win you some games with a gunline. Putting a heavy weapon in a shimmer is also funky, especially since there are only 3 other wounds in the squad so it will die real quick. Actually all of them will die really quick cause they will be both outgunned and outnumbered. Also, if they are aboard a skimmer they don't need voxes, and if they are not aboard then who the hell is??? Don't fly around with an empty bird.

    -like your LR: The battle cannon is for infantry as well as the bolters and the stubber, so why a lascannon? If you are going to try the stationary dakka Russ, take a heavy bolter on the front as well, or do as everyone else and drop the whole thing and go vanilla w/ flamer.

    -like your HQ Chimera: The one single Chimera will not live up to its expectations. Your opponent will have something anti-transport and he just might want to try his hands on the sitting duck rather than the flat-out-moving skimmers. It will die quick. I've tried all from 1-5 chimeras in a list, and if I am bringing atleast one I bring three.

    -like your ordinance battery: You asked about synergy. I don't know what trick you are trying to pull here, but the Basilisk has tremendous range and the Griffon a quite small one. You cannot use the griffons acurate bombardment rule outside its range, an you can't shoot the basilisk indirectly within it. So pretty much no synergy from a pretty lame combo.


    What else to take is really a hard call here since I would recommend you changed up your foundation first. Looks to me like you could use some better guns back in your deployment zone and so I would recommend two more chimeras with meltas or plasmas inside to zip around and bring low AP to where its needed. They would also draw fire away from your skimmers and artillery.

    The Rough Riders option is also pretty good since they are cheap and can come in as reserves and pretty much wipe out anything on the charge, but I would't give them meltas. They are one trick ponies (literally) so don't plan something for them to do after their initial charge.

    A Hell Hound would also be great because you dont have any cover ignoring elements in you list, so shifting a unit off an objective might get tough for you. I just recently added two hellhounds to my gunline and the synergy is great: flush them out, then blow them up with artillery.

    You don't need the sentinels or the penal legion for anything. Your skimmers are all the mobile/flanking/scoring you need.

    ----------------

    This really turned into quite the essay. Sorry about that... hope it helps.

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    reply to advice

    First and foremost thanks for the advice. As u can see I'm not a very experienced guard player.I'm just starting out with guard army. Most of this stuff I don't have.As of right now I hav the LRBT, Chimera, 60 or so guardmens with various weapons (2 heavy flamers, 6 meltaguns, 3 plasma guns, 6 grenades Launchers, 5 flamers, a demolition charge, 3 Autocannons, a Lascannon, and a missile launcher), 2 vendettas (one with hellfury missiles cuz its still being converted from a Valkyrie)I'm really hesitant about what to to get for the other two heavy support slots. I goin to keep the LRBT. all the choices look great but I keep switching around with Wat I want. It has to be capable of effectively supporting my infantry. But not too pricey that it becomes the core of my army. As for the Troops choices I will have at least 2 platoons when the army is finished. But I like veterans, so I want veterans to play a supporting role to the main infantry force. So I guess the question is Wat should the ratio of platoons against veterans in an infantry based army.On the follow up question is how many points should be dedicated to the platoons if I base the army around them?When you say cheap heavy weapons, does that mean mortars or heavy bolters and Autocannons? The organization of the platoon is 20 and 10 split which I'm guessing is not good cuz I've heard that it kinda gives a little tactical flexibility.Also how do vendettas fit into a mostly ground force without being too much of a point sink?So since this list is going to be highly reworked I don't think the 105pts question is valid any longer for anyone posting in the future.Sorry about all the questions. And its fine if u don't answer them all. Thanks ALOT!!! Keep the advice coming. I will hav a new army list proly up by tomorrow.

  5. #4
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    sorry

    Sorry about the post above^ it was sent via android phone so all the paragraphs that were neatly divided got smashed together. make the best of it, once again sorry

  6. #5
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    Quote Originally Posted by killtacular99 View Post
    Company Command Squad- 160pts
    4 Meltaguns
    Powerfist
    Chimera
    You can save the points for the powerfist, a s6 i1 close combat attack in a 5 Guards-like team won't change the tide of the close combat. you'll lose it.
    Also, a vox in the CCS with an infantry heavy list is a must. Orders will change the battle, not the powerfist or 1 more melta.


    Primaris Psyker- xxpts

    Veterans Squad- 125pts
    3 Plasma guns
    Plasma Pistol
    Nice loadout here. Watch out for the Gets hot! rule, since it will take its toll here. If you need to save points, the classic 3x meltas will work wonders, paired with fast skimmers.

    Platoon #1- 240pts
    Command Squad
    2 Grenade Launchers
    Autocannon
    I am a fan of the vox caster network. Even if this means to sacrifice a grenade launcher.

    Infantry Squad
    Grenade Launcher
    Autocannon
    Classic loadout, if you decide to install the vox net remember to add 1 per inf blob!

    Infantry Squad
    Grenade Launcher
    Autocannon

    Heavy Weapons Squad
    Mortars
    Nope, sorry. Get an autocannon team.

    Platoon #2- 335pts
    Command Squad
    3 Flamers
    Voxcaster
    Another solid, classic PCS loadout. Recommended.

    Infantry Squad
    Commissar
    Grenade Launcher
    Voxcaster
    Give this blob every power weapon you can afford. Add a little bit of nastyness to the close combat you will face

    Infantry Squad
    Grenade Launcher

    Infantry Squad (Primaris Psyker goes here)
    Grenade Launcher
    Krak Grenades
    Voxcaster
    Scrap the krak grenades and the duplicate voxcaster. dont' do a 20-10 men blobs. stick with 1x 30 men

    Special Weapons Squad
    2 Grenade Launchers
    Demolition Charge
    If you plan to ship this one around in a skimmer, fine. Maybe you'd take flamers instead of GLs, but try it before. If you are leaving them on their foot, i do not think that they will survive to launch their demo charge.

    Valkyrie- 140pts
    Missile Pods
    Heavy Bolters

    Vendetta- xxxpts

    Vendetta- xxxpts


    Leman Russ Battle Tank- 195pts
    Lascannon
    Heavy Bolter Sponsons
    Heavy Stubber
    If your tank stands still, it won't see end game, most probably. Keep it moving, and drop sponsons. Take a lascannon, because it pairs well with the battle cannon.

    Artillery Squadron- 200pts
    Basilisk
    Griffon
    What? no. Keep the griffon (if you must) and save the basilisk points for other upgrades in your list.

    Leman Russ Vanquisher- 170pts
    No no. you'll miss half of the times, and since it is no blast cannon, you'll waste the shot altogether. Consider the option of an executioner instead. its triple plasmacannon is something rally cool. And this will helps taking some pressure off your valks and vends since it should be placed on top places in enemy's priority list. It is pretty expensive so do not upgrade it.

    Total: 1895pts

    I've got 105pts left to spend and I'm thinking of a couple options:

    Stormtroopers- 105pts
    2 Meltaguns
    Nice option

    ---or---

    Penal Legion- 80pts
    and 25pts left for upgrades
    no. too unreliable.

    ---or---

    Combine the vendettas into one squadron and get
    3 Scout Sentinals-105pts
    Multi-Lasers
    If you go this way, try to get autocannons on and send them outflanking.

    ---or---

    Combine the Vendettas into one squadron and get
    8 Rough Riders- 105pts
    2 Meltaguns
    No. Single shot countercharge is pretty risky to use, if you are a principiant player.

    ---or---

    Combine the Vendettas, shave 25pts from the list, and get
    Hellhound or Banewolf- 130pts
    Thumbs up for the hellhound. Another thing that will help your air units to survive longer

    ---or---

    Heavy Weapons Squad- 75pts
    Autocannons
    and 30pts of goodies
    Classic choice.

    ---or---

    Veterans- 100pts
    3 Meltaguns
    and 5pts in upgrades
    Solid. but provide them some transport!
    Quote Originally Posted by lexingtond View Post
    I have been building a Gun Line list with lots of tanks and infantry for quite some time now and I've tried some different stuff...

    You have a lot of funky stuff going on in this list;

    -like the no HW infantry squads with a commissar and a Primaris. (cut) +1

    -like the skimmers. I'm guessing you are putting the Veterans and the two PCS into them. I wouldn't put the CCS in there because the "Bring it Down" and "Get Back in the Fight" orders can win you some games with a gunline (+1). Putting a heavy weapon in a shimmer is also funky, especially since there are only 3 other wounds in the squad so it will die real quick. Actually all of them will die really quick cause they will be both outgunned and outnumbered. Also, if they are aboard a skimmer they don't need voxes, and if they are not aboard then who the hell is??? Don't fly around with an empty bird. Putting heavy weapons in a skimmer is useless, since they won't have firing points from where to shoot. Give them a chimera case if you must. And if you fly in a squadron with one bird empty, you can give him all the wounds allowing the others with meat inside to reach destination.

    -like your LR: (cut) Not agreed. Just don't be a stationary dakka russ, you have already a lot of anti infantry firepower. And the lascannon upgrade is useful to shoot that last marine that survived the s8 ap3 blast. that's sinergy, not a heavy bolter.

    -like your HQ Chimera: Completely agree

    -like your ordinance battery: Completely agree
    my 2 cents
    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

  7. #6
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    Alright Thanks for so much criticism. I need at this stage in the game.
    Anyway here is an army list that got heavily reworked.
    Keep the Criticism, coming it is very helpful.

    Company Command Squad- 165pts
    3 Plasma Guns
    Voxcaster
    Chimera

    Platoon #1- 255pts
    Command Squad
    2 Grenade Launchers
    Autocannon

    Infantry Squad
    Grenade Launcher
    Autocannon

    Infantry Squad
    Grenade Launcher
    Autocannon

    Heavy Weapons Squad
    3 Autocannons


    Platoon #2- 290pts
    Command Squad
    3 Grenade Launchers
    Voxcaster

    Infantry Squad
    Commissar
    2 Power Swords
    Flamer
    Voxcaster

    Infantry Squad
    Flamer
    Power Sword
    Melta-Bombs

    Infantry Squad
    Flamer
    Power Sword


    Platoon #3- 455pts
    Command Squad
    4 Flamers
    Chimera

    Infantry Squad
    Grenade Launcher
    Mortar
    Voxcaster
    Commissar

    Infantry Squad
    Grenade Launcher
    Mortar

    Infantry Squad
    Grenade Launcher
    Mortar

    Special Weapons Squad
    2 Flamers
    Demolition Charge
    (Mounted in Vendetta)

    Special Weapons Squad
    3 Meltaguns
    (Mounted in Vendetta)

    Heavy Weapons Squad
    3 Missile Launchers

    Veterans Squad- 155pts
    3 Meltaguns
    Chimera

    Vendetta- xxxpts


    Vendetta- xxxpts

    Banewolf- xxxpts


    Leman Russ Battle Tank- 195pts
    Lascannon
    Heavy Bolter Sponsons
    Heavy Stubber

    Leman Russ Eradicator- 160pts
    Heavy Flamer

    Leman Russ Demolisher- 165pts
    Heavy Flamer

  8. #7
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    I like this one really much better.
    Just a couple of things, you forgot to add a power weapon in PCS #2 (i haven't the codex by hand right now so this might be not possible tho)
    on platoon #3, try to scratch somewhere the points to upgrade the mortars to missile launchers: the latters can work in the same way as mortars (s4 ap6 small blasts IIRC) but can easily double as anti transport duty if needed (s8 ap3) even better if you cast "Bring It Down" on the 30 men blob.

    If you haven't already assembled and glued the LRBT, i suggest you to magnetize the sponsons, so you can attach/remove them as needed.
    About the eradicator, if you local groups play hordes or guard-equivalent troops (Orks, DE, Guard, 'nids or Tau likes) that variant is a must buy. Otherwise i am not that sure.
    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

  9. #8
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    If your not playing guard equivalent troops like Frost said then the Eradicator would be a bad choice. I would take another Leman Russ Battle Tank.

  10. #9
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    I understand where you are coming from with the Eradicator argument. I play a wide variety of armies in our store and you never know who you are going to face. Although I would really like to include one of the newer leman russ variants in my list and not just the battle tank or demolisher (tho they do have a proven service record)

  11. #10
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    go with the plasma version. awesome and versatile. expensive also, maybe proxy it in a couple of games and see if it is worth the cost.
    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

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