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Thread: Imperial Guard: How to write a better list

  1. #11
    Member slobulous's Avatar
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    37

    I didn't understand some of what you posted, please try to work on complete sentences and punctuation. Anyway, it's not truly cheaper than vets because you HAVE to take the PCS and minimum 2 infantry squads, a minimum of 180 points as compared to 85. They also have lower leadership and less staying power once they hop out of the Vendetta.
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    Another idea would be to put all of these IG army lists that consist of nothing but Veteran Squads in Chimeras in the Space Marine Army List section. That is where they belong. As someone who spent an insane amount of money building a full infantry company (still painting it), it really irritates me when some knucklehead writes "best IG list ever" or "i won some roody-poo tournament with this list" and it is basically a bunch of space marine tactical squads and rhinos proxied by Imperial Guard models.

    Sorry to be so angry about it, but this borders on treason...or at least heresy.
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  3. #13
    I Sincerely Want a Parrot counterwavecounter's Avatar
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    28

    Common Mistakes
    1. Officer of the Fleet
    Sounds great, a unit that delays Reserves. The problem is that, more often than not, coming in late for Reserves is beneficial since less time spent on the table means less opportunity to lose kill-points and more opportunity to capture/contest objectives. So, the OF helps out the armies that it seems to hinder.

    Dirty Tricks
    1. Griffon + Medusa/Colossus
    Use the Griffon to increase the accuracy of the more powerful artillery units via Multiple Barrage.

    2. Combined Infantry Platoon + 1 Commissar with Regimental Standard Support
    Makes for one uber-hard unit to push off an objective; that's not including cover saves.

    3. Sentinel Assault
    Great for tying up units in CC since the Sentinel is immune to Power Weapons and Leadership.
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  4. #14

    In my humble opinion, these can be easer if we can get a wiki of the IG.
    "The only valid test is combat; the only valid result is victory"
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  5. #15

    I think there should be a good, both pro- and contra- argumented discussion on the following things:

    - Sponsons on Russes
    - Chimera weapons
    - Autocannon via Lascannon
    - HWS via Infantry squads
    - Fast slot choises (flame/chem tanks, flyers, sentinels)
    - SWS via PCS via veterans
    - There should be a lot more but I can't remember it at the moment

    Dirty tricks:

    Total number of voxes, comissars etc. - It is not so obvious that you can take 1 for a platoon and just combine your squads if you need more stable fire. This is also useful because you often have only 1 CCS and combining squads lets you make all of your autocannons twin-linked.

    Comissar - That doesn't seem so powerful, but if you run at least 1 platoon, you have at least 2 Infantry squads standing back and forming the gunline. If we talk 750 ( or 1000 ) pts lists, your opponent is very unlikely to field a horde of berserkers. If you combine 2 IS you will get 20-man unit; if they have a comissar, they are 20-man unit that is stubborn and has 9-th LD with reroll. They are very unlikely to run away after losing in CC. That means, should a Tyrant, or Daemon Prince, or Dark Eldar Archon, or Terminator squad charge them, they will be locked by the unit for at least 3 turns. If you position your troops wisely, you can force your opponent to charge them if he wants to charge anything at all. That will save all of the other troops (and CCS) and let them shoot freely for the rest of the game.

    UPD:
    Something got wrong and I didn't see comissars were already mentioned here. But I think it stays, anyway, it's a bit of other topic.
    Last edited by Helga; November 5th, 2009 at 11:01. Reason: Grammar :P
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  6. #16
    My backpack has JETS! Ravendove's Avatar
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    86

    First off, thanks everyone for the fantastic response and contributions to this project. With all you guys on board I think we can really make this a valuable resource. I'll get on the case and add some of my own thoughts later this evening when I finish work. We'll let this run for a couple of weeks and then I'll compile the best ideas into one concise thread (and credit everyone appropriately).

    Quote Originally Posted by mareo View Post
    In my humble opinion, these can be easer if we can get a wiki of the IG.
    It probably would yes, but that defeats the point of having it all easily accessible from this sub-forum!

  7. #17
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    57

    Quote Originally Posted by Ravendove View Post
    First off, thanks everyone for the fantastic response and contributions to this project. With all you guys on board I think we can really make this a valuable resource. I'll get on the case and add some of my own thoughts later this evening when I finish work. We'll let this run for a couple of weeks and then I'll compile the best ideas into one concise thread (and credit everyone appropriately).



    It probably would yes, but that defeats the point of having it all easily accessible from this sub-forum!
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    I'll add a link to my fast attack guide, then write one on either troops, elites or hq at some point later. hmm... probably hq or troops as they're compulsory. prob hq as it's smaller, thus less writing.

  8. #18
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    18

    Heres some more; don't think anyone's already mentioned it.

    The Best of the Best

    Colonel Straken: Straken is one of the few soldiers in the Imperial guard who excells in CC. He is well worth his points for what he does-cracking heads open with comtemptuous ease! He hits very hard, and is not easy to take down. Not only that but he gives everyone around him furious charge and counter attack. This is the man to lead an infantry charge, and with him at its head, 50+ guardsmen become very dangerous indeed. (A word of warning. Straken works best at the head of a horde, and will be a lot less effective in mechanised and/or static armies)

    Scout Sentinels: These beauties are must in an Imperial guard army. Cheap, and effective. They are best armed with autocannons however, for their versatility. Scout Sentinels can use outflank to get behind your opponents battle line, and attack artillery, take out fire support units, and contest objectives. They can also use outflank to get into position to fire its S7 autocannon at a tanks rear armour.
    Last edited by ChadMS; November 5th, 2009 at 18:15.
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    89

    These are some quick lists i've thrown together. They're only 1000pts as thats what i assume most people will start towards.

    The hybrid list. 1000pts. The army that can do a bit of everything and do it well. The best list, in my opinion, for a starting Guard player and Veteran alike.

    CCS: Chimera, 2 Melta Guns - 125pts

    Marbo - XXpts

    VETS: Chimera, 3x Melta Guns - 155pts
    VETS: Chimera, 3x Melta Guns - 155pts

    Platoon - 170pts
    PCS - Autocannon - 40pts
    INF - Autocannon, G-Launcher - 65pts
    INF - Autocannon, G-LAuncher - 65pts

    Demolisher, Hull H-Flamer - 165pts
    Demolisher, Hull H-Flamer - 165pts


    The Mech list. 1000pts. (It's actually 995pts) For those Tread-Heads amoungst us.

    CCS: Chimera, 4 G-Launcherss - 125pts

    VETS: Chimera, 3x Melta Guns - 155pts
    VETS: Chimera, 3x Melta Guns - 155pts
    VETS: Chimera, 3x Melta guns - 155pts

    Demolisher, Hull H-Flamer - 165pts
    Demolisher, Hull H-Flamer - 165pts

    Hydra, Hull H-Flamer - 75pts

    The Infantry Swarm. 1000pts. For those amougst us who like getting people killed. Alot of people killed. This list has a solid fire base and lots of infantry ready to rush forward and die at your command. A total of 104 models.

    CCS - Autocannon, R-Standard - 75pts

    Platoon A - 555pts
    PCS - Autocannon - 40pts
    2x INF (Combined) - 2xLascannon - 140pts
    2x INF (Combined) - 2xLascannon - 140pts
    3x HWS, 3x Autocannon - 225pts

    Platoon B - 370pts
    PCS - 2x G-Launchers - 40pts
    2x INF (Combined) - 2x Melta guns, 1x Commisssar with Power Sword - 165pts
    2x INF (Combined) - 2x Melta guns, 1x Commisssar with Power Sword - 165pts


    Not doing a Valk list as i should really be taking the Mrs for her birthday dinner.......She's watching me type so i think it's time to go............

  10. #20

    And so, if it comes to list suggessions, I have one: let's not make a pre-defined 1000-pts list, but make a base (~900-950 pts) and give a list of extras that one can add to make it up to 1000. For example (that is the list I prefer myself, I do not think it is "the best of the best", but it did good enough on the last tournament):

    List (Vendetta-based hybrid):

    CCS: base one - 50 pts

    Platoon A - 170 pts
    PCS: 4 flamers (ride Vendetta) - 50 pts
    INF: Autocannon - 60 pts
    INF: Autocannon - 60 pts

    Platoon B - 170 pts
    PCS: 4 flamers (ride Vendetta) - 50 pts
    INF: Autocannon - 60 pts
    INF: Autocannon - 60 pts

    Vendetta - 130 pts
    Vendetta - 130 pts

    LR Battle Tank, hull HF - 150 pts
    LR Battle Tank, hull HF - 150 pts

    Total - 950 pts

    On the rest 50 pts you canchoose from the options:

    - take GLs for infantry squads (10 pts for platoon)
    - upgrade LR BT to Demolisher (15 pts each)
    - give Vendettas HB sponsons (10 pts each)
    - take 1 Comissar (35 pts)
    - take Reg. Standart (15 pts)
    - maybe I'm missing something, but the idea should be clear now.

    I do not offer to make this one of the sample lists, just used it to explain what I meant.
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