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Starting small 500 points

<1000 
1K views 12 replies 4 participants last post by  xDETHx Turtle 
#1 ·
Hello all, im relatively new to Imperial Guard and have only played a couple of games so far. Im looking to build a small list first because of the models i have and am hoping to make a platform for a 1000 point list as i become more familiar with the rules and tactics. There is only 1 HQ and 1 Troops choice because me and my mates have agreed that at 500 points that will be the minimum. Also, i think we have a maximum of 1 heavy support. Anyways, here is the beginnings of my list.

HQ
Company Command Squad: Vox-caster
55 points

Troops
Infantry Platoon

Platoon Command Squad: Vox-caster
35 points

Infantry Squad: Vox-caster, grenade launcher, autocannon
70 points

Infantry Squad: Vox-caster, grenade launcher, autocannon
70 points

Heavy Support
Leman Russ Battle Tank: Hull-mounted lascannon
165 points

Total: 395 points

I have left 105 points leftover as i am unsure what to take after this (if this is any good at all). I know i should take special weapons and upgrades for my command squads, but i just dont know what is the best for them. Also, i dont know whether i have enough anti-tank and was thinking of getting a SWS with meltaguns, but you can't get a transport for them :(

I am liking the grenade launchers and autocannons on the infantry squads, but have been tossing up between plasma guns and grenade launchers. Are the plasma guns worth it or should i just stick with the grenade launchers?

Another quick question for you all, is the Vox network worth it? I have used it in the games i have played so far and its been useful, but not outstanding.

All criticism and opinions are welcome, thanks in advance for taking the time to read what are probably some noob questions :)
 
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#2 ·
Hello all, im relatively new to Imperial Guard and have only played a couple of games so far. Im looking to build a small list first because of the models i have and am hoping to make a platform for a 1000 point list as i become more familiar with the rules and tactics. There is only 1 HQ and 1 Troops choice because me and my mates have agreed that at 500 points that will be the minimum. Also, i think we have a maximum of 1 heavy support. Anyways, here is the beginnings of my list.

HQ
Company Command Squad: Vox-caster
55 points

Troops
Infantry Platoon

Platoon Command Squad: Vox-caster
35 points

Infantry Squad: Vox-caster, grenade launcher, autocannon
70 points

Infantry Squad: Vox-caster, grenade launcher, autocannon
70 points

Heavy Support
Leman Russ Battle Tank: Hull-mounted lascannon
165 points

Total: 395 points
This list is pretty damn good start, actually. Simple, but effective, especially with your reduced FOC.

I have left 105 points leftover as i am unsure what to take after this (if this is any good at all). I know i should take special weapons and upgrades for my command squads, but i just dont know what is the best for them.
Definitely, you've already got your long-range suppression in the form of autocannons and the leman russ, but some close-range firesupport would be nice. A transport or two would be doubly nice, but I don't think you can pull it off at 500.

Also, i dont know whether i have enough anti-tank and was thinking of getting a SWS with meltaguns, but you can't get a transport for them :( I am liking the grenade launchers and autocannons on the infantry squads, but have been tossing up between plasma guns and grenade launchers. Are the plasma guns worth it or should i just stick with the grenade launchers?
Meltaguns and Plasma would go best on the CCS. Plasma is too expensive to put on BS 3 models. Meltaguns/Grenade Launchers/Flamers would go great on the PCS. A chimera for one (or both) would be a nice boon as well. Having mobile scoring units/firepower is key in this game.

Another quick question for you all, is the Vox network worth it? I have used it in the games i have played so far and its been useful, but not outstanding.
Meh. Not so much. Especially at low points. Those 20 points spent on voxes can get you 2-4 more guns in your command squads. Grenade Launchers in the infantry squads and the lascannon on the tank can be dropped if you really need to scrounge up points. They are nice to have, but aren't required.
 
#3 ·
I'm going to have to agree with Hockyman on most of it. I think that dropping the vox network would give you the points for 4 Grenade launchers or 4 Flamers for the PCS. I would go with either Grenade Launchers or Plasmas for the CCS. At 500, I'd lean towards the Grenade Launchers. That would leave 85 points. I'd buy a Veteran Squad with 3 Grenade Launchers to keep you legal (The platoon is only 1 troops choice).
 
#4 · (Edited)
Thanks for the help guys its appreciated.

Thats a shame about the Vox-casters because they are pretty cool as a peice of equipment.

I've taken your advice into consideration and have added to my list.

HQ
Company Command Squad: 4 Meltaguns
Chimera: Multi-laser, heavy flamer
145 points

Troops
Platoon Command Squad: 4 Flamers
50 points

Infantry Squad: Grenade launcher, autocannon
65 points

Infantry Squad: Grenade launcher, autocannon
65 points

Heavy Support
Leman Russ Battle Tank: Lascannon
165 points

Total: 490 points

Is this an improvement? Im not sure what to spend those 10 points on to be honest. Are any of the attachments for the Chimera/Leman Russ worth it? I could take the lascannon off the Russ and that would give me 25 points to play with. Also, another question, if i do take the lascannon off what is the better choice out of the heavy bolter and heavy flamer?

[MENTION=40988]IronWeevil[/MENTION]: Almost forgot, there is only one troops choice because me and my mates have decided that at 500 points the minmum would be 1 HQ and 1 Troops choice rather than the normal 2. Ive also found out that there is a maximum of 1 Heavy Support OR Fast Attack, not 1 of each.

Thanks again.
 
#5 ·
It's a pretty solid 500pt list and it's hard to think of anything it needs with those 10pts or could drop to get more points.

I think that the platoon command squad would be better with grenade launchers, as without a transport they wont get much use out of the flamers, although the flamers are much better at higher point levels where they do have a ride. You could give them 2 grenade launchers and 2 flamers so that they can fire out grenades long range and then counter attack with a few flamers.

With the last 10pts i'd get either a hunter killer missile for either one of your vehicles or a plasma pistol on your company commander. Although it would probobly be a good idea to magnatise whichever one you go with.
 
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#7 ·
Sorry about the slow reply, i have been busy the last couple of days. Ive decided to go with the Hunter-killer missile on the Chimera for now to bring it to 500. I tried to fit in a second Chimera for the PCS, but couldn't do it without dramatic changes, that will be the first to go in when i expand the list though. I'll be playing a couple of games next weekend so we'll see how it goes. Thanks to all, i may tweak this list a little in the future, but you've definitely helped me make a solid start.
 
#8 ·
That's a fair way to go. The hunter-killer is a bit iffy, personally as it is only BS3. Remember, don't be shooting any AV13-14 with it as the chance to do damage is very low. AV 10-11 are prime targets for the HK. 12 is iffy. 13-14 is definitely not worth the effort if you have meltaguns in the list.
 
#9 ·
Hello again, i hope its not to late to ask a few more questions :). I have been thinking, if the Chimera is better off with the PCS (im starting to lean that way) as it is a scoring unit and if i get an objective game my infantry squads are going to have to move :(, i could then take the meltaguns off the CCS and give them a different loadout. I don't know how well this would go, however.

So, is the chimera better off on the PCS in the first place anyway? If so, will the list still be fine against enemy armour without the meltaguns? I have been looking at the CCS equipment, but nothing is looking terrific, apart from maybe a Lascannon to help with armour cos they are BS4 and camo cloaks. Carapace armour just seems so expensive for what is realistically pretty useless. None of the regimental advisors look they would help me much and a PF is good, but i dont want them in combat anyway. So im kinda stuck with what i want. I want both in a Chimera, but to do that i would have to drop the meltaguns, hull Lascannon and the hunter-killer and then the Chimera is no longer needed :S.

Is there any other loadout with the CCS in a Chimera that is cheaper? Should i just stick with what Ive got and stop thinking? Thanks to anyone who got through all that :)
 
#10 ·
The thing with flamers and meltaguns is that you need a way to get them into range without getting killed. Chimeras are best for this. at 500 that's a tall order. I would argue that the meltas belong in the chimera. The PCS is only BS3 but expendable. The CCS is BS4 but has decent orders for your line squads. In this case, I'd be inclined to put the PCS with the meltas in the Chimera and hold the CCS with your line squads. I'd also drop the flamers for grenade launchers. Other than that I think this is about as good as it will get.
 
#11 ·
Thats interesting, thanks for the reply. So with these changes in mind the list would look something like this:

HQ
Company Command Squad: 4 Grenade launchers
70 points

Troops
Platoon Command Squad: 4 Meltaguns
Chimera: Multi-laser, heavy flamer, hunter-killer
135 points

Infantry Squad: Grenade launcher, autocannon
65 points

Infantry Squad: Grenade launcher, autocannon
65 points

Heavy Support
Leman Russ Battle Tank: Lascannon
165 points

500 points

Would that work any better than the previous list? With this in mind, i assume it would be best at higher point levels to swap the Meltaguns back to the CCS, put flamers back on the PCS and then give them both Chimeras?

Thanks again.
 
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