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LO Zealot
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1,449 Posts
Discussion Starter · #1 · (Edited)
I decided to take a look at the imperial guard army, just to get an impression of its true capabilities, and I ended up making this list. I have never looked in the IG codex before today, and I really wonder if Im doing it right. On the side node, I will of course mot put troops inside the chimeras unless there is an objective to take, but rather use tham as small tanks to provide anti-infantry support.

Doctrines:
Iron Discipline
Close order drill

HQ (233):

1 Heroic Senior Officer
+ Power Weapon
+ Plasma Pistol
+ Iron Discipline
+ Surveyer
+ Frag Grenades
4 Guardsmen
+ Master Vox Caster
+ Plasma Gun
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

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

Troops (767):

Armored Fist Squad:

10 Guardsmen
+ Plasma Gun
+ Lascannon
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

1st Platoon:

1 Junior Officer
+ Iron Discipline
+ Power Weapon
+ Bolt Pistol
+ Frag Grenades
4 Guardsmen
+ Vox Caster
+ Plasma Gun
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Plasma Gun
+ Missile Launcher

10 Guardsmen
+ Plasma Gun
+ Missile Launcher

2nd Platoon:

1 Junior Officer
+ Iron Discipline
+ Power Weapon
+ Bolt Pistol
+ Frag Grenades
4 Guardsmen
+ Vox Caster
+ Plasma Gun
+ Mortar

10 Guardsmen
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Plasma Gun
+ Autocannon

Total: 1000

Total Models: 68 (3 vehicles)

Weapon Breakdown:
Heavy Bolters:____6
Autocannons:_____2
Missile Launchers:_2
Mortars:_________3
Lascannons:______1
Plasma Guns:_____8
 

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Registered
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827 Posts
I think you need to cut down the gear on your officers, unlike other armies, you shouldn't give much gear to the HQ choices. You could proberly take the chimera off the HQ, they should just sit out of LOS and lob mortar shells at people.:yes:
Hopefully with these saved points, you can buy some more doctrines, or some more infantry squads.:yes:
 

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LO Zealot
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1,449 Posts
Discussion Starter · #3 ·
you are right.. I could probably trick a little more firepower out of this list, and firepower is what the guard is about, right? How about this:

Doctrines:
Iron Discipline
Die-Hards
Sharpshooters

HQ (340):

1 Heroic Senior Officer
+ Power Weapon
+ Plasma Pistol
+ Iron Discipline
4 Guardsmen
+ Master Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

Anti-Tank Squad:

6 Guardsmen
+ Sharpshooters
+ 3x Lascannons

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

Troops (660):

1st Platoon:

1 Junior Officer
+ Iron Discipline
+ Bolter
4 Guardsmen
+ Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Die-Hards
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Die-Hards
+ Plasma Gun
+ Autocannon

2nd Platoon:

1 Junior Officer
+ Iron Discipline
+ Bolter
4 Guardsmen
+ Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Die-Hards
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Die-Hards
+ Plasma Gun
+ Autocannon

Total: 1000

Total Models: 64 (3 vehicles)

Weapon Breakdown:
Heavy Bolters:____6
Autocannons:_____4
Mortars:_________3
Lascannons:______3
Plasma Guns:_____4

Still, I dont intend to transport anything in the chimeras, they are there for the bolters mostly. Also, they might allow me to capture stuff if need be.
 

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827 Posts
That seems alot better IMO.:yes: I like the sound of the chimera trick thing, must try it myself one day. But if they're not transporting vital cargo (ie, men), you might as well take the upgrades off. You could also cut the PP off the HSO, you dont want it blowing up the officer in charge! I find a storm bolter works better.:yes:
 
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LO Zealot
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1,449 Posts
Discussion Starter · #5 ·
The PP is mostly there as a show of rank, and to shoot a marine/striking scorpion/crisis suit/dreadnought, shoult the enemy infiltrare/transport/deep strike it behind my lines. If the enemy gets close enough for him to fire a pistol, the command squad will be dead anyway, so I might as well make it a pistol shot that counts. I think that I´ll loose the die-hards doctrine, and get some vox casters instead... it does the same thing mostly, and seems more fluffy. I´ll repost for a good orders sake.

Doctrines:
Iron Discipline
Sharpshooters

HQ (340):

1 Heroic Senior Officer
+ Power Weapon
+ Plasma Pistol
+ Iron Discipline
4 Guardsmen
+ Master Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

Anti-Tank Squad:

6 Guardsmen
+ Sharpshooters
+ 3x Lascannons

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

Troops (660):

1st Platoon:

1 Junior Officer
+ Iron Discipline
+ Bolter
4 Guardsmen
+ Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon

2nd Platoon:

1 Junior Officer
+ Iron Discipline
+ Bolter
4 Guardsmen
+ Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon

Total: 1000

Total Models: 64 (3 vehicles)

Weapon Breakdown:
Heavy Bolters:____6
Autocannons:_____4
Mortars:_________3
Lascannons:______3
Plasma Guns:_____4
 

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The Fallen
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7,745 Posts
Hi Sareld mate, there is no escape from me!

Farseer Sareld said:
The PP is mostly there as a show of rank, and to shoot a marine/striking scorpion/crisis suit/dreadnought, shoult the enemy infiltrare/transport/deep strike it behind my lines. If the enemy gets close enough for him to fire a pistol, the command squad will be dead anyway, so I might as well make it a pistol shot that counts. I think that I´ll loose the die-hards doctrine, and get some vox casters instead... it does the same thing mostly, and seems more fluffy. I´ll repost for a good orders sake.

Doctrines:
Iron Discipline
Sharpshooters
no problems with the PP in principle, clearly you can take more doctrines
HQ (340):

1 Heroic Senior Officer
+ Power Weapon
+ Plasma Pistol
+ Iron Discipline
4 Guardsmen
+ Master Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers
save yourself some points, take a JO and an honorifica.
ID will nto carry over a vox
take a pintel heavy stubber on the chimera - mroe ranged fire power

Anti-Tank Squad:
6 Guardsmen
+ Sharpshooters
+ 3x Lascannons
fine

Troops (660):

1st Platoon:

1 Junior Officer
+ Iron Discipline
+ Bolter
4 Guardsmen
+ Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon
I am not keen on your use of Chimeras, unless you are gonna run them on their own.
Biggest problem here is the mortar - they are pants, the only reasonable use of them is your HQ command squad if you are using aVox system and want to keep them out the way
This command squad should be littered with plasma guns
Also I appreciate what you were saying about the PP and PW on your senior officer, but it will get more use and be more effective here
Finally again I would look to give the chimera a pintel heavy stubber

2nd Platoon:

1 Junior Officer
+ Iron Discipline
+ Bolter
4 Guardsmen
+ Vox Caster
+ Mortar
Chimera
+ Hull Heavy Bolter
+ Turret Heavy Bolter
+ Extra Armor
+ Smoke Launchers

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon

10 Guardsmen
+ Vos Caster
+ Plasma Gun
+ Autocannon
as above.

Total: 1000

Total Models: 64 (3 vehicles)

Weapon Breakdown:
Heavy Bolters:____6
Autocannons:_____4
Mortars:_________3
Lascannons:______3
Plasma Guns:_____4
If you ditched the 3 chimera, you should save yourself enough for another platoon or some hardened veterans and mean his anti tank stuff is useless, IMHO vehicles are all or nothing, particularly so with guard
 

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durus
Joined
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2,578 Posts
Cheredanine said:
If you ditched the 3 chimera, you should save yourself enough for another platoon or some hardened veterans and mean his anti tank stuff is useless, IMHO vehicles are all or nothing, particularly so with guard

I agree with Cheredanine, lots of Armour, or none. I would also like at least one Leman Russ in a list like this. It will absorb a lot of the fire directed at your Chimeras.
 

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Registered
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552 Posts
Just to echo the other posters, the chimeras are in strange places and they're strangely loaded.

By putting command squads in chimeras, you protect them a little, but you also make them more attractive targets. Platoon command squads will have neither the numbers nor the stats to impress anyone when they jump out of a chimera. Mortars, weak anyway, are wasted in chimera squads.

To get more out of the models you have, you could restructure like this:

HQ

HQ, AC, vox, no chimera
Mortar Squad

Elites

10 Hardened Vets in chimera, PG, Lascannon, vox
10 Hardened Vets in chimera, PG, Lascannon, vox

Troops

First Platoon
Platoon HQ, AC
First Squad, PG and AC
Second Squad, AC
Remnants

Armored Fist, PG, Lascannon, vox


The major changes are getting the lascannons in high BS units, centralizing your mortars where they'll be a little bit useful, and paring back the vox to a more reasonable expense.

Even reshuffled, this list will have problems with any real armor. At a thousand points, I'll have two russes on the table that eat chimeras for breakfast and then spout the pieces out their exhaust pipes. A Tau player will likely have a hammerhead or two that not only eat the chimeras, but also my russes, and which then spout the pieces of my russes out their exhaust, even as they simultaneously spout the pieces of your chimeras. You get the point. Any real armored presence will give you a big headache.
 
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