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Discussion Starter · #1 ·
My very first try at Imperial Guard. I have absolutely no idea if this can stand up to other
armies, but I'll comment on my choices.

Doctrines (yeah I know, I got one left):
-Grenadiers
-Heavy weapon platoons
-Sharpshooters
-Carapace armour

HQ: Command squad 147 pts
Junior officer, Honorifica Imperialis, pow. weapon, laspistol, surveyor,
vox-caster, master-vox, heavy bolter team, plasma gun,
carapace armour and sharpshooter doctrine

HQ attachment: Fire-support squad 105 pts
3 autocannon teams, sharpshooters

HQ attachment: Fire-support squad 105 pts
3 autocannon teams, sharpshooters

HQ attachment: Anti-tank fire-support squad 120 pts
3 lascannon teams, sharpshooters

HQ attachment: Anti-tank fire-support squad 120 pts
3 lascannon teams, sharpshooters

Troops: Storm Troopers 143 pts
9 Storm Troopers, meltagun, plasma gun, vox operator,
vet. sergeant with power weapon, melta bombs, surveyor

Troops: Storm Troopers 143 pts
9 Storm Troopers, meltagun, plasma gun, vox operator,
vet. sergeant with power weapon, melta bombs, surveyor

Troops: Storm Troopers 143 pts
9 Storm Troopers, meltagun, plasma gun, vox operator,
vet. sergeant with power weapon, melta bombs, surveyor

Heavy support: Leman Russ 158 pts
Heavy bolter, heavy bolter sponsons, smoke launchers

Heavy support: Leman Russ 158 pts
Heavy bolter, heavy bolter sponsons, smoke launchers

Heavy support: Leman Russ 158 pts
Heavy bolter, heavy bolter sponsons, smoke launchers

The idea: having an elite regiment with superior equipment and training.
Three Leman Russes for the task of anti-infantry, and the fire-support
squads for anti-tank. The storm troopers protect the tanks from close assaults.
I know there are not alot of bodies, and the army is not fast. By dropping a few
upgrades I could transfer one Storm Trooper squad to Elite and give them
infiltrate or deep striking, but I'll see about that later.

So, what are your comments on this list? Is it impossible to win with this? Is it a
one trick army? Is there a flaw, weakness, etc.? Give me your best! ;Y
 

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I think with carapace you have to apply it to all Guard Infantry Units.

Guard Infantry Units - includes HQ and Fire Support Squads etc etc. (Codex p55)

So you need to apply it to the FS & AT squads - that's another 80pts.

If you drop it, and cheapen the HQ a bit you could free up some points.

Also having a plasma & melta in the same squad is really not very useful - ST squads need two of the same - but not flamers.

I'd also consider dropping all those voxes and surveyors and melta bombs.

All told I reckon you could winnow a lot of spare points out of this - enough for one or two more squads of grenadiers??
 

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Grenadier squads are 0-3 as troops.

I think it lacks a bit of mobility as you say, maybe drop some of the expensive bits and get a chimera in there for one of the grenadier squads. Suppose your LRs can roll around firing HBs instead of pie plates...

I agree that you shouldnt really mix special weapons though (But GW insist on making sensible options more expensive with their stupidity sometimes, i mean who really gives their storm troopers a flamer and grenade launcher?...) Also drop the vox casters, while fluffy and cool looking (my army has them modeled on but doesnt use them) as Ld isnt as much of problem with the grenadiers and the heavy weapons teams should be close enough to HQs command bubble to benefit.

Just my ideas there
 

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Discussion Starter · #4 ·
Thanks guys, I'm going to do some work on the above list, and use your comments.
 
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