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Lady Blodwynn

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PostPosted: Sat Dec 27, 2008 1:37 am


You can always go for a command squad with a junior officer, take an armoured fist squad as your troops choice and some hardened veterans in a chimera. If played right and given some good kit they can pack quite a wallop.

Or you can toss in another hundred points and go for something a tad more conventional. Take a sentinel with an autocannon, drop the armoured fist for an infantry platoon, maybe take five rough riders with hunting lances.

Big question is, what models do you have at your disposal?
PostPosted: Sat Dec 27, 2008 2:18 am



As far as it goes, models don't matter. We have enough cavalry bases sitting around that rough riders can be proxied out. Tanks aren't an issue either. The big thing is making a list that packs a serious punch and can be a challenge to some Marines at 500 pt scale. Sure, the player is still an idiot with little/no experience and will likely use things wrong, but...eh.

Caleidah

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Lady Blodwynn

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PostPosted: Sat Dec 27, 2008 6:46 am


A good 400 point combat patrol would be:

Infantry platoon with a junior officer with a bolt pistol, one guardsman with a meltagun. The first squad has a grenade launcher and heavy bolter, the second squad an autocannon and plasma gun.

Hardened veterans squad made up of seven men with a missile launcher and bolter for the sergeant.

Five rough riders with hunting lances and a sentinel with autocannon.

It has good fire power and is able to dish out and take some damage on the shooting and assaulting fronts. The squads can hunker down and dish out shootie death while the sentinel and rough riders either flank or help out when out one of your squads is charged.

You can also dump the platoon and get an armoured fist squad along with a second chimera for the veterans, though this will cut into your man power and make you more vulnerable to enemy fire. Though it will give you two light tanks with some serious fire power that can act as mobile cover in worst case scenarios. And it would more fit the theme of a combat patrol.

Guard is hard to get right in my opinion when played in small games, you need to play at 750 points at the very least to get some good shooting and damage absorption out of them.
PostPosted: Sat Dec 27, 2008 10:05 am


Lady Blodwynn
A good 400 point combat patrol would be:

Infantry platoon with a junior officer with a bolt pistol, one guardsman with a meltagun. The first squad has a grenade launcher and heavy bolter, the second squad an autocannon and plasma gun.

Hardened veterans squad made up of seven men with a missile launcher and bolter for the sergeant.

Five rough riders with hunting lances and a sentinel with autocannon.

It has good fire power and is able to dish out and take some damage on the shooting and assaulting fronts. The squads can hunker down and dish out shootie death while the sentinel and rough riders either flank or help out when out one of your squads is charged.

You can also dump the platoon and get an armoured fist squad along with a second chimera for the veterans, though this will cut into your man power and make you more vulnerable to enemy fire. Though it will give you two light tanks with some serious fire power that can act as mobile cover in worst case scenarios. And it would more fit the theme of a combat patrol.

Guard is hard to get right in my opinion when played in small games, you need to play at 750 points at the very least to get some good shooting and damage absorption out of them.

i more or less agree with this but i would say dump the riders and take armored fist units because,

A. the light tank gives you more moblity and some serious fire power compared to rough riders.
B. it's a little more on the points side but the tank can plug up gaps long term compared to the riders, once the use their lances all they are is fast gaurdsmen.
C. in the tank your units can get to the front line un-hurt (if you follow the landscape) and be ready to deploy and kick some butt.

Kaserkin


Lady Blodwynn

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PostPosted: Sun Dec 28, 2008 1:21 am


Rough riders are great one-shot wonders though, the hunting lances might be one use only, but on the charge (whatever you do with them, charge!) they are great. Personally I swear by rough riders as good and expendable counter chargers or good bait for killing something really fast, like marines or terminators. Plus their attacks are strength 5 and hit at initiative 5 plus count as power weapons when they charge, tasty!

A chimera is a good replacement for rough riders my only beef with it is that it is too expensive. You pay 70 points for an unarmed chassis, for the same price you can get two rhinos or trukks. Though if FW is correct the chimera might get bumped down to 55 points next year and come with a multi-laser, heavy bolter, smoke and search light included as standard armament. surprised
PostPosted: Tue Dec 30, 2008 4:46 pm


you are right... but after that xp

the chimera at 55 points sweet mrgreen lol mech. army here i come... lol i was thinking of starting a new IG army.

Kaserkin


Lady Blodwynn

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PostPosted: Wed Dec 31, 2008 7:23 am


Careful though, things can change and the new codex is still some time off, anything can happen.

And Jes Goodwin announced that the Cadian Colonel is his favourite model of the entire GW range. eek
PostPosted: Wed Dec 31, 2008 8:17 am


I've been thinking about reviving my love for 40k with a small Guard army of roughly 1500 points, mostly for fun and to please that little Imperial inside me. I don't have a codex on hand so here's a rough list for now with plenty of men and tanks:

Senior officer - power weapon
Command staff: veterans (2) - standard bearer, medic, meltagun and lasgun

Fire support: 3 autocannons

Anti-tank: 3 lascannons

Ogryn (3)

Techpriest - 3 tech servitors

Infantry platoon (x2)
junior officer - power fist
command staff: medic, meltagun and flamer

squad: heavy bolter, grenade launcher
squad: missile launcher, grenade launcher
squad: missile launcher, grenade launcher

Armoured Fist squad: flamer
Chimera: multi-laser, heavy bolter, smoke launchers

Hellhound - smoke launchers, extra armour, track guards

Leman Russ - lascannon, heavy bolters, heavy stubber, track guards

Leman Russ - lascannon, heavy bolters, heavy stubber, track guards

Leman Russ - lascannon, heavy bolters, heavy stubber, track guards

Lady Blodwynn

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Caleidah

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PostPosted: Wed Dec 31, 2008 8:39 am



For points, that's a damned nasty little list. Only thing I think you'll have troubles with is swarm. At 1500, enemies can still throw huge numbers on you. The Autocannons and Armored Fist should help nicely on that. Just remember to keep your line of fire moving to strike out the closest threat.

Also, I'm a tread head, so seeing that your 1500 list has five tanks made me smile.
PostPosted: Wed Dec 31, 2008 9:15 am


I'm not sure if I can fit all that into such a small amount of points yet, I'm having a friend working out the final value right now. sweatdrop

edit.

1967 points! crying

Looks like I'm going to have to drop those two HQ support squads and that second platoon, leaving me with enough points for an extra squad with a grenade launcher. Breaking it down this leaves me with two command squads, three Ogryn, one techpriest with three technical servitors, five infantry squads, one Chimera, one Hellhound and three Leman Russ tanks.

Maybe I'll drop the Ogryn for Rough Riders or another squad with an assault or heavy weapon or try and reinstate those autocannons.

Lady Blodwynn

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Kaserkin

PostPosted: Wed Dec 31, 2008 6:12 pm


stare point demands...
lol you guys have corrupted me i'm going to start a second IG army eek

the plan atm for me is...
senior commander w/ bolt pistol, honorifica, trademark item
command squad- master vox caster, flamer
support platoon- 2 mortor, 1 anti tank squad (or Sentinels not sure sweatdrop )

1st platoon-
captain w/ power weapon, command squad w/ vox caster
1.1 10 man squad sarge w/ 2 las pistols
1.2 10 man squad w/ flamer
1.3 10 man squad

2nd platoon-
captain w/ power weapon, command squad w/ vox caster
2.1 10 man squad
2.2 10 man squad
2.3 10 man squad

all squads come w/ sargents, grenades, vox's, and chimara transports

3 baskies w/ inderect fire burning_eyes

ya >.< scary... mech. forces lol
PostPosted: Thu Jan 01, 2009 2:15 am


You're being pretty vague here with you army list. What rank is your commander? Is he a junior officer or a senior officer? And why take a master vox when none of the squads have a vox caster? Captains a.k.a. senior officers cannot lead infantry platoons, only junior officers can. Your army lacks a lot of anti-tank fire power and other details.

Your army list is very vague!

Lady Blodwynn

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Kaserkin

PostPosted: Thu Jan 01, 2009 11:51 am


Lady Blodwynn
You're being pretty vague here with you army list. What rank is your commander? Is he a junior officer or a senior officer? And why take a master vox when none of the squads have a vox caster? Captains a.k.a. senior officers cannot lead infantry platoons, only junior officers can. Your army lacks a lot of anti-tank fire power and other details.

Your army list is very vague!


i understand your problem i'm sorry i'm still working out the kinks... i don't have the entire codex momoized and to compound that i'm on va-ca atm so plz cut me alittle slack....

hmmm... i though captains could lead platoons or the entire company (you call juinor officers), i thouht it went lefttenent, captain, major, then what ever you want to call your regimental commander. (well thats how i count them, ya i know they are acually diffrent names in the codex)

sorry i edited the list i forgot to put the vox's in with all the other stuff.
PostPosted: Fri Jan 02, 2009 12:38 am


Bloodangles
Lady Blodwynn
You're being pretty vague here with you army list. What rank is your commander? Is he a junior officer or a senior officer? And why take a master vox when none of the squads have a vox caster? Captains a.k.a. senior officers cannot lead infantry platoons, only junior officers can. Your army lacks a lot of anti-tank fire power and other details.

Your army list is very vague!


i understand your problem i'm sorry i'm still working out the kinks... i don't have the entire codex momoized and to compound that i'm on va-ca atm so plz cut me alittle slack....

hmmm... i though captains could lead platoons or the entire company (you call juinor officers), i thouht it went lefttenent, captain, major, then what ever you want to call your regimental commander. (well thats how i count them, ya i know they are acually diffrent names in the codex)

sorry i edited the list i forgot to put the vox's in with all the other stuff.
Junior officer = lieutenant / platoon commander
Senior officer = captain
Heroic senior officer = colonel

Only junior officers can lead both platoons and companies, while SO's and HSO's can only lead companies.

Lady Blodwynn

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DarkElf27
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PostPosted: Fri Jan 02, 2009 9:35 am


Caleidah

As far as it goes, models don't matter. We have enough cavalry bases sitting around that rough riders can be proxied out. Tanks aren't an issue either. The big thing is making a list that packs a serious punch and can be a challenge to some Marines at 500 pt scale. Sure, the player is still an idiot with little/no experience and will likely use things wrong, but...eh.
Pure infantry, min-sized platoons with the command squads maxed out on plasma guns and melta guns, stick them in your infantry squads too. It will tear the absolute hell out of space marines on the 500pt scale, believe me.
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