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Old 08-28-2007   #6 (permalink)
experiment 626
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comments/suggestions included in the list

Quote:
Originally Posted by Imperial Commander Gent View Post
So, this is my Imperial Guard army as I can currently field.

Doctrines;
Ogryn Squads
Special Weapon Squads
Rough Rider Squadrons
Close Order Drill
Iron DIscipline

HQ; 648 Points

Heroic Senior Officer, Power Weapon, Bolt Pistol, Refractor Field, Medallion Crimson, Iron Discipline, 111 Points
2 Veterans, Lasguns, Medi-kit, Company Banner, Krak Grenades, 26 points
2 Guardsmen, Master-vox, Plasma Gun, Krak Grenades, 39 points

+++ i know alot of guard players swear by it, but lose the entire vox-network... honestly, i love facing these kinds of armies! a single 36pts remnent squad w/flamer has been the death of many a vox-network. and it's dead easy to boot...
go for veteran sergeants in all your squads instead. Ld8 is marine standard, plus, it's much safer and pretty much fool-proof as there's really no way for anyone to kill all your vet sergeants without first going through all the basic guardsmen!

also ditch the krak grenades... if you need the tank killing ability, then go for melta bombs! (or better yet, don't let these guys get into a situation where they'll be in assault against armour!!)+++


Sentinel Support Squadron, Lascannon, 2 Autocannons, 155 points
Fire Support Squad, 3 Autocannons, 95 points
Anti-Tank Support Squad, 3 Missile Launchers, 95 Points
Special Weapon Support Squad, 3 Sniper Rifles, 65 Points
Special Weapon Support Squad, 3 Flamers, 62 Points

+++ never take 3 sentinels in a squadron... simply put, you give up alot more victory points and are in danger of losing your scoring unit status. in a 2-man squad, you'll only lose your scoring status when both sentinels die... but in a 3-man squad, if you lose 2, you still lose your scoring status anyways, but you're also giving up half VP's as well!

the problem with the flamer team is that you have no easy & safe way to get them close to the enemy... (unless you plan to keep them of sight and use them as a purely counter-assault unit?!)
most opponents will simply look at the team as easy VP's due to it's small size, low T and poor armour save...+++


Elites; 315 Points

9 Veterans, 2 Meltaguns, Lasguns, Krak Grenades, Vox Caster, 115 points
Veteran Sergeant, Las Pistol, Close Combat Weapon, Krak Grenades, 15 points

+++ lose the krak grenades - take melta bombs on the sergeant instead! also, seeing as he's one of only 2 UC's that can take a power fist, he should most definately have one! (when say, S6 & no amrour save to a marine player, he'll stop thinking that guard suck in assaults rather quickly!)
also, take your 3rd special weapon option. that's the big draw for these guys; lots of special weapons, high BS & infiltrate!+++


6 Ogryns, Ripper Guns, Frag Grenades, 150 Points
Bone'Ead, Ripper Gun, Frag Grenade, 35 points

Troops; 1417 Points

Infantry Platoon 1
Command Squad, JO, Power Fist, 60 Points
Veteran, Medi-kit, 11 points
3 Guardsmen, 3 Plasma Guns, 30 Points

+++
a) a low T, bad I, 1W IC will never get to swing that power fist... stick to a simple power toy instead.
b) keep in mind that you likely won't be assaulting with this unit as those plasma guns are rapid fire weapons... (and a power fist's high pts cost demands that you charge so you can maximise it's attack potential!)+++


Squad, Vox Caster, Autocannon, Flamer, 86 points
Squad, Vox Caster, Autocannon, Flamer, 86 points
Squad, Vox Caster, Autocannon, Flamer, 86 points
Squad, Vox Caster, Mortar, 75 points
Squad, Vox Caster, Autocannon, 80 points

+++ as pointed out, mixing extreme long range heavy weapons w/extreme short ranged assault weapons isn't the best for maximising a unit's effectiveness! grenade launchers in place of those autocannons! they fire at the same of lasguns anyways and the krak grenade shot is still ap4 which nicely compliments the autocannon! (not to mention that it's S6 can surprise an unwary vehicle!)+++

Infantry Platoon 2
Command Squad, JO, Power Weapon, 45 Points
Veteran, Medi-kit, 11 points
3 Guardsmen, 3 Grenade Launchers, 24 Points
Squad, Vox Caster, Missile Launcher, Plasma Gun, 90 points
Squad, Vox Caster, Missile Launcher, Plasma Gun, 90 points
Squad, Vox Caster, Missile Launcher, Plasma Gun, 90 points
Squad, Vox Caster, Mortar, 75 points

+++ medics have no use unless you're giving the squad plasma guns... ours medics are pointless honestly... they never get to use their abilities in assault because the command squad is so damn small, and we never get an armour save in the shooting phase!

mortars should be grouped into a proper mortar squad... they really, really benifit from firing as a proper barrage!+++


Infantry Platoon 3
Command Squad, JO, Power Weapon, 45 Points
Veteran, Medi-kit, 11 points
3 Guardsmen, 3 Meltaguns, 30 Points
Squad, Vox Caster, Las Cannon, Grenade Launcher, 98 points
Squad, Vox Caster, Las Cannon, Grenade Launcher, 98 points
Squad, Vox Caster, Las Cannon, Grenade Launcher, 98 points
Squad, Vox Caster, Las Cannon, Grenade Launcher, 98 points

+++ lascannons have no place in infantry squads... guard infantry is best when employed against enemy infantry. lascannons are best employed against enemy armour obviously! the two should never mix in a guard army because we're guard, not space marines!
wasting 9 men just to miss a tank will make you cry. especially when it starts happening regularly! more autocannons/heavy bolters here & group those lascannons into a proper anti-tank squad...+++


Fast Attack; 123 points

9 Rough Riders, 2 Flamers, 7 Hunting Lances, Las Pistols, 105 Points
Veteran Sergeant, Hunting Lance, Power Weapon, 18 Points

+++ a bit big to hide effectively... if you're going to take roughriders, take multiple, smaller squads instead of one big one;
a) more hunting lance killing power spread over multiple enemy squads
b) much easier to mask/cover your approch with far fewer models/squad
c) a bigger threat level as you can target multiple units at a time!+++


Heavy Support;

Leman Russ Battle Tank, 3 Heavy Bolters, Track Guards, 165 Points

Leman Russ Battle Tank, 3 Heavy Bolters, Track Guards, 165 Points

Leman Russ Battle Tank, 3 Heavy Bolters, Track Guards, 165 Points

+++ extra armour is better than the track guards... suffering from 'crew stunned' is much more likely than 'immboilised'. besides, if you flub the roll and are stuck anyways, you're still just as dead! go for the upgrade that works 100% of the time instead of just a meager 50%...+++

Total 2998 Points!

I also have some more tanks not included in here. I have 2 more Leman Russ, 2 Basilisks, and a Leman Russ Demolisher. I also have a heavy weapon Platoon, but I hardly ever bring it. So, what do you all think?
basically, i'd just re-organise alot of the weapon choices;
- anti-infantry guns into infantry squads and anti-tank guns into those support squads.
- grenade launchers into infantry squads, plasma guns into command squads w/medic.

also, you could instead of taking that 2nd special weapon squad, mount your flamers either in a command squad and/or add an armoured fist squad or two... (the vets could take 1 as well to help them thin-out the enemy's numbers before you assault!)

and finally, lose the vox-network!!! yes it looks bloody cool, but it's utter rubbish if your opponent knows how to crak it! (*cough*deep strike*cough*) an agressive player won't hesitate to gamble a cheap deep striking squad when the pay-off is so game-breaking... (i don't!) sacrificing a few men to cripple your entire army's Ld is a no-brainer.
veteran sergeants prevent that happening. even if you're facing off against a vindicare, there's no way he can effectively kill all of your veteran sergeants! (your opponent will be lucky indeed to net 3-4 kills in total...)

hope this helps!
cheers!
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Last edited by experiment 626; 08-28-2007 at 05:48 AM.
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