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Old 08-26-2007   #1 (permalink)
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Default My 3000 Point Imperial Guard army!

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

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

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

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
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

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

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

Fast Attack; 123 points

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

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

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?
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Old 08-26-2007   #2 (permalink)
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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

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

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

6 Ogryns, Ripper Guns, Frag Grenades, 150 Points
Bone'Ead, Ripper Gun, Frag Grenade, 35 points
you know you spent a whole doctrine on ogryn squads and you only took one squad of ogryns... either take s'more or drop em IMHO they are good but one squad isn't worth the doctrine drop these guys and take carapace armor and you can give all of your infantry platoons carapace...

Quote:
Originally Posted by Imperial Commander Gent View Post
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
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
drop the flamers... if you are gonna get close enough to use them then you are moving and the auto cannons can't shoot... if you sit and shoot then you won't get a chance to fire the flamer... go with shooty... the extra las-gun may not seem like much but remember... flashlights can down a demon prince...

but on the positive side i like the commander of this squad... i had one like him down a khornate demon prince... he only wounded 5 times and i killed the 4 other guys in the squad and passed a refractor save on him and hit with all my attacks and wounded with all of em and he didn't save a single one

Quote:
Originally Posted by Imperial Commander Gent View Post
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
not bad... i assume you are spacing the mortars between the squads so that you can deploy them where you need to? wise choice

Quote:
Originally Posted by Imperial Commander Gent View Post
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
why las-cannons with grenade launchers? if you are efectively useing the las-cannons against vehicles then the GL is useless... i say swap 3 of these for your fire support squad that you have in your HQ and have more units that are anti infantry and you can use the las cannons for pure tank hunting... much more effective use of the guardsmen

Quote:
Originally Posted by Imperial Commander Gent View Post
Fast Attack; 123 points

9 Rough Riders, 2 Flamers, 7 Hunting Lances, Las Pistols, 105 Points
Veteran Sergeant, Hunting Lance, Power Weapon, 18 Points
again you are using a doctrine for one squad... and IMO rought riders are a one shot unit... after the first round of assault they are pretty useless... essentially a fast moving guard unit... they arn't more survivable or anything... thier horses are just better at getting them into death range faster then men on foot so i say go with some sentinels or a hellhound they are more effective unless you are using them for fluff reasons... or you just have a great strategy with them...(i personally have a good one using infiltrating infantry and the rough riders as flanking... but i won't tell ya about that one )

Quote:
Originally Posted by Imperial Commander Gent View Post
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
nothin really to say about these... they are all good... but unless you lose the battle cannon a lot or you want to use up points really quick you don't HAVE to have the sponson weapons... you can just go in with the cannon...

Quote:
Originally Posted by Imperial Commander Gent View Post
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?
all in all a few tweaks and i would like this list for what it is...
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Old 08-27-2007   #3 (permalink)
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Thanks for the advice! I might drop the rough riders, but the ogryns are part of my fluff! Why do you think there is only 7 of them! Anyone else?
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Old 08-27-2007   #4 (permalink)
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The seven dwarves?
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Old 08-27-2007   #5 (permalink)
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lol! No! But they were the personal bodyguards to the colonel in the force before he died! They fought so rigorously to save his life, but there was nothing they could do. He died, and they are his lasting memory!
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Old 08-28-2007   #6 (permalink)
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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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Old 08-28-2007   #7 (permalink)
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what baffles me most is that you've spent one of your precious 5 doctrine points on a choice that only allows you two units max....and neither one of them has a demo charge?!?. it's only 45 pts for the squad and the bomb!

why wouldn't anyone want a s8 ap2 large blast weapon? sure it's only one shot and it's almost as likely to nuke your own guys but nothing gets a unit of termies shaking in their armoured boots like a demo charge or two.
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Old 08-29-2007   #8 (permalink)
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Quote:
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what baffles me most is that you've spent one of your precious 5 doctrine points on a choice that only allows you two units max....and neither one of them has a demo charge?!?. it's only 45 pts for the squad and the bomb!

why wouldn't anyone want a s8 ap2 large blast weapon? sure it's only one shot and it's almost as likely to nuke your own guys but nothing gets a unit of termies shaking in their armoured boots like a demo charge or two.
true a satchel charge is a nasty piece of kit, but it really needs some kind of special deployment mode/transport to get it into position safely...

without taking either drop troops and/or light infantry or else mechanised, there's little hope you'll get that charge into throwing range.
word of mouth has gotten around that everyone should fear a squad of 6 guardsmen who don't have any heavy weapons as they're either hardened vets, or else they're holding that dreaded satchel charge!

cheers!
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Old 08-29-2007   #9 (permalink)
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well i find that mot armies i'm playing against are trying to get closer to me anyway, so all i have to do is keep the demo charge squad safe for a while and let the enemy come to me. and it does discourage/punish those termies from/for arriving behind my lines.

having just thought about it this could be a fairly effective way of preventing an opponent from dsing into certain areas of the table. tell them what the demo charge does, deploy the special weapon squads where you don't want deep strikers to appear, and watch the other player try to figure out which parts of the board are safe still.

Last edited by hairyyahoo; 08-29-2007 at 09:12 AM.
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Old 08-29-2007   #10 (permalink)
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nice to see a 'guard army prepare for CC, though the rough riders might be better in seperate squads
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Old 08-29-2007   #11 (permalink)
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Well, the way I figure it, close combat happens anyway so be ready for it! You can hope to keep as many models as I have out of CC altogether, and I am thinking of splitting the rough rider squads! I just am not sure yet, though I would love to end up having 3 squads of them!
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