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Old 10-31-2007   #1 (permalink)
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Default First Shot at 1500 pts

This is my first shot at imperial guard (and the army list is relatively confusing) so I probably have this all wrong. So let me know what you think.

Regimental Doctrines:
Storm Trooper Squads
Drop Troops
Grenadiers
Special Weapons Squads
Carapace Armor

Before I go any further, the Codex says something along the lines of using Storm Trooper squads as troop choices with Grenadiers Doctrine....nowhere that I read does it state they must be within an infantry platoon, so I am assuming that each squad counts as a troop choice itself.

HQ
Junior Officer
-Honorifica Imperialis
-Bolt Pistol
-Power Weapon
-Carapace Armor
w/ 4 Veteran Guardsmen
- 4x Carapace Armor
- Frag Grenades
- Master-Vox
- Medic

Fire Support Sqaud
- 3x Autocannon

Fire Support Sqaud
- 3x Autocannon

Special Wep. Squad
- 2x Melta Gun
- Demo Charge
- Carapace Armor
note: Rest are armed with CC weapon and Las Pistol / using Carapace and Drop Troops Doctrines

Special Wep. Squad
- 2x Melta Gun
- Demo Charge
- Carapace Armor
note: Rest are armed with CC weapon and Las Pistol / using Carapace and Drop Troops Doctrines

ELITES
9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

TROOPS
9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

HEAVY SUPPORT
Leman Russ Battle Tank
- Lascannon Hull Mounted
- Heavy Bolter Side Spons.

Leman Russ Battle Tank
- Lascannon Hull Mounted
- Heavy Bolter Side Spons.

Leman Russ Demolisher
- Heavy Bolter Hull Mounted
- Heavy Bolter Side Spons.

Option: Was thinking of dropping the LR Demolisher and Fire Support Squad in place of 2 more Storm Trooper Squads (one in Elite and one in Troops) geared the same as the above squads. Both army lists are around 1490.
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Old 10-31-2007   #2 (permalink)
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I don't think this list needs much changing! It looks pretty solid. And you're right, one ST squad is a troops choice.

Well done!

EDIT: Nevermind. After stitch's post, it seems like I didn't read though the list at all... I'm not actually a guard player either... sorry.
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Old 10-31-2007   #3 (permalink)
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comments and such included in your list.

Quote:
Originally Posted by Krozin View Post
This is my first shot at imperial guard (and the army list is relatively confusing) so I probably have this all wrong. So let me know what you think.

+++ fear not! making mistakes is how we learn in the end. that's why we're here to help out!+++

Regimental Doctrines:
Storm Trooper Squads
Drop Troops
Grenadiers
Special Weapons Squads
Carapace Armor

Before I go any further, the Codex says something along the lines of using Storm Trooper squads as troop choices with Grenadiers Doctrine....nowhere that I read does it state they must be within an infantry platoon, so I am assuming that each squad counts as a troop choice itself.

+++ a grenadier squad is simply a 'counts as' storm trooper squad with fewer options than a 'true' storm trooper unit. so you're correct; grenadier squads are grenadier squads and are never included within an infantry platoon! (which is a whole other monstrosity altogether!)+++

HQ
Junior Officer
-Honorifica Imperialis
-Bolt Pistol
-Power Weapon
-Carapace Armor
w/ 4 Veteran Guardsmen
- 4x Carapace Armor
- Frag Grenades
- Master-Vox
- Medic

+++ just buy the carapace armour doctrine as it's cheaper and you have to anyways... (keep in mind your officer gets his armour through the doctrine too!)
drop the vox system altogether as it really does suck. use your officers who should have the iron discipline doctrine and veteran sergeants to give you base Ld8 throughout your army. cheaper and much more effective as your Ld can't be crippled by a single casulty - namely the master-vox carrier!
instead of veterans, i'd take some special weapons... flamers for crowd control or else meltas for both anti-MEQ and anti-tank work.+++


Fire Support Sqaud
- 3x Autocannon

Fire Support Sqaud
- 3x Autocannon

+++ now, both of these squads *must* take the carapace armour doctrine. equipment doctrines must be bought for every unit capable of taking them. (see the 2nd paragraph under "special equipment" in the doctrines section)+++

Special Wep. Squad
- 2x Melta Gun
- Demo Charge
- Carapace Armor
note: Rest are armed with CC weapon and Las Pistol / using Carapace and Drop Troops Doctrines

Special Wep. Squad
- 2x Melta Gun
- Demo Charge
- Carapace Armor
note: Rest are armed with CC weapon and Las Pistol / using Carapace and Drop Troops Doctrines

+++ i've found flamers to be a much better fit with that satchel charge. those meltas never seem to hit when you need them too, plus the charge isn't that great vs tanks... (keep in mind, as you count as moving, you'll scatter the charge 2D6 & pick the highest roll!)
i like my deep striking meltas in a cheap platoon hq squad as i can pack 4 of 'em in there, or else a 6 man deep striking storm trooper squad to take advantage of that BS4!+++


ELITES
9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

+++ as you have the carapace armour doctrine, swap out 'storm troopers' for 'veterans' and load up on hardened vet squads instead! now you get a 3rd special wepaon slot + infiltrate for free + drop troops doctrine + hidden power fist on the sergeant option!
smurf players will stop smirking when you start killing them on 2's with a non-IC model!+++


TROOPS
9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

9x Storm Troopers + Sergeant
- 2x Plasma Guns
- Vox-Caster

+++ lose the voxes. Ld8 is damn good. combine it with iron discipline on your officer and your guardsmen won't be running much...+++

HEAVY SUPPORT
Leman Russ Battle Tank
- Lascannon Hull Mounted
- Heavy Bolter Side Spons.

Leman Russ Battle Tank
- Lascannon Hull Mounted
- Heavy Bolter Side Spons.

+++ if you take the lascannon, lose the heavy bolters and stick to pie-plating/ tank killing. otherwise, swap the hull lascannon to another heavy bolter and stick to a purly anti-infantry role.
guard can't ever really multi-task... we work best when our units pick 1 role and specialise in it!

also, extra armour is mandetory; always being able to move unless imobilised is dead handy! smoke launchers too are an option for when you find yourself shaken & stuck in the middle of nowhere also...+++


Leman Russ Demolisher
- Heavy Bolter Hull Mounted
- Heavy Bolter Side Spons.

Option: Was thinking of dropping the LR Demolisher and Fire Support Squad in place of 2 more Storm Trooper Squads (one in Elite and one in Troops) geared the same as the above squads. Both army lists are around 1490.
i'd honestly say if you want to go deep striking than go all-in and lost 2 of your tanks, if not all 3... otherwise your deep strikers will simply be total 'hit or miss' options that will mostly turn out to be a waste of pts.

if you keep the carapace armour, then definately take veterans over storm troopers! same base pts cost, (with carapace armour added on), but so many options!

you're quite short on numbers too which is a very bad thing for guard armies... while your tanks are scary, once your opponent can get by those, it's clear sailing as it's pretty easy to take down T3/4+ save troops who have an average engagement range of only 18-24".
a cheap infantry platoon - even with carapace armour, can give you some solid numbers. you don't have to take the heavy weapon option either; just take a special weapon such as a grenade launcher and have the grunts run up with your grenadiers...

anti-tank is also lacking... those autocannons need 6's to scratch av13 and can't do anything vs av14! an anti-tank squad or two w/rocket launchers would help alot, plus they're still handy against hoards unlike the lascannon! (which is typically overkill against any infantry!)

anyways, hope this helps,
cheers!
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Old 10-31-2007   #4 (permalink)
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Awesome, thanks alot. I'll do some work on it then repost.
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Old 10-31-2007   #5 (permalink)
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Voxs can be effetive. For 5 points, you connect that squads ld straight to the commander from the other line. Perfect when your guardsmen are mobile, like mine are.
The vox is 5 points, while the vet is 6 points. Vets do about the same in terms of Ld. Its that extra point that allows them into the armory.

Both options can be expensive. the master vox is 25+the base 5 points on the spot. The vet will be 6-12 each squad considering equipment. The vet has advantage in smaller forces, and vox, overall, saves a few points in the long haul with larger forces.

Sum it up: Small forces= vets
large forces= vox.

Your force is relitivly small, so stick with vets.

And why hate the vox experiment? Is it because when the head honcho drops, you lose the major benifit? That is true, but think of how it plays on the enemy. He'll want that group dead at any means possible. He'll focuse all sorts of his hard hitting specialists onto your commander. This lifts a lot of preassure from your troops.

I could talk more about the benefits and tactical applacations, but im getting off topic.
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Old 10-31-2007   #6 (permalink)
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Guy, don't try arguing with Stitch, you'll never win!

If I'm to understand the IG FaQ, you don't have to take both Storm Troopers and Grenadier doctrines to use Strom Troops. Stitch, am I correct?
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Old 11-01-2007   #7 (permalink)
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Quote:
Originally Posted by That_Guy View Post
And why hate the vox experiment? Is it because when the head honcho drops, you lose the major benifit? That is true, but think of how it plays on the enemy. He'll want that group dead at any means possible. He'll focuse all sorts of his hard hitting specialists onto your commander. This lifts a lot of preassure from your troops.

I could talk more about the benefits and tactical applacations, but im getting off topic.
good points about the vox! still though, the main reason i hate the vox-system set-up is simple; it's easy to break down.

i do however love facing a vox-system set-up! i have no problem sacrificing a 36pts remnent squad w/flamer to land and burn-up that master vox! flame first, then rapid fire & use torrent of fire to force a wound onto the vox-caster... (if he even survives the burning!)
or if it's really nessessary, i'll drop a 55pts sentinel w/heavy flamer + armoured crew compartment. he works even better if the guard player has been careless in his/her delpoyment by not supporting the master-vox; as next turn i can either burn up some more stuff, or else just hold a unit of guardsmen in combat indefinately! (woe betide the guard player if i can reach another command squad as then the officer can't provide his Ld bonus once in assault!)

okay, so marines players tend to suck at bringing down a vox-system, but if they've got a drop pod, then you're toast...

keep in mind too, a unit never has to actually kill it's own victory pts worth of enemies to be effective. hell, the last time i played my salamanders, i sent a 200pts assault squad to burn up that master-vox caster. sure it's about all they killed, but when they drop most of the guard army itself to Ld7, it ment i had an easy time forcing squads to run off with just a few casulties!


and yes mikeal; buying the grenadiers doctrine gets you grenadiers. buying the storm troopers doctrine gets you storm troopers. you don't need one to take the other!

cheers!
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