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Old 10-14-2007   #1 (permalink)
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Default my running 1500 list

started using this list a couple weeks ago. done decently so far, but hasnt seen enough combat yet for sure.

command platoon

-command squad
--heroic senior officer : plasma pistol, power weapon
---iron disipline
---carapace
---macharian cross
--medic: lasgun
--standard carrier: lasgun
--(x2)guardsmen: plasmagun

-anti-tank
--(x6)guardsmen: x3 lasgun, x3 lascannon
-anti-tank
--x6 guardsmen: x3 lasgun, x3 missile launcher
-fire support
--x6 guardsmen: x3 lasgun, x3 autocannon
-fire support
--x6 guardsmen: x3 lasgun, x3 heavy bolter

-special weapon
--x6 guardsmen: x3 lasgun, x3 sniper

602 points

inf platoon A

comm squad
-junior officer: plasma pistol, power weapon
--carapace
--iron disipline
-x3 guardsmen: x2 plasmagun, lasgun
-medic: boltgun

x4 inf squad
-sgt: lasgun
-x9 guardsmen: x8 lasgun, plasmagun

402 points


inf platoon B

command squad
-junior officer: plasma pistol, CCW
--iron disipline
-medic: boltgun
-x3 guardsmen: x2 plasmagun, x1 lasgun

x2 inf squad
-sgt: lasgun
-x9 guardsmen: x8 lasgun, flamethrower

219 points

Hardend Vets
-vet sgt: storm bolter, frags
--trademark item
-x8 veterans: x3 grenade launcher, x5 shotgun, frags

125 points

stormtroopers A
-sgt: hellpistol, CCW, frags, kraks
-x4 stormtroopers: x2 hellgun + targeter, x2 meltagun, frags, kraks

75 points

stormtroopers A
-sgt: hellpistol, CCW, frags, kraks
-x4 stormtroopers: x2 hellgun + targeter, x2 plasmagun, frags, kraks

75 points


total points: 1498

my main concern with this list is that my heavy weapons will be too easy to pick off, and the rest of my army will be left hanging. Thoughts?
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Old 10-15-2007   #2 (permalink)
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I think it looks pretty good. You have plenty of fire support and anti-tank. And the Autocannons can take out both light armour and infantry, so they really count as a bit of both. Same with the missile launchers. Your Storm Troopers have mobility with Deep Strike, but I might bump them up to at least 8-man squads, 10 if you can. They're good but they're not Space Marines... and I feel vulnerable putting even Space Marines in 5-man squads.

You can take the Carapace Armour off the sergeant to free up some points as with majority armour saves, it won't be too effective. I might also remove the sniper squad, or make the Hardened Veterans into a sniper squad to free up enough points to get the STs to 8-man squads.

I'm not really a Guard player, so that's about all I can give. One other thing I might suggest is perhaps getting rid of a Heavy Weapons platoon or two and put in some armour.

But if this list has worked well, then unless you find something really glaringly wrong with it, don't change it!
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Old 10-15-2007   #3 (permalink)
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finally! another guard player that uses the cross.

i take it you're using the stormtroopers as suicide tank killers? in this role 5 is more than enough. if you want them to try to grab a late game objective it might be worth adding a few more troopers but i'd stick with what you have.

i'd think about swapping the plasma guns in platoon B's hq to melta gun which can fire on the move better, allowing them to keep up with the flamer toting infantry squads.

i'm not a big fan of the vets. i feel that bs4 is too good to waste on measly grenade launchers. i plunp for 3 plasmas and a las cannon in mine and lay the smackdown on transports and MCs. i get the feeling yours are directed more at infantry right?

i don't like the snipers either, 3 just ain't enough. my money is on the demo charge for these guys. a little unpredictable but very effective when it works.

all in all pretty nifty
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Old 10-15-2007   #4 (permalink)
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the veterans are kinda an experiment. they all have assault weapons, and the 3 frag launchers as well as teh storm bolter are assault 24. my hope is the assault 24 will prove useful.
snipers... had extra points, figured why not. but yea, they never seem to do much. willl probibly just knock them off and throw in another 10 man squad in platoon B

yes the storm troopers are suicide troops. used to take out obnoxious artillery, land raiders, etc. usually something on the table to pwn. best 75 points in my army i think.

and i dont understand how meltas move and shoot better than plasma...
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Old 10-19-2007   #5 (permalink)
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yes! another guard player added to the ranks

Quote:
Originally Posted by Timber-WoIf View Post
started using this list a couple weeks ago. done decently so far, but hasnt seen enough combat yet for sure.

command platoon

-command squad
--heroic senior officer : plasma pistol, power weapon
---iron disipline
---carapace
---macharian cross
--medic: lasgun
--standard carrier: lasgun
--(x2)guardsmen: plasmagun

+++ lose the carapace armour as it forces you to use the mixed armour which make your important IC an easy target... (ie: he *must* take his own 'set' of wounds!)
keep in mind too you can make your officer a JO and give him the honorifica for the same stat-line but for 5pts cheaper than an HSO!+++


-anti-tank
--(x6)guardsmen: x3 lasgun, x3 lascannon
-anti-tank
--x6 guardsmen: x3 lasgun, x3 missile launcher
-fire support
--x6 guardsmen: x3 lasgun, x3 autocannon
-fire support
--x6 guardsmen: x3 lasgun, x3 heavy bolter

+++ if you have doctrine pts to spare, consider sharpshooters for these squads. it's great when combined with just your heavy weapons and is actually worth the pts investment.+++

-special weapon
--x6 guardsmen: x3 lasgun, x3 sniper

602 points

inf platoon A

comm squad
-junior officer: plasma pistol, power weapon
--carapace
--iron disipline
-x3 guardsmen: x2 plasmagun, lasgun
-medic: boltgun

+++ again, lose the carapace to help better protect your officer! (an oxymoron i know, but trust me that 5+ save works out for the better if only to stop basic guns from sniping out your officer...)
considering you have the medic as well, why not add in that 3rd plasma gun? that'd be a nice unit to pop out of hiding to surprise any MEQ's with!+++


x4 inf squad
-sgt: lasgun
-x9 guardsmen: x8 lasgun, plasmagun
402 points

+++ my preference is for grenade launchers in place of plasma... simply because you will fry yourself and there goes your expensive special weapon!+++

inf platoon B

command squad
-junior officer: plasma pistol, CCW
--iron disipline
-medic: boltgun
-x3 guardsmen: x2 plasmagun, x1 lasgun

+++ again, see the above comments on the first inf hq.+++

x2 inf squad
-sgt: lasgun
-x9 guardsmen: x8 lasgun, flamethrower
219 points

+++ mmmmmm... toasty! i love flamers myself. still though, how do you plan to get them into range without watching most of the squad get mowed down by enemy fire?+++

Hardend Vets
-vet sgt: storm bolter, frags
--trademark item
-x8 veterans: x3 grenade launcher, x5 shotgun, frags
125 points

+++ BS4 is where you want those plasma guns! couple that with the infiltrate and these guys can jump out and surprise a careless MEQ unit trying to out-flank you!
also, keep in mind that your sergeant is one of only two sourses for 'hidden' power fists... give him a bolt pistol + power fist and wipe that smirk off your opponent's face when you topple his/her 'uber death gribbly with S6 no armour save hits! (if you don't give the honorifica to a JO, give it to this guy - 5 S6 attacks on the charge... damn amazing in a guard army!)+++


stormtroopers A
-sgt: hellpistol, CCW, frags, kraks
-x4 stormtroopers: x2 hellgun + targeter, x2 meltagun, frags, kraks
75 points

stormtroopers A
-sgt: hellpistol, CCW, frags, kraks
-x4 stormtroopers: x2 hellgun + targeter, x2 plasmagun, frags, kraks
75 points

+++ tasty! of corse, they will die if you leave them exposed...

a nice trick to pull; place your deep strike exactly at the 6" mark. hope you scatter slightly back. kill the tank, but unless you get a 6 result on the penetrating hits table, leave the wreck on the board... now your troops are hidden behind size 3 area terrain!!!
should help keep them alive an extra turn. next turn, you can clamber over/around the wreck and gain a modest 5+ cover save and have two units in your opponent's back lines which he/she will now be forced to turn around and deal with!+++


total points: 1498

my main concern with this list is that my heavy weapons will be too easy to pick off, and the rest of my army will be left hanging. Thoughts?
- support teams use their range and later deployment as HQ's to protect themselves... 48" range should mean that your opponent will be forced to use their big guns turns 1-2 if they want to silence your guns. add to the fact that most long-ranged guns like that are typically single-shot, and your opponent's is still losing out in the end! (because you've also been cunning and deployed in cover too!)

- setting up a couple of squads from your first platoon w/grenade launcher + heavy bolter options can also be used to help 'buffer' your heavy weapons from fast enemy assaulters. sacrifice the grunts and give your big guns an extra turn or two...

- those hardened vets, while cheap, need some work as they can be so much nastier!

again, if you have the doctrine pts to spare, consider combing drop troops with a single heavy flamer sentinel. any tau opponents will think twice about trying a 'fish of fury' on you again after you deploy a heavy flamer right behind their bunched up fire warriors!
a sentinel is also a cheap source for the improved coms upgrade which is godly when you have deep strikers... having all your deep striking troops landing in the same turn, (even with only two units), makes for a real headach for your opponent... (just think - you can ensure your opponent takes two big hits and now has to deal with 4 ap1 guns that are likely behind their main advance!)

- what are your other doctrines besides iron disciple, storm troops & special weapons teams???

cheers!
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Old 10-22-2007   #6 (permalink)
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doctrines:
-storm troopers
-Close order
-iron disapline

decided to drop the special weapon squad, so i pretty much have 2 doctrines i don't use. nothing seems worth the points. i could take drop troops, but... meh. but yea i'll definatly give those heavy weapons soem sharpshooting.

as for the plasma guns, rather risk the 10 points frying than spend 8 points on what is, on its own, a pretty useless weapon.

and i'm still runnin the assault 24 vets. so far they've been pretty good at gunning down certian annoying support units.

oh, and only one honorifica per army. i like haveing my 2 heroic officers. helps keep the men from runnin, sense i dont use vox.

oh, and for the squads with flamers. cheap, simi scary looking cannon fodder. i've accepted that the role of my regular guardsmen is to die.
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Last edited by Timber-WoIf; 10-22-2007 at 10:58 PM.
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Old 10-27-2007   #7 (permalink)
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My only comment here with your list is that I see no counter-assault units. When the enemy drops down on your lines and ties them up in close combat, you don't really have anything affective to combat it. You will be forced to turn your attention toward them, leaving your enemys troops free to move up for the kill. I would kit my Infantry command for close combat, troops with CCW and lieutenent with Power fist. If your command dosen't finish the assault, the rest of the guardsman squads will.
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Old 10-29-2007   #8 (permalink)
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i dont try to win assaults. mostly because it has never, ever worked for me. I mostly try to make the assault end on my opponents turn. in most cases, my squads get wiped out in the first round of combat, which, means i can double tap the heck outta the enemy in my next turn.

of course, i do have to set up carefully, and hope i anticipate my opponents assaults correctly.

power weapons wont wound most targets cept on a 5, and an ossifer with a power fist doenst have the toughtness or armor save to not get killed before he gets the chance to smack anything. and commisars and priest are too darn expensive.
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Old 10-30-2007   #9 (permalink)
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guard in the assult phase work on the same principle as guard in the shooting phase...numbers count! if you want to win an assult, don't send in one squad, send in one full platoon! that'll sort 'em out!!!
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