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post #1 of 11 (permalink) Old 01-07-12, 06:29 PM Thread Starter
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My Imperial Guard Army so far.

Company Command Squad - Plasma Guns x3, Astropath, Master of Ordinance, Fleet Officer, Character Upgrade Creed/Kell

Platoon Command Squad - Flamers x4
Infantry Squad - Grenade Launcher, Auto Cannon
Infantry Squad - Grenade Launcher, Auto Cannon
Infantry Squad - Grenade Launcher, Auto Cannon
Infantry Squad - Grenade Launcher, Auto Cannon
Infantry Squad - Grenade Launcher, Auto Cannon
Heavy Weapons - SquadLascannons
Heavy Weapons - SquadLascannons
Heavy Weapons - SquadLascannons
Heavy Weapons - Squad Auto Cannons
Heavy Weapons - Squad Auto Cannons

Platoon Command Squad - Flamers x4, Character upgrade Capt. Al'Rahem
Infantry Squad - Grenade Launcher
Infantry Squad - Grenade Launcher
Infantry Squad - Grenade Launcher
Infantry Squad - Grenade Launcher
Infantry Squad - Grenade Launcher
Heavy Weapons Squad - Lascannons
Heavy Weapons Squad - Lascannons
Heavy Weapons Squad - Lascannons
Heavy Weapons Squad - Auto Cannons
Heavy Weapons Squad - Auto Cannons

Veteran Squad - Meltaguns x3
Valkyrie Troop Carrier - Rocket Pods
Veteran Squad - Plasma Guns x3
Valkyrie Troop Carrier - Rocket Pods

Scout Sentinel Squad x3 - Las Cannons, Hunter Killer Missile Launcher

Manitcore Rocket Launcher
Manitcore Rocket Launcher
Leman Rus Battle Tank Squadron (standard LRBT)


Hopefully the idea behind this list is to force my opponent to one side of the board by using weight of Fire Power and Sentinal Harrassers, further adding Al'Rahem's platoon as a "mop up" force. supported by the Valkyrie delivered Veteran Squadswhich will also initially take objects until a "blob" can be moved to support the objectives security.

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post #2 of 11 (permalink) Old 01-07-12, 08:06 PM
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Never got why you would take a weapon that could kill you I would replace the Plasma Guns with Melta Guns. Also given the BS 3 most guard infantry have would look into replacing the Grenade Launchers with Flamers to burn down any enemy units that get close. I would down grade two Lascannon Weapon Teams to Missile Launchers (greater range and stronger temp then Grenade Launchers, better at taking out groups). Unless I'm mistake if you take Captain Al'Rahem every unit of troops in his Platoon must outflank which means earliest all those weapon team will be able to shoot is turn 3, maybe drop a few infantry squads work in a large Conscript unit to act as a meat shield / Line of Sight Screen so the Heavy Weapon Team are harder to target. That being said you should look into using just the Platoon Squad and Infantry Squad only, all inside Chimeras think this would work better flanking with Al'Rahem ability and still give you decent fire power.
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post #3 of 11 (permalink) Old 01-07-12, 09:22 PM
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By RAW Al'Rahem's 'Like the Wind' order does allow the HW's to fire the turn they arrive. Personally I would swap out some of those HWS's for some SWS's and have some Meltaguns (and even Demo Charges)...you could give Al's PCS 4 Meltaguns and the SWS's Flamers - nuke a Tank and finish off the unit with Flamers (whatever).

I'm not a fan of GL's but at least you haven't given them to the Vets, which is a waste of their higher BS...so on Infantry it's ok. Flamers I keep to a PCS/SWS as they're dedicated to a specific role (counter assault, clearing Objectives, etc).

That's a hell of an expensive CCS...keep it safe at all costs 'cause it's a big fat target.
Don't forget to make use of Creed's ability to outflank a unit.

I like Plasma as well...better at anti-infantry than Meltaguns, and also useful against light AV targets/MC's.

I prefer Vets in Chimeras, but hopefully your Vets survive on foot once disembarked (they don't more often than not)...the Valks won't (far too big a target - modelwise and priority wise)
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post #4 of 11 (permalink) Old 01-07-12, 09:23 PM
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Plasma weapons are a trade off, they are basicly better than Melta guns, with a 48" threat range (thats a 24" circle around the user) which is better than the 24" threat range given by a Meltagun, and within that threat range the Plasmagun can drop twice as many MEQ. Now there is the 1 in 6 chance of death, which is the downside but a squad with 3 plasma guns at BS 4 (as they are veterans) at 12", will kill 3 marines at a loss of one man, using normal percentages compared to the 1.7 killed by melta guns...

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post #5 of 11 (permalink) Old 01-07-12, 09:43 PM
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Also, 'Bring it down' means we get to re-roll the 1's. Some also give the unit Carapace which does mitigate 'get's hot'..I don't though because the Doctrines aren't worth it in general.

Me personally, Plasma vs Melta comes down to range and number of shots - 24" v 12", and 2 shots v 1, although it's mainly the extra shot at 12" that I like the most. On BS3 models that extra shot can often mean the difference between a hit or miss.
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post #6 of 11 (permalink) Old 01-10-12, 11:05 PM Thread Starter
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Originally Posted by HOBO View Post
Also, 'Bring it down' means we get to re-roll the 1's. Some also give the unit Carapace which does mitigate 'get's hot'..I don't though because the Doctrines aren't worth it in general.

Me personally, Plasma vs Melta comes down to range and number of shots - 24" v 12", and 2 shots v 1, although it's mainly the extra shot at 12" that I like the most. On BS3 models that extra shot can often mean the difference between a hit or miss.



Indeed that was my reasoning about Plasma Guns. Personally I've never cared about the "gets hot" rule since their gonna die anyway; they might as well go down shooting. lol

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post #7 of 11 (permalink) Old 01-10-12, 11:15 PM Thread Starter
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So alittle refining mostly actually coming to a points list rather than a list of Models I have for my Army...

HQ
CCS - Character Upgrade: Creed / Kell, 3x Meltaguns, Fleet Officer (Seriously isn't it a good idea to try and hold off your opponents Reserves as long as possible?)

Elite
Guardsman Marbo (just to give me a chance to model a "counts as" Cadian version.

Troops
PCS - Flamer x4
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon

Troops
Veteran Squad - Plasma Gun x3, Chimera

Troops
Veteran Squad - Plasma Gun x3, Chimera

Fast
Sentinel Scout Squadron (3 Sentinels) - Lascannon x3

Heavy
Leman Russ Battle Tank Squadron (3 LRBT) - Lascannon x3

comes to about 1755 hopefully no one would quibble over 5 points but who knows.

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post #8 of 11 (permalink) Old 01-11-12, 12:10 AM
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People will, cut off a meltagun somewhere. You would be surprised.............

~ 5000 points of space marines and almost 3000 points of dark eldar

"Wise men don't need advice and fools do not take it"
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post #9 of 11 (permalink) Old 01-11-12, 12:50 AM Thread Starter
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Originally Posted by Rameses View Post
So alittle refining mostly actually coming to a points list rather than a list of Models I have for my Army...

HQ
CCS - Character Upgrade: Creed / Kell, 3x Meltaguns, Fleet Officer (Seriously isn't it a good idea to try and hold off your opponents Reserves as long as possible?)

Elite
Guardsman Marbo (just to give me a chance to model a "counts as" Cadian version.

Troops
PCS - Flamer x4
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon
Infantry Squad - Grenade Launcher, Autocannon

Troops
Veteran Squad - Plasma Gun x3, Chimera

Troops
Veteran Squad - Plasma Gun x2, Meltagun, Chimera

Fast
Sentinel Scout Squadron (3 Sentinels) - Lascannon x3

Heavy
Leman Russ Battle Tank Squadron (3 LRBT) - Lascannon x3

comes to about 1750 hopefully no one would quibble over 5 points but who knows.
There down graded one Plasma Gun to a Meltagun. now officially 1750 pts.

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post #10 of 11 (permalink) Old 01-11-12, 03:25 PM
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since you have the heavy support choices, split the tanks into seperate units. they will be more survivable (not wrecking when immobilized) and will be able to fire at different targets.
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