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Discussion Starter · #1 ·
So this my first Guard List (new to this) and i don't like the Leman Russ stuff so i am not including any. I need the list to be balanced and its all theory at the moment so pretty much everything is changeable.

Here is My List-

Company Command Squad w/ missile launcher-75pts

Infantry Platoon-290pts
Platoon Command Squad-30pts
2 x Infantry Squads-100pts
Heavy Weapon Squad w/ 3 missile launchers-90pts
Heavy Weapon Squad w/ 3 autocannons-75pts

Vet Squad-60pts

Rough Riders w/ 2 meltas-75pts

500 pts total
50 models total

So what do people think ? My plan is for 2 inf to combine and have PCS follow them round giving orders while the HWS's and CCS stay back getting appropriate orders and shooting the big stuff or fragging blobs, the vets will advance or stay back depending on situation and rough riders will flank round and try and get rear/side armour shots on tanks.
 

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Entropy Fetishist
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Take advantage of the fact that the infantry squads you're buying can get heavy and special weapons! 10 Veterans with just lasguns is a waste of that rare BS4 you get, there, for instance. I'd say try something like this:

Company Command Squad w/ lascannon & 2 grenade launchers -90pts

Infantry Platoon
Platoon Command Squad w/ autocannon & grenade launcher -45pts
2 x Infantry Squads w/ autocannon & flamer -130pts
Heavy Weapon Squad w/ 3 missile launchers -90pts

Vet Squad w/ 2 meltas -80pts
- Chimera w/ multilaser & heavy bolter -65pts
I'd get as many autocannons, but they have some protective bodies before I have to start removing those bodies (plus some flamers for close anti-combat shooting). I upgraded the BS 4 missile launcher to a lascannon and got some more grenade launchers in there for nice S5 grenade shooting or more frag small blasts. I dropped the Rough Riders, but kept a mobile melta-unit by giving the Vets that role (with a higher BS) in a Chimera.

You like the look of that?
 

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Melta vets in a chimera is a staple of guard anti-armour.
However, if you were shying away from tracked vehicles altogether, i'd recommend armoured sentinel squadrons with autocannons or plasma cannons - they can pose a hard to crack threat to any squafds or flanks that are light on anti-tank weaponry.
 

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Discussion Starter · #4 ·
Cheers for the responses!

After thinking about it more after posting the list, I am considering a WW1 themed army so it will be primarily Infantry and Artillery and so no chimeras/hellhounds/Battle Tanks (thinking ahead here to higher point lists) however (armoured) sentinels and armoured artillery vehicles are a go ahead (and aircraft are too cool to miss out later on), so acting on this and above suggestions, what do you think of this :

IG-500pts

CCS w/ lascannon & 2 Grenade Launchers -90pts

PCS w/ autocannon and 2 Grenade Launchers -50pts
Inf Squad w/ autocannon and flamer -65pts
Inf Squad w/ autocannon and flamer -65pts
HWT w/ 3 autocannon-75pts

Vets w/ autocannon and 2 snipers -74pts

Armoured Sentinel w/autocannon -45pts

Armoured Sentinel w/autocannon -45pts

Total Points -499
Models - 40

So looking at this I think I might need a missile launcher / lascannon as only the CCS could hurt AV 14 so maybe swap the vets to this :

Vets w/ missile launcher -75pts

what do you think ?
 

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If your playing a 500 point game you wont see many AV 14's. Or if you do, maybe on one facing. Thats what the sentinels are for, they hit side armor.
IF your are worried about that kind of metal, do as Iraqiel suggested and run melta vets in a chimera. Mossy is spot on as well, autocannons are an IG infantrymans best friend, along with a flamer or grenade launcher.
As far as your vets right now, no snipers. Vets, in my opinion, should stay mobile. Keep heavy weapons off and give them either melta or plasma. Otherwise I like. Maybe add a commissar if you could spare the points, the infintry blob could use the ld9 and stubborn.
 

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That's a s7 ap4 deathlist my friend. If you were to go up to 750, I'd be inclined towards a primaris psyker for divination, plasma sentinel and another vet squad with Missile launcher and flakk missiles.
 

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In higher lists i would consider a 8-10 man ratling squad. They are cheap and much better than last edition. Infilitrate them into the open near cover if you go first. Try to use them to take out warlords and special characters. After shooting they are permitted to run. Seek cover!! If you roll right slay the warlord and get first blood. If you fail to kill they have your oppents attention and they become dakka magnets. So the following happens 1) they draw fire which would normally go to something else more important, or 2) they continue shooting and killing units option one occurs. Either way they are cheap for what they do and could potentially turn the game. And they fit that WWI thing you wanted.
 
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