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I came up with this after modifying my existing Guard list:
Imperial Guard "plas-melta" - 2,000 points
Company Command Squad w/ Chimera - 4 x plasma guns & carapace armour
Company Command Squad w/ Chimera - 4 x plasma guns & carapace armour
Troops
Veterans - 3 x meltaguns
Veterans - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x flamers
Fast Attack
Valkyrie - multiple missile pods
Valkyrie - multiple missile pods
Hellhound - multi melta
Heavy Support
Leman Russ Demolisher - heavy flamer
Leman Russ Demolisher - heavy flamer
Leman Russ Executioner - plasma cannons & heavy flamer
Total: 2,000 points
Ok here's my thoughts on this one. The CCS I originally had 3 plasma guns and a medic, but I had a game with them on Saturday Imperial Guard vs Blood Angels - 2,000 points and took 4 plasma guns and carapace armour. This costs 5 points more than the original config but I get more fire power, so I'm keeping this as is.
What started this rebuild is the Leman Russ. I use it for flattening infantry and it's hit and miss, perhaps it is a unlucky model (you know those ones!) as it scatters more than it hits, but when it hits it really hits! It's cheap and has range but that's the only model in my army with extreme range. I've flirted with Executioner before, it did ok once and the second time it got stuck in terrain and was useless. I've given it another try and taken plasma cannons which can dish out 5 blast templates, that's scary for monstrous creatures basic infnantry and even Terminators.
I've kept the Demolishers. I like them. They are good for tanks and infantry, what the Executioner does these do but with less fire power.
Usually I use the flamer Veterans to hold objectives while the others roam about doing what they do. Sometimes I find myself only needing one flamer unit, so I've dropped one and replaced with plasma. These guys can move and fire or still hold objectives and have 24" range. Bad news is I didn't have enough points to get carapace on them, but for the points it's expensive.
Only other change is the Hellhound. Once in squadrons but now in single and to use those last 15 points I packed in a multi melta as well. I didn't know what else to do with those points and what I'll use it for is double teaming with the melta Veterans in the Chimera, they pop a transport then the Hellhound burns them, if those meltas fire the Hellhound has a chance though. But, Bane Wolf has entered my head, more affective against all forms of infantry instead of ones with just 4+ save and the Veterans need to get close for melta range anyway.....same points too
Tactics with this army is pretty simple. Alpha strike with the Valkyries if I get first turn, if not maybe outflank or just hold them on the field.
Flamer Veterans hold objective closest to home or follow plasma CCS around, plasma CCS blow holes in light armoured transports while flamer Veterans and other CCS blasts with fire and plasma
Hellhound and melta Veterans in Chimera team up as mentioned.
Tanks roll up and get into range, Executioner can probably hold back the most as starting 12" in gives it 48" range which is standard board width.
Imperial Guard "plas-melta" - 2,000 points
Company Command Squad w/ Chimera - 4 x plasma guns & carapace armour
Company Command Squad w/ Chimera - 4 x plasma guns & carapace armour
Troops
Veterans - 3 x meltaguns
Veterans - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x flamers
Fast Attack
Valkyrie - multiple missile pods
Valkyrie - multiple missile pods
Hellhound - multi melta
Heavy Support
Leman Russ Demolisher - heavy flamer
Leman Russ Demolisher - heavy flamer
Leman Russ Executioner - plasma cannons & heavy flamer
Total: 2,000 points
Ok here's my thoughts on this one. The CCS I originally had 3 plasma guns and a medic, but I had a game with them on Saturday Imperial Guard vs Blood Angels - 2,000 points and took 4 plasma guns and carapace armour. This costs 5 points more than the original config but I get more fire power, so I'm keeping this as is.
What started this rebuild is the Leman Russ. I use it for flattening infantry and it's hit and miss, perhaps it is a unlucky model (you know those ones!) as it scatters more than it hits, but when it hits it really hits! It's cheap and has range but that's the only model in my army with extreme range. I've flirted with Executioner before, it did ok once and the second time it got stuck in terrain and was useless. I've given it another try and taken plasma cannons which can dish out 5 blast templates, that's scary for monstrous creatures basic infnantry and even Terminators.
I've kept the Demolishers. I like them. They are good for tanks and infantry, what the Executioner does these do but with less fire power.
Usually I use the flamer Veterans to hold objectives while the others roam about doing what they do. Sometimes I find myself only needing one flamer unit, so I've dropped one and replaced with plasma. These guys can move and fire or still hold objectives and have 24" range. Bad news is I didn't have enough points to get carapace on them, but for the points it's expensive.
Only other change is the Hellhound. Once in squadrons but now in single and to use those last 15 points I packed in a multi melta as well. I didn't know what else to do with those points and what I'll use it for is double teaming with the melta Veterans in the Chimera, they pop a transport then the Hellhound burns them, if those meltas fire the Hellhound has a chance though. But, Bane Wolf has entered my head, more affective against all forms of infantry instead of ones with just 4+ save and the Veterans need to get close for melta range anyway.....same points too
Tactics with this army is pretty simple. Alpha strike with the Valkyries if I get first turn, if not maybe outflank or just hold them on the field.
Flamer Veterans hold objective closest to home or follow plasma CCS around, plasma CCS blow holes in light armoured transports while flamer Veterans and other CCS blasts with fire and plasma
Hellhound and melta Veterans in Chimera team up as mentioned.
Tanks roll up and get into range, Executioner can probably hold back the most as starting 12" in gives it 48" range which is standard board width.