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Mechanised Guard
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Old 16 Feb 2006, 06:44   #1 (permalink)
Shas'Saal
 
Join Date: Oct 2005
Posts: 106
Default Mechanised Guard

Hi all,

I've been trying to work up a mechanised Guard list, but I'm running into problems.

Basically, Chimeras are expensive

How do you make up your Troops choices? Grenadiers? Minimised platoons? I'd be interested to see your lists and just see how much you manage to ram into 1500pts.

In summary, how'd you fit everything in with enough mutual support?
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Old 16 Feb 2006, 09:59   #2 (permalink)
Kroot Shaper
 
Join Date: Feb 2006
Location: Titan
Posts: 40
Default Re: Mechanised Guard

Fist of, when you take a mech guard list don't expect it to have a large amount of infantry, it will actually be a almost bare minimum (round the 50 men for 1500 pts). The big plus is that you'll have lots of tanks. Now in fitting your army with weapons you need to know 2 things. First is that most tanks of the Imperial guard ain't that great against other tanks (it's a shame in wasting a ordnance shot on a tank). This means you'll need to give your infantry the anti-tank weapons (lascannons are the best choice).
Second: keep things cheap, as cheap as possible. You're army is already small, there is no point in making a army even smaller by taking all kinds of goodie goodies.
A mech grenadier army doesn't really work effective, it will devastate infantry, but is almost useless against tanks (you'll have to rely on meltaguns and sentinels and that ain't a good insurance policy IMHO). You're better off taking a platoon and a armoured fist squad as at least they can pop tanks from a distance and take a little return fire.

Here's my list:
61st Vestan Regiment

Doctrines:
Iron discipline
Mechanised

HQ
-Command squad
Junior officer Iskandor Craitz with power sword, bolt pistol, iron discipline and honourifica imperialis
Standard bearer
3 guardsmen with lasguns
points: 87

Chimera transport with autocannon, heavy bolter
points: 90

Troops
--Platoon 1
-Command squad
Lt with chainsword, bolt pistol and iron discipline
Plasma gunner
3 guardsmen with lasguns
points: 56

Chimera with autocannon and heavy bolter
points: 90

-3x Infantry squads with grenade launcher and Lascannon
points: 93 each

3x Chimera with twin-linked heavy bolter and heavy bolter
points: 90 each

-Armoured fist squad with grenade launcher and Lascannon
points: 93

Chimera with twin-linked heavy bolter and heavy bolter
points: 90

Fast attack
-Hellhound with inferno cannon, heavy bolter and dozer blades (RTM)
points: 120

Heavy support
-Leman russ battle tank with 3x heavy bolters, battle cannon
points: 155

-Leman russ demolisher with heavy bolter side sponsons, hull mounted heavy bolter, demolisher cannon and dozer blades (RTM)
points: 170

Total Points: 1500

Maybe a little explanation with this list . You'll notice that I've given all my chimera's the bare minimum, although the multi-laser and heavy bolter combo is cheaper, I don't find multi-lasers really effective as a AP of 6 ain't really scary against most armies. I took autocannons for my 2 command chimera's mainly because a autocannon is a good allrounder, it can damage transports and fire's fast enough to do some damage against infantry. For the rest of my chimera's I've taken twin-linked heavy bolters, just for a few extra points you get so many advantages over a ordinary multi-laser, sure it has a weaker S, but most infantry won't have a T better then 4 so that isn't a big problem. Also the AP of the heavy bolter is a lot better and thus also a lot scarier for most infantry. Oh and the twin-linked thing is a great boost. The leman russes I've given 3x heavy bolters because this wouldn't make them totally useless once their main gun is blown up and this also makes the demolisher able to make some casualties in the first turn (due to the cannons short range).

My command squads I've tried to make as cheap as possible.
The HQ is mainly there for Ld and taking a JO with honorifica is cheaper than a heroic senior officer. The troop command squad is there for well.....also giving Ld and making a counter-assault when things go bad.

The best combo for a infantry squad with lascannon is also taking a plasma gun, but I don't really like the chance of my own men blowing themselves up (if I take plasma guns I often give them to my stormtrooper squads, carapace armour has at least a good chance in saving them). Therefore I've given them grenade launchers instead, these babies are still quite effective against most things and are cheap. Some people say they suck, but it's mainly down to how you use them, I always use the krak grenade unless I'm sure that I can at least get 3 or 4 models underneath that blast template (which is often only with nids).

Greetz,
Iskandor
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"This Craitz figure is a intresting human, he is loyal to his fractioning Imperium, but still he has honour that other humans lack. It will be a shame killing him"- Shas'O M'Yen Mesme

Armies:
Imperial Guard mech force: 1500 pts (work in progress)
Imperial Guard Infantry: 1000 pts
Tau: 1500 pts
Necrons: 2000 Pts
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Old 17 Feb 2006, 00:05   #3 (permalink)
Shas'Vre
 
Join Date: Aug 2005
Location: Seattle, WA (USA)
Posts: 1,559
Default Re: Mechanised Guard

I have to disagree with mechanized infantry not being good at killing tanks.

I make use of forge world rules... one tank alone generally provides about 70% of my AT power. For the rest, leave it to the melta-guns and such.
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Old 17 Feb 2006, 03:38   #4 (permalink)
Kroot Shaper
 
Join Date: Apr 2005
Posts: 97
Default Re: Mechanised Guard

A Mechanised Imperial Guard army is fantastic. Its deadly, its scary and it can move when it needs too.

Yes, the Chimera's may look expensive on paper, but they pay for themselves so very easily in the game. My 2000pts mech army has 7 Chimera's. All are armed with Heavy Bolters and Multi-lasers. That my friend, is 21 st 5 Ap 4 and 21 St 6 Ap - and that will eat through anything. Light Tanks, Dreadnaughts, Heavy Troops, etc...etc... This is off course, is all without upgrades. You dont need any for them. Just keep them dirt cheap.

You also do not use the Chimera's as you would any other mech army. Don't send them rushing towards the enemy with intend of getting as close as possible to the enemy, becuase you will die. Pure and simple. If you use them as gunboats, THEN as tranports in the closing game, they will serve you fantastically.

Anti-tank is never a problem, you give every squad a LasCannon, then take 2 Demolishers and a LRBT, bam. You're covered.

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Old 17 Feb 2006, 06:49   #5 (permalink)
Shas'Saal
 
Join Date: Oct 2005
Posts: 106
Default Re: Mechanised Guard

Thanks for all the advice so far, guys, keep it coming! :)

I notice that the general theme seems to be "keep it cheap and take two". So, how do you feel about hull lascannons? I'm thinking lascannons on the LR gives you a little anti-take while still retaining your mobility.

Also, how about support units? Things like Sentinels and anti-tank squads. I'd kind of like to shoehorn in a couple of mortar squads (or an entire mortar platoon, but that's a story for another day :)). Pinning tests might be few and far between these days, but three blast templates *is* three blast templates...
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Balanced is the new cheese i'd reckon. - Brushmonkey, on how 40K is supposed to be...

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Old 17 Feb 2006, 08:10   #6 (permalink)
Kroot Shaper
 
Join Date: Feb 2006
Location: Titan
Posts: 40
Default Re: Mechanised Guard

I never found support squads that great :-\, it's only a squad of 6 men and it's a lot more expensive than an ordinary guardsmen squad. And a 6 man guardsmen support squad can easily be shot to pieces by the enemy, either you deploy them very well or they simple just die. IMHO it's much better to spread out your heavy weapons, this way if 1 squad is knocked out you still have for example 3 other squads who still have anti-tank weapons. I f you want to take mortars go ahead, but mortars ain't that great, they are just as good as a frag missile, have a big chance of scattering and the chance that your enemy fails his pinning test is kinda slim :-\. Better of investing those points in other things (like a hellhound, they rock 8))

Also the fact of giving russes a lascannon...to be honest I will only consider giving a demolisher a lascannon and then also plasma cannon side sponsons, since his cannon is short ranged and the lascannon (and plasma cannons in some cases) is an excellant option in destroying other tanks. Giving a normal russ a lascannon is not worth it IMO as I always give my russes side sponsons sothat they remain effective once that dreaded 'arnament destroyed' result come passing by. A lascannon and 2x heavy bolter combo isn't that good, it's better to specialise in 1 field in stead of getting al versatile.

Greetz,
Col. Alexander
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"With all those big and shiny guns, it sure impresses ya when you're fighting them, but in the end it's the Imperium who is victorious"-Colonel Iskandor Craitz about the Tau

"This Craitz figure is a intresting human, he is loyal to his fractioning Imperium, but still he has honour that other humans lack. It will be a shame killing him"- Shas'O M'Yen Mesme

Armies:
Imperial Guard mech force: 1500 pts (work in progress)
Imperial Guard Infantry: 1000 pts
Tau: 1500 pts
Necrons: 2000 Pts
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Old 17 Feb 2006, 14:27   #7 (permalink)
Shas'Vre
 
Join Date: Aug 2005
Location: Seattle, WA (USA)
Posts: 1,559
Default Re: Mechanised Guard

I always take support squads...

even if they cost loads. (if they cost too much, then I will drop them)
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Old 17 Feb 2006, 15:03   #8 (permalink)
Shas'El
 
Join Date: Jun 2005
Posts: 2,915
Default Re: Mechanised Guard

Sandy: Yes support squads are always important to keeping serious suppresive fire downrange. They are really a necessity.

Although, with Mech Guard, you'll have HB's and autocannons [by the looks of it] galore, and the points should go to AT power.

Sentinels are good for surging fowrad with the main force, and can hunt tanks for you amazingly with lascannons and hunterkiller missiles.

Mortar squads should probably be left behind [for once] as they won't do much good while everyone else is racing ahead.

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