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Sample Imperial Guard Lists.
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Old 25 Mar 2005, 18:04   #1 (permalink)
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Default Sample Imperial Guard Lists.

The purpose of this topic is to provide anyone who wanders into the IG forum with sample lists. This is not a place to get your lists queried, or to say "I wouldn't take unit x", this is a place to post your list (preferably one that wins a lot, without being beardy...), and then explain why you field your list. Please remember, do not post a list without an explanation post to follow, and do not post a list unless it is legal (eg: no unofficial allies, VDR vehicles, etc). If in doubt, PM the list to me.

SIGAFH:
SIGAFH means "Shooty Imperial Guard Army From Hell". The whole purpose of the army is to pump as many shots as possible into the enemy! This list lacks mobility, subtlety, and any unit that can't unleash an unholy amount of shots. It is, in my opinion, how all IG should be. Learn well...

HQ:
HSO with laspistol, Power Weapon.
Medic, with Laspistol and cc weapon.
Two Guardsman with Laspistol, cc weapon.
Veteran with Laspistol, cc weapoon and Regimental Standard.
117pts.

Commissar with Laspistol and Power Fist. Attached to HSO.
60pts.

Preacher with Eviscerator. Attached to HSO.
65pts.

Sanctioned Psyker with Force Weapon and Honorifica Imperialis. Attached to HSO.
62pts.

TROOPS:

Platoon 1:
JO with Heavy Bolter.
50pts.

1st Squad with Heavy Bolter.
70pts.

2nd Squad with Missile Launcher.
75pts.

3rd Squad with Missile Launcher.
75pts.

4th Squad with Lascannon.
85pts.
Platoon Total: 355pts.

Platoon 2:
JO with Heavy Bolter.
50pts.

1st Squad with Missile Launcher.
75pts.

2nd Squad with Missile Launcher.
75pts.

3rd Squad with Lascannon.
85pts.

4th Squad with Lascannon.
85pts.
Platoon total: 370pts.

Armoured Fist with Missile Launcher. Chimera with Multilaser and Heavy Bolter.
160pts.

HEAVY SUPPORT:

Leman Russ with hull Lascannon.
155pts.

Leman Russ with hull Lascannon.
155pts.

Total: 1499pts.
__________________
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Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 25 Mar 2005, 18:23   #2 (permalink)
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Default Re: Sample Imperial Guard Lists.

Quote:
Originally Posted by Wargamer
HQ:
HSO with laspistol, Power Weapon.
Medic, with Laspistol and cc weapon.
Two Guardsman with Laspistol, cc weapon.
Veteran with Laspistol, cc weapoon and Regimental Standard.
117pts.

Commissar with Laspistol and Power Fist. Attached to HSO.
60pts.

Preacher with Eviscerator. Attached to HSO.
65pts.

Sanctioned Psyker with Force Weapon and Honorifica Imperialis. Attached to HSO.
62pts.
This command squad is a heavy hitter, providing my army with two benefits:
1) Re-rollable Ld 10 to all units within 12".
2) Massive counter-assault ability.

Remember that Advisors are not Independent Characters, thus cannot be singled out in assault. For this reason, Power Fists and Eviscerators are excellent choices for them. The Preacher also makes the Sanctioned Psyker Ld 10 (vital for making those Force Weapon attacks), and with 5 attacks on the charge, re-rolling missed hits (thanks to the Preacher), this bad-boy Psyker can take out a Carnifex if he rolls a 6 to wound! Also, remember that if you keep the Medic out of assault, he can heal one wound suffered (except attacks that cause Instant Death, or ignores Armour Saves). This can be vital in ensuring you survive the fight unscathed.

Not everyone likes units like this, especially in SIGAFH. Another alternative is just to take a JO with a heavy weapon, and spend the points you save on more troops and guns!

Quote:
Platoon 1:
JO with Heavy Bolter.
50pts.

1st Squad with Heavy Bolter.
70pts.

2nd Squad with Missile Launcher.
75pts.

3rd Squad with Missile Launcher.
75pts.

4th Squad with Lascannon.
85pts.
Platoon Total: 355pts.
As you can see, this platoon concentrates on having lots of troops, and lots of big guns!
Missile Launchers used to be excellent in 3rd Edition (which I still play), but in 4th, they aren't quite as good vs Infantry. For this reason, you can replace any (or all!) Missile Launchers with Autocannons.

Quote:
Platoon 2:
JO with Heavy Bolter.
50pts.

1st Squad with Missile Launcher.
75pts.

2nd Squad with Missile Launcher.
75pts.

3rd Squad with Lascannon.
85pts.

4th Squad with Lascannon.
85pts.
Platoon total: 370pts.
More emphasis on tank-hunting in this platoon. Notice that once again the JO only has a Heavy Bolter. This is because the squad only has 5 men, and so cannot take many casualties. Many players foolishly put Lascannons in these squads, but it just makes things easier for your opponent! Do not do this!

Quote:
Armoured Fist with Missile Launcher. Chimera with Multilaser and Heavy Bolter.
160pts.
More shootiness. The Armoured Fist can also be used to capture objectives once the enemy is shot to pieces, or keep the assaulty HQ out of sight (by hiding them behind the Chimera).

Quote:
Leman Russ with hull Lascannon.
155pts.

Leman Russ with hull Lascannon.
155pts.
These two Russes exist solely to blow gaping holes in anything that isn't hiding behind 2+ Armour. If they lose the Battlecannons, then their Lascannons can make short work of enemy tanks, or even tough infantry. Lascannons are somewhat wasted on hoard units, but then you should have plenty of Lasguns to deal with them!

If you want more anti-infantry, replace 1 Lascannon with 3 Heavy Bolters (1 hull, 2 sponson). This means that even without the Battlecannon, the Leman can still hammer an enormous number of shots into the enemy, which is great against the likes of Orks or Tyranids!
__________________
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Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 17 Apr 2005, 10:12   #3 (permalink)
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Default Re: Sample Imperial Guard Lists.

ARMY LIST:* CATACHAN (JD STYLE)
Battle Force 1.01


-HQ-
Choice 1


Captain- Bloter, Power fist, frag grenades
3 man entourage (deathworld veterans)- 1xMed kit, 1xComm link, 1xheavy flamer
frag grenades
107pts

-Elites-

Choice 1
Devil vet. sergeant- bolt pistol and CC weapon, frag grenades
Devil squad (7 men)- 4x shotgun, 2x auto pistol and CC weapon,1x plasma gun, frag grenades
132pts
Choice 2
Assault vet. sergeant- shotgun, frag grenades
Assault team (5 men)-2x flamers, 1x melta-gun, 1x plasma gun, 1x demo charge
128 pts
Choice 3
Deathworld snipers x3
60pts

-Troops-
Choice 1
commander

Lieutenant- bolt pistol, power sword
26pts

Squad 1
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x flamer,1x comm-link, frag grenades
123pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x plasma gun,1x comm-link, frag grenades
123pts

Fire support team
2x heavy bolter teams
1x auto cannon team
109pts

Choice 2
commander

Lieutenant- bolt pistol, power fist
41 pts

Squad 1
Vet. sergeant- plasma pistol and CC weapon
Infantry squad (9 men)-1x melta-gun,1x comm-link, frag grenades
123pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x grenade launcher,1x comm-link, frag grenades
119pts

Fire support team
2x heavy bolter teams
94pts

Choice 3
commander

Lieutenant- bolt pistol, power sword
26pts

Squad 1
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x missile launcher,1x comm-link, frag grenades
130pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x heavy flamer,1x comm-link, frag grenades
130pts

Ogryn squad
Bone 'ead
5 ogryns
160pts

Choice 4
commander
Lieutenant- bolt pistol, power sword
26pts

Squad 1
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x flamer,1x comm-link, frag grenades
123pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x plasma gun,1x comm-link, frag grenades
123pts

-Fast attack-
Choice 1
Sentinal Squadron
3x sentinals- heavy flamers, camo netting, smoke launchers, extra armour
177pts

Choice 2
Sentinal Squadron
3x sentinals- heavy flamers, camo netting, smoke launchers, extra armour
177pts

Choice 3
Vet. Patrol
Vet. sergeant- bolter and frag grenades
Patrol squad (5 men)- 1xflamer, frag grenades
93pts

-Heavy support-
Choice 1

1x morter squad
3 teams
174pts

Choice 2
trap set- 1xspring mine, 1x shredder mine, 1x plasma charge
65pts

Choice 3
trap set- 2x normal trap, 1x shredder mine
40pts

-TOTAL PTS- 2499
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Old 26 May 2005, 10:15   #4 (permalink)
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Default Re: Sample Imperial Guard Lists.

Here's a jungle survival guide for the list above
Quote:
-HQ-
Choice 1

Captain- Bloter, Power fist, frag grenades
3 man entourage (deathworld veterans)- 1xMed kit, 1xComm link, 1xheavy flamer
frag grenades
* *107pts
This is your basic HQ choice with easy going allround equipment and stats for medium-close range combat. The heavy flamer packs some punch for that assault phase too!!.
* In a HQ choice a medic is always handy to have for those wounds that your squad will undoubtedly suffer.
* The comm-link is for keeping in contact with the other squads and giving them a LD boost.

Quote:
-Elites-

Choice 1
Devil vet. sergeant- bolt pistol and CC weapon, frag grenades
Devil squad (7 men)- 4x shotgun, 2x auto pistol and CC weapon,1x plasma gun, frag grenades
132pts
This Teams main focus is for close quarters combat and taking on those larger groups from the cover of the trees. Ambush these if you are allowed.

Quote:
Choice 2
Assault vet. sergeant- shotgun, frag grenades
Assault team (5 men)-2x flamers, 1x melta-gun, 1x plasma gun, 1x demo charge
* *128 pts
The Flamers in here are a mix of flame and death to those grouped up enemies (ie Nids, orks etc) and should be used en-mass to wreak havoc among them. The Plasma gun, melta gun and demo charge can be put to good use in killing off heavily armoured targets like termies. and with just a pinch of salt those ever-annoying tanks
These can also be in Ambush but simple infiltration will do. again only if the scenario allowes it.

Quote:
Choice 3
Deathworld snipers x3
* *60pts
The Snipers are your friend. do not take them in vain. Place them in very good strategic spots and they shall prevail. Their toxins will be a handy asset in killing those independent units

Quote:
-Troops-
Choice 1
commander
Lieutenant- bolt pistol, power sword
* *26pts
His role is simple. combat combat combat. and a bit of LD on the side

Quote:
Squad 1
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x flamer,1x comm-link, frag grenades
* *123pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x plasma gun,1x comm-link, frag grenades
* *123pts
The role of the infantry squad is associated with weakness and easy targability. Not so with catachans. In many battles loosing a squad will not waver your strategy much. With catachans this is not the case. Everysquad counts and is vital, every unit is special. he is as important as your commander. A catachan will not fail you in his death. he will have played a vital role in the destruction of your enemy.
Your infantry squads should hold the front of your oppressive (almost obsessive) love for victory, hence shall take up your flanks and major defense lines. Your comm-link will be your most vital means for LD so use it wisely.
* These squads should be placed at the head of your army. The subtle changes in placement of particular weapons is vital for your survival in the jungle and the winning of the battle.

Quote:
Fire support team
2x heavy bolter teams
1x auto cannon team
* *109pts
The fire support team is the back bone for your heavy defense. they will always need the advantages of a clearing or are useless. jungle will only get in their way. they should stick to shooting bigger more heavily armed and armoured targets. Or simply shoot the big ones.

Quote:
Choice 2
commander
Lieutenant- bolt pistol, power fist
* *41 pts
again-combat combat combat and additional LD

Quote:
Squad 1
Vet. sergeant- plasma pistol and CC weapon
Infantry squad (9 men)-1x melta-gun,1x comm-link, frag grenades
* *123pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x grenade launcher,1x comm-link, frag grenades
* *119pts
these squads in particular should take up a flank and pummel anything with shots that tries to stand in their way.

Quote:
Fire support team
2x heavy bolter teams
* *94pts
Being small and on the flank this team is best suited for handling infiltrators and transports.

Quote:
Choice 3
commander
Lieutenant- bolt pistol, power sword
* *26pts
again combat and LD

Quote:
Squad 1
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x missile launcher,1x comm-link, frag grenades
* *130pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x heavy flamer,1x comm-link, frag grenades
* *130pts
The missile launcher in here will definently need a good position and some covering from assault, that's where the heavy flamer* comes in. Place these squads where you feel necessary. but remember to provide them with your jungle cover.

Quote:
Ogryn squad
Bone 'ead
5 ogryns
* *160pts
Using Ogryns to lead your charge is allways a good idea. Their strength and overall role as CC beasts is necessary here in the jungle. Keep them going and going until they simply just die. they serve as good cannon fodder but also as amazing CC support.

Quote:
Choice 4
commander
Lieutenant- bolt pistol, power sword
* *26pts
as before

Quote:
Squad 1
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x flamer,1x comm-link, frag grenades
* *123pts

Squad 2
Vet. sergeant- bolt pistol and CC weapon
Infantry squad (9 men)-1x plasma gun,1x comm-link, frag grenades
* *123pts
These squads will be useful mainly anywhere on the board. Their Numbers will come in handy for a front line CC force. Other then that i cant tell you how your going to use these men but use them wisely.

Quote:
-Fast attack-
Choice 1
Sentinel Squadron
3x sentinels- heavy flamers, camo netting, smoke launchers, extra armour
* *177pts
Choice 2
Sentinel Squadron
3x sentinels- heavy flamers, camo netting, smoke launchers, extra armour
* *177pts
Sentinels will provide you with all the mobile flames and support for anywhere on the board. Take them to their limits as they are cheap and versatile. Use them as you see fit. Sentinels are the only armour that catachans can take and thus will attract allot of fire.

Quote:
-Heavy support-
Choice 1
1x mortar squad
3 teams
* *174pts
Your mortars will give you that edge in battle your enemy didn't see you set up. Their blast will cause waves of devastation in no time. bringing enemy casualties to all new highs is the role of the mortar.

Quote:
Choice 2
trap set- 1xspring mine, 1x shredder mine, 1x plasma charge
* *65pts

Choice 3
trap set- 2x normal trap, 1x shredder mine
* *40pts
'
traps provide an undetectable nuisance towards the enemy and will serve you well. Place them near their deployment zone for maximum effect.

I cannot stress how important it is that each of of your units work together to form a great undefeatable machine. every man is vital. the loss of one single man could be your demise.


and now that's it. hope you have fun playing your catachan armies as i have.
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Old 18 Sep 2005, 08:51   #5 (permalink)
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Default Re: Sample Imperial Guard Lists.

Doctrines

Restricted Troops

storm troopers

psykers

techpriests

ratling squad

Alternate Regimental Organisation

grenadiers - take 0-3 storm troopers as Troop



HQ

Command squad-390
junior officer
honorifica imperialls
power fist
carapace


medic
carapace

veteran
carapace

guardsman
plasma gun

guardsman
master-vox

commissar
storm bolter
carapace
power weapon


psyker

sentinel squad-170
2 autocannon
1 lascannon
1 armoured crew compartment



Elites

Ratling squad-110

techpriest-110
heavy bolter servitor
2 technical servitors


storm trooper squad I-134
veteran sergeant
power weapon


vox
plasma gun
grenade launcher


Troops

storm trooper squad V-113
vox
grenade launcher


storm trooper squad VII-115
vox
plasma gun


storm trooper squad VIII-115
vox
meltagun


Fast Attack

hellhound-118
smoke launchers

sentinel squad-195
3 armoured crew compartment
3 autocannon


Heavy Support

basilisk-100

Total=1500
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Old 18 Sep 2005, 09:41   #6 (permalink)
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Default Re: Sample Imperial Guard Lists.

Quote:
Doctrines

Restricted Troops

storm troopers

psykers

techpriests

ratling squad

Alternate Regimental Organisation

grenadiers - take 0-3 storm troopers as Troop
i thought i should start with my doctrine choices. i'm obsessed with infantry and when i saw i could use the best infantry as troops (grenadiers) i had to take it, the psyker is just there for some random fun lol, the ratlings are there for supproting fire (infiltrate them into cover and let them do there job, 'cause they will), and the techpriest mostly for counter charges and the basilisk.

Quote:
HQ

Command squad-390
junior officer
honorifica imperialls
power fist
carapace


medic
carapace

veteran
carapace

guardsman
plasma gun

guardsman
master-vox

commissar
storm bolter
carapace
power weapon


psyker

sentinel squad-170
2 autocannon
1 lascannon
1 armoured crew compartment
the HQ looks big bit it ain't. the sentinels will go on the opposite flank to the other squad backed by storm trooper squad V, the sentinel armed with a lascannon has an armoured compartment whilst the other 2 are there for a cheap anti-infantry/light tank option. the command squad will stay in cover near the basilisk picking off smal damagedl units heading towards them (quite simple really).

Quote:
Elites

Ratling squad-110

techpriest-110
heavy bolter servitor
2 technical servitors


storm trooper squad I-134
veteran sergeant
power weapon


vox
plasma gun
grenade launcher
Ah, elites, my favourate squad type. the ratlings infiltrate into cover where they can see as much as possible but stay out of jungle, it is tempting but you can lose a good range of targets (i've done it before, i think it lost me the match). the techpriest will stay with the basilisk just in case you face an anti tank army, his gun servitor allows some good supporting fire power, and the techpriest can support in nearby combat. the storm troopers will be for fire power but if needed the sergeant's power weapon is their for combat.

Quote:
Troops

storm trooper squad V-113
vox
grenade launcher


storm trooper squad VII-115
vox
plasma gun


storm trooper squad VIII-115
vox
meltagun
squad V is there to support the HQ sentinels on one flank, on the other the FA sentinels are supported by either squad VII if your opponent focuses on a fast flank attack with infantry or bikes (the plasma gun can pick them off at a longer range) or squad VIII if your opponent sends a heavy armoured unit (terminaters, deamons) or tanks to out flank you. the squad that is left can be used as u see fit (i usually have squad VII free as a static squad).

Quote:
Fast Attack

hellhound-118
smoke launchers

sentinel squad-195
3 armoured crew compartment
3 autocannon
the hellhound is a really interesting tank, i use it as a diversion to take out infantry units and lure heavy weapons away from my basilisk and sentinels (even if only for one turn). the sentinels are armed with autocannons (my favourate weapon) they are god at taking out infantry and light tanks that try to out flank you (even marines will find it problem).

Quote:
Heavy Support

basilisk-100
the basilisk has direct fire (i hate the min range on indirect), the earth shaker is a wonderful weapon as it can take out mass of infantry and all tanks, this is the most important part of the army as it can sway the battle in your favour so easily due to its devastating power.

this is a great army but it struggles in close combat and against heavy tanks and 2+ saves, but the power and mass of fire power makes up for it easily.

have fun bombarding your opponent with a mass of shells lol
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