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[Guard Army][1000][First Attempt]
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Old 14 Sep 2005, 01:14   #1 (permalink)
Kroot Warrior
 
Join Date: Sep 2005
Posts: 27
Default [Guard Army][1000][First Attempt]

Here's my first attempt at a guard army so any advice would be good.* As for fluff im still thinking about it but my fealings are an army drawn from the nobility of desolit planet with small pockets of Hive cities.* So im going for a natural feeling of regarding themselves as better than everyone and they often recruit from other planets in order to use them as suicide squads (Conscripts)* as only men destined for their ranks come from their home planet...anything else is just a buffer zone to protect them.

Doctrines

- Storm trooper squads
- Close order drill.
- Conscripts

(Additional doctrines for later use for expanding the army)
- Grenaders

Thats all really for the moment
-

+++HQ+++

Command squad

Senior officer w/ power weapon
Vox caster , upgraded to a Master vox
Veteran, Medic
2 Flamers
= 108

I did have a commisar in here as this unit was going to be counter attack but I needed the points elsewhere

+++Elites++

++Storm Troopers++

10 Troopers
-2 meltaguns
-Veteran w/ power weapon
-Deep strike* = 141

10 troopers
-2 plasma guns
-Veteran w/ power weapon
-Deep strike = 141

Drop in for support and veteran incase they need to assault or are assaulted (Will probably try and drop near conscripts to weaken enemy prior to tying up)

+++Troops+++

Command platoon
Junior officer
Heavy bolter* = 50

Platoon one

10 guardsmen
Missile launcher
Plasma gun* = 85

10 guardsmen
Autocannon
Plasma gun = 85

Tried to make the squads deal with a wide range - troops and armour.* Plasma guns are there as they are my favourite and they always complement heavy weapons

++Conscripts++

2 Squads
20 conscripts
Flamer = 89

To tie up squads/speed bumps

++Armoured fist squad++
10 guardsmen
Lascannon
Meltagun
Veteran w/ power weapon = 106

Mounted in Chimera
Multi laser
Hull flamer
Extra armour
Smoke launchers = 93

Mobile shooty force. I seen this combo on marines, drop podding.* Jump out and meltagun any armour.* Next turn can stand and shoot lascannon

+++Fast Attack+++

Sentinel
Multi laser* = 45

Sentinel
Multi laser* = 45

They look cool


Total = 988

I hope i've got this list right.* Any ideas what to do with the spair points?* Also do you think this is a decent enough list?
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Old 14 Sep 2005, 01:22   #2 (permalink)
Shas'La
 
Join Date: Jul 2005
Location: VA
Posts: 369
Default Re: [Guard Army][1000][First Attempt]

You did not need to take th greinaders list as you bought none as troops.

You could probaly use a tank when you got to 1500 pts. I like all of them but for your army i would say normal leman rus. That gives you range and firepower. I'd be a bit worried about enemy armor as you have few long range ant tank. Like if you are facing tau and the got a hammerhead you are dead.

I like the chimera plan as long as those men do not get to close to the enemy. The chimera is a good configuration for that with the heavy flamer.

What types of opponents do you think you will be playing?
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Old 14 Sep 2005, 01:46   #3 (permalink)
Shas'El
 
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Default Re: [Guard Army][1000][First Attempt]

Quote:
Originally Posted by ironloki
Doctrines

- Storm trooper squads
- Close order drill.
- Conscripts
(Additional doctrines for later use for expanding the army)
- Grenaders
seems good, may i suggest rough riders??? seems that your fluff would have at least a squad of these...

Quote:
Originally Posted by ironloki
+++HQ+++

Command squad

Senior officer (55) w/ power weapon
Vox caster , upgraded to a Master vox
Veteran, Medic
2 Flamers
= 108

I did have a commisar in here as this unit was going to be counter attack but I needed the points elsewhere
good, but i wouldnt make them a Counter Attack unit, leave that to either rough riders, Ogryns, or sentinels (trust me a sentinel against a squad which doesnt have power fist is great for holding up units...

i'd give the SO a bolter (keep him Cheap), and the Medic a Bolter too, instead of the two flamers either grenade launchers, or plasma guns, makes them a little firebase...

Quote:
Originally Posted by ironloki

+++Elites++

++Storm Troopers++

10 Troopers
-2 meltaguns
-Veteran w/ power weapon
-Deep strike* = 141

10 troopers
-2 plasma guns
-Veteran w/ power weapon
-Deep strike = 141

Drop in for support and veteran incase they need to assault or are assaulted (Will probably try and drop near conscripts to weaken enemy prior to tying up)
on both, take away the Vet. SGT's power weapon, you dont want these guys getting into combat.

the Melta squad give the Vet SGT. MeltaBombs, and possibly a Plasma Pistol, keep the deep strike.

the Plasmagun squad give them infiltrate instead, and give the SGT. a Storm Bolter... (a great conversion on this one is to take the Kasrkin Models SGT. and take off his weapons and give him two bolters, one in each hand... looks great)

Quote:
Originally Posted by ironloki

+++Troops+++

Command platoon
Junior officer
Heavy bolter* = 50

Platoon one

10 guardsmen
Missile launcher
Plasma gun* = 85

10 guardsmen
Autocannon
Plasma gun = 85

Tried to make the squads deal with a wide range - troops and armour.* Plasma guns are there as they are my favourite and they always complement heavy weapons
firstly, i'd take away the special weapons, if they are going to be a firebase, give them all autocannons (including the JO) because you can deal with the light/medium armour and heavily armoured troopers...

give the JO a Bolter and add a Medic with Bolter, and a VOX. give the Squads VOX if they are going away from your SO.

Quote:
Originally Posted by ironloki
++Conscripts++

2 Squads
20 conscripts
Flamer = 89

To tie up squads/speed bumps
good, give them another flamer, keep them near you SO.

Quote:
Originally Posted by ironloki
++Armoured fist squad++
10 guardsmen
Lascannon
Meltagun
Veteran w/ power weapon = 106

Mounted in Chimera
Multi laser
Hull flamer
Extra armour
Smoke launchers = 93

Mobile shooty force. I seen this combo on marines, drop podding.* Jump out and meltagun any armour.* Next turn can stand and shoot lascannon
sorry but no, take away the VET, Meltagun and Lascannon, give them an autocannon, (your not gonna get the chimera close enough to use them), and possibly a Grenade Launcher, give the Chimera a Hull-Heavy Bolter, and zoom them up one flank unload them about 24" up the board and continue the move along with the Chimera.

Quote:
Originally Posted by ironloki

+++Fast Attack+++

Sentinel
Multi laser* = 45

Sentinel
Multi laser* = 45

They look cool
and will get shot up very easily if you dont commit enough of them... to be honest take at least 4, with flamers keep them ready for when the tide of the enemy breaks against you move the sentinels forward, getting 4 heavy flamer templates, and a possible two more flamer templates with the conscripts, and then charge them in, they cannot win against the sentinels unless the have a powerfist or such like and the sheer amount of attack from the conscripts would scare the bejesus out of him.

well thats my two cents (oh and if you get enough points left over add in a squad of rough riders, add them to the tactic above)
__________________
Quote:
Originally Posted by Aloh´Ta
Edit by FT: Corrected your grammar and made it easier to read.
Eidt by JD: I dunno how you managed to read it after the changes FT
Edit by AC: JD you've spelt edit incorrectly...
Edit by WG: I just wanted to be part of the moment. :P
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Old 14 Sep 2005, 03:13   #4 (permalink)
Shas'La
 
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Location: VA
Posts: 369
Default Re: [Guard Army][1000][First Attempt]

Actuall his chimera rush thing seems neat if it a cityfight
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Old 14 Sep 2005, 03:48   #5 (permalink)
Shas'El
 
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Default Re: [Guard Army][1000][First Attempt]

Quote:
Originally Posted by Inquisitor Tatum
Actuall his chimera rush thing seems neat if it a cityfight
note the IF in what you just said... IF he is in a cityfight, but more than likely he wont be...
__________________
Quote:
Originally Posted by Aloh´Ta
Edit by FT: Corrected your grammar and made it easier to read.
Eidt by JD: I dunno how you managed to read it after the changes FT
Edit by AC: JD you've spelt edit incorrectly...
Edit by WG: I just wanted to be part of the moment. :P
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Old 14 Sep 2005, 11:06   #6 (permalink)
Kroot Warrior
 
Join Date: Sep 2005
Posts: 27
Default Re: [Guard Army][1000][First Attempt]

Thanks for the advice ;D

Quote:
You did not need to take th greinaders list as you bought none as troops.
Yeah I know they are just there so that I know what ones im going to use when I expand. As for what armies. In general Eldar and Emperors children but I don't like tailoring lists - its a nice even army for me

Quote:
seems good, may i suggest rough riders??? seems that your fluff would have at least a squad of these...
Im not really digging rough riders to be honest

Quote:
good, but i wouldnt make them a Counter Attack unit, leave that to either rough riders, Ogryns, or sentinels (trust me a sentinel against a squad which doesnt have power fist is great for holding up units...

i'd give the SO a bolter (keep him Cheap), and the Medic a Bolter too, instead of the two flamers either grenade launchers, or plasma guns, makes them a little firebase...
Mobile shooty base would be good - get to use my boltguns lying everywhere lol

Quote:
on both, take away the Vet. SGT's power weapon, you dont want these guys getting into combat.

the Melta squad give the Vet SGT. MeltaBombs, and possibly a Plasma Pistol, keep the deep strike.

the Plasmagun squad give them infiltrate instead, and give the SGT. a Storm Bolter... (a great conversion on this one is to take the Kasrkin Models SGT. and take off his weapons and give him two bolters, one in each hand... looks great)
Sounds good but I want to keep the power weapon on the deepstriking unit even for modelling

Quote:
give the JO a Bolter and add a Medic with Bolter, and a VOX. give the Squads VOX if they are going away from your SO.
I thought that since I gave my HQ a master Vox I could just keep using that?

Thanks for the suggestions I think over them
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Old 14 Sep 2005, 12:21   #7 (permalink)
Shas'La
 
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Posts: 369
Default Re: [Guard Army][1000][First Attempt]

in order to use the vox the squads must also have a vox
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Old 14 Sep 2005, 16:12   #8 (permalink)
Kroot Warrior
 
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Posts: 27
Default Re: [Guard Army][1000][First Attempt]

Buggah'!.* I'll need to go an adress that by giving the other squads a Vox. (Should I give it to all squads or just some?)
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Old 14 Sep 2005, 16:39   #9 (permalink)
Shas'La
 
Join Date: Jul 2005
Location: VA
Posts: 369
Default Re: [Guard Army][1000][First Attempt]

Just give them vs's or keep them near the officers
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Old 16 Sep 2005, 03:36   #10 (permalink)
Shas'El
 
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Default Re: [Guard Army][1000][First Attempt]

if you want a solid lump of guardsmen dont give them Vox's, if you want spread out guardsmen then take Vox's, it's that simple...
__________________
Quote:
Originally Posted by Aloh´Ta
Edit by FT: Corrected your grammar and made it easier to read.
Eidt by JD: I dunno how you managed to read it after the changes FT
Edit by AC: JD you've spelt edit incorrectly...
Edit by WG: I just wanted to be part of the moment. :P
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