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10th January 2012 05:14 #1
New to Imperial Guard 2k list (long winded)
The Army:
One Company Command Squad (CCS) armed with four Melta-guns, mounted in a Chimera with a dozer blade armed with a turret mounted Multi-laser and a hull mounted Heavy Flamer.
Three Platoon Command Squads (PCS) each armed with Melta-bombs, three Flamer and one Heavy Flamer, mounted in a Chimera with a dozer blade armed with a turret mounted Heavy Flamer and a hull mounted Heavy Bolter.
Four Infantry Squads (Group A) each armed with a Lascannon, mounted in a Chimera with a turret mounted Multi-laser and a hull mounted Heavy Bolter.
Four Infantry Squads (Group B) each armed with a Autocannon and a Grenade Launcher, mounted in a Chimera with turret mounted Multi-laser and hull mounted Heavy Bolter.
Four Infantry Squads (Group C) each armed with a Mortar and a Grenade Launcher, mounted in a Chimera with a turret mounted Multi-laser and hull mounted Heavy Flamer.
The Theory:
The army group is designed to eliminate enemy light and heavy armor while protecting it’s own infantry from the opponent’s small arm fire thus, allowing them to capture and protect objectives.
The army relies on it’s four Lascannons, four Autocannons, eight Grenade Launchers and thirteen Multi-lasers spread out in through twenty-one units, to provide the army group’s anti-armor support. The four Lascannons are the only weapon systems capable of handling the opponent’s vehicles with an AV of 14, this can cause some problems if the opponent deploys more then one AV14 vehicle and the opponent is careful in not exposing weaker side armor. The army group fairs a little better against AV13 vehicles with eight weapon systems that can penetrate or glance it will be harder for the opponent to protect these vehicles. AV12 vehicles face twenty-nine weapon systems that can glance and/or penetrate this can be overwhelming for the opponent to hide or protect all but their most valuable vehicles. AV11 and 10 vehicles will not survive long because the army group add another eleven Heavy Bolters if there is a absolute need to pour that many shouts into a vehicle. The Melta-guns and bombs will be discussed later.
Anti-Infantry the army has eleven Heavy Bolters, four Mortars, eight Grenade Launchers, thirteen Multi-lasers, and forty Lasguns (that can fire from vehicles 100 out side of the vehicles), if there is no better targets four Autocannons, and four Lascannons. The lack of AP2 makes heavy infantry a chore but mass fire power can whittle down the must resilient foe.
Each group has a specialty starting with the CCS, with the four Melta-guns the CCS is a reactionary, when a dreadnought deep strikes behind or near the army groups line the CCS moves to intercept and neutralize with their four Melta-guns and better then average accuracy, if this fails then the Lascannons, or Autocannons can be diverted to deal with this new threat. Other deepstrikers can be fired upon or if it is know that there is no other deepstriker or outflankers the CCS can make a mad if not suicidal dash for an big nasty.
The PCS’s have the distinction of being suicidal pyros, they are also used as reactionaries with additional role as objective clearers. Like the CCS deepstrikers and outflankers are the main target for these units, for any infantry unit would be hard press the survive two Heavy Flamers and three Flamers. When the game is coming to a end the PCS can both capture and clear objectives or at minimum contest the objective, letting the other units to hold the other objectives.
Group A has the Anti-Heavy armor weapon systems, and it’s task is simple get the heavy armor. While the squad mounted in the Chimera is firing on the Landraider the Chimera can fire it’s Multilaser and Heavy Bolter at a choice transport or if the Lascannon destroys the Landraider the Chimera can fire on the passengers. With the protection of the Chimera, the opponent having target overload, deploying the units behind other Chimeras and the eight other guardsman to take wounds, Group A has a chance to make a dent. It’s shots will be wasted on Monstrous Creatures, but they can be pressed to take them on.
Monstrous Creatures is Group B’s prime target combined with the Chimera’s Multi-laser and Heavy Bolter, the Autocannon and Grenade Launcher should be able to give the opponent pause on how the use his seemly invincible MC. Transports will be consider over MC depending on who and what is more dangerous.
Group C is an odd duck it has a indirect fire (the Mortar) and a direct fire (the Grenade Launcher), because Group C protects Group A and B, as much as possible by sitting out front of both groups. The Mortars adds a surprise to the opponent trying to hug cover with their infantry, or pin so low moral unit, if a Mortar can take out fifteen points then they are worth the five points spent and the weakness that is added to the squad. If the deployment zone does not permit them to deployed in the front they can still been setup behind and act like a poor Griffin. If this is the case then they will make a dash for objectives. (I am still debating if I want have Heavy Flamers or Heavy Bolters for the hull mount for these Chimeras)
This is my first Imperial Guard army, so I want to present it to more experienced players for thoughts, reviews, and whatnot.
Thanks for your time.
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10th January 2012 08:38 #2Badass Wolf Scout
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You will struggle against AV 14 still, as you only reliable way to kill AV14 is your 4 melta guns (eggs) who are all in one squad/basket
While your idea for "Group b" to hunt monstrous creatures is a fine one, most have at least a 3+ armour save so you really want missile launchers and/or plasma guns for such targets.
I would drop the heavy flamers down to regular flamers in your platoon command squads as this can back fire due to wound allocation. also mortars are really crap! I would swap them out for auto cannons or missile launchers minimum. Grenade launchers seem ok on paper but are really weak in reality, and you would be better off making them into either flamers, plasma or melta guns, as at BS3 you need a large amount of fire power to make it stick, and what is sticking is only a tickle with Grenade launchers.
What you lack over all is Ap2 fire power as you will really suffer against Terminators, and more so Deahtwing who can be on you right on turn 1 and agaisnt paladins who can either wound allocate or laugh most anti personnel fire off.
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15th January 2012 20:54 #3
Thanks for the advice I exchanged the Heavy Flamers for regular flamers (I forget about the wound allocation exploit) and dropped the Melta-bombs. With the spare points I purchased Heavy Stubbers and upgraded the Mortars for Autocannons.
I don't want to start a debt on whether or not, Mortars are crap or not, but I have to say that a it's a Frag Missile that might pin and does not require line of sight for five points is a win for me. Not a game winner but nothing to snicker at.
As a player of Deathwing, I have taken some loses to mass lasgun fire, I imagine that mass flamers and some Melta-guns should soften them up quite a bit.
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16th January 2012 13:06 #4That's about enough to tickle armour at range. I think you need to cut some basic troops back in order to fit more long range power.The army relies on it’s four Lascannons, four Autocannons, eight Grenade Launchers and thirteen Multi-lasers....
Honestly I don't like Grenade Launchers or Mortars at all. Guard rarely need to grab anti-infantry options on purpose that arn't Flamers or Lemony Russes. Yes, they are very cheap... but you get what you pay for.
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