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Morph899
21st Jul 04, 8:51 AM
Command Platoon:

Command squad:
Senior Officer: Bolt Pistol, Power Weapon, Frag Grenades.
4 Guardsmen: Lasguns, Grenade Launcher x2.
:79pts
Sentinel Support Squadron: Armageddon Pattern Sentinel (lascannon), Smoke launchers.
:58pts

Infatry Platoon:

Command Squad:
Junior Officer: Cc Weapon, Laspistol, Melta Bombs.
4 Guardmen: Lasguns, Grenade Launcher x2.
:61pts
Infantry Squad:
10 Guardsmen, Lasguns, Grenade Launcher.
:68pts
Infantry Squad:
10 Guardsmen, Lasguns, Greande Launcher..
:68pts

Armoured Fist Squad:

Squad:
10 Guardsmen, Lasguns, Grenade Launcher, Heavy Bolter.
:78pts
Chimera Transport Vehicle:
Multi-laser, Heavy Bolter, Smoke Launchers.
:88pts.

500 points if i've done my sums correctly, please critique.

Exetus
21st Jul 04, 8:54 AM
Don't you need 1HQ and 2 Troops? This looks like 1 HQ and 1Troops with AF squad... or does teh AF squad count as troops? Not too brushed up on my IG army list...

FeloniousPunk
21st Jul 04, 8:57 AM
I'm pretty sure an AF squad counts as one troops choice. I know it seems weird that leg infantry needs 2-5 squads to make one troop choice, but that's how the Codex presents it. I guess the Chimera makes up for all those other bodies.

Morph899
21st Jul 04, 9:03 AM
Yeah, Armoured Fist Sqauds count as seperate troop choices, but you need an infantry platoon to take one. For every armoured fist squad you need an infantry platoon.

FeloniousPunk
21st Jul 04, 9:05 AM
Seems ok to me. Maybe too few troops to have a meaningful critique.

I'm just now building a Cadian army, so I am interested in any advice on what works best with IG armies.

So far, I've got 2 Cadian squads (8 x lasgun, 1 x sergeant with CCW and laspistol, 1 x vox caster, 1 x grenade launcher in one squad, 1 x flamer in the other). I've also got a lieutenant and am gathering soldiers for his HQ, so I'll field one troop choice there. I've got another two boxes of Cadians on order so I'll form another platoon, and have two platoons of 3 squads each (HQ to follow).

I have plans to get a Basilisk cannon or Medusa mortar, and some Leman Russ tanks. First question: is it worth it to field Armored Fist units in IG armies?

Is it worth it to field 2-man heavy weapons teams in the rifle squads themselves (and if so, which are the best choices), or use heavy weapon squads?

Stormblade
21st Jul 04, 10:08 AM
Well first off that looks liek a pretty solid list. Sentinels are great units although I prefer the multi-laser varient but if you like to take lascannon ones they are pretty good too just dont expect it to live long. I prefer giving at least some infantry squads heavy weapons but special weapons only in them is a perfectly viable approach, they are just shorter ranged, cheaper and more mobile ones.

The list does some fairly weak to armour but in 500 points your not likely to face many vehicles and the ones you do your grenade launchers should be able to deal with, especially if you can get some to the side armour. Armoured fist squads are definatly worth it, the chimera can provide a fair few heavy weapons which are quite valuable in a mainly special weapons list such as this. In smaller games vox-casters wont be much use because your army is small enough to deploy together and so the infantry squads will be within the officers 12-inch-Ld-radius-of-goodness if you drop all the vox casters that will net you 20 more points, if you give the JO squads heavy bolter to the AF squad and give the Jo 2 more grenade launchers they can keep up with the force and give Ld8 to squads if the SO dies.

The reason you give the heavy bolter to the armoured fist squad is, one model can fire out of the transport, which is the heavy bolter in this case if you get close and be clever in terrain placement you might be able to corner a single squad and fire off the smoke launchers means that you should be able to devastate the squad and your opponent still doesnt have a complete chance to destroy the vehicle. The SO with the power weapon should be able to knock out a few marines if they get into combat with you thanks to his high initiative although don't count on it.

::EDIT::
Felonious, armoured fist squads are worth because they can add a bit of mobile firepower to your list and can be quite useful in an ordinarily mobile-lacking guard army for capturing objectives or routing out annoying crisis suits from behind terrain etc.

I believe that some heavy weapons are worth putting in squads of their own, often depending on their purpose too. Lascannons are very useful put together as they can focus on taking out tanks while not sapping lasgun or special weapon fire. Missile launchers can be useful for the same reason, although frag missiles are useful in a squad. Heavy bolters i'd usually place in infantry squads, but against horde armies such as orks or 'Nids you might want to use infantry squads as buffers and place a heavy weapons team behind them so it can keep firing.

I wouldnt bother putting autocannons in such quantitys as their only really worth using to take down transports, not having enough shots to fight horde armies and not enough power for heavy vehicles, while lacking the AP for heavy troops.

Morph899
21st Jul 04, 10:30 AM
Thank for the replies, your suggestions were very good Stormblade, i've followed you're tips and my list seems all the btter for it, a special thank you to you. My list is now edited and i have 4 points spare, anyone have any suggestion were to put them? Perhaps give my officers krak grenades?

Stormblade
21st Jul 04, 10:45 AM
Krak grenades arn't really useful, your command squads will get the same punch from shooting at them with grenade launchers, however if you drop the bolt pistol on one of the officers, note the come with laspistol and CCW so they can still use that, you'll get an extra point and can give one of the officers a meltabomb, much more useful against vehicles.

Morph899
21st Jul 04, 10:52 AM
I reckon i should take the bolt pistol away from the JO, as the SO would use it more effectively with his BS. I'm not sure who i should give the Melta Bombs, i'm not sure giving one officer all the wargear would be that sensible, if he dies i lose it all, but since he has more he'll be better suited to use it to get in with it. Any thoughts?

Stormblade
21st Jul 04, 11:12 AM
They both only have T3 so they have the same survivability outside of combat, i'd say give it to the JO when you stripped him down to a laspistol because their points costs are spread out more like you said.