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Thread: 2500pt guard

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  1. #1

    2500pt guard

    40K Army: Imperial Guard
    HQ
    CCS melta x 4, in chimera w/multiL/Hflamer

    Troop
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Veteran squad melta x 3, in chimera w/multiL/Hflamer

    Fast
    Vendetta x2 (squad)
    Banewolf x2 w/multi meltas,searchlights
    Banewolf x2 w/multi meltas,searchlights

    Heavy
    Executioner x2 w/HeavyF
    Executioner x2 w/HeavyF
    Colossus x2

    I made this with a friend but i feel it just has too few choices for the enemy to fire at. the main thing i would like to keep (as the army was being built to have them) is the 2 banewolf squads. I also want to make a smaller point version of the list, but i wanted to get the bigger one done first.

  2. #2
    Chapter Master Bunnahabhain's Avatar
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    Re: 2500pt guard

    You have far too few troops choices for 2500pts. I'd be looking for 5-6 veterans squads, with transports, in this list.

    All those squadrons look like overkill to me, especially the executioners. I'd drop those down to Single tanks with plasma sponsons.
    I don't like the colossus at all. There is so little that it can do that a Manticore or pair of griffons can't do better.

    I know all that sounds rather cookie-cutter, but it's true.
    Occasionally accused of being helpful and constructive.
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  3. #3

    Re: 2500pt guard

    Bringing the executioners down to 1 in each squad works but why the plasma sponsons? wouldn't they have to sit still in order to use them? And the colossus's are to get rid of those pesky marines that are always hiding in terrain with lascannons and missile launchers. although its something the Banewolves can do, as they ignore cover as well and wound on 2's but without the range. I do like my manticore so i could replace them with that instead cutting down a few more points there, (500 i think). could then take 2 more Vet squads in transports plus another HQ(or third vet squad)

  4. #4

    Re: 2500pt guard

    HQ
    CCS melta x 4, in chimera w/multiL/Hflamer

    Troop
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Veteran squad melta x 3, in chimera w/multiL/Hflamer
    Platoon command squad
    Infantry squad x2

    Elite
    Marbo x1

    Fast
    Vendetta x2 (squad)
    Banewolf x2 w/multi meltas,searchlights
    Banewolf x2 w/multi meltas,searchlights

    Heavy
    Executioner x1 w/HeavyF
    Executioner x1 w/HeavyF
    Manticore x1

    Theres an updated view of the list. As i said before i want to keep the 4 bane wolves in it. I removed the extra Executioners and brought the units down to 1 although thinking of changing 1 of them to a demolisher(i was hoping to not use them in this list but it feels like it might need it). I only have 5 vet squads and the 1 hq with transport due to my models on hand, i only own 6 chimeras atm, i debated making a vet squad with sergeant harker but decided to go with a standard infantry platoon naked to hold points with (probobly reserves every game) and left me with 66 points that fit marbo. As for the Vendettas i've never actualy ran more than 1 in a unit, been thinking of removing 1 of them for easier movement (also does the 4" unit coherency go from the base or the wings?).

    i hope that wasn't too long, but i hope i got everything covered there

  5. #5
    Chapter Master Bunnahabhain's Avatar
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    Re: 2500pt guard

    No point in having a naked infantry platoon like that, either equip it or drop it. As you don't have much anti transport firepower, some autcannons here wouldn't hurt at all.

    Plasma sponsons on executioners, so that:
    One weapon destroyed doesn't cripple them
    You gain an extra shot whilst moving, or two if still
    Total synergy with main weapon

    I don't like the collussus. I've found that it misses too much to be useful. Against marines, if you compare it to a pair of griffons, their accuracy means you get about 3 times as many hits, so ignoring their saves doesn't matter, you still kill about as many, and have a better chance of wound allocation getting to the melta gun or sergent. However, against everything else you might want to shoot at with a S6 weapon ( 2+, 4,5,6+, light armour), the pair of griffons are far better.
    The manticore again does more hits, and ignores marine FNP, so also does well enough against marines on foot. It also has a great secondary role of killing armour.

    Vendettas, you take coherency off the wings. If the wings don't count for coherency, then they don't count for LOS when shooting at them...
    Occasionally accused of being helpful and constructive.
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  6. #6

    Re: 2500pt guard

    so if i remove the platoon, and give the executioners plasma sponsons that leaves me with 51 points. i could lose marbo and bring that up to 116 points, doesn't give me much for options on some anti transport. although i could give the executioners and bane wolves extra armour so they can always be firing.

  7. #7
    Chapter Master Bunnahabhain's Avatar
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    Re: 2500pt guard

    51 pts to spare...

    Upgrade some melta squads to plasma- 6 BS4 melta units, 4 melta tanks, a manticore and 2 vendettas is more than sufficient anti-tank.
    Autocannons on plasma vets squads- longer range S7 firepower ( would suggest their chimeras have heavy bolters if possible)
    Heavy bolters on the vendettas?

    Extra armour is not a good plan at all. It allows you to move when stunned, not to fire. If it did, it might be worth taking. Also, the bane wolves get the effect for free anyway, as part of a squadron...
    Occasionally accused of being helpful and constructive.
    One ring Book to rule them all, one ring place to find them, One ring Codex to bring them all, and in the Darkness future bind them. Time for the unified Marine Codex.

  8. #8

    Re: 2500pt guard

    err heavy bolters on the chimeras that have the plasma vets

  9. #9

    Re: 2500pt guard

    so i turned 2 of the Vet squads into plasma vets w/autocannon and put the heavy bolter back on the chimera (Hbolter/Mlaser). then with the extra 50 points i added in an astropath to my CCS and gave a plasma pistol to each of the seargents in the Plasma vet squads. i thought about other heavy weapons to my vet squads with meltas but i figured they would be moving too much to ever get to use them.

  10. #10

    Re: 2500pt guard

    hmm just realized i'm missing a chimera. I can only seem to find 5 of them, although i have a scrap built manticore that i could use as a proxy, but i'd rather not proxy. Would removing a chimera from 1 of the 2 plasma vet squads and giving them seargent harker instead be an ok change? Gives an infiltrating unit, and his squad can be tough to root out unless assaulted...

  11. #11
    Chapter Master Bunnahabhain's Avatar
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    Re: 2500pt guard

    No. One unit on foot in a otherwise mechanised list screams shoot me. A 3+ cover save won't help much. A harker unit like that wants several turns shooting to make itself pay, which it isn't likely to get.

    If you don't have enough chimeras, mambo, ands storm troopers, who appear up close and you have to deal with NOW. They'll almost certainly die in a turn, but do it right, and they'll more than pay for themselves in that turn, or accomplish something really useful. It's not ideal, but you don't have the fast or heavy slots to use, no suitable troops due to lack of chimeras, and no HQs that fit in, again due to lack of chimeras.
    Occasionally accused of being helpful and constructive.
    One ring Book to rule them all, one ring place to find them, One ring Codex to bring them all, and in the Darkness future bind them. Time for the unified Marine Codex.

  12. #12

    Re: 2500pt guard

    figure i'll just put this here instead of making a new thread, taking this same army down to 1500 points is tough. heres how i would like my list, although its 95 points too much and i'm trying to cut corners even more than i already have. i've never realy played a game below 2k points so this may be part of my problem.

    CCS w/ melta x4 in chimera w/multiL,Hflamer

    Vets w/ melta x3 in chimera w/multiL,Hflamer
    vets w/ melta x3 in chimera w/multiL,Hflamer
    Vets w/ Plasma x3,autocannon x 1 in chimera w/multiL,Hbolter

    Bane Wolf w/Multi Melta
    Bane Wolf w/Multi Melta
    Vendetta

    Executioner
    Executioner
    Manticore

    I realy dont want to drop a vet squad and have only 2 scoring units, and i also dont want to lose my main orders from my CCS. I feel if i drop 1 of my tanks or my bane wolves its going to reduce the targets on the field i dont want destroyed by too much. Losing the manticore was an option but they almost always pay for themselves and i like having them. I was thinking of droping the vendetta intirely (be the first time i've ever had zero air support) and giving 1 of the executioners some sponsons. anyhow, i am up for suggestions, i'd just like to keep it mech and the 2 banewolves and 2 tanks at least.

  13. #13
    Chapter Master Bunnahabhain's Avatar
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    Re: 2500pt guard

    As written, the list is currently 1465 pts. To keep your current focus, lose the autcannon , and add sponsons to one Executioner.

    However, to improve it, I'd actually change an Executioner out altogether for a pair of Hydras, add those plasma sponsons, and add an officer of the fleet.
    Occasionally accused of being helpful and constructive.
    One ring Book to rule them all, one ring place to find them, One ring Codex to bring them all, and in the Darkness future bind them. Time for the unified Marine Codex.

  14. #14

    Re: 2500pt guard

    just remade it again, still coming up to 1595 points. its 1465 if i remove the vendetta though.

    i am happy with hydras instead of an executioner. is losing the vendetta fine as well? would still leave me 3 melta units, manticore, and the multi meltas on my banewolves as my only units to take down armour 14.

  15. #15

    Re: 2500pt guard

    updated 1500pt list
    CCS w/ melta x4 in chimera w/multiL,Hflamer

    Vets w/ melta x3 in chimera w/multiL,Hflamer
    vets w/ melta x3 in chimera w/multiL,Hflamer
    Vets w/ Plasma x3 in chimera w/multiL,Hbolter

    Bane Wolf w/MultiMelta
    Bane Wolf w/MultiMelta

    Executioner w/plasma sponsons
    hydra flak x2
    Manticore

    At this point i have 45 points left over. I had to drop the Vendetta and i removed the auto cannon from the vet squad. This leaves 1 fast slot open. I could put the autocannon back into the vet squad and put a scout sentinel in, feels like my only option. not much i can do with 45 points

  16. #16
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    Re: 2500pt guard

    Get smoke on the bane wolves... They're going to soak up more fire that way as they'll be going flat out (usually) during turn one. Two 4+ cover AV12 targets are sadly quite difficult to deal with. Or at least suck in a disproportionate amount of firepower. :P (Although not perhaps mandatory)

    I'd almost put autocannons on all the Vet squads. If you stay put with your transports on turn 1, you can unleash 6 more S7 shots in addition to the 9 S6 Multilasers you have. That should cause some real damage to enemy transports (Rhinos or equivalent). Think of it as a 30pt Hydra, because in terms of effectiveness, that's about what it is.

    With the final fifteen points, give the company commander a plasma pistol and melta bombs. The plasma pistol is just a last ditch addition and should not be thought of as a real weapon, but in a pinch, it can penetrate rear armor easily, has synergy with the Meltagun with S7 and same range, and also goes well to kill Terminators or MEQ. Much better, IMO, to shoot 4S8 and 1S7 shots into a MEQ unit than buying a Fist and trying to hack at them. Also Melta bombs can be truly helpful in a pinch and are an excellent investment with synergy in mind.

    That costs 45 points combined and enhances your strengths.

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