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Thread: 2000pts imperial gaurd hybrid for local tourney

  1. #1
    Scout
    Join Date
    Jan 2011
    Location
    brisbane qld
    Posts
    8

    2000pts imperial gaurd hybrid for local tourney

    40K Army: Imperial Guard
    Got an upcoming local tourney, never done to much tourney play and also this will be the first time using IG as it is my new project. Can you rip it apart for me? i tryed to do a all comers list, and cover everything at least 3 times, because i hear that gaurd needs 3 of anything to do one thing, as one will be dead and the other will miss . Thanks in advance

    CCS
    -4 plasma guns
    -chimera DDT ML + HF

    Veteran squad
    -3 melta's
    -chimera DDT ML + HF
    Veteran squad
    -3 melta's
    -chimera DDT ML + HF
    Veteran squad
    -3 melta's
    -chimera DDT ML + HF

    Infantry Platoon
    PCS
    -4 flamers
    Infantry squad
    -flamer
    Infantry squad
    -flamer
    Infantry squad
    -flamer
    Infantry squad
    -flamer
    -commisar

    Heavy Weapon Team
    - 3 autocannons
    Heavy Weapon Team
    - 3 autocannons
    Heavy Weapon Team
    - 3 autocannons

    Leman Russ Squadron
    -2 demolisher - heavy flamer
    -1 vanilla - heavy flamer

    hydra flak battery
    - 2 hydra's

    Ordinance battery
    - 2 gryphons
    - camo netting

  2. #2
    Commander Reivax26's Avatar
    Join Date
    Apr 2010
    Location
    Jamestown TN
    Posts
    536

    Re: 2000pts imperial gaurd hybrid for local tourney

    Looks good to me. I'm sure someone is going to tell you to put Vendettas or Valkyrie's in it but I say if you like it and it works then run it.

  3. #3
    Chapter Master Bunnahabhain's Avatar
    Join Date
    Mar 2007
    Location
    Edinburgh
    Posts
    11,959

    Re: 2000pts imperial gaurd hybrid for local tourney

    I have one big problem with this list:
    The Leman russ squadron is a very bad idea (500+pts tied up in one unit, that is massive overkill against many things, short ranged, and incredible vulnerable to a unit with a few meltas or power fists hitting one end of the squadron, and crippling all of them.) You don't need three of them, and if you want two, they most certainly should not be mixed like this, either have two demolishers to scare people silly, or two russes to stay cheap. Either way, look again at their hull weapons. I'd drop two of them.

    And a number or considerably smaller ones:
    ---------------------------------------------------------
    You have four, short ranged units that can take on AV14. I'd like at least one long range one in there as well.

    If DDT = difficult and dangerous terrain modifications, you don't need it at all, which gets you 40 useful points back.

    I'd add some variety to the platoons weapons- with all the hull heavy flamer, and the griffons, you have anti horde covered well enough to do so.
    I assume you are blobbing 3 squads. I'd try and get that commissar a power weapon. If you're not blobbing, no commissar needed

    The griffons don't need camo netting, simply hide them out of LOS. If you want to camo something, do the hydras, but is normally better just to take more guns. Remember for a squadron of 2, one in cover = 50% of squadron in cover = all of them get the full cover save.
    -------------------------------------------------------------------------------
    Dropping 300 pts of russes gives you points to play with. I'd get some vendettas, and more troops with whatever is left.

    Hybrid builds are not that easy to use, so settle on a list soon, and practice.
    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.

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