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Thread: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

  1. #1
    Brother Sergeant
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    Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    40K Army: Imperial Guard
    Here's the new list:

    Company Command Squad, Colonel ‘Iron Hand’ Straken, 4 Veterans, 1 Melta Gun, 3 laspistol, 2 Bodyguards, Carapace Armour, Medi Pack, Regimental Standard ... Total: 250pts

    Ministorum Priest, Eviscerator ... Total: 60pts


    Elites:

    -


    Troops:

    Platoon Command Squad, 1 Missile Launcher, 2 Grenade Launchers ... Total: 55pts

    Infantry Squad, 1 Lascannon, 1 Plasma Gun... Total: 85pts

    Infantry Squad, 1 Autocannon, 1 Grenade Launcher... Total: 65pts

    Infantry Squad, 1 Plasma Gun ... Total: 65pts

    Infantry Squad, 1 Plasma Gun ... Total: 65pts

    Veteran Squad, 6 Shotguns, 3 Meltas ... Total: 100pts


    Fast Attack:


    Vendetta Gunship… 130pts

    Vendetta Gunship… 130pts


    Heavy Support:


    Leman Russ Demolisher … 165pts

    Leman Russ Demolisher … 165pts

    Leman Russ Demolisher … 165pts


    Overall: 1500pts


    The CCS and priest attached would go forward behind a demolisher up to an objective until finding cover and the demolisher falling back to the front lines as the enemy advances. The Veterans would be behind the CCS and trying to find some enemy armour to melt. The vendetta's would hang back with the Platoon and their heavy weapons, once again ready to grab any infantry that's left in the last turns and boost them up to contest/capture objectives. Not quite sure about it but I reckon this could work pretty well? My comments still stand before about not wanting a mech list, so yeah, any suggestions?
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Old list:


    HQ:

    Company Command Squad, Regimental Standard ... Total: 65pts


    Elites:
    -


    Troops:

    Platoon Command Squad, 1 Missile Launcher ... Total: 45pts

    Infantry Squad, 1 Lascannon ... Total: 70pts

    Infantry Squad, 1 Autocannon ... Total: 60pts

    Infantry Squad, 2 Grenade Launchers ... Total: 60pts

    Infantry Squad, 2 Grenade Launchers ... Total: 60pts

    Veteran Squad, 7 Shotguns, 2 Flamers ... Total: 80pts


    Fast Attack:

    Vendetta Gunship… 130pts

    Vendetta Gunship… 130pts


    Heavy Support:

    Colossus … 140pts

    Squadron 1: Leman Russ Demolisher … 165pts

    Squadron 1: Leman Russ Demolisher … 165pts

    Squadron 2: Leman Russ Demolisher … 165pts

    Squadron 2: Leman Russ Demolisher … 165pts


    Overall: 1500pts


    I was once told that for a good list you need to make sure you don't vary your army too much make make sure it is focused. This is why it may seem like a boring list as I think assume that most people are running mech lists in tourneys, so competitors won't be packing that many heavy weapons to take out armour 14 from long range.

    Deployment I'd be putting my command squad (to keep the infantry from running away) and infantry platoon surrounding my Colossus in the centre of the board and also so that I can get some good line of sights with my heavy weapons and will be stationary till near the end of the game. The Vendettas will be either side, ready to pick up any surviving infantry near the last turn and boosting them to objectives (if alive). The two squads of vets will be surrounding each squadron in a circle (to protect them from deep strikes) and moving up and back with the tanks so that the demolisher cannons can get their 24" range but still keep a good distance away from the enemy when they advance.

    Now, I could really use some help with this list. I don't have any chimera's and don't really have the money to purchase some, everyone seems to be going for them anyways, I don't really like the idea of that. Plus some people flame lists that spam tanks but I'm pretty sure this would be effective although I don't have much experience with using them so any feedback would be much appreciated! I think I have enough scoring units and enough templates to instant death about anything that comes towards me

    Thanks guys!
    Last edited by Responds; 02-05-2012 at 17:00.

  2. #2

    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Actually everyone brings super fast melta guns to kill the guard and marine parking lots.

  3. #3
    Brother Sergeant
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Well, I reckon I'd be able to take out troop transports that can only move 12" at a time, as I will be able to keep a fair distance away? Strength 8 isn't that effective against armour 14

  4. #4

    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    As long as you don't play eldar or dark eldar because lances laugh at AV14.

  5. #5
    Brother Sergeant
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    True, they have taken down many of my leman russ tanks in the past when just playing casually... Just not sure how many lances they'd be packing in a 1500 point army and wether I'd be able to take them out quick enough?

  6. #6

    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    For my eldar I take between 5-10 minimum.

  7. #7
    Brother Sergeant
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Haha see there.. I would have a definate problem :L

  8. #8
    Chapter Master Bunnahabhain's Avatar
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    The list is neither good, nor legal.
    My comments on each entry in italics

    HQ:
    Company Command Squad, Regimental Standard ... Total: 65pts
    Why don't you have any special or heavy weapons, or advisors? They're very useful

    Troops:
    Platoon Command Squad, 1 Missile Launcher ... Total: 45pts
    Using the 4 special weapon slots is normally a good plan
    Infantry Squad, 1 Lascannon ... Total: 70pts
    OK. It's a lot of points for a BS3 lascannon
    Infantry Squad, 1 Autocannon ... Total: 60pts
    Fine. A grenade launcher as well would be good.
    Infantry Squad, 2 Grenade Launchers ... Total: 60pts
    Infantry Squad, 2 Grenade Launchers ... Total: 60pts
    Not legal, you can only have one a squad

    Veteran Squad, 7 Shotguns, 2 Flamers ... Total: 80pts
    Why not three flamers? I assume they're in a vendetta

    Fast Attack:

    Vendetta Gunship… 130pts
    Vendetta Gunship… 130pts
    Fine. Bear in mind they don't work well as gunships and transports at the same time

    Heavy Support:
    Colossus … 140pts
    Underwhelming. You really don't need more AP3 in this list.

    Squadron 1: 2 Leman Russ Demolisher … 330pts
    Squadron 2: 2 xLeman Russ Demolisher … 330pts
    Squadrons not needed at all here. They're Overkill, and very fragile

    Overall: 1500pts
    Overall, you're short on anti transport/light armour firepower, especially over 24" range, and have far too few mobile scoring units. You certaily don't have the ability to take down enough melta/lance platforms to make all that AV14 actually matter
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  9. #9
    Brother Sergeant
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Okay, thanks for the advice, I made a few changes and maybe went a little extreme, just hopefully I'm getting better not worse :L tell me what you think :

    Here's the new list:

    Company Command Squad, Colonel ‘Iron Hand’ Straken, 4 Veterans, 1 Melta Gun, 3 laspistol, 2 Bodyguards, Carapace Armour, Medi Pack, Regimental Standard ... Total: 250pts

    Ministorum Priest, Eviscerator ... Total: 60pts


    Elites:

    Ratling Squad ... Total 30pts


    Troops:

    Platoon Command Squad, 1 Missile Launcher ... Total: 45pts

    Infantry Squad, 1 Lascannon ... Total: 70pts

    Infantry Squad, 1 Autocannon ... Total: 60pts

    Infantry Squad, 1 Plasma Gun ... Total: 65pts

    Infantry Squad, 1 Plasma Gun ... Total: 65pts

    Veteran Squad, 6 Shotguns, 3 Meltas ... Total: 100pts


    Fast Attack:

    Vendetta Gunship… 130pts

    Vendetta Gunship… 130pts


    Heavy Support:

    Leman Russ Demolisher … 165pts

    Leman Russ Demolisher … 165pts

    Leman Russ Demolisher … 165pts

    Overall: 1500pts


    The CCS and priest attached would go forward behind a demolisher up to an objective until finding cover and the demolisher falling back to the front lines as the enemy advances. The Veterans would be behind the CCS and trying to find some enemy armour to melt. The vendetta's would hang back with the Platoon and their heavy weapons, once again ready to grab any infantry that's left in the last turns and boost them up to contest/capture objectives. Not quite sure about it but I reckon this could work pretty well? My comments still stand before about not wanting a mech list, so yeah, any suggestions?
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

  10. #10

    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Not sure if your using Straken to his fullest in this list. What I would suggest is to delete the priest and ratlings and get your self another plasma IS squad & add a astropath to the CCS. Then drop the ML out of the PSC and give them 4 flamers, while bring the las cannon in IS #1 to a autocannon. Create two blobs. One that is 20 man (the two AC IS squads). And 1 30 man squad (3plasma gun). The 30 man squad , the demos and Harken will advance up the field. Harken can issue MOVE MOVE MOVE!!! to the blob. If he stays towards the back (but not out of range of 30squad he can issue a bring it down order to the other blob on your home objective.) Since it looks like you want to play this list aggressive theres really no need for the PCS orders. Load them and the vets in Vendettas and scout or out flank as you see fit. The Astro will help you with out-flanking.

    Looking the list over one more time I noticed a few more things that could help. You dont really need the armour medic or bodyguards. So droping them and adding a Commiesar w/ps and a ps to each of your sgts in the 30 squad would add a nice punch and make sure they stick around to fight. With Straken giving the Counter-attack or Furious charge.

    These are just my suggestions for the list of models you have presented. I think it can be optimised more but it would require to remove a demolisher and adding sentiels and a hydra... anyway good luck at the tourny

  11. #11
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Cheers man that helps a lot I like the idea of putting flamers in the PCS, just I'm concerned about losing my vendetta's by taking them in close to drop people off? And yeah the idea of two blobs is a really nice idea thanks for the feedback

  12. #12
    Chapter Master Bunnahabhain's Avatar
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    You're building lists that sit in the awkward hybrid zone. They have enough infantry to provide targets for those guns, without overwhelming the enemy in numbers, and enough armour to provide targets for their Anti-tank, , but again without having enough to overwhelm their capacity. Hybrid lists can work, but they are far, far harder to use effectively than either a fully mechanised or all infantry force. Given you say you are not experienced, if you have the models, I'd urge you to build one of those two.


    Straken really wants about 70-90 men ( 2 x 31 man blobs with commissar, 2 x PCS, and 1-2 10 man screening squads if you can afford them...) for him to buff to run to best effect. He isn't really a combat character, he's a way to turn guard tarpit units into something that can actually do some damage. You'll need lots of fire support to back this force up.

    Preists are aweful, avoid like the plague.
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  13. #13

    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    so from the latest version you seem to be fine in anti-tank from the vendettas. there is a distinct lack of transports though and i feel that those vets will be hard pressed to find some nice targets for those meltaguns (unless they are flying in a vendetta but even then, with no fire points its not ideal)
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  14. #14
    Brother Sergeant
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    I added a few more special weapons in there, and I don't really have the money to be buying another 100 models or 8 chimera's.

    I have like 50 infantry models, 3 demolishers, a basilisk, 2 vendetta's, a hellhound, 2 priests, most of the special leaders, commissars and a few other bits and bobs.

    I think priests would really help my close combat capabilities with straken though? He'd be going to contest the centre objective anyway, and don't blobs just get blown away? If I keep infantry squads separate I can split fire, and they can also be separate scoring units? I have never used blobs so I can't really compare, but in the past several infantry squads have worked out pretty well?

  15. #15
    Chapter Master Bunnahabhain's Avatar
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    A priest cost almost as much as another infantry squad, and simply are not as good,.
    If you buy a priest, you gain 1 wound, and get to re-roll misses, on the turn you assault ( doesn't work with counter attack). Assuming you're adding them to a 31man blob, then you gain 16 extra hits from the priest in one round of combat. They're an IC, so can be picked out, and they can't score.

    If you buy an extra squad, you gain 10 wounds, a special and heavy slot, and gain 10.5 extra hits if you get the charge/ pass a counter attack check, or 5.5 extra hits in normal combat, and they score.
    ----------------------------------------------------------------

    Looking at the list of what you have, it's not awfully helpful. For a strong force, you either want more men or more chimeras....
    From there, I'd go aggressive and short ranged. it's not sophisticated, but it uses what you have to best effect.

    3 x demolishers- separate units
    2 x vendetta -separate units
    Hellhound

    And reserve your infantry ( vendettas to hold CCs and veterans), using Al Rahmen if you have him. Clear a safe zone for your flanking infantry when they arrive( take an astropath so you get the side you want), and steam roller your way down the board. Points wise, from your second list, dropping the priest pays for Al rahmen, losing Strakern pays for the hell hound, ratlings become the astropath, and juggle weapons about to make squads work - some long range and static, some mobile.
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  16. #16
    Brother Sergeant
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    Quote Originally Posted by Bunnahabhain View Post
    A priest cost almost as much as another infantry squad, and simply are not as good,.
    If you buy a priest, you gain 1 wound, and get to re-roll misses, on the turn you assault ( doesn't work with counter attack). Assuming you're adding them to a 31man blob, then you gain 16 extra hits from the priest in one round of combat. They're an IC, so can be picked out, and they can't score.

    If you buy an extra squad, you gain 10 wounds, a special and heavy slot, and gain 10.5 extra hits if you get the charge/ pass a counter attack check, or 5.5 extra hits in normal combat, and they score.
    ----------------------------------------------------------------

    Looking at the list of what you have, it's not awfully helpful. For a strong force, you either want more men or more chimeras....
    From there, I'd go aggressive and short ranged. it's not sophisticated, but it uses what you have to best effect.

    3 x demolishers- separate units
    2 x vendetta -separate units
    Hellhound

    And reserve your infantry ( vendettas to hold CCs and veterans), using Al Rahmen if you have him. Clear a safe zone for your flanking infantry when they arrive( take an astropath so you get the side you want), and steam roller your way
    down the board. Points wise, from your second list, dropping the priest pays for Al rahmen, losing Strakern pays for the hell hound, ratlings become the astropath, and juggle weapons about to make squads work - some long range and static, some mobile.
    Thanks by the way, even if this is frustrating for you I'm finding it useful to what the good lists are. I used a list similar what you suggested against tau once. I used captain al'rahmen to outflank an entire platoon, a vendetta brought on melta vets and a valk brought in straken with the squad above plus astropath, however my whole platoon was killed in a turn due to some lucky rolls and my meltas failed to do anything against the back armour of his main tank, my whole army was wiped out by turn 5 :L but well, maybe I don't really know how to play them. But I think I have had more luck with setting up firing lines and sending units with armour support forward. I could purchase more infantry, but if I drop the priest and possibly some other things, should I turn them into close combat ready or sit back and plasma gun?

  17. #17
    Chapter Master Bunnahabhain's Avatar
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    Re: Imperial Guard 1500 Point Army List For Tournament (Inexperienced so need help!)

    To my mind, you really don't have enough bodies or long range fire available to set up a gunline, which is why I suggested an armoured steamroller.
    You are short on infantry in all of these lists. The number you have would be fine if they were in chimeras, but they're not, so you are short on mobile scoring units. Reserving them is the only way I can see to keep them alive.

    The list I suggested can apply lots of fire power to one side of the board, and barring awful luck, should overwhelm that side. Depending on your opponent and their army, that may be enough for you to win- you're highly unlikely to table them, or 5 objectives, but you should be able to bludgeon them to a point where you can win.

    The other thing tournaments want is practice. Settle on a list, get a game or two in beforehand, and do not change it unless you have to. I have loads of different lists in use at any one time, but they always fall into a few archetypes, and use the same units or groups of units time and time again. That means I have a good feeling for what I can expect them to do or not do, but you don't get it if you keep changing them about.
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