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Thread: 1850 Renegade Guard (using IG)

  1. #1
    Chaplain MooseOnTheLoose's Avatar
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    May 2012
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    1850 Renegade Guard (using IG)

    40K Army: Imperial Guard
    So the army is going to consist of FW renegade kits for all the vets and conversions on the storm troopers. The army has a two wing approach. The idea I had was an offensive wing or attack force that supported itself while the 2nd wing was a defensive/cover fire element. I wanted the feel of the army to be less "tech heavy" and more functional as I felt renegades fit that look more. So here is the list:

    Company Command Squad
    Power Fist
    Medi-pack
    Vox Caster
    Heavy Flamer
    Carapace Armor
    Master of Ordnance
    Total - 170


    Veteran Squad #1
    Vox Caster
    Grenade Launcher x3
    Missile Launcher
    Grenadiers
    Total - 135


    Veteran Squad #2
    Vox Caster
    Plasma Gun x3
    Missile Launcher
    Grenadiers
    Total -165


    Veteran Squad #3
    Vox Caster
    Sniper Rifle x3
    Grenadiers
    Total - 120


    Veteran Squad #4 with Chimera
    Shotguns
    Power Weapon
    Meltagun x3
    Grenadiers
    Total - 140


    Veteran Squad #5 with Chimera
    Shotguns
    Power Weapon
    Meltagun x3
    Grenadiers
    Total - 140


    Veteran Squad #6 with Chimera
    Shotguns
    Power Weapon
    Flamer x2
    Heavy Flamer
    Grenadiers
    Total - 140


    Armored Sentinel Squadron x2
    Autocannon x2
    Total - 120


    Armored Sentinel Squadron x2
    Autocannon x2
    Total - 120


    Chimera - 55 x3
    Total - 165


    Leman Russ Exterminator
    Heavy Bolter Sponsons
    Total - 170


    Storm Trooper Squad
    Additional Storm Trooper x5
    Total - 165


    Valkyrie Assault Carrier Squadron x1
    Total - 100


    Total - 1850 Points.

    Defensive wing: Command Squad, Vets 1, 2, and 3

    So my plan is that the Command Squad is within the defensive wing, and predominately dishing out commands to Vets 1, 2 and 3 hence the vox casters. I was worried that any combat unit gets into this win its gonna be rough, so my idea was for the Command Squad to pack a bit of counter punch with a PF, Heavy Flamer and Med-pack. If I am lucky it could turn the tide on smaller cc units otherwise taking them all out worse case, at least hold them of an extra round. However this I am not sure is worth it, mainly the MoO, Power Fist, Heavy Flamer and Med-pack. I'm torn if I should tweak this or move the point else where.

    Vet squad 3, I know snipers probably are not my best option, but they are sticking around cause of the modelling and small conversions I want to do. My question is, is there a heavy weapon worth really putting with snipers? I'm not sure there really is or if I am just blinded. Thoughts?

    Offensive wing: Vets 4, 5 and 6, Sentinels Squads, Chimeras

    I'm thinking shotguns, for the assault but I know they best function just riding around in the Chimeras. I like the set up of 2 tank hunters and 1 infantry hunter unit with the 2 melta team and flamer team. Add in my favourite models for IG the Sentinel, 4 autocannons I feel help with firing output and I have enough variety to threaten AV14 to infantry with the attacking wing and create extra targets. My big question is, is it worth adding anything too my chimeras instead of some of my command squad points. Eg, extra armour, heavy stubbers for extra fire power, or cheap is better.

    Role Changers: LRE, Storm Troopers and Valk.

    The idea is depending on the set up, terrain, game and opposition the LRE could either support the defensive wing and is geared more for that role, eg: taking out flankers, infantry assaulters, fast transports. Or it can join in the offensive and add another target. The valk is there to either join the offensive, or act as a distraction/pain in the butt too the enemy. This is where the Storm Troopers come into play as well. Deploying from the valk. infiltrating etc. Can add some more punch to the offensive, support the defensive or simply distract and disrupt the enemies game plan. The valk/ST also doing this role can save fire from being sent at the offensive wing. With that in mind I tried to keep them both as cheap as possible, but my big question is that worth it for the ST? or special weapons are needed for use?

    As is I am fairly light at trying to take down AV14 and probably AV13. But any transports are gonna have it rough and the same goes for infantry imo.

    Thanks for any feedback/thoughts.

  2. #2
    Chapter Master Bunnahabhain's Avatar
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    Mar 2007
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    Edinburgh
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    Re: 1850 Renegade Guard (using IG)

    The vakyrie want MRPs. To pay for it, lose the heavy flamers from the infantry, where they're too expensive( replace with normal one in the vets)

    Definitley slim down the command squad. If you lose carapace and the medi-pack, you can buy a chimera instead to protect them, and have points left for more guns- shooting stuff is a much better use for them than CC.

    Scout sentinels are much cheaper, and give you a much better chance of getting shots on side armour. The points save can go towards the below:

    For the sniper vets, why not use them as counts as ratlings? You get the models you like, and better rules...
    The storm troopers want special weapons. Plasma is logical on the 10 man squad
    Occasionally accused of being helpful and constructive.
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