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Thread: All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

  1. #1
    Brother Sergeant
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    All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

    40K Army: Imperial Guard
    HQ:
    Company Command Squad, 1 Sniper Rifle... 55pts

    Elites:
    -

    Troops:
    Infantry Platoon:
    Platoon Command Squad, Chimera... 85pts
    Infantry Squad... 50pts
    Infantry Squad... 50pts

    Chimera, Veteran Squad, 3 Plasma Guns... 170pts
    Chimera, Veteran Squad, 3 Plasma Guns... 170pts
    Chimera, Veteran Squad, 3 Plasma Guns... 170pts

    Fast Attack:
    Vendetta... 130pts
    Vendetta... 130pts

    Heavy Support:
    Demolisher... 165pts
    Demolisher... 165pts
    Manticore... 160pts


    Total: 1500pts



    The chimera's will give cover to the demolishers and manticore on the first turn or two as they move forward, the infantry platoons' chimera giving cover to the other chimera as they are worth the least amount of points. The manticore will sit at the back of the formation static launching shells and the HQ squad hidding behind it protecting it from assaults and also ordering any veterans to get back in the fight if running away. The two infantry squads will be mounted inside vendettas and ready to snatch objectives at the last turns. I think I have enough AP weapons to take out heavy infantry and enough str 10 and str 9 guns to take out enemy armour. The only thing I may be lacking is troops and counter close combat units but yeah if you could let me know anything I could improve let me know!


    Any opinion would be great! Let me know what I can improve as it is still a work in progress!
    Last edited by Responds; 01-09-2012 at 21:38.

  2. #2

    Re: All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

    I think that's fine for a start. There's a few things that might need tweaking, but you'll find these out via playtesting.

    You might find the 2xDemolishers and Manticore is overkill, while your three Chimeras don't provide much of a midfield prescence. You may find you might be better of dropping the Manticore and boosting the midfield Chimeras (eg give one to the CCS). You may also find the Platoon may be better blobbed up, either walking in front of your tanks (non objective heavy missions), or holding a backfield objective. Spare points could be used for SWS squads in the Vendettas

    Possible changes :-
    - Manticore

    +Chimera
    +CCS Special Weapons
    +IS Autocannons
    +SWS Squads

  3. #3
    Chapter Master Bunnahabhain's Avatar
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    Re: All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

    The company command squad and the platoon really should have some useful weapons- a cheap autocannon, flamer and the like massively increases your hitting power. Sniper rifles are best left on dedicated units with decent BS, not singly on a mobile BS3 unit.
    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.

  4. #4
    Brother Sergeant
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    Re: All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

    The only problem I'd have is if I was up against one or two Land Raiders? I need that extra strength 10 blasts to take out AV 14, the only other option I tried was replacing some plasma guns with melta guns, and I think I need lots of troops seeing as this is much more of an objective based game now?

  5. #5
    Chapter Master
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    Re: All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

    Keeping most of what you have I would-

    Change one vet squad to have meltaguns, and use the 15pts and losing the sniper rifle, will allow you to run a 4 flamer pcs, or run just 2 flamers in the pcs, and then toss an auto cannon into that CCS- this will help give you a few more options and make things a little more versatile-

  6. #6
    Brother Sergeant
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    Re: All-Comers Imperial Guard 6th Ed. 1500 Pts Competitive Army List!

    How useful are flamers against marines though? I seem to find a lot of armour save 3+ and don't know how to deal with them... I have enough templates for hoard armies don't you think? and a lot of lasguns still...

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