I am a noobie to the guard and this is my first try at a list. I have explained at the bottom what the list is about and how I intend to use it.
HQ
Command Squad - Junior Officer, 4 guardsmen with 4 plasma guns
===> Okay, but I'd strongly reommend replacing one of the Plasma Gunners with a Medic thus giving your other three guns a better chance of avoiding frying themselves
Fire Support - 1
6 Guard
3 Autocannons
Fire Support - 2
6 Guard
3 Autocannons
Anti-tank Support - 1
6 Guard
3 Lascannons
Anti-tank Support - 2
6 Guard
3 Lascannons
===> Okay, fragile but used carefully (cover and fire arcs) should be fine.
Infantry PLatoon - 1
Command - Junior Officer, 4 Guardsmen, 4 Plasma Guns
===> Again, a Medic replacing one of the Gunners comes recommended.
Anti-tank Support - 3
6 Guard
3 Missile Launches
Anti-tank Support - 4
6 Guard
3 Missile Launches
===> No, Heavy Weapons Squads can only form part of a Command Platoon (that is a HQ choice) or a Heavy Weapons Platoon (the Heavy Support Choice) they do not form part of Infantry Platoons as this is. I'd suggest replacing these two Squads with Infantry Squads with Lascannon to give you a little extra better protected AT Firepower.
9 Guardsmen, 1 Sergeant, 1 Heavy Bolter
9 Guardsmen, 1 Sergeant, 1 Heavy Bolter
9 Guardsmen, 1 Sergeant, 1 Heavy Bolter
===> Okay, here I'd add Special Weapons to bolster your firpower, my personal choice of the moment for pairing up with Heavy Bolters is Plasma Guns this giving the squad a low AP weapon, alternatively Grenade Launchers are your other best choice but these may be best paired with your later mobile squads IMHO.
Infantry PLatoon - 2
command - Junior Officer, 4 Guard, 4 Plasma Guns
===> Again, a Medic replacing one of the Gunners comes recommended.
9 Guardsmen, 1 Sergeant, 1 Missile Launcher
===> Switch this one to another Heavy Bolter and againing pairing it up with a Plasma Gun (or Grenade Launcher).
9 Guardsmen, 1 Sergeant, 1 Missile Launcher
9 Guardsmen, 1 Sergeant, 1 Missile Launcher
===> With your Lascannon you've a goot amount of high end AT firepower, I'd suggest switching these two to Autocannon instead giving you a better mid-low range AT Weapon.
===>Special Weapon choice here could be Plasma (same strength as the Autocannon making it a good pairing) or the Grenade Launcher which as usual is a reliable workhorse though its lack of multiple shots happers it a little. I'd probably take Plasma again personly.
9 Guardsmen, 1 Sergeant
===> I'm gonna suggest dropping this Squad so we can better equip your other Infantry Squads, IMHO you should include Special Weapons to boost the firepower output of your core Infantry - certainly IMHO it will serve you better then an extra 10 Guardsmen with Lasguns in this case.
9 Guardsmen, 1 Sergeant
===> This unit could be dropped to a Remanents Squad 8 Strong with Grenade Launcher and switched to the 3rd Platoon to provide a little mobile Infantry/Firepower.
Infantry Platoon - 3
Command - Junior officer, 4Guard, 4 Plasma Guns
===> Again, a Medic replacing one of the Gunners comes recommended.
9 Guardsmen, 1 Sergeant
9 Guardsmen, 1 Sergeant
===> Again, Grenade Launchers for both these squads for mobile Infantry/Firepower.
Heavy Supprt
Leman Russ - Battle Cannon, Hull Mounted Heavy Bolter, Side Sponson Heavy Bolters
Leman Russ - Battle Cannon, Hull Mounted Heavy Bolter, Side Sponson Heavy Bolters
===> Fine
Basilisk - Indirect fire
===> Okay, keep in mind the minimum range of Indirect Fire and deploy to best suit this, once your opponent gets in minimum range (and believe me they wil often try) be prepared to use the 'lisk directly instead, but be careful when doing this its obviously very fragile, keep fire arcs too and from it restricted, ideally you'd only see your target and no other enemy unit would see you.
OK, thats it. My first quirey is that it mite not be legal, if it is not can someone please tell me.
===> Once those two Missile Launcher AT Squads are gone yes it is.
The idea is that the platoons form three lines of defence with the heavy weapons scattered around. The tanks sit at the back and fire. The Junior Officers with their plasma gunners all stand behind the second line of defence as after then first line have been whiped out they are there to mop up any unfinished CC troops as they charge the second line. If the enemy makes it to the second line the plasma gunners retreat back behind the thirrd line and follow the same tactic. The only tactic this army really can do is holod tight and shoot.
===> Remember that screening is no longer an effective tactic, make use of cover as avaiable, and dont go into combat except with a significant advantage in numbers.
I still have over a hundren points left to spare, can anyone suggest what i do with them? I was thinking maybe sum guys with demo charges on the front line to counter the first assult with a suicude bomb attack. Or maybe sum commisars or vox boxes? Im not sure?
===> You've gone Guardsmen heavy, I'd probably be tempted to stick with this with any remaining points, perhaps expand upon your third Platoon a little, my inclanation and recommendation however would be to add some assault units that you can really kick back with, a couple of small squads of Roughriders with Hunting Lances would serve you quite well, hold em back behind your lines and should a nasty assault unit get close enough to be threatening without a hope of using firepower alone to stop them charge em on in there stall em for a turn or more if your lucky! If you need any extra odd points you could always shrink down 3rd Platoons Remanents Squad a little more.
===> Another options would be too make use of Docturines, as is (inc. Roughriders) you'd use 1 Docturine, you could add Close Order Drill to make your troops that little bit more prickly in combat and maybe Drop Troops as a sometimes useful option, both of which are free, Iron Discipline for your Officers always comes in highly rated also and is very cheap. Of course its down to you and should really be picked to fit with your background.
All help suggestions and comments would be greatly appriciated. Thankyou for your time.
*tips hat*
And just to clear this up...
Firstly - You need to cheak your codex for this not too sure but i think you can only take 2 spec weaps in any command squads.
===> You can indeed take more then two Special Weapins in a Command Squad.