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Author Topic: 2000 Point Imperial Guard List  (Read 3239 times)

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Offline Illandir

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2000 Point Imperial Guard List
« on: February 1, 2015, 12:25:29 PM »
Hey everyone! I'm a moderately new Imperial Guard player, and was wondering what some people thought on my army plan. I currently own about half of it, and am working towards acquiring the rest over the next few months. This is by no means a hyper competitive list, but rather a list that I want to enjoy and work a good amount of the time.

My first army was Eldar, and I finished that army a while back, and it has served me well... but it gets so boring at times! The imperial guard appealed to me being the underdogs of the 40k universe, and provided me with a challenge to learn a new army.

HQ
Company Command + Bolt Pistol + Camo Gear + Vox-caster + Medi-pack + Regimental Standard + Camo Gear (Veterans)

Company Command + Power Fist + Plasma Pistol + Carapace Armor + 4 Laspistol/CC weapons + Vox-caster + Medi-pack + Regimental Standard + Regimental Standard + Carapace Armor (Veterans)

4 Commissars

TROOPS
-Infantry Platoon A-
Platoon Command Squad + Bolt Pistol + Vox-caster + Medi-pack + Krak Grenades

Infantry Squad + Melta Bomb + Vox-caster + Plasma Gun + Krak Grenades
Infantry Squad + Melta Bomb + Vox-caster + Plasma Gun + Krak Grenades

Heavy Weapons Squad + 3 Lascannons
Heavy Weapons Squad + 3 Lascannons

Conscripts (20)


-Infantry Platoon B-
Platoon Command Squad + Bolt Pistol + Vox-caster + Medi-pack + Krak Grenades

Infantry Squad + Melta Bomb + Vox-caster + Plasma Gun + Krak Grenades
Infantry Squad + Melta Bomb + Vox-caster + Plasma Gun + Krak Grenades

Heavy Weapons Squad + 3 Autocannons
Heavy Weapons Squad + 3 Autocannons
Heavy Weapons Squad + 3 Autocannons

Conscripts (20)

HEAVY SUPPORT
Manticore

Wyvern Battery (3)

Deathstrike

FORTIFICATION
Aegis Defense Line + Quad-gun

-1997 pts-

I overall wanted this list to be fairly infantry heavy with artillery support. The tactics behind it is to assign 2 of the commissars to the conscripts, and the other 2 to heavy weapon squads depending on what army I am fighting, and then advance up the board with all the infantry I can with long ranged support doing a lot of the work from behind the defense line or while in terrain.

However, in terms of units I am unsure of, the melee based company command squad and the Deathstrike are two units I think I'd replace for something else, though I'm not sure what would work best. Punisher Tank Commander? Valkyries or vendettas? The list needs some more tweaking, and any advice would be appreciated. I still would like to keep the army fairly infantry heavy, I have Eldar to go tank spamming. :)

Offline Calamity

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Re: 2000 Point Imperial Guard List
« Reply #1 on: February 1, 2015, 06:17:03 PM »
Welcome to the IG!  Best faction there is!

I overall wanted this list to be fairly infantry heavy with artillery support. The tactics behind it is to assign 2 of the commissars to the conscripts, and the other 2 to heavy weapon squads depending on what army I am fighting, and then advance up the board with all the infantry I can with long ranged support doing a lot of the work from behind the defense line or while in terrain.

However, in terms of units I am unsure of, the melee based company command squad and the Deathstrike are two units I think I'd replace for something else, though I'm not sure what would work best. Punisher Tank Commander? Valkyries or vendettas? The list needs some more tweaking, and any advice would be appreciated. I still would like to keep the army fairly infantry heavy, I have Eldar to go tank spamming. :)

Infantry heavy lists with artillery support can work very well.  Conscripts are a good starting point with them, especially when lead by a Commissar (or better yet, a priest).  Heavy weapon squads however have, in my own experience, only ever proved to be useless.  They die or flee the second anything targets them even when in cover, and they will be targeted.  The only way they work is when armed with mortars, far back and out of sight.   Otherwise, you're actually better off putting the teams into your infantry squads.  Whilst this won't bring as many weapons to bare, they will last longer on account of the extra bodies in the squad.  There's also the added bonus of a vox caster and the Sgt's leadership to help with orders.

You're right about the equipped for melee Company Command Squad and Deathstrike too.  Except for Ogyrns (and Rough Riders) IG should avoid close combat almost all the time.  Only Tau suck more than us atm.  I've tried to make them assault useable, but nothing works.  Company Command Squads should either be used to anchor the line (Standard bearers, vox casters and camo gear, issuing orders to troops) or equipped as close range hunter killer units (a CCS with four meltaguns is one of the best anti-tank units in the game for example).  Either way works better than going equipped to launch assaults.  And Deathstrikes, although much improved in this codex, are still a bit of a gimmick.  You'd be better off with a second Manticore.  Manticores are good.  They kill everything they fire at.

Apart from that, the list looks solid.  Wyerns are fantastic, and you have enough troops to fight with.  I'd have your Platoon Command Squads leading your Conscripts, with your infantry squads hanging back providing cover fire under the direction of the two Company Command Squads.  You should probably lose two of the Commissars and use the points to buy gear for your Platoon Command Squads.  Meltaguns would probably be best.

I hope at least some of this helps!

Offline Jipster

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Re: 2000 Point Imperial Guard List
« Reply #2 on: February 17, 2015, 01:25:34 PM »
I agree with a lot of what Tangi said.

In your company command squads, I would drop the medi-pacs, the camo, and the regimental standards. 
I've never come across a situation where i thought medi-packs would be worthwhile.  If my command squad is coming under fire, I've done something wrong.  It means my infantry have been bypassed or slaughtered and the command group are all going to die, with or without medi-packs. 
For the Regimental Standards - they do two things for you, right?  For the first, this is why you have commissars and priests.  For the second, well, if your guard gets into close combat, the minor influence of the Regimental Standard isn't going to turn a victory into a defeat.
Oh, also that CC equipment, as you stated.  If the enemy gets a CC specialist unit into melee with your command group, they are dead long before your officer can swing that power fist at anybody.
What I WOULD pick up is an astropath.  Very cheap psyker that is going to hang back with the command group and throw buffs at your infantry blobs. 
Also a Master of Ordnance.  These should be required in any guard force.  Such a pie plate, at such a cost?  If it lands in a good spot just once, he pays for himself many times over.
Something else in that command group - arm a couple of the vets.  You are paying for that increased ballistic skill, might as well get some use out of it.  Nothing too huge, else you make them into a bigger target.  Maybe just some grenade launchers or something.

Completely agree with Tangi re: the heavy weapon teams.  Embed 3 lascannon teams in a 3 squad blob, maybe with plasma guns or grenade launchers as well, backed up by a priest or commissar, put them behind the Aegis wall, supported by a command group and their astropath, and you have a powerful block to use to hold an objective - and the 3 lascannon will have a wealth of meat shields to eat hits for them.

Those mortar teams Tangi mentions - being troops choices - are great for sitting on an uncontested objective while flinging useless barrages on bad guys.  They are also cheap.  Which is good cuz they never seem to actually kill anything.

Maybe group up those conscripts and lead them with a single priest?  The hymns are fun, and Zealot makes this group into a blob that pretty much has to be killed to the last man.  30 or 40 conscripts led by a priest makes a great blob to move up and sit in front of something dangerous and tie up their fire for much of the game.

The Deathstrike looks very cool - but what do you hope to do with it?  It is a one shot that absolutely levels an area, right?  You want to be able to crush an area that has a large concentration of high value targets, right?  If you are facing something like Marines or some Eldar forces, where they don't have a lot of troops, that probably means they don't have a big blob of stuff in any one spot, making the Deathstrike less effective. Or they will do their best to kill it before it fires.  If you are facing a blob army - well, in my experience a blob army is already the easiest for the Guard.  An infantry heavy Guard force specializes in putting out large volumes of weak fire - exactly what you need against a blob army.  Which means you may not need a single shot pie-plate-o-doom like the Deathstrike to defeat them.  Not when you are backing up all those lasguns with a battery of 3 Wyverns.   

I need more Wyverns...

One weakness, obviously, is your complete lack of mobility.  Maybe you are okay with this (you are going for a theme more than anything here, right?), but if you have to go across the length of a 6' table (rather than across the 4' width) to grab an objective against the opposite table edge, you will never get there.  Not much you can do about that without violating the theme of your army.  A single Valkerie with a veteran squad won't get it done, not in a 2000 point game.  Nor will a single Chimera with vets.  Either choice will get blown apart.  You would need to really commit to a larger mobile force.  Again, that goes against your inf + arty desire, so i guess you just accept this?  Nothing wrong with that.

 


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