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2000pt Chirean Guard - Mechanized List; Got another list up...
Topic Started: 3 May 2011, 09:57 AM (512 Views)
Justedd_233
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Here is my 2000 point assault list for my Chirean Imperial Guard. I need to get a list together so I know how many guardsmen I need to make and what they need to be modeled with. So this is a mechanized assault list I came up with over the weekend, which revolves around an assault element and a support element, criticism is desperately needed.

HQ

-Company Command Squad with Straken, 2 Bodyguards, 3 flamers, heavy flamer, priest, carapace armor, and krak grenades. (280pts)

-Company Command Squad with Officer of the Fleet and 2 missile launchers. (110pts)

TROOPS

-2 veteran squads with powerfist sergeants, shotguns, 2 flamers, heavy flamer, priest, and carapace armor. (190x2=380)

-3 veteran squads with shotgun sergeants, missile launcher, and 3 grenade launchers (100x3=300)

-7 Chimeras with multilaser, heavy flamer/bolter, and extra armor. (70x7=490)

HEAVY SUPPORT

2 Leman Russ Demolishers with lascannon, heavy flamer sponsons, hk missiles, and heavy stubber. (220x2=440)

Total: 2000pts

Ok, so Strakens squad and the two Carapace Veteran Squads form the assault element, while the other Command Squad and the three Missile Veteran Squads form the support element.

Pretty straight forward strategy for fighting IG and Space Marines. Every squad is mounted in a chimera;

First turn Strakens command squad and the carapace veterans will move up in their Chimeras with the Demolishers to mow down the enemy lines while the support squads move up behind them. The objective is to get Straken and his men pretty close to the enemy line.

Second turn Straken and the Carapace Vets dump their chimeras and flame the enemy line before assaulting. As long as the two Carapace Squads stay within 12" of Straken they'll have furious charge and counter-attack, plus the priest will let them reroll to-hits.
The support elements will stay in their Chimeras and rain missiles and grenades on the enemy until they get bored. The Demolishers will continue to stroll along the enemy lines targeting blobs of infantry or heavy vehicles.

Third turn if Straken and the rest of the assault element are still alive, have them continue what they are doing. If the enemy force has been diminished, have the support elements begin to claim objectives. If not continue to rain missiles and grenades on the enemy.

Fourth and Fifth turns are about grabbing objectives and holding on for dear life, pray the game ends on turn 5.

In case I'm against a CC army like orks or nids, the plan is pretty much the same, but includes more hiding in the chimeras and burning the opposition away.

So thats it, please let me know what you guys think. Seeya.
Edited by Justedd_233, 3 May 2011, 09:58 AM.
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Liquid-Joshi
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Dont take shotguns with missile launchers is my only real criticism. They can't fire out of the chimera, and decreases assault potential and firepower. And Heavy flamer sponsons are not good due to the risk of the ordnance template blowing back on your tank.
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Justedd_233
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Dont take shotguns with missile launchers is my only real criticism.

Well only the assault elements (Strakens CCS and the two Veteran squads with flamers) are all shotgunned out, the other three Veteran squads are support elements they have lasguns, grenade launchers, and missile launchers. The Sergeants in the support squads have shotguns but that just because a shotgun is better than a laspistol at range.

Quote:
 
Heavy flamer sponsons are not good due to the risk of the ordnance template blowing back on your tank.

Hmmm, didn't think of that, so do you think i should just switch over to heavy bolters or upgrade to something heavier?
Edited by Justedd_233, 5 May 2011, 02:03 PM.
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donanton
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I'd agree on removing the shotguns. You wouldnt be able to assault in the turn you disembark and you'll be attached with CC by the next chance to shoot twice and assault. If you want to pck a biggerpunch in the vet squads make them demolition. I believe it givess a S8 6" range large blast demo pack. Drop the priest as he'll just make the squad charge towards enemies to get into cc which is how you'll be playing anyway. -45pts +30pts leaves you a squad with meltabombs and a democharge along with 15pts t spare on hk missiles or something.
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# Marovian
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I'd also lose the carapace. If you are taking all Chimeras, then your troops should be in them until they leap and fire and (hopefully) destroy their target, especially as veterans. So most of the time you will paying for something you shouldn't need.
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Justedd_233
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Well the carapace is there to give the squads a little more survivability after disembarking or when assaulting. However if I take out the assault wargear (the powerfists, shotguns, priests) and make the assault element into a flamer gunline then I'd have an extra 165points.

But the point of taking all that stuff was to make the veteran squads do as much damage as possible on the assault with Straken nearby. Furious charge, counter-attack, rerolling to hit rolls in assault, etc etc.
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donanton
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If you want the most bang for buck keep the flamers and have demolitions. THere's only a 50/50 chance the demo charge will come flying back at you. :)
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Justedd_233
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THere's only a 50/50 chance the demo charge will come flying back at you.

Thanks, I'll keep that in mind :huh: Just for your 'Nids I made a quick Mech IG list that had 28 plasma guns, I call it the Plasma Death Rodeo ;)

Okay everybody, after another weekend spent not working or studying I have devised yet another army list that I may use with my Chirean IG. This one is a mechanized force like the other one but it has its differences, so here it is:

- Company Command Squad with Astropath, Officer of the Fleet, Carapace Armor, Vox, and Grenade Launcher

- Scout Sentinel Squad (3) with Lascannons, Smoke Launchers and Camo Netting

- Scout Sentinel Squad (3) with Multilasers, Smoke Launchers and Camo Netting

- 3 Veteran Squads with Vox, Carapace, and 2 Grenade Launchers

- Platoon Command Squad with Al'Rahem, Vox, 3 Flamers, and a Priest in a Chimera

- 3 Infantry Squads with a Commissar and a Grenade Launcher in 3 Chimeras

- 2 Demolishers with Lascannon, Heavy Bolter Sponsons and Heavy Stubber.

* All Chimeras have Multilaser, Heavy Bolter, and Extra Armor

So pretty much the plan is to have the CCS and Vet's take some of the closest objectives and dig in, using the demolishers to deter enemy advances and have the Officer of the Fleet keep any outflankers or deepstrikers away. Then when mid-game rolls around have Al'Rahems mechanized platoon and the sentinels outflank, using the astropath to hopefully control which board edge they come in off of. From then on its about contesting and capturing objectives while the demolishers and sentinels take out open targets.

In this list I've geared up Al'Rahems command squad for close-combat in case I desperately need something instant death-ed although its primarily a shooty list, commissars are mainly there to keep the infantry squads from running away if the going gets tough.

Alright thats it, let me know what you guys think!
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