Warseer |
"Basic strategy:
Outflank with the Gamma platoon and the 5 scout sentinels (paired as 2,2,1 or 2,3) and annoy the enemy's backfield.
The 2 50 men blobs will be combined as 5x or 3x, 2x depending on the game mission and terrain, but anyway they will form a solid gunline which rely heavily on orders (that's why the 2 CCS + vox net)
Flamers are there to provide some short range template, and i think that they are fairly better than a grenadelauncher. Anyway i haven't glued them yet so if you think that some GL are better i won't mind too much.
First of all, i will destroy enemy transports with all my long range weaponry (like, 10TL autocannon shots and 5TL lascannon shots) and i shouldn't have too much difficulties doing that. On turn 2 most probably the sentinels have arrived and will shoot another 10 standard AC shots, and 12 meltas on top of that.
Yeah i know that i am pretty vulnerable on template weapons, but nowadays most of the lists are tailored as all comers or dedicated anti-transports, and since i have no heavy vehicles whatsoever many points are going to be wasted.
Little fluff note: this one is a mountaineer regiment, and this is why i do not want vehicles on my list. A tank doesn't fight well in mountains, and it is like a sitting duck.
Thank you for your suggestions!
HQ:
Company Command squad (150p)
-3xPlasmagun
-Vox
-Carapace Armour
-Astropath
Company Command Squad (120p)
-3xPlasmagun
-Vox
-Carapace Armour
TROOPS:
Platoon alpha
Alpha Platoon Command Squad (50p)
-Vox
-3x flamers
Infantry Squad Red 1 (105p)
-Vox
-Flamer
-Autocannon
-Commissar
Infantry Squad Red 2 (65p)
-Flamer
-Autocannon
Infantry Squad Red 3 (65p)
-Flamer
-Autocannon
Infantry Squad Red 4 (65p)
-Flamer
-Autocannon
Infantry Squad Red 5 (65p)
-Vox
-Autocannon
Heavy Weapons Squad Alpha Heavy(105p)
-3x Lascannons
Platoon beta
Beta Platoon Command Squad (50p)
-Vox
-3x flamers
Infantry Squad Green 1(115p)
-Vox
-Lascannon
-Flamer
-Commissar
Infantry Squad Green 2 (75p)
-Lascannon
-Flamer
Infantry Squad Green 3 (75p)
-Lascannon
-Flamer
Infantry Squad Green 4 (75p)
-Lascannon
-Flamer
Infantry Squad Green 5 (75p)
-Lascannon
-vox
Heavy Weapons Squad Beta Heavy (75p)
-3x Autocannon
Platoon Gamma
Gamma Platoon command squad (135p)
-3x Meltagun
-vox
-Captain al raheem
Infantry Squad Sword 1 (65p)
-vox
-Meltagun
Infantry Squad Sword 2 (60p)
-Meltagun
Infantry Squad Sword 3 (60p)
-Meltagun
Special Weapons Squad Gamma 1(65p)
-3x Meltagun
Special Weapons Squad Gamma 2(65p)
-3x Meltagun
Fast Attack:
5x Scout sentinel (220p)
-Autocannon
2000pts"
If you want Imperial Guard foot, you really need Straken or Creed. I'd go with Straken here and put a bunch of power weapons in your Infantry units. Get a 6th Sentinel and a couple meltaguns in infantry platoons over flamers so you can always have melta in combined squads. You have a ton of lasguns, don't really need flamers. We'd then want more Heavy Weapon Teams and this means sacrificing some numbers. All those anti-tank shots that aren't going into tanks, are going into HWT so only a couple of them isn't going to do. I'd want something like 7+ of these squads to get you enough anti-tank to blow stuff up and not be sitting ducks to opposing S6+ firepower.
Foot Guard has huge mobility issues which you've looked to solve decently with Al'Raheim and Scout Sentienls. I wouldn't say it's a super good awesome list with said changes but it's decent for a foot guard force and poorly built lists will have serious trouble with it.
So main recommendations:
Straken
more Heavy Weapon teams
power weapons in blobs
You will lose some infantry squads for this but increasing your firepower and making your 200 infantry scary in combat is a good thing.