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Monday, January 16, 2012

Email in: 2000 pts Imperial Guard - a challenge for you

Broken Paintbrush

"Hello Kirby! I haven't much experience on tabletop warhammer 40.000 play since i started playing it a few months ago but long working hours are preventing me to play as much as i'd like. I can account only a few matches on vassal, but that will have to do for now.

I've always been in love with Imperial Guard since W40k:DoW videogame and i built a list that i like :) i know that it's not the best possible competitive outfit for IG but sincerely i don't care too much, because in Italy (where i live) there aren't 2k pts tournaments (1500 is dominant here) and i will most likely play only friendly games vs my local group,


I plan to play as a (pretty much) static gunline with a bit of heavy armour support. Again, i know that it is below par compared to mechanized infantry pattern, but i bet that you'd prefer a challenge than a copypasted answer on optimal chimera balance, wouldn't you?

HW squads will be placed around the Lord Commissar to benefit the LD10 for Creed's orders and the Lord itself will be attached to a infantry blob which will be placed in cover as much as possible: this will provide me 40 models with a 3+ cover save, like marines. Not too bad i'd say. Or if i want to go to ground i have a bunch of terminator armors to be shifted off cover.
Platoon commanders are just meatshields ready to burn incoming melee units incoming (or just absorbing fire / shielding other infantry behind if cover is scarce for a turn or two) - I'd like to know if 4x grenade launchers are better than 4x flamers.
Leman Russes will roll forward to - again - cover my units if needed and relieve pressure from the HWT which otherwise would have been shot and forced to run turn 1, or maybe outflank a squadron with Creed's special ability

As you can see, i have 85 points left (100 if i want to get risky and strip off the 3 voxes) to spend to cover my weaknesses (or reinforce my strengths) as much as possible
Here are some ideas i had.
- 8 to 10 power weapons to my sergeants/commissars. At least if i have to tarpit, i'd like to put some wounds on my enemy too.
- 8 to 10 plasma pistols for my sergeants/commissars. Not sure about this since they might be never used, but could be fun to see a couple terminators get a wound before smashing me.
- 8 to 10 meltaguns for the gunline. Again since these guys are pretty static they wouldn't be in range to shoot a lot but at least tank shocks would be less likely
- 8 special weapons + 45 to 60 points (grenade launchers or flamers) for the gunline. I'd take GL which are S6 after all against vehicles (which will be TL by Creed) and might get a glance on a transport. Flamers might be good agains a CC-oriented enemy: I'd like an advice on this too if possible.
- 2 Scout sentinels with multilasers, most probably outflanking. + 15-30 pts
- Officer of the fleet and Master of ordnance. The former is because when i deploy full force on the table my enemy just reserves everything and wastes me a turn of shooting. at least he will come on table even more scattered, the latter is because Creed's team will be hidden in cover most of the time and then i could use a basilisk shot anywhere on the map. this option combines well with 8 special weapons to the gunline (100 pts total)
-Upgrade my Leman Russes with lascannons or anything else really

Oh and there is another challenge for you: you have a limited set of models / weapons you can use in the 2000pts list, since i cannot make any purchase for quite a period.

4 leman russes, any variant
up to 5 sentinels, either variant
no more than 15 heavy weapons models per single type (so hypotetically 15 AC and 15 LC on the table are ok)
any other type of vehicles is offlimit because i haven't them at home :)

and a couple more of soft caps (you can break them but since i am not an experienced converter i'd like to remain below these)
max 6 plasmaguns
max 12 meltaguns

that's all i guess.
Good luck on this challenge and thank you even if only for reading me so far :)

PS: your blog is great!


2000pts IG (1915pts)

Selections:

* HQ (290pts)

* Company Command Squad (210pts)
Camo Cloaks, Lord Castellan Creed, 3x Plasma Gun, Vox Caster

* Lord Commissar (80pts)
Bolt Pistol, Camo Cloak, Close Combat Weapon

* Troops (995pts)

* Infantry Platoon (475pts)
* Heavy Weapons Squad
3x Missile Launcher
* Heavy Weapons Squad
3x Missile Launcher
* Infantry Squad
Autocannon, Vox Caster
* Infantry Squad
Autocannon
* Infantry Squad
Autocannon
* Infantry Squad
Autocannon
* Platoon Command Squad
4x Flamer

* Infantry Platoon (520pts)
* Heavy Weapons Squad
3x Autocannon
* Heavy Weapons Squad
3x Autocannon
* Infantry Squad
Lascannon
* Infantry Squad
Lascannon, Vox Caster
* Commissar
* Infantry Squad
Lascannon
* Infantry Squad
Lascannon
* Platoon Command Squad
4x Flamer

* Heavy Support (630pts)

* Leman Russ Squadron (150pts)
* Leman Russ
Heavy Flamer

* Leman Russ Squadron (165pts)
* Leman Russ Demolisher
Heavy Flamer

* Leman Russ Squadron (315pts)
* Leman Russ
Heavy Flamer
* Leman Russ Demolisher
Heavy Flamer"


Your best bet is Scout Sentinels I think as you need some added mobility. However, running some meltaguns in the blob units and power weapons on the Sarges aren't bad ideas either though I think if you went the latter route, Straken is your best bet for his close combat aura. Changing out a few special weapons or dropping a squad overall to grab some of those upgrades whilst still getting some Scout Sentinels would probably be best.

Outfitting the Sentinels with an Autocannon + HKM gives you some nice mobility thanks to their outflanking ability and whilst not super scary in the backfield, they are going to cause some damage and give your army physical reach across the table. I'd also look at your Russ squadron setup - consider the two Demolishers in one squadron so you're not landing AP2 and AP3 wounds on the same squad and both Russes can sit back and pound away if necessary.

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