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2000 points Guard Army

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Post  Warhero2147 Thu Mar 08, 2012 12:39 am

I currently only have a 500 point army, and I am nowhere near having the funds to expand 1500 points, but I would like to know where I am going in advance, and also to get stuff over time as I get the funds, as it will be less to do at a given time, and I enjoy assembling and painting the models. I have come up with a first draft of a 2000 point army, and I would like to receive some peer review of it. This army is mostly stationary, with the emphasis being on blowing up the enemy before they can get close enough to do much, and also outgunning them in a firefight, with a couple of penal legions for some light melee support/mobility. Most of the firepower lies in the tanks, with the infantry going for close support and stalling melee charges.

HQ
Company Command Squad 90
Master of Ordinance 30
Mortar 5
vox-caster 5
Regimental Standard 15
Power Weapon 10
155

Lord Commissar 70
Power Sword 10
Plasma Pistol 15
Carapace Armor 10
Melta Bombs 5
110

Troops
Veteran Squad 70
Vox-Caster 5
Autocannon 10
Grenade Launcher 5
Grenade Launcher 5
Grenade Launcher 5
100

Veteran Squad 70
Vox-Caster 5
Plasma Gun 15
Plasma Gun 15
Plasma Gun 15
Lascannon 20
140

Penal Legion Squad 80

Penal Legion Squad 80

Infantry Platoon
Platoon Command Squad 30
Autocannon 10
Flamer 5
Flamer 5
50

Infantry Squad 50
Mortar 5
Grenade Launcher 5
60

Infantry Squad 50
Mortar 5
Grenade Launcher 5
60

Conscript Squad 80

250

Heavy Support
Leman Russ Squadron
Leman Russ Executioner 190
Hull Lascannon 15
Sponson Heavy Bolters 20
225

Leman Russ Executioner 190
Hull Lascannon 15
Sponson Heavy Bolters 20
225

450

Leman Russ Squadron
Leman Russ Battle Tank 150
Hull Lascannon 15
Sponson Heavy Bolters 20
185

Leman Russ Battle Tank 150
Hull Lascannon 15
Sponson Heavy Bolters 20
185

370

Leman Russ Squadron
Leman Russ Vanquisher 155
Hull Lascannon 15
Plasma Cannon Sponsons 40
Pintle Heavy Stubber 10
Knight Commander Pask 50
270



2000
Warhero2147
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Post  grots life Thu Mar 08, 2012 1:11 am

All I know about IG is when I see a Vendetta/Valkyrie I will concentrate all firepower on it and declare the game a victory if I take it out. I hate those things.
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Post  Man-of-War Thu Mar 08, 2012 1:19 am

I see a man that will enjoy tanks with this list...

Honestly you kinda joined at the right time... Right now in 5th edition "mech hammer" is what we call it, cause a mech list is what you need. You need transports for your troops be it vendettas or chimeras. Otherwise your guys with fall back rather easy unless you put a comissar in amongst your infantry platoon squads and max out the 5 full infantry squads in the platoon so that they can join into a big squad with a comissar attached it'll tarpit all day and possibly kill something.. The lord comissar will help a bit, but it will require you to bunch them up which if someone runs flamer template weapons in their list will roast you. The more bunched up infantry are in this game the worse off you are against template/large blast/blast weapons that have to roll for scatter.... Also with side sponsons on a leman russ isn't that great cause the tank when it moves 6 inches it can only fire the turret mounted weapon and 1 other so most of the games I've played with them I found it a waste of points to do sponsons on those. I know you said they're going to be stationary, but trust me there will be some people you'll need to move a bit so they don't auto hit your tanks in close combat.... Just my experience with guard.

6th edition is coming out this summer sometime so yeah you picked the right time to start learning. It'll be easier for you to learn new in an edition rather than already know it and have to adapt...

In the end your list is your list and since your new to the game... It's just put your best foot forward, get in their and play some games. Also there is alot of trial and error in this game. You have to find something that works for you and stick with it.
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Post  Man-of-War Thu Mar 08, 2012 1:31 am

I apologise ahead of time if it seemed that my paragraph of info ran together... Kinda tired...
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Post  Warhero2147 Thu Mar 08, 2012 1:40 am

I appreciate some feedback, I had sort of heard some of the information that a mechanized list was the best to go with, but I still kind of feel like that at least partially misses the point of the guard, and I just don't like the concept that much. I like the concept of the guard, which is basically WWI tactics, hold the line and try not to die while our artillery blows the enemy up, and so I built an army based around that. I would have gone with more actual artillery if it weren't for that fact that basilisks have a fairly large minimum range. I don't think you are right about sponsons being useless though, A Leman Russ has the Lumbering Behemoth Special rule, which allows it to fire its turret and any other weapons, even if the turret is ordnance, if it moves at combat speed, with a drawback that it can only move D6+6" at cruising speed. I didn't want someone to just tell me, here is what you should do, or you should change this in your list because it is ineffective, I do want to learn through experience and find out what works best first hand. What I did want in terms of review was that is this at least a decent list that could stand a chance.
Warhero2147
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Post  Despoiler Thu Mar 08, 2012 9:56 am

Looks like a fun list to play against. Not being a guard player, I can only speculate as to how good they are. I've only played against them a handful of times(with mixed results). If ya got someone to playtest with just proxy your list until ya find what works for your playstyle. Doing that is especially useful when the wallet is a bit barren.
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Post  thecapn226 Thu Mar 08, 2012 8:58 pm

Lumbering.g behemoth allows turrent and one in addition to normal, which if moving will be everything over str 5. So unless it has a pintle storm bolter it'll be turret plus one wep. Confused me at first too.
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Post  Warhero2147 Thu Mar 08, 2012 9:42 pm

What are you going on by that? The rule says, 'A Leman Russ that moved at combat speed or remained stationary can fire its turret weapon in addition to any other weapons it would be allowed to fire (even if the turret weapon is ordnance!).' It does specify your turret and any other weapons, I'm assuming it says any instead of all because you would be able to choose not to fire some of them for whatever reason. This rule also applies when the vehicle remains stationary, so that would mean that it can never fire all of its weapons, EVER, meaning that pretty much any weapon additions would be almost completely useless.
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Post  Man-of-War Fri Mar 09, 2012 12:43 am

Look in the core rule book in the vehicle section... If a vehicle that isn't fast moves 6 then it can only shoot 1 primary weapon which is anything str 5 and above and all defensive which is str 4 and below.... The lumbering behemoth adds the turret to the basic everyday rule from the core rulebook.
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Post  Warhero2147 Fri Mar 09, 2012 1:05 am

Okay, I understand now, that rule seems to be worded a bit oddly. This rule basically says that your turret counts as a defensive weapon for the purpose of shooting at combat speed? Any other vehicle could fire its turret at combat speed so long as it isn't ordnance though, right? I was really just curious about the rule, it shouldn't actually effect me greatly as mobility was not a high priority with this army.
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Post  Man-of-War Fri Mar 09, 2012 1:22 am

No normally a vehicle can still shoot an ordinance weapon, but it takes everything to do so. So it can fire only that weapon. Your lumbering behemoth makes it to where if you where being still you can fire all 4 weapons. 2 sponsons, the turret ordinance, and the hull mounted front. But if you move you can only fire 1 of the platform guns and the turret. If you move fulley the 6+d6 you can't fire anything.... combat speed is 6 inches, cruising is 12.
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Post  grots life Fri Mar 09, 2012 10:09 am

that rule seems to be worded a bit oddly

Welcome to Warhammer.
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