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New Codex Imperial Guard lists

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New Codex Imperial Guard lists

Postby Ljundhammer » Wed Apr 15, 2009 8:47 am

Well, a few lucky so & sos have their hands on the codex ahead of release. Have you managed to look at the army lists?

I'm looking at my old grenadier list which is slightly less tank heavy now :(, mostly due to having to take 10 man troop choices rather than my staple 6 man. But on the plus side, it is more killy!

Here we are at 1500 pts:

HQ: Company command squad - 210pts
All with carapace armour
All with krak grenades
Officer - plasma pistol & ccw
4 x veterans - 1 x lasgun & vox, 3 x plasma gun
2 x bodyguard
1 x chimera - bog standard kit

Troop1: Grenadier squad - 215pts
Veteran squad
Carapace armour
Sargeant - plasma pistol
9 x veterans - 3 x plasma gun, 1 x vox
1 x chimera - bog standard

Troop 2: Grenadier squad - 190pts
Veteran squad
Carapace armour
Sargeant
9 x veterans - 3 x melta gun, 1 x vox
1 x chimera - bog standard

Troop 3: Grenadier squad - 185pts
Veteran squad
Carapace armour
Sargeant
9 x veterans - 3 x melta gun
1 x chimera - bog standard

Fast1: Hellhound - 135pts (may change for the bane wolf)
Hellhound - standard + smoke launchers

Fast2: Hellhound - 135pts (may change for the bane wolf)
Hellhound - standard + smoke launchers

Heavy1: Leman Russ demolisher - 210pts
Demolisher - lascannon & 2 multi-meltas

Heavy2: Leman Russ Punisher - 210pts
Punisher - 3 x heavy bolters

Total points: 1500
Total infantry: 37
Total vehicles: 8
Total KP: 12

That pretty much replaces my standard IG army. I lose a LR & gain the punisher, but I lose the rough riders :( due to the points increase on the FA & Heavy tanks, and increased plasma on the command squad. The troops slots are about 30 points more than I used to pay, but for that I get 4 extra men & an extra special weapon per squad, so I can't really complain (although I will ;))

What are your lists going to look like?

Bye!
Last edited by Ljundhammer on Wed Apr 15, 2009 8:49 am, edited 1 time in total.
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Re: New Codex Imperial Guard lists

Postby LordMalekTheRedKnight » Wed Apr 15, 2009 11:32 am

Ljundhammer wrote:What are your lists going to look like?

I had bought everything I needed to build my Ash Wastes Nomads CP force last year (using Tallarn models), but when I heard that a new Codex was on the horizon I put it all on hold (I didnt want to start assembling anything until I knew it would be legal under the new list). I think the time has come to rewrite my army list...

hereis the original thread, and this is the original list:
Code: Select all
Magdran Ash Nomads Mercenary Force [400 Pts Army List]

Doctrines:
- Light Infantry
- Cameleoline
- Sharpshooters
- Ratling Squads
- Rough Riders

TROOPS [288 pts]

Ash Nomads Command Squad [62 pts]   
Junior Officer: Laspistol, Sword, Surveyor
2 Guardsmen: Mortar
2 Guardsmen: Lasguns   
Doctrines: Cameleoline

Ash Nomads Infantry Squad #1 [120 pts]   
Veteran Sergeant: Bolter, Dagger
6 Guardsmen: Lasguns
1 Guardsman: Grenade Launcher
2 Guardsmen: Missile Launcher
Doctrines: Light Infantry, Cameleoline, Sharpshooters

Ash Nomads Infantry Squad #2 [106 pts]   
Veteran Sergeant: Sword, Plasma Pistol
8 Guardsmen: Lasguns
1 Guardsman: Melta Gun
Doctrines: Light Infantry, Cameleoline

ELITES: Ash Nomads Sniper Team [Ratling Squad] [33 pts]
3 Snipers

FAST ATTACK: Ash Nomads Beastriders [Roughriders] [79 pts]   
Veteran Sergeant: Power Weapon, Hunting Lance, Krak Grenades
5 Guardsmen: Laspistol, Hunting Lances


I bought exactly the models I was going to need (plus a spare Plasma Gunner to swap in for the Melta Gun if desired), and I would rather not have to spend more on the list to get it playable again (and I dont want to have anything left over either) - I want to represent the original theme as closely as possible too.

I have the Al'Rahem model as the JO, although I was going to convert him (he wouldnt need to use Al'Rahem's special rules... especially considering the "No SCs" rule of CP). I could add extra Mortars, since I have stand-alone spares (I would have to use Lasgun Tallarns as crew).

So, how does the new codex affect my list? :?:

Things like Light Infantry & Cameleoline are no longer available to regular Infantry Squads, but can be approximated by Veterans (who are now Troops). However, you cant take a Command Squad in CP without taking it as part of an Infantry Platoon (since the HQ option now only has a 3W officer), which means at least 2 basic Infantry Squads. :(

The Snipers & Beastriders are easy though, so lets start with them and then see how many points we have left:

Code: Select all
ELITES: Ash Nomads Sniper Team [Ratling Squad] [30 pts]
3 Snipers

FAST ATTACK: Ash Nomads Beastriders [Roughriders] [75 pts]   
Sergeant: Power Weapon, Hunting Lance, Frag & Krak Grenades
5 Roughriders: Laspistols, Hunting Lances, Frag & Krak Grenades


so, that saves me 7 pts so far. However, I was never really set on giving the Sgt a Power Weapon, so that could be dropped quite painlessly, saving an extra 10 pts. Something interesting is that RRs can now take a mix of Lances and Special Weapons (it was 'all or nothing' before), and adding one (or two) should be a simple enough conversion. The Sgt can take Melta Bombs, but considering this is CP we are talking about, and the whole squad now has Kraks for 'free', they would be overkill.

OK, what happens if I just take my original Infantry Platoon under the new list?

Code: Select all
TROOPS [177 pts]

Ash Nomads Command Squad [37 pts]   
Platoon Commander: Bolter, Dagger, Frag Grenades 
1 Heavy Weapon Team: Mortar, Frag Grenades, CCW
2 Guardsmen: Lasguns, Frag Grenades, CCWs

Ash Nomads Infantry Squad #1 [70 pts]   
Veteran Sergeant: Laspistol, CCW, Frag Grenades
6 Guardsmen: Lasguns, Frag Grenades, CCWs
1 Guardsman: Grenade Launcher, Frag Grenades, CCW
Heavy Weapon Team: Missile Launcher, Frag Grenades, CCW

Ash Nomads Infantry Squad #2 [70 pts]   
Veteran Sergeant: Sword, Plasma Pistol, Frag Grenades
8 Guardsmen: Lasguns, Frag Grenades, CCWs 
1 Guardsman: Melta Gun, Frag Grenades, CCW


that saves me 111 points! 8O

I have lost MTC, Infiltrate and Stealth, and I had to move the Bolter out of the shooty squad and into the (hidden) Mortar squad (exchanging it for a Laspistol :roll:). I would also need a lot more models to get this back up to 400 pts.

I could replace those Infantry Squads with "Forward Sentries" Veterans, with the same weapons, and only have ~40 pts left to spend. This would give me Stealth (to fit my theme) and bunch of extras (+1BS, Krak & Defensive Grenades) However, this would mean I would...
- have nowhere to put my Mortar
- end up with spare models
- not get to issue Orders
- have no Infiltrate or MTC anyway
- still have ~40 pts left to spend

:cry:

looks like the best option is to go 'bog standard' (representing my fluff through unit selection, playstyle and looks, rather than special rules) and buy more men. :|

If I am going to do this then I may as well rethink my squad load-outs. For example, I could take a squad of Mortars, and make the Command Squad more 'hands-on'. Maybe I could make the shooty squad Veterans (BS4) and add another basic Infantry Squad to fill the minimum Platoon requirements. I will have to think about it... :?

thoughts? :?:

cheers :)

~ Tim
Last edited by LordMalekTheRedKnight on Wed Apr 15, 2009 11:34 am, edited 1 time in total.
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Postby Angelwing » Wed Apr 15, 2009 2:45 pm

I'm going to have a look at my two lists (standard and cityfight) and see what difference there is. If I'm honest, not much will change. I may swap a special weapon around, but troops are down in cost, tanks and ogryns are up. I think it will balance out. I may get to shove in an extra squad though.
The biggest change I'm considering is should I field my sniper squad as it is now, or convert them all to have rifles and counts as ratlings?
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Re: New Codex Imperial Guard lists

Postby ruffian4 » Wed Apr 15, 2009 3:05 pm

LordMalekTheRedKnight wrote:

looks like the best option is to go 'bog standard' (representing my fluff through unit selection, playstyle and looks, rather than special rules) and buy more men. :|

Have you seen these Tim?

http://cgi.ebay.co.uk/ws/eBayISAPI.dll? ... 0333190152
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Re: New Codex Imperial Guard lists

Postby LordMalekTheRedKnight » Wed Apr 15, 2009 3:11 pm

I hadnt seen them, no. However, more RRs mean I would need more Lizards (older plastic Cold Ones)...

I am going to see if I can squeeze in:

- Command Squad (either with Mortar or separate Mortar Squad)
- 2 x Infantry Squads (no Heavies)
- Veterans (Heavy/Special)
- Ratlings
- RRs

that would only require 3 Blisters of troopers, I think (need to recount my bitz)...

cheers :)

~ Tim
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Re: New Codex Imperial Guard lists

Postby ruffian4 » Wed Apr 15, 2009 4:14 pm

LordMalekTheRedKnight wrote:I hadnt seen them, no. However, more RRs mean I would need more Lizards (older plastic Cold Ones)...

And there was me thinking you would put them on pogo sticks. :wink:

It seems to me, you would have more use for these than most, so there might be a bargain in it...
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Postby Angelwing » Wed Apr 15, 2009 5:10 pm

After a quick count up, ignoring forgeworld stuff, doctrine add ons and keeping wargear as close as possible, my new costs are 3162pts compared to 3291 before.
so not much change on the master list scale.
Increase on ogryns was eye watering, and tanks are up but not by much.

I guess my cityfight list will gain the most in terms of point decreases, but I loose my doctrines too which made them really useful in cityfight! It will probably pay for another demolisher though.... :lol:


Right, here is my standard list in 5th ed:

senior Command squad, boltgun, standard, vox, autocannon 87pts

5 Ogryns 210 pts

Command squad, laspitols, meltagun 50pts
Infantry squad, P gun, M launcher 80pts
Infantry squad, P gun, H bolter 75pts
Heavy weapon squad, M launcher, 2x las cannon 100pts

Command squad, 4x P guns 100pts
Infantry squad, P gun, Auto cannon, vox 80pts
Infantry squad, Flamer, vox, Chimera, dozer blade 125pts
Heavy weapon squad, 3x Autocannons 75pts

3 Scout Sentinels, H flamer, 3x HK missile 140pts

Demolisher, Lascannon 180pts
Demolisher, Lascannon, P cannon sponsons 220pts

1497 pts. I had to drop the power weapons from the platoon command squads and the melta bombs from the general to take it below 1500. I also had to insert a second platoon command squad to get two troop choices back into the army as armoured fist squads are not separate any more.
I've also noticed the change to the vox rules. The vox's will be moved onto the static squads that deploy by the commander from now on.
Last edited by Angelwing on Wed Apr 15, 2009 7:35 pm, edited 2 times in total.
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Re: New Codex Imperial Guard lists

Postby killmaimburn » Thu Apr 16, 2009 9:54 am

Ljundhammer wrote:HQ: Company command squad - 210pts
All with carapace armour
All with krak grenades
Officer - plasma pistol & ccw
4 x veterans - 1 x lasgun & vox, 3 x plasma gun
2 x bodyguard
1 x chimera - bog standard kit


Troop 3: Grenadier squad - 185pts
Veteran squad
Carapace armour
Sargeant
9 x veterans - 3 x melta gun
1 x chimera - bog standard
intrigued.. why take the krak? Why not take the vox on the 3rd squad (might help you to remember to uae it if nothing else).
Why the plas pistols on the sarges of the grenadeirs.. single shot over heat...I'd go for the dirt cheap fist on a melta squad (you've got more ablatives now and you always want the fists :D )..or is it because you want to say at that 11.5"s cheese barrier :P
Last edited by killmaimburn on Thu Apr 16, 2009 9:55 am, edited 1 time in total.
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Postby killmaimburn » Thu Apr 16, 2009 11:00 am

It has always been the prerogative of half-wits and fools to point out the Emperor has no clothes, but the Emperor remains the Emperor, and the half-wit remains a half-wit.-The Sandman (The friendly ones)
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Re: New Codex Imperial Guard lists

Postby Ljundhammer » Thu Apr 16, 2009 11:01 am

killmaimburn wrote:intrigued.. why take the krak? Why not take the vox on the 3rd squad (might help you to remember to uae it if nothing else).


Krak is useful, if only because I can't hurt vehicles in CC otherwise. I don't know if it will be useful or not - but seeing as I'm going to be close to the enemy, I thought "why not?"!
The voxes are inappropriately in as points fillers for the moment. I want to see if they are worth it or not. I've got points to play around with so I'll take a shuftie!

killmaimburn wrote:Why the plas pistols on the sarges of the grenadeirs.. single shot over heat...


MOAR PLASMA! That's the only reason really. Again, a bit of a points filler/ reserve to see if it's worth it!

killmaimburn wrote:I'd go for the dirt cheap fist on a melta squad (you've got more ablatives now and you always want the fists :D )


I must admit I was thinking about fists. They are intriguing, but I'm always in danger of thinking that my guard are marines & I want to resit the temptation to get into cc. Again, it's something I've got my eye on, but given that the squad all have Kraks (for vehicles) and ungodly firepower from tanks & special weapons I'm not convinced they're worth it. They are on the subs bench waiting for the results of the above tests!


@ Angelwing:
I like the list. However, I was looking at the HW in line squads & my initial thought was not to have any(!) the reason being that you can get a HW squad, then attach it to a normal squad for extra ablatives. In missions/ against opponents where it's not worth it you can split them for more scoring units.

Is that a sensible suggestion? I'm not sure, I haven't really moved onto 'standard' guard squads yet...


Psychers: Is anyone going to get a choir? They seem to be being 'bigged up' at the moment, but I'm not convinced they are either A) good enough, or B) survivable enough to work - anyone got any thoughts?
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Re: New Codex Imperial Guard lists

Postby LordMalekTheRedKnight » Thu Apr 16, 2009 11:29 am

Ljundhammer wrote:I was looking at the HW in line squads & my initial thought was not to have any(!) the reason being that you can get a HW squad, then attach it to a normal squad for extra ablatives.

I thought you could only combine basic Infantry Squads? :?

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Re: New Codex Imperial Guard lists

Postby Ljundhammer » Thu Apr 16, 2009 11:31 am

LordMalekTheRedKnight wrote:
Ljundhammer wrote:I was looking at the HW in line squads & my initial thought was not to have any(!) the reason being that you can get a HW squad, then attach it to a normal squad for extra ablatives.

I thought you could only combine basic Infantry Squads? :?

~ Tim


You may well be right - I've only skimmed that section! If that's true, then the HW squads look a little too vulnerable for my tastes.
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Re: New Codex Imperial Guard lists

Postby LordMalekTheRedKnight » Thu Apr 16, 2009 11:40 am

"Combined Squads: Infantry Squads (not other infantry units such as... Heavy Weapons Squads etc)" (not sure of the page number, but that is a direct quote)

I thought the idea of 10 extra ablatives was too good to be true. :P

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Postby ruffian4 » Thu Apr 16, 2009 11:57 am

My bog standard 3000 point latd list got fatter by ordnance/astropath advisors, a whole platoon turning into al rehem outflankers and I still have 211 points left!

Mind you, I took inquis stormies over the overblown guard ones.
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Postby killmaimburn » Thu Apr 16, 2009 1:51 pm

WHATS SPACKS LIST!!!! can we get admin to post?
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