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Imperial Guard - Blood Angels Tips

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Re: Imperial Guard - Blood Angels Tips

Postby Darklighter » Fri Feb 11, 2011 4:53 pm

I'd just like to point out he doesn't have FNP.

off the top of my head my list is (still WiP):
Mephiston
Sanguinary high prist, JP PW.
Assault squad Melta pistol, PW, meltagun, flamer.
Tacticle squad MM PF MG. I'll be swaping out the MM when I get another weapon painted up.
Scout squad all shotguns.
Devatastator squad 10 man 4 lascannons.
Two Vidicators siege shield.

The scouts are an experiment in this list and I'm still to be wholy convinced I'm might tinker with them being snipers for a bit to see how that works.

I'd agree that Guard are one of/if not the hardest army to face in the current ruels set of 40k when done right.
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Re: Imperial Guard - Blood Angels Tips

Postby Moony » Fri Feb 11, 2011 5:43 pm

Thanks for the advice guys, I'm currently browsing websites such as BitzBox trying to get hold of Plasma's for my Vets.

Ljundhammer wrote:Exactly, and Moony is playing guard, so I'm assuming that he has the ability to MSU, or to blob tarpit him...

Of course if he has 9 Leman Russes, then we may need to change tactics somewhat...


Haha not far off, in a 1,500 point game I usually take 3 Leman Russ'; Battle Tank (185), Executioner (245) and Punisher (200).
Along with 2 Vendetta's With Bolters (280). Leaving 630 Points to spend on a HQ, Heavy Weapons Squad, Character (Usually Yarrick) and my squads.

I do well against some armies, but when characters like Mephiston march up and start slaughtering my men, I'm lost!
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Re: Imperial Guard - Blood Angels Tips

Postby Socaddict » Fri Feb 11, 2011 6:19 pm

Darklighter wrote:I'd just like to point out he doesn't have FNP.

That's where the priest bubble comes in.
I'd like to correct my earlier statement, got might of heroes and unleash rage mixed up. He can only get a max of 6 kills a turn, so blobbing him should be viable.
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Re: Imperial Guard - Blood Angels Tips

Postby Ljundhammer » Fri Feb 11, 2011 8:14 pm

Mooney,

It looks like you've got enough killy stuff to make a mess of the infantry side of the BA army (with no transports, or am I missing something?). It's a case of target priority against that army.

From what I can see I'd go:

1) Vindicators
2) Jumpers

The vendettas (they're the ones with 3 lascannons?) should take out the vindicators (or take them out of the game for a turn) early on. That'll free up the the LRBTs to concentrate on the jumpers (with 2 of them getting round FNP). The scrunts will hit your lines, but without a priest bubble should get a good shoeing from a blob squad, or can be dakka'd by the punisher or veterans.

Keep moving & keep separate with overlapping fire arcs, a remnant of assault squad will hit you, but by then the vindicators will need to risk shooting their own men through scatter to get you, which may help. Mephy will be with them, but as I've said, there's only so much he can kill, especially if you keep mobile.

After that, it's a case of keeping your scoring units alive. The devestators will be a pain, but it's not too bad, either they'll make a mess of one unit, or split up to 2 x lascannons each & risk missing.

Your list isn't what I'd choose, there are some simple ways to keep the costs down & efficency up though:
LRs should keep moving - sponsons aren't needed & are expensive
HBs on vendettas aren't worth it, the lascannons give it a decent mono-role
Veteran squads should concentrate on what the rest of the army doesn't do (i.e. kill Land Raiders)
Blob squads are useful for protecting tanks & boring opponent's to death, but they don't tend to kill much - depends on how you play
No named character (aside from Marbo possibly, and Al'rahem or Straken in certain builds) are worth taking at 1500 points

Hope that helps.
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Re: Imperial Guard - Blood Angels Tips

Postby KInG » Fri Feb 11, 2011 10:56 pm

James... whats with this guard list of yours :)

I'm sure I beat it with my Khorne, but I already said that and KMB put me right. So what game am I thinking of, was it a doubles game?

Anyways. Im amazed Toby is struggling with it, therefore I challenge you to a game this coming meetup. I wanna see this list of urs up close and personal... what is it: ?
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Re: Imperial Guard - Blood Angels Tips

Postby KInG » Fri Feb 11, 2011 10:59 pm

"HBs on vendettas aren't worth it, the lascannons give it a decent mono-role"

I built my list for the GT with 3 Vendettas in it. I decided to loose one of my inaffective advisors and had 30points left over.

I felt short on anti infantry... so looked at what I could upgrade / buy to add a little killing power against hordes...

30points buys you 18 S5 shots at 36" range and AP4.... how is that not worth it?!?!?!
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Re: Imperial Guard - Blood Angels Tips

Postby Moony » Sat Feb 12, 2011 3:48 am

I've just put together a quick 1,500 points, I was considering removing some stuff and either putting Commander Pask in the Punisher making it ballistic skill 4, or having a Chimera in there, let me know what you think!

HQ -
Company Command Squad (200):
Power Sword - 10
Standard - 15
Sniper Rifle – 5
Medic – 30
Vox Caster - 5

+ Colonel Straken

TROOPS -
Veteran Squad #1 (125):
Vox Caster – 5
2x Plasma Guns – 30
Heavy Flamer - 20

Veteran Squad #2 (85):
Vox Caster – 5
Flamer – 5
Grenadier - 5

Veteran Squad #3: (80):
Flamer – 5
Grenadier - 5

Heavy Weapons Squad (90):
Heavy Bolter – 5
Lascannon – 15
RPG Launcher - 10

VEHICLE -
Vendetta Gunship (140):
Heavy Bolters - 10

Vendetta Gunship (140):
Heavy Bolters - 10

Lemen Russ Battle Tank (185):
Lascannon – 20
Heavy Bolter Sponsons - 20

Lemen Russ Punisher (200):
Standard Heavy Bolter – 0
Heavy Bolter Sponsons - 20

Lemen Russ Executioner (245):
Lascannon - 20
Plasma Cannon Sponsons – 40

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Re: Imperial Guard - Blood Angels Tips

Postby killmaimburn » Sat Feb 12, 2011 7:22 am

KInG wrote:Anyways. Im amazed Toby is struggling with it, therefore I challenge you to a game this coming meetup. I wanna see this list of urs up close and personal... what is it: ?

This has already been arranged (with you) table not a giant cities of death megalopolis-you were bragging about your super demons (who are so cowardly they still never turn up to a table near me),I put a quid on james, I hope that you remember that when you are boohooing
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KInG wrote:"HBs on vendettas aren't worth it, the lascannons give it a decent mono-role"
30points buys you 18 S5 shots at 36" range and AP4.... how is that not worth it?!?!?!

LH has never fielded a vendetta it would weaken his list, and from that viewpoint he then does not constantly reevaluate it by itself.
*Possibly* LH believes that mono role will remove noise from the players head,maybe that as a dedicated anti tank those shots are wasted on everything (bar dark eldar and speeders and non mech)Maybe that av12 superfast is too fragile to fatten up (bloat is a crime).
I do however agree with king, for half the points of leman russ heavy bolter sponsons.. you get to, without penalty, add the same thing..on top of the 3 lascannons..weight of fire....certainly if you had 10 points left in a list it must go on them.
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Re: Imperial Guard - Blood Angels Tips

Postby Ljundhammer » Sat Feb 12, 2011 9:51 am

This'll be a long one - appologies in advance...

KInG wrote:James... whats with this guard list of yours :)

I'm sure I beat it with my Khorne, but I already said that and KMB put me right. So what game am I thinking of, was it a doubles game?

Anyways. Im amazed Toby is struggling with it, therefore I challenge you to a game this coming meetup. I wanna see this list of urs up close and personal... what is it: ?


I think we've already sorted this. Ahh, yes Toby remembers! I'm not going to tell you that now am I? :wink:

We have only played against each other twice. Once in the 4000 point lolathon of DA v's =][= where you owned me! And once in the inaugral 1500 point AoS tourney where I was the only person you didn't beat (you fluked a draw after my 2 hellhounds & 2 demolishers & marbo failed to kill 4 bloodletters), but that was a very early incarnation of this list.

KInG wrote:"HBs on vendettas aren't worth it, the lascannons give it a decent mono-role"

I built my list for the GT with 3 Vendettas in it. I decided to loose one of my inaffective advisors and had 30points left over.

I felt short on anti infantry... so looked at what I could upgrade / buy to add a little killing power against hordes...


That seems reasonable, as an afterthought if you have points left over, but to start out thinking you need them is a less effective way to go. I must admit that I didn't realise you got 2 HBs for 10 points - I thought that they were broken without the upgrades! Maybe I'm wrong in thaty case...

The reason I say that you should mono-role them is:
1) Firing at tanks, the HBs are very unlikely to do anything
2) Firing at infantry, all the HBs allow your opponent to do is wrap wounds and save his specialists, or if it's a small squad, wrap all the Lascannon wounds onto a single guy.
3) You have a squad inside which can be more efficiently suited to infantry killing, they score, and they'll shoot at a different target


Anyway, enough of the diversion, lets talk about Moony's Guard. The list is a little earlier, so I won't repeat it here (and it won't prove necessary, as we'll see).

I think we need to get back to basics here. Let's start with a look at the guard army codex & see what's good & what isn't.

CCS - excellent, gives orders to itself & other units to make it worth its points. In CC it's awful unless you go the Straken route, but to do that you need to build the army around him, so that's out. Shooting is good, but only if you load up on special weapons - a single heavy weapon will do the square root of sod all (we'll see where we can get heavy weapons later). Having it 'naked' to sit at the back issuing orders is viable, this is more commonly seen with Creed & massively infantry heavy armies, which again you don't seem to want, so he's out.

Given that you don't have a high number of infantry models, then a bog-standard special weapon team would be your best bet. But they have to get somewhere to use them, so we'll need a transport of some kind.

All other HQ - lol bad, except the lord commisar who can be useful in a full infantry army as a second HQ.

Veterans - excellent. BS4, cheap, pack in special weapons - does exactly what it says on the tin. Now, before going on we'll have a very quick look around the codex to find out where our Land Raider killers are:
Manticore
Devil dog
Medusa
Special weapons teams
Stormtroopers

Well, we can scratch special weapons immediately, as they are a similar price, have worse BS & can't take a transport. The others are all vehicles, one roll on their damage table & the Land Raider isn't going to stop, as they can't shoot, wheras veterans can take a pounding before they start to lose melta guns. The vehicles have a better range, until we consider the fact that the veterans can take a chimera for an effective 21" melta range (12 chimera move, 2" disembark, 1" base width, 6" melta range). The fact that you like vendetta makes them even better. Veterans & vendettas go together like a horse and carriage.

Whether or not you decide to use them as LR killer, they need to be mounted & they need to be focussed. Once they are out of a transport, they are very vulnerable, therefore they need cover (which a chimera can bring) & they need to kill what they are shooting dead. That means they need orders. And look at that, it just so happens that CCS are the same a veterans, which means that the veterans & CCS can ride near each other & orders are issued as needed. Oh what a glorious day!

There're loads of roles a veteran squad can take - burny (3 x flamer - steer clear of the heavy flamer!), meltary (3 x melta), plasma death (3 x plasma). None of these options are bad, heck, even 3 x grenade launcers have a place, it all depends on what the rest of your army is lacking.

However, I never take the heavy weapon (if I'm moving it's pointless - and I am always moving), I never give them an upgrade (although demolishions isn't bad, carapace is pointless - you're in a vehicle most of the time & I forget what the other one is), and a plasma pistol is a crap upgrade which'll kill your high Ld sarge - no need.

Vendetta - awsome to the point of brokenness. Guns, transport, fast, cheap. Load up.

Chimera - awsome. I prefer them to the vendetta - they're cheaper, they give cover to other tanks, they give cover to troops, they can tank shock, you can shoot out of the hatch. AND they have good guns.

Platoons - good. Blob, blob & blob. Always give a blob a commissar & a 20 man squad can tarpit most things for 2-3 rounds of combat, 30 man for 3-4 rounds, 40 man all game.

The PCS is fairly useless, the orders are a bit 'meh' and they are BS3 - perfect burny squad & very cheap in that configuration.

Special weapons are a bit crap - veterans do it better for a small points increase - pass.

HWT are good - fragile to heay incoming fire, but the main thing is to ensure that they are focussed. Now seems a good time to talk about heavy weapons:

Autocannon - the go-to weapon, good rate of fire, good suppresion of medium tanks, destroy light tanks, wound most things on a 2+ & cheap as chips
Heavy bolter - worse range than the autocannon, worse strength than the autocannon - these mean that it can perform the dual anti-tank & anti-infantry role that the autocannon does - ignore it
Lascannon - makes a HWT priority 1 - so in my eyes better in blob squads. I don't think they're worth taking at all (especially if your vets are properly configured) the only thing I'd want them on is vendettas where you can get side shots on armour. Good upgrade for LRBTs, as it stops them being useless once the cannon is gone.
Missile launcher - ok, can do a dual role like the autocannon, but prone to missing & people can avoid the blast by properly spacing.
Morter - only take if you have another 20 morters. One does nothing, 20 is really annoying.

Hellhounds etc - ok. Really they are very overpriced for what they do & as they are competing with the vendetta, they tend not to be seen that often. Best work in an AV12 chimera spam army. Hellhound gives good GeQ killing at range, Banewolf strikes fear into SM players & the melta dog, well some people swear by it, but why bother when veterans do it better... Really they are a distraction unit.

Heavy support - good. Any of them are good. The stand outs are the manticore (see the veteran section for why) & the hydra (see the autocannon section for why). But they all have a role. The main thing to remember is not to pimp them! You can sink points into this section easily for little benefit. Remember as you build the list - what are they doing?

Stormtroopers - bad, but good in one role - DS melta. Remember, these guys do something that luitle else can do in the army - DS. If you can't get LoS to a target, you can't shoot it. Send in 105 points of DS'ing cheese & they sort out the problem. All other varirnts of stormtroopers are rubbish (unfortunately given the number of them that I've got!)


That's it - the other units in the book are good, but not 'core' and can be flitted between depending on how 'hard core' you want your army.

From a quick glance at your army list I'd make the following observations:
CCS - waaaaay to many points - what's staken for - you're paying points to buff other units that don't exist, why the medic, why the sniper, you can't take straken + a power weapon (straken replaces the Company comader), why the standard?

Veterans need focus & they all need a transport

HWT can't be taken without a platoon & lacks focus

Vantettas - good

LRs - dump the sponsons, the punisher is horrible unless taken as a full squadron & then does nothing that an equivlant points cost of chimera can't.

Hope that helps.
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Re: Imperial Guard - Blood Angels Tips

Postby killmaimburn » Sat Feb 12, 2011 10:07 am

I think your sculpt of guard choices is over negative LH, there are other things that you do not take that are viable in different list structures.Its not chaos where there are obvious and terrible.
You saw the debris left from Mr6s dark elf ogryns butchering my army.
Lascannons as heavy platforms can be viable.. you just need a different version structure of how to approach the guard spam mantra for each unit emphasis. Heck king has shown us that fattening up a tank until it shouldn't be able to handle even a wafer thin mint is still tourney good.
e.g.
HQ:
Company Command Squad
w/ Lascannon, Creed, Master of Ordnance- [190]

Company Command Squad
w/ Heavy Flamer, 3x Flamer, -[85]

Troops:
[Fist Platoon]
(5) Platoon Command Squad
w/ , 3x Flamers- [45]

(10) Infantry Squad
w/ Lascannon- [70]

(10) Infantry Squad
w/ Lascannon- [70]

(3) Heavy Weapons Squad
3x Lascannons- [105]

(3) Heavy Weapons Squad
3x Lascannons- [105]

(3) Heavy Weapons Squad
3x Lascannons- [105]

(3) Heavy Weapons Squad
3x Lascannons- [105]

[Second Platoon]
(5) Platoon Command Squad
w/ , 3x Flamers- [45]

(10) Infantry Squad
w/ Lascannon- [70]

(10) Infantry Squad
w/ Lascannon- [70]

(3) Heavy Weapons Squad
3x Lascannons- [105]

(3) Heavy Weapons Squad
3x Lascannons- [105]

(3) Heavy Weapons Squad
3x Lascannons- [105]

(3) Heavy Weapons Squad
3x Lascannons- [105]

1455 points...combined with orders should stop most mech and meq (flying going first and being very close probably not)..just be boring.
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Re: Imperial Guard - Blood Angels Tips

Postby Ljundhammer » Sat Feb 12, 2011 10:20 am

That is such a bad list it really doesn't deserve a response...

Sure, it'll kill of mech & MeQ, but an Ork Hoard? Outflanking assaulters would pillage half the army as you'd have nowhere to set up. And The Emperor forbid if you go second, or are in DoW...

And it's not really the response I gather Moony was after, as he seems to want to fit in a balanced list including LRs & Vendettas.
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Re: Imperial Guard - Blood Angels Tips

Postby killmaimburn » Sat Feb 12, 2011 10:40 am

tad curt?
I just spent 5 minutes using my imagination to show what I meant.
it has 6 flamers, 1 indirect ordinance and 4 units have Furious charge (going first against orks).
Nobody really plays full green tide.. I pointed out where it was strong and yes it suxxors against people who take darkwyns stealer swarm especially (as I said) if he goes first (which is designed to kill guard, in or out of tanks)
"Good" from other players, against all comers, includes many other units- including but not limited to the psycher dodgem.
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