What I'm sure all you old school guard players have been wanting, an all foot Guard army.
I've updated it a bit now that I had a decent amount of sleep, so I can 'fix' some issues.
My apologies.
"The Games Afoot"
Company Command w/Creed, Camo, Voxcaster. 165
Company Command, Voxcaster. 55
Platoon Command Squad 30
Infantry Squad x2 w/Lascannons, Voxcaster 145
Infantry Squad x3, PWx2, Commissar w/PW, Meltabombs x2, Meltagunsx3. 255
Ministorum Priest w/Evisc, 60.
HW Squad x2 w/Autocannon 150
Platoon Command Squad 30
Infantry Squad x2 w/Lascannons, Voxcaster 145
Infantry Squad x3, PWx2, Commissar w/PW, Meltabombs x2, Meltagunsx3. 255
Ministorum Priest w/Evisc, 60.
HW Squad x2 w/Autocannon 150
To go to 1750:
Add two Psyker Battle Squads (110 each).
Add another PW and a Voxcaster to the two foot CC squads. You might want to swap in a Voxcaster earlier if you fail a lot of LD9 tests lol. 30 points.
That's 1750.
To go to 2000:
Add two more Autocannon Squads. 150
Add another Psyker Battle Squad (100 point, so 1 Overseer +8 Morons).
That's 2000.
I like this much better.
Running this army is fairly straightforward.
Use Creed to order the double Lascannon squads around.
Use Creed to scout one of the two big CC platoons forward. Do not forget to use 'For Cadia' to shock people.
Use the other company command to try and get more play from your heavy weapon teams.
Remember to use your cover carefully. You have enough HW teams, don't give the other guy cover saves by placing them poorly.
Hide the Company Command squads as much as you possibly can, or they'll get roasted.
Hide Creed first.
I deleted the mortars, the PBS are better (except against Eldar, yay).
Anyway, the CC squads are units you push into midfield. They have meltaweapons and re-rollable meltabombs on their sarges. If you face a lot of Dreads, give them the 3rd meltabomb.
How's them apples? CC Guard...
Credit to MrPants for making me rethink this list, and of course for spotting my bad math. lol
Wednesday, June 3, 2009
The Games Afoot
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