Warhammer 40k Imperial Guard Artillery

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In the fictional universe of Warhammer 40,000, the Imperial Guard is the army of the Imperium in the Warhammer 40,000 tabletop miniature wargame. The Imperial Guard, now known as the 'Astra Militarum', are a specific army or faction in the Warhammer 40,000.

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Email notifications for threads you want to watch closely. Being a part of the oldest wargaming community on the net.If you are already a member then feel free to. This a rather unorthodox list, something I've been tinkering around with Guard Artillery (4 Pieces of them). Why bother playing with 4 different types of artillery? Some of those have some glaring issues, like weak templates (griffon) or direct fire only (i think medusa?)You are better off with 3 basilisk and 2 manticore, and dropping the plasma sentinels for lascannon scout sentinels.You need AP2 though, so give the command squad 4 plasmaguns, and platoon command squads 4 meltas each.then you suddenly have 8 meltas and 4 plasma guns you didnt have before! To make points, remove the mortar heavy weapon teams. Using 5 heavy indirect fire artillery you do not need the little 'bolter' template mortars.It will have almost no impact, for alot of time with rolling to hit, and rolling to wound only for cover saves.

Warhammer 40k Imperial Guard Artillery Division

Save time, and hit with bigger weapons!looks pretty sweet though. You will have to get your deployment 100% right though, if you will not move with any units during the game. Also I think the tech marine is a bit of a waste of points/time.

Maybe use those points for another psyker battlesquad.that, or a stormtrooper squad of 5 men with 2 meltaguns, so if an enemy artillery or tank-sniper vehicle is hiding up the back, and you cannot get to it for some reason, then DS the stormies nearby and pwn it.Automatically Appended Next Post:oh one more thing, If you change to using the deathkorps of krieg lists, you can get some seriously epic non-moving artillery platforms for around half the price of a mobile artillery unit.75pts for an earthshaker cannon platform!! Same as a ww2 german Flak-88;DThis message was edited 1 time. Last update was at 2011/11/01 03:33:46.

Why bother playing with 4 different types of artillery? Some of those have some glaring issues, like weak templates (griffon) or direct fire only (i think medusa?) You are better off with 3 basilisk and 2 manticore, and dropping the plasma sentinels for lascannon scout sentinels.I take a Griffon Mortar with my Colossus to take advantage of the Accurate Bombardment rule when hordes are coming too close. The 12' blind spot is the lowest of all the indirect firing weapons, so it can fire more rounds at close range if needed. I chose direct fire Medusas because they're more powerful in an average game than their Basilisk counter parts.The Basilisk's 36' blind spot makes it poor for barraging in regular games, so for ten points more I get a stronger, more deadly ordnance that can instantly kill Toughness 5 Critters. And if I really wanted to kill something armor 14, I'd just spend five points for the Bastion Breacher Shells.I've played with Manticores before and their not my flavor.Scout Setinels aren't exactly safe enough for an expensive Las Cannon. The Armored Setinels are better supporting the infantry milling about the firing lines, adding their Plasma Cannons to the enfilade of lasguns.

You need AP2 though, so give the command squad 4 plasmaguns, and platoon command squads 4 meltas each.then you suddenly have 8 meltas and 4 plasma guns you didnt have before! To make points, remove the mortar heavy weapon teams. Using 5 heavy indirect fire artillery you do not need the little 'bolter' template mortars.It will have almost no impact, for alot of time with rolling to hit, and rolling to wound only for cover saves. Save time, and hit with bigger weapons!Three Plasma Cannons and Two Medusas aren't enough?Melta's are better served for mobile lists with limited models and I don't like frying my own men with plasma guns.

Remove Mortars?! What's better than annoying units hiding behind walls then dropping strength 4 small blasts on their heads? And besides what better weapons to pin squads with when use Weaken Resolve with my Psykers.If I'm dropping points, then its going to be in the Infantry Squads and their heavy weapons. Sorry dude but I am not seeing a lot in this list. All I am seeing is a mish-mash of units which can do very little. You've got a nice list at the bottom of your list of what you've got, but what you got isn't a lot.Firstly your CCS should actually be doing something besides totting a boltgun around.I don't see a huge lot the Techpriest can do besides help with those weapon destroyed results. I would make the Techpriest as cheap as you can and drop the plasma cannons so you don't get shot at in return, hide the Priest.

But really for the amount of vehicles in range the Techpriest isn't worth it.PBS isn't going to do a lot on foot. They will die before getting into range.Majority of the weapons in the Platoon are not reliable i.e missile launcher and mortar. Guard need volume of fire power so in Platoons it's autocannons.The small fast attack units are just easy kill points and not going to achieve a huge lot. The armoured ones will just be walking ahead by themselves and the Rough Riders as the rest of your force is static.

Standard Sentinels outflanking with autocannons would do you better.The Griffon and Colossus are a nice setup, I would keep them. I don't think you need two Medusas in the same unit though, one is enough and those extra shells would be loads better.TBH I wouldn't say this list is a artillery list at all. It has four pieces of artillery in it. List ammendment:HQCompany Command Squad: 50 PointsCompany Command Squad: 50 PointsLord Commissar: 75 PointsCarapaceTroopsPlatoon Command Squad: 30 Points (x2)Infantry Squad: 60 Points (x8) = 480 PointsHeavy BoltersHeavy Weapon Squads: 75 Points (x10) = 750 PointsAutocannonHeavy SupportMedusa - 130Griffon + Colossus - 215Medusa - 130-The Command Squads are there just to give orders. I don't really see the point in giving them anything more than las pistols or las guns, because their sole function is to blurt orders; same goes for the Platoon Command Squads. The Lord Commissar is only there to boost the Heavy Weapon Squads to 10 because of how Orders are issued, else he wouldn't be in the list at all.And the reason why I don't squadron artillery that need direct line of sight?

Because of the Squadron Rules of course. Since the Girffon and Colossus actually have decent blind spots that I can work with, unlike the Basilisk, I can hide them behind buildings.Edit. I had no intention of squadroning the Medusas; the (x2) was saving space and merely stating there was two in the army.This message was edited 2 times. Last update was at 2011/11/01 17:28:40. For 750 points for 30 autocannons, you could just get 6 basilisks.6 Str9 Ap3 templates is better than 60 autocannon shots.

30 of your shots will miss, and 24 will wound, but basically everything gets an armoursave, or the pissy str7 will not do much to any vehicles worth shooting at. Especially if you split fire.6 str9 large blast templates with 2d6 (pick highest) all on AV12 gun carriages. Dont need lord commissar then, so could even get another techpriest or two. Some serious alphastrike business can then occur, and you could call this an artillery list.