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The other day I attended my first meeting at a local club. A Chaos Iron warriors player, a veteran who had been playing since the good 'ol days of rogue trader gave me and a friend a challenge.
The battle was to be between my 1000 points or so of Imperial Guard and my friend's 500 points worth of necrons. Predictably, he managed to wipe the floor with us, barely losing a unit.
But it was from this battle I learned a great lesson and got inspired. He didn't beat us through the use of cheesy units, or through power-gaming, but through utilising his mobility against us. So this got me thinking. Even with all my heavy weapons and tanks and even having the army of the necrontyr as allies- it didn't mean anything.
"Mobility is Key" pretty much became my motto after that. Now I'm looking at the options which us Imperial Guard have. A few came to mind at first that I liked. Mainly Rough riders (of the converted kind), Leman Russ Demolisher and strangely enough Sisters of battle (seraphim, battle sisters in a rhino and a canonness).
So really what I'm asking is has anyone tried a mobile guard force i.e. more fast attack, battle sisters and sentinels etc. than heavy tanks and weapons?
Would it work, at least in theory?
And what units would be the most valuable?
now, by mobility do you mean:
a) oh God...RUN AWAY!!!!
b)ok squad..charge...no wait...RUN AWAY!!!
You are, of course, 100% correct. And it is something that too many people lose track of, especially with an IG army.Mobility is Key
I personally feel that the most important ability any unit in the game can have is the ability to move and shoot heavy weapons, and next after that is the ability to move fast and shoot normal weapons.
Way on down the line is static heavy weapons. Don't get me wrong, they can be very effective, but all in all, they wont always be able to win the day for you.
Anyways, I gotta go - you are lucky, not silly rant from me today!
P.S I think the best way you can fit mobility into a guard army is probably through either infiltration, or more importantly deep strike.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
Bring on the massed ranks of guard infantry armed to the teeth with Lacannons & Heavy Bolters (with some Grenade Launchers & Plasma Guns mixed in). Watch as your enemy falls beneath your massed ranks of infantry! The laser light show of doom prevails!
Take the following Doctrines:
- Die Hards (don't get outnumbered!)
- Sharpshooters (BS 3.5 :shifty: Always pays for itself)
- Close Order Drill (+1 initiative is brilliant for fighting marines!)
And then throw in those lovely Vox's & Master Vox's, power fists for killing big nasties, Company Banner for the re-roles in the center of your line and some commissars to make absolutly sure your line stays put.
The sheer amount of fire power a 1500 point infantry Guard Army puts out is insane. Even when you get in combat, all you have to do is mob them (even big nasty Carnifex's) and then put the wounds in with the sneaky Power fists. Also having no minus for being outnumbered, combined with master vox means as long as you make sure the last guy to die in your unit os the Vox guy, you can keep and enemy unit tied up for ages!
For mobile firepower sentinels are probably a reasonably nice bet if you get a few squadrons of them.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
40K is really a game of who can role the most dice the most often - in this case it's the IG by a long shot. In an attrition game like this IG are masters.
If you want mobility, take the light infantry, rough riders and cameleoline
"Like frenzied beasts, they was. But I tell you, there was never a sweeter sound than the howls of the Wulfen that night."
Sgt. Pridman, veteran of the Tlax slaughter
I'll counterpoint and say that though mobility is key it isn't necessary to increase Guard Mobility by much. Yes, for most armies, speed kills. But Guard aren't about that unless you fully tune for Infiltrate, Drop or Mech. Gunline Guard, however are very successful. Now, why is that?
Mobility goes both ways. Guard excel at Mobility Denial. A gunline Gaurd army gives an opponent no where to manuever that isn't in at least one fire arc. And that is before you add Bassies or even 72" range Battlecannons. Let Mech Tau, Mech Eldar, Drop Pod Marines, etc have their mobility. Your job is to have heavy weapons covering every place they'd want to go.
You can't hide from Gaurd.
Now, there is one mission of the standard 5 that kills us. Recon. The only way I've been able to do a decent job is to utterly deny my opponent entrance to my deployment zone and drop a small squad into his. But it is always a perilous mission.
Sure there are way to have mobile guard, but I'm just saying it isn't nearly as crucial to us as other armies.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
I have one unit designed to move it my 1500, Storm troopers. In my 1750 I have one unit designed to move, Storm troopers in a chimera. The whole thing with guard is to lay down so much fire that you dont need to move. If its take and hold I use both of my Leman russ's and storm troopers to move up and capture the objectives. Also Line infantry if i must. But really our job is to sit back and shoot.