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It's time for another Topic of the Week! And to be honest, this weeks topic probably could've been aired earlier.
So without further ado;
The Infantry platoon.
Well, there's no doubt about it: These guys make up the backbone of the Imperial Guard.
As such, most armies you see will probably contain at least one of the things!
In general though, thats about where the similarity ends - and where this discussion comes into play!
So, how do you run your infantry platoons? Is it different now in 5th edition, compared to 4th?
Do you load them up with heavy weapons, or keep them on the move with special weapons only? And what weapons would they be? And why?
Do you take the minimum 2 infantry squads, or scare your opponent with all 5?
How do you deploy them? Do they support your other units, or do they actually provide the base upon which all else revolves around? Do you deepstrike the lot in, do you plan on outflanking, or do you simply sit back and volley with massed lasguns from afar?
Do your grunts have any expensive doctrines spent on them, keeping each meatshield alive for an extra turn? Bionics, carapace, chem inhalers? Mechanised? For fluff, or for gaming only?
And how about the sergeants? Veteran or not? Why? Vox network or not? Again, why?
So that's the question: How do you run your infantry platoons? Let it all out - fluff, tactics, ideas and opinions!
Last edited by Cadaver Junkie; August 19th, 2008 at 14:38.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
Hmm, so many questions, so many different answers.
The answer to practically all of them depends on what I feel like doing when making my lists (a good way to pass spare time).
In general however, in a 1000pt list I will try and have the two minimum platoons without heavy weapons and with drop troops and a special weapon (Grenade Launcher or Meltagun) I am currently experimenting with an odd hybrid list involving both deepstriking and an armoured gunline to soften the enemy up - proper blitzkrieg, armoured thrust and paratroopers....whether it will actually work I dont know.
1500 I add extra squads to the platoons rather than taking extra ones.
Sergeants. Depends, Veteran where I can, but my last few lists have been un-upgraded to save a few points.
Vox? Always. Close order drill just looks wrong with the Cadian models (body armour and combat fatigues dont fit well with "Front rank, FIRE! Second rank, FIRE!") and I like the flexibility of not having to keep everyone in shouting range of my officers. Although on that subject I am thinking of a master vox conversion that simply involves my Company commander looking like Brian Blessed - Infinite shouting range.
I used to run sharpshooters everywhere except command squads, but I dont anymore - I am not overly interested in points efficiency, but when rolling as many shots as a couple of rapidfiring guard squads have, weight of fire cancels it out. I may go back to it though, as if feels a lot more professional to have the slight accuracy bonus.
I still havn't upgraded to 5th ed and wont be until I get my student loan in October.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
i take 2 minimum platoons at 1000 and a exsta squad at 1500 (to which i also add a demolisher a russ and lots of voxes.
close order drill is great i use a master vox so all my guys are ld9 (for first test) but im playing vet sarges in 5th ed so im ld9 anyways (good bye 50pts of vox equipment).
i load myself down with heavy wepons simply because i can (and because auto canons rock) i way forgo this in future and have a full platoon with heavys and anouther full platoon without (ws4 tasty). but thats the future
mydoctorines are fluff baced rearly (i have just finished reading "his last command") all the books say that the blood pact are elites so i plump for an army of them!! heritics the blood pact are viseous fighters so hardened fighters was a must and there well armoured so carapace was also in. then i remember the description of the blood pact as an organize force so close order drill was in to as was iron disciplyn. then it was a tactical choice of restricted troops: special wepons squads! rearly that simple
i take veteran sarges and give them bolters or storm bolters partly fluff partly ld8.
my other reason for running small platoons is command squads. they are in my opinion one of the most tacticly flexable units in the list 4 flamers? done cheap fire support (4 granade launchers) anti tank squad (4 meltas and a power fist) easy and a 4 plasma gun unit to anker your flank -and thats befor heavy wepons-
my 5th ed army is sentered around my (exspencive) platoons now with armoured backing i have yet to test them in 5th but tomoro im haveing a 4000pt+ apocolipse game at my house so my marines, chaos marines and gaud will make a apperance(let alone my eldar.
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In a list i use, i have 1 platoon with 2 squads they get a vox network (backed up with a hso with a matervox) cameleoline armor, and light infanrty.
they need the vox because i usually infiltrate them beyond the range of my officer squads (who are in my own deployment zone with heavy weapons)
Light infantry allows me to get into cover that makes my opponent cringe when they have to dig me out, and the cameleoline meens all my guardsmen wear power armor!
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
I don't use any doctrines, although I've been debating Grenadiers & Drop Troops just so my one stormtrooper squad can hold a neglected objective when they find one.
In the new edition I've been using infantry platoons to screen my tanks from CC. The men are tall enough to give a cover save to the Demolisher behind them while allowing the turret to fire cleanly over their heads. (Cover saves if I use the sponsons, sadly.) It works well enough but means I run of of scoring units fast once CC begins. It also doesn't combine well with my previous tactic of an armored spearhead to take ground with the men following behind, so my Guard have become really static...I'll probably have to swap out a Hellhound (or both) to bring more Chimerae for a late-game objective rush.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I use close order drill, but I keep it spread out some. Because of the new pile-in move at the start of the assault I can move everyone into close order.
Well, since I decided to try to integrate Grey Knights into my army, my platoon setup has been thrown into total disarray. In fourth ed, though, I'd run only one platoon of two squads, led by the great hero Lt. Burnination, and they'd form the basic firebase around which I'd build the rest of my lines. Unfortunately, due to the doctrine of Carapace Armor, it got expensive fast, and since I also ran sharpshooters and a heavy weapon of a lascannon or rocket launcher, as well as at least a grenade launcher, we're talking upwards of an extra almost 60 points per squad.
Nowadays, I'm going to try to focus on grenadiers more, and make cheaper infantry platoons....that way, more infantry running around. I'm painting my third squad now, in fact...
Madman you are the gamer I'm looking for! lol I play fluff oriented too, but I'm on the Imperial side, First and Only!
Recently I've tried 2 outflanking platoons with two armored fists supporting (chimera's move along either edge to pick up one of the squads, the actual armored fist squads have missile launchers and hold up in a building shooting)
Worked wonders when I baited my opponent's fire dragons with my chimera and ambushed him with 4 flamers
These platoons i run min squads with light infantry and cameoline, one with flamer one with melta. The platoon command has 3 flamers and a medic (for fluff) as well as hardened fighters and either a powersword or fist.
I'm playing my first kill point mission today (we set up last night, against tyranids) and i'm not sure how its going to work out with dual outflanking platoons so I infiltrated one old school to get out of my deployment zone and the other will outflank with a hardened fighter, heavy-flamin sentinel. I love the smell of roasted bugs in the morning!
Also, for fluff reasons there are no lascannons in any infantry squads. I only have two in my 2000 and 2500 pt list, both are on Narmanian tanks.
Keep em cheap and take a lot of them To hell with Kill Points (stupid rule) because you've already lost that battle before you've even started by taking Guard.
I currently only use JO platoons as extra heavy bolters/leadership, although I would like to try the 4 flamer thingy, sounds burny...
"I need more Guardsmen! This lot are all broken!"
On the begining I stuffed them with lots of things and they shooted from high places or behind cover. Very effective on 4th ed, but on 5th they move or I lose the game. So I started to try cheap units, with out heavy weapon and with high leadership for stand heavy casualties. That until I finally understand that in 5th ed Chimeras are not tracked cofins for the guardsmen anymore. So right now, I am planing to test keep the Platoon inside the Chimeras firing HBs from the hatchs. Only HBs, Mechanized and Close order Drill.