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Well, as some of you might know I have been looking for a new army. And now, it's down to Nids and Guard. Now for guard i'm looking at a rapid close range (for guard, about 24") mobile force. Backed up with some artillery. So what I was thinking, doctrine wise, would be.
Grenadiers (In chimeras to support my line troops)
Hardened Veterans (I love them and would like a veteran regiment)
Cameleoline (sp?) (anyway, on the front line troops I think)
Sharpshooters (veteran again)
Light Infantry (just how I see my regiment)
So, for the army, heres what im thinking:
Heroic senior, with a powerfist. Commissar (I would have to have one) with a powerfist. Then a bunch of mortar support.
1 or 2 units of Hardened Vets.
Infantry. Infiltrating one platoon, and the second platoon sits back and shoots.
2 Grenadier units in chimeras
Hopefully about 1500? Hopefully. What do we think? I generally know how guard work, I have played against them often enough.
I.e. Plasma is the weapon of choice. Followed by melta. Heavy Weapons are all ok usually.
Not Power Swords, Power Fists. S3 or S6, hitting last aint that bad when you can't be picked out.
Thoughts? Advice? Everything is welcome
you can drop light infantry (veterans can already infiltrate) and sharpshooters (only bs3 units can use it, and veterans are bs4).
the powerfists, will probably not get a chance to strike as guard are fairly slow/weak in cc, pweapons will do. besides if they got mortars, than they'll probably be placed somewhere out of sight out of mind of the enemy.
after building this initial force, i'd consider thinking about adding an infantry platoon or two, or at least one more grenadier squad, best to pump out as many scoring units as you can. otherwise on some missions, you may end up with no objectives if those two current squads get killed (not hard to do against guard).
Powerfists are kind of blah in IG. A few Str 6 attacks before getting killed doesn't seem as effective as say, a heavy bolter over two or three turns. Commisars are cool for the fluff but I can't really justify them any other way, especially when toting around an expensive fist.
I do like that you're taking a lot of close range armor choices. Chimeras, Hellhounds and Demolishers all present targets that can be difficult to deal with for any player. It will take a lot of good rolls to take down that much armor rushing at the line with a full platoon's fire support as well as mortars, so nice work there.
One thing I'll say and it might be kind of discouraging to hear, is that you might just want to get maybe 750 points of IG and wait for the new Codex to come out. Depending on how big the changes are, you might have a lot of things in your list that are ineffective or unneeded, which leads to a lot more streamlining, and that means buying more models. But yeah. I'm not saying you shouldn't start IG, I'm just saying it might be prudent to start small for now.
I think you need to spend more time on your floor.
2500 Black Templars
Some good points have been raised so far,
1. powerfists arent really that useful and especially with the wound allocation in fifth ed powerswords are preferable (less strength but more attacks on a platoon command with CO you can hit marines at the same time as they hit you they dont like 8 powersword attacks even at str 3!)
2. light infantry on a platoon seems a good choice perhaps take a single light infantry platoon backed up by grenadiers. It might fit your theme better. ie. troops infiltrate in and the grens come up to help (give the grens plasma and the guard missile and grenades the varsatile missile grenade setup will be needed if they are to isolated)
3. the hellhound fits in but I cant see where the demos fit, if its to be a mobile force with artillery support perhaps dorp the demos in favour of a second hellhound and bassie and/or some sentinels which woudl fit fluff wise.
4. the commisar isn't a great choice but hes not a bad one either if used correctly i say go for it if you want one plus the newer models are fairly good as well.
5. the vets will happily infiltrate in with the line troops, either go five men with three plas or melta or three men with a lascannon DO NOT MIX PLAS AND LAS. either support or punch for vets to get the most out of them.
You seem to have a good grasp of what you want. To start off id get the grenadiers and chimeras and the command, use these to play a couple of small games perhaps with the hellhound, fromt here you can decide to either add the platoon next or the vets or whatever. The advice about keeping the first list small would hold true even if a new codex wasnt on the horizon. Guard have so many options its difficult to get the right balance sometimes!
Anyway good luck
Hope that helps
could i recommend starting 'nids. Guard suck.
Just joking. i just don't like guard
Vampire Counts Progress Log [W:2 D:1 L:1]
If your looking into starting an IG army but are uncertain on where to go with it, I'd recommend picking up a Battleforce since it contains the most bang for the buck at standard store prices, an HQ squad and a box of 20 standard troopers.
The Battleforce gives you 1 Leman Russ tank, 1 heavy weapon team and 2 squads of troopers for around $90, however I've snatched a few off of ebay for less then $50.
I'd recommend taking basic troops first since you can simply designate them as veteran squads by simply adding more special weapons and paying the slightly higher point cost as per the codex. Plus standard troops are pretty safe if your wanting to wait until the 5th IG dex to arrive sometime next year because even if they throw all of the doctrines out you will have 2-4 troop choices that can be subbed as veteran elites instead of having 60 storm trooper models that are only elites if they banish the Grenadiers doctrine.
That being said the IG are a very fun and somewhat challenging army to use to their fullest extent, in some circumstances Ig simply have most odds stacked against them especially if you ever have to play an ahniliation gametype with a force consisting of mostly infantry, you will in all probability bleed VP's against even decent rolling by your opponent.
There's a lot of flexibility and choices with IG, even ones as exotic as the Armored Company sub-codex. So you can constantly change up your force organization and keep things interesting for a long time.
Thanks for all the great replies folks!
Firstly: Powerfists. These get used a lot in guard units throughout my club and they do fairly well. They are not, however, for single handedly destroying a unit in combat. I would use them to finish off those 4 guys left after shooting. And because I will be operating at close range (very close) I do not want those 4 marines getting in about my lines you know?
Second: Light Infantry. One thing I'm set on is one platoon infiltrating and the other sitting back and shooting. Nothing in hell could convince me otherwise. Don't try, I'm taking Light Infantry
Sharpshooters will only be given to the rearmost units, as my formost wont be having quite so much firepower that they will get as much use from it. In addition the front wave already has the support of the Stormies vets and artillery.
Demolishers are in cause they are short range and seem the kind of heavy tank I would take to a forest. Don't know why, it just does. And I have the models.
Tanks: I don't need any tanks, I have 3 russes a hellhound, 2 demolishers and a basalisk.
Thanks for all these great replies. I will look into your suggestions, bear them in mind, and might get round to putting up a sample list tonight. Keep them coming