Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Well my question is short: Is IG good or can it be competive in onboard prestations?
I started with blood angels but i still like a shooting army as 2nd army, at this moment i own a 1500 pts mech tau.
all armies are good. they all play differently, but when played to their strengths they are all a good match for any other army. i think the only time an army is a "bad" army is if it demands the use of tactics that don't come naturally to the commander. so, if you want to charge into cc straight from turn 1, then you'll probably find IG to be inferior to other armies (like orks or nids) when using that tactic.
if you mean which is "good" for tournament play, i think there are statistics that show how armies have fared at GW tournaments... i haven't seen those stats since 3rd edition, but i assume they're still around. at the moment, IG probably isn't going to win many tournaments as the new 5th edition rules aren't exactly IG-friendly (the common problems are kill points and not being able to shoot through your own troops). But we're pretty close to getting a new codex (in may possibly?) so no one can really say for sure.
if you're looking for "the best" army the most importnat factor IMO is which army you find the most fascinating. if you think they look cool, you like the models/building the models/learning about the fluff/etc, that's what's important. you're gonna spend a HUGE majority of your time in the hobby building/painting/planning/daydreaming your army, as opposed to actually playing games. and playing competitive games are extremely rare (hopefully anyways...)
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Short answer, Guard are good. We do well enough in tournaments, have great fluff and I've never yet met a Guard player who regretting collecting IG. Are you asking if you should trade your Tau for Guard? I would do it...our troops are much better and, once you've driven your first Leman Russ, you won't want to go back to the Hammerhead. I can almost guarantee it.No. Daemonhunters are an example of an army that is noncompetitive--purist Grey Knights is particularly disappointing. No amount of player skill can compensate for expensive models with weak ranged combat and low-average defense. Some armies, by their nature or by Codex Creep, are weaker than other armies.all armies are good.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
As a second Army can be a little more expensive than Tau in money as nids or orks, but if you like shoting more than CC, Quality-Mobility Tau and IG Quantity-Stationary is a good pair.
"The only valid test is combat; the only valid result is victory"
Ardak Kumerian, Klingon Admiral.
I started collecting guard way back in the 1980/90's and came back to the game just as GW was releasing the new plastic Cadians. I'd always liked the idea of Guard and they had great fluff (Intrepid) so I picked up a couple of battle boxes and began assembly and began to learn to play 40K 4th Ed as Guard.
The models and the associated marketing gave one a feeling of the Guard as the "Emperor's Hammer". The Cadians holding the Eye of Terror, the forces of Armageddon fighting back the Ork hoards. Images of John Wayne storming the beaches in "The Sands of Iwo Jima" against terrible odds or Tom Hanks and crew standing strong against all odds in "Saving Private Ryan". Well I learned the hard way that Guard aren't like that. They are generally weaker in all respects than any other unit on the board. There are two factors that are supposed to make up for the weakness of individual Guard troopers. 1) They are cheap and plentiful and 2) they have access to "the best" heavy weapons and tanks on the board.
So lets deal with 1). Guard are supposed to have an "unlimited" supply of men (well in a 40K game Guard don't get "Without Number") so they are cheap and can form large squads - except many other races have cheap troops too, can take large squads that are generally are more effective than Guard.
As for 2) well you will find that every other army has heavy weapons and tank equivalents. Many of them are bigger and offer better armour (SM and Necron have 14:14:14 units) than Guard vehicles and are often able to carry troops as well as provide fire support. Also many other races have access to big guns and artillery and often you will find these guns can fire further or more accurately and more effectively.
Despite the fluff Guard in their current incarnation are not designed to be the Emperor's Hammer they seem to be more like the anvil - (again the fluff talks about fighting long wars of attrition). To extend the movie references they are more like the Russians of "Enemy at the Gates" with Jude Law (and no - the Guard snipers won't win the day for you either).
So thats the bad news - if you want to play Guard and win you will need to forget the fluff and play to their strengths.
So why the heck play Guard.
A well built Guard Army is a force to be reckoned with. Your base deployment of 1 x HQ and 2 Troop Choices will drop 55 troopers onto the table - for around 300pts without any mods. Each of the 7 units can take a support and a heavy weapon giving options from Plasma and Meltas through to LasCannons for each squad. While not unique in this ability the high degree of customisation for your troop deployment can make Guard quite a thorny problem to deal with. Your army can change and adapt quite easily to the foe of the moment. Even for a small game I tend to build around a "100 man" list. Not trying to out hoard the Ork player, you won't succeed at that - play to your strengths and see what a 100 trooper firing line (with or without Sharpshooter) can do - Oh my !
Then on top of the troops you have the humble Leman Russ (and variants). Sure every other race has a tank and some are better armoured or have bigger guns but by fielding the LRM (not forgetting the Demolisher and Basilisk) you have the potential to lob a serious number of pie plates down the table.
I do agree with Intrepid
No single Guard Unit however will win you the day. Guard is about combined force of arms - which can be quite challenging to play when the CODEX seems to be written for Napoleonic style line warfare. With so many troops deployment becomes critical you must deploy carefully to ensure you have clear fire lanes and interlocking fields of fire. You must also make sure that you leave you tanks room to maneuver - on a 6 x 4 board with so many troops it can be difficult - remember Guard Tanks don't fly, float or teleport.
To quote Abraham Lincoln
And - I think the Tau CODEX allows you to use Guard too. So you can have the best of both worlds. Two separate armies that are each fun and challenging to play but also an ally you can add to your Tau that will give you a third style of army to play.
Then there are the models themselves. Which is the other reason I started collecting Guard. There is a wide range of really nice models out there and the options for customizing your army to fit in with your style or how you see them is fantastic. If you don't like scratch building there is wonderful support from companies like Forgeworld who can provide components as well as complete kits with which you can add your own unique flavour to your army. The possibilities are endless.
This is one area you will need to consider both with respect to cost and time. Guard are about volume. You will end up having to build 100's of the little blighters
Are they shooty - sure are
Would I recommend then as your 2nd Army - you betcha
Imperial Guard: 2500pts 10/0/1, Space Marines: 2000pts 22/0/3
CSM: 1750pts 5/0/0, DE: 1850pts 19/0/1, ORKs: 2500pts 11/1/0,
I'm sorry you feel that way about your most devout allies, I play purist DH and I love it, they are great at ranged combat, since the enemies' long range fire will usually fizzle due to shrouding, eldar powers aren't as scarey because of the great psychic hoods and the Aegis, cheaper storm bolters than space marine termies, better termies than space marines. The list goes on, you can talk about force weapons or blah blah, but DH with some LR and dread support is really quite mean.
They are my first army and guard are my second, I really miss the firepower DH can put down, and the hurt they can do to regular troops in CC.
I'm going to buck the trend here and actually state that Guard, while not weak, are actually a "B" army. You have to construct a Guard army list more carefully and make fewer mistakes than players of Codexes like Orks and Space Marines.
In general, we have exactly two answers to taking distant objectives: Drop Troops and Chimera Spam.
Kill Points missions hurt us badly.
That being said, I've stopped playing all other armies aside from my Guard. They are my favorite army, hands down.
The good news is we have a new Codex coming out in May.
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!
So if u use them right they will be as powerfull as a tau army if i use them right. As models i prefer the tanks and the troops from IG because i am verry interesting in world war 2. They are nice to convert.
Me, personally...I like to play both IG and DH! Field an IG army and add DH as allies (assuming the games are at least 1500pts). Imagine an army with the awesome firepower of the Guards and the close combat superiority of the grey knights...
question: why bother doing the troop spam for kill points? hq in chim, 3 vet squads dropping, 3 grenadier squads in chims, backed up by 3 leman russes. about the same number of kill points as marines, and you've got three pie plates over an equivalent marine army. sure, you're lacking in heavy weapons, but that's what chimera multilasers and heavy flamers are for. vets are there to hold up the enemy for 1-2 turns while the chimeras charge into rapid fire range.
certainly seems better to me kp and mobility wise then the hundred-man gunline...
btw, if you ARE into the whole emperor's hammer thing...space marines may be more to your liking