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!
Hi there all! I'm new to the 40k and just building my first army, IG ofcourse. I'm somewhat seasoned Fantasy battle / Empire player.
My main opponents for now will be massed orks with only some vehicles and an elite oriented tyranid army.
Question is that how should I gear up against such opponents? I pretty much love everything the IG has to offer (except rough riders and ratlings), so I'm very open to suggestions.
So far I have assembled 2 sentinels. One with multilaser and one with autocannon. Also 2 infantry squads with vox. I've been thinking of throwing them with heavy bolters and missile launchers, the other group has a grenade launcher just for the curiosity. I'm gonna buy the cadian battleforce on saturday and probably a chimera to have the starting troop choices gathered.
From some amounts of lurking and investigating I'm thinking of rigging the russ with hull heavy bolter and no sponsons. Perhaps I should have las cannon for some anti armor power? Is the chimera viable with heavy bolter or should it be multi laser?
Please any tips are welcome
With the new ed coming out i'd put a lascannon on the hull of your Russ, It's usefull anyway (The hull heavy bolter option may dissappear with the new edition)
The Chimera should have a multilaser and a heavy bolter - Turret Multilaser, and Hull heavy bolter.
P.S. give both tanks smoke launchers.
For advice against Orcs and Nid's?
Hellhounds are REALLY good, as are heavy bolters and missile launchers (multiple shots make up for your poor BS, as do template weapons) - The missile launchers also do Krak, to help get Ork trukks, or any 3+ save / High T oughness Nids.
When you get your box study the Heavy Weapon sprues - You get three tripod heavy weapons with a crouching gunner, and you can put the three missile launchers on a standing guy (just leave the bipod off) - Six weapons Instead of three!
Then mark out the 6 no men in the weapons teams that are not holding a weapon (some people call them loaders, but I don't want to confuse things with that.) with the backpacks, or holding missile / ammo box on their base.
Please, I highly reccomend you do NOT mount them on the large "Movement Tray" bases - Do not use them. (or put them on small bases and then make them fit in a kind of "Diorama" - you still won't be able to fit in scenery and it'll cause confusion, so I do reccomend not using them at all.
You can also use the standing tank commander as a junior officer (s)
Good Luck! Remember to deploy with good fire lanes / line of sight, and with spaces between the squads (to stop multi charges)
Hit the fast things first!!
Last edited by stayscrunchyinmilk; January 22nd, 2009 at 09:40.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Yeah that's pretty much all of it... One thing worth mentioning here is that aginst Tyranids, target priority becomes especially important. I'd say that generally you can widen the rules out to three steps:
1) Fast things First- Hormagaunts, Flying things, fleeting Genestealers... these units can really mess your guns up and make it easy for the 'Nid player to mop upwith bigger, slower units. You should probably go after the immediate threat first, rather than the intimidating threat.
2) Now shoot the big ones- Synapse isn't quite as big a deal as it was a few editions ago when there were all kinds of bad things that could happen to Nids when you kill their leadership. Still, it's worth taking a shot, and synapse creatures tend to be big and beastly anyway, so they need killing.
3) Help yourself help your infantry- Hellhounds and other tanks can really help your infantry stay alive. It's a simple question of numbers. Would you rather shoot at a 32 strong hormagaunt squad before burning it/blowing it up, or after? A tactic that I've had success with is forming pockets of resistance supported by armor. So you get like 2 or three squads in some cover with a hellhound helping them out, and they'll focus on the threats that are pertinent to them. If you find that your opponent is focusing on a particular point in the line, you can shift help over as necessary. Since you said your Nid opponent is Elites based, I'm assuming he's got basically a Nidzilla list with a lot of MCs. In this case, Leman Russ' and Demolishers will be gold. Against a horde list (like your Ork pals) Hellhounds do wonders.
One thing to note, Hellhounds draw a lot of fire. Anyone who plays a horde style list and has seen a hellhounds in action before knows to shoot that thing as quick as possible. Be sure to use your angles and cover so that your opponent doesn't have a lot of chances to bring them down.
I think you need to spend more time on your floor.
2500 Black Templars
Everyone has pretty much mentioned the strategy and so i'll just put my own experience and two cents in the greater good.
In my gaming group i have many Ork and Nid players and they always field mostly the same thing, lots and lots of Boyz and gaunts. I have come to realize how worthy a good round of shootin can be when equiped properly, and concentrating fire on important things.
In my army i field mostly missle launchers, heavy bolters and plasma guns all in my line squads, with support squads consisting of Lascannons and Missle launchers. One of my gamign group members also fields Imperial Guard and i have noticed that Grenade Launchers are actually great to use, especially when in tournaments, combined with a heavy bolter is devastating, it might not be effective, but against hordes he rolled well and took out lots.
Hellhounds are great, always take hellhounds very scary and will be the biggest threat i've found. In my gaming group, once i placed the hellhound down, everyone tries to go after it in fear that it will destroy them.
Depending on the mission type, as long as its not Killpoints, i try to field if i have the points are conscripts, reson being its just a speed bump to slow the enemy down so i can get a good round of shooting on them the second they destroy it, but i try to run them at least 18 inches farther then the static line.
Anyway just my two cents
"DID WE JUST SIGN UP FOR A SUICIDE MISSION, RICO?" "YEAH WE JUST DID, WHEN WE ENLISTED" LOVE THE IMPERIAL GUARD, JOIN TODAY!!
Highly recommended...get the grenadiers doctrine and lots of stormtroopers (if your opp. don't mind, tell him your cadians are actually stormtroopers). Why?
2) they actually get a save against most 'nid weapons and some ork ones whereas cadians don't
3) better shooting (BS)
4) hellguns are better than lasguns - most of ork/nid troops don't get saves against hellguns (unless they upgrade) but do against lasguns
5) can equip sergeants w/power weapons for better CC
6) 2 plasmas/unit...threat against bosses, tougher orks/nids & lightly-armored vehicles.
Come to think of it, it might be a worthy investment to take a few of your platoon command squads and outfit them with a few flamers and a demo charge to act as a quick "counter-charge" unit. I put counter-charge in quotations because you really want to get up in front of whatever squad you're trying to protect and absorb the brunt of it, hopefully after burning everything to a crisp. Still, with the speed of Tyranid hordes, you basically have a 50-50 chance of getting to use those flamers.
I think you need to spend more time on your floor.
2500 Black Templars
There are many ways to play the guards. I make no claims about this being the best way, but here's one of my strategies.
Get Grenadiers, Sharpshooters and Drop Troops doctrines. In 1500pt game you could get 3 LR Battle Tanks w/all HB's (465), 2 Hellhounds w/EA (240), JO w/4 plasma guns & sharpshooters (90), 3 Sentinels w/lascannons (165), and 6 squads of 7 ST's w/2 plasmas each (540). Chimeras are a little 2 expensive for me in these lower point games...it really thins out my troops so I avoid them.
You have a very flexible army. You can DS your troops/HQ/sentinels if you need to (for objectives-based games). If you do DS, then I recommend Improved Comms for one of your vehicles. You can outflank with your sentinels. Or you can just form gunlines for annihilation games.
I would DS my HQ deep into enemy territory to take out carnies/tyrants with my plasmas or vehicles' rear armors (suicide squad). Deploy the tanks side-by-side to protect their side armors and put a few troops in front to provide them cover. The sentinels w/LC's are used to take out vehicles or monstrous creatures. Hellhounds are one of the best horde killers (even better than tanks IMO). NEVER rush the hordes (with a very few exceptions). Let them come to you. You stand, your troopers fire 24". You move, they only fire 12".
Thank you all for great advice. Some comments to encourage further discussion:
From what I've read I believe most of you run with doctrines, particularly grenadiers and stormtroops. I don't somehow feel good with this idea, I want my guard to be the real puny human guard. At least for the start, where I don't really know what I want. I intend on running my first list with one basic infantry platoon with two squads (or maybe a third one) and an armored fist squad. Then play some games and either go mechanized or get more infantry. Also from what I've read, it's not sure if we will have doctrines in the new codex.
I'm quite sure I will not be facing tremendous amounts of hormagaunts. The nid player is all the time speaking how he will make an elite warrior / lictor group with genestealers. And he is in possession of a carnifex.
I think I'll have to get that hellhound but I'll wait for the likely full plastic release with new dex
I play Tyranids, and I play against Imperial Guard rather frequently. One thing you have to consider is that Tyranids have difficulty with vehicles. Our best vehicle-destroyer is a Canrifex with a Vencom Cannon and Barbed Strangler. I have trouble shooting the front armor of a Leman Russ.
If your opponent's carnifex is fitted to a shooting role, assault it. The carnifex will be able to kill at most two of your units per turn, and you have just tied down a 100+pt unit with a squad that costs much less. just watch out for countercharges.
Lictors are not scary at all. They pop out of nowhere and hurt when they hit, but they tend to be rather fragile, and so long as your units have 10+ models in them, the enemy lictor will likely get cut down in combat.
I use lictors for Basilisk-hunting.
Genestealers are dangerous in that they have rending. They also have a lot of attacks. Nevertheless, Genestealers are very expensive from Tyranid standards. However, a Hellhound can tremendously hurt a squad of genestealers even if they have upgraded their armor. The Hellhound's Inferno Cannon can operate out of range of a Genestealer charge and it ignores cover.
Take the occasional plasma weapon and have that squad take out monstrous creatures. IG have cheap plasma weapons.
Again, it may seem like a very stupid idea, but don't be afraid to charge a squad into a monstrous creature. Tyranid monstrous creatures are very often configured to shooting. They may be able to obliterate whatever they hit, but they don't hit often.
Note that this doesn't apply to CC-oriented monsters.
Do not let monstrous creatures assault your vehicles.
My suggestions on what you should not do:
Don't specifically aim for the synapse creatures. Tyranids are really not that hurt by losing synapse. All synapse does it enable tyranids to move towards the enemy and resist insta-kills. Most multi-wound tyranids are either synapse creatures themselves or have toughness 5 or above.
Do not make a static gunline in the corner. Tyranids can and will surround you, and by concentrating everything in one area, all you're doing is making yourself vulnerable. You're not going to be more mobile than a tyranid army, but at least keep yourself moving. The new Rapid Fire rules in 5th edition allow you to be mobile.
Do not concentrate forces together. your squads WILL get assaulted. Keeping yourself moderately spread out will ease this.
This is currently how my guard are setup....
My chimeras have turret heavy bolters, (ive found it more effective than multilaser against orks... and hull heavy flamers.
Russ: hull Hb, pintle stubber
Vanquisher: Hull las, vanq cannon, pintle stubber
Infantry squads have flamers, more use agaisnt orks than grenade launchers,
My first platoon has rocket launchers as thier heavy option, frag rockets love orks
command for 1 platoon has a autocannon team, overall command a HB team...
the armoured fist squad, a heavy bolter for messyness.... Ork players hate being flanked, then having two heavy bolters tear them apart, followed by 8 lascannons then two walls of flame... a nice 3 stage flattening before they even get a chance to attack...
And Snipers are nasty efficient for making them rout in the games i played...