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Now I am sure that this has all come up in conversation before, but as a new 40k player who is starting up an IG Army, I was wondering if you all could point me in some right directions.
After watching just a few 40k matches, I noticed the overwhelming number of Space Marine players their are out there. And it so happens that a number of the SM I know just happen to be A.) little brats and/or B.) ***holes. Not all, but some, which could be said for every army, but,
More to the point, what are some ways to give SM a run for there money? and make them question who's the Emperor's chosen really are? I've watched my Tau friend beat his head against the wall far too often to want to repeat the mistakes he must be making. Thanks in advance folks!
(NOTE: I know very little about actual tactics or the IG, and I'm not looking strictly for formulas and certainly not a "this will pwn everything!!1" list, just for ideas on what to look at and what to stay away from. Again, sorry for an almost sure repost.)
plasma gun spam and template weapons (leman russ battle cannon or bassie) especialy the big templates.
The very basic: IG work best in big numbers and by big, I mean that we get more flexibility on the army lists from 1500 to up. Dont play in small boards either and play with the least terrain as possible. Check the word chese for ideas. Oh... and dont forget the kamikaze deep striking mini-squad with meltas for take down any anoying Land Raider on turn two. The dam tank is almost impervious to lascannon fire.
"The only valid test is combat; the only valid result is victory"
Ardak Kumerian, Klingon Admiral.
Start with the basics--battle cannons, plasma guns, heavy weapons of all sorts. Then, after a few games, you learn to deploy your men in such ways as to minimize damage when the MEQs get the inevitable charges off. Typically this is best done (in my opinion) by bringing the scariest vehicles you can so they don't pay as much attention to the weakling Guardsmen who do the real work of wearing them down. Others find hordes of grunts do the trick. You will need some experience to find what works for you, but meanwhile don't worry too much. Most all of us Guardmen on LO find MEQs reasonably defeatable. You will too.
One tactic you can start playing with is to have a squad of men moving alongside a Leman Russ. The Russ' turret is high enough that it can shoot over the Guardsmen while the Russ itself will have a cover save from shooting on account of the men standing in front. It also helps protect the Russ from close combat, which is how most Marines will try to kill it these days. If you play around with that for a few games then you should start getting ideas for what works and how to do things.
Tau are a handicap army; their troops are neither as cheap as ours, nor are their vehicles as killy, and they're always hurting for low-AP firepower. Guard aren't.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Personally I play light infantry, and I find that the combination of light infantry and camoleoline works especially well. Guardsmen suddenly become much more intimidating when they're sat in a forest and effectively have power armor. I sit fairly close, and rapid fire plasma to get the job done, occasionally retreating to keep out of charge range.
Another advantage we have is the amount of troops choices we can pack in. With the release of the new objective rules I find the best tactic is to destroy the enemies almost certainly few troops choices thus denying them the opportunity to capture objectives thus giving you 2 out of 3 games almost automatically. Obviously this is not always possible, but where it is, it's always favorable.
Always aim for they're expensive and few in number troops choices.
Hope this helps.
Inquistion force WIP. Pics on posts 17 and 23.
Thank you fellows for the advice, and I hope to join the ranks of the competent soon!
I would say if you want to be good against us SM players, you would want to include plenty of heavy weapons and AP 3+ weapons, but having said that if you base your army entirely on SM killing you will soon find yourself outmatched by armies like Orks and Tyranids with lots of weak troops and vice versa. I would recommend you take plenty of plasma weapons as they are VERY good at marine killing (trust me I speak from much traitor-killing experience).
As for making Space Marines question who the Emperor's chosen really are, I don't think there is much competition. Low numbers of superhuman bio-enhanced mega-warriors armed with the best weapons in the galaxy or billions and billions of weak, pathetic human(oid)s armed with the weakest weapons in the galaxy? Narr.
They shall be my finest warriors, these men who give themselves to me. Like clay I shall mould them and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines such that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.
i have one thing to say...........
if you cause enough wounds, you dont need to have good ap.
2 squads of guardsmen with a flamer attack a squad of marines(Make sure they are in close order drill, and close enough to each other that he has to assault both squads), they are usually cheaper than 1 full marine squad(a little over a hundred) if you position your men carefully, each flamer can cover 5+ marines from the flamers alone you probably just killed between 3 and 6 marines. next the space marines feel the real wraith of the imperial guard! the massed flashlights! 40 lasgun shots are now fired at the marines, as long as you pray to the dice gods before every game, you will cause 3 or more marine kills. he will obviously assault you, thinking he can force your squad to run from casualties in close combat, but to his suprise, your squads have close order drill, so they were ready for the assault, you get to go at the same time as him and his remaining marines(he should have between 3 and 5 marines now. and basically beat him in close combat in weight of attacks.
-for those of you who didnt feel like reading that, basically i am saying
1 position squads so flamer can cover most marines possible, and make sure rest of squad is in close order drill, and both squads are close enough together so when he assaults he is in combat with both squads.
2 hit him with the flamers(make sure they cover 5 or more marines)
3 rapid fire the lasguns
4 he assaults you but you go at the same time because of close order drill
5 beat his few survivors in close combat with weight of numbers, and constant prayer to the dice gods!
of course this doesn't work every time, but it does always cause enough damage that the next squad he gets close to rips him apart.
plasma is overrated, with 2 normal squads, thats 4 dead marines before using the lasguns(assuming you dont miss whatsoever with the plasma guns)
a flamer will always cause more damage, because you can cover 5 or more marines with the flame template very easily (unless you face terminators or toughness 5 or more)
besides, a bar-b-que marine is much better than one that has been turned to molten slag from a plasma gun!
Hellhounds are good tanks
Satan - "**** you Kage! And **** you Jables! I'll get you Tenacious DDDDdddddddeeeeee!!!!!!"