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I love the idea of light infantry and of line infantry armies for IG so I'm working on an all infantry guard army (the only vehicles will be sentinels). I intend to have a large number of heavy weapons teams and special weapons mixed in with the infantry platoons. What percentage of the army ought to be just standard lasgun-toting infantryhumans? How many basic troopers is too many? Can you have too many?
Hello hollen and welcome to LO!
If i were you I'd keep sentinels out of an all infantry list, just because that's where al of your opponents AT weapons will go. My opponents load up on AT power whenever they know they're facing guard, and sentinels just can't last when facing that.
The next codex will be good for all infantry armies for three reasons:
1) Kill Point fix- In the next codex our squads in each platoon will have the option to join togeather and become less units of more guys. So instead of having 2 squads of 10 normal guys with a heavy weapon and a special weapon each you could have one squad with 2 heavy and 2 special weapons. This will also give you more "shields" so your guys with upgraded weapons will last longer.
There are disadvantages to this though so in normal games I'd keep them in their basic squads of 10, maybe 20. If one model gets assaulted however they are all stuck in combat and as guard players we don't want that. Shooting 50 guys with 5 heavy and 5 special weapons can be a tad exessive. Also it seems to me that your heavy weapon squads can only combine with other heavy weapon squads and normal infanry squads can ony combine with normal squads and so on. This means that you can't hide your heavy weapons teams in infantry squads for 13 guys with 4 heavy weps.
2) Specialist Squads are Troops- Now that your vets heavy weapon and special weapon squads are becoming troops choices they can capture objectives. This is a huge difference.
Now the rarely used mortar squad can sit behind a wall lobbing shells at the enemy to little effect but while sitting on an objective. This idea sounds almost too good to be true, a cheap squad that can kill stuff while holding an objective and that the enemy can't really touch! Since they're troops and you're rumored to be able to take 5 in a platoon, with 6 platoons in the army, WOW.
Special weapon squads and veteran squads will decimate the enemy at close range with their special weapons, you just have to watch the enemy's counter attack. These squads are also just what we needed to capture objectives.
3) Points Decreaces- In the next codex our guard will be going down in points by a third, and most of the heavy weapons are rumored to decrease in points. The flamer and grenade launcher are supposed to drop in points as well along with the meltagun staying where it is and the plasma gun goiing up.
All of this should allow you to get a true horde in your deployment zone, note if i were you i'd make sure i had some reserve units because your deployment zone will start to get a bit crapmed, especially in spearhead missions.
However you make your army good luck and beware of blast/ flame weapons.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
I was actually thinking of making one myself, but maybe having support units in Valkyries.
We who have seen war will never stop seeing it....In the silence of the night, we will always hear the screams....
Kevin has a good point about sentinels. You could have a couple (2 or 3, I like autocannons for flanking) to flank with but the more sentinels you bring the less effective they seem to me. I think they sort of fill more of a niche roll and shouldn't be main effort. I like big platoons and lots of manpower too. It's always great when a guardsmen finishes of a fex or avatar or something. If you get sick of painting them all or just feel sorry for the guys don't hesitate to include a few lemans to support them. You can still have your big platoons and your gun line without looking like a tank company. If you are worried about fluff you can say they are an attachment or PDF even. You might want to throw your infantry a bone though, help them out a little.
Remember to have a good mix of static firepower squads and mobile capture /rapid fire squads.
You would probably want to have a fire support platoon that has all the nifty weapons, like lascnnons, heavy bolters, mortars, etc, and just sit and shoot with them while trying to use the new KP rule to make them all 2 KP's. With another platoon being pretty much nothing but mobile infantry...to get stuck in with any advance forces and capture objectives.
Also if you want more mobile heavy weapons then invest in the new Sentinel heavy support choices and just have them use your infantry as a cover screen to keep them alive, those plasma cannons will be pretty sweet vs heavy infantry, which all armies seem to have a good amount of for their elite choices these days typically.
As for outflanking, there is supposed to be some special character Platoon HQ that will make an entire platoon have to outflank, now if this is the case just stuff that platoon with veterans with flamers / meltas and outflank your enemy. Nothing should shake your opponents confidence like some 60 men running out from one of his table edges all decked out with assault weapons.
Also Sentinels are a great FA choice for their capability to outflank as well, autocannons seem to be perfect for this task and running squadrons of 2 sentinels a piece gives nice killing power vs the crap rear vehicle armor of 10, but remember squadrons must shoot at the same unit so 4 autocannons shots per flanking sentinel squad should pop RA 10 no problem, so on average you are taking out 2 vehicles a turn.
So you have basically the following:
The Command HQ,
A Gunline platoon that merges all squads together to benefit from the KP 'fix' (which isn't really a fix but that's another rant for another day.)
A mobile screen platoon that takes objectives and rapid fires the opposing objective takers.
Flank Platoon, stuffed with veterans and assault weapons.
2x Outflanking Sentinel Squads
other FA choices:
Vendettas? The gunship variant seems pretty awesome, If I did an infantry list I'd take two and give one the one shot template weapons, and the other the horde missile launcher support systems. The only issue with these is that they are basically flying Chimeras and won't last long when put under sustained fire.
Heavy Sentinel Squadron of 2x Sentinels.
Most infantry lines in the past had a nice little artillery battery with them, the outflank rule has (in my area) brought about a slight end to this as people were tired of their artillery being outflanked and destroyed....but since you have a static gunline platoon anyways, just give the artillery camo cloaks and stick them behind your infantry for a nice (rumored) 3+ coversave...
As for specific pieces I'd recommend Griffon's, since they are rumored to be half the cost of any other artillery, have the shortest usable range and have decent str...I would see if it were possible to squadron up Griffons since their barrage rule will typically negate the fire on one unit rule from the scatter hitting multiple units anyways.
However if you want an artillery choice that can smash vehicles, I'd say try out the Manticore with it's awesome Storm Eagle missiles...it's basically a cool looking missile truck of PAIN and ANGUISH.
Last edited by Tronics; April 1st, 2009 at 22:39.
Uh.... I don't want to sound rude... but have you guys read the latest rules for mission victory? Unless the master of the fleet really lets you DS like some rumors instead of giving your opponent penalties to reserves like other rumors, all infantry is going to blow chunks. YES you WILL kill more units than you opponent did, but you will loose the day, because unit victory points are counted if objectives are equal. This means that if you are footslogers and your opponent is not, unless you literally obliterate their army... you loose, end of story, no imperial glory for you: you kill them lots, and they win the mission from objectives, and you don't even get to count kills. If you can DS them, then they have a way to get to more than half the objectives on the board in the first place, but if not, the BEST you can hope for is to tie the opponent in objectives and win in kills, which your faster opponents will be doing everything in their power, and sacrificing every non-objective holding unit to prevent. Congrats, you killed the Hive Tyrants and Zoanthorpes, and there are hardly any gaunts and stealers left, but the ones that are left just contest and claim all of the objectives, allowing them to summon the rest of the hive fleet to your planet... well shit.
And that would be why Games Workshop gave us outflanking and units coming in on the second turn on a 4+ (3+ if you have an astropath and the rumors are correct) We can outflank more scoring units than anyone else, which gives us some options. Tactically, its a bit harder, but that's no problem for devoted servants of the Emperor!
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
ALL infantry is going to be an uphill battle for one reason or another. You can still spend most of your points on infantry and then just a little on heavy support and you will have a very infantry looking force that with it's combined arms will be very competitive and tactically flexible.