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They're the backbone of IG, and they're are only getting stronger in the new codex. So it's important to think about how we are going to kit them out. Platoon Infantry Squads.
Base points of 50 gets you 9 guardsmen with lasguns, a Vet Sgt with a CCW+Laspistol and frag grenades. In addition, the squads can be merged with other infantry squads in their platoon up to 50men.
IG squads have many different missions. They hold objectives, they absorb CC attacks, they protect tanks, they protect more fragile squads, they push for objectives (either on foot or mounted) and they offer a safe place to stick a HW.
How we kit our squads should take into consideration how we want them to perform on the battlefield. How we want them to perform on the battlefield should take into consideration what units we want them to interact with (both friend and foe alike).
Voxes: It was unfortunate that GW decided to take away the range aspect of voxes. If they would let you give orders across the board then they would be much better. Sadly, they only give a reroll. It looks like guardsmen need to *see* the officer who is yelling at them in order to be motivated. However, there still may be a reason to take a few in your list. Sticking a vox in your command squads and one in a single infantry squad in each platoon (so 1 vox per platoon), will make is so if/when you merge the platoons, the whole blob will benefit from the vox. A 30man platoon, failing an order check, would not be fun!
Commissars: In our last codex they were all kinds of fail. I was really hoping that the point cost of commissars would be ~20 in our new codex, but it is not the case. However, there is at least some use in these guys. IMO 1 per platoon is not a waste. When you merge infantry squads, the last thing you need is a 30-50 man squad to be swept by one CC assault. Commissars give the whole unit Stubborn, and allow them to reroll their morale test (at Ld 9). While expensive, this gives your blob squads much more staying power. Great for holding off melee and holding objectives.
Krak grenades. Fail. for 10 more points you can take a squad of Vets, who have the grenades, are BS4 and can take more guns.
Now lets get into the meat and potatoes of infantry squads, the guns GW has shuffled up the point cost of many of our weapons. This allows for some new combos, but many old setups will still be around. I wont be looking at *all* the possible combos, but just the ones that I find to be effective.
Lascannon & Plasmagun: The King. High strength, ap2, and expensive. Once this was the hands down, best combination for most squads. But the new damage table for vehicles and 4+ cover saves has really dampened the effect of these guns. They're still great, and can threaten any unit in the game. 85pts is a lot to spend on an infantry squad, but can be worth it if you metagame includes lots of 2+ saves and MC. These squads can make great use of the Order that TL your shots against MC, and also the Order that forces the enemy to reroll cover saves. But in the grand scheme of cost and effect, we should also look at other squads.
Autocannon & Plasmagun: The autocannon dropped by 5 and the plasmagun went up by 5. This squad is still a solid choice, kicking out a good number of S7 shots. Great for taking out light armor and putting wounds on MC. This squad provides good versatility. It can threaten a wide variety of targets and makes another great firebase squad. Put a few of these on an objective and start laying down firepower. At 75pts it's not that cheap, but also not as expensive as las/plas. The main question is, for 10 more points to you upgrade to a Lascannon?
Autocannon & Grenade Launcher: As a Cadian fanboy, i'm glad to see the GL be actually priced the way it should be. PG jumping to 15 and GL dropping to 5 makes this weapon actually a viable choice (who would of thought). AC&GL gives you similar strength firepower to AC&PG, at a 10pt lower price point. While it lacks serious ap, it can threaten most targets (apart from AV13+).
Autocannon & Meltagun: An odd pairing. One is a long range cannon, the other is a short range anti armor weapon. This is the closest thing IG has to a "swiss army knife squad". It's price point is middle of the road, it can threaten any unit in the game (even heavy armor), it has long range, and meltaguns all over the place makes people worried. There is no safe place for armor to threaten your firebase when you have meltaguns spread out. Combine that with the TL order and even a single meltagun has a good chance at taking out AV14. While this squad lacks the specialization that is usually in IG squads, it is a squad that I am interesting in testing out.
Mortar & Grenade Launcher: Yes, hell has frozen over. A part of me can't believe it, but this squad actually appeals to me. First off, it's dirt cheap. Secondly, it kicks out 2 blasts at good change. Thirdly, it's cheap! Dropping both the mortar and GL to 5pts has really given cheapo' infantry squads some options This squad can fire indirect and cause pinning tests (don't laugh, remember psyker squads). IMO, this squad makes a good squad to move in and take objectives. You can hide the HW team out of LOS (behind cover) and it can still shoot, meaning you can place more lasguns in a position so they can fire (remember 50% of squad needs to be behind cover), and this squad is just dirt cheap I really am looking forward to trying this squad out. It is by no means the best choice for your main firebase, but will make a good platoon to move forward and dig into other objectives.
Flamer & - : Cheap. 55pts cheap. Merge a few of these squads and slap a commissar in the mix and you have a great unit for pushing into an objective. You could use a GL instead, but imo a flamer is a better choice for a squad that will be moving forward every turn. Combine it with the FRFSRF Order and you can kick out a nice amount of close range anti infantry firepower.
I think two platoons, one a more static firebase platoon (with either LC&PG or AC&PG) and a mobile platoon (with mortar&GL or flamers) will be a solid setup for an IG force. Infantry squads will have to hold objectives and keep CC/melta threats away from our armor. They can't be relied on to provide the bulk of our anti MEQ firepower (that's why we bring LRBTs) and we'll still need specialized antitank squads (meltagun squads, Vendettas, ect). But I an looking forward to trying out all of the interesting setups for our guardsmen
Well, The Autocannon + Grenade Launcher is one of my top two choices, the other being Missile Launcher And Grenade Launcher. At least with the current pricings, and I dont see that changing.
Okay, it loses out on the double blast fun to Mortar + GL (as you said, hilariously cheap) but the versitility of being able to sling Krak about (sounding like a drug fiend there) makes this a solid choice. As does the fact the Missile Launcher looks really cool. I suppose the fact the AC is cheaper now might swing me over to that setout though.
Plus I imploded my mate's Librarian with a Krak Missile from a line squad, so I may be biased, but it was fun.I think he meant that the basic Sergeant is now what the Veteran Sergeant used to be.Originally Posted by Marrius
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
And speaking of grenade launchers I was going up against another Guard player the other day and I was down to 3 men and he was down to 2. Well one of his men had a grenade launcher and he used a frag which went off target and he shot his only two men and killed them. So I won by him killing himself
and yeah that mush be what he was talking about.
The thing I like about Infantry Squads is not just the changes actually made to them (weapon costs, general point decrease, and orders), but also how their role has shifted a bit in the Guard list. Vehicle-based anti-tank wasn't really existent in the previous codex, so anti-tank duties fell to some variety of infantry unit: Guard line squads toting lascannons, suicide Vets/Storm Troopers with meltaguns, and anti-tank squads. One variety of unit was required to meet your anti-tank needs. The new codex has a lot more specialized units. The Vendetta is designed exclusively to hunt tanks. Ditto for the Vanquisher since it lost the ability to fire battle cannon rounds (boo hiss!), and we got the Devil Dog for further options. It goes beyond anti-tank though, as we got a slew of vehicles designed for anti-horde, with Griffons, Hydras, Eradicators, etc. For basically any role needed on the battlefield, we have specialists, particularly tanks.
That leaves the poor bloody infantry to do what they're actually intended--hold ground, be somewhat effective against everything, but not necessarily focus on destroying tanks or any particular task.
To that end, I think I'll be leaning towards the autocannon and grenade launcher combo, with a few plasma guns sprinkled in. Autocannon can handle infantry almost as well as a heavy bolter (and for the same cost! One of my favorite small tweaks in the Codex), and can challenge light vehicles. Take potshots at the walkers and skimmers, leave the heavy stuff to the specialists.Very versatile, very point-effective. Even using the merge ability to a small extent just to merge a pair of AC/GL squads gives you a nice base of fire and provides the bonus of removing a kiill point. I don't think I'll be utilizing the mortar much in line squads, except if I put together some mobile objective takers, simply to give them a very cheap heavy weapon. However Hardened Vets are very tempting now as they score, still have a slew of weapons options, and Chimeras (to zoom them around the board for claiming or drive-bys) are quite cheap.
The autocannon is basically the weapon of choice for me now, for basic guardsmen. Heavy bolter isn't significantly better at taking out heavy infantry, and has no anti-tank ability. Missile launcher isn't significantly better at anti-tank and isn't that great at anti-horde. ML's rock for Marines because they get them for free. Why would I pay more points for a mediocre option than paying less for a better one? And lascannons are expensive and I think their role is better left to specialists. Mortars will be relegated to a Command Squad to be a dirty wanker with providing an accuracy boost for the Master of Ordnance's shot, and maybe a cheap-o support squad to claim a home objective.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
If these are true then i have to admit, i'll be a little upset. I never liked the idea of having sergeants with a pistol and a close combat weapon with the fact that is the old codex i wanted maxmized shooting each turn. If this is mandatory for all Vet. Sgts to have CCW and Pistol, then i'll have to buy a new Infantry Squad Box and start making Vet. Sgts and Vox Casters.
As for the whole idea for Autocannon and Grenade Launcher, i'll begin to field those too now, i find it that my heavy bolter plasma gun combos aren't working right now, and even just heavy bolter squads hiding in infantry lines are worst.
Good tips, i like it
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Personally I am removing all infantry based heavy bolters from my army. Now that autocannons and heavybolters are the same in points, i see no reason to take them. Autocannons have longer range, are able to threaten armor and MC, and only give up one shot.
As for Missile Launchers. They're not a bad weapon, but for anti light armor i'd rather take an Autocannon (which is cheaper) and for anti horde i'd rather take a mortar (which is really cheaper!).
Missile are great for Marines because they're free and they're flexible. Marines need flexible weapons because they don't bring as many squads. IG brings LOTS, we don't need flexible weapons as much as marines. We can take Lascannons and Autocannons and cover our bases.
Last edited by BoxANT; April 13th, 2009 at 04:27.
I think the blob with Commissar will still be rerolling the LD tests under LD8 assuming you still have another Sgt. still alive. The new rules don't have the commissar as taking over anymore.
As for the rest, I guess I should be looking at Infantry Guard more, but I'm really looking at Vets/Chims for objective missions. Maybe a blob will be useful to slog to objectives instead with MOVE MOVE MOVE! helping out. They should have lots of covering fire these days...
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!