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With the new guard codex coming out this week, now seems the best time to discuss new and effective army setups.
The first and most obvious one which I have no doubt most of you have come across is the Airborne Assault…
9 Valkyries, loaded up with infantry (mostly vets and storm troopers) and 1 command squad.
This is just one of the many new and solid army tactics that has come from the new codex.
So now I’m curious to know if anyone else has come up with some very Interesting & Nasty army setups with the new guard Codex?
Mother Russia.. I mean Valhalla
(Entire post meant to be read in bad Russian accent
In soviet Russia, battle tanks and basic infantry kill you. Nearly 100 line infantrymen, 16 grenade launchers, no other upgrades. 5 battle tanks. 4 AT (lascannon) and 1 AI (heavy bolter+heavy stubber.) What does soviet army take with more points you are asking? More infantrymen, more grenade launchers, and more battle tanks..... what else would we be needink. HAHAHAHAHAHAHAHA, CRY SOME MORE... cry some more.
I would only like to add that two big units of Conscripts fully loaded with weapons and Chenkov's ability are undeniably required. Oh, and don't forget meltas. Early versions of RPG, before it was made re-loadable, were such small missile launchers based on PF.
Last edited by Dire; April 30th, 2009 at 19:50.
Conscripts can't load up on any weapons now, just lasguns. I'd take more troops and Commssars for the Vahalla build.
How about the all Veteran unit build? either Mech vets (which has been made very practical) or camo vets for some power cover saves.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
I've been experimenting with a veteran mechanized build, running 3 squads with chimeras and 1 mobile command squad with Al'Raheem...and needless to say it's quite a mean machine.
Outflank onto the board at combat speed + dismount the occupants and then have Al'Raheem drop his orders onto his own men...typically fire fire fire (I call it Mo Dakka, part in jest that the new IG dex can be min/max'ed for assault and can actually somewhat compete with orks...) and rain down nice loads of plasma and lasgun death at a delicious BS4 onto any models within range, and then the 4 chimeras chip in with their ML and defensive stubber fire.
The end result is that it typically pastes a few enemy squads that were otherwise unsuspecting of what 4 chimeras + laden troops could actually do when they just 'appear' out of the blue and unload on their forces, and typically changes the remainder of the game a bit, especially in objective grab scenarios.
As for the Air Cav version of this trick I'm not going to bother to attempt it (because I don't feel like dropping a few hundred dollars on Valkyrie models) but more importantly I feel that the squadron rules will hurt you Air Cav guys more then it will help you (unless your squadron targets an enemy squadron, in which case you both suffer from the same).
I've yet to try merging squads and attaching Commissars, (which is a bit of a shame since I have a lot of Commissars and would love to actually use them) but the benefits of 20+ men acting as a single entity have some pretty big drawbacks as well, getting stuck in assault for a turn and loosing all that shooting from a single unit of disposable enemy infantry for instance...but I do like my commissars so I'll try to squeeze out 30 or so points from the current incarnation of the list and merge my basic guardsman platoon into one blob with a commissar handy to enforce some stubbornness.
1st Enders Mechanized Division
Enlist Today, Ave Imperator, Ave Endra
Those I cannot crush with words I will crush with the tanks of the Imperial Guard!
The new book gives us the greatest number of vehicles of any recent book. Chimeras have been discounted heavily and everything else got a lot more options and a lot better. Mech is the way forward in the IG book, 3-4 Vet Squads in Chimeras, a CCS or 2 and more armor than you originally thought possible.
Nothing else comes close.
Check out ==My== blog: www.bnhblog.blogspot.com
I don't plan on fielding this, but
WHO ORDERED YOU TO DIE? KEEP FIGHTING! (AKA ALL-INFANTRY)
Take 2 CCSs and then max out on Infantry Platoons. Have each platoon bunch up to facilitate orders and reduce kill-points with a couple Commissars and Voxes speckled inside each platoon (I say a couple for the sake of avoiding template weapons).
The sheer number of models and weapons on the table is a daunting task for any army to weed-out. Not to mention, that one order is serving 5 Infantry squads, all of which are coming standard with 50 wounds, Stubborn, Ld 9 (after the Commy executes somebody), and Heavy/Special Weapons. Don't forget that you've got 4 or 5 of these bad boy platoons hitting the table every single game. Evil I say, evil...
Last edited by counterwavecounter; May 1st, 2009 at 17:20.
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte
what about two infantry platoons with missile launchers and command squad with creed and astropath.Then an outflanking unit of grey knight terminators, two loads of 10 grey knights in valkaries, and one squad of vets with 3 melta guns,shotguns and a power fist in a vendetta. Expensive money wise but as far as I can tell it covers all the basics and isn't to expensive.