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Since i first read the Imperial guard codex (3rd edition) i have always wanted to make a pure infantry army. I was just wondering if an infantry army, supported by Ogryns, Ratlings and heavy weapons squad, with maybe a battle tank and Vendetta would be viable or whether a more balanced approach should be taken where there are more tanks involved.
I have queried this before and people told me that just going infantry would mean wasted points for the enemies anti-tank weapons, but if i added a Russ and Vendetta to the army would these be killed off straight away?
Any comments and critisisms greatly accepted please.
The downfall of all-infantry armies is that they are rather boring to collect/paint and cost lots of coin.
Last edited by counterwavecounter; May 24th, 2009 at 09:31.
"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
Too true. I am planning on the army having to full platoons with heavy bolters, 2 missile launcher support squads. Ogryn Squad with Chimera, 5 Ratlings, Vendetta and a Leman Russ drafted in from a near by armoured company. I think this should prove to be a fairly allround army, and seeing as my main opponent plays Tyranids, theres not going to be that much chance to blow up the tanks.
Once the vendetta is killed your screwed againced highly armored enemys... put a few more lascannons in.
Welcome to the Real Guard...
all-infantry lists rock! though i keep mine to command/infantry squads and scout sentinels (they're fragile enough that i don't consider them vehicles), which makes for quite the horde.
definitely toss in a couple lascannons so you have some decent ranged to deal with any av14 your opponents might show up with. as well as some meltaguns to discourage enemy armor from getting too close, as well as death or glory against tankshockers.
double hq command squads with standard bearers is almost a must too to keep your boys on line and a vox network as well to ensure your orders are almost always going through.
i recommend just using the grenade launcher/missile launcher combo in your infantry squads for its versatility, frag blasts are great for stacking infantry wounds ontop of the lasguns while kraks remain a threat to medium armored vehicles.
as for combining your squads, i've found just 2 infantry squads per (3 at a stretch) to be a good size, large enough to put out some volume of firepower while not being too big to cause a stir should they run or be destroyed in assault.
also, maybe look into using captain al'rahem, 45-55 men coming in on a vital flank (ensured by an astropath), can be a proper goading for your opponent to stay in the middle of the board in front of your infantry lines, especially if accompanied by scout sentinels wielding heavy flamers or autocannons. and then there's also his impressive orders abilities.
All infantry isn't going to be as competitive as a good mech list, but they're still viable. Your biggest problem will be dealing with heavy armor, as meltaguns are not very good on foot models.
For a good infantry army, run Creed, lots of infantry (lascannons, autocannons, or mortars), and something to grab objectives or attack enemy tanks up close (DS-ing Storm Troopers with meltas, outflanking Vets in Valks, Penal Troops, etc).
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For grabbing objectives, you have a plethora of options with infantry. Taking Creed lets you outflank 1 unit. Better yet, taking Al'Rahem lets you outflank an entire platoon, including heavy weapon squads. Then there's always the penal legionnaires. They're easily underestimated. That happened in 1 game I played. My penal legionaires wiped out an entire squad of chaos devastators while only losing 1 guy when they outflanked.
If you do use outflanking units, you need to get an astropath to control which board edge they come in from.
Well honestly in my opinion as strong as the notorious Shooty Army From Hell (SAFH) seems to have become in this most recent codex its also a bit more difficult.
Heavy Weapon Squads are now two wound models thus will die to any blast fire.
But Personally I play infantry heavy with artillery/cav support (FA units)
Success in 40k is all about 2 things:
a) ability to suck wounds
b) ability to deal wounds
Guard does the first by either going mech or going large in numbers.
Guard do the other with our heavy support and even yes our fast attack. Heavy Weapons are important but they are best now within Guard Squads.
All Foot Guard is all about the syngery and the strategy.
All Foot Guard in this codex has two options. Mobile with Straken or Static with Creed.
Neither are as "viable" as say Mech but viable is such a dubious term.
Lots of things can make infantry good.
More on this later. Wife wants me for church....
Fifth Edition Saved 40k for Me. I love my ratlings and my cover saves!
If you're footsloggin' it, why bother with meltas, save for in a SWS or command squad or something? With a pure infantry army, you're gonna have Lascannon squads, or in Cert's case, maybe a few scout sentinels with Lascannons, and you'll pretty much be able to reach out and touch...almost anything, really. Support with some outflankers, including some sentinels that way, and you'll be able to punch all manner of holes in the enemy. On an outflank platoon, the melta might be somewhat more useful, as it'll get closer, faster.
Curzon, if you want to do an Infantry army, listen close to Certs. He knows what he's doing on that one.
"Speed is life! You go slow, you die!"
-Sgt. Unther, Mechwarrior 2: Mercenaries
The way they stand infantry guard can have more bodies on the field than a nid player. Their lack of mobility is compensated by the sheer amount of long range firing squads which you can use to control every firelane on the field, in addition to alrahem who is probably the ultimate guard character. Close combat wont be much of a problem when you have 80 or so conscripts on the table, and if Chenkov is there then those units have the without number ability.
Taking all that into account, the only problem is see with playing an all out infantry force is simply the amount of work one would have to put into the army before it can be played with.