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I am currently working on an Imperial Guard Infantry force.havent had a game of 40k in about 18 months so I am still getting to grips with it all.
I am designing it with a WW2 type of theme in mind.
I am trying to ensure my heavy weapons are, for the most part, more cartridge based rather than laser weapons. Obviously I cannot remove things like lasguns, however I am thinking more of avoiding lascannons, plasma guns, and most likely melta guns (although considering them for a veteran unit potentially).
I addition I want to try and avoid vehicles in this list, although I am considering the possibility of sentinels and maybe hell hounds.
I am building the force to 1750 points.
Here is where I am at so far with my list
Master of Ordnance
Storm Troopers ( 10 )
3 Infantry Platoons - each platoon is the same
Command Squad w/ Boltgun, Autocannon, Grenade Launcher
2 Infantry Squads w/ Heavy Bolter, Grenade Launcher
2 Heavy Weapon Squads w/ Missile Launchers
Total points so far 1408
This gives me 342 points to play around with
Now for the help I desire
1) Should I swap my missile launchers into my squads. I have keep them out as I would like to focus the fire from my squads on target. In theory sooner or later a lasgun will kill something. Tanks like Land Raiders will cause issues due to lack of Lascannons - but I want to try and stick with the basic them
2) Are Storm Troopers worth those points?
3) Objective grabbing troops - any suggestion. I have a themed unit of Veterans with shotguns and flamers - but I doubt they would be any use in most games. I made them simply for the fun of converting them.
4) Mortars - is it worth picking up a few squads?
5) where to spend the rest of my points / should I drop anything
Last edited by roliphant; July 2nd, 2009 at 01:26.
The biggest problem with Heavy Weapons squads is that they're, um, squishy. you could drop one missile squad from each platoon and buy a third squad and a commissar. A 30-man stubborn blob of guard is hard to shift.
Sentinels, if included could be Scouts w/ Autocannons (for outflanking vs. side armor) or Armored w/ Heavy Flamers (to intercept assaults. Your biggest problem though, is a complete lack of any ap2 weapons.
For objective grabbing, outflanking Penal Legion work. 80 points though, although they come with a random bonus. (just make sure any baddies in the area are severely weakened)
(Oh, and Stormies typically aren't worth it, unless you can get them right next to a nice valuable unit - like assault marines, striking scorpions, or chaos chosen - Plasma guns in them make them even more killy)
"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"
try a basilisk. it looks nice and old with that big ol' tube that they call a cannon, yet it still packs a powerful punch. S 9, AP 3. Avoid any squad, as you don't need 3 large blasts going at 1 squad of guys
"Humies is all weak scum that deserve ta get stomped. 'Cept for One-Eye Yarrick. He knows how ter fight."
You have nothing to stop AV14.
If you want to run infantry, I'd recommend glob platoons with lascannons, tons of HWS with autocannons, and something to bust up AV14. Medusas, Demolishers, Devil Dogs, outflanking melta Vets, whatever.
Storm Troopers are terrible, too pricey for fancy guns that don't do anything useful.
In terms of combatting Land Raiders and other AV14, how about you exchange the 10 Storm troopers for 2 Veteran Squads with Demolitions? Melta bombs are are more risky alternative to melta guns, but the doctrine would fit your WW2 theme, especially if you model your guys holding greased GI socks filled with Comp.B. But seriously, worth considering, imo.
Last edited by Morden279; July 2nd, 2009 at 09:42.
If you're willing to include transports etc i'm very fond of the following:
Veteran squad w/t 3 meltaguns and demolithions mounted in a vendetta or valkyrie w/t rocket pods.
Use your scout move to get withing 6" of an enemy tank, drop the vets and meltagun it, if that fails charge it with 10 meltabombs, the vets will probably die but so will the target.
This can also work with a chimera, start behind cover, drive up to the target and have the vets fire meltaguns from the hatch.
If you want to stick with purely infantry then probably lascannon heavy weapon teams in cover, with a company command squad to issue the 'Bring it down!' order.
Storm troopers with meltaguns deep striking is also a way to do it, a squad of 5 with 2 meltas should be a reasonably reliable way to take down an AV 14 tank if you cna get them on target (helped by the airborne assault special ops rule).
Marbo can also work assuming the target has an AV 10 or 11 rear, appear behind it and demo charge it in the back.
Guard anti tank tends to be very focused around veichles (medusas, leman russ, the devil dog etc).
Last edited by Brother Nbolo; July 2nd, 2009 at 12:56.
Pretty much, but they aren't very good at popping AV14.