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My 9 year old decided to play 40K so I bought him the Black Reach set. While I am in the middle of building (not even painting) the models, he decided the IG is way cooler than Orks and SM. So, I ended up getting two boxes of the basic troops and a Commissar Yarrick. Turns out, even with our basic knowledge of the game (I am still reading the big rule book), the IG gets annihilated by SM when walking to an objective or just plain shoot up. So I bought a Leman Russ tank and a Sentinel. We are still painting most of the models but I am glad I am spending this time with him. I am having loads of fun myself (probably more than my son ).
So, in summary, we have:
1) Two sets of basic troops (veterans)
2) Yarrick (this guy eats lots of points, but fun to paint!)
3) Leman Russ (basic) and
4) Armoured Sentinel with plasma cannon (gun?) and hunter killer missile.
Question: What should we get next to get him to 1500 points?
Right now, he wants to play with other kids in the 500 point beginner games in the GW store. I see most kids have space marines and orks from the box set. However, at some point, he would like to play with older kids (actually, adults, LOL!) in our FLGS 1500 point games. Since I do most of the assembling and painting, I would like to get the kits now to get a head start.
As for me, I have not decided what army to build. But that can wait until I get my son a 1500 point IG army. I just play SM or Ork from the Black Reach set when playing with my son.
Thanks in advance for any information you can send our way.
Man, that sounds cool getting into the game with your kid. Welcome to 40k and IG.
Biggest thing is definitely more troops and a CCS. The battleforce (CCS/PCS, 2 Infantry squads, 1 Heavy Weapon Squad, 1 Sentinel) or twois probably your best bet and you can find them at discount prices online.
Commissar Yarrick while cool and fluffy is not an ideal HQ choice honestly. Way to pricey, escpecially at 500 points.
Armored sentinel with plasma cannon is crazy pricey as well. I'd suggest proxying models and magnetizing the sentinels so you and your son can play around with different options to see what you like without having to commit to expensive models.
For expanding to 1500 points, a demolisher kit or chimeras would be good. Hellhounds and Valkyries are also options.
Do you know what kind of army style your son is looking at (I know he's a young guy, but its always cool to have an idea of what you want in the long run)? The three general builds are:
Though there is a lot of variation in each as well.
Welcome to IG! I just started IG too (literally, just yesterday), and I picked up....
Cadian battle-force (probably could get 2 here, its an amazing buy), a Leman Russ, 2 Leman Russ demolisher kits (I believe thats what they are), 3 Valkyries (converting to Vendettas later), 2 Shock squads, and of course, the codex.
After all is said and done, it means I have...
4 Veteran Squads
3 Heavy Weapons Teams (magnitized)
1 Sentinel (Will be buying 3 Elysian Sentinels from FW...they look too good to pass up)
1 Leman Russ
2 Leman Russ Varients
3 Valkyries (eventually 6)
and for some reason
What hockeyman said was dead on, it really depends on what your son wants. Mechanized is the way to go nowadays, but whats more important is that he has fun. Coming from an Eldar player, to beat Space Marines, you've got to do so at what you do best. For Eldar, it was maneuvering into position and firing weapons that ignored their armour saves. If I tried to play generalist against them, they'd win at their own game.
IG lack the speed (for the most part) that Eldar have, but make up for it with straight firepower. Vendettas are great if you face a lot of armour, but from what I've been reading, you've got to base the whole army around that strategy and that'll probably be boring for your son.
Hope that helped!
I'm afraid Yarrick might be a disadvantage in really small points games (he cost too much.). The Imperial Guard win by weight of numbers. The Space Marines (Often referred to as "Smurfs") might have 20 so guys and a vehicule on the table, IG will have twice that numbers and yet more vehicules.
Veterans are good, but should mostly be mechanized (ie, they should have a transport (Chimeras or Valkyries/Vendettas). or be with Harker, infiltrate is good enough), you want them where you need them and doing their job before the opponent can start pilling wounds on them and take out the special weapons. The Transport increase their speed and give them some token protection and as a bonus they can fire 5 weapons from it too!
Sentinels can bevery good, but they have to be kept on the cheap side. Armored or Scouts can both have their uses, but exception of Lascannon Squadrons (usually 3 scouts) the guns should be kept cheap and low in options.
Leman Russes are awesome. Specifically the Battle Tank (Long Range Anti-Meq (Meq : Marines Equivalents), don't mistake it as a dedicated tank-hunter, it's not gonna perform in that role.), Demolisher (Shortish range Anti-Teq (Teq : Terminators Equivalents) and well just about anything else in the game, really.) and Excutionner (Med Range Anti-Teq, not much good if any against vehicules.). You don't want to make them too costy tho, IG isn't the "elite" army with only a few models on the table, it's the Horde anti-horde army. Cover the battlefield with your uniform and the blood of your men and crush your enemies under your threads!
Battle-forces are pretty decent for their value in $, tho you won't get nearly as much points from them that other races will get.
Artillery, Hellhounds (and variants), Valkyries, chimeras and yet more men are things your son's army will benefit from, tho which will benefit him most will depend on what he fight (local stores' meta-game. If the store population is Mechanized Meq Heavy Anti Meq and Armor weapons will be "best", if he fight orks most then anti-hordes (flamers and any 5" blast (commonly known as "pie plate") and so on.).
Oh, just a quick note : you shouldn't over equip the troopers either, tho the squads should usually have as much special weapons as possible (i'm of the opinion that only Flamers, Meltaguns and Grenade Launchers are any good, butthat's just that : an opinion.) and any line/pillbox squad (any squad that shouldn't move too much) should probably get a task complementary heavy weapon (Mortar & Heavy bolters are anti-infantry, Autocannon are anti-transport/light armor & Lascannon are anti-armor while Missile launchers can do both light armor and anti infantry.). (Try and keep squads' task focused, jack of all trades don't do too well in IG. They ain't Marines.)
And now to hope my incessant cafeine powered blabber doesn't make you flee. ;P
I have to say that if you're starting an IG army from scratch please learn from my mistakes and magnetize EVERYTHING. You'll save yourself money and headaches if you plan ahead. You can turn a single tanks into 3+ variants with multiple upgrade options for very little extra money. Saves money, storage space, and modelling/paint time in the end.
Towards what you should get, I'd echo that getting a battle force box or preferably two is a great start. That'll give you enough for a CCS, full Infantry Platoon (4 squads + 1 of the 2 you have), full Sentinel Squadron (with the one you already have), and the LRBT you got. I'd then pick up a Chimera and turn your remaining standard infantry squad into a vet squad (magnetize special weapons if at all possible for you) to get you your two troop choices and then pick up a new Hellhound or Demolisher kit. I'm not sure exactly what that works out to points wise without my codex at hand, but it should put you well on your way.
I'd also like to say kudos to you for playing with your son. My dad played with me and my older brother as early as 8 years old, and it really helped us to bond. Lots of fond memories.
My advice would be to grab a few battle forces and a russ or two, this should expand your list fairly evenly through many of the choices available to you, give you a nice take on all comers force, leave you with some more choices to round the force off, and best of all wont be too hard on your wallet.
Ask me about the Black and White Space Marine on the Black and White Bike!!!
Welcome to the Guard!!!
My advice would be to go slow in building up to 1500 pts. The absolute last thing you want to do is to go buy $1000.00 worth of cool models and have your son lose all his games because he doesn't understand how to build an effective force. That happened to me in '98/'99 and I quit the hobby for 9 years in frustration!
So I'd advise you to concentrate on making an effective 500 pt. force first. Then, when you and your son are comfortable with the rules and winning a few games, you can go to 750, then 1000, then 1250, then 1500. Most competitive players that game at 1500 have at least 2000 pts. of models to pick that list from (usually more). Most of those extra models get collected because they looked cool, but then got shelved because they didn't play well (like Yarrick).
Thanks a lot for the great info. Yeah, we noticed right away that Yarrick is not so cool on the board. But the Leman Russ, now that stomps the SM from the box set.
I spoke with my son last night and he said the best thing about IG are the tanks, valkyrie (this looks tough to build, ouch), chimeras, sentinels, etc. He likes the mechs.
So we are going to get another battle force then concentrate on building a mech army.
BTW, what is the Steel Legion and what extra options does it get? I checked the codex and found the entry for the Steel Legion but cannot find any special rules for it. Same for the desert fighters; I can't even find the models.
If you're son is interested in mech a reasonable 500pt starter list might include a CCS in a Chimera with some special weapons, two Chimera Vet Squads with meltas or flamers, your LRBT, and sentinels. Would be a very good start for a mech army and would get to 500pts quickly while still packing a punch. Full Chimera Vet squads with the LRBT alone will probably get you near 450pts, so you might have to shave points to include a vanilla CCS (maybe with a cheapy mortar so they can do *something*) and a single sentinel. That gives you room to slowly build into 750 by mechanizing the CCS, filling out your sentinel squadron, trying the sents as both scouts and armored, and using your LRBT as a few different variants. Maybe even throw in an regimental advisor like the Astropath for the scouting sents or an Officer of the Fleet if he fights a lot of deep striking marines.
Last edited by Darguth; August 27th, 2009 at 17:21.
135 Company Command Squad w/4 x Grenade Launchers, Plasma Pistol for Cmdr., Chimera (Hull Flamer)
155 Veteran Squad w/3 x Melta, Chimera (Hull Flamer)
155 Veteran Squad w/3 x Melta, Chimera (Hull Flamer)
120 3 Sentinels w/Autocannons
185 Leman Russ Battle Tank w/Hull Lascannon, Heavy Bolter Sponsons
(Note to other competitive list critics, I said FUN!)
Make sure you check out the "Bitz" section for the Space Marines on the GW website. You can get sprues of meltas and plasmas there for just $8.00 each.
You can find them in the collector's section of the Imperial Guard listing on the GW website. Though if you actually want to buy them I'd check out eBay first. Where prices tend to be 20-30% less than GW with much more reasonable shipping charges. Personally, I'd stick with the plastic Cadians for a beginner. Besides being cheaper, plastic minis are much easier to work with since they don't require saws and Dremels to do conversions.
Last edited by SandWyrm; August 27th, 2009 at 18:04.