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I'm new to the forum but see all these great answers and opinoins, I just want to post a question for some advice.I've been playing 40k for about a year so far, have all the rules basicly down. but somthing got my attention, i saw a IG player and saw that most of his force was composed of infantry (with a couple tanks ). I asked him about it and said that infantry are dirt cheap (points wise). so after that I decided to create a army composed of infantry only. i think this could really work out and be devestating during a game. though seeing how expensive this army could be, I want to make the best force without really wasting my money on units that aren't good.any advice would be helpful
1) Almost everything in your army is scoring
2) most of your opponents AT weapons will be next to useless
However there are a number of disadvantages you must overcome.
1) Mobility- 2/3 missions are about capturing objectives, yu'll have to move to capture or contest objectives outside of your deployment zone, and with infantry you'll have to start moving early-mid game
2) Kill points, blob squads can cut down a few kill points but you will still have a large number of units that are easy KPs
If you do an infantry army i'd advise you to use a force consisting of 2 blob squads or 40 men each, led by commissars, all sergeants and commissars having power weapons and give them 4 meltaguns each. Also take straken, this will be your objective capturing group, their anti infantry is an ungdly number of lasguns and straken can issue orders as you need them. Plus those squads can put out 20 S4 I4 power weapon attacks and 72 more S4 I4 attacks on the charge! Each! Or you can unleash hell with up to 100 las shots with FRF SRF, as well as a few melta guns and a bolt pistol from the commissar.
You can assist this group with a squad or 2 of stormtroopers, 5 men with 2 meltaguns deep striking can ruin any tanks day. Also send your platoon command squads with them, 4 special weapons each can give your opponent something to worry about, and hpefully distract him from firing at straken.
Support this with some heavy weapons in your deployment zone, a few lascannon squads and auto cannons to pop transports. . Maybe a mortar sqad or two, you can hide them out of line of sight.
Some people have infantryt lists posted up in this thread:
Maybe that'll give you a few ideas
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Re caturing objectives, unless you intend footslogging across firezones with large platoons you need something that can hit the enemy once it has started its own assault. Deep striking stormtroops are a possibility but two other options are:Vets lead by Gunnery Sergeant Harker & a large platoon of outflanking reserves lead by Al'rahem. Definitly worth adding an Astropath to make Al'rahem more reliable.
Infantry Guard can work, you just need lots of shooting and bodies to make up for the loss of mobility and flexibility offered by mech. Orders are huge in foot armies.
Creed and Straken both bring a lot to the table with foot forces. Creed gives you more orders at longer range, 1 outflanker (could be a giant blob platoon), and his special order that can be particular useful. Straken himself is a beat stick and he gives a passive buff to all units nearby in addition to normal orders. I'd go with one or the other, and let that determine how your army it set up.
For the Troops themselves, you have a couple way to run platoons. You can blob and move forward, creating a giant tarpit at midfield that can put out some nasty firepower with orders or surprise people in HtH. You can blob and sit back, concentrating important heavy weapons to make more efficient use of orders. You can split up, giving you more flexibility in choosing targets and speed bumping to avoid assaults.
HWS are a big help, giving you lots of firepower for cheap, just remember that each team is fragile so taking lots of them is a must. Killing 1 HWS is easy, killing 10 is hard.
SWS not so much, PCS do their job better. They really need transports.
Conscripts largely suck, considering for a few more points you get fully fledged infantry and their heavy weapons.
Don't bother with Vets, they don't have the survivability to last and BS4 is largely rendered redundant with orders. Harker is the exception, giving you a mobile and relatively sturdy unit (3 GLs and an AC work fine).
Penal Troops are fun, but ultimately not all that useful.
Beyond masses of men and the dudes leading them, there's not much else you need. STs can get you relatively cheap melta on accurate deep strikes, PBS can give you a walking battle tank on a fragile platform, and Rough Rider/Ogryns are very meh like always.
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Yer guard infantrylists are funny when u have bout 150 men on the table is very scarey.
One point is that you are going to have at least 3 platoons of men like 35 stronge each and tahts not counting the vets with meltas as you will lack in anti armour .
I don't think pure infantry Guard would be fun enough to compensate for the effort of painting it up. Our men can hold the line and sometimes win through sheer attrition but that's the best one can expect unless the enemy has been bloodied by a few ordnance or flamer templates. You'll never have the initiative, either, and I don't mean the Turn 1 roll-off; you'll always be responding to your opponent's aggression and that gets frustrating.
At a minimum, consider doing an artillery regiment, using heavy support choices to do the real damage and then sending in your men. It sounds like that was what the player you met was doing and I expect he does well enough that way.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
thanks for all the info and stuff guys, i will hopfully get a list going and post it
Intrepid has a good point. Some arty would be really a great help and you can also go about it in a way that it could fit your all infantry fluff. For example you can get some Earthshaker Platfroms from forgeworld to represent Basalisks. This would very much fit a standard guard/russian ww2 tactic. Mass artillery followed by massive waves of infantry. Also you could order some thud guns and heavy mortars from the Death Korps of Krieg army section on forgeworld and use them as Medusa's, colossus' or griffons.
I'm going to have to agree w/most of this (Blobbed squads w/pws and commisars w/pws, Al'Rehem leading an outflanking platoon etc) I would like to point however that Penal legion are spectacular. I can't count the number of artillery/tanks that I've outflanked on and blown up w/my rending penal legion and in general the others are great for holding opposing units in combat. Once again I would suggest lots of the named characters like everyone else has. Straken to the fore, Creed in the Back, Harker and a squad infiltrating and blasting out fire etc.
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