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Ok It had to happen I have started guard and I got a few IG questions for you guys
Typically I try to buy one of everything in the Codex but there is just to much in this list so I need help
In regards to the leman russ I need help narrowing the list down to just maybe the best three variants. I realise that each one serves a different purpose. What I really need to know is what is the purpose of each one and in each case is there another unit that fulfils this role better?
For the company command and command squads I’m better off giving it shooting upgrades right not close-combat ones?
Are priests worth a wild upgrade for my squads and if so which squads benefit from them the most?
Also, rough riders orgeryns and ratlinings don’t really appeal to me am I missing out on much by never taking these units?
Finally, I know the answer to a lot of these questions depends on what sort of army I want. So this is my plan:
• first I buy a 1,000 pts infantry heavy force
• secondly, using some of what I already have, I get a 2,000 pts mainly mechanised list
• thirdly I get a 2,000pts spearhead list that will be 80% tanks
Also if I can’t include a baneblade in my force unless I’m playing spear head or apocalypses right?
Anyway help on any of these points will be good
1) You could try to magnetize your cannon upgrades. There are two leman russ boxes and both have 3 main weapon options. This way you can have all the gaurd tanks. If you don't want to magnetize your weapons that your best bet are the regular russ, the demo with plasma side sponsons and the exterminator with heavy bolters all around.
2) If you ever run a guard army stay away from CC options as far as possible. The only thing that might work is a 30 men guard blob with PW commie and 3 PW sergeants. Flamers on the platoon command squad are awesome. they cost just 105 points and you get 4 flamers and a chimera for that. For the CCS you could either go with plasma or with melta, depending on your list.
3) priest are great fluff characters but game-wise, nah.
4) rough riders are one shot glass cannons. Can be great on the charge but get shot down just as easily than other guard. Ogryns are overprice for what they do. Ratlings can be fun to play and a 100 point sniper squad with +1 cover is always nice. Not overly powerful, but still decent.
5) Yes, you can't include a baneblade in normal games. But it is still a great piece to have for a guard player. It just stands for everything the guard is. Massive guns and armour.
DonÂ´t mess with the dicegod
The Regular Russ and Demolisher (both without sponsons) are the best options out of all 7. The rest are all situational and fill roles duplicated elsewhere in the codex. As for the sponsons, as Sandwyrm will probably say "Sponsons kill tanks".
And yes, in competitive lists Ogryns, Ratlings, Priests, Rough Riders, and cc upgrades are basically useless. There are always better places to spend the points.
"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"
For Leman Russes you'd be looking at the Demolisher and the bog-standard vanilla russ. Executioners are quite good, and are lethal against marines and MCs, but are expensive and are less effective against other tanks. Exterminators and Eradicators can be made to work as well, but are a less flexible option, and often just don't kill as much. The vanquisher is too unreliable at BS3. It needs Pask to be even considered, and even then its not that great. And don't even think about the Punisher. Its awful. Honestly.
Close combat guard only really work if you are prepared to go all out on that and take several infantry blobs led by commissars and Straken. Priests would work in this army, and the list could still be quite competetive, but it takes a bit more skill to use. Pointing a gun at some alien monster is easy enough. Trying to kill it with a knife is another thing altogether. Having said that, I do like a power fist on my company commander. It isn't too expensive, and as a last resort it can be helpful.
As the others said, ogryns, rough riders and the like don't really have a place in a competetive list.
Back to priests again. They do have uses other than in blob squads. Don't forget that the give re-rolls to hit when assaulting vehicles as well, which is useful to make sure melta bombs get on target. I also used one with a stormtrooper squad once which didn't work too badly. Stormies have two CC weapons remember, so have 3 attacks each on the charge.
The leman russ kits allow you to switch main guns and sponsons easily, but the best variants are probably, eradicator, punisher and executioner. Battle tank is good as well because it's cheap.
Leave command squads basic, maybe add medic to keep them alive. Also make use of chimera mobile command vehicle rule, It's very good to have a sheet of reinforced metal between the units that can issue orders.
Allways upgrade infantry squads with heavy weapons.
Rough riders are rubbish, ogyrns are ok, but ratlings are worthwile, bs4 with snipers and stealth rule can be really useful (and there only 12 quid).
Baneblade is super heavy and therefore only spearhead and apocalypse.
I have lots of stuff now, but first army was 1000 points:
Company command squad, chimera, 2 sentinels, platoon including heavy weapons squad, veteran squad and executioner or punisher.
Priests are rubibsh as only they have invulnerable save, and you don't want to get infantry squads into combat if you can help it.
Its pointless kitting out command squads, when you can give the same stuff to infantry squads, all I use them for is orders and it works, but if you have enough points it can work, as you can fire out of chimera fire points.
The eradicator is vastly inferior to the less-expensive Hellhound, the punisher is useless because of BS 3, and there are better ways to do the job, and the executioner is horribly overpriced. Go with sponson-less vanilla Russes with hull lascannons and Demolishers with hull flamers.
Naked command squads are a disgustingly criminal waste of space, and the medic is overpriced and takes away from one of those powerful special weapons. I wouldn't waste 30 points adding marginal survivability for a non-scoring unit that is better off with a special weapon. Put your CCS in a chimera, give them all plasma guns (commander with a plasma pistol) and rapid fire them into some Marine player's terminator squad. Watch him cry as you take out his expensive termies with something less than half the cost. Give them four melta guns and pop a vehicle a turn. Give them flamers and wipe out a giant blob of orks in one go. The ability to take four special weapons in one squad is just way too powerful to leave them with lasguns.
Upgrading infantry with heavy weapons is a tactical choice. By doing so, you're committing an entire squad to sitting at the back and not moving. I think you're better off with a special weapon to keep your infantry on the move and available, rather than a dug-in gun line. I find the extra points for a full fledged Heavy Weapons Squad to be worth it for the maximum benefit of orders and mobility for my infantry squads. I like to put them in cover near an objective and shoot at things with autocannons. They die rather easily, but most often, my opponent ignores them in favor of all the armor I'm gleefully shoving down his throat.
Rough Riders are one shot throw away weapons that compete with the vastly superior Vendetta, Sentinel, and Hellhound for a Fast Attack slot, Ogryns are way too expensive, and ratlings suffer from the fact that sniper weapons kinda stink. See SandWyrm's blog for the math. I wouldn't bother with any of them.
Priests are only good if you're making a Straken based CC list, which is a very advanced list that is difficult to pull off. 99% of the time, I'd say skip them.
Baneblades are Apocalypse only, unless you have an easygoing opponent. I heard a great story once about an arrogant Nid player who was annoying everyone in the store, so an IG player challenged him to a game, 1500 points, anything you can field. The nid player deployed first, then the Guard player. The Guard player put down 500 points worth of troops, then reached into his pack, and pulled out two Baneblades. The nid player's face was priceless.
For heavy weapons, its more debatable. It comes down to your overall composition and strategy. Having heavy weapons in squads increases their survivability, and work well as a 20-man blob for camping on objectives. Heavy weapons in seperate squads makes them more fragile, but does have benefits as Nitrokitty says for getting orders across.
Bar none, the best russ is the standard one, with lascannon hull mount and no sponsons. Second best would be the demolisher, and I have no opinion on ancillary weapons for that one. Just see what you can afford after paying for the rest of the army.
Shooting, not assaulting.
Priests...cool models, but guard don't belong in melee.
I have ogryns, but don't use them...they're decent counterassault units for a gunline...but hard to keep alive long enough (against enemy shooting) for them to do their job. Best bet is six of them cowering in a chimera until the enemy reaches assault range, then jump out and charge. Ratlings stink on ice...even though I once lost three terminators in two turns to a squad of the little bastages.
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