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I'm getting back into 40k and decided to do IG. I've gone through the new codex and the Guard seem to have improve quite a bit. But of coarse I've got some questions.
1- If I take a platoon for one of my troop choices, can anything from the platoon selection hold an objective? And can different units in same platoon hold a different objectives?
2- From looking around this forum it seems like a mobile IG army is the way to go. But I was wondering about a static gunline with the backbone being basailsks. I was thinking about aiming for 1k pointwise, to start out. Maybe have a hq command squad, 2x melta vet squads in the beloved chimeras, a platoon to get some heavy weapon teams. Any ideas, thoughts, critism or comments welcomed. Thanks in advance.
The answer to your 1st question is yes. Everything under the platoon selection is listed as being troops, any part of it can hold an objective.
As for a mobile IG army, that's all on you. I run a mostly gunline army with only a few cc units (1-2 in a 1k-2k battle) and still win most of my games. Basailsks are a great tank, just guard them well if the enemy gets to close to them you'll lose them.
Anything but a Chimera!Can anything from the platoon selection hold an objective?Yep. Platoon elements, once they're deployed on the field, are separate and independent units.And can different units in same platoon hold a different objectives?I frequently recommend the following as a list format for new Guardsmen who don't want to do mechanized:But I was wondering about a static gunline with the backbone being basailsks. I was thinking about aiming for 1k pointwise, to start out. Maybe have a hq command squad, 2x melta vet squads in the beloved chimeras, a platoon to get some heavy weapon teams.
CCS in Chimera
PCS in Chimera
Blob Squad of 20 infantry with two heavy weapons, plus a Commissar
Platoon 2, same
Extras of your choice (here, a couple Bassies or Manticores)
That's about 1,000 points once you fill in the blanks. The idea here is to have the CCS issue one order per turn to each blob squad, who (thanks to the Commissar) will usually obey and won't die quickly when close combat happens. This frees the Platoon Command squads to go after objectives with reliable supporting fire. Best of all, this list format can be easily altered to fit almost any playstyle once you know which element you like best: the Chimeras, the blobs, the big guns...
Two things I'll point out specifically. One, blob squads are often better purchases than heavy weapon squads thanks to improved leadership, ablative wounds and the dual purpose of protecting vehicles from charges. Alternatively, use a PCS squad as a 'HWS'. (Four grenade launchers will give a good performance and they come free with your regular infantry purchases.) Two, the CCS needs a Chimera even in a static list. Why? Because both the CCS and the ordered unit must have LOS to the enemy; it's much easier to draw LOS from a Chimera hull than a small infantry base.
Now, about static lists. They work great with one glaring exception: they have trouble advancing on distant objectives. At 1k this won't be a problem but, by 1500 points, you will need a dedicated offense. Here are the most popular choices for a static list, in general order of player preference and effectiveness:
1. Two Valks/Vendettas with special weapon squads (typically flamers)
2. Two Veteran squads in Chimeras (alongside PCS Chimeras)
3. Outflanking Al'Rahem platoon
4. Penal Legions (also requires a CCS Astropath)
Don't sweat the decision for now but it's worth thinking on while deciding your theme. Bassies are great but ordnance alone won't give you the objective.
I run a list similar to what you're considering, only with Russes and a Manticore for the heavy choices, and the concept is definitely competitive for friendly play and low-level tournaments. I daresay it's also more satisfying to play with than the average mechanized list but that may be due to my enjoying the fluff of an army over tabletop performance. In my opinion, you just can't get the "I'm playing Guard!" feeling without orders, ordnance and the occasional friendly fire/summary execution.
I'll be happy to advise further!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I would try to avoid thinking of any army as being entirely static. Some parts of a foot list are likely to be solid anchor points that don't really move and that's great but a foot list with lots of heavy weapons will still need to be able to move around the board.
I think Intrepid's post is great - really take the point about mobility to heart. Opening up and closing down fire lanes is really important even for a "static" guard army. Knowing how to delay an enemy's advance by throwing a Chimera or some other sacrificial unit into a choke point or outflanking/deepstriking to contest backfield objectives will help to make your play experience more fun and will prevent it from being simply a case of lining out your guns and choosing your target priority. Equally it means you have tools to defend yourself against horde players where otherwise it would probably just be a case of bending over and taking it.
Even simple tactics like leaving units in reserve allows you to bring them in across the board in positions that will surprise and wrong-foot your opponent.
Copy, Improve, Innovate
Though mech guard is currently the most "competitive" list out there, if you're not planning on winning high-level tournaments against the best players around, an artillery-based gun line is still entirely viable. Manticores, Basilisks, and Hydras all offer strong long ranged firepower for bargain point costs. However, you will still need to have some mobile elements in your army to take objectives and cover gun lanes. The tradeoff to the firepower artillery brings is giving up the durability and mobility of Russes. That means you need to keep them covered. The Chimera vets are always a good choice, and Vendettas are just plain awesome. Platoons, with the good use of orders, especially Move! Move! Move!, can cover good ground and have surprising staying power, especially if you put them in a blob with a Commissar, and use the Incoming! order to give them a 2+ cover save. One very good strategy is to have your platoon commander issue Incoming! right before your opponents turn, then have your commander issue Get Back in the Fight! right before you need something destroyed. If you get assaulted, the Commissar will ensure you won't get swept, and 20 or 30 guardsmen can be very tedious to chew through. Also, issuing First Rank, Fire! Second Rank, Fire! on 30 guardsmen will ruin any infantry squad's day. That amounts to 90 shots in rapid fire range! Even with lasguns, that's enough to kill just about anything smaller than monstrous creatures. Have fun putting the fear of the Emperor into your enemies and the fear of the Commissar into your men!
I think that something that is likely skewing the popularity of the mechanized lists is the reduced painting requirement compared to an artillery backed foot list. Another is that a foot list at 2000 points makes for a long game. Mech lists are more compact and play faster in addition to being able to carpet the table in tanks and transports.
Praise the Emperor and pass the promethium!
I've found that even mech-on-mech can often only fit in 5 turns at many of the tourneys I go to. So if you take a foot list, you're dooming yourself to only getting 3-4 turns in, which can really cramp your style compared to casual games.
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