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Hey, I'm kinda new to this, this is my first thread on my account, and i play IG, and need help badly on my army list. I really want a short ranged, tank owning, infantry popping army and well i just don't know what to use. so please list some stuff of a kinda rushing blitzkrieg force.I'm gonna as-well list some of my miniatures that i've been working with already, here they are. vendetta, battle tank, sentinel chimera, 4 infantry squads, and a command squad, including some times straken, or creed and kell, and i have commisar, but haven't used yet and still have 1 more command squad to build and some heavy weapons teams built and not built yet.
I would like advice on the guard, I gotta win after some defeats and not so great wins, against the smurfs (ultra marines), and Ive also fault the tau, and Black Templars and am going to fight space wolves sometime soon. so please give me any tactics, and army list thanks.
The first place that I'd look is here:
the back 40k: The 4 Things Every 40K Army Needs To Have
Sandwyrm has a solid primer on army contstruction theory. He's also one of the big kahunas when it comes to aggressive mechanized tactics. From your description of what you want, I think aggreesive mech would be a good fit.
Praise the Emperor and pass the promethium!
thanks, whats a good aggressive mech list
There are literally dozens of good aggressive mech lists, but here's some general concepts to get you started.
First, the basis of an aggressive mech list is Chimeras with melta-armed troops inside, commonly referred to as "chimeltas". The favored armament for the Chimeras are multilasers and heavy flamers. The multilaser offers some decent anti-transport fire, and the heavy flamer can deal with infantry. Try to have at least 3 or 4 Chimeras in your army. The most common candidates for mechanization are Company Command Squads, Platoon Command Squads, Veteran Squads, and sometimes Stormtrooper Squads. Since your meltas are only effective at close range, you'll need to get right up in your opponent's face with your Chimeras, hence the term "aggressive mech." Don't be afraid to forgo a round of shooting to run forward 12" and pop your smoke launchers. Though meltas are the favored choice due to versatility, plasma guns are also good for dealing with heavy infantry (I generally give them to the CCS if I use them, as a non scoring unit, I care less if they blow themselves up) and 3 or 4 flamers firing out of your transport will make barbecue out of light infantry.
Next, an aggressive mech list generally focuses on Leman Russ tanks rather than artillery. Artillery is less expensive point wise and a bit more powerful, but is less mobile and more fragile. The key to using tanks effectively is to think of them not as weapons platforms (though they are good at that), but instead as, well, armor. Leman Russes boast AV 14 on the front, the best armor rating in the game, and respectable AV 13 on the sides. This makes your tanks difficult to kill, meaning that they're perfect bricks for putting on strategic choke points, providing cover for your more fragile units, and restricting enemy movement. Additionally, the Lumbering Behemoth rule means they can fire their weapons and still stay on the move, ignoring the usual restriction on Ordinance. For this reason, most players recommend taking your tanks with the default Battle/Demolisher cannon, and no sponsons. As for hull weapons, Battle tanks work well with Lascannons, complimenting their long range, and Demolishers with Heavy Flamers, better for getting up close and personal. The best targets for your tanks are transports and other light vehicles, Marine equivalents, and large groups of infantry. Don't make the mistake of trying to kill Land Raiders with them, that's what your Chimeltas are for. However, if that Land Raider wants to drop off his Termies right by your objective, then plonk that tank right in his way and force him to either try and hammer his way through your thick armor, or make his way around. Once you dictate where his forces can go, then you have the advantage. Always keep your units on the move, always.
Beyond this strategic core, you have a lot of choices for your army. Vendetta gunships are very popular, for good reason. Twinlinked lascannons on a fast skimmer with transport capacity, Scout, and Deep Strike? Hard to argue with that. Hellhounds are gods of burny death that will make infantry mobs cry for their mommies, and Sentinels are versatile and cheap walkers with a lot of uses. Stormtroopers and Marbo make great nasty surprises, Psykers have a lot of neat powers, and IG has some interesting hero units if you're feeling creative. Find out what works for you.
Oh, and one last point. The point of aggressive mech is to be aggressive! Don't be afraid to be reckless with your units. Don't center your army around any one thing, never take anything you can't afford to lose. I've won plenty of games where all of my tanks ended up as smoldering craters in the ground. IG is a strong army right now, but don't let that fool you into thinking they'll win the game for you. You still need to exercise good tactics and judgment. Know when to protect a unit and when to sacrifice it. Use your mobility to its fullest, block line of sight, hold choke points, deny passage, get up in your opponent's face, restrict his movement, and you'll win.
Good luck soldier, and welcome to the Guard!
The whole concept of a 'blitzkrieg' revolved around mobile infantry and large numbers of tank squadrons. I can't really fault what Nitrokitty's put up for you at all, some really good advice in there for you.
My further advice is more on strategy rather than army selection as I would have little to add there.
Firstly, objectives are involved in two of the three standard missions, and careful placement of them will win you the game. Consider your mobillity. It will be easy for you to get to pretty much any objective on the board, whether you are outflanking, deepstriking or have troops in reserve. For example, don't be afraid to put objectives well out of the way, or indeed right in the middle of your opponents deployment zone. I played a Deathwing army the other day, basically nothing but Termies and a few tanks. He wanted to see objectives in my deployment zone, close to me, so he could rush me, take out my armour and infantry and still capture them. I plonked two in his table quater, so he dithered about whether to leave termy squads behind to hold them or not. This weakened his main attack.
Secondly, don't put sponsons on your Leman Russes (unless you are making an executioner, 5 plasma cannons is just too funny). You really need to be moving at least 1 inch per turn, as this cuts down your chances of being hit in combat by 50%. This also applies to chimeras and the like.
Finally (because this is something people often forget), remember that staying in chimeras and shooting isn't the only option. If the tank doesn't move (not adviseable, but sometimes there is no other choice), you can assault out of it. Even humble krak grenades can make a mess out of anything other than a land raider.
Pretty good advic all around i'd just like to add my two rules of mech:
Others have said this but your tanks should be moving if able, my russes all have a hull weapon and the turret, they can fire at full effect while moving, my chimeras all have heavy flamers and multi lasers, they will not be tempted to stay still and shot a turret and hull weapon 36".
Even if you are 100% safe it is better to move, you may overlook something, misjudge distance, not remember your opponent has outflankers... Also always moving like this will get you into the habit of doing so, which in a high pressure atmosphere such as a tense tournament game can save yourself from fogetting to move.
2) Stay in the Transports
Your chimeras do increase your mobility, they do have guns, but they're a huge tool to keep your men alive. Yes you can disembark when you need to but you'll find that often taking your men out of their transports is an easy way to ensure their death.
My brother played a powerful mech BA army for the first time a few weeks ago, I played against him using a very bad DE army, he had 4 scoring units of 5 men, he disembarked two at the same time, in my turn I popped 1 razorback with all my AT and then killed that unit, if the other two units had stayed in their transports they would have lived but due to hs disembarking he lost 3/4 of his scoring units in one turn.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
But...yeah...I guess you're right :/
If your opponent spaces his troops out correctly then the THSS terminators won't take many casualties from the plasma cannons. With 2 inch spacing you can only legally place the template to cover a single model. x5 shots that means what, 5 hits if you're lucky? 2 dead terminators?. The survivors will then stomp your tank in assault. Check out this video, even with optimal conditions the Executioner aren't really that good at all:
YouTube - SM Vs. IG .wmv
The Executioner is just too overpriced to be worth its cost, even against THSS terminators. You're better off with a Vendetta and some plasma guns.
Last edited by Korona; February 22nd, 2011 at 14:54.
Copy, Improve, Innovate
Korona, I know that executioners the best Leman Russ we have.
But even so, 4 out of 5 of my opponents do not necessarily space their models out correctly. It is a simple oversight, even for an experienced player. To be honest, I have never regretted taking my Executioner. I know it is controversial but it works for me. The other reason is that my vendettas are waiting to be bought/built/painted
Anyway, what do you say we get back to the main subject of this thread: helping Star Rats with his army