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So, I am working towards creating my first Imperial Guard army. I'm reading the codex and I think I understand that taking an Infantry Platoon means getting a squad of 5 command platoon models, and two ten man squads of infantry. Then accordingly I can add more squads of troops and heavy/special weapons teams that are all one slot on the force organization.
I think that each squad may move independently of one another, but I'm not sure. In this case, may I take a Heavy weapons team of 3 lascannons and place them on a building to snipe enemy tanks while simultaneously airlifting a special weapons team in my Valkyrie?
I'm an experienced Space Wolf, Ork, and Tyranid player and I'm still not sure what direction I want to take the army. I already have horde armies and would prefer to take a crap-load (<--- Technical term) of Leman Russ Battle Tanks, a Manticore, and some Valkyries/Vendettas. I am worried about tank squads losing tons of points because of a immobilized result.
I'm considering taking Vet Squads and Penal legions to simplify my list, but I thought I would try and step out of my "everything needs to be in ten man squads" marine type thought process.
I like the idea of the SWT, and flying them up as a suicide unit (flamer demo charge).
I love my airborne vets, I fly them as 3 flamers, demolitions upgrade, with shotguns.
oh and yes you can operate the platoon units independent from each other.
sure thing they can move independently.
Some quick tips for a new guard general:
HWT are nice, but be aware that they are the most fragile infantry unit in our codex, paired with they mid-to-high threat they pose to enemy. Put them always in cover, try to provide some route for them falling back.
Don't follow the MSU doctrine that marines like so much. losing 3 guards on a single 10-strong unit is more than common and testing on ld8 that often will make you flee.
Instead, pack your squads together (i suggest 3) and put in there heavy weapons instead that leaving them detached so they can still shoot and absorb fire putting it on guards; notice the loss of mobility tho.
Special weapons squads the internet says that they are sub par. be careful with them.
Everything is expendable. Don't try to defend a unit at all cost. Use your guards lifes to buy time for the rest of the army. Expecially in assaults! send a unit forward to be charged by your enemy and let it die the same assault (hopefully) so your other units can fire at the assaulter 1 turn more. Rinse and repeat ad libitum.
Squadrons = free "Extra armour". Evaluate pros and cons.
Leman russes: keep them mobile, so forget your sponsons. Heavy flamers highly suggested. You need at least 3 of them on the table at all times, otherwise your HWT will be the next on the list
Put as much armor on the table as possible to provide cover to your back end units as much as possible.
Our artillery usually is a poor choice unless on apoc games. This does not apply to manticore, which is good.
Hydras are condensed awesomeness.
Before they come into play they count as a single entity and you roll for them all as one block. Because they're all one troops choice you can theoretically deploy two entire platoons in a Dawn of War mission(!)
Once they're in play they're all independent units.
It's something of a grey area if you're allowed to put some units into reserve and keep others in play. I don't know how you want to use it but outflanking the Vendetta with a SWS inside it MAY get rules quibbling from overly pedantic players who also happen to know the IG codex well.
Last edited by Korona; January 8th, 2012 at 02:49.
Copy, Improve, Innovate
Last edited by wildcat.xray; January 8th, 2012 at 04:34.
Awesome guys. This will help me a lot.
Copy, Improve, Innovate
when the platoon is rolled in from reserves, the SWS demo/flamer team will coming in with them as a signally rolled unit. However, the Vendetta/Valkyrie the SWS are riding in has scout special moves, so this then give the SWS team the outflank ability, where they could not normally flank. The reason why I do not think this is a gray area, is because if I have a vet unit assigned to a Vendetta in reserve I alway roll for them as a single entity. If it did not work this way the deep struck rule for the Valkyrie/vendetta would mean the vehicle deep strikes but would not be able to carry anybody. It is a shame the valkyrie cannot be assigned as a dedicated transport, but I am hoping the new codex will give us this ability.
So I was reading through the codex, rulebook and finally the faqs and found this and thought it might be important to the conversation...
Q: Does a unit with the Scout special rule pass it on to
any vehicle it is embarked in? (p76)
Q: Can a vehicle with the Scout special rule still Scout
or Outflank if it has a unit embarked in it that doesn’t
have the Scout special rule? (p76)