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Ive been looking into a Imperial Guard Drop troop army. Has anyone seen any ones that have been effectively played? I was thinking of something along the lines of only deploying my HQ and some snipers, heavy weapons teams, or mortars. Then drop in the normal platoons and Strom troopers. Hopefully, the pre deployed troops have caused pinning or knocked out the Armored threats and my Drop guys come in from all sides and overwhelm.
So my question are...
What are the best guys to drop?
What are the best Equipment I can give them?
What do I use for pre deployed support?
Ideally I would like to stick around 1000 points, I dont think anything bigger than that would work. I'm not looking for any prebuild armies, just some ideas that have been effective in the past.
Who brings a Hammerhead to a 500 point fight?!
-Local 'Nid Player
Command squads, vets and Sentinels. Vets have the highest BS so they are most likely to be effective. Also Special Weapons Squads (for the Demo Charges). Generally you'll want to use either meltas or plasma depending on the role you want to give them, other than that try to keep them as cheap as possible, they are throw away units after all. If you are really looking at deep striking as many troops as possible, try taking the Heavy Weapon Platoon restriced troops choice and Light Infantry. Then max your heavy slots with heavy weapon plattons using each choice for 1 Command squad tooled for deep striking and 1 support squad with light infantry. Throw in some sentinels (scout ability plus they can deepstrike) and Improved Comms and you're set. Still have to devote some points to troops, but you can do that with Schaeffers or two cheap platoons for some beefier lascannon squads and additional command squads.
Proud bearer of the Imperial Medal of Anti-Fluff
i played a guy who used drop troops really effectivly. basically in he filled every possilbe weapon slot with plasmas or meltas and he had two deepstriking special weapon squads. how ever he infiltrated his vets
Anything that needs to get in close really fast. I'd say half your infantry and anything antitank, plus something to take out the leader. Its a long shot, but whenever you divide up your forces, you make them exponentially weaker with each division. So use it with the utmost wisdom.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
I made a drop troop list about a week ago and brough it to the local club for some revision and i gave them some ideas of what tactics it could use. Part of this was to deepstrike commansquads but they told me it wouldn't work since the entire platoon must deploy in the same way. Therefore if i wanted to deepstrike my command squads the regular infantry squads would have to aswell.Originally Posted by revin
Though i suppose you could be talking about the HQ command squad in the command platoon - just without any support squads.
Originally Posted by Kaiser
I dont get that. the codex says a squad counts as a seperate unit and that they only count as one when its about army oragnisation and throwing for reserver. Whats more it states that with the drop troops doctrine you can let each standard inf. unit drop in. I states before that a Command sqaud in a standard in unit.
so you can just let you command squads come in seperately. I do it all the time and nobody said anything. only if you also have one of the squads come in they come in together.
other than that I have learnt the hard way that dropping heavy weapons is usually a dumb idea as they dont get to shoot when then come in, and if you throw badly you have to first move them to cover.. so that leaves three rounds of shooting which sucks for a shooty army.
but demo charges really scare people.... its great.
Oh? Thats not what the people at my local club said. But yesh, its probably because the idea of deepstriking democharges terrified them. So i can deploy my regular infantry squads on the table and have their commandsquads drop in later without breaking any rules?Originally Posted by yang358
For the life of me I can't remember.. I'm pretty sure that the command squad in a platoon is not set up at the same time as the infantry squads, but i'm damn tired and can't be bothered checking. Chances are the people who said that everything had to be deployed the same way weren't Guard players.. I remember reading some wierd justification for the Guard organization but I think that was from the 2ed book.. Really this is not a codex thing, it's the main book setup rules.. I think yang358 has it right.. not only Drop Troops, but the Light Infantry would seem to break these deployment rules unless each squad were considered independant.. Deploying the whole platoon the same way makes a tiny bit of sense, fluff wise, but rule wise it's a bit more difficult.. After reading the top of the platoon entry ("Each Platoon counts as a single Troops choice on the FOC when deploying") it does seem to say what Kaiser's store people said.. I'm honestly considering abandoning guard over this rule.. Won't let me Deepstrike my command squads while infiltrating my infantry? Won't let me de-tach my heavy weapons? Next thing you know theey'll throw bassies away with the griffons...
Proud bearer of the Imperial Medal of Anti-Fluff
1. Let be clear, if you deep strike a platoon, you make one reserve roll for the whole plattoon, they may deploy on different parts of the battlefield but they all arrive together.
2. OK my deep strike guard army looks like this:
HQ sentinal (auto cannon and improved comms)
Other sentinals (up to 3) with las cannons and HK missiles - note these are there to take out armour
HQ (basically a moral unit, HSO and master vox- it has a heavy weapon there too to provide fire support, but principally it is a moral backbone
Fire support teams : flamers and demo charges - really nasty anti infantry unit - deep strike and fire, will pretty much take out a marine squad the turn it lands, but after that it is a bit hopeless
Meltas: anti tanks, although they can do some damage to marines and troops, they tend to get beaten up the next turn cos they dont kill enough, but drop them by a tank and shoot and presto
inf platoons: focus on flamers and meltas, usually I take 2 squads or 2 and a remenants and tool the HQ for assult, drop them together around 1-2 enemy squads and you should do ok
storm troopers - I started with these but switched to vets in the end
Vets - load up on flamers or meltas and drop next to squads and shoot.
Heavy support - Vulture - twin linked auto cannon, 6 heavy bombs - devestates infantry
Overall what tends to happen:
turns 1-2 your sentinals (with the exception of the HQ) leap out and take out tanks - sure the sentinal goes down too from follow up fire, but if you just dropped a land raider, or a leman russ who cares!
Turns 3-4 (and possibly 5) your drop troops start to hit, they devestate the target they are aimed at but you are then in the turn 5-6 scenario
Turns 5-6 your squads are now stood where they dropped, if your opponent was tightly packed, you get charged by his troops and it is basically his capability vs your numbers, if he used the first couple of turns to spread out you are now scattered accross the board with little manouverability or heavy weapons and naff side arms. At this point the vulture is a godsend
Basically it comes down to how much damage you can do in turnd 3-4 when the bulk of your army arives
Well i'm still not quite sure how it works, lets say i have a HQ of a Commandsquad, two special weapon squads and two anti-tank support squads.
I have the drop troops doctrine, and wish to use it to deepstrike my special weapon squads, i have the light infantry doctrine applied to my anti-tank squads and want them to infiltrate while the HQ deploys regulary to provide leadership bonuses for my regular infantry squads using the 12" rule.
If i have to deploy the entire Command Platoon the same way it would ruin all the strategies i've planned for my list. I would en up with an 100% deepstrike army who cannot dish out much damage the first rounds or a footslogger army that don't have enough mobility to capture any objectives.