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Better name: mobile guard. Mobile guard is simply no heavy weapons in infantry squads, and tanks with only 1 S7 or higher weapon.
It's a guard army where the infantry can be used as a better distraction for the tanks and heavy weapon squads because each squad can move without penalty. I myself have tried something along the lines of making the guard more combat oriented, but that is not neccesary.
This thread is for discussion how this strategy could work, if it even would work. I'm sure it would work myself, I just have been unable to make a list that makes sense. My guardmen squads are 100p + 8p for a grenade launcher. Vs 10 orks for 100p, orks win outright (4.31 orks dead if guard charges, compared to 6.67 guard dead if orks charged). Of course, in future rounds the guardmen would go first, and would go first if they charged, and would strike simultaneously if charged. So there is some hope for the guardmen, but again, guardsmen and combat is a really big thing to get your head around.
So if there is any other strategy that you think might work with moveable guard and tanks, please post your thoughts here.
do you really have to have all that equipment? Saw your armylist and that was not alot of guardsmen in 1500 pts (45-50?). Guard in CC should be resolved with numbers not superior skills and extra equipment. Take conscriptssquads with independant commisars, a lot of normal squads with assault weapons and with no extra fat.
Then if numbers ain't enough throw in 20 roughriders, that should massacre basically any squad (except banshees and other i 7+) These guys should have some extra stuff though, but only them. tanks is a tricky thing, either take many or take a few, my personal opininon is that 1-2 russes isn't enough if you want to include tanks you need to go all out or not go at all.
A mobile swamping-CC guard with powerful counterattacking units should be very effective and able to take on almost any kind of army. Just don't count on heavyweapon squads surviveabilty, when fired upon they die and then they run, not pleasant.
and good luck creating a new and diffrent guard army, always nice when somebody figures out new ways of winning instead of going the easy path of premade armies, I salute you
So essentially you want to make a mobile guard, rather than the normal stand and shoot guard, I can understand that. I wouldn't, however, go the cc route with them in that case.. unless you want to field conscripts. I like to think that guard can not suck horribly at cc, but I always look at it from a perspective of going first, which means being in cover and using their cc abilities only so that they have no fear of taking those last shots before the enemy charges. Yes, I know it's possible to use COD on the charge, but if you are within rapidfire range, chances are the squad is dead.
I like Guardsman 173rd's ideas: conscripts with IC, and assault weapons in squads. I'd like to add to that, maybe taking a vet sergeant with a stormbolter (goes well with the grenade launcher). Other possibilities are Sentinels and Hellhounds, both offer maneuverability while the Hellhound has the right range to work in conjunction with the squads. Roughriders would also be good, at least as counter assault, but with the range on the grenade launchers they would either have to be forward or used sparingly in case the opponent decides to move towards you instead of taking their full range shots (I'm talking bolters here).
- small vet squad with lascannon as an infiltrating heavy, gives you a better chance of taking out the enemies ordnance/anti-tank (Predator Annihilator and it's like)/transports.
- special weapons support squads with sniper rifles or ratlings. If you want to outmaneuver the other army, then pinning is your friend. Mortar squads will do this better however, although they won't help you against large models.
- sentinels instead of heavy weapon squads, move 6" and fire that lascannon or autocannon, HK missiles are helpful as well.
- conscripts to run at the enemy, while keeping your mobile infantry squads within shooting range, but far enough behind them, flamers are a great choice for them if you plan to charge. If you want to get them within rapidfire range for their lasguns and then let them be assaulted then don't give them any special weapons.
- throw in a remnant squad.
You will need a unit that can take out devastator type squads, such as deepstriking demo charges, battle cannons, or earthshakers. However you want to do it, but they have to be taken out fast so that your tanks are free to wander around the battlefield. Fighting a marine army, you will also see lascannons in tac squads, so it will be very dangerous anyways for your tanks.
suggested doctrines: Conscripts, COD, ID, stormtroopers, grenadiers, vets, independent commissars, sharpshooters.
Proud bearer of the Imperial Medal of Anti-Fluff
Mobile Infantry Guard is an interesting concept. However, I don't like the heavy weapons teams at all. You wouldn't be able too move far with your other squads without leaving your heavies exposed. I'd consider using deepstriking melta storm trooper squads for anti-tank. Here's a light skeleton
HQ: Command Platoon
JO w/ Honorifica Imperialis
2 Squads of 5 Storm Troopers w/ 2 meltas
2 Squads of 10 Grenadiers in Chimera
w/ 2 special weapons
Veteran w/ power weapon
X # of infantry squads w/ grenade launchers
2 squads of 5 rough riders w/ hunting lances
2 leman russes w/ heavy bolters
1 Demolisher w/ plasma cannons
Just a comment about your name: You can't really call them "mobile" or "mobile infantry" guard as it makes them sound like they are mechanized, and "unconventional guard" is a bit of a mouthful. What about calling them "assault guard?"
Sounds like they would be pretty good in a street fight, and it's a cool idea, but I don't know how effective they could be.
assualt guard wouldn't work. because that's not the point at all. even though i might have made a list that is assault guard, that is only a faction on mobile guard. in fact, mechanized guard is also mobile guard. from the definition of mobile guard.
there are players at my club that actually believe in this philosophy. is there anyone who has played mobile guard and could tell us how it went?
im a beliver of "mobile" guard policy. im a mech inf player. i use the idea of getting close, fast to my advantage. being able to swich targets fast... (look like your about to hit m=one point them hit one 18" away with a full platoon) i find that getting the squads into rapid fire ad cover is far more effective than pure assault. also my command sections that follow up these attacks are pure combat... gunning the oponent up close then hitting them as they come to get you...
my doctrines are : mech, sharpshooters, camoline.
swaping mech for light inf works wonders too... i just dont have the models...
[I]"See? Lasguns can take anything. Drop it, throw it in the swamp, use it as a club, and it still...uh oh."
testing the new SA80 lasgun....
I am a total believer in a "Mobile" IG, but I like support of HW in the background and Russes and Basilisks dropping pie plates o doom from the background. That is why I like the Grenadiers Doctorine. If your going to mount'em up and move them in an expensive transport, you might as well put in your best, with better survivability and two Special Weopons per squad. Plus this also gives you the best way of putting an embedded fist in your squads with a Commisar. Your HQ gets a Commissar, and then you put one in each of your Grenadier squads, bingo... embedded fist!
I suppose if you were to play with regular troops and wanted to play an assault guard, you could pick Warrior Weopons and Hardened Fighters.......I just don't think it would work IMHO.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
I'm more a fan of putting powerfists in Vet squads, being cheaper and all.Originally Posted by Diggums HammerWW can be used.. but not offensively . I see it as a defensive ability to be given to infiltrators.. especially heavy squads. Sit them in cover and shoot.. if they get assaulted they get more attacks than a normal squad would, and for not that many points since you are only giving it to 6 guys. I would only play WW with a non-platoon based army however, as I'd want to minimize the points spent on the doctrine. Probably use Grenadiers and Vets with a whole bunch of heavy weapon squads, with the heavies being the only ones paying points for it. I've been thinking about building a WW/infiltrate /cameleoline army for awhile, but haven't quite decided how I want it to look like in the end yet.I suppose if you were to play with regular troops and wanted to play an assault guard, you could pick Warrior Weopons and Hardened Fighters.......I just don't think it would work IMHO.
Proud bearer of the Imperial Medal of Anti-Fluff
I can testify that a list with 3 squads of 10 rough riders with tooled vet sergeants backed with a lot of stripped down infantry squads, morars and a pair of leman russes works wonderfully, I use the disposable infantry to tie down assault threats and neutralize any tanks/heavy weapons squads with the mortars and russes and then deal the deathblows with 3 hunting lance charges... very few armies have done well against my guard since i got the list and strategy tuned right.