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Im an ork speed freek player and I am also interested in having a mechanised Imperial guard army as a secondary W40K army. I not only like the Steel Legion models, but I love the fact about having two armies that are almost fully mobilised.
However, I checked out the imperial guard codex, and looked at it for a while at my house. I tried making possible lists and so on and it seems very difficult to make an effective list with them. Im not saying that they are bad its probably just me having a difficult time since I do not play guard, yet. For example, a trukk boy mob costing roughly 170 points would definitely whomp the stuffing out of a chimera costing probably 200 or more. Also the fact that it seems like it would be impossible to try and make a combat guard list that could even hope to fight orks, is there anyway to have a mechanised guard army that would be competitive with orks in and out of combat?
Also, taking the mechanised doctrine states that it only affects infantry units, so that means that the command squads have to sit back while the rest of the army speeds off to war? That seems kind of dumb and really makes it hard for imperial guard to be good at combat. If I could get the command squads in chimeras I might actually stand a chance in combatm against orks.
Any help would be greatly appreciated. Thanks.
well, to answer the rules query first, yah, the command squads are allowed to purchase chimeraes from their own army section pick, are they not?
second... chimera squads have far better firepower and armour available to them than trukk boyz mobs. th AV12... you need heavy weapons to break that open, my friend, something orks have trouble with. plus, multi-lasers and heavy bolters are perfect for not only destroying trukks, but taking apart the orks in inside, thanks to high strength and no need for high AP. as for the men inside...give'em an assault weapon to use out the top hatch, and you'll be fine. if i tote that up right....that makes roughly 170 points there too, for a vehicle that can throw out potentially 3 multilaser or a heavy flamer shots, three heavy bolter or a heavy flamer shots, 12 lasgun shots (they do add up), and a special weapon (meltagun/flamer/plasma gun). they seem about equal to me, guard die horribly in CC, but shoot them pretty well.
plus, factoring in the other kick ass tanks of the IG... and they seem pretty well matched to me.
I recently tried to make a Mech Guard list. It's in the Army list section if you care to take a gander.
I found that you are right, they are very hard to make an effective list for. The problem is that guard need numbers, which is something you can't get when you HAVE to take Chimeras that cost as much as a 10 man squad with heavy and special weapons.
I have thus ditched that idea and have moved on to the "Semi Mechanised" grenadier type army. I got alot more out of it :lol:
I recomend you try the same and see how that works out for you.
Mechanized Guard are tricky to play. I've been playing Mech Guard since they first showed up in the Armageddon codex.
There are obvious drawbacks, and advantages to a Mech Guard army.
-Limited numbers. In 2000 pts, I bring 60 Infantry (1 Capt, 1 Lt + 3 Squads, Armored Fist and StormTroopers) The points I spend on Chimerae could easily buy me another 50 or 60 men. It's because of this you need to really care about keeping your troops safe as you can quickly lose scoring units.
-Speciality Squads. I don't bring any Fire Support/Anti-Tank/Mortar/Special Weapon squads in my list. Doing so would require another Chimera. This can be costly, and can limit some of the cheese tactics that Guard can get their hands on.
-Hindered mobility. There's nothing more annoying than having one tank block another tank due to a stupid difficult terrain roll.
-High mobility (heheh, blatantly opposite of Hindered mobility). Many times, I have won games because I keep my Guardsmen safe till near the end of the game, and then rush the objective and deploy everyone on top of it. It's great moving Guardsmen that far.
-The great wall of Chimera. If you can find a suitable sized gap in your terrain, you can line up your Chimera shoulder to shoulder and tank march with AV 12. Better yet is to put a cap on the end of your tank line (Russ, Hellhound) so even flank attacks are blunted for the most part. With AV 12, even missile launchers have a pretty tough time taking you down.
-The tank cheese, w00~!. No one has ever called my army cheesy. I play a balanced Guard army that happens to all be mounted in Chimerae. In fact, most players commend me on my efforts to collect and build with such an impressive doctrine. But, c'mon now peoples, putting all those tanks on the field does kinda feel cheesy sometimes, right?
-Low model count. Like I said, I only have 60 infantry. This was a much less daunting task than the normal 100+ infantry standard Guard army. And the tanks were easy. I think I painted four in one night. Heheh, I felt like the American war machine from WWII.
One significant thing you must learn is when to deploy inside your Chimeraes and when to deploy outside of them.
Strength 3 Gaunts comming your way? Deploy inside and fire indescretely at the little twerps from your Lasgun side ports.
Tau Crisis Suits popping around? Probably better to deploy outside the tank so you don't get blown up and pinned if the tank goes.
Originally Posted by Bruiser117
It is hard to make guard effective in CC against ANY (except Tau) army, especially a CC one like Orks. We have to shoot. Our effectiveness does not come from any inate ability or skill that we have, it comes from the excellent and numerous weapons we can bring to the enemy. A Chimera is one of these. It can carry a lot of troops, it has decent firepower ( 3 S6, 3 S5 and 3 S4(stubber)) from a transport. A heavy bolter can pop out of the hatch and fire at the oncoming Mob. Ig will never be an up close and personal army win. We have to live to shoot, and to shoot we must not be locked up in mortal combat with super alien races.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Bah if only veterans for imperial guard could be given veteran abilities like other races perhaps than they could be tooled for combat.
Even with Furious Charge they'd only just come close to Marines. They'd still have a poor armour save and tougness...They'd be a tad tougher mind you.
Don't ask what your country can do for you, Ask what you can do for your country, Only once you have asked yourself that shall your country do everything in its power for you --My twist on a JFK quote