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is an all infantry guard army viable? I'd like to have nothing but infantry and sentinels and I play back of the book style cadians, doctrine wise.
It could definatly work, however, I hope you are made of money, because 325 troops plus say 12 sentinel for decent army is very costly. As in 700+ dollars US. Plus storm troopers, HQs, heavy weapons, which you will need muchos locos.
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
How big an army do you think he is making? 325 minis plus 12 sentinels is over 2500 points without any doctrines, special or heavy weapons or HQ. Most games I'm involved in are in the 1500 point range. For an all infantry force with doctrines and all the other stuff plus some sentinels you're only looking at around 125ish on the model count including the sentinels and HQ.
My IG army is almost all infantry. I have 3 sentinels and 2 Basilisks as well. Because you don't have tanks for heavy firepower, you will need a heavy weapon in each squad. I also typically run two fire support squads, one HB and one AC. To make up for the lack of mobility, which you will sometimes need to take an objective, consider a squad of STs that Deep Strike. I have had these guys win more than one game for me. I personally like the Sharpshooters doctrine as it allows you to reroll a third of your misses. This includes heavy and special weapons (but not plasma guns). This has prooved very effective for me.
In the troop squads I have a mix of lascannons and missile launchers for anti armour. I typically match a grenade launcher with the missile launcher so both can fire frag round when the enemy starts to close. I usually pair a plasma gun with the lascannons with the intent of these guys focusing on more heavily armoured enemy. Don't think that you NEED a ton of AP1/2/3 weapons. A ton of lasgun fire can have a devastating effect on a squad of power armoured troops.
Your Sentinels are also an excellent source of anti tank firepower. They can also seerve to draw fire away from the rest of your army as the enemy will see the lascannons on them and worry about them a lot.
Things to remember with an all infantry guard force: 1) your deployment is the most important part of the game. where you put them on the board is likely where they will stay. 2) make sure you have good lanes of fire and the ability to mass fire within those lanes. Massed fire is your best friend. 3) It will likely take you a few games to get the hang of how to play this army. It plays rather different from any other army in the game. There is a lot of finesse involved; you don't have the tanks to just blast a hole in the enemy and you don't have the armour to stand and go mano a mano either. 4) You should be able to outgun most any army both in range and sheer volume of fire. 5) You MUST focus your fires to be effective. Figure out what the enemy needs to achieve his victory and focus your firepower to destroy it.
Hope that helps.
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How do you come to that number? If you were to go two full infantry platoons then you have 110 already. An extra five for the hq plus 6* as many support squads used. then you would have sentinals. (In a 1500pt army you could get upwards of 125. Especialy if you go for 3 infantry platoons.)Originally Posted by helotaxi
In my 2000pts All Infantry army, I have a total of 164 soldiers split into 3 platoons, 3 Hard Vets squads, two AT squad and 2 special Weapons squads. No vehicles whatsoever. But if you play a game with objectives, just kill everything on the field. Trying to take objectives with an All infantry army is just plain suicidal. Best to just mass ur fire, like helotaxi said, and slaughter the enemy.Originally Posted by scarab prince
Word of advice, keep at least one Lascannon in each platoon you create. A meltagun for each Command Squad in your infantry platoons helps a lot too.
"To each his own"
unless the objective is firmly behind them, i doubt any form of all foot ig could take and hold an objective. (in a 1500pt game i number 200 troops, thanks to 3 full infantry platoons of course... :cool: )
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"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
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You want an all infantry Guard army? Think about what you're doing... think of how many models that is. Personally, I think once you put them on the table, moving and/or shootng for hundreds of models would get old pretty fast. It would look pretty cool, but I think it would just make for an awkward game.
I don't regularly use an all infantry IG army, and I already get a little fed up with putting models away when they have been killed. I routinely lose entire squads to massed bolter fire and putting away a whole squad is a pain in the butt, especially since I have a special place in my container for each model.
On the other hand, it's such a sweet looking type of army to field that It's nearly irresistable on some level. You can realy pack a lot of firepower into a guard army without having any tanks, so it's even a viable option.
I say, if it's really what you want, then go for it. You can always add tanks later if you decide that having that many models to set up, move and shoot is becoming too much for you.
I think it could work - especially against the Tau. After all, tanks only last a few seconds against them anyway. My friend still thinks I cheat because I field 120 odd models in 1500 games, and just thinks I'm plain lying when I tell him if I want I can have over 200. It might not be terribly effective but it might just work, because facing an army that big is bound to scare your opponent into doing some very unusual things...
I think this would work well with Close Order Drill, just an massive line of troops advancing, followed by another, backed up by heavy weapons squads. Actually, the more I think about it, the more this seems like it could work.I think I would take the following Doctrines for it -
-Close Order Drill
-Heavy Weapon Platoons
-Conscripts/Stormtroopers/Veterans depending on your preference
I would infiltrate the models with Light Infantry, to distract the enemy for the first few turns, while the rest advance forwards, under covering fire of the Heavy Weapons Squads and Sentinals. The Cameleoline would help to keep the advancing troops alive and the infiltrating models. Close Order Drill is just plain useful, and gives the leadership boosts needed to maintain models marching forward. Finally, the last doctrine is just a choice for you. I'm thinking Conscripts for the numbers, as the army wont be short of firepower at this point.
Needless to say, the advancing troops squads will only have assault weapons, unless you fancy wasting alot of points. If you played without Doctrines, I would infiltrate some Stormtroopers and grab some Ratlings for covering fire.
Basically, I can see this army being extremely fun to play, and will certainly be a nice change from the norm and a surprise for some unsuspecting oponent. Hope you do it and it works out well.
The Imperial Guard is like a punchbag - No matter how hard you hit it, it'll always be ready for a fight.
Vcitory for the Imperial Guard comes about through the sacrifice of our men, not through the cowardly survival tricks of other armies.