Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ive always liked the guard and have thought of starting them as a next army but Im not a fan of sitting there shooting. So I was thinking what If I used the guardsmen as a CC army. Mass basic guardsmen and mabye a few senitals ( I love walkers) just rush the enemy in a hail of byaonets.
If you want to Blarglesnarf** an Imperial Guard army, then go ahead. However, I must warn you that it's an inherently bad proposition and will end in failure more often than not. In order to have an Imperial Guard army that works well in Close Combat you must upgrade it with several doctrines which cost points.
When you start putting a lot of points into a guardsman, then he loses the most basic essence of what makes him valuable: a cheap meat shield. "Meat shield for what?" you ask? For the plethora of heavy weapons that are available to them. Guardsmen excel at requisitioning big, hard hitting guns and it is not wise to ignore this fact.
If you want to play Guardsmen, but you still want to have some close combat ability, then take a huge squad of Conscripts and give them a Commissar. This is about your best bet, and I've seen it work on a few occassions, but even then I wouldn't bet on the outcome. The other choice is to add some allied support such as in the form of Grey Knights or the newly revamped Deathwatch Squads. These are both incredible Close Combat additions for guardsmen.
One last suggestion, is that you can take countercharging units of Rough Riders too, however, they can become a bit pricey and the models for them are terrible so you'll end up converting quite a bit if you want something that looks decent.
**Blarglesnarf: To intentionally pervert the intendended role of a Warhammer 40k, or Warhammer Fantasy Battle army from its intended role into a dynamically opposing role.
Although cc gaurd arnt particularly effective, I would have to say I played with a close ranged gaurd and was incredibly effective. Jungle fighters, hardened fighters, mechanized, ogryns, and independent commisars. It did quite well as I dropped out of chimeras and burnt away units of marines and such, very unexpected. Usually I ended up charging the next turn if I could. Try it if you really want (cc gaurd) but you'll probably not win as many battles although it is quite fun.
Thats great. However, as per codex, Mechanized and Warriors, are mutally exclusive.
I'd say it could work if you made them conscripts only. Imagine, 5 point 3 attacks on the charge with 50 models. 150 BS2 attacks. Oh yeah.
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 wouldn't try to make a "close combat" guard army. we're simply not made for it
however, you can make a "close range" guard army. that is an army that tries to get close and rapid fire w/ lots of lasguns/plasma/melta/flamers etc.
guard can do this well (not as good as SoB imho). however, you'll be assaulted the next turn, so you *really* have to weaken them first w/ long range firepower... which is exactly what IG is made for
even if you go for CloseRange IG, you'll still want to give at *least* HeavyBolters to your line squads. there *are* times that you'll want to stand your ground and shoot (you're up against a CC army... nids/orks/khorne...) and the HB is cheap and effective.
so my advice. take plenty of closerange units (grenadiers, cheap infnatry, conscipts, ruffriders, etc) but always bring the big guns !!
i want 150 conscripts each with a commisar then basic guardsmen probly near maxed ammount keeping close to the conscripts.
10 SM vs 50 conscripts means a few SMs will die
not a good idea
i threw thirty guardsmen it to combat and got chewed up by 5 khorne beserkers and a khore sarge
i did poorly( we had to stop early cause of tank battle)
Sorry to interrupt, but iif I would take the cloese range guard aproch, can I expect my guardsmen to have a good chance to survive (as good as a guardsman can hope for)? or are they just going to shoot and take charges?
It depends on what you use for close range. A command squad with four flamers will be able to take on anything but vehicles and things with a high TO. I started using this type of command squad about a year ago and I'll never go back.
If you plan on trying to get close with just a regular squad of Guardsmen, then you might succeed and do well, or you might not kill anything and get charged. Lasguns are quite picky at what they will kill. Sometimes you'll get super lucky and take down 5 SM's with 20 lasgun shots and other times you won't kill even one.
For this reason I suggest taking heavy weapons, special weapons and keep some distance between you and your enemy.
Originally Posted by Mcdohl
have fun painting
and don't forget to give each Commissar a Trade Mark Item. Even Ld10 fails once in a while (just ask a necron player) and you do NOT want 50 conscripts being swept.
yes 50 conscripts + commissar will probably own a 10man tactical squad. however, the conscripts + commie cost a bit more hehe.
and 3 squads of them.. you realize you'll need 3 platoons of normal guardsmen right? bringing the body count to a minimum of 233 and costing about 1270pts w/ no upgrades.
personally i think conscripts should be around 30 guys. anyting more and it gets risky and hard to manuver/fit.