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After playing those unkillable machines I call marines I decided it was time for a change, then after watching an episode of battlefield I got my idea. Desert Rats!
A desrt cam, mechinised bunch of rag tag vets. I bought a box of guard, made them up and tried out a shceme I liked. (by recollection) Fatigues are bleachbone like with the armour darkish graveyard earth with a trio of black spots next to white spots over the armour (once i get my camera working i'll take a few pics to show you guys.)
Now I had the idea and the colour scheme now I needed the army. I very new to guard and don't have a clue how to go about building a good/fluffy army. I know i'll have a lot of chimeras and tanks and lesser support vehicles from forgeworld (I wish!).
I'm looking for help in this department. As far as Doctrines go I was thinking:
Grenadiers (using the old stormtrooper models - i really like em!)
Veterans (for all those hard vets)
Cameleoline (blending in with the sand)
Iron Discipline (their not going home without the enemies head)
Rough riders (Would love to buy those tallarn beasts from forgeworld!)
Although I'm calling is mechanised, thats not to say everything has to have chimera's vets may infiltrate etc.
So what do you guys think?
I would love suggestion for an outline for a 1000/1500pts just what would fit in the theme and what fits well in the army.
Thanks you for any and all help
Your doctrines look pretty good. When taking Grenadiers, I approach them with the mindset of them being an upgraded Armored Fist squad, essentially. Storm Troopers on foot don't operate like a line squad. There's little to be gained from them standing around holding the line, because they can't carry a heavy weapon. However, if you mount them in a Chimera then you get a very useful mobile response unit. You can drive them right up to a target, unload, and have them rapid fire the hell out of whatever you're facing. Their AP of 5 can help quite a bit against lightly armored opponents, just remember that against anything with a 4+ save or better, you're still firing the equivalent of a lasgun. However, those Stormies can have 2 special weapons, which means you could have two plasmaguns rapid firing as well, when you disembark. Their carapace armor means they're less likely to fry themselves when rapid firing plasma, and they'll stand a better chance of surviving an enemy counter-attack.
Vets is a great doctrine because Hardened Veterans are one of the strongest Guard units in the game. Against mechanized or power-armored armies, 3 infiltrating plasmaguns and a lascannon will hurt like hell. Against lighter armies, 3 grenade launchers and an autocannon or heavy bolter could likewise do damage. Vets use the same strategy as basic guard infantry, you stand and shoot to take advantage of their superior firepower (both in terms of weapons, as well as the improved ballistic skill). Infiltrating is nice, but you don't want to leave them too exposed because veterans die just as easily as any other Guard infantry.
Iron Discipline is a good doctrine, provides a solid bonus to leadership. Cameoline will fit well with your army's fluff, but a good camo scheme might do the job just as well. It really depends on what units you're giving it to, and how much terrain you typically play with. A good paint job will make them look like they blend in with the sand, but a guardsman with cameoline standing in the open is just as dead as any other. As far as Rough Riders go, i'm not really a big fan. They die just as easily as guardsmen, smart opponents will single them out for destruction, and they're only really damaging if you charge. I prefer the Guards' choice of vehicles for my Fast Attack choices (Sentinels, Hellhounds, or Salamanders)
Really love the idea. Your doctrine are spot on but I would say drop Rough Riders. Like said there just expensive guardsmen. A Hellhound will be great for some anti infanty or Sentinals which will add some nice fire and if able can charge and stall a unit from assaulting your lines. Hope that helps.
i say keep the rough ridersOriginally Posted by Odetothesun
if you equip em with lance you can have a great anti terminator weapon (Intative 5 sterght 5 power weapons for one turn i love em)
Thanks for all the positive feed-back so far guys. I will think about the rough riders, I know you don't have to fill all five slots but is there anything missing specialist unit wise?
The camo is mainly for the vets who should be hiding in terrain will benifit greatly from the +1 save.
Now onto making the guardsmen look like they are fighting in the desert. I was going to use regular guardsmen but add a few touches;
- Green stuff scarfs ala protection from sand around their mouths etc
- Usual battle damage bit of ripped uniforms broken flak etc
- I'm also looking to add backpacks to vets but apart from the heavy weapon sprue don't really know of anything to use, if anyone knows of a cheap effective way to make backpacks let me know!
- I'll need a lot of sand for tanks and bases.
- making netting to go over areas like a canopy for the basilisk and rolled up ones on chimera's.
- going to convert some guardsmen riding ontop of the transport like the old valhalla models.
- 'Old tanks' i.e. a few botch jobs done during campains to hold them together (not jsut out of factory new)
If anyone has any other modeling ideas feel free to share them, I'm looking for a battle hardened 'british' feel.
Maybe convert a cricket set for 'days off'
i wouldnt take granadiers as a doctrine point. because inquisitoriol storm troopers are the same expt that they dont have a vox-caster.
First off, Welcome to the wonderful world of the Imperial Guard!
Us guard players are a pretty tight knit bunch, mainly cause we have to stick together and use our numbers to win.
Anyhow, I like your choice of doctrines and I like your ideas so far. I say stick with the Rough Riders if they are part of your concept. I don't think Rough Riders are too terrible of a unit, mainly becuase of the Spear that they can take. I suggest using them primarily as a countercharge unit.
Basically keep them hidden from sight until your opponent stupidly charges one of your guard squads, then run out and pound them for being silly and thinking that charging your guardsmen was a good idea.