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!
well we all know your standard split deployment and counter attack method and it works great but iwas wanting to try something new. perhaps an aggressive fast moving guard or something like that. has anyone got any good ideas or tactics with using that style of army list. ill post an army list soon.
FEAR THE WRATH OF THE ANZAC CLAN!!!!!!!
head of hip-hop in the music clan
Yeah, a guy at my local gaming club has a great army that works that kind of way.
3 x 50 conscripts
Some rough riders
3 leman russes
+some other stuff i dont know, he took some sort of combat doctrine that makes em fight better in CC, and then uses his great numbers to overwhelm everything.
He says he even beated a Khorne army in CC.
So... that might be the thing to do.
At least it's pretty agressive.
Chaos does not need explaining! guess what? Chaos cannot be explained!Originally Posted by BobaHat
Next time you see him tell him that he's fielding an illegal list since he needs one infantry platoon for every conscript platoon. :pOriginally Posted by chaosdude
I just made a 1000 point list with half xeno mounted rough riders and half static gun line that will be fun to run.
Now to order 30 Cold Ones and build the models.
Best guard assault unit EVER: Veteran squad w/ veteran sergeant all with shotguns and COD. 20 shooting attacks when going into assault. 20 more once in assault and the +1 init helps get those all in against normal enemy units with init 4.
2nd best guard assault unit EVER: Rough Riders squad maxed out with lances
3rd best guard assault unit EVER: 40-50 Conscripts with 4-5 flamers and a Commissar with a PF ( I have had a unit just like this mop up 4 different chaos SM units and 1 HQ and live to tell the tale).
Thats my take on it. I've only tried the 3rd one but in theory the top 2 work better and I've heard better things about them.
I actually like all three of those a lot. I personally prefer number 3 over numbers 1 and 2, but that's because I have actually seen that many conscripts in action before and let me tell you it's a scary scary thing.
Cookies for you!
Here, let me add my personal favorite IG assault unit:
Take an Infantry Command Squad, give them four flamers and give the Junior Officer a Plasma Pistol. Put them in a Chimera. Wait until your enemy gets close enough and then zoom out and fry the ever living crap out of whatever made the mistake of getting that close to you. I routinely wipe out entire 10 man squads of SM's with this assault unit.
It's personally my favorite because it completely removes the IG's two biggest weaknesses: Low BS skill and Low ST weapons. The Flamer always hits, so no need to roll for hits and it's ST 4 so you wound 50% of the time against MEQ's.
Also, as far as quick moving IG go, I would take a look at the Elysian Drop Troop list. Unfortunately that list is only available in the Imperial Armour III book, which is USD $80.00.
I use that unit a lot as well, the only thing I would do is add to really trick it out, is give the JO, Honorifica Imp, Carapace and power weapon. He will cleanup in CC whatever the Flamers don't, and because Flamers are assault weapons, you can Flame and assault! If you do this with a command squad from a Platoon, and have COD, the HSO will I5, hows that for a Guard assault squad!Originally Posted by H0urg1ass
For a fast moving unique guard army, try Grenadiers. It is my favorite way to play, and I have been quite successfull with it. Here is the link on how to set it up.
Last edited by Diggums Hammer; October 17th, 2005 at 16:47.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
well when i meant agressive i wasnt talking a combat IG army but one which is a bit more geared for attacking. what i was gonna do is have an average firebase with about 4-6 squads, some RR and maybe a russ or bassie using the split deployment tactic. ill try and gun one flank of the enemy to pieces and send in 2 armoured fists and either some vets or kasrkin in a chimera to where the flank once was. this sets up a new firebase and probably will become my new victory flank.
what do you think? sounds good or not worthwhile?
FEAR THE WRATH OF THE ANZAC CLAN!!!!!!!
head of hip-hop in the music clan
personally, for attacking I find the blood and iron mix to be quite effective...
basically, take an infantry mass, conscripts (with flamers, leave heavy weapons home) work great for this, and march them towards the enemy. (use the regular guardsman as sparingly as possible, save points for the conscript mass) Where possible, keep officers and commissars close to prevent them from losing their cool prematurely. In the tail end of the infantry mass, bring up your tanks (lemans, but don't count out hellhounds for this situation either). Move the foot sloshers up 6", and the tanks right behind them. So long as you don't move them more then 6 you can shoot battle cannons, meaning you can inflict some casulaties on the trip over. meanwhile, you should probably have a few storm troopers hiding out in deep strike, and maybe an artillerypiece or two. If you want, you could also try infiltrating a hardened vets squad w/ heavy weapons into cover in front of the enemy to try and wear them down before the attack.
Anyway, once you're within about 13" or so, (enough that you can't be charged next turn by ordinary infantry) stop moving. Hose with everything. If they're a cc oriented army, they'll probably move in 6" towards you, in which case you can rapid fire their asses into oblivion. By now, your deep strikers should be in, put them somewhere useful, wipe out particularly annoying units if necessary, or simply have them ds behind the enemy to force them to chose targets. Once you've hosed them for a turn or two, feel free to berzerk in with the 'scripts and clean up with tank shocking. Done. For added variety, perhaps infiltrating some ratlings or a Vindicare assassain to whittle away at numbers/morale before the charge, and pinning them keeps them from firing at you as well.
The beauty of this plan is that having the tanks and conscripts togather makes your enemy make a difficult decision. Either he can try and hurt that front armor of 14, or try and put a dent in the conscripts. He's probably going to ignore one in favor of the other, but working togather the lr and the conscripts can form a mutally interlocking web of protection.
I'd say take: ratlings, close order drill, conscripts, storm troopers, and perhaps independent commissars (to attach them to conscript platoons).
"And any man who comes through this fight mostly unharmed will be my sister! It'll be free frocks and jollies for ever, you'll see!"
- Rome: Total War
9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
Space Wolves 13th Company 2000 points
even guard can win CC style.
i tried this once, but got outmanuvered in the end.
COD, Warrior Weaps, Ind Commies, 'script 'toons, and heavy weaps 'toons
the took 3 x 50 conscripts with COD and War Weaps. gave them Ind Commies for spine
and raced across the board, with 3 regular platoons to back them up.
and way back in the back, the heavy weaps toons.
when they got into close combat with the marines, they outnumbered them 5 to 1.
with COD the had the same Initiative, and war weaps gave them 2 attacks each.
the terminators drowned in a sea of guard!