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Do any Imperial Guard Generals opt to not use tanks for support? I don't like how they stick out, and it doesn't seem fitting to field a single tank that's really valuable. That's just what the smurfs are counting on! I wanted to try replacing my tanks with weapons teams or just more guard.
Has anyone tried this? What kinds of lineups do you find effective?
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
i have a strange set up for my army im told- i use both heavy on the vech, and i use drop trops/inftlrs- with the doctrn. system i choose light infantery. for the infltrators and drop troops set up two pltoons with Acannons and infltrte,. the play usually goes like this
i either set up just the tanks/ comnd sqd (part of) and the rest drops in
the idea for the theme came off a armored company moving to support another section and calls in drop support to assist.
i like the versility.
1 Hell hound
2 Sentinals(drop/in command selection)
platoon(entire drop/inf dep on the mission )
platoon2(entire drop/inf dep on the mission)
vets(drop/inf dep on the mission)
command squad(depends on the mission)
I experimented with playing Harakoni Warahwks for qquite a while, using no tanks!
All my list had was infantry and Sentinels. If your going to go all infantry I recomend taking lots of sentinels, heavy weapon platoons and carapace armor (You'll need it if your going to march up the field).
For heavy weapon platoons I recomend taking heavy bolters and mortar squads for anti infantry, leaving your sentinels free to take on tanks with lascannons. This worked well for me as nobody expects a mere sentinel to blast a land raider to pieces
Even though I liked the theme of Harakoni Warhawks, I was soon drawn back into regular guard by the tanks!
...once a treadhead, always a treadhead...
I'd say if your not going to use tanks, there should be no marchage accross the field. Simply use a greater proportion of autocannons and missile launchers. And use many, heavy weapons. that would be 9 in Heavy Weapons platoons, then up to 25 in the HQ thing, plus whatever you use in squads. Add in 12 sentinels and a few special weapons squads, with one set of men 1 platoon, you should be fine.
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
This is a common problem- if you take one leman russ, marines will invariably pick on it and it won't do much of anything. The trick is to either take zero leman russ or three. If you take zero, they will waste their lascannons on infantrymen. If you take three, they won't be able to handle quite that much AV14. Two tanks is ok most of the time, but three is preferable.
Some problems you might face with an all infantry army.
1. Long set up times. When I take guard to tournaments, I find that even a more average mix of tanks and guardsmen takes quite long to set up. So much so, I rarely get to play through all the turns in the time limit.
2. Bunching. Sometimes, especially when facing a rapidly advancing HtH list like DE or Kult of Speed, the enemy will get into your lines, and since you've got so many guys on the board, they're able to consolidate into combat with more of your units after wiping out the first one they charge. This might become an especial problem with an all infantry list, particularly if you like conscripts. I guess you might also become a bit more vulnerable to blast, template and ordance weapons as well due to said bunching.
3. Boring to play. Unless you play with a preponderance of special weapons, you might fall into the pattern of stand and shoot with an all infantry army. Easy to fix said problem of course. Take more special weapons and don't mix heavy and special weapons in individual squads like command squads. All of one type or all of another.
4.Thats a heck of a lot of models to paint.
Other than those points, an all infantry guard list would be pretty effective. I remember seeing one list a while back. Even when folks got across the board and started chewing up units, none of the units was worth all that much, so he tended to do pretty well in regards to victory points. Not so useful in regards to missions, however, but I suppose you could favour a lot of light infantry and even deep striking units. Gotta remember though, that you're not always guaranteed to be able to use their special rules.
well couldn't you use the fact that they're all gunning for that one tank to your advantage? If it's the only tank, it will probably draw a lot of fire, leaving your infantry free, perhaps to take up more forward positions, or consider using some other fast attack armor that you could move about and leave them with the agonizing choice of taking out that oh so annoying hellhound or taking a shot at the Leman Russ?Originally Posted by ^Heavy Support^
Also, I find that every time I've had a basilisk on the field, people will deep strike next to it. (Or try and knock it out with their own half ass excuses for ordinance) That sure can give you a good bit of freedom, because you pretty much know where they're going to be shooting at, and you can prepare a reaction accordingly. I use 2 Basilisks and a Leman Russ in my army, and it works well, either the Leman draws hostile firing leaving my heavy weapons squads, snipers, rough riders, and the like unmolested. Sure, the Russ usually bites the dust pretty quick, but I guess I'm a foot slosher at heart. Anyway, as of late what usually happens is that Bassy 1 gets destroyed when they invariably deepstrike next to it, but then the heavy bolter equipped squad and hellhound within earshot devour them, and I still have 1 basilisk leaving me to pie plate away. Basically, before you go ahead you have to decide what's more important, your infantry supporting your armor or your armor supporting your infantry.
"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
Leaving your infantry free from what? Lascannons?If it's the only tank, it will probably draw a lot of fire, leaving your infantry free, perhaps to take up more forward positions,
Well, I have been using unorthodox ww2 shermans for russes, and I guess the guilt is beginning to get to me. Rather than buy three GW tanks (not very cheap) I figured I'd switch up my lineup and make things interesting.
I am planning on loads of special weapons teams, as was suggested. I already have 2 full squads of mortars, and a squad of lascannons (I really don't like sentinels for some reason), and I'm working on some heavy bolters. Then I'll use rough riders for fast attack and conscripts to absorb the charge.
And, of course, about 2 million trusty guardsmen to do the rest. :ninja: I'm really going to miss the pie plates, though (2d6 armor penetration!). But I've generally found that when the enemy has half a brain and spreads their troops out, the ordnance isn't all that much more effective than the equivalent sum of heavy bolters/lascannons anyways.
The Harakoni Warhawks sound interesting, though I've never heard anything about thier rules. I think I'll look into them.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts