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I just started an Imperial Guard army, and I'm looking for some feedback on my setup, here:
Veteran Guardsman/Standard Bearer
x3 Guardsmen with flamers, plus a vox-caster
Veteran sergeant w/ bolter
Missile Launcher team
x7 Guardsmen, one with Grenade Launcher, another with vox-caster
95 pts, X2 squads
Leman Russ tank, with hull-mounted lascannon, smoke launchers, extra armor, and pintle-mounted heavy stubber, 175 pts.
Total: 494 points
I haven't considered doctrines yet. I know that the consensus seems to be that it's a bad idea to take a Leman Russ with such a small force, but since I got it in the IG battleforce set, and this is every IG miniature I own, here, it's not like I have much else to spend those extra points on. My next goal is to add another 2 squads of infantry and maybe give the platoon leader's guys meltaguns. What do you think?
In the command section one guardsman can have the flamer or the vox, not both.
An inf. platoon is one troops choice and you need two. You need another platoon, or a stormtroopers squad (grenadiers) Or you can organize a 400 points combat patrol, they are better for the first games.
Yeah, I noticed I need another troops choice, which is why my next goal is to get more men.
Are the grenade/missile launchers a good combination? They don't seem to have a very good reputation but I like their added flexibility.
The command squad should be used for leadership or a deep striking suicide squad. You should either use the vox system or veteran sergents if you use both it wase points. I recommend you drop the voxes and flamers and change the missle launchers to lascannons and the grenade launcher to plasmaguns. You should also change the hull lascannon to a HB and drop the heavy stubber and extra armor. Also if you do not use the vox system you should give the command squads meltas and deepstrike them behind tanks for tank popping goodness.
If you are playing with the combat patrol rules you only need one troops choice.
What's wrong with the heavy stubber and extra armor? Also, am I right in thinking that sponson weapons are a waste of points?
I'm thinking of giving the platoon HQ squad meltaguns, for a little more anti-armor capability. If I'm fighting someone with lots of armor I might swap out the missile launchers for lascannons, but right now I think I'll stick with them.
NO sponsons are your best friends. Stubber not horrible but on a LR not really need. Extra armor's kind of a 50/50 upgrade.Originally Posted by Desdinova
And NO meltaguns in your HQ squads unless you really want to suicide them. Plasma works well enough against MEQs and light armor.
If you really want a dedicated Anti-armor squad take a squad of Vets and give them Meltas then deep strike them.
Socprof is pretty much correct about the vehicle upgrades but the thing is if you upgrade all your sargeants to veteran sergeants you DO NOT need to use your command squads for leadership so a better use for the command squads would be to deepstrike behind tanks. Vets are best if and equipped with three plasma guns and a lascannon and used for fire support.
Last edited by muttle; May 13th, 2006 at 03:36.
illegalities aside, (ie 1 troops choice) here's a few things I'd change:
The russ, you've got a lot of upgrades on it, you don't need smoke launchers, extra armor, and all that stuff. For instance, smoke launchers isn't very useful because you do that in lieu of shooting, and you want to shoot with the russ. Similarly, extra armor is kinda wasted because the bonus it provides you is trivial, because even if it works you still can't shoot, and when you're talking about tanks, that's all you want them to do. I do like to put a pintle stubber on all of my vehicles, as well as sponsoons, but that's a personal preference, and it's not the most efficient way to use points.
The veteran sergant is a waste, because you're already using a vox network. Also, you want the weapon your sgt has to compliment your squad load out. Basically if you're going anti-light infantry (a heavy bolter and grenade launcher, for instance) then treat yourself to a bolter. If you're using a plasma gun and lascannon, give him a plasma pistol. It may not sound like a big deal, but it's very helpful. Or just don't make him a vet at all. I undersand you already have the models, so you could use them as your officers who were given boltguns, and use the officers as sgt's.(according to your chart they just have a las pistol/ccw)
If you want to expand this army, the very first thing you need is a buttload more guardsmen, at least enough for another platoon so you're legal. And almost as important is another Russ. The way to use tanks is to use them in groups, so that way the effect of enemy tank hunting is dilluted. And maybe after that treat yourself to a heavy weapons box. With a bit of time and effort you can squeeze quite a few heavy weapons out of that. You definitely will need lascannons and heavy bolters once you beef this list up. As far as special weapons, grenades and flamers are... meh. Plasma guns are a really good choice. Melta guns are not so good with guard unless you plan on deep striking, because guardsmen typically want to keep their enemies as far back as possible. Grenade launchers actually really aren't horrible choices, they're at least worth keeping the ones you have now. Flamers are a bit of a different story... flamers are hard to really use correctly and they're also very contradictory of the Guard way. Unless you plan on playing a lot of cityfight or jungle fighting games, I would see if you could write them out of your list. Or just keep them all together in a single command squad, mount it in a chimera, and use that to ride up to enemy lines, jump out, and burninate them w/ 4 templates. As far as doctrines, play around with them to see what works for your play style. Leave room for close order drill in your army though, the doctrine is free and it really helps increase the survivability of your troops, while it's not as good as iron discipline for keeping your guys in the fight, it is a lot more free, which is always cool.
"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
I'll revise the list soon.
Does iron discipline work over the vox?