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I currently play Marines, but am thinking of starting an IG army just cause I like the models.
So I got the codex, and I'm a little confused on a couple points:
Command Squad Qs:
edit: ok, I just flipped through too fast. I didn't expect them to put the command squad details on the following page, after the Mortar heading. I skipped over that since I didn't plan to use mortars
4. Can I pick and choose where to apply Skills and Drills? For example only putting Sharpshooters on heavy weapons teams?
And finally, just as an opinion question, how different do you think a grenadier style IG army would play compared to a shooting marine army?
I like the IG models (and want an excuse to get a Kasrkin unit or 2), but purchasing a whole new army that'll play about the same as my current seems a bit wasteful. My other thought was 'Nids for a real change of pace.
Last edited by Tibbles; May 25th, 2006 at 02:58.
Ok, so skills and drills can be allocated as you see fit, however, special equipment cannot. It's on all models.
As for a shooty IG army being like a shooty SM army, my friend you are WAAAYYY off. The IG play alot differently then SM. For starters we have worse guns, S and T. We get ripped up in CC and can't hit the broad side of a barn door from 10 feet away...But that's why we com in huge numbers! Our tanks are also alot better, the Mighty Leman russ Demolisher can easily kill an entire squad of Terminators.
However, if you want something completely different I'd recomend Orks, they're about to be re-done but they have awesome fluff, some fairly cool mini's and play alot differently then any other army out there.
Grenadiers definitely don't do what Marine Tactical squads can do... nor even what Marine Scouts can do. Grenadiers don't carry the big toys like Tac squads or Devastator squads (no heavy weapons)... and they don't have the ability to handle CC like Tac squads, Devastators, or even Scouts! Grenadiers are nothing like a Tactical squad at all.
With a Grenadier army, I'm probably looking at more Vehicles & such because my points savings in Infantry will inevitably go right into tanks & APCs... the mandatory Troops choices can be much much cheaper with Grenadiers.
On the other hand, I imagine a Shooty Marine army to be mostly troops/Flesh over Steel, with solid Devastator squads that have Veteran skills like Tank Hunters or whatever.
So if you like the sweet, sweet tank models that the Guards have (LRC? Looks like a brick with a couple guns glued on top) AND you like the sweet Kasrkin models, then Grenadiers are a solid choice.
Take everything you think you know about playing SM armies pile it neatly then set it on fire.
That'll get you started thinking like the IG. We typically do what might seem like irrational ideas to everyone else except say orks or nids.
An IG player thinkgs "Who cares if that line squad just took 40% causlties, i've still got my lascannon and I should be able to pass my morale test."
An SM player thinks "Damn them they killed one of my guys, thats it now I am pissed"
Notice the subtle differences. IG plays with a resigned in it to the death attitude because we know we're going suffer 60-80% causlties as a matter of course even if we win. To an SM army 60+% losses is usually a loss because it means they've failed in neutralizing the opponents offensive capablities.
Exactly! I laugh when my friends wipe out 15 guys in one bout of shooting and then grin evily at me as if I should care that private John Doe just took one in the clavical. Think of it this way : Your men are there only to provide a fleshy shield for your tanks. Every man that dies means another round of Ordanance firing!
Hehe, I think I was born to play IG then. A chapter of 1000 marines wouldn't last long under my command, despite my fairly high win rate
Not really sure grenadiers would be the way to go for the sacrificial approach though...With an HQ, 3 tanks, and 2 chimera storm trooper squads that's aready almost 1000pts and I think I'd want some deepstriking units for tank popping too.
As another noob question, how exactly do the 2man weapon teams work? From my interpretation, the 2nd guy has no lasgun, but say an assassin who can pick a target would need to kill both gunners to remove the weapon from play?
I've never paid much attention, but I don't think I've seen IG players fire their gunnery teams' lasguns in a while...but I'm sure this was allowed in some edition...
Yeah, I've run into this problem a few times against players who have little or no experience playing guard.
In my FS squads I get 9 HB shots and up to 6 rapid fire Lasgun shots this typically surprises my opponent because to him all I was "supposed" to get out of my FS squad was the 9 HB shots.
Sure the lasgun is a flashlight but 6 shots means 3 hits and about 2 wounds. At least its another chance to make my opponent take armor saves.
Marines fail their armor saves 1/3 of time, simply overwhelm them with hits and wound and they'll eventually fall. No army can survive a shooting war of attrition with the guard.
Last edited by socprof; May 25th, 2006 at 20:07.