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I'm starting a new (my first) Imperial Guard army and I was looking for some pointers of how to go about it. What are common mistakes, what's the best way to start, which doctrines to take and which to avoid, and so on.
I'm planning to build a rebel grot army. Not terribly original, but something I've wanted to do for ages. With this in mind, I'd like to go for a horde-style IG army backed up by large (preferabbly very "BOOM"ish) vehicles.
Was initially thinking Command Platoon (Heroic Officer, Standard Bearer and 3 'guardsmen') and then two full platoons of infantry. 3 Basilisks or something like that.
Any ideas, tips or pointers?
Thats a great idea (the rebel grot / imperial guard list). It could definitely work out, and hard-nut grots that can break away from an ork army are definitely worthy of the guardsman statline.
I'm not an expert on imperial guard tactics, but for the models definitely make them all looted and junkified looking.
Great idea and I'd like to see how this turns out.
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
Welcome to the fold. ^_^
Well, the best place to start is always as follows: Lots of guardsmen, lots of vehicles. IG is an army that does best with lots of models on the table. Brings me to the first golden rule of Imperial Guard: "When in doubt, take more guardsmen." Every guardsman squad on the table gives you 10 warm bodies, 1 of which can carry a big gun and another two can man a really big gun. Don't trick them out too much either. Grenades of all types are a waste, veteran sergeants are only useful in specialized circumstances and personally, I think voxes are a waste. If there's not an officer near by, you're spreading your troops too thin.
You mentioned wanting some vehicles, which is good. IG has plenty. Also brings me to my second golden rule: "One tank is a target, two tanks are trouble and three tanks are a nightmare." If you're going to take tanks, take atleast two. One tank can be taken down relatively easily. Two, well an army with good Anti-tank will be able to deal with it. Three? Any army will be hard pressed to take them all down.
General consensus says that the more heavy weapons you cram into your army, the better off it will do. My personal favorites are Autocannons and Missile Launchers (Grot big'guns and Grot Rokkit Launchas) with a sprinkling of Lascannons and Heavy Bolters since they give me a wide variety of options to use my weapons but some will expound the focus by taking Lascannons and Heavy Bolters (Grot Zappas and Grot Dakka Dakkas) almost exclusively. However, we'll all agree... And it's my golden rule number three: "Take every heavy and special weapon you can."
Be wary of kitting out your characters. Just 'cause you can give your HSO carapace armor, a refractor field, a powerfist, a plasma pistol, a medallion crimson and master craft them all for good measure... He's still a T3/S3 human in an army of T3/S3 humans (not counting any Ogryns or Rattlings (Snotling Snipers maybe? xD))... And for all that gear you could take several more heavy or special weapons. Keep your officer expenditures small and efficent. Iron Discipline ("All you ruddy grotz get ba'k in da line!") is a good value as it lets you keep those heavy weapons firing after all the rest of the squad's done dying... A power weapon can be a good buy since it's pretty cheap and it can give cocky MEQs pause. A bolt pistol or a storm bolter if you just have to. Leave the special gear for tricksy squads. Summarized in my golden rule number four: "Keep it light on the wargear."
If you have suitable models and are playing high point games, Veterans and Stormtroopers ("Grot Kommandos") can be useful. I prefer to use Vets as augumented Line squads with better BS and Stormtroopers in the drop role... Of course this is for fluffy IG reasons and may have nothing to do with your Grotty Guard. However, a Meltagun ("Grot Meltacutta") equipped drop squad can carve up tanks nice and plasmaguns ("Grot Burnyblastas") can rapid fire MEQs and side/rear armor like no one's business. I prefer stormtroopers for the other reason in that they're more likely to survive the return fire with their carapace armor.
As for the tanks, I prefer two Russes and a Basi to 3 basis just because when the weapon is destroyed (and it will, if the tank isn't blown up outright) you still can have an armored fire support squad rolling around and firing plenty of Heavy Bolter fire into something. That and if there are two direct firing Russes, I've found they draw more attention and usually let the Basi fire longer.
As for the odd bits (Ogryns, Ratlings, Rough Riders, etc.), well... I'll let you make your own decisions on that. It depends mostly on your playing style. Ogryns can be good if you can get them into combat. Ratlings are good if you have High toughness nasties roaming about. Rough Riders can be excellent on the counter charge but are expensive. Playtest a little and see how they feel. Ultimately experience will be the best teacher.
So in summary, Welcome! And remember the golden rules (if they work for you. :shifty
1: When it doubt, get more guardsmen.
2: One tank is a target, two tanks are trouble and three tanks are a nightmare.
3: Take every heavy and special weapon you can.
4: Keep it light on the wargear.
GunTAG, thanks a lot, some very good advice there! I'm drawing my inspiration mainly from the glory Gorkamorka days and the Gretching Revolutionary Committee.
Just some quick questions before I delve any deeper:
- Sentinels. I thought a squadron of Looted Sentinels piloted by grots would look great, what's the best configuration? At the moment in Cities of Death I guess Heavy Flamers?
- What's the verdict on Commissars (aka Committee Representatives) and Priests (Revolutionaries), are they worth it? I was considering using the two in conjunction with a large group of New Recruits (Conscripts).
- Iron Discipline ("Workin togevver for da Revolution!") sounds like a sound investment, but what about tooling your units up with others such as Sharpshooters, Light Infantry etc? Is the large increase in cost worth the benefits or am I better off spending points on platoons? Obviously, I don't want to tool them up too much either - they're only grots after all!
- Heavy Weapons. For the draft 1000 points army list I've taken 3 Autocannons, 3 Heavy Bolters and 3 Lascannons - in addition to a Bassie - will this be enough or should I take more Special Weapons?
- I was considering, for my Heroic Senior Officer, taking a Trademark Item (or, "Oi oi! It's da Red Gobbo!!"). I've also taken a Power Fist. I could resist it, I've just modelled an Ork Power Klaw onto my grot.:yes:
So if I understand this right, you're making a all grot army using IG rules?Originally Posted by Ravendove
Not to throw this off topic, are going to convert WHFB gnoblars to use as grots?
ya, the metal grots cost WAY to much to use as ig, as you need to many
back on subject, i say take conscripts, sentinels, adn russes, then you have a nice well rounded army
but it all depends on the amount of pts
if you wanted to use the hell hound you could always use the flame wagon thing that is always featured in WD
Nope, I'm using the metal Gorkamorka rebel grots (ie. the current grot models). They're probably my favourite models, so why not have a whole army of them? For three basic platoons (2 Squads + Command), Command Platoon with Heavy Weapon Squad and various grots for vehicles and stuff I'll need about 90 of them. 4 Grots in a blister pack for £5, that's around £115.Originally Posted by xcom
I'm also planning to make this army interchangeable with the Ork Codex. In the Ork Codex list, I'm going to use 6 Troops choices of Gretchin (180 grots). So that's £230. It's not too bad
The problem with using Gnoblars is that a) they don't really look like grots, b) they all have the same pose and c) they don't come with guns, so you'll have to get them from somewhere.
Last edited by Ravendove; August 16th, 2006 at 12:57.
As an ork player who loves grots i have had this idea before... And i like it.
Things i Like
Jungle Fighters: Doesnt sound like it would work for grots... but increased cover save and decreased armour. Yup... that fits grots.
Conscripts: Good. These best fit grots. I would take 1 infantry platoon and the rest as many concspripts as i could.
Rattlings = Grot snipers... i never really liked the idea but the profile fits.
Demo Charge: The whole idea of something with 6" Range and D6 Scatter seams very orky to me
Rough Riders = Warhammer fantasy goblins on wolfback with some conversions....
If your looking for models that are interchangable witht he ork Godex
Heavy weapon squads- Perfect match For ORK Big GunZ
Lascannon = Zapp Gun
Missile Launcher = Kannon
Morter = Lobbba
Heavybolter = Convert as a big shoota on wheels
Sentenals = Killa Kans
Are you looking to field and army of grots that just broke away from an ork clan or grots that have been on their own for a while?
If they just broke away i would try to stick with weapons that ork army would have. (not much plasma or melta stuff).
If they have been out looting and pilliging for a while you could justify giving them anything.
-Where Were You The Day They Stole Your Inocence?
-It Was About Time To Dig A New Well Anyway.
1) Sentinels are good and if you're doing City of Death, heavy flamers are good. However, personally, I like drop-trooped Lascannon Sentinels. Here's why: Lascannons on Sentinels are 20 points where every where else in the list, they're 25 points. With drop troops, you can get behind vehicles and get that tasty rear and side armor. With an armor value, they're immune to alot of the small arms fire you're going to get shot at with after you drop (except for MEQs) so they're either going to have to turn heavy weapons on you (thus saving your bigger tanks the fire) or ignore you (letting you take pot shots at MORE stuff!)Originally Posted by Ravendove
2) Commisars are really only useful when you have lots of extra points. If you're going to take Commissars, there's three reasons. One, you take a stripped down Commi with no frills just for the leadership bonus. Changing a ld 9 to ld 10 is useful for HSO or HIJOs but if you're going to do that, give him a master vox and stick him out of sight. If you're gonna cough up the points for Ld 10, you'd best keep your investment alive. Two, you take the Commi and tool him out with a powerfist and a bolt pistol and send him into melee with your tooled up officer and as many veterans with LP/CCW you can afford. Can be good on the counter charge or surprising an opponent but honestly, you can spend the points better. 40 pts is 2/3 of a line squad, which has more dakka and more resillency than your Commi will give. Third, is, it's fluffy! Commissars are one of those iconic representations of the Imperial Guard's iron will! Hence the reason two of our four special characters are Commissars. However, with your gobbo army, the Red Committee members may be fluffy but aren't completely neccessary.
3) Your other Doctrines can be hit or miss really. Sharpshooters are usually best reserved for squads that have alot of firepower. Ideally, your Fire-Support and Anti-tank squads. Three Heavy Bolters rolls alot of dice, and does good damage. Sharpshooters would be useful with them. Three Lascannons needs all the shots to hit to maximize your chances of penetrating. Sharpshooters would be useful with them. A line squad has 8 lasguns (or 7 Lasguns and a Laspistol), a special and a heavy weapon. The special and the heavy weapon would benefit but the lasguns themselves are just as likely to not wound or get bounced by armor. Making extra hits is nice, but not really worth the cost when the alternative is another special weapon somewhere, Iron Discipline for two officers, etc. etc. General consenssus (and my personal opinion) is that Sharpshooters should only really go on heavy weapon squads unless you have absolutely NOTHING else to spend those points on (usually only applicable in low point games. xD)
4) That's a good spread, though personally I like to add some Missile Launchers to the mix. However, what special weapons will you be taking? 'Nade launchers? Plasma Guns? Flamers? Meltas? Those all have roles that can augument your heavy weapons. And for 6-10 points, giving a guardsman a gun that is more likely to kill something than not is usually a good investment.
5) Trademark items are good if you want to make sure your Officer stays in the thick of it, giving leadership to everyone around him. However, remember, that the company standard already gives you rerolls to Morale tests and does so in a 12" bubble and only costs 2 points more. However, if you wanna take it for fluff reasons, go for it! Same with the powerfist and hey, maybe he'll cut the head off a couple of Spacemarines and earn the points back.