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I recently have started collecting imperial guard as my third warhammer 40k army. I have read over the codex a few times and I'm really just over whelmed at the information. I can't seem to even remotely think of any decent army lists. I have a cadian sentinel and a cadian battle force to start me off, but I dont know which way to take the army in. When I build the models should I use grenade launchers or the flamers. Also what heavy weapons should I make. Any help I could get on a good direction to take this guard army would be great. Note that I also plan on inducting the guard into my sister's army every now and then for fun.
Thanks for your time.
Read the tutorial at the top to start with. Then roll in the questions.
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
Welcome to the Guard!
Special Weapons: Many take Plasma guns because they fight mostly Space Marines and want to punch holes into 'em. Flamers are decent weapons, they bypass the Guardsman's average BS skill but they're quite short ranged. Grenade Launchers are the standard special weaponry, useful for almost every situation where you're not hounded by high-save enemies. Meltas are like Flamers but are meant for anti-vehicle or monstrous creature killing.
Heavy Weaponry: Heavy Bolters deal well with any target, even against Marines due to it being Heavy 3. However most IG players use Missile Launchers and Autocannon, both for their ability to hurt any target and are quite flexible. Many take large amounts of Lascannon hoping to blow holes into whatever comes their way, I wouldn't suggest that unless you're fighting a foe that has a lot of high-toughness long ranged models (Godzillas, Armoured Companies).
It really depends on what you want to accomplish with the army. You could make your entire army be Drop Troops carrying nothing but Flamers and Meltaguns if you felt like it.
Well what you got right now is enough for a combat patrol and almost for 500pts(without the tank).Start on your troops first. Do you want an assaulty unit or a shooty unit,shooty units go better with guard.
Flamers should only be used when you know what your playing and/or you want a counter assault unit.
As far as heavy weapons go.Heavy bolters,autocannons,missile launchers.Only include lascannons in 1500 games and up and maybe 2 in 1000pt games.Mortars are useless unless your playing nids,orks,and maybe if your lucky marines,if you use them always do the pinning check.Never put them in line squads,always take more then 3,better attached to you HQ as support.
Plasma guns give you something against marines,take them.Grenade launchers are pretty well to,basicly a mini missile launcher if you want to call it that.Flamers I already said something about in the above.Meltas are close range weapons,best saved for veteran suicide squads or if you use drop troops.
Your officer is important in the guard.His LD keeps everyone in check.So,you want a JO right now,with carapace,a ccw,and bolt pistol,simple and effective in small games. You have a choice between vox networks the LD bubble trick,or the vet way with vet sgts and vets in squads and iron discipline on your officers.
Look around and post if you need help.I would suggest you stay away from doctrines for a while though untill you play with guard and know what to expect.