Welcome to Librarium Online!
I played Space marines and Necrons now for 6 years and I’m looking for something different to play in the GT this year.
The Imperial Guard is the army that has caught my eye and I have created some characteristic conversions and a background to suit it, but more on that later.
My problem is finding out wish type of official guard army is effective so far I’ve covered…
The Infiltrating Army: My first idea for my guard army was to have a lot infantry that would infiltrate in the weakest areas of my enemy’s deployment zones and overwhelm them, supported by ordnance weapons.
The Drop Troopers Army: Similar to the infiltrating army only deep striking.
The Solid Fire Line Army: Your basic guard army of a long advancing fire line.
Or The Mounted Army: Chimeras advancing infantry units towards cover where they take up fire positions with the aid of camoline cloaks (+1 to cover saves)
Any advice would be appreciated on which type army is most effective at a GT?
Probably the infiltrateing army and the fire line army. The chimera one takes up points just for a transport and often will be killed once they target your APCs. Drop troops are a little unpredictable and could come in late. Drop troops is a ify one in my opinion.
Well others have said that the Drop Troopers army dose the best with command squads maxed out with plasma or metla guns and with 5 man deep striking veteran squads with maxed out weapons.
While the drop troops rain death from above the rest of your force forms a gun line to destroy anything the deep strikers miss. Improved comms is a must if you play this kind of army.
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
Without getting into to many details:
Heavy weapon platoons
HQ platoon with an HQ squad of 4 plasma gunners and a JO with bolt pistol and CC weapon 2 Heavy bolter squads and a chimera attached to the HQ squad
2 commissars with power weapons and bolt pistols
Heavy weapons platoon with 3 full heavy bolter squads command squad has 4 grenade launchers and a JO with bolt pistol and CC weapon
2 grenadier squads with vet sarges with Power weapons
1 squad of Rough riders with vet sarge with Power weapon
2 Leman russ with 3 heavy bolters and heavy stubbers
So far it has won against most everything probably due to careful use of my tanks for Anti tank and massed heavy bolters providing a huge amount of firepower
The last test will be Blood Angels and Dark Eldar......
All tables have 6 pieces of area terrain with a fairly neutral set up
Essentially to ensure we are prepping for GT and not pick up games with 10 buildings etc
A mix of light infantry and drop troops can be pretty harsh. Or there's the suicide drop troop army of doom - Lots of guard units dropping in, and every model that can have a plasma gun/pistol, does. While you'll be losing people at an horrific rate, you'll be downing the enemy much faster in most cases.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Well thats easily remeded with 3 Improved Comms allowing me to have them all turn up at once
Carapace is tempting however the army fluff doesn't support it plus i can't model it on the men and GTs are strict on WYSIWYG. So no carapace and no storm troopers however i do like camoline cloaks
You don't need cloaks if you don't want. Cameoline can be woven into the cloth of a Guardsman's uniform.
Personally I've had the most success with a semi-infiltrating semi static firing line. If you choose this type of army the two most important things to learn IMO are:
A) Break 'n' Shoot. An excellent way for the army to take care of assault units without having to move at the same time, thus not compromising their firepower
Most Important. DEPLOYMENT IS CRUCIAL. After you deploy, moving is going to be slow and compromises your firepower. When you deploy you MUST consider all the firing lanes and your opponent's potential deployment and movement and how they will react to your deployment. This is why I like to infiltrate a few units as it makes the deployment phase a little more forgiving. If you screw up your deployment phase, you'll start the game with a bad handicap.
Last edited by Triumph Of Man; January 29th, 2007 at 12:10.
... only triumph could turn pooing his pants into a good thing..
I've played in many Tournaments, done well at most, and seen guard armies that have won it all. Here are my two bits to what make an effective guard army to win.
1> Keep your model count up. Don't bother with a lot of upgrades for your vehicles or characters. The more of these you have, the less guns you have, and IG is about guns.
2> Leadership matters. Make sure that through Iron Discipline, Vet Sgts, VOX, or Close Order Drill you have some way of upgrade IG leadership to keep the troops from running. Iron Discipline is my favorite.
3> IG wins by killing the enemy first, moving for objectives second. The enemy can't claim any objectives if they are all dead! We kill enemy with Heavy and Special Weapons, make sure every unit has both, and is shoot them at the enemy if possible from turn 1. Units that are held in "reserve" other than Rough Riders are a waste of points IMO.
4> Take Guns that will negate 2+ and 3+ saves. In most tourneys you will play a lot of MEQ armies or you will face a lot of Skimmers (TAU and Eldar) high strength low AP weapons like Lascannons, Plasma Guns and Missle Launchers are the cats meow. I personally don't bother with Grenader Launchers or Autocannons.
5> Have certain units that drop troop. Wether a full squad of Stormies or a suicide Vet squad or command squad, these can save the day for you, taking out that Stealth Squad, Landraider or Defiler.
6> Learn tactics, deployment and play smart. This is the bain of most new players (other than bad lists), so play as many games as you can and don't be afraid to ask what works! My first Tournament I deep struck a full squad of Stormies right into the middle of three Firewarrior squads that couldn't shoot at anything else! Needless to say that was a waste of points.
7> Take a heavy infantry list with two Bassies, or take full compliment of Heavy Support (one Bassie and two Russes). Don't just have one Russ or Chimera on the field to take all the enemy AT fire.
8> Have fun and share you experiance with us. I love it when someone goes to a Tourney and writes up what happened and what they learned.
Cheerss, Good Luck, DH
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil