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Hello all. With Summer coming up and more time for the IG Im designing my army and want some help. I did post before but now I know the rules a tad bit better and have the mini one.
Currently I have the mini rule book (me and friend split the cash to buy the box), my IG codex and a Battlforce.
For Squads, how many heavy weapons should be in each one? Someone suggested this to me before which I liked.
and another squad that goes with it that is exactly the same only a heavy bolter instead of a lascannon. What do you think? Yet after looking at the stats on the missle lacuher compared to the autocannon, Im thinking it could be good to switch. I can only see the template being good aganist Orks and Tyranids. Is this right to assume? Is this a good setup? Basically, anyone else have any other ideas about heavy weapons in an IG army?
What about Hellhounds and TechPriests. The Priests seem nice for they can repair vehicles. Yet the Hellhound, are those things any good?
Do you have anything else to add? My army list for 1,500 would be 3 Russ's, a Hellhound, 10 Storm Troopers, an HQ with a medic and standard bearer and the rest poured into infantry with varies heavy weapons. Thats really just it. Im just mainly concerned on the heavy weapons, a hell hound or what else should I have, like a tech priest.
Please tell me anything else you have to say about playing IG.
I beleive there have been a bunch of topics up recentyl so it doesnt hurt to take a peak in them.
The IG squad you have posted up is illegal, one heavy weapon per squad(same goes for special weapon). It would help to know what you play. Lascannons are good against nids because of there hightoughness and the lascannon fits the bill of killing them.
Heavy bolters are good to take against all. Cheap, 3 shots, kills anything short of a 3+ and makes them roll those saves. Your line squads should ahve these, these are particulary good against nids and orks.
Autocannon is the jack of all trades, 2 shots, nice AP, nice transport buster, would be effective against orks I think, line squads use this well too but support squads i think work better with this.
Missile launcher is the jack of all trades as well. Same like the autocannon really. Except this is probably the only time the frag round is worth useing, other then that use krak.
Special weapons like grenade launchers, flamers are good for both armies, plasma and meltas for nids because of high toughness again. Worthless agaisnt orks.
Hell hounds are good agaisnt both, extra armour, smoke, maybe a stubber.
Tech preist aren't worth it in my own opinion. BTW don't take the medic unless you use 2 or more plasma guns. The standard is good, think about LD as well instead of weapons somewhat.
Autocannons and Lascannons, keeping a 2:1 ratio respectivly. For mobile squads use plasma guns.
"I am a soldier, I fight where I am told, and I win where I fight."
The Devils Rejects (Imperial Gaurd Specialist Force) are... UNDEFEATED.
One more thing, on stormtroopers, whats better for them. A meltagun or plasmagun. Im thinking Plasma, not too great a difference and a lot more shots. Yet at stats so high a little change seems like it can make a big difference. I think the Plasma is the way too go. Yet it seems like I could knock ANYONE out with a melta.
Last edited by Jacaran; May 8th, 2007 at 19:45.
plasma for the most part unless you want to deepstrike them in, then you would use meltas, plasmas are the common setup.
Melta guns are great for taking out vehicles. Any melta weapon if used within half of its maximum range gets to roll and keep two dice for armor penetration instead of the standard one die. The problem is that this only works if you are within 6 inches of your intended victim.
Plasma guns are excellent at taking out heavily armored troops. They are rapid fire, so you can move and fire twice with each gun at targets within 12 inches, or you can stand still and shoot one shot per gun at models that are up to 24 inches away. They also are ap 2 which means that even terminators are not allowed their armor save against them. The only problem is that they are prone to exploding due to the gets hot rule.
See the main rule book for more information on rapid fire, melta and gets hot special rules.
You should also consider grenade launchers and flamers as special weapons for you units but I would take the time to understand the benefits and drawbacks of each weapon. The best bit of advice I can give you concerning special and heavy weapon choices is to pick a task for your unit and take weapons that compliment each other to achieve their task. Be certain to match range as well as strength and ap value on the weapons.
Standard combinations that I run for my line squads are as follows:
Heavy Bolter, Plasma Gun (This maximizes number of shots, good anti-troop)
Heavy Bolter, Grenade Launcher (This maximizes number of shots without risking a guardsman, good anti-troop)
Autocannon, Plasma Gun (This combines up to 4 str 7 shots, great for taking out transport vehicles)
I save the lascannons and missile launchers for my anti-tank squads in my HQ.
What do you call a lasgun with a laser sight?
How about Lascannons and Heavybolters?
Heres my list. No HQs on everything, to much moeny and I do not have the bits for even one HQ to work out nicely.
-Upgrade V to Standard Bearer
1st Infantry Company
Heavy Weapons Support
-3 Heavy Bolters.
What do you think? As the army progresses all just add Lascannons and HBs throughout the Infantry platoons.