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I've been trying to come up with some new angles for my Imps and I've been considering an extremely infantry heavy army. Not just 80 plus models of infantry but maybe up to 3 or 4 full platoons. It'd be probably a 1,500 pts to ~2,000pt army. Other than price and time for painting/modeling, does anyone have some thoughts about this?
Thanks in advance.
Maybe pricey, how many squads do you intend to put in each platoon? You still must consider heavy weapons, special weapons, elites, your HQ and there support squads. Maybe even some heavy weapon platoons.
I myself have never gotten more then 2 and maybe a small third platoon in a game but then again I bulk up with 3 to 4 squads in each platoon. Could be doable, but transporting it might be a problem if you intend to take more then 120 men.
Transportation won't really be a problem and the cost for 40k models really isn't a problem. I was wondering if it would be an effective fighting force. I'd have a few Anti-tank squads as support and it would be light on vehicles but have anywhere form 3 to 4 or 5 full platoons.
I haven't test driven mine yet, but folks swear by Infantry-Only guard. The benefit is that you give your opponent nothing to do with all their Anti-Tank/Anti-MEQ weapons and have tons of bodies in turn.
You can take heavy weapons platoons with nice, cheap heavy bolter squads to create some mayhem.
The problems are:
Getting rolled in CC by "unshootable Harliquins"
Filling your deployment zone
Drop Troops seem like a must since a gunline with 200+ men is insanely dense deployment...
I tapped out a quick 2000 point list in armybuilder with 3 vet squads, 2 demo charges, 2 full platoons and a heavy platoon:
It gave me 174 men with a LOT of lascannons, heavy bolters, a few missile launchers and pile of plasma guns.
Last edited by RecklessFable; June 14th, 2007 at 02:58.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
Even that aint so difficult to overcome - just use the old 'bait' tactic, where you seperate the squads they will be able to charge by just over 6". When they wipe the squad out, they'll be stranded - then you can move all your other guys in and rapid fire from like 1 or 2 inches away. They wont (Read - 'shouldn't') survive that.Getting rolled in CC by "unshootable Harliquins"
I ran an all infantry 1200 point battle (secure and control) the other day vs iron warriors (oh ok, I had one sentinel). He had a vindicator, obliterators, dreadnought and lots of lascannons etc, which didn't help him much.
Was a good game, close in the end but I managed to reduce his units to non-scoring status.
So yeah, I think it works pretty well as a style of army.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
Just be sure to take a lot of heavy weapons and special weapons, becuase youll need something to make up for the lack of tanks. The guard will have to become more than just targets, they have to become effective at killing other units.
My biggest worry would be the deployment, I have enough trouble with my 80+ Gaurd, 3 russ's, 2 hellhounds, 6 sentinels, command and heavy weapon squads.. let alone with double the guard ...
Maybe investing in light infantry and infiltrating a platoon or something closer...
Much must be risked in war.
Blood Angel Stormraven Conversion Work In Progress.
I would recommend keeping the platoons to the minimum PHQ+2 Squads, and be sure to fill in your elites slots with vets or stormies - maybe even some ratlings.
Heavy Weapon Platoons work well for a feint, it's the first unit you deploy so your opponent deploys his tanks to avoid it... but then down the line a little bit, your HQ deploys, with 2 more anti-tank squads, and the enemy tanks are already in position for them.
Basically, try to fill up your FO Slots. It'll give you a better mix of diverse units, and make deployment more tactical.
Opting to DS or infiltrate things helps too. Elite choices are good for this, as is the DT doctrine, which I would strongly recommend - it's free, and optional, so there's nothing to lose.
If done right, all-infantry guard armies are brutal to play against. They negate half your enemy's firepower, and churn out a ridiculous amount of wounds, targets, and options. Just one downside.... You have to PAINT them all! :x Good luck!
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
In White Dwarf #285 OCT03 the battle report did a full inf army and it worked well. I play an all inf army and you need to either drop or infiitrate so units or you are barrage bait. I once got 15 troops killed in one ordance shot. Also take lots of karskins and veterans as they will supply alot of bit as lasguns sometimes don't do much, though they sometimes fluck out, don't rely on them. Heavy weapon squads are a must especially autocannons. ogyrns also work well.
This can be a very effective and deadly strategy. A player from my local GW plays a very infantry heavy IG army without any doctrines. Even though I would call his army a bit too realistic, making it a little boring to play as on average when I play him he outnumbers me on a ratio of 5:1 at least and I have to admit that its very difficult to succesfully get past his enormous troop body when every single infantry unit has a chance of hidding something. Its also very annnoying to play agaisnt such person who has over 200 bodies on the field, as each time I slaugter one squad in CC, I turn to face 3 more coming at me.
His idea centers around keeping each squad as cheap as possible. Usualy having each equiped with plasma gun/grenade launcher and sometimes sergeants with power weapons. A standard platoon unit ends up being about 81 points but he has at least 3-4 platoons on top of at least one full conscript platoon. For Heavy weapons, he uses heavy weapon teams or just standard russ/basilisk combo. Basicaly, his army is extremely competative and I would recommend it to any IG player who wants to field similar strategy.