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Close order Drill
Junior Officer, Honorifica Imperialis, Iron Discipline, Master vox, Commissar - 130
The idea is to keep the command squad cheap and effective - they provide leadership and issue orders and that's all. No fancy hand to hand optimization here; that's not the Guard's way.
2xAT lascannon squad - 220 total
2xFS autocannon squad - 190 total
Basic fire support. They are used for popping the heavier stuff which requires a lot of firepower to bring down. Not very impressive in Apocalypse, but useful I think.
JO, Iron Discipline, 2x plasmaguns - 65
5x10Guardsmen - Plasmagun, Lascannon, vox - 500 total
JO, Iron Discipline, 2xplasmaguns - 65
5x10Guardsmen - Plasmagun, Autocannon, vox - 450 total
standard line holders, meat and so on.
Come on..would you even play Apocalypse without one?
Emperor's Fist squadron
3xLeman Russ - Hull Heavy Bolter, sponsor heavy bolters, extra armor - 505 total
Along with the Baneblade these will probably form an armored column on one of the flanks.
3xBassilisks, Indirect Fire - 375 total
My 3 big (well, not so big anymore) templates of doom.
40 points left, which I will probably spend on wargear and various stuff.
Edit: I used them to buy plasmaguns for the platoon command squads
139 GEQ models
22 infantry based heavy weapons
I am kind of worried about how low the body count is. I mean, this is just slightly over my 1500 - 2000 point games. I thought about cutting part of the heavy support, but I decided to first hear what you have to say.
3 heavy tanks, 1 super heavy, 3 heavy artillery guns.
As I said, I am not quite sure about the basilisks. Probably I will cut them in favor of more infantry.
Any commets are appreciated
Last edited by TheDarkOne; October 27th, 2007 at 09:10. Reason: List update
Sounds like a solid IG army all around. But you're definatly right, the bodycount does seem low. Depending on what you normally pit this army against, I'd keep the Basilisks. I play a 15000+ IG Apocalypse army, and I've found my "Emperor's Wrath" comany of Armageddon-pattern Basilisk SPHs to be worth thier weight in gold. They deliver a pounding to enemy troops and armored vehicles every turn, and so long as I keep a squad of tank-busting sentinels hovering around for protection, I never have to worry about them getting smashed to bits.
I'd keep all of your heavies, too. The "Emperor's Fist" squadron is a good choice to roll along with the Baneblade, but I'd replace the hull-mounted heavy bolter with a lascannon. That's just personal prefrence, but I like to know I've got secondary weapons to punch back at armour with (if I'm lucky enough to just get my battle cannon blown off).
I can easily swap the Emperor's Wrath company for another 55 bodies (autocannons and plasmaguns for them, that's my favorite combination). Well, if I find from whom to borrow the models, but that should not be a problem.
That's very true. If it were my army, I'd bring both guardsmen and the Wrath company and wait to see what the scenario/playing field turned out to be. Either way, I'd know I was within the points limit and I'd be able to do some last-minute catering to be better preped for the battle.
Another thing I am very concerned about are eldar skimmer tanks, especially the Falcon. While I can easily shake the to prevent firing, they will for sure deliver what they carry, and wit the cloudstrike formation shaking them will no longer be viable option. Any ideas on this?
P.S. I could probably use Lord Solar Macharius or Ursarkar Creed to win first turn and bomb the sh*t out of them with basilisks, but that's too risky for me to consider a viable strategy.
I dunno with the amount of heavy stuff people can bring in Apocalypse, I might not bring the 2 autocannon support squads. I'd probably want missile launchers instead.
I think you need to spend more time on your floor.
2500 Black Templars
HEAVY SUPPORT: While it is true that many people (including myself) bring A LOT of heavies to the table (typically 3 Baneblades and 1 or 2 Emperor's Fist companies) I and other IG and Ork players do field a lot of what we like to call "mushies" or "squishies" - basically anything with flesh and blood (or the alien equivelant). The 2 autocanons are a good choice because they can and do take down light armor, while still giving you a fantastic anti-personnel option.
ELDAR: In all honesty, the Eldar are the most difficult for me to combat. Eldar armies and (most) Eldar players are very adept; they are good with the technical aspects of the game and they are very graceful and innovative combatants.
I field a combined "de facto Mechanized" IG army that uses my own Chimera variant along with the Drop Troops docterine, so it is actually a very fludidic force, even in large games. That being said, I have serious trouble trying to effectivly combat Eldar opponents.
I've learend a couple things through brutal trial and error that you might find helpful if Eldar is what you are pitting yourself against:
Be proactive and pay attention. Take the initiative early. Combat is all action and reaction. Get your Eldar opponent reacting to your moves as quickly as possible. Once you are reacting to him/her, s/he’s got you.
And, fighting against the Eldar, you have to remember one VERY important thing: target priority!
Rule#1 : Never shoot at the falcon.
If you ever waste any fire on the falcon, you've already lost. This is because due to various upgrades, the falcon is typically as tough as a monolith. So treat it like a monolith and ignore it. The falcon's only going to kill 2-3 guardsmen a turn once it drops it's cargo, so ignoring it isn't a big problem
Rule#2: Concentrate all your firepower on the following in order.
1. Harlequins. Don't waste fire on them outside 18 inches due to their veil rule, but as soon as they're with in 18 inches, move up 2-3 guardsmen squads within 12 inches of them, rapid fire them with 30 lasguns and watch them die.
2. Banshees, scorpions, swooping hawks, fire dragons, dark reapers, shining spears, bikes, vipers and other aspect warriors. These things die a lot easier than any falcon. They also do the most damage to your army. Shoot assault oriented aspect warriors first, because assault, as we all know, is the Guard’s weakness.
3. waveserpants. - Shoot them with autocannons! Against Eldar, it's better to fill up on autocannons than lascannons. Autocannons are more effective vs Eldar. Only shoot waveserpants if they're transporting stuff, otherwise ignore them
4 guardians, dire avengers, Eldar grunts, and farseers. These guys aren't as dangerous, shoot them when you feel like it. The farseer is annoying, but aren't really dangerous; kind of like a support caster that casts buffs.
5. wraithlord, avatar – these things are only dangerous in assault. A wraithlord and avatar should take a while to get into assault, so you can afford to ignore them. The wraithlord only kills like 1-2 guardsmen a turn at range, so it doesn't really matter much.
6. fireprisms. These things do more damage than the falcon with their templates, but are only a slight annoyance.
7. Falcon. If you're actually shooting at a falcon when there's other targets available, you're wasting your shots, always ignore the falcon.
Deploy your whole army in ONE corner. Put the command squad, veterans, and fire support squads in the back, put basic infantry up front. Deploy tanks and artillery in the rear with limited security (Sentinels, as their name implies, work wonders on guard duty).
Concentrate your firepower in that one corner. Basically, go to ground and fort up.
Your basic infantry are meat shields to be slaughtered; your tanks and fire support squads full of heavy weapons are what do the real damage to the enemy.
Weapon selection: pick heavy bolters and auto cannons, also pick plasma guns as special weapons. Heavy bolters and autocannons are most effective vs Eldar.
Tanks, pick the Basilisk because the Eldar commanders often like to hide behind terrain. Pick 2 standard Leman Russ to support, or don't get tanks at all, your choice. If s/he's getting any firedragons or wraithguards, don't pick any tanks at all. Fight him with all infantry.
Tanks aren't worth it if s/he's got fire dragons.
Get as little doctrine upgrades as possible. Forget carapace armor or anything else, just rely on sheer numbers.
Typically, you should outnumber the Eldar 3 to 1. Don't over spend on upgrades; they're almost never worth it. Get as many basic infantry squads as possible.
Cool tips, thanks for them.
There are two things with which I disagree, though. First, the Wraithlord is very dangerous heavy weapons platform and I have experienced it quite a lot. Hopefully I always manage to bring them down within one turn so they are not so much of a problem. Then, Falcons. They can be equipped to be very dangerous gunships - bright lances and so on, and they've got the range and speed to put them into effect.