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Discussion Starter · #1 ·
Hello all, for the first Army List Challenge of the Week I will be doing an all infantry challenge.

The idea behind a challenge of the week is to try and get people trying out making lists that do not suit the typical IG compedative build. To get ideas flowing and hopefuly to get people to reconsider units and builds they may have dismissed at first, or at least pick up a tip or trick they were previously unaware of.

The Imperial Guard includes many infantry regiments, normally regiments are drawn up for a single aspect of the Imperial Guard's warfare. From light infantry ceconisence regiments, to mainstay infantry regiments and the brutal heavy infantry regiments the Imperial Guard can drown enemies under masses of bodies. These are even more deadly when supported by armoured regiments, or given access to chimeras by the departo munitorium. Often however this is not possible, the enemy may have large amounts of anti tank weapons, the terain may be impassible for them, or there may simply be no access to vehicles. In these cases an Infantry regiments may have to take to the field without support from armour.

The Rules
-1500 points, you may use less but no more
-You may use anything that has legs, (sentinels and rough riders are okay)
-You may not use any vehicles
-Post any lists you come up with in this thread
-Make the best list you can

Good Luck

The Emperor Protects
 

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hmmm, sounds fun! looks like i have some tasks ahead of me. building ym sw army and doing this :p. It sounds more like a gun liner list more than anything else IMO. I'll have one up!
 

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HQ - 220pt

Company Command Squad
+ 2 Melta Guns
+ Power Fist
+ Bodyguard
+ Regimental Standard

Company Command Squad
+ 2 Melta Guns
+ Astropath
+ Regimental Standard

Elites - 255pt

Guardsman Marbo

Stormtrooper Squad
+ Melta Gun

Stormtrooper Squad
+ Melta Gun

Troops - 815pt

Infantry Platoon

-Platoon Command-
+ 4 Grenade Launchers

-Infantry Squad-
+ Autocannon
+ Grenade Launcher
+ Commissar w/ Power Sword

-Infantry Squad-
+ Autocannon
+ Grenade Launcher
+ Power Sword

-Infantry Squad-
+ Autocannon
+ Grenade Launcher
+ Melta Bomb

Infantry Platoon

-Platoon Command-
+ 4 Flamers
+ Al'Rahem

-Infantry Squad-
+ Melta Gun
+ Commissar w/ Power Sword

-Infantry Squad-
+ Melta Gun
+ Power Sword

-Infantry Squad-
+ Melta Gun
+ Melta Bomb

-Special Weapons Squad-
+ 2 Melta Guns
+ Demo Charge

-Special weapons Squad-
+ 2 Melta Guns
+ Demo Charge

Fast Attack - 200pt

Rough Rider Squadron
+ 4 Rough Riders
+ Flamer

Rough Rider Squadron
+ 4 Rough Riders
+ Flamer


Tactics are relatively simple. First platoon and the company commands set up. Everything else is left in reserve, Al'rahem outflanking, the Stormtroopers deep striking, the Rough Riders in standard reserve. The enemy heads for the squads on the table, when they get close enough hopefully the Rough Riders come in and charge them, Al'rahem comes in to their squishy rear-line guys, and Marbo and the Stormies cause general consternation.

Edit: The company commands are intended to deal (hopefully) with any drop-podding dreads and such
 

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HQ:
CCS:

Powerfist, Bolt Pistol, Vox, Regimental Standard, Sniper Rifles x2


Troops:
Infantry Platoon

PCS: Vox, Grenade Launchers x2, Platoon Standard

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

HWS: Heavy Bolters x3



Infantry Platoon

PCS: Vox, Grenade Launchers x2, Platoon Standard

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

HWS: Heavy Bolters x3



Infantry Platoon

PCS: Vox, Grenade Launchers x2, Platoon Standard

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

HWS: Heavy Bolters x3



Infantry Platoon

PCS: Vox, Grenade Launchers x2, Platoon Standard

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

HWS: Missile Launcher x3



Infantry Platoon

PCS: Vox, Grenade Launchers x2, Platoon Standard

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

IS: Sniper Rifle, Vox

HWS: Missile Launcher x3


Fast Attack
Rough Riders, Grenade Launcher, Extra Rough Rider x4

Rough Riders, Grenade Launcher, Extra Rough Rider x4

Rough Riders, Grenade Launcher, Extra Rough Rider x4


Total Points: 2002 Total Guardsmen: 237

This is a light infantry army. Tactics would be lining up in rows and just blasting away. Ignore all casualties, you have plenty more to fill the gaps. If a unit gets too close, assault with one squad every turn to tie it up. The rough riders can counter attack any break through. This would be a fun army to field, just for the look on your opponents face when you pull out 237 guardsmen.

Any ideas for making heavy infantry armies? Without carapace doctrines, I don't know how you would do it.
 

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that's good... except your 502 points over!
 

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I figured I'd go back to basics. Infantry, Elite Infantry, and walker support.

HQ

CCS - 2x GL, 2x Plasmagun, Camo Cloaks, Commander w/Meltabombs

Elites

Guardsman Marbo

Troops

Veteran Squad - Harker, 3x GL, Forward Sentries

Veteran Squad - 3x GL, Forward Sentries

Infantry Platoon
PCS - 4x Flamer
Infantry Squad - Autocannon, GL
Infantry Squad - Autocannon, GL
HWS - 3x Lascannon
HWS - 3x Lascannon

Infantry Platoon
PCS - 4x Flamer
Infantry Squad - Autocannon, GL
Infantry Squad - Autocannon, GL
HWS - 3x Lascannon
HWS - 3x Lascannon
SWS - 3x Meltagun

Fast Attack

Scout Sentinel - Autocannon

Scout Sentinel - Autocannon
 

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HQ

CCS Creed, Regimental Std, Camo Cloaks, AC, Vox, OotF
220pts

Elites

Guardsman Marbo
xx

Troops

Vet Squad Harker, 3 plasma
170pts

Platoon
PCS
1 G-launcher, AC, Vox

Infantry Squad G-Launcher, AC, Vox
Infantry Squad G-Launcher, AC

Infantry Squad G-Launcher, AC, Vox
Infantry Squad G-Launcher, AC

HWS 3 Lascannon
HWS 3 Lascannon
HWS 3 Lascannon
HWS 3 Lascannon
740pts
Fast Attack

3x Armored Sentinel ML
165pts

Rough Riders
2x Melta Gun
75pts

Rough Riders
2x Melta Gun
75pts

Harker screws around with people by infiltrating with plasma, lascannon HWS stay within range of the regimental std, Creed orders the hell out of everything, the sentinels stay in front and counter charge anything that looks to make it to the gunline, and the rough riders attempt to suicide charge by killing a transport with their meltas and assaulting the contents.
 

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Well since this is supposed to be a fun, balls-to-the-walls list, and the theme is walkers (I interpret that literally) here is my sentinel list that still could be competitive.

HQ

  • Company Command Squad - Regimental Standard, Vox, Autocannon, Camo - 100

Elites

  • Storm Troopers - x2 Melta - 105
  • Storm Troopers - x2 Melta - 105

Troops

  • Infantry Platoon
    • Platoon Command Squad - Vox, x3 Flamer - 50
    • Infantry Squad - Lascannon, Vox - 75
    • Infantry Squad - Lascannon - 70
    • Infantry Squad - Lascannon,Vox - 75
    • Infantry Squad - Lascannon - 70
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
  • Infantry Platoon
    • Platoon Command Squad - Vox, x3 Flamer - 50
    • Infantry Squad - Lascannon, Vox - 75
    • Infantry Squad - Lascannon - 70


Fast Attack

  • Sentinel Squadron(x2) - Autocannon - 80
  • Sentinel Squadron(x2) - Autocannon - 80
  • Sentinel Squadron(x3) - Autocannon - 120



CCS is to stay in cover, issue orders, and throw out pot-shots.

Stormtroopers are suicide anti-tank squads that should hopefully do enough damage to squash the vehicles they're supposed to when the come in. If they survive, they will book it for an objective to contest or try and kill more things.

Troops are easy. Lascannons are combined squads to bring down medium vehicles and have the potential to bring down heavier targets with "Bring it Down" (after the other targets are down). PCS is to discourage anything trying to get close to the line. Autocannons spam out shots to stop both mech and horde.

Sentinels are there to potentially out flank and just get more autocannons while keeping the walker theme.

KP: 19
Infantry: 115
Walkers: 7
Lascannons: 6
Autocannons: 23
 

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Well since this is supposed to be a fun, balls-to-the-walls list, and the theme is walkers (I interpret that literally) here is my sentinel list that still could be competitive.

HQ

  • Company Command Squad - Regimental Standard, Vox, Autocannon, Camo - 100

Elites

  • Storm Troopers - x2 Melta - 105
  • Storm Troopers - x2 Melta - 105

Troops

  • Infantry Platoon
    • Platoon Command Squad - Vox, x3 Flamer - 50
    • Infantry Squad - Lascannon, Vox - 75
    • Infantry Squad - Lascannon - 70
    • Infantry Squad - Lascannon,Vox - 75
    • Infantry Squad - Lascannon - 70
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
    • Heavy Weapons Squad - x3 Autocannons - 75
  • Infantry Platoon
    • Platoon Command Squad - Vox, x3 Flamer - 50
    • Infantry Squad - Lascannon, Vox - 75
    • Infantry Squad - Lascannon - 70

Fast Attack

  • Sentinel Squadron(x2) - Autocannon - 80
  • Sentinel Squadron(x2) - Autocannon - 80
  • Sentinel Squadron(x3) - Autocannon - 120



CCS is to stay in cover, issue orders, and throw out pot-shots.

Stormtroopers are suicide anti-tank squads that should hopefully do enough damage to squash the vehicles they're supposed to when the come in. If they survive, they will book it for an objective to contest or try and kill more things.

Troops are easy. Lascannons are combined squads to bring down medium vehicles and have the potential to bring down heavier targets with "Bring it Down" (after the other targets are down). PCS is to discourage anything trying to get close to the line. Autocannons spam out shots to stop both mech and horde.

Sentinels are there to potentially out flank and just get more autocannons while keeping the walker theme.

KP: 19
Infantry: 115
Walkers: 7
Lascannons: 6
Autocannons: 23
This is nuts, but I like it. I could take this one to a low end tourney.
 

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Heres my list. Basically it's based on two, combined infantry task forces, backed up by sentinels. Its also got fluff in terms of special commanders, a priest(!) and a commissar.

HQ

Company Command Squad: Creed, Lascannon, Regimental Standard, Vox, Camo Cloaks...200

Company Command Squad: Straken, Medic, three melta guns...205

Ministorum Priest: Shotgun...45

Troops

Veteran Squad: Shotgun (Sergeant Only), Lascannon, 3 plasma guns, vox...140

Veteran Squad: Shotgun (Sergeant Only), Lascannon, 3 plasma guns, vox...140

Veteran Squad: Shotgun (Sergeant Only), Autocannon, 3 grenade launchers, vox...100

Veteran Squad: Shotgun (Sergeant Only), Autocannon, 3 grenade launchers, vox...100

Infantry Platoon

Platoon Command Squad: Bolt pistol, 4 flamers...52 points

Infantry squad: Flamer, meltabombs and bolt pistol for sergeant, Commissar with power weapon...107
Infantry Squad: Flamer, meltabombs and bolt pistol for sergeant...62
Infantry Squad: Flamer, meltabombs and bolt pistol for sergeant...62
Infantry Squad: Flamer, meltabombs and bolt pistol for sergeant...62

Fast Attack

3 Armoured Sentinels: Plasma Cannons...225


Creed and his 40 veterans sit back, and lay down a barrage of gunfire, knocking out tanks, transports, and generally messing things up. If necessary, Creed can give the armoured sentinels 'scouts', but generally these guys will be advancing with Strakens mob. And as for the mob, they will be charging towards the enemy, flaming them, before assaulting them. The Priest will join them, but keep to the back, to avoid being targeted. Together with 'righteous fury', and 'furious charge', these can take just about anything on. They've got melta bombs, and strakens strength, and three meltas to deal with vehicles. This army is partially elite, but still brings over 100 men to the field.
 

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Soudns like fun ^^

Here's my contribution:

HQ 250
Company Command 170
Straken
4 Flamers
Vox


Lord Commissar 80
Power weapon

Troops 892
Infantry Platoon 1: 385
Platoon Command 55
4 Grenade Launchers

Infantry Squad 70
Power Weapon
Grenade Launcher
Vox


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Platoon 2: 505
Platoon Command 55
4 Grenade Launchers

Infantry Squad 70
Power Weapon
Grenade Launcher
Vox


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Squad 65
Power Weapon
Grenade Launcher


Infantry Squad 65
Power Weapon
Grenade Launcher


30 Conscripts 120

Fast Attack 360
3 Scout Sentinels 120
Autocannon

3 Scout Sentinels 120
Autocannon

3 Scout Sentinels 120
Autocannon

Points: 1497

Models: 146

Walkers: 9


There we go ^^

With clever deployment, the two 50-man Infantry Squads will be deployed behind the 30-man Conscript screen. Straken and the Lord Comissar will be kept as safe as possible, giving orders and a Ld10 to the units around them. They will all advance upfield and put out a true torrent of fire from the GL's, then charging into CC to take care of the enemy ^^

The Scout Sentinels will arrive from Outflank and try to put a dent into enemy armor.

Cheers ^^
 

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Discussion Starter · #12 ·
HQ 130
CCS reg. standard Straken 160

Elites 210
5 Stormtroopers 2 meltaguns 105
5 Stormtroopers 2 meltaguns 105

Troops 1060
PCS lascannon 50
PCS lascannon 50
HWS 3 autocannons 75
HWS 3 autocannons 75
HWS 3 lascannons 105
HWS 3 lascannons 105
IS power weapon flamer commissar power weapon 110
IS power weapon flamer 65
IS power weapon flamer 65
IS power weapon flamer 65
IS power weapon flamer commissar power weapon 110
IS power weapon flamer 65
IS power weapon flamer 65
IS power weapon flamer 65

Fast Attack 100
9 rough riders sarg meltabombs 100

So 1500 points and 126 models, straken and the rough riders advance with the giant blob squads and take the fight to the infantry/ objectives in KP games they stand back gunline style.

The Emperor Protects
 

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This is my infantry list if Yarrick decided to get his army from some prison.



HQ
Yarrick
Company Command: 100
Medic, Regimental Standard, 1x Flamer


Elite
Psyker Battle Squad: 110
+ 5 Psyker
Psyker Battle Squad: 110
+ 5 Psyker
Psyker Battle Squad: 110
+ 5 Psyker

Troops
Penal Legion
Penal Legion
Penal Legion
Penal Legion
Penal Legion
Penal Legion

Fast Attack
Rough Riders: 135
+5 Riders, Meltagun x2, Plasma Pistol
Rough Riders: 135
+5 Riders, Meltagun x2, Plasma Pistol
Rough Riders: 135
+5 Riders, Meltagun x2, Plasma Pistol

Plenty of weapons to make the enemy toasty, just hug cover:skywalker:
 

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HQ:
Company Command Squad (200)
+ 'Iron Hand' Straken
+ Jarren Kell
+ 3 Meltaguns
+ Camo Cloaks

Troops:
Platoon 1
Platoon Command Squad (85)
+ 4 Meltaguns
+ Power Fist

Infantry Squad (115)
+ Sergeant PW
+ Commissar - PW
+ Meltagun

Infantry Squad (70)
+ Sergeant PW
+ Meltagun

Infantry Squad (70)
+ Sergeant PW
+ Meltagun

Heavy Weapons Squad (105)
+ 3 Lascannons

Heavy Weapons Squad (105)
+3 Lascannons

Heavy Weapons Squad (105)
+3 Lascannons

Platoon 2
Platoon Command Squad (85)
+ 4 Meltaguns
+ Power Fist

Infantry Squad (115)
+ Sergeant PW
+ Commissar PW
+ Meltagun

Infantry Squad (70)
+ Sergeant PW
+ Meltagun

Infantry Squad (70)
+ Sergeant PW
+ Meltagun

Heavy Weapons Squad (75)
+ 3 Autocannons

Heavy Weapons Squad (75)
+ 3 Autocannons

Heavy Weapons Squad (75)
+ 3 Autocannons

This is your typical guard gunline setup. Heavy Weapons at the back shooting down tin cans with orders from CCS with Kell so all orders are done at Ld9 (big step). The infantry squad will start shooting at anything that comes problem that needs solving is the Dreadnought but I think the HWS can bring it down. (talking about 9 Lascannons and 9 Autocannons). Straken for the Furious Charge plus on the Infantry Squads with Power Weapons.
 
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