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I'm currently starting IG, as stated in the title. I currently play Blood Angels, Tyranids, and Orcs and Goblins (WHF). As you can see i currently play all close combat armies, and wanted a different feel this time around, a shooty army, and well, it definetly wasnt going to be Tau. I already have 60 Cadian guardsmen (friends sold me cheap cadian stuff, all IG are cool :) ), and three heavy weapons teams, 2 lascannons, and 1 heavy bolter. I was just wondering where i should go from here, including what weapons to give my guardsmen, and what HQ's to take. I have the codex so feel free to make references. I'm quite confident i have enough guardsmen, for now at least.
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I would recomend first that you read some tactica etc and get an idea of what you actualy want to field. With 60 men you can field at least 2 full platoons and a command squad, giving you your basic requirement to make a legal army. But you need to add special and heavy weapons.

You need to decide if your HQ command squad will be used for Leadership or fire support. If you want to use it for leadership, don't add any weapons. In which case you can add the 2 Lascannons to the infantry squads where they are best protected and the Heavy Bolter to the infantry command squad.

You might also want to think about a Leman Russ or two. These are a very intimidating tank which is extremley hard to bust. However I would always recomend fielding at least 2, as 1 presents an obvious target and can be dealt with my most armies.

Support squads might be a logical expansion for your army, giving you an extra heavy weapons punch. Or perhaps you want to field some elites like Storm Troopers or Veterans.

To be honsest, I could go on all day like this! I think you need to look at a codex and try and decide a theme for your army, and what units you want to utilise, then we can advise you on how to achive the best resutls with them.
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Go for the guns.

My approach may not suit the games in your area, however I was Quite well served by grabbing 3 Basilisks. They have the longest range I know of in the whole of 40K and with just a bit of luck they can smash the enemy HQ on turn 1. do this and many times the Enemy will concede the game rather than face your wrath. this can be a good boost to moral (Read, your confidence), and sometimes it can get you things like free boxed sets (Read, tourney win.) also just seeing 3 basilisks can creep out your opponent so they make mistakes...

All in all Basilisks are your best bet for beginning heavy support choices.

Also, Sentinels, they are the guards only decent fast attack. Equip with chain-saws and flamers to assault or las canon to go tank hunting.
Ok I didn't know what I wanted to do either when I started collecting my minies. First take Xethemez advice about reading other peoples tactics and every thing else he said mabye not so much on the 2 leman russes. Also go thru other people’s army list here. A lot of them are really good. Since you have your codex just read it a few times. This is what I am basically doing with mine.

Troops I like the platoons and armored fists my self but there all really just a meat shield for every thing else

Elites I’m doing a vets and 2 stormies but maybe just 3 stormies not sure yet

Fasts Attack I like the sentinels I have one squad but I love the hellhound of witch I have two

Heavy I too am a fan of the basilisk but I have two and a demolisher to protect them

HQ mine is taking the leadership role and because I like the indirect fire fun I will add two mortar squads

And there’s only one HQ chose the rest are what they call advisors.
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You'll definitely want more heavy weapons. I think your best bet would be to buy a cadian battle force box for a number of reasons..

1. The tank.. Leman Russes are fantastic work horses. Sure Basilisks might be ok for some, but you really need to know where and who you will be fighting when you field them. On 6 x 4 boards, they are great, on 4x4 they are quite limited in their indirect effectiveness. Where I usually play 4x4 tables are used so Russes are by far the better bet.

2. The heavy weapons teams. This is the real bargain inclusion of the box because you get 3 of them. What this means is that you actually get 3 of EACH heavy weapon and the spare guardsmen to make them worthwhile. Sure you only get 3 sets of arms for the 'gunner' (actually 4 if you use the tank gunner arms + a little greenstuff for shoulder pads), but the rest are fairly easily converted from other bits. You can even convert heavy bolters to be 'man portable' just like the pic on pg 222 of the rule book. I did this for my vet squad and he looks fantastic. Basically the box can net you 3 Lascannon teams, 3 missile launcher teams with no conversions needed.. 3 heavy bolter teams and 3 autocannon teams with minor conversions needed, and 3 mortars if you ever want to use them.

3. Additional unused guardsmen can be made into vet squads, which you will want to use as they are probably the best elite choice available to the guard.. even though they require the most amount of 'do it yourself' work.

Additional purchases you will probably want to consider..
- A second Leman Russ
- Basilisk/Demolisher
- Stormtroopers (2 kasrkin boxes and 2 special weapons blisters should be ok)

If you still feel adventurous after that, I'd go for a hellhound and possibly a couple of sentinals. But thats just what is so great about guard, there are so many options available and most of them are quite good, especially the vehicles.
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The_Ghost said:
My approach may not suit the games in your area, however I was Quite well served by grabbing 3 Basilisks. They have the longest range I know of in the whole of 40K and with just a bit of luck they can smash the enemy HQ on turn 1. do this and many times the Enemy will concede the game rather than face your wrath. this can be a good boost to moral (Read, your confidence), and sometimes it can get you things like free boxed sets (Read, tourney win.) also just seeing 3 basilisks can creep out your opponent so they make mistakes...
Well, there are unlimited ranged weapons, and I think the manticore tank has a 360" range.
a lot could be said, but i hate trying to explain it in typing as i still end up going back and forth amongst different parts to explain...

anyways, in shortest terms as possible, which will leave a lot unexplained probably.

you do up an army ranging from tank-heavy to all-infantry, all the various gameplay tactics will depend upon your army's composition.
leaning from one extreme or the other will leave your army more susceptible to various countering elements (anti-tank weapons if tank-heavy/combat-specialized if all-infantry) while being somewhere in the middle will you keep you prepared most times verse any threat (assuming you're one of us who keep the same universal list without altering it to fight specific armies beforehand).

anyways... these sort of things are easier to talk about with collaboration and not just long TLDR messages
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