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Starting Mech IG -- what to buy, what to avoid?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dakka Veteran





What the title says, mostly. But if I were to build 1000 points of Mech IG, what is a good place to start? are any of the bundles really good one- off kind of things? and what does a typical list involve having that I will always want to bring? what units are situational? anyone know of any good links to lists that are pretty stock?

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Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Mech IG has taken some very heavy hits since it's heyday, and especially with the latest codex. That said obviously you'll want Chimeras to throw your infantry in. You'll want to decide if you want to run Platoons or Veterans or a mix for troops (with the increased cost of the Chimera and decreased cost of Vets, I'd say the Vets are probably a better bet in 7th).

They key to any successful mech IG army (and IG in general) is having more stuff on the board than your opponent can successfully engage. Keep stuff as cheap as possible, you don't necessarily need to go for the biggest and heaviest tanks if two cheaper tanks will do the same thing.

Personally, I'm not a fan of the Hellhound chassis tanks, I'm of the opinion they're all easily 50pts overcosted as is, a clutch of Armored Sentinels will likely serve you better for roughly the same cost. Leman Russ tanks can be useful, but I'd avoid the Ordnance bearing ones and go for one of the more purpose-designed ones to fill a niche that your infantry aren't covering.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Chimeras. You will always bring chimeras. Two units of vets in chimeras at the least, some vets in chimeras with perhaps a mechanized infantry platoon or two at the most.

The transports are your bread and butter units. AV12 can still take a beating, and since they lost stunlock, they can put out more consistent killing power and are much better transports while they're alive. The transports handle the infantry with heavy bolters/stubbers and flamers, while the dudes inside handle the heavier stuff with lascannons or melta/plasma.

They're basically your shield wall, taking up space, defending areas, securing objectives, giving cover saves, etc.

After that, it sort of depends on how you want to go. Backing the chimeras up with hellhounds means that you can play where everything moves forward and goes flat-out, which means your whole army is more or less in your opponent's deployment zone turn 2 (which is really fun, by the way). Or instead you could play russes, where the role becomes reversed - the heavier armor in front keeping the transports safe for a turn or two behind the tortoise of defense. Of course, you can always play "classic" mech guard, which is the way where you line up chimeras in front of artillery and then just sit there blowing stuff up.

Of course, you can always branch out and make variants. Hybrid guard is low on killing power, but can be tough if you do it right, combining lots of dudes and lots of tanks simultaneously. You can also have a core of tanks on the field as your shield and have something like deepstriking stormies or drop pod allies as your sword.

Mech guard has a lot of possible ways to play it, and are way more forgiving than foot guard to a new player at first. It really just depends on what you want to do with it.


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