Switch Theme:

New to Imperial Guard, any pointers?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Crafty Bray Shaman





NCRP - Humboldt County

Hello, I have been lurking for a while here, mainly just reading the news section and trying to find some information about various armies (successfully).  I made some friends up where I live who are starting to get into playing 40k at about 1000pt games and I purchased some Guard models.  I think I understand the basic concept of them specifically the platoon structure, but the doctrines are a bit sketchy.  So here is my question, to take specific units, I need to select which doctrine I want to take for one of my 5?  It was something that the text was too clear about but I was hoping that if I popped out of the shadows and asked my question might be answered.

Here is also the list that I have started building for, the other armies my friends are fielding are - Black Templar, Orks, Eldar, and Witch Hunters.

HQ: Command Platoon (17#, 296 Pts)
   0 Command Platoon @ 296 Pts
      0 Command Squad @ [106] Pts
         1 Heroic Senior Officer @ [70] Pts
            Close Combat Weapon; Laspistol
         3 Guardsmen @ [36] Pts
            Lasgun (x1); Plasmagun (x1); Autocannon
            1 Standard Bearer @ [11] Pts
      6 Fire Support Squad @ [95] Pts
         Lasgun (x3); Autocannon (x3)
      6 Fire Support Squad @ [95] Pts
         Lasgun (x3); Autocannon (x3)

Troops: Infantry Platoon (35#, 395 Pts)
   0 Infantry Platoon @ 395 Pts
      0 Command Squad @ [110] Pts
         1 Junior Officer @ [65] Pts
            Honorifica Imperialis; Close Combat Weapon; Laspistol
            1 Honorifica Imperialis @ [25] Pts
         4 Guardsmen @ [45] Pts
            Lasgun (x1); Plasmagun (x2); Lascannon
      9 Infantry Squad @ [95] Pts
         Lasgun (x7); Plasmagun; Lascannon
         1 Sergeant @ [6] Pts
            Laspistol & CCW
      9 Infantry Squad @ [95] Pts
         Lasgun (x7); Plasmagun; Lascannon
         1 Sergeant @ [6] Pts
            Laspistol & CCW
      9 Infantry Squad @ [95] Pts
         Lasgun (x7); Plasmagun; Lascannon
         1 Sergeant @ [6] Pts
            Laspistol & CCW

Troops: Infantry Platoon (35#, 310 Pts)
   0 Infantry Platoon @ 310 Pts
      0 Command Squad @ [70] Pts
         1 Junior Officer @ [40] Pts
            Close Combat Weapon; Laspistol
         4 Guardsmen @ [30] Pts
            Lasgun (x1); Plasmagun (x2); Heavy Bolter
      9 Infantry Squad @ [80] Pts
         Lasgun (x7); Plasmagun; Heavy Bolter
         1 Sergeant @ [6] Pts
            Laspistol & CCW
      9 Infantry Squad @ [80] Pts
         Lasgun (x7); Plasmagun; Heavy Bolter
         1 Sergeant @ [6] Pts
            Laspistol & CCW
      9 Infantry Squad @ [80] Pts
         Lasgun (x7); Plasmagun; Heavy Bolter
         1 Sergeant @ [6] Pts
            Laspistol & CCW

Total Roster Cost: 1001

-Verm

Jean-luke Pee-card, of thee YOU ES ES Enter-prize

Make it so!

 
   
Made in us
40kenthus






Chicago, IL

There are several types of doctrines, for example:

Free - Drop Troops, select this doctrine and all of your Guard units can deep strike.
Points- light infantry or carapace, select this doctrine & pay the extra points for your Guard units to pick up a bounus
Units - Veterns, select this doctrine to add vet squads to your doctrine IG army.

You notice I referenced guard units. The codex has a specific list of core units that doctrines apply to. The codex also contains a list of units that need to be purchased back if you chose to use doctrines.

As for the list - its a good place to start, if a bit boring. You might want to think about adding vet squads, armored fist or hell hounds to give you a bit of variety and to give you a few mobile units. If you do chose to add armored units, be sure to select 2 or 3 (all the better to spread those las cannon shots around).

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Actually, you don't have to use doctrines at all. You can just do a straight-up guard army right out of the book. The doctrines can give you extra abilities and help make your army more unique. But then, if you take even just one then you have to follow the doctrine rules and then you get all of those restricted troop choices, such as ogryns for example, where you'll have to pay 1 doctrine point to be able to use that kind of unit. Since you only get 5 points to use it can be tough to balance if you want a wide variety of stuff.

What I use is close order drill, iron discipline, vets and drop troops. Close order drill is good if you're expecting to get charged, move your guys close together, but keep them apart any other time so that template weapons don't kill everything. iron discipline helps the officers with leadership stuff. And I like to be able to use 2 units of vets instead of 1, and I make them drop troops and give them melta or plasma guns so they can drop in behind the other guy's tank and blow it to bits they usually get killed right after that, so I keep the units as small 5 man teams.

I think for 1000 points you have too many guys. Though some may disagree. I'd make the platoons be just 2 units of infantry, and then with those extra points try and squeeze in a tank. Tanks are cool

 
   
Made in us
Wicked Warp Spider





Knoxville, TN

I played guard from second ed up until recently. I concurr that you definitely need to throw in some armor. IG infantry CAN be effective ( I've even had them win assaults now and then ), but your real strength is tanks and ordnance.
   
Made in us
The Last Chancer Who Survived





Norristown, PA

oh one other thing.. there's another great board for imperial guard, Boot Camp.. lots of good folks there (not that this one is no good though :p)

http://z4.invisionfree.com/Boot_Camp/index.php

 
   
Made in us
Crafty Bray Shaman





NCRP - Humboldt County

Thanks for all the pointers guys.  that is a lot of really good advice. I think I'm going to grab 3 chimeras and make one of my platoons an armored fist.  The rest of my group is a bit on the uninitiated side of 40k so I kind of want to take it easy on them and just have some fun.

Cheers

Jean-luke Pee-card, of thee YOU ES ES Enter-prize

Make it so!

 
   
Made in us
Longtime Dakkanaut





Fair advice so far. You have ana amazing start if you have 2 platoons, thats awesome! Some additional pointers, there are 2 GOLDEN RULES about IG, regardless of what you play doctrine wise or Vanilla, or any combination of units, these are essential mantras for every IG army:

(1) ALWAYS Play a flag in your command HQ, the rerolled morale checks will save your whole army! A flag HQ is so valuable, it should always come, and probably never be risked in open firefights or especially in CC (so much so you may not even want to arm it with a heavy/special weapon)

(2) ALWAYS play a Roughrider unit, roughriders are the only worthy CC unit in the entire IG army, and they should always be present in a counter charge role.

There are also several sugestions, that are (generally) considered good dogmas:

Autocannons are black sheep, dont play any, ever, you will either want: A the extra armor killing power of lascannon, or B the extra shot from a heavy bolter.

COD is FREE, might as well take it if you play doctrines and have a space, its free I4 for the guys that touch.

Theres a lot of junk in the IG army; Power Gloves on ICs are worthless, Ogryns, and Mortars are terrible (dont make any), Sentinels have no staying power and are too expensive, Advisors are all a waste: Commisars don't compete with any other armies ICs and are overcosted, Psychers and priests are horribly underpowered and not worth painting.

Generally no IG army needs more than 1 platoon because of their expandable nature, investigate an armored fist or a conscript tarpit squad as troop choice number 2, they are both cheaper, volume wont be a problem.

The best build for a leman russ is 3 heavy bolters and Stubber, with the battle cannon, most times they will move around and chuck 12D at 3 feet. These are generally best used in an anti infatry role.

You can save 5 points by playing a junior officer as your commander with the Medal, adn he will have the same stats as a heroic senior officer (which is 5pts more total). Assuming you dont want a Medal in another unit (like your Roughriders) this is an automatic choice in most armies as a general.

Generally take 2 of evrything, that is for a given job, never alot just one unit to a task, like AT work or objective taking, BS3 hurts and IG need numbers, creating a single point of failure can leave you in a no win situation if it fails. Take things in pairs or not at all. For example one basilisk, is easy to get under the gun minimum range, but 2, in opposite corners cover the whole board...

Dont forget to add the fire support squads to your HQ, these are like freebie HS choices, and there acn be a lot of them!

Good luck!
   
 
Forum Index » 40K Army Lists
Go to: