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Made in us
Whiteshield Conscript Trooper





Hi I am a still preatty new to warhammer 40k and I was wondering how to guard win.
I Play Imperial Guard and I having horrble luck winning. I have won a few games put 80 persent of the time I lose.

I use 7 squads of regular guardsmen, two leman Russes, a Balsik, A hellhound, Vets, A hellhound, stormtroopers and a antitank squad made out of lascannons. I use heavy weapons in my normal troop squads and my two troop command squads. My Heavy weapons are 2 heavy bolters, two auto cannons, two missle lauchers and four lascannons I also got two meltas,one plama, five gernade lauchers, 4 Flamers

If anyone could help me I would be very thankful.


Imperial Guard have feeling to  
   
Made in us
Drop Trooper with Demo Charge





Trokll wrote:Hi I am a still preatty new to warhammer 40k and I was wondering how to guard win.
I Play Imperial Guard and I having horrble luck winning. I have won a few games put 80 persent of the time I lose.

I use 7 squads of regular guardsmen, two leman Russes, a Balsik, A hellhound, Vets, A hellhound, stormtroopers and a antitank squad made out of lascannons. I use heavy weapons in my normal troop squads and my two troop command squads. My Heavy weapons are 2 heavy bolters, two auto cannons, two missle lauchers and four lascannons I also got two meltas,one plama, five gernade lauchers, 4 Flamers

If anyone could help me I would be very thankful.



Well, I'm a long-time IG player, and while my Marines have been having some success in 5th, my Guard have been getting trumped time and again. Some stuff I've learned:

Basilisks, unless the new book changes things, probably need to be sidelined for a while. In the past, you just tucked them in a corner and they were moderately well-protected. These days my Basilisks tend to get off two rounds before some Scorpion Exarch randomly appears in the backfield and gives it the ol 'Power GynecoloFist'.

Chimeras are excllent firebases now, since bolter rounds won't cause firey screaming death. Still waaaaay too expensive though. I run them with MLs, hull HBs, smoke, and extra armor.

Sentinels are actually pretty good as well, with essentially the same drawbacks and advantages as chimeras (too expensive, but no bolter-death). I use them like slowed lobster ninjas: they scout onto an opponenets table edge, fire a hail of shots, then tie them up with some expensive fire support infantry and watch as both sides gimp-slap each other for 4 turns.

Leman Russ tanks are beautiful. Demolishers even more so. A lot more pillboxy now that Defensive weapons are, for some reason, S4. I just park em and cook pies.

Storm Troopers continue to underwhelm, but the Grenadier doctrine is good for letting them hold objectives. Still probably shouldn't take them.

I'll type more later.

You've got the touch!

YEAH! 
   
Made in us
Missionary On A Mission





Lascannons anti-tank squads are vunerable. Too many points in one squad that can be easily wiped out. Spread you lascannons in your line (platoon) squads so they are harder to deal with and can get shots from different angles. Try placing your autocannons into a fire support squad. Very effective and looks less threatening than a lascannon support squad. Try to hide your bassie behind the Russes: but you would probably be better with a Demolisher.

How many points do you play? Guard work best with the higher point values.
   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

I disagree with that Lascannon assessment. 110 points for 3 lascannons and six guys vs 85 points for 1 lascannon and 10 guys. The firepower/point ratio is way in the AT team's favor. Proper positioning should keep the squad out of easy heavy bolter range, and putting them in cover means the squad probably survives more than one unit's firing at them.

The lascannon squad has other advantages, like the ability to score in 5th. I know that in my experience with Guard, though, triple the firepower is worth the points. They may be twice as vulnerable, but they kill things three times faster. That being said, I like my anti-tank from as many sources as possible: deepstriking meltas, LC line squads, LC sentinels, as well as AT squads.
   
Made in us
Rough Rider with Boomstick





Yeah, drop the grenade launchers. Buy more melta's and plasma. Deep striking melta vet's are pretty much required now. Flamers are a good buy as well, just don't go crazy on them. I agree with everyone elses statements about the russ, and bassie. As far as lascannon support squads. Mix the lascannons into the squads. 6 t3 guys at 110 points.... no thanks.

   
Made in gb
Stalwart Veteran Guard Sergeant






West Sussex, England

It takes 12 lascannons 6 turns on average to destroy an AV14 target in cover, keep that in mind.
That said, I tend to put Autocannons in my Line Squads to take out AV10-12 targets.
Fill your Vet squads with Melta guns and try get them within 6" of any tank you want to kill, preferably with a clear shot to avoid the cover save. If you got enough Melta Guns put them in the Platoon HQ and drop them in too, this can give you upwards of 17 Melta guns, combined with Autocannons in the line squads can take out Mech armies.
For support, Hellhounds are good, as are Leman Russ and Demolisher, just make sure to protect their flanks.

Play:
2000 Points 
1000 Points
1000 Points

 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

You know, in 5th, I just don't buy the argument that anti-tank squads are too fragile. Yes, they are more fragile than a line squad, but with triple the anti tank power, 60% of the survivability, and ~33% more cost (and that's if you don't buy a plasma gun for the squad). In cover, it takes 12 wounds on average to kill them all, which is something even a hard core anti-infantry unit like HB devastators can't always put out. Yes, with a bad bit of rolling you can lose the squad, but with good rolling they're shrugging off frag missiles all game.
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

AT squads are priority for cover, you ought to get a cover save from them on any normal tabletop, however this should not be reactively applied as you are unlikely to find cover for all your tactical squads.


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Rough Rider with Boomstick





The aregument vs and against anti-tank support squads is more about forcing your opponent to make bad decisions. You can not really compare the costs of three line squads with lascannons vs one anti-tank squad. Lets face it, you have to take the line squads no matter what, and you will be giving them a heavy weapon. A better comparison would be.

1) three line squads with lascannons and a support squad with three auto-cannons
vs
2) three line squads with auto-cannons and an anti-tank support squad with three lascannons

Option 1 is slightly cheaper overall than option two. In addition option 1 has 4 targets that are probably all of equal priority to your opponent.

Option 2 is slightly more expensive, and the anti-tank support squad is a glaring target that will be killed at first opportunity.

Option 1 ftw

This message was edited 1 time. Last update was at 2008/09/09 18:24:09


 
   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

I find that the 48" range of the lascannon offers a lot of suvivability. Most anti-infantry weapons have 36" so proper deployment lets you put your most valuable squads in places that didn't have a lot of heavy bolters headed their way.

You'll either deploy first, allowing you to go first and take out the most problematic enemy unit or two with your mighty Guard firepower. You can also use your newly toughened 5th edition vehicles to block off fire lanes from particularly nasty units to your anti-tank squad.

The alternative is that you deploy second, and deploy your squad out of range/los of the most dangerous enemy anti-infantry squads. Vehicles keep helping in this case.

The real option your opponent has is: Shoot the AT squad in cover or the scoring line squad in the open.
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

foil7102 wrote:The aregument vs and against anti-tank support squads is more about forcing your opponent to make bad decisions. You can not really compare the costs of three line squads with lascannons vs one anti-tank squad. Lets face it, you have to take the line squads no matter what, and you will be giving them a heavy weapon. A better comparison would be.

1) three line squads with lascannons and a support squad with three auto-cannons
vs
2) three line squads with auto-cannons and an anti-tank support squad with three lascannons

Option 1 is slightly cheaper overall than option two. In addition option 1 has 4 targets that are probably all of equal priority to your opponent.

Option 2 is slightly more expensive, and the anti-tank support squad is a glaring target that will be killed at first opportunity.

Option 1 ftw


I agree with all of this, except it ignores the most likely option: three line lascannons as well as an anti-tank squad. I'd never rely solely on Anti-tank squads, but the combination more or less assures that you'll be able to shoot at least some lascannons each turn.

If the argument is that IG shouldn't rely on lascannons at all... well, that's an interesting line of thought.
   
Made in us
Regular Dakkanaut






foil7102 wrote:The aregument vs and against anti-tank support squads is more about forcing your opponent to make bad decisions. You can not really compare the costs of three line squads with lascannons vs one anti-tank squad. Lets face it, you have to take the line squads no matter what, and you will be giving them a heavy weapon. A better comparison would be.

1) three line squads with lascannons and a support squad with three auto-cannons
vs
2) three line squads with auto-cannons and an anti-tank support squad with three lascannons

Option 1 is slightly cheaper overall than option two. In addition option 1 has 4 targets that are probably all of equal priority to your opponent.

Option 2 is slightly more expensive, and the anti-tank support squad is a glaring target that will be killed at first opportunity.

Option 1 ftw

Actually option 1 is more expensive as Fire Support squad Autocannons are 20 points each instead of 15 in a normal squad. In addition, when its time to run for objectives, I'd rather run Autocannon line squads and keep the Lascannons shooting than vice versa.

But I will agree that you should be taking Meltas too.

Edit: I should also add that if you're taking Lascannon Anti-Tank squads take 4-5 or take none at all because of their aforementioned vulnerability. Also tactically, if it looks like the squad will be wiped out from shooting, go to ground. I actually have a list built around them so I also take Cameleoline. 2+ cover saves tend to deter anything past the first round of shooting at them.

This message was edited 2 times. Last update was at 2008/09/09 21:34:48


"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Fresh-Faced New User




Tacoma, Wa

foil7102 wrote:The aregument vs and against anti-tank support squads is more about forcing your opponent to make bad decisions. You can not really compare the costs of three line squads with lascannons vs one anti-tank squad. Lets face it, you have to take the line squads no matter what, and you will be giving them a heavy weapon. A better comparison would be.

1) three line squads with lascannons and a support squad with three auto-cannons
vs
2) three line squads with auto-cannons and an anti-tank support squad with three lascannons

Option 1 is slightly cheaper overall than option two. In addition option 1 has 4 targets that are probably all of equal priority to your opponent.

Option 2 is slightly more expensive, and the anti-tank support squad is a glaring target that will be killed at first opportunity.

Option 1 ftw


I agree with using option 1 also. You gain versatility over the 'all your eggs in one basket' of an AT squad with three LC. If you manage to destroy the target with the first LC shot, or even just render it useless for a turn depending on your needs, you can now reprioritize your shots with the other two squads.

I use the auto-cannon squads to knock out light armor, easily wound squads of high toughness enemies, or just as longer range anti-infantry for that first turn and that always works quite a bit better fired en masse and concentrated, especially with all the cover saves now.

This message was edited 1 time. Last update was at 2008/09/09 23:08:48


 
   
Made in us
Drop Trooper with Demo Charge





I've also had a lot of success with AT squads with Missile launchers in good cover. Lobbing out three small templates a turn ensures a lot more damage than lasguns ever will.

My Conscripts, although killed to a man, did admirably against Eldar in my last game. With the Ind-commissar leading them and toting 5 flamers, they were definitely a huge obstacle for him. They basically held an entire flank's worth of fire for three turns. Surviving Dire Avenger ridiculousnes and drawing Prism fire and surviving it to do it again is no small feat.

You've got the touch!

YEAH! 
   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

I'd like to reiterate that while I'm a proponent of Lascannon AT squads, by no means should they be your only source of AT. At 2000 points I frequently have one or two LC AT squads, 2 or 3 Lascannon line squads 3 or 4 Missile Line Squads, and a variety of meltaguns. I'm becoming more and more of a fan of Sentinel mounted lascannons in 5th as well.
   
Made in us
Whiteshield Conscript Trooper





Thanks for the tips

So it looks like I might need to add more plama and Melta to my army

I have a 2k Point army and I general run with 7 squads of guys so should I take some of these out and in more lascannons and auto cannons. I currently run with the doctures, Camionline cloaks, Shapeshooterand Close Order drill ( I do it beacuse it is free). Should I then use drop troops and Specail weapon squads armed with meltas. Also If I am going drop troop should I give the men I am going to drop carapiece

I also have to ask how are guard soppose to win at 1000 piont games?

Thanks for all the Help.


Edit I also have a hellhound so should i get some sentals or another hellhound

This message was edited 1 time. Last update was at 2008/09/10 01:14:53


Imperial Guard have feeling to  
   
Made in us
Regular Dakkanaut






Trokll wrote:
I also have to ask how are guard soppose to win at 1000 piont games?

At 1000 points I use 3 Russes and 2 Hellhounds. Usually overwhelms opposing anti-tank weapons.

"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Regular Dakkanaut




An IG army just went 5-0 at the LVGT! And, it was basically a static gun line IG army. But, the army in question, property of Stelek, utilized the vast resources of the ENTIRE Imperium to put together a winning force.

A. Inclusion of Daemonhunter specialists. Why? To defeat Daemons of course, particularly of the deep striking variety.

B. Inclusion of Witch Hunters-Why? To encourage the troops of course!

Tactics: COVER SAVES! Guard are many-only the front unit need take alot of fire, everyone else stands back and gets cover from units in front, like Sisters with 3+ saves......

Now I don't know how much fun it is to play a static gun line army, even with cute toy additions like DH and SOB. But, it is now proven effective, if not overwhelming. But at the Friendly Game Score, I'd take a minor victory as a victory and be very happy with it.....

C. Shaffer's Last Chancers?-Don't they allow you to get 9 Missle launchers in one unit. I believe so.....

D. Drop units with Melta Guns?? Rumor is that Lascannon don't kill tanks in 5th edition, Meltaguns kill tanks. Yes, you may lose kill point missions for dropping all those 5 man melta gun teams all over the board-but if you are losing to tank armies, then that might be a solution.

One other suggestion, a SOB army won with an Immolator Rush army. No, IG don't have heavy flamers on every vehicle, but it was pointed out that Chimeras with Hell Hounds might actually be able to form a similar sort of light tank rush army. No Codex here at work, I don't play guard, can you put a heavy flamer on a Chimera......

C
   
Made in au
Been Around the Block




An IG army just went 5-0 at the LVGT!


Well done Stelek. Seriously, thats impressive.
More details would be welcome!

No Codex here at work, I don't play guard, can you put a heavy flamer on a Chimera......


You can indeed; a Heavy Flamer turret and a Hull Heavy Flamer. It could then carry a squad with a flamer (or a JO squad with up to 4 flamers) if you really want to turn up the heat.
I'm not convinced short ranged flamers (particularly the hull mounted one) are ideal on chimeras, but it does have potential.


Sentinels are actually pretty good as well, with essentially the same drawbacks and advantages as chimeras (too expensive, but no bolter-death). I use them like slowed lobster ninjas: they scout onto an opponenets table edge, fire a hail of shots, then tie them up with some expensive fire support infantry and watch as both sides gimp-slap each other for 4 turns.


Sorry I had to quote that, its just funny because its true.

Toss in a heavy flamer and you've pretty much summed up my use of Sentinels in recent games!

This message was edited 3 times. Last update was at 2008/09/11 14:17:38


 
   
Made in us
Regular Dakkanaut




IG Grand Tactics, heck, anyone's grand tactics...

Important question before giving advice is to know exactly what game you are playing. For example, are you really playing 5ed scenarios, or just 'set up and kill everything', are you playing RTT's or GT's or Friendly Local Game Store games? How is the terrain being decided on your tables-by mutual consent, or preset terrain? Is there 25% cover, or is there more cover? From the pics of the recent GT at Las Vegas, it looked like the centers of the boards were pretty empty, maybe one SMALL building, with more terrain around the sides. Big difference from games where you and opponent both choose terrain pieces, and he gets to put a wall of 12 inch high buildings right across the center line-and then he has a close combat army! Guard don't like that, they like boards with some open fields of fire-unless of course you are twin Basilisks. Do you know what your opponents are playing ahead of time? What are your common opponents ? You're not letting your enemies customize their lists after you show up and tell them that you are playing IG, and its the same IG they beat last week....

Aside: There was a twin Basi list at the LVGT. Yes, you cannot park them in the corner when the enemy can come in from the flanks with Gene Stealers or snikrot. Yes, you can protect the basilisks with two chimeras, one on either side of the bassie-might not be worth it...

Ok, back to strategy. There was a STAR TREK episode where a wargames master defeats Data, DATTA?, the computer android at a wargame, despite Data theoretically being 1,000,000x smarter. In the rematch, Data doesn't play to win, he plays TO DRAW-and gets the win by outlasting his opponent. While 40k games under 5th edition are very fast, too short to 'outlast' everyone, I think the idea of playing for THE DRAW is still very viable as a grand strategy.

For example, in one scenario, assuming you are playing book scenarios, there are only two objectives, one in your DZ, one in the enemy DZ. As IG, I can camp out on my objective, and gradually build up tie-breaking points by use of my long range firepower. Enemy aggressive? Wonderful, run into the gunline....Try to go SECOND, then drop a unit of drop troops at the end of the game to contest the enemy objective-you win!

In the game with multiple loot counters, depends on whether they are put down by the organizer of the game/tournament or by the players. You may be in big trouble if there are 5 objectives all player placed, because three of them might be in your opponent's DZ. But, in LVGT the 'odd' objective was usually in the center of the board.Great, now its just like the first scenario. You can camp out, get the Draw, but now, you can advance slightly to go for the win. Shoot the enemy off the central objective with Bolters, Lascannons, Heavy Bolters, Sisters of Battle, Psycannons, big pie plate tanks, guard stuff.

Kill Point Missions-may be the hardest for guard, because usually you have alot of stuff that can be killed. Consider mech guard, consider cover and cover saves....

Consider the question of going first or going second. Stuck going first? Consider bringing in everything from reserve if there isn't enough terrain to give you good cover saves. No sense letting your LR tanks tget plastered on the first turn by a bunch of Tau Markerlight/Railguns if you don't have to...Advantage of going second-you can contest enemy objectives with the last move of the game. Reason to go first? Boards with good fields of fire and enemy who are inclined to bring high value targets... Or, cases where there is terrain you MUST have. Example, don't let Tau have the side with buildings they can hide behind and then do jump shoot jump.

Rule changes which help guard. Cover saves, cover saves from intervening troops (that's why some sisters are nice. Sisters move behind gun line, gun line fires, sisters then RUN back in front of gun line to block incoming fire. Much fun, could work better with IG cloaks-they increase cover saves yes?. Consolidate, units cannot consolidate into close combat. Approaching Stealers/orks-get a single squad spread out to maximum length in front of your gun line please. Absorb charge, counterattack-flamers??? in the second line.

Theoretical question: One theory of army design under fifth that has been proposed is to avoid hybrid armies. Go either all foot, like Stelek's army; or all mech. Guard can certainly go All Mech-Tanks, troops in chimera, Hell Hounds. Can an IG army take a DH Inquisitor Lord in a Land Raider??? Don't know myself.... This may be a more important concept than whether you take 3 autocannons vs. 2 autocannons and a lascannon.....

There are lots of good lists to steal, but thinking about the actual victory conditions is going to be much more useful than fretting endlessly about which squad should have that last weapon. Even knowing 'how to play' an army list-that is the tactical tricks, which weapon works against which enemy, won't win; if you don't consider what you are playing for, meaning the victory conditions of the scenario.

Just my opinion, remember, I frequently dial myarmysucks.com website...
   
Made in de
Stalwart Veteran Guard Sergeant




Essen, Ruhr

There is simply no hard and fast golden rule that tells you how to win. As mikeguth points out, many factors come into play: terrain, regular opponents, different missions and deployments, and for what we now even the size of your board may vary. Facing a fast assault-based army on a 4'x4' board is not good. In general, IG has a steep leaarning curve. I wouldn't worry much about losing a couple of games as long as you try to figure out what exactly went wrong - were you not familiar with your opponent's army, did you roll terribly, did you not have any good firing lanes etc.

Looking at the models you are using, I'd say some more plasma wouldn't hurt (you). The abundance of grenade launchers won't lead anywhere. Meltas and flamers are both good weapons against the right targets. Their short range makes them a bit difficult to use correctly though. Flamers are best employed in units that can carry more than one in the second or even third layer of a defense in depth (that is, when you play a gunline). As soon as the front line unit is neutralized or legs it, the flamers march forward and burn the heretics/xenos/whatever. Elementary, this works best against hordes.

List making is but one aspect of the game. Suffice to say that you should aim to include a healthy mix of tools to improve leadership and enable you to deal with both hordes and low-save elites. Target selection and fire discipline are just as important. Try to go through your opponent's army unit-by-unit and identify the most dangerous threats. Is it that monster over there or the tank on his left? Perhaps you fear the assault marines/genestealers most or some extremely shooty unit. Concentrate on these first until they are wiped out or no threat anymore. Killing fast stuff first is a good idea most of the time. Killing troops (scoring units) in objective-based missions is another aspect. Or perhaps you set up second and can refuse a flank. Especially against slower armies this is golden because it gives you a lot of room to maneouvre.

After a couple of games you will get better at identifying the most threatening units on the other side of the board and what counter-measures work, or work to some extent, or not at all against X, Y, and Z. I'd also suggest that you take a look at the doctrines if you have not done so already. There are some that can improve your army's abilities greatly.

"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens

All hail Ollanius Pius! 
   
Made in us
Rough Rider with Boomstick





Trokll wrote:Thanks for the tips

So it looks like I might need to add more plama and Melta to my army

I have a 2k Point army and I general run with 7 squads of guys so should I take some of these out and in more lascannons and auto cannons. I currently run with the doctures, Camionline cloaks, Shapeshooterand Close Order drill ( I do it beacuse it is free). Should I then use drop troops and Specail weapon squads armed with meltas. Also If I am going drop troop should I give the men I am going to drop carapiece

I also have to ask how are guard soppose to win at 1000 piont games?

Thanks for all the Help.


Edit I also have a hellhound so should i get some sentals or another hellhound


Don't bother giving your drop troopers carapace. It is a waste of points on them. 4+ or not these boys are going to die. It only matters what they take down with them.
As far as a second hell hound or more sentinals. Go with the hell hound. 2 hell hounds are 4 times as good as 1.
   
Made in us
Regular Dakkanaut




There is a good article somewhere on DAKKA called IG Doctrines, the Good the Bad and the Ugly. Why don't you need Carapace? Because with a little planning you can get that 4+ cover save for free...

One other thought on Army Lists. Some gamers are 'reactive'. They say, 'oh, my opponent could bring this, and my other common opponent might bring that; so I need some of that and some of this', and before you know it you have a list of 'THIS AND THAT' built to try to meet each threat but with no synergy between parts.

Another way to design and army list is more aggressive-to say, "I am going to create a list that presents YOU with a problem. Yes, there may be an easy solution, but not one that you are half likely to ever bring without knowing my list ahead of time, and if you did, well, I needed an extra half hour for lunch anyhow".

Example, take 3 landraiders and stuff them with close combat troops. Sure, you could bring 20 Lascannons in an army and beat me, but who does that??? For IG, maybe take 3 Leman Rus tanks, 3 hellhounds and maybe an ally in a tank (inquisitor Lord) and stuff down opponent's throat. Hellhounds can hide behind the Rus, deck out the Rus with weapons that allow move and shoot-you get the picture.

I've already talked about the static gun line army of Stelek. Yes, it can't win big (I'm happy with small wins at the FLGS myself). The problem it presents? Cover saves and enough firepower that opponent cannot kick me off objectives without losing too many men on the way in.

I don't play guard, and am only a mediocre player. But I can see lots of potential for guard to pose unusual problems for the enemy. Example: at FLGS we have lots of terrain, so how are you going to get close to an army wearing invisibility cloaks. Or, I have a ton of drop flamers and drop meltas, what's going to happen to your tanks...

Or, I am using the Entire Power of the Imperium for my Guard army, because your opponent isn't well acquainted with WH and DH and is already at a psychological disadvantage when you start putting stuff with books and vows on the board which he doesn't know anything about....

Well, that's more than 2 cents worth.

   
Made in de
Stalwart Veteran Guard Sergeant




Essen, Ruhr

mikeguth wrote:
One other thought on Army Lists. Some gamers are 'reactive'. They say, 'oh, my opponent could bring this, and my other common opponent might bring that; so I need some of that and some of this', and before you know it you have a list of 'THIS AND THAT' built to try to meet each threat but with no synergy between parts.

Another way to design and army list is more aggressive-to say, "I am going to create a list that presents YOU with a problem. Yes, there may be an easy solution, but not one that you are half likely to ever bring without knowing my list ahead of time, and if you did, well, I needed an extra half hour for lunch anyhow".


That's an option. Nevertheless you will have to think about possibilities or know the metagame to some extent. We know that Nidzilla is a popular build, for example. Lascannon are helpful against MC's. If you ensure a certain level of redundancy, you won't have an army with bits and pieces. You can easily "group" things like MC's, termis, tanks etc., ask yourself "What if he takes ...?" and give each of your units a certain role. This also helps you develop basic plans in advance.

"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens

All hail Ollanius Pius! 
   
Made in us
Hardened Veteran Guardsman



CNY

To chime in: the pinning feature of mortars can be quite handy when facing infantry. Truthfully, many things have leadership of 9 and 10, but 1 in 18 times you'll pin leadership 10.

STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in au
Been Around the Block




bryantsbears wrote:To chime in: the pinning feature of mortars can be quite handy when facing infantry. Truthfully, many things have leadership of 9 and 10, but 1 in 18 times you'll pin leadership 10.


Well there's a novelty; the first time I have seen '1 out of 18 times' being used as an argument for mortars!

This message was edited 1 time. Last update was at 2008/09/18 07:04:59


 
   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

I think it's more of the icing on the cake rather than the reason to use them. In 4th, they hardly did any damage, so they needed some other ability to make them worthwhile. Unfortunately, due to the quoted stats, pinning wasn't it. In 5th, they do respectable damage, so any chance at pinning is a nice bonus.
   
Made in us
Regular Dakkanaut



Odessa, TX

For what it's worth at the 'Ard Boys I did fairly well with this list.

Admittedly though a big part of why I did well was the change in kill points for 'ard boys that made it to where IG basically gives up no kill points.

What really made the list good was how difficult it is to kill vehicles. I think the most vehicles I lost in a game was two chimeras in the third game. Sure there were lots of Chimeras with a weapon knocked off or imobilized, shaken, or stunned but very minimal casualties. That many tanks is just really hard to deal with. Then add ot that a bunch of guardsmen with 4+ cover or 3+ when they go to ground and you've got one tough nut to crack. Also, on the day I only had a demolisher destroyed once but that game still ended as a major victory so it was all good. Front armor value 14 with a rear armor of 11 is quite good.

I think for the next round I am going to put my inquisitor in a landraider though ...should be nasty.
   
Made in us
Heroic Senior Officer





Woodbridge, VA

mikeguth wrote:An IG army just went 5-0 at the LVGT! And, it was basically a static gun line IG army. But, the army in question, property of Stelek, utilized the vast resources of the ENTIRE Imperium to put together a winning force.


?? His battle reports list his army as a Daemonhunters army..........??

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Longtime Dakkanaut





I can't imagine that the primary problem Guard have is being outshot. Wouldn't it be enemy assault units getting stuck in? I'd say the key for Guard survival in 5th is getting the hang of counter-move/rapid firing the enemy immediately before they assault, so as to limit your losses to one guard squad per enemy assaulting squad.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
 
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