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Made in us
Stoic Grail Knight






The Plan is fairly simple Each Platoon will be given a sector(like IRL) and they must defend/attack it

HQ Plain Might add some war gear there for orders (Which I never used before)


Sly

4x Platoon HQ

2 x 5 squads 1 flamer and 1 melta bomb

2 x 5 squads 1 melta and 1 melta bomb

2 heavy weapon teams 3 lascannons a piece

10 meltas
10 flamers
6 lascannons

238 men
1 Sly

1695 pts (add war gear to army)


Automatically Appended Next Post:
Shameful bump. Any one have any comments ?

This message was edited 1 time. Last update was at 2010/09/15 01:58:00


Hydra Dominatus

World Wide War Winner  
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Not a fan of this list really, you have absolutely no mobility. Also those HWS, once they start getting shot, there goes your entire HWS squad.

Generally, I would play against this army by first eliminating your HWS with my HS/ Long Range Firepower, and then from there I would slowly pick off your troop numbers, until I chose to assault....and this is using my BA army...my SW would probably do it a bit differently, but also a little better.

I like the idea you have, just I think you need armor no matter what. You are going to quantity over quality and you have alot of BS3 shooters....your only ace is Sly, but if you are playing with so many points, he is easy to counter...

Bottomline....less troops....more tanks... I would cut down the Platoons to 2, get some MechVets, and then some LRBT/Vendettas to help balance the army out.

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in us
Lord of the Fleet





Texas

For an infantry company, the lack of artillery and commissars is unsettling.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

You do NOT "need armor no matter what". Furthermore, even artillery isn't necessary. Commissars DEFINITELY are, though. That and the no-upgrade CCS makes me one sad man.

Honestly, you don't need that many men in a single blob. Better to split it up a bit so that you don't wind up with half of your forces being tarpitted by something.

A 1500 point list using only infantry platoons should look more like this:

CCS 4x plasma (110)

PCS 3x plasma (75)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x plasma (80)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

18 meltaguns, 10 plasma guns, 12 power weapons, 173 dudes, 1500 points.

To go up from there I'd either add al'rahem and an astropath and/or a liberal application of eviscerator priests.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

I second Ailaros

i'd use a different list but that because I don't hate HWT, (@ Ailaros not a dig just know how you feel about them ). PW Blobs, Commissars and Al'rahem are all essentials in my book if you are going all infantry. Priests, Standards and HWS can all add spice.

I do like the fact I'm seeing more Guard players trying horde rather than mech vet, makes me happy

PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Ailaros wrote:
A 1500 point list using only infantry platoons should look more like this:

CCS 4x plasma (110)

PCS 3x plasma (75)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x plasma (80)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

18 meltaguns, 10 plasma guns, 12 power weapons, 173 dudes, 1500 points.


The lack of ranged weaponry and moblity just doesn't sit right with me, if someone could explain to me some possible tactics with an army like this it would be much appreciated.

I still stand by my comment of needing armor no matter what, it is something that the IG get for very cheap and something that is some of the best in the game.

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

all-infantry works like this:

mobility: Chimeras roughly to 12" per turn (don't tell me that they always move 12" as if nobody drives around terrain or other vehicles). Infantry with Go Go Go (which is pretty easy to pass with the commissar) move roughly 12" per turn. Even when they occasionally fail the order, they still move 1-6". As such, infantry on foot and chimeras are roughly equally mobile.

If you're using vendettas with outflanking for mobility, then you can accomplish much the same desired effect with Al'Rahem.

Firepower: You can take LOTS of guns with an all-infantry list (and, in my above concoction it's really easy to miss the brutal grinding power of power blobs). Yeah, they're short range, but yes, you get to move them 12" per turn. With nearly 200 dudes, you're going to DOMINATE field position, which means it's really easy to trap your opponent in a corner where they will eat BiD special weapons death (or whatever).

The guard does not need armor to win. With my time playing infantry+artillery, it was the artillery that was doing the underpreforming, not the infantry. Guard vehicles are cheap, but you get what you pay for. Click here to see some examples of how infantry guard armies play.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Lord of the Fleet





Texas

Ailaros wrote:You do NOT "need armor no matter what". Furthermore, even artillery isn't necessary. Commissars DEFINITELY are, though. That and the no-upgrade CCS makes me one sad man.

Honestly, you don't need that many men in a single blob. Better to split it up a bit so that you don't wind up with half of your forces being tarpitted by something.

A 1500 point list using only infantry platoons should look more like this:

CCS 4x plasma (110)

PCS 3x plasma (75)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x plasma (80)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

PCS 3x melta (60)
30-dude power blob with 2x meltabombs (215)
SWS 3x melta (65)

18 meltaguns, 10 plasma guns, 12 power weapons, 173 dudes, 1500 points.

To go up from there I'd either add al'rahem and an astropath and/or a liberal application of eviscerator priests.


Hmm that could work. All that melta can scare armor.

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Ailaros wrote:all-infantry works like this:

mobility: Chimeras roughly to 12" per turn (don't tell me that they always move 12" as if nobody drives around terrain or other vehicles). Infantry with Go Go Go (which is pretty easy to pass with the commissar) move roughly 12" per turn. Even when they occasionally fail the order, they still move 1-6". As such, infantry on foot and chimeras are roughly equally mobile.

If you're using vendettas with outflanking for mobility, then you can accomplish much the same desired effect with Al'Rahem.

Firepower: You can take LOTS of guns with an all-infantry list (and, in my above concoction it's really easy to miss the brutal grinding power of power blobs). Yeah, they're short range, but yes, you get to move them 12" per turn. With nearly 200 dudes, you're going to DOMINATE field position, which means it's really easy to trap your opponent in a corner where they will eat BiD special weapons death (or whatever).

The guard does not need armor to win. With my time playing infantry+artillery, it was the artillery that was doing the underpreforming, not the infantry. Guard vehicles are cheap, but you get what you pay for. Click here to see some examples of how infantry guard armies play.


Well, a couple things, I checked your website...

1. Beautiful Army! Well Painted, I particularly love your mortar teams.
2. Best Battle Reports I think I have ever read! The pictures are clear and allow me to really follow exactly what is going on
3. The Blobs look great on the table, and I can definitely see their usefulness.

The only negative....It seems your army loses to SM often? Any reason? I definitely see the strength of a full infantry army, which is something I like personally...I have incorporated a mix of PCS/CCS/MechVet/LRBT in my 1k IG Army, which I have found quite useful.

But I guess it is all personal preference, although I will be adding your website to my favorites.

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in us
Stoic Grail Knight






thank you all for the advice I kind of just sat back and wanted to see what you all would say, I am old school drop IG/ hence my air cav. But com. are good I just never used them. So there a must for this army ?

Hydra Dominatus

World Wide War Winner  
   
Made in us
Angry Chaos Agitator





I think original list lacks a bit of long-range firepower and mobility. Mobility can be somewhat made up for by spamming "Move, Move, Move" but not much firepower will be going downrange while TONS of firepower might be coming back up. I know my Noise Marines and Plague Marines would lose to be swarmed by naked fodder-guard with lasguns. They kill them so easily and they take so little damage from flamers.

Heavy weapon teams are very easy for the enemy to blast dead since they can't be bubble-wrapped without giving the enemy a 4+ cover save to their lascannons.

I personally can't see myself not using up 3 HS slots in any guard army.

When you put 2 basilisks into a squad, if the 1st shot lands on target, the 2nd shot probably just hits nothing. If the 1st shot misses, the 2nd shot usually just hits nothing.

On its own, a basilisk is a pretty fearsome weapon and it runs only a scant 125 points.

Having extra fodder with lasguns has diminishing returns past a certain point. You can't overly bunch up 238 guys or enemy template weapons completely devastate them, meaning they get in the way of maneuvering.
I think there's enough excess fodder to cut some and drop Sly, then pick up 3 basilisks (each a unit of 1) for the army.

Sly is 65 points for a one-use only 6" range ordinance template. Often he'll chuck it, then die right after. For 125 points in basilisk form, you can get 3-6 ordinance shots off and have a good chance of NOT losing the tank.
The 375 points for 3 bassies has a good chance of handling a lot of the weapons which would bother your infantry blob.

If there's an enemy vindicator with a S10 pie plate and basilisks stun/destroy it from Turn 1, survival rate of your troopers increases.
They also deal with marines very easily with S9 AP3. Lasguns/flamer/melta is good against vehicles and T3 things with no saves, but lacks the fighting power against MEQ troopers.
I guess an alternative for helping with marines instead of using HS is just to include plasma guns on your command squad and possibly a vet squad with them. Gives the power to shift heavy obstacles (marines, terminators.)

This message was edited 1 time. Last update was at 2010/09/21 23:14:49


 
   
Made in au
Fresh-Faced New User




mango hill.brisbane.queensland

upgrade a guardsman in each HQ to a medic, and receive an addittional save vs. unsaved wounds. (feel no pain.). Commissars and Priests are a must.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

MadMaverick76 wrote:Well, a couple things, I checked your website...

1. Beautiful Army! Well Painted, I particularly love your mortar teams.
2. Best Battle Reports I think I have ever read! The pictures are clear and allow me to really follow exactly what is going on
3. The Blobs look great on the table, and I can definitely see their usefulness.

The only negative....It seems your army loses to SM often? Any reason? I definitely see the strength of a full infantry army, which is something I like personally...I have incorporated a mix of PCS/CCS/MechVet/LRBT in my 1k IG Army, which I have found quite useful.

But I guess it is all personal preference, although I will be adding your website to my favorites.

Thanks!

With one exception, the reason why I've lost to marines at all in my current set is because of really, really, insanely, unconscionably, unreasonably, incredibly awful bad luck. In almost all of the games that I've played against marines, if the dice would have behave in a statistically predictable way, I would have slaughtered my opponent.

TheBloodGod wrote:I think original list lacks a bit of long-range firepower and mobility. Mobility can be somewhat made up for by spamming "Move, Move, Move" but not much firepower will be going downrange while TONS of firepower might be coming back up.

The thing with infantry hordes is that you tend to DOMINATE field position. So what if your opponent is able to run away really quickly with skimmers if there's nowhere they can go that isn't right next to your troops? In this case, redundancy covers for mobility.

Count von Devlin wrote:upgrade a guardsman in each HQ to a medic, and receive an addittional save vs. unsaved wounds. (feel no pain.).

I'm not actually that big of a fan of medics myself. They cost a LOT for just stopping plasma burns, and you don't have the option of taking them in the squads that they'd actually be useful in (blobs, for example).

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in au
Fresh-Faced New User




mango hill.brisbane.queensland

I find it very satisfing to be able to save wounds with feel no pain, when caused by ones own poor dice rolls,or by an opponents shooting or melee attacks. HQ units can be the guards best assult squads. Mite as well get the same benifit as blood angles death company squads.
   
 
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