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![[Post New]](/s/i/i.gif) 2012/01/12 04:41:17
Subject: 1000 Imperial Guard Army--Infantry Heavy
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Imperial Recruit in Training
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Hey guys! So here is a IG Army I was throwing together. The idea being that they are infantry heavy, with only a couple tanks.
The total is at 960 currently, so I was thinking about giving my PCS some meltas or something, as they have no special weapons just yet!
Let me know what you think
1xCCS-Autocannon, 2xMelta (80)
2xPCS-Lascannon
4xInfantry Squad-1xMelta
(Each Infantry Platoon is 170 a piece)
1xLRBT (150)
1xLR Executioner (190)
2xVeteran Squad-3xMelta (100 a piece)
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![[Post New]](/s/i/i.gif) 2012/01/12 04:53:11
Subject: 1000 Imperial Guard Army--Infantry Heavy
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Rough Rider with Boomstick
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DoubleTrouble wrote:Hey guys! So here is a IG Army I was throwing together. The idea being that they are infantry heavy, with only a couple tanks.
The total is at 960 currently, so I was thinking about giving my PCS some meltas or something, as they have no special weapons just yet!
Let me know what you think
1xCCS-Autocannon, 2xMelta (80) mixed range mixed weapons
2xPCS-Lascannon
4xInfantry Squad-1xMelta
(Each Infantry Platoon is 170 a piece)
1xLRBT (150)
1xLR Executioner (190)
2xVeteran Squad-3xMelta (100 a piece) short range weapons on guys on foot will be hard to use
Pick weapons for each squad that lets that squad be focused and good at one thing. Pick a mix of squads and units that lets your army handle various threats.
Maybe drop one platoon and flesh out the other with some HWSs?
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"Ignorance is bliss, and I am a happy man."
"When you claim to be a purple unicorn, and I do not argue with you, it is not because I agree with you."
“If the iron is hot, I desire to believe it is hot, and if it is cool, I desire to believe it is cool.”
"Beware when you find yourself arguing that a policy is defensible rather than optimal; or that it has some benefit compared to the null action, rather than the best benefit of any action." |
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![[Post New]](/s/i/i.gif) 2012/01/12 05:10:34
Subject: 1000 Imperial Guard Army--Infantry Heavy
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Imperial Recruit in Training
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Taking your suggestion with the mixed range weapons, as well as dropping one platoon to add in heavy weapons, this is what i did:
1xCCS-2xMelta (80)
1xPCS-Lascannon
2xInfantry Squad-1xMelta
1xHWS-3xMissile Launcher
1xHWS-3xMortar
(320)
1xLRBT (150)
1xLR Executioner (190)
2xVeteran Squad-3xMelta (100 a piece)
I was thinking about taking one of the veteran squads and making it flamer based instead of all the meltas, to get some good anti-infantry goin
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![[Post New]](/s/i/i.gif) 2012/01/12 05:48:53
Subject: 1000 Imperial Guard Army--Infantry Heavy
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Hardened Veteran Guardsman
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I would take 4 grenade launchers in my pcs as opposed to a LC because they are bs3 and change both the mortars and missile squads to autocannons, as they are much better against light vehicles and have multiple shots to deal with infantry. another thing you should take into account is that your veterans will inevitably draw alot of fire so i would personally mount them, preferably in valkyries but chimeras would also do. i fould also change the special weapons in the infantry squads and ccs to preferably plasmas in the ccs and flamers in the infantry squads, or you could get a commissar and run a powerblob. your tanks are fine, as long as you have a plan for them, but from my experience i would take a demolisher instead of a battle tank and give it a hull heavy flamer. if you really want LCs you could run a heavy weapon squad with them.
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![[Post New]](/s/i/i.gif) 2012/01/12 07:38:12
Subject: 1000 Imperial Guard Army--Infantry Heavy
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Member of a Lodge? I Can't Say
WI
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Pretty much, you need to understand what weapons to put with what BS and what role those troops are doing for you. Your guys with BS 4 are precious, do not waste them with subpar weapons. Same goes with BS 3... those guys are only hitting 50%, so putting weapons on them that you /need/ to hit just isn't worth it.
Pretty much for IG, there are really only 2 heavy weapons of choice... Lascannons and Autocannons. LCs are needed for AV 12-14 and ACs for AV 12 and everything else. If your going to have LCs, put them on the BS 4 or HWS (to fire in mass). The other option is the Vendetta, but since your going foot, it is not something your doing. ACs are best on the BS 3 troops because you have to think of it at a 75% chance of hitting with at least one shot of the two fired. All other heavy weapons are either fluff choices (ML) or pure anti-infantry (HB and Mortar).
For special weapons, I never put plasma guns on BS 3 troops. They are to expensive to hit 50% with. Flamers do not have to roll to hit, so they waste that BS 4 if given to those troops. They are effective on BS 3, but are limited on what they can effect. I prefer melta guns because they effect vehicles/MCs/power armor. Really, the only drawback is the range. To me, GLs are dog weapons because they are only Str 6 krak and Str 3 frag. The two best things about them are the range and that they are assault. If I run a static unit, I honestly would rather run Sniper Rifles over GLs because of the Rending rules to ignore power armor, still effect AV 12, and that they wound on a 2+. The Pinning is just frosting on that cake.
I would suggest the following...
CCS - 102pts
LC, 2x Plasma guns, Bolter
PCS - 52pts
AC, 2x Sniper Rifles, Bolter
PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb
PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb
Vets - 135pts
LC, 3x Plasma guns
Vets - 135pts
LC, 3x Plasma guns
LRBT Executioner - 190pts
LRBT Executioner - 190pts
999pts
Advance with the LRBTs and the blob while everything else fires on stuff at range. Your long range AT should be pretty effective with 3 LCs at BS 4. Keep your PCS within 12" of your CCS and if you run into a MC or you want to shoot at a vehicle with them, have the CCS issue 'Bring it Down!' to them to Twin Link them. Make sure you read up on the Orders to make proper use of them (for instance, for 'BiD!', both the CCS and the PCS have to see the target). IF your dealing with targets in cover, use 'Fire on my Target!' to make them re-roll cover saves. Remember you can issue two Orders a turn, though the BS 4 troops shouldn't need it.
Good luck, I hope this helps. Automatically Appended Next Post: Edit: Oh, I shouldn't have to say this, but I will just to be safe... cover is your friend. Every unit that is hanging back should be in cover for 4+ cover saves. If I had an extra 80pts, your CCS would have Camo Cloaks and the Vets would have Sentries.
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This message was edited 1 time. Last update was at 2012/01/12 07:47:07
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2012/01/13 20:52:15
Subject: Re:1000 Imperial Guard Army--Infantry Heavy
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Guardsman with Flashlight
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You could try swapping one vetran squad out for a valkyrie then you can fly your remaining vetrans across the feild drop them in a defendable location and then wait for the rest of your army to catch up or ferry units to your vetrans to re enforce them.
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Imperial gaurd rules! |
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