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Made in ca
Hellacious Havoc




Toronto

If this is in the wrong forum, I apologize.

I know some of the basics, like the power of LRBTs, Manticores and Vendettas, but I'm wondering if there are any generally accepted layouts for how to build an IG army?

For example, how many platoons is good to take? Are Heavy Weapons teams good (they seem good)? Medusas also seem really neat. How many Infantry squads should I take in a platoon? Things like that.

Proudly Gaming in the Toronto Area since 2002  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Any specific units you should or shouldn't take will depend on what you want to do with your list over all, and what you've already put in it.

To start, get a CCS with a few weapon upgrades and then get two basic troops choices - a couple of vets with 3x special weapons each riding in a chimera, or two infantry platoons with a bunch of heavy and special weapons.

To add to that, you will want some support units that fill the gaps in your killing power in a way that the style you're looking for dictates.

Once you have your core units and your basic support units, filling in the rest will be fairly automatic.

Without any specifics from you, however, we can't give any specifics about what you should take in return. Meanwhile, general rules here will be fairly pointless, as things tend to only be good or bad in context, with very little in the guard codex lending itself towards auto-inclusion.



This message was edited 1 time. Last update was at 2012/07/20 05:23:41


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Get a lord commissar, two penal legion squads, two full ratling squads, three units of rough riders, and three deathstrike missiles.

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TheCaptain wrote:Get a lord commissar, two penal legion squads, two full ratling squads, three units of rough riders, and three deathstrike missiles.

ignore him.

listen to Ailaros, He knows what he's talking about.

This message was edited 1 time. Last update was at 2012/07/20 05:39:43



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Made in ca
Hellacious Havoc




Toronto

Ailaros wrote:Any specific units you should or shouldn't take will depend on what you want to do with your list over all, and what you've already put in it.

To start, get a CCS with a few weapon upgrades and then get two basic troops choices - a couple of vets with 3x special weapons each riding in a chimera, or two infantry platoons with a bunch of heavy and special weapons.

To add to that, you will want some support units that fill the gaps in your killing power in a way that the style you're looking for dictates.

Once you have your core units and your basic support units, filling in the rest will be fairly automatic.

Without any specifics from you, however, we can't give any specifics about what you should take in return. Meanwhile, general rules here will be fairly pointless, as things tend to only be good or bad in context, with very little in the guard codex lending itself towards auto-inclusion.



Would you suggest taking Heavy Weapons squads or upgrading 2 members of an infantry platoon to have a Heavy Weapon? What are generally the best bang for your buck weapons to take?

What styles of LRBT are good to take? My eye is on the Demolisher with Heavy Bolter Sponsons. One of those could take out Infantry and even Vehicles like they were nothing.

I'm thinking with a Vendetta and a couple LRBT Demolishers (or variants) I should be good on Anti-vehicle, and so since the game seems to be focused quite a bit on infantry these days should try to kit out my squads with anti infantry weapons.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

KOBossy wrote:Would you suggest taking Heavy Weapons squads or upgrading 2 members of an infantry platoon to have a Heavy Weapon?

Why not both?

6th ed returns us to shoothammer, and heavy weapons certainly took a neat little buff. Plus, weapon upgrades are the most efficient way of adding more killing power. If you're already taking the units, there's no reason not to give them good guns.

KOBossy wrote:What are generally the best bang for your buck weapons to take?

That depends entirely on what you want to kill with them.

Autocannons and plasma guns are faring better now than they used to, and both lascannons and melta are still solid choices. Flamers and sniper rifles both got better as well, but whether you include them or not is going to depend more on what you're trying to do and what the rest of the list looks like.

Grenade launchers got a tiny bit better, but they're still pants. Any seasoned guard commander can tell you how long the grenade launcher minis they built years ago in noobish zeal have been sitting collecting dust. There's nothing particular that dictates they should be brought out now.

KOBossy wrote:What styles of LRBT are good to take? My eye is on the Demolisher with Heavy Bolter Sponsons.

LRBTs, Demolishers, and exterminators are your best buys at the moment. I still like the hull lascannons, because they're still Ap2, and they still hurt vehicles (at least, they're reasonably certain of throwing glances around), but if you really don't have the points, or are otherwise lacking in anti-light-infantry, a heavy bolter is still fine.

For sponsons, they all got a lot better, but they still didn't get any cheaper, which makes me reluctant to go with anything other than the heavy bolter, at least for the moment. Plasma and melta sponsons have their place now, but taking them should be determined if you need them.


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 ca
Hellacious Havoc




Toronto

What about special weapons for the CCS? Should I just spend 40 pts and give them all Meltas? Is it worth upgrading to a Medi-pack for FNP or Regimental Standard? Plasma seems nice but if I roll a 1, I could very easily kill myself and waste the points.

The best buys for Heavy Weapons teams, by looking at the Codex, seem to be AC, Missile Launchers or Heavy Bolters. Lacannons might be nice but that's starting to get pricier and I'd prefer blast templates or to be able to pump out large numbers of shots.

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Daemonic Dreadnought






Medi pack=no

Regimental standard is solid, guardsmen end taking lots of tests. I would say it's almost mandatory in a list that includes ld7 units like sws and hws, and given that it's easy to pick off the sargent in ld8 squads it's important.

This message was edited 2 times. Last update was at 2012/07/20 12:12:07


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in ca
Noble Knight of the Realm





Canada

KOBossy, I think you need to first decide what style of Guard army you want to play, and this will help you determine what to buy. There are many different ways to play Imperial Guard -- you can have a standard gunline, a more mobile shooty list, mech, foot, assault-oriented ...

Any ideas on what style you think you might like?

As for basics, you can't really go wrong with Ailaros' advice. I think that a CCS plus a couple platoons (if you want foot guard) or a couple veteran squads (if you want mech or a smaller, elite force) is a good starting point.

I am a big believer in including units that you think are cool/fun even if they're not the best as this will increase your enjoyment of the army/hobby and in my experience none of the choices in the Guard codex are completely worthless. So if you're like me and you think Stormtroopers/Kasrkin are among the best-looking models out there, I say grab a box set of either kasrkin or storm troopers (whichever look you prefer) plus two blisters of the melta/plasma special weapon combo and then you have options to run either 2x melta or 2x plasma stormie squads (those are probably the two best options for storm troopers). Just an example, of course, I know some people don't like storm troopers.

But once you figure in some of the units you like, the list will start coming together.

Personally, I am not a fan of the "flavour of the year" nature of manticores so I am a proponent of the "old school" Leman Russ. I think that terminators are going to be more common in 6th edition given the nerf that power weapons got, so Demolishers are even more worth their points than before. Can't go far wrong with standard LRBTs either, and I've had good success with Basilisks -- which combination of tanks you take will depend on personal taste, since you can't take them all. But I would offer up Demolishers, LRBTs, and Basilisks as three that you can't go far wrong with. I prefer to keep them cheap, myself, with hull heavy bolters or heavy flamers and no sponsons.

You may want to think about your army's fluff a bit, too, when considering purchases. For example, my Guard army are very religious-like so tried to make them a bit more Sisters of Battle-ish in the weapons they take, so lots of meltas and flame weapons. This meant I put heavy flamers on all my vehicles instead of heavy bolters to fit the fluff. Works out pretty well ... nothing will beat seeing the look on my friend's face when my Basilisk with its main gun destroyed, drove up to his dismounted Dire Avengers and gave them a blast of heavy flamer!


Automatically Appended Next Post:
schadenfreude wrote:Medi pack=no


It's not always useless. I've found it pays huge dividends in a close-combat oriented CCS (especially one with Straken). Might be worthwhile in a CCS with 3x plasmas, too (I've never tried that, though).

This message was edited 2 times. Last update was at 2012/07/20 12:44:02


   
Made in us
Decrepit Dakkanaut





Vallejo, CA

KOBossy wrote:What about special weapons for the CCS? Should I just spend 40 pts and give them all Meltas?

This is how I used to run my officer squads (company and platoon), but over time I just couldnt' justify this loadout. Game after game went by where the officer either wasn't in range of anything, or, when it got in range, was killed before it was able to get a solid shot off at anything. Officer squads are just too fragile to be proactively using defensive weapons like meltaguns and the like. This is especially true now that your opponent gets VP for killing your officer.

I switched over to a heavy weapon loadout, and my officer squads started doing much better. A lascannon+master of ordnance was my favorite combo in 5th, as it actually got to kill stuff before the officer died (especially since it was always in range of BiD).

That loadout is still solid, but I'm going back to my roots with an eviscerator priest and power fist to make a choppy squad. To keep some amount of long-range firepower, I'm throwing in a couple of snipers as well. I don't know if many others are going to take that path, though.

KOBossy wrote: Is it worth upgrading to a Medi-pack for FNP

If you're going to have a choppy CCS, a medic and a bodyguard could actually be worth it (I'm actually modelling a medic right now). Otherwise, don't bother. Your guys may survive a little better, but the actual killing power is diminished. Better to just take another weapon and let an extra one die than trying to keep everyone alive.

KOBossy wrote:or Regimental Standard?

In 5th ed, standards were pointless. With blobs going out, the standard comes back in. I'm dusting off my standard bearer right now, and wouldnt' be surprised if lots of other guard commanders do as well.

KOBossy wrote:Plasma seems nice but if I roll a 1, I could very easily kill myself and waste the points.

The only way to judge weapons is the amount of killing they do per point spent on them. The only thing that plasma overheats do is potentially reduce the number of shots you get (as he's too dead to shoot them), and thus reducing the amount of killing power.

That said, plasma guns are so killy that they're still the best weapon, even if they occasionally get fewer shots to overheating.

KOBossy wrote:The best buys for Heavy Weapons teams, by looking at the Codex, seem to be AC, Missile Launchers or Heavy Bolters. Lacannons might be nice but that's starting to get pricier and I'd prefer blast templates or to be able to pump out large numbers of shots.

Lascannons are the only heavy weapon that have a chance of destroying heavier armor outright. They're also a much more serious threat against heavy armor in general, being twice as good as a missile launcher against AV14. They're also the only heavy weapon option with AP2, which means that they're the only way that infantry pick off terminators and Sv 2+ monstrous creatures at range. They're expensive, but you get what you pay for.

As for missile launchers, I'd pass on them. They don't do anything nearly as well as more specialized bretheren. It would be better to take a lascannon and an autocannon squad than two missile launcher squads.

All the rest are fine for what they do.


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!
 
   
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Los Angeles

To me a big part of it is what you want to model. If you like tanks, but shrink in horror at the thought of painting faces on a hundred guys, go for a mech list. It's guard though, soyou still will be painting 50 faces. If you like airplanes, go for an AirCav list, and start buying those Valks. One of the many awesome things about IG is that it supports so many playstyles, modelling preferences, and opportunities for both uber OP and super fluffy lists.

Also, and some here will call this heresy, Guard has probably the best synergies with potential allies. If you are just starting, you can add just a couple of units to your lists to not only make them more powerful, but add variety to your modeling and painting.

I usually take one platoon, sometimes up to 5 squads depending on points. In sixth I put a plasma gun and an autocannon in each squad. I still use 4 flamers in my PCS, as it is usually the cheap unit I put in a Vendetta as insurance for late game objective grabbing/contesting. I don't use Commissars anymore, as my platoons are now focused on shooting rather than assault. To that end, I highly recommend getting an Aegis Defense Line. The line itself is a godsend for shooty platoons, and the gun that comes with not only threatens flyers but seems to be a gigantic attention magnet for my opponents. It's also very hard to kill, being T7 with 2 wounds.

My favorite tank is still the LRBT. I put bolter sponsons on them now, both for the additional shots you always get to take and to increase the survivability of the main gun. I usually take one Demolisher with a lascannon and a heavy stubber, the last only as insurance. I haven't tried the exterminator, but I am going to soon.

The only artillery I take is one Manticore, and it usually dies early. I find the artillery is just not as effective as the main battle tank, and takes up those valuable heavy support slots. Many people like them though. The Griffon is intriguing...

For allies, if you decide to go that way, Space Wolves are a great match.

Good luck with your guard, imho it is far the best army.

bb

5000
2000
 
   
Made in ca
Hellacious Havoc




Toronto

What is an Aegis Defense Line?

I think probably my best option is to go for a shooty IG. I've been playing close combat squads in my other armies lately and they've been getting torn to shreds by range. The best thing I can think of is to fight fire with fire.

I really like the idea of a CCS with Master of Ordnance and Regimental Standard. The question is-what do I want to equip the other 2 Veterans with? Snipers aren't a bad idea but guys will always get Armor Saves against them. I could go with a Lascannon HWT but I think that the IG excel in being inexpensive, so adding that in makes things more expensive. However, with a Master of Ordnance, the squad itself shouldn't be moving around since he can't use Artillery Bombardment if he does. So since I'm going to be shooty, having weapons with shorter range seems pointless-I need long range and to sit in one spot with some cover while I get shots off and allow my Artillery to kill stuff.

The LRBT Demolishers are sounding better and better thanks to their high Strength and low AP-great for crushing high save troops and even vehicles.

Executioners also seem really good as well. AP 2 is always nice and its blast, as well.

Of course, the tried and true regular LRBT is still good with its Battle Cannon.

Medusa Siege Cannons seem like longer range Demolishers that can switch up their shells and I'm very impressed by them. Definitely want to add at least one of those.

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Rough Rider with Boomstick





The Aegis is a Fortification you can buy from the main rule book. It is a fairly long stretch of wall that gives 4+ cover saves.
   
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Rough Rider with Boomstick




Places

I'm more in favor of a mechanized army , generally I run 8 Chimeras in this style formation A standard 3 squad platoon led by a platoon command squad ( infantry squads have x2 flamers a piece but are swappable with GLs , Platoon command squad has 3 plasma guns and carapace ) My other "platoon " is of vets ( real life platoon generally ) who have the following armourment x2 Plasma Guns and carapace armour. Led by a company command squad armed with x3 Plasma Guns & a Plasma pistol as well as carapace . All infantry in this have vox casters this infantry body I run is extremely expensive as far as infantry list go. But this allows me to devistate any MEQ a with the vet platoon and the standard infantry platoon for hordes . As for an armoured force leman Russ. Tanks are amazing in terms fireing volume as well as armour from the front , I would ultimately suggest a mech list given its flexability

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in ca
Noble Knight of the Realm





Canada

Very interesting list, Kasrkin229. How do you get 2x flamers into regular platoon infantry squads, though?


Automatically Appended Next Post:
KOBossy wrote:What is an Aegis Defense Line?


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440312a&prodId=prod20006a

Gives 4+ save to troops behind it for 50 points. For an additional 50 points you get a quad gun (basically 2 twin-linked autocannons with skyfire AND interceptor). Seems like pretty much an auto-include for a shooty/foot Guard list.

KOBossy wrote:I really like the idea of a CCS with Master of Ordnance and Regimental Standard. The question is-what do I want to equip the other 2 Veterans with?


I would say definitely go with lascannon. It is a good combo with the Master of Ordinance as they'll be engaging the same types of targets, plus the CCS lascannon is the same price as in infantry squads but with BS 4. Definitely a bargain price. I've used this "loadout" a fair bit and it is probably the most effective CCS combination I've used. Definitely the best "bang for your bug" combination, in my view.

KOBossy wrote:The LRBT Demolishers are sounding better and better thanks to their high Strength and low AP-great for crushing high save troops and even vehicles.


Yeah, and they're pretty rugged, too, with 14/13/11 armour values. And the 24" range, while short, isn't terrible on a 4'x6' board.

This message was edited 1 time. Last update was at 2012/07/20 19:34:48


   
Made in us
Rough Rider with Boomstick




Places

NWansbutter wrote:Very interesting list, Kasrkin229. How do you get 2x flamers into regular platoon infantry squads, though? Lol ops sorry men 1 not use to this new android , but I guess if you wanted to use 2 you could lol


Automatically Appended Next Post:
KOBossy wrote:What is an Aegis Defense Line?


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440312a&prodId=prod20006a

Gives 4+ save to troops behind it for 50 points. For an additional 50 points you get a quad gun (basically 2 twin-linked autocannons with skyfire AND interceptor). Seems like pretty much an auto-include for a shooty/foot Guard list.

KOBossy wrote:I really like the idea of a CCS with Master of Ordnance and Regimental Standard. The question is-what do I want to equip the other 2 Veterans with?


I would say definitely go with lascannon. It is a good combo with the Master of Ordinance as they'll be engaging the same types of targets, plus the CCS lascannon is the same price as in infantry squads but with BS 4. Definitely a bargain price. I've used this "loadout" a fair bit and it is probably the most effective CCS combination I've used. Definitely the best "bang for your bug" combination, in my view.

KOBossy wrote:The LRBT Demolishers are sounding better and better thanks to their high Strength and low AP-great for crushing high save troops and even vehicles.


Yeah, and they're pretty rugged, too, with 14/13/11 armour values. And the 24" range, while short, isn't terrible on a 4'x6' board.

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Daemonic Dreadnought






The mechanized CCS can still work, we just need to be less aggressive with it now. Plasma and melta still work, they just need to act as an ambush unit.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Which, to be fair, was their best use in 5th ed as well. It feels like mechvets got worse in that there are a few rare things they can't do so much anymore, while their primary purposes remain of similar quality.


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
Regular Dakkanaut




Merseyside, UK

KOBossy wrote:What is an Aegis Defense Line?
Cheap fortification that gives you a good cover save and can, and should, be upgraded with a quad-gun for taking down those pesky fliers.
KOBossy wrote:Medusa Siege Cannons seem like longer range Demolishers that can switch up their shells and I'm very impressed by them. Definitely want to add at least one of those.
You have to choose one or the other for the entire game it doesn't work like a Whirlwind.
KOBossy wrote:The LRBT Demolishers are sounding better and better thanks to their high Strength and low AP-great for crushing high save troops and even vehicles.
Demolishers are nice and also high value targets thus often directing fire away from the rest of your force.
KOBossy wrote:Executioners also seem really good as well. AP 2 is always nice and its blast, as well.
Love me some Executioners. Definitely my favourite tank in the whole game. With the new blast rules against vehicles (and AP2 +1) i can't see myself not fielding at least one every game. I personally think it just has the edge against the Demolisher thanks to its extra range and number of shots but blast vs large blast comes down to the situation.
KOBossy wrote:Of course, the tried and true regular LRBT is still good with its Battle Cannon.
Battle Cannon <3 I will say though that i don't think it is a necessary staple of the Russ list anymore.

The Exterminator is also one to consider. Great for opening transports and can be used to take pot shots at fliers if need be.

Taking a Hull Lascannon is a must now too imo and i wouldn't put sponsons on any tank i'm intending to move around a lot.

I'm sad to see the defensive weapon rule go. I used to love the Heavy Stubber. My opponents new not to underestimate its wrath.

Peace Out!
Jonny!

Fear Me, For I Am Your Apocalypse 
   
Made in ca
Hellacious Havoc




Toronto

OK this info so far is great, thanks to everyone who contributed.

I'm thinking of making something like this for my list:

HQ-CCS

Troops-PCS, 5 Infantry Squads, 2 Veteran Squads, 2-3 Heavy Weapon Squads (with Chimeras)

Fast Attack-1 Vendetta, maybe some Hellhounds

Heavy Support-6 LRBTs (organized into 2 HS units), Medusa, I'll probably pick up a Manticore as well to add in for variety, perhaps some Hydra Batteries too


I'll post a list shortly, see what people think

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Can defiantly recommend the Aegis Defence Line.
I can sit x2 heavy weapon squads, the CCS (giving HWS' orders) and a Medusa inside nicely.
Camo netting suddenly has a use. The Medusa has always been a glass cannon, but with a 3+ cover save sat behind the 'line it gets a lot scarier.
I've always used Bastion Breacher shells with it (nothing trashes a tank quite like it), and these have also had a nice buff with the new blast rules. Very hard to miss a Land Raider or Monolith now.
   
Made in us
Battleship Captain




Oregon

I'm piggybacking onto this discussion instead of making a new one, if thats ok.

With the changes to blast weapons in 6th, I'd like to make a list that revolves around S10 templates, and I am a big fan of the manticore's' awesome look and power. That said:

1) Would a squadron of 2x medusa or 2x demolishers be a better choice to support my manticores?

2) What would the rest of the army look like? I'm assuming chimera with vets/armored fists/PCS/CCS squads and maybe some sentinels or devil dogs.

3) What weakness does this kind of list have? S10 and big blasts means that I have some solid anti tank and anti horde firepower., but I'm thinking mid strength firepower like autocannons or plasma is what I'm missing.


   
Made in ca
Hellacious Havoc




Toronto

minigun762 wrote:I'm piggybacking onto this discussion instead of making a new one, if thats ok.

With the changes to blast weapons in 6th, I'd like to make a list that revolves around S10 templates, and I am a big fan of the manticore's' awesome look and power. That said:

1) Would a squadron of 2x medusa or 2x demolishers be a better choice to support my manticores?

2) What would the rest of the army look like? I'm assuming chimera with vets/armored fists/PCS/CCS squads and maybe some sentinels or devil dogs.

3) What weakness does this kind of list have? S10 and big blasts means that I have some solid anti tank and anti horde firepower., but I'm thinking mid strength firepower like autocannons or plasma is what I'm missing.




No problem at all, I'm glad others can get something useful from this thread.

I'd say personally to take Demolishers. The longer range of the Medusas is very nice, but the Demolishers have much more solid armor. Then again, I'd just put both in my list.

I'd also like answers to the other 2 questions. However I would say that you don't need plasma or ACs because of the amount anti-everything ordnance. ACs can pump out 2 shots per, but Strength 10 low AP weapons that are ordnance are going to do way more I think, especially since most opponents won't get a save, they can penetrate armor, instant kill a lot of guys and hit hordes of infantry, potentially reducing whole squads to dust in 1-2 hits. Why take plasma when Demolishers and Medsuas have equal or better range, better strength, have huge templates to blanket enemies and the same AP? I'm still be curious as to what squad equipment should look like. I'd like to keep them cheap since that's where the IG excel (low cost troops pumping out high volume of shots). I'm thinking of only equipping Meltaguns on the Infantry Squads, perhaps with Vox-Casters. That's 60-65 pts. Nice and inexpensive. 5 squads of that will be around 300 pts, 575ish with Chimeras for each. In a 2000 point game you're a little over a quarter of the way over your total and you've got 5 scoring units already, not even counting HWTs, Veterans and PCS. Add in CCS that's about 1000-1150, the rest is just tanks.

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Made in us
Guard Heavy Weapon Crewman






1. If there's a unit you like (fluff, style, etc.) you can generally find a way to use it

That said here are a few rules, some advice and what I personally do
1. Take a CCS, make every veteran in that squad do something. Personally I mobilize mine in a Chimera and give the Vets all Plasma.
2. Two troops choice, minimum. But three are better. Personally I like three: take 2 vet squads in Chimeras, they either get plasmas or meltas. If it's BS 4 give them the good specials. I also take one platoon. I take 2-3 infantry squads w/ autocannons and then a 5 pt special weapon. A heavy weapon squad isn't bad now if you can spare. The PCS is flexible. You can make it barebones or slap some cheaper specials in it.
3. Build your fast/heavy choices around a strategy and/or what models you just want to play. One polarizing tank is the Basilisk. Guard players seem to love it or hate it. I love it.

Remember the most important Guard special rules when building
If you can take special weapons and/or heavy weapons you should do it if you have the points.
If you are rolling more dice (especially the special/heavy/template variety) you are doing things right.
   
Made in ca
Hellacious Havoc




Toronto

Don't worry, I plan to do lots of rolling. Even with bad rolls for the most part if I can pump out enough shots stuff is going to die.

Proudly Gaming in the Toronto Area since 2002  
   
Made in gb
Road-Raging Blood Angel Biker





Welwyn Garden City, England

Just read through this and its made me decided to get 3 Chimera's as my next purchase to build my army up to 1K.

That and I may buddy my Executioner/Eradicator with a sister but it might even be a Thunderer and the Chimera`s can act as rolling protection for it as needed,

5th Boudican Mechanised - 2300 points W:0 D:4 L:3
Iron Bloods - 4000 points W:1 D:5 L:6 
   
Made in us
Battleship Captain




Oregon

KOBossy wrote:
However I would say that you don't need plasma or ACs because of the amount anti-everything ordnance. ACs can pump out 2 shots per, but Strength 10 low AP weapons that are ordnance are going to do way more I think, especially since most opponents won't get a save, they can penetrate armor, instant kill a lot of guys and hit hordes of infantry, potentially reducing whole squads to dust in 1-2 hits. Why take plasma when Demolishers and Medsuas have equal or better range, better strength, have huge templates to blanket enemies and the same AP?


Well my thinking on the autocannons and plasma was to 1) open up transports before firing the S10 pie plates to get more kills and 2) finish off depleted squads after they've tasted S10 pie. I could save points by replacing plasma with grenade launchers and mixing in some multi lasers from chimeras.

KOBossy wrote:
I'd say personally to take Demolishers. The longer range of the Medusas is very nice, but the Demolishers have much more solid armor. Then again, I'd just put both in my list.

I probably would go with the demolishers, mostly because they already have a cheap(er) plastic model. That and a pair of demolishers would make for a good spearhead to some chimera or devil dogs.

This message was edited 1 time. Last update was at 2012/07/21 19:43:34


 
   
Made in ca
Noble Knight of the Realm





Canada

KOBossy wrote:Don't worry, I plan to do lots of rolling. Even with bad rolls for the most part if I can pump out enough shots stuff is going to die.


This.

One of the main reasons I like Guard so much is that my dice rolling is, as a rule, TERRIBLE. But with the sheer number of dice (and use of many template weapons) I get via Guard, this is greatly mitigated. My one abortive attempt at space marines years ago reinforced to me how truly awful my dice rolling is. You have the right thinking here


Automatically Appended Next Post:
minigun762 wrote:1) Would a squadron of 2x medusa or 2x demolishers be a better choice to support my manticores?

2) What would the rest of the army look like? I'm assuming chimera with vets/armored fists/PCS/CCS squads and maybe some sentinels or devil dogs.

3) What weakness does this kind of list have? S10 and big blasts means that I have some solid anti tank and anti horde firepower., but I'm thinking mid strength firepower like autocannons or plasma is what I'm missing.


I have no experience with Medusae, but my thoughts are for Demolishers since they have plastic kits readily available and they have much better armour.

Regarding your second question, I think it's a matter of taste partly ... do you prefer a mech list or a foot list? Do you want some funky deployment options, or are you more of a "meat and potatoes" kind of guy? And as I've said many times before, I think it is very important to include some units that you simply like, and this may suggest where you will go from there. There have been some good posts earlier in the thread on how to approach this choice and then what to get once you've decided.

Question 3: well, we'd have to see the rest of the list. Too much artillery/armour and you'll be lacking stuff to take and hold objectives is one thing that comes to mind, though.

This message was edited 1 time. Last update was at 2012/07/22 01:50:06


   
Made in ca
Hellacious Havoc




Toronto

Great suggestions so far, any more?

Proudly Gaming in the Toronto Area since 2002  
   
Made in us
Battleship Captain




Oregon

KOBossy wrote:Great suggestions so far, any more?


Not so much a suggestion as a topic for discussion.

When playing a footslogging IG list, my thinking is that you don't give the objective taking squads any heavy weapons as you should be moving forward (often with the support of "Move Move Move" to claim objectives.
Instead I was thinking of giving them a melta bomb in addition to a special weapon, to help bulk up their anti tank & anti MC abilities.

Of course this does assume that one makes a distinction between objective holding squads (static) and objective taking squads (mobile).

   
 
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