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Made in us
Hellacious Havoc



The Bridge

Hey all i just recently decided to give the guard a shot, picked up a cadian defense box and an additional leman+squad of grunts...My proposed build is a CCS+3 squads of vets packing heat with one being in the chimera then lastly the leman russes playing the backbone role. My friends and i play casual games with varing points, nothen too cut throat. One thing that has me confused in the codex is the HWTs. According to the vet profile it states i can swap two vets to form a team, so does that mean that i end up with 8 vets and a HWT as a squad? Or can i pay the price for 3 HWTs and merely have them join the vet squads prior to the begining of the game?

Man fears what he does not understand- Anton LaVey 
   
Made in us
Longtime Dakkanaut





West Chester, PA

The hwt replaces two vets, and operates just like another member of the squad.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

2500 points
1500 points
1250 points
1000 points 
   
Made in us
Hellacious Havoc



The Bridge

thank you for the reply, so what if i pay the 45 points(i think codex isen't nearby) for 3? can i then place them into vet squads even if they are not vets? I recently got crisis suit bombed and my troops could not even put a dent in the suits, any advice? space marines and tau with a little ork action are my popular opponents in the area.

Man fears what he does not understand- Anton LaVey 
   
Made in us
Legendary Master of the Chapter






Ah. No for 45 points you get a 3 base heavy weapon team that must each buy a heavy weapon. but not only that heavy weapon teams are purchased as part of a infantry platoon squad and requires you to get a Platoon command squad and 2 infantry squad before you can even get the HWT.

The Vets can however lose 2 bases for 1 heavy weapon base. so the unit count would be 9 total bases

This message was edited 1 time. Last update was at 2014/06/25 18:46:24


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Hellacious Havoc



The Bridge

alright so heres my rough starter guard force, feel free to tweak and advise..also please try not to use forum slang..it took me quite awhile to realise that a master of ordnance is MOO

1 Company command
(cant decide on the weapon loadout)
master of ordnance

x3 Vet squads
(1 autocannon,1 las cannon and well i built a moatar fig.. )

1 chimera

1 base leman
1 Vanquisher

its really rough, i went from playing chaos to the guard so its like going from a car to a donkey..so show me pity

i'm trying to hit 1000-1200 points..i plan to supplement this force a bit, with what..no idea i need some vet guard player advice

Man fears what he does not understand- Anton LaVey 
   
Made in us
Legendary Master of the Chapter






Whats your play style?
Do you want it competative? tailored? fluffy?

Personally i switch over the russ's into a tank commander

change the company command squad into a Platoon command sqaud, and change two vet sqauds into Infantry sqauds
bring the heavy weapons teams back into a heavy weapons team
and have 1 vet sqaud in a chimera

You now have 6 objective securing bodies.

If possible id add a bit of barrel to the base leman to make two vanquishers at least that way they can focus anti tank

The 3 random heavy weapon teams kinda hurts but if possible just ask your freind if you can count them as 1 type. (otherwise maybe break it down and reconvert them. or keep em the same and deal with it)

command squads kinda such IMO in that they are easy as heck to remove (5 t3 models arnt going to survive much) so i keep em cheap (blank) besides a vox if need be and perhaps snipers. though the one aquila thing is apparently nice

This message was edited 1 time. Last update was at 2014/06/25 19:04:21


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Hellacious Havoc



The Bridge

its a friendly enviroment, just friends that play..no bloodsport...i tryed the tank commander thing and it lead to getting crunched between blocking(unit coherency) and a crisis suit bomb with a volley of melta shots in the rear armor...leaving my troopps not being able to touch the suits. My play style, i'm really not sure on yet..seeing as i just went from playing nurgle to grunts...the other night i tryed playing a slow grinder allowing my tanks to wear down the enemy scoring units, so my troops could sieze but obviously that was a fail.

Man fears what he does not understand- Anton LaVey 
   
Made in us
Legendary Master of the Chapter






Well Luckyily you do have a meat shield army that can easily bacon warp rear armor to stop melta shots from DS meltas.

and some smart positioning can help mitigate that as well.

But generally you cant go wrong with more men. and using commissars or priests to keep em from running is nice.
(also fluffy)

Personally im having fun with blob tactics making big 50 man units.

Also a quick add on that might help or add more to your list is psykers the primaries type is all you really need. divination alone could help you out a bit. forewarning for 4++ invul or misfortune to get some awesome FRFSRF rending against 1 target and preceance. though its kinda hit or miss.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Hellacious Havoc



The Bridge

Well i'm in a way looking for a fighting HQ, as i'm playing against a space puppy infantry heavy army and a crisis suit hq+suit heavy army(borderline farsight enclave)...I've noticed alot of people are getting away from the company command and going to some new type of HQ, i like the idea of commisars..hell i like yarick alot but i'm just not sure how to implement it. this is what i have fig wise, if you could put your own personal spin on it and see what you can get for 1000-1200 points.

3 full ten man squads
2 lemans
a chimera
3 heavy weapons teams
and a the 5 man command squad

like i said i'm a greenhorn to the guard but i dumped chaos for an army with more flex and better fluff(got bored of the wahh lets go kill everybody for chaos)

the tanks did well the first time i played, its just i think i failed in really loading the troops out, i ran two vet squads with grenadier doctrine+heavy flamer then one vet squad with forward sentries and i boogered the heavy weapons teams and ran them as their own unit..with a platoon command in the chimera....i'm fairly fresh on the WH40k scene, last time i really played the necrons and tau just came out lol....also thank you for your time

Man fears what he does not understand- Anton LaVey 
   
Made in us
Legendary Master of the Chapter






Oh boy. Fighting HQ is an interesting one.

Individual units of IG will never match up to more than fire warrior Tau in CC.

At best they are used to lock things in combat for a turn while the rest of your army sits tight shooting till its there turn to get grinded

The only exception to this i find is Psychic power blob squads.
Having a massive 50 man sqaud being invisible is amazing. also decent with forewarning and a priest for rerolls saves in combat.
It gets better with inquisitor allies but thats a whole nother beast
You will generally try to lock into combat over an objective till the enemy eventually dies then rinse and repeat.

Personal say 1200 pointer yarick grind fest would be
Yarick 3 lv2 primaris psyker, 2 priests 1 extra commisar
a platoon with PCS with a vox auto cannon and a chimera ride
2 infantry squads blobed
full 50 man conscript squad
Vet sqaud with in chimera
two seperate vanquisers
leaving you about 20ish points for upgrades.

Thats 1 mega fearless 50man squad that generally will last the whole game.
a smaller 20 man squad that can go to ground IIRC that can sit on a back objective and bubble wrap.
two ok range anti tank.
two small objective secured vehicle units
and you can put the psykers where they need to be depending on what they roll.

Edit: Below is good suggestion too though the troop is not that mobile

Also though if you do take 3 heavy weapon squads you should have 6 more bodies for another CCS or something.

This message was edited 1 time. Last update was at 2014/06/25 22:09:54


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




With the CCS, I would go with a standard (a re-roll on Leadership rolls is a godsend for a army with a base value of average leadership), a vox system (cost 5pts per vox, and both officer and troop need one for the re-roll) to take adventage of the senior officer only orders (ignore cover, auto-regroup à la 'And they shall know no fear' and tank/monster hunter) and some low AP weapon to take adventage of BS4 (like lascannon, plasmaguns)

For the Leman Russ, don't glue the turret and the barrel cover (the U shaped piece that goes on the barrel) as you'll be able to switch from any of the 4 weapon types that comes in the kit.

I would go with
CCS with standard, vox, in the chimera for added survivability
3 Vets squads with heavy weapons
Leman Russ; depends on your play style, you can try any of the model (you can always proxy the models you lack a turret for as it is friendly games)
   
Made in au
Lone Wolf Sentinel Pilot






As said above I prefer platoons to vet squads - gives you more bodies on the field plus I find vets in Chimeras are tempted to move forward (which is generally a concept IG want to avoid)

Many started armies including: / , , ....and Bretonnia 
   
 
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