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Made in us
Fresh-Faced New User




I normally play mech guard and people in my gaming area know me for playing mech guard. Over the years I am now sitting on well over 400 guardsmen and normally once or twice a year I drop the company on a player. With this edition infantry seeming to be where its this looks like fun. The downside with so many units you have to plan a head to make sure you not wasting everyone's time setting up/cleaning up. With mech guard its almost cheating, I place my 10 tanks and I'm ready.


--- Battle plan ---

I figure this will be a very aggressive list running in 3 waves.

1st wave: 100 Conscripts
2nd wave: ~60 Line infantry
3rd wave: ~30 Veterans

As the waves get hit in close combat I will have the survivors immediately fall back behind the following wave and rapid fire their targets. The following wave will either rapid fire the same targets and possibly lock them in close combat.

The veterans hang out with the earthshaker platforms for a bit to both protect them and allow them to space out enough for a 3rd line.

The kinda oddball one would be the 8 sentinels. The previous edition I would just move them around as a relentless heavy weapon. This edition I'm thinking the same 3 wave tactic wave 1-2 are the h flamers while the multilaser/chainsaw squad runs clean up duty. These originally would be in the rear with the gear a bit spread out. I'm thinking about using them as a spear head on the flank of the conscript line using the scout move to have them settle on an objective.

If you haven't seen the points for the FW entries, the platform is almost too cheap not to take.

--- Weaknesses ---
I think my main weakness is only having 3 commissars, I ran out of slots for the brigade.

If the characters go my line goes, I will have to be careful about positioning.

Defiantly going second.

--- Strengths ---
200+ men of the empire.
11 lascannon equivalents
12 heavy bolters
Huge amount of firepower.




+++++++ Brigade (CP +9) (Astra Militarum) +++++++

+ Troops +
2x Conscripts: 50 guardsmen each
6x Infantry Squad: Boltgun, Chainsword, Flamer, Heavy Bolter

+ Elites +

3xCommissar: Boltgun
2x Veterans: Boltgun, Chainsword, Lascannon, 6x Lasgun, 3x Plasma Gun
Veterans: Boltgun, Chainsword, 3x Flamer, Heavy Bolter, Heavy Flamer, 5x Shotgun

+ HQ +

5x Company Commander: Boltgun, Chainsword

+ Fast Attack +

2x Scout Sentinels: 2x Heavy Flamer
Scout Sentinels: 3x Multi-Laser/Chainsaw

+ Heavy Support +

Earthshaker Battery: 3x Earthshaker Battery
2x Heavy Weapons Squad: 3x Lascannon
2x Heavy Weapons Squad: 3x Heavy Bolter

++ Total: [2000 Pts] ++


My question is if you are fighting this what do you attack first. What are the main weaknesses of this force.
   
Made in us
Regular Dakkanaut




Change the heavy bolters for mortars or Lascannons.
Statistically, mortars and hvy bolters do the same number of wounds for low T targets 3-4. But mortars cost less and don't need LoS.

Lascannons are the best anti tank Wep for infantry by far.

Make movement trays for the conscripts as well
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I'd shoot the Lascannon hwts first, provided I can see them, I could kill the two in a turn. And that's a large part of your AT gone.

Sentinels are alright, they can be surprisingly durable if you can get them in cover. For 36 pts you could make them all lascannons as well, which should hang around for a bit longer. You probably don't need 5 commanders. Orders aren't essential, good on conscripts and vets, alright on normal squads.

Mortars are probably preferable, heavy bolters are better vs MEQs, but I think you're gonna lack space in your deployment zone. So having more out of Los stuff is nice. If you're on a budget you can mix the squads up, like taking one HB 2 lascannons. You can split fire and if you take hits, the HB is a cheap one to kill off.

A master of ordnance for the shakers too.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Fresh-Faced New User




I dropped one scout sentinel and changed them to armored lascannons. I also dispersed out my lascannons in the heavy weapon squads so I have "arbitrary wounds" on them. This also lets me move 2 lascannons out to have a better chance at getting an angle on a tank while it doesn't hurt the h bolter and mortar in the squad now.


++ Brigade (CP +9) (Astra Militarum) [1813 Pts] ++

+ Troops +

3x Conscripts: 35 Conscripts

6x Infantry Squad: Boltgun, Chainsword, Flamer, Heavy Bolter

+ Elites +

2x Veterans: Boltgun, Chainsword, Lascannon, 6x Lasgun, 3x Plasma Gun

1x Veterans: Boltgun, Chainsword, 3x Flamer, Heavy Bolter, Heavy Flamer, 5x Shotgun

+ HQ +

3x Company Commander: Boltgun, Chainsword

+ Fast Attack +

1x Armored Sentinels: 2x Armored Sentinel, 2x Lascannon

1x Scout Sentinels: 2x Heavy Flamer, 2x Scout Sentinel

1x Scout Sentinels: 2x Multi-Laser, 2x Scout Sentinel

+ Heavy Support +

Earthshaker Battery: 3x Earthshaker Battery

2x Heavy Weapons Squad: 2x Lascannon, Mortar

2x Heavy Weapons Squad: Heavy Bolter, Lascannon, Mortar


++ Vanguard (CP +1) (Astra Militarum) [186 Pts] ++

+ Elites +

5x Commissar: Boltgun

+ HQ +

1x Company Commander: Boltgun, Chainsword


++ Total: [1999 Pts] ++
   
Made in us
Storm Trooper with Maglight





CO

At this point, you can maximize CPs by having a BDE and a BN ...

Are you set on all those sentinels? Haha. Dropping 1 could meet you SGT Harker ... And you might as well use each one in it's own slot, you're not getting first turn anyway.

5k Imperial Guard
2k Ad Mech 
   
 
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