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Made in us
Heroic Senior Officer





Western Kentucky

Welcome to the Imperial Guard 9th edition tactics thread. Get up to speed with the 9th Ed FAQs for greater good (heresy), imperial armor, and the IG Codex.

https://www.warhammer-community.com/wp-content/uploads/2020/03/dZub5FGKGGmigx3x.pdf

https://www.warhammer-community.com/wp-content/uploads/2019/09/tgQpUPFPrrnFQieo.pdf

https://www.warhammer-community.com/wp-content/uploads/2019/09/4HyM0d7ZsWf7vN1A.pdf

First impressions are 9th is a rude awakening for IG. No longer can we just sit in the back annihilating anyone dumb enough to poke their head up, we're gonna have to move up and get stuck in the old fashioned way. Expect whatever worked for you in 8th to either not work or require heavy tweaking. But we're the guard, it ain't the first time we've been on the backfoot and had to figure out a way to fight back, people are already hashing out ideas.

Remember, people are always quick to jump to conclusions when a new thing comes out. Get some games in, mull over ideas, try out stuff you normally wouldn't. We'll crack 9th soon enough.

Keep an eye out down here for landmarks where new discussion starts. I.e. new codex, chapter approved, new units, etc.

New rules for IG, namely 2+ Leman Russ armor save, Tank Commanders can order any vehicle now, and IG infantry orders reworked, link below

https://www.warhammer-community.com/2021/11/09/game-balance-is-at-the-heart-of-this-official-warhammer-40000-rules-update/

This message was edited 3 times. Last update was at 2022/01/24 04:39:10


'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
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Inside Yvraine

Respect for using their proper naming convention.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 MrMoustaffa wrote:
No longer can we just sit in the back annihilating anyone dumb enough to poke their head up, we're gonna have to move up and get stuck in the old fashioned way.


I'm really happy about that, as I despise playing gunline. I much prefer sending hordes of Guardsmen and tanks forward, with adequate support from things like drop troops and artillery. With this focus on a mobility, do people think that Cadian may be seen far less? A pure Cadian army seems like a bad idea now. Maybe a second detachment as a firebase?

And speaking of second detachments, I think people should not be afraid of dropping 2-3cp on a useful set of second regiment traits. I'm still playing around with lists but a custom infantry brigade, backed up by an armour spearhead, has some potential.

We are really just at a point of throwing anything you can think of together to test, and see what sticks. A bit difficult with the current situation to get a wide base of testing opponents in though.

This message was edited 1 time. Last update was at 2020/08/04 22:12:41


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
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Krieg! What a hole...

Aw. I enjoy gunlining on my Krieg list :(

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
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Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
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UK

So I've been drawing a couple of conclusions.

I like catachan / gunnery expert ability to get us more shots. I love conquoror cannons and the wicked accuracy. DKOK troops seem like the perfect fit in 9th edition, massed cheap 5-man sqiads. Hellhounds were amazing and with the ability to keep shooting whilst in CC, still are! With smaller boards and the ability for +6" range, 30" range demolishers with the improved number of shots again seems like a really good deal... Tank commanders more generally, with the "Gunners, Kill on Sight" order are just slightly better than conqurors for another 5 heavy stubbers - But slots is ever the issue here. Oh and the final ramble is, don't forgot that relic battle cannon! On and tank aces! So much mechanised love

Mixing that all together puts me in a tough position, I want tank commanders and hellhounds for astra miliarum; troops and conquorors with DKOK. I'm also thinking scout sentinels, when combined with 8+ T7/8 vehicles, provide a really cheap source of T5 wounds which slightly better mobility, great for board control & to support your fragile infantry.

I have given up on fielding an allied BA detachment of scouts & smash captains (I hear on the grapevine you can only take 1 too!), so I've kind of given up on being able to field any real CC threat. But do we need one? Why try and win a fist fight, as long as you can just surive one and out shoot anything with a pulse (/reanimnation protocool).

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Norn Queen






Thoughts on Hellhounds? Given their 12"+16" = 28" Threat range (+D6" if you're Tallarn given their new doctrine, but I think the Catachan re-roll is better) and the fact they can Fire in Melee and are still T7, plus they explode half the time to inflict that final taste of the Emperors Justice. Plus the Heavy Flamer is the same cost as the Heavy Bolter now so even more Melee Goodness. For 125 points you have a effectively never degrading infantry shredder. Being S6 AP-1 means they hurt even non-Custodes elite infantry pretty hard.
   
Made in us
Heroic Senior Officer





Western Kentucky

 Trickstick wrote:
 MrMoustaffa wrote:
No longer can we just sit in the back annihilating anyone dumb enough to poke their head up, we're gonna have to move up and get stuck in the old fashioned way.


I'm really happy about that, as I despise playing gunline. I much prefer sending hordes of Guardsmen and tanks forward, with adequate support from things like drop troops and artillery. With this focus on a mobility, do people think that Cadian may be seen far less? A pure Cadian army seems like a bad idea now. Maybe a second detachment as a firebase?

And speaking of second detachments, I think people should not be afraid of dropping 2-3cp on a useful set of second regiment traits. I'm still playing around with lists but a custom infantry brigade, backed up by an armour spearhead, has some potential.

We are really just at a point of throwing anything you can think of together to test, and see what sticks. A bit difficult with the current situation to get a wide base of testing opponents in though.

Honestly I've felt like the Cadian doctrine is a trap since the IG codex dropped in 8th, at least for new players. It's absolutely a powerful regiment, don't get me wrong. The problem is to use it to its fullest you have to sit still. An experienced player will be able to weight the pros and cons to movement, a new player will have a hard time giving up his rerolls.

It's why I recommend new players try other regiments starting out. Not because Cadian is bad, but because Cadian takes a lot of skill to use to its fullest. Best start with Catachan, where your benefits are always on, and learn from there.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
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Is it possible for me to have my ‘warlord’ just be a tank ace basilisk? and then just use -1cp to have a second tank ace basilisk?

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Norn Queen






I agree that Catachan is the strongest regiment right now. S4 chaff and a higher average number of shots on random weapons is super good.

Catachan Basilisks supported by Harker are great at taking out anything without an Invul save.


Automatically Appended Next Post:
 ph34r wrote:
Is it possible for me to have my ‘warlord’ just be a tank ace basilisk? and then just use -1cp to have a second tank ace basilisk?
As far as I can see, yes. You replace your warlord trait for a Tank Ace, then use the stratagem to give another model a Tank Ace (obviously you can't give the same model two aces, but you can give two Basilisks the Full Payload ace, for example).

This message was edited 2 times. Last update was at 2020/08/04 23:58:14


 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 BaconCatBug wrote:
 ph34r wrote:
Is it possible for me to have my ‘warlord’ just be a tank ace basilisk? and then just use -1cp to have a second tank ace basilisk?
As far as I can see, yes. You replace your warlord trait for a Tank Ace, then use the stratagem to give another model a Tank Ace (obviously you can't give the same model two aces, but you can give two Basilisks the Full Payload ace, for example).


Just remember that your warlord is still selected normally, they just lose their warlord trait to make a tank an ace.

Random DKOK thing I just saw: their russes can take hull mounted plasma cannons.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in de
Boom! Leman Russ Commander






@ Razerous: while I also think Death Korps is currently more competetive than in 8th I'm not really convinced we should dismiss 10 man squads so fast. In the end Blast weapons only get +1 (D3 weapons) / +0.5 (D6 weapons) average shots against them and there are not that much single D weapons that are not wasted on guardsmen.

Meanwhile the new morale rules are quite nice for larger units, that feel the single model lost before attrition less.

Also when you compare wounds needed to kill 5 grenadiers (35 points, sv 4+) and 7 guardsmen (sv 5+) you get:
10 vs. 10.5 at AP0
7.5 vs. 8.4 vs AP-1
6 vs. 7 vs. AP-2
So unless both are in cover, the same weight of guardsmen are a little tougher.

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Regular Dakkanaut




Honestly I am going to try double detachment.
Infantry battalion with cover to save roll bonus as long as not advanced and 18'' rapid fire and spearhead with reroll number of shots and auto repair. LRBT in spearhead gets ObSec which may be crucial. E.g. elite infantry (reivers, bladeguard veterans) sits on objective. Advance with LRBT and use Crush Them to charge and steal objective. It can work
   
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Junior Officer with Laspistol




Manchester, UK

 Pyroalchi wrote:
...I'm not really convinced we should dismiss 10 man squads so fast.


I agree, ten man squads seem much better. You get far better order usage, whilst also having the increased endurance.

Gnollu wrote:
Honestly I am going to try double detachment.
Infantry battalion with cover to save roll bonus as long as not advanced and 18'' rapid fire and spearhead with reroll number of shots and auto repair. LRBT in spearhead gets ObSec which may be crucial. E.g. elite infantry (reivers, bladeguard veterans) sits on objective. Advance with LRBT and use Crush Them to charge and steal objective. It can work


The only problem that I have had with this is the 6 troop limit. It really does not seem enough, as I feel 90 Guardsmen is much more comfortable. A few ideas that I have had to get around this:

- Brigade for the infantry, although you have to take sentinels and mortars as a tax for it to work.
- Non-troop infantry like veterans, sws, and hws. They don't have obsec though, which hurts.
- Mech, although you are giving up the vehicle traits on the transports.
- Conscripts. I know they are a bit meh, but being able to pump up the infantry battalion could work. It really depends on just how bad blast ends up being.
- Sacrificing the 2 perfect detachments for 1 decent one. So you take a Disciplined Shooters and Gunnery Experts brigade and just put up with not having perfect traits for everything.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
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Fredericksburg, VA

Even though the Tallarn Regimental Doctrine is not quite as good as it used to be, I think their Warlord trait might be more interesting now. Especially if most games are going to devolve into a massive brawl in the center for objectives. The ability to Fall Back and then charge may be pretty handy (and it says for all TALLARN units, so that's tanks/Sentinels too!) combined with GBitF to shoot as well for infantry - mostly as, if you're going to be in combat anyway, you might as well be the one charging to get a few hits in before your brave Guardsmen get killed.
   
Made in pl
Regular Dakkanaut




Yea Conscripts. Unfortunately blast can be a thing. I think because of that mortars will still be mandatory as they work perfectly fine with 5+ models, not like wyvern.

On the other hand combat attrition is much less deadly for them than old morale mechanic having ld 4
   
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Manchester, UK

Something that is floating around is the new Invader ATV datasheet:

Spoiler:


The interesting bit is the change to multi-meltas being 2 shot (Edit: Also the extra damage changed to d6+2, instead of 2d6 pick highest). Does anyone else think that this may help justify their 25pt cost for the Guard? I can see a devildog getting some use out of 3-5 melta shots. Or a russ picking melta sponsons to overcome the drawbacks of plasma blasts in melee.

Standard caveats apply of course (may be misprint, may not transfer to other faction multi-meltas, etc).

This message was edited 1 time. Last update was at 2020/08/05 16:03:53


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in pl
Regular Dakkanaut




Maybe? Remember that new storm shield rules apply only to new primaris so far, other storm shields were not given changes. We need to wait for codex :(
   
Made in fi
Locked in the Tower of Amareo





 Trickstick wrote:
 Pyroalchi wrote:
...I'm not really convinced we should dismiss 10 man squads so fast.


I agree, ten man squads seem much better. You get far better order usage, whilst also having the increased endurance.


2x5 is actually more durable than 10. Apart from blast you are less suspectible to losing guys to morale and opponent is more likely to overkill wasting shots. Killing 7 from 5 man squad results in 5 dead. From 10 results in 7 dead plus another 1-3 to morale(well morale doesn't affect krieg I think)

This message was edited 1 time. Last update was at 2020/08/05 18:26:46


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Heroic Senior Officer





Western Kentucky

My only issues with krieg grenadier spam is you're going to be paying a lot of premiums to get those grenadiers. You're using a ton of troop slots to get 5 man teams, you're taking a regiment trait that isn't all that great, and if you really want to get the most out of your army you're probably running a different regiment for vehicles which means a higher cost in CP to run the army. I agree that in a vacuum the grenadiers are better, but I feel the opportunity cost to actually run them in an army may well not be worth it. Especially when you can use custom regiments to get guardsmen just as tough, if not as powerful in shooting. Not to mention that as it's FW, it's very likely to get changed before most people even finish their army. Remember we should be seeing 9th Ed FW books very soon, no telling what's going to change rules or points wise.

The biggest overall issue with infantry of all types is that with platoons gone, there's not a lot of great options for infantry spam. You're either forced to run a brigade and bring tax or take multiple batallions and pay CP. If you want to maximize efficiency of your infantry and vehicles you now also need to leave a detachment for the tanks so they can take better upgrades as well. It's a tough trade off. I think if you want to go Brigade you're best off with a regiment that has good abilities for the vehicles and infantry, Catachans and Cadians for example. If you're going split detachment, odds are you're doing custom regiments, as you'll have less CP to work with and need your units as efficient as possible without strategems.

I do wonder if the dumb idea I had in 8th of infantry/stormtroopers spam may have more merit in 9th. Lots of bodies with relatively cheap weapons backed up by a large chunk of deepstriking stormtroopers. Not sure if I'd go for longer Rapid Fire range or the better AP trait, I think it would depend on the foot regiment they're backing up. One option is Catachans for knockoff orks to be backed up by deepstriking pinpoint firepower and some outflanking SWS/CCS/Vets with Harker and a commander. The other option is hardcore gunline Cadians, and you're using the stormtroopers and outflankers to mop up and secure objectives. Both would do well to have Bullgryn and sentinel support most likely, perhaps even combined, since sentinels and Bullgryn have good synergy as far as profiles go.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in gb
Towering Hierophant Bio-Titan



UK

 Pyroalchi wrote:
@ Razerous: while I also think Death Korps is currently more competetive than in 8th I'm not really convinced we should dismiss 10 man squads so fast. In the end Blast weapons only get +1 (D3 weapons) / +0.5 (D6 weapons) average shots against them and there are not that much single D weapons that are not wasted on guardsmen.

Meanwhile the new morale rules are quite nice for larger units, that feel the single model lost before attrition less.

Also when you compare wounds needed to kill 5 grenadiers (35 points, sv 4+) and 7 guardsmen (sv 5+) you get:
10 vs. 10.5 at AP0
7.5 vs. 8.4 vs AP-1
6 vs. 7 vs. AP-2
So unless both are in cover, the same weight of guardsmen are a little tougher.
Fair point on the "Blast" weapon, the average change is low but there will not be any unlucky shots, so blast weapons are more reliable against 6+ sized squads, so will attract the firepower all the more.

As for the cost - the thing that made it a no brainer for me was the overall cost; to field 6 troops you spend 210 vs. 300pts. Another problem with 10-man squads is the lower chance for overkill. It's always felt clunky to fit infantry squads in..

Our infantry aren't great and our heavy lifting is done by the vehicles... I agree about mixing regiments but I'm spending my 3CP to get the best results from DKOK (Conqurors, Grenadiers) and AM (Gunnery, spotters, tank aces and delicious delicious hellhounds).

This message was edited 1 time. Last update was at 2020/08/05 18:56:00


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in au
Fresh-Faced New User




5 man squads are just too slot inefficient for me. You need so many troop slots just get enough troops together. Anything gained from slightly tougher troops is lost through having a higher Brigade tax.

IMO blast weapons are fairly overrated. Most supa marine armies rely on Bolt rifle (and its variants) for anti infantry tasks.

Heavy support slots are too tight already between Dreads, Eliminators or Eradicators to fit Whirlwinds in.

Just who is spamming blast weapons? The other IG armies?

This message was edited 1 time. Last update was at 2020/08/05 19:01:16


 
   
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So, for those of us not using Kreig, what's the consensus on what to bring? Hellhounds for sure, Leman Russes for firepower, possibly a Manticore or two for punch outside of line-of-sight, but anything else?

What about Scions versus Guardsmen? Which should be the focus for our objective grabbers?
   
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Towering Hierophant Bio-Titan



UK

Single scout sentienls.. think of them as biker units?


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in pl
Boom! Leman Russ Commander






My collection is more or less 50:50 Tallarn and counts as DKOK.
On the Tallarn side I intend to switch the majority of hull weapons to flamers. If both Tauros are really gone from the index my various buggies will count as Scout Sentinels with flamers. I don't know when I will get a game but from a theoretical point of view that might be a way to make use of the new tallarn doctrine.

Also my Chimeras will now likely be Gryphonne Chimeras as they cost the same but can take AC for the same price as a heavy bolter.

I also plan on increasing my number of bullgryns, mostly because I like them but also because I think we should prepared for melee

On the DKOK side I intend to try a lot of Death Riders for the reasons mentioned in the old threat.
Also IF multimeltas really geh 2 shots: if I remember correctly the Mars Alpha Pattern Leman Russ can also take a hull MM. So a Demolisher with tripple melta might be worth a try

This message was edited 1 time. Last update was at 2020/08/05 19:44:38


~6550 build and painted
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Towering Hierophant Bio-Titan



UK

How good are scout sentinels in this edition?

When combined with lots of tanks, they feel like a good source of slightly mobile wounds. Plus some good strategems for a 3-strong squad!

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Heroic Senior Officer





Western Kentucky

So a lot of my friends playing marines have been talking about transports being back in a big way. Have you guys seen this for IG? Their argument was the transports were good to just park on objectives in the middle and if you kill the transport you still need to kill the squad. While I can see it working for marines it seems a bit of a rough job for IG. My first glance at BS makes me feel chimeras are pretty overpriced near a 100pts, but I'm viewing them with an 8th Ed lense really.

I had considered Valkyries for dropping squads on objectives turn one, but you're really just sending the men to their doom given how hotly contested the midfield seems to be these days, and you need a 9" enemy free zone to drop them too.

I won't be able to play games for a good month at least at this rate due to work assignments so really I'm just theory crafting till I get home. Which sucks because the opening couple months of an edition are always a lot of fun as people try weird stuff out to see what works.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Longtime Dakkanaut





Remember scions have a fairly cheap MSU squad that they can uparm nicely, and vendettas in this edition look wildly useful -- the firewpower of a tank commander and the transport of a chimera with the first strike option for jump out and shoot/charge that only otherwise valkyries and drop pods get on turn 1. While in past we have used indirect fire to accomplish our goals, in the current edition, its a bit pricey and flyers are an alternative way to deliver firepower to the hidden foe.

(Yes, my scion army is adding 4 vendettas, losing 15 scion troop choices, and otherwise staying about the same.)

I will also try out the "each transport with 6 crusaders, 5 scions, and an officer" to see if that grabs objectives better. But I think tabling the enemy on turn 2 will NEVER go out of style.

Those things that consume fewest cp are precious to us now, as we are limited in what we get and we tend to want multiple detachments more than some armies. So manticores are in, basilisks less so, I think.

This message was edited 1 time. Last update was at 2020/08/10 05:27:44


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in de
Boom! Leman Russ Commander






@ non-flying transports:
One thing I'm considering there are Chimeras with 2 heavy flamers and track guards (EDIT: 100 points). It's basically like a mini Hellhound. My idea would be to deliver their cargo, than charge something that is not a CC beast. 2D6 heavy flamer shots into CC each round doesn't sound to bad and thanks to the track guards these things are either at 100% efficiency or dead. Also as Tallarn it could be funny that they can advance and fire so are really pretty fast.
And every AT gun firing at the Chimera does not fire at a Leman Russ.

This message was edited 1 time. Last update was at 2020/08/10 13:00:11


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Longtime Dakkanaut



Glasgow

 MrMoustaffa wrote:
So a lot of my friends playing marines have been talking about transports being back in a big way. Have you guys seen this for IG? Their argument was the transports were good to just park on objectives in the middle and if you kill the transport you still need to kill the squad. While I can see it working for marines it seems a bit of a rough job for IG. My first glance at BS makes me feel chimeras are pretty overpriced near a 100pts, but I'm viewing them with an 8th Ed lense really.

I had considered Valkyries for dropping squads on objectives turn one, but you're really just sending the men to their doom given how hotly contested the midfield seems to be these days, and you need a 9" enemy free zone to drop them too.

I won't be able to play games for a good month at least at this rate due to work assignments so really I'm just theory crafting till I get home. Which sucks because the opening couple months of an edition are always a lot of fun as people try weird stuff out to see what works.


Marines don't have the speed of guardsmen when getting to objectives and are worth more to protect. Stick 40-50 guard on each objective should be fine
   
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 MrMoustaffa wrote:
So a lot of my friends playing marines have been talking about transports being back in a big way. Have you guys seen this for IG? Their argument was the transports were good to just park on objectives in the middle and if you kill the transport you still need to kill the squad. While I can see it working for marines it seems a bit of a rough job for IG. My first glance at BS makes me feel chimeras are pretty overpriced near a 100pts, but I'm viewing them with an 8th Ed lense really.

I had considered Valkyries for dropping squads on objectives turn one, but you're really just sending the men to their doom given how hotly contested the midfield seems to be these days, and you need a 9" enemy free zone to drop them too.

I won't be able to play games for a good month at least at this rate due to work assignments so really I'm just theory crafting till I get home. Which sucks because the opening couple months of an edition are always a lot of fun as people try weird stuff out to see what works.


Here's my take on the problem:

Playing my Space Wolves, I definitely agree with the notion that for Space Marines [and probably Marine-like armies in general] transports are very desirable. The combination of being a dangerous vehicle-type target and having a squad of fairly resilient obsec guys to drop off makes them good.

However a Razorback with twinlas or assault cannons is a good weapons platform in it's own right. A Chimera is, with the best of wills, not.


So we'll have to see. I would be a bit worried running Chimera based guard that for all those points I've wound up with less infantry bodies and much less firepower to control the board and drive people off objectives.



Personally, I think Hellhounds and Punisher Tanks [well, non-blast Leman Russ Tanks in general] will be pretty good going forward, and maybe if the Multimelta buff goes out widely, the Devildog as well. A flame tank or non-blast Russ tank can rush up the board, burn people, and charge them if they're on an objective or something. Once in melee, it's effectively immune to anyone else who would want to shoot at it but will make mincemeat of whoever it's in with next turn, so they either have to fall back off the objective so they can shoot the tank, or let the tank be to kill them.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
 
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