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![[Post New]](/s/i/i.gif) 2015/02/28 05:55:21
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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After working on a bunch of lists, I'm a bit confused as to how to run ground pounders efficiently. I have run primarily mech vets for ages, but I want to run some boots on the ground. I don't like blobs for a variety of reasons, but is there any other way to run non-mech infantry?
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![[Post New]](/s/i/i.gif) 2015/02/28 08:17:15
Subject: How to Effectively Run Imperial Guard Infantry?
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Drop Trooper with Demo Charge
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Your only 2 options in the codex then are MSU platoons or vets.
Vets are better in chimmys, platoons are better blobbed up, so either way is sub optimal, so fluffy > effective.
You could try carapace armoured vets with plasma.
You could go with camo vets with hvy weapons teams.
You could support these with a scion platoon on foot...
Given you're not going with perceived internet wisdom on unit composition, just take what you like
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![[Post New]](/s/i/i.gif) 2015/02/28 11:20:26
Subject: Re:How to Effectively Run Imperial Guard Infantry?
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Dakka Veteran
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You already have a constrained codex, why are you putting even more limits on you? Go blobs. IG has crap models and mediocre units, they need support and synergy to shine. A single Infantry squad don't have firepower, will run away for the slightest provocation, and you can't put orders and blessings on all of them effectively. While you can have a blob of 40-50 men, effective in both shooting (4-5 lascannons/autocannons) and close combat (power axe, melta bombs), which will never run away (priest), re-rolls everything (prescience, priest in close combat), can get tank hunter, ignores cover, monster hunter (orders or psy), and even can get some random buffs like 4++ or even invisibility if you are lucky. It's like cutting off your own leg and asking why can't you run.
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![[Post New]](/s/i/i.gif) 2015/02/28 16:45:23
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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One thing I don't like about blobs is that their shooting is wasteful. 4-5 lascannons means you aren't shooting 28-35 lasguns. Lasguns are generally meh, but I still feel like I'm wasting a lot of the unit. They are also a really static unit, and lastly, I feel like there are better, more cost effective places to bring any of the heavy weapon options.
For example:
PCS - 30
Blob, 3 lascannons, vox, priest - 240
Primaris - 50
CCS, vox - 65
385 minimum (but you probably bought an aegis with them too, so 435) for three twin linked lascannons with ignores cover/tank hunters.
Vendetta x2 - 340
340 for 6 twin linked lascannons that don't rely on psykers or orders, are flying but don't ignore cover/have tank hunters.
Mortars are better on wyverns, heavy bolters are better on any of the tanks, autocannons are cheaper on exterminators, missiles are just meh. If I want to kill something, there is probably a cheap tank that can do it. The only things I feel like the blobs have is that they score and take a little bit of effort to get rid of. So I was thinking why not run just a bunch of naked guardsmen squads and make my opponent waste shooting into ten man squads? I guess I'm referring to the MSU platoons that you were talking about, stripeydave.
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![[Post New]](/s/i/i.gif) 2015/03/03 20:47:09
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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Every time I try to challenge the idea of blobs, the thread instantly dies. Should I just give up? lol
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![[Post New]](/s/i/i.gif) 2015/03/03 21:25:05
Subject: How to Effectively Run Imperial Guard Infantry?
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Longtime Dakkanaut
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ghastli wrote:Every time I try to challenge the idea of blobs, the thread instantly dies. Should I just give up? lol
Personally I like the idea of running lots of ten man squads. Assault a key enemy unit with one, then wrap around with a second so they have to waste another turn moving and assaulting that unit, essentially their big bad unit has to waste 2+ turns just to clear 100 points of guardsmen. Similar idea with objectives, spam guard squads around them to keep objective secured on it. Melta bombs on the sgt are great budget options, flamers too. Otherwise I'm not too keen on blob guard, I take the minimum to get a big blob of conscripts, but guard blobs just seem too wasteful to me. I'd rather have flexible 10-man units that I can send on suicide runs.
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"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 |
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![[Post New]](/s/i/i.gif) 2015/03/03 21:52:34
Subject: How to Effectively Run Imperial Guard Infantry?
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Pyromaniac Hellhound Pilot
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I ran an all infantry list at a tourney the other day, winning two and losing one game to linebreaker and running out of play time. It involved blobs backed up with smaller units: Company command squad with master of ordinance 80pts Company command squad with master of ordinance 80pts 2 priests 50pts Commissar 25pts 3 Infantry Platoons, consisting of these units: 3 Combined Squads 218pts 3 Lascannons 3 Bolters 1 Melta Bomb Accompanied by inquisitor 3 Combined Squads 213pts 3 Lascannons 3 Bolters Accompanied by commissar 4 Combined Squads 264pts 4 Autocannons 4 bolters 2 melta bombs and 1 set of krak grenades Accompanied by coteaz Platoon command squad with Autocannon 40pts Platoon command squad with Autocannon 40pts Platoon command squad with Autocannon 40pts 30 conscripts accompanied by a priest 90pts 27 conscripts accompanied by a priest 81pts 5 Tempestus scions with 2 meltaguns 90pts Wyvern 65pts Inquisition Inquisitor with ML1 55pts Coteaz 100pts 10 Henchmen warband - 7 acolytes with bolters, 2 with plasma guns and a psyker 73pts 10 Henchmen warband - 7 acolytes with bolters, 2 with plasma guns and a psyker 73pts 10 Henchmen warband - 7 acolytes with bolters, 2 with plasma guns and a psyker 73pts I don't find that blobs are such a waste of firepower personally, and with my two CCSs I could split fire whenever needed. Orders and psychic buffs really made the army quite a force to be reckoned with! I love the small henchmen warbands too, they're small enough a threat that opponents didn't really focus on them, and they kept on firing away with plasma and psychic shriek. The conscripts with priest are awesome too, mine killed a lot of terminators over the games I played. Never hold them back from combat if you have a choice, they really dish out some pain on the charge! My wyvern was also a star performer. Hidden out of sight, few units could get to it and little anti-tank was spared to shoot it as it's only a 65pt chassis. I think the best tactic with infantry is to bring as many fearless squads as possible to prevent your opponent killing them all or running them off the board. Even if you don't kill his entire army, you'll have plenty of objective secured infantry to hunker down on objectives!
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This message was edited 3 times. Last update was at 2015/03/03 21:55:26
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2015/03/03 22:03:03
Subject: Re:How to Effectively Run Imperial Guard Infantry?
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Longtime Dakkanaut
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Real Life situation on Cadia.
General, a squad of 5 Chaos Daemons has appeared for no reason.
Damn it! Send 300,000,000 Guardsmen to deal with it.
Moral of the story: everything can be overcome with 500,000,000 Guardsmen. There you go.
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2015/03/03 22:18:26
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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TheSilo wrote:
...essentially their big bad unit has to waste 2+ turns just to clear 100 points of guardsmen. Similar idea with objectives, spam guard squads around them to keep objective secured on it.
This is exactly what I was thinking. Smashf****er runs around my FLGS sometimes and that idea seems good to try. I'm not abandoning me h vets, but I think that lots of guardsmen could be the mortar of the brick sh*thouse of chimera vets and short ranged russes Automatically Appended Next Post: @DoomMouse
I like the list, but I gotta have some tanks in there lol. Conscripts may be an option though. They are *incredibly* cheap
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This message was edited 1 time. Last update was at 2015/03/03 22:20:58
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![[Post New]](/s/i/i.gif) 2015/03/03 22:24:21
Subject: How to Effectively Run Imperial Guard Infantry?
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Legendary Master of the Chapter
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Max out on your platoons with HWS, SWS, Conscripts. Layer them up so that your conscripts bubble wrap forward, the heavy sits in terrain or ruins behind, SWS with Snipers are cheap objective holders. Blob or single out your infantry squad with auto cannons or las cannons and dakka out in some fortified location. Two sets of those will be soooo hard to mulch through in 7 turns lol especially with maxed priests and commissars
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This message was edited 1 time. Last update was at 2015/03/03 22:24:37
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!
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![[Post New]](/s/i/i.gif) 2015/03/04 03:07:02
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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Desubot wrote:Max out on your platoons with HWS, SWS, Conscripts.
Layer them up so that your conscripts bubble wrap forward, the heavy sits in terrain or ruins behind, SWS with Snipers are cheap objective holders.
Blob or single out your infantry squad with auto cannons or las cannons and dakka out in some fortified location.
Two sets of those will be soooo hard to mulch through in 7 turns lol especially with maxed priests and commissars
Ya know, SWS could be interesting. Shooting at 10 man squads and killing them might be satisfying, but shooting 6 guys at a time would be just annoying. Plus, they have to have special weapons, so they may even contribute en masse. Grenade launchers, flamers, and sniper rifles would all be good options for that. Squads like that remind me of the old, oddly-sized units from the Catachan Jungle Fighters supplement back in the day.
Hypothetical 1850:
CCS, 2 plasma, medic, regimental standard, chimera
CCS, 2 plasma, medic, regimental standard, chimera
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
Conscripts x37, Priest
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
PCS
IS
IS
SWS, 3 snipers
SWS, 3 snipers
SWS, 3 snipers
Vendetta
Vendetta
Manticore
Wyvern
1849
19 obsec units and a plethora of special weapons. I wouldn't run something exactly like that, but I'm sure there are some IG commanders out there who have the models to do it.
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![[Post New]](/s/i/i.gif) 2015/03/04 12:44:29
Subject: How to Effectively Run Imperial Guard Infantry?
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Dakka Veteran
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ghastli wrote: Desubot wrote:Max out on your platoons with HWS, SWS, Conscripts.
Layer them up so that your conscripts bubble wrap forward, the heavy sits in terrain or ruins behind, SWS with Snipers are cheap objective holders.
Blob or single out your infantry squad with auto cannons or las cannons and dakka out in some fortified location.
Two sets of those will be soooo hard to mulch through in 7 turns lol especially with maxed priests and commissars
Ya know, SWS could be interesting. Shooting at 10 man squads and killing them might be satisfying, but shooting 6 guys at a time would be just annoying. Plus, they have to have special weapons, so they may even contribute en masse. Grenade launchers, flamers, and sniper rifles would all be good options for that. Squads like that remind me of the old, oddly-sized units from the Catachan Jungle Fighters supplement back in the day.
Hypothetical 1850:
CCS, 2 plasma, medic, regimental standard, chimera
CCS, 2 plasma, medic, regimental standard, chimera
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
Conscripts x37, Priest
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
PCS
IS
IS
SWS, 3 snipers
SWS, 3 snipers
SWS, 3 snipers
Vendetta
Vendetta
Manticore
Wyvern
1849
19 obsec units and a plethora of special weapons. I wouldn't run something exactly like that, but I'm sure there are some IG commanders out there who have the models to do it.
I don't udnerstand medic and regimental standard. Also it's not fielding anything but gls, which is likely the worst special weapon we have.
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![[Post New]](/s/i/i.gif) 2015/03/04 12:58:47
Subject: How to Effectively Run Imperial Guard Infantry?
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Is 'Eavy Metal Calling?
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Thought I'd posted this here already, but apparently not. Here's an article I posted a while back on Foor Guard unit selection:
http://antorsfinest.blogspot.co.uk/2014/11/an-introduction-to-foot-guard-part-1.html
Friday, 21 November 2014
An Introduction to Foot Guard part 1: Bread and Butter Unit Selection
Welcome to the FootGuard, where life is cheap and Conscripts are cheaper!
For any foot list, there are a few units you'll want to make heavy use of, and others that are more for filling specific gaps.
The Regulars:
Platoon Infantry Squad, Lascannon, Meltagun: Clocking in at 80 points for just one infantry squad, this might seem expensive, but when you're taking multiples of them and buffing them with Orders and other command options like psykers, it's easy to see where the value is. Guard excel at bringing more of a given weapon than the enemy can deal with, and in this setup, 3+ squads combined will put out enough firepower to down tanks at range, and with the meltas, threaten anything that comes close. These are probably the staple of a FootGuard list.
Platoon Command Squad, 4 Flamers: this unit, as well as providing valuable orders to the Infantry units they come with, also makes a great counter attacking squad. It is a reality that the enemy, if they are trying to, will break your line at some point, and the best way to greet them is with 4 Flamer templates right behind the Infantry. This puts out enough damage to kill or cripple almost anything that gets through, from an Ork Horde to a Terminator Squad, and if they try to charge you, a potential 12 automatically hitting Overwatch shots. At 50 points, this unit is to good to dismiss, especially as you have to take them anyway to unlock Platoons.
20-30 Conscripts, Priest: possibly one of the best points-to-effectiveness objective holders in the game, 21+ Fearless wounds is nothing to be sniffed at for as little as 85 points, not to mention the fact that, should you need to fix bayonets and get stuck in, they will be rerolling hit and possibly wound or save rolls, which can be quite the shock. Their cheapness also offsets the relatively expensive Lascannon/Melta Infantry Squads.
These three will form the core of most Foot Lists, and you can use the units below to plug meta/army specific holes.
Special Weapon Squad, 3 Sniper Rifles: Clocking in at only 36 points, they are the cheapest Objective Secured scoring unit in the book, and, when mixed in with larger squads, can cause some interesting target priority issues for the opponent. Do they shoot the larger squads, leaving the SWS to score untouched, or do they target the SWS, probably overkilling them, and leave the blobs alone? Taken in multiples, they can also do a good job of removing Special Weapons or taking wounds from MCs.
Veteran Squad, 3 Melta/Plasma, Grenadiers: This unit offers several things over the Platoon at the cost of some durability and ablative wounds. They have a better point-to-damage/footprint ratio due to the extra Special Weapons they can bring, and shoot them at a higher BS, so will land more hits. They concentrate this firepower into a much smaller footprint, and so are easier to hide and you are more likely to have the weapons where you need them against a given threat.
Tempestus Scions squad, 2 Plasma/Melta, 5-10 Men: While not packing as many special weapons as a veteran squad, the Scions bring something arguably more valuable and certainly harder to come by in a foot list- mobility. Deep Striking a squad or two of these can not only threaten enemy assets with a hail of Special Weapons fire, but also allow you to put units right in the enemy territory, diverting attention and possibly scoring Malestrom objectives in the process. Often, an opponent will not expect this type of reach or aggression from Foot Guard, so Scions can be a very nice trick to have up your sleeve.
Ogryn squad: Much like Veterans, Ogryn largely offer what the Infanty Squad does in a more concentrated form, but instead of the upgrades, they reflect the anti-infanty firepower and sheer wound count of a combined infantry squad on a much smaller footprint. This makes them ideal units to counterattack or spearhead an advance, able to dish out and absorb damage without leaving a gaping hole in your battle line.
Aegis Defence Line: Quite simply by providing a 4+ Cover Save, this fortification doubles the survivability of the Guardsmen behind it against most guns. It does bring a drop in mobility as it can force you into a fairly static position, but if you were planning on remaining still it can invaluable.
And to answer some more specific questions:
Regarding blob targets, It can seem like a waste at first to pay for just 3 Lascannons and 'waste' the Lasguns, but even just a couple of Lascannon kills will have a significant impact, whether that's battle tanks or transports. So hold steady for a couple of turns, popping a couple of tanks, then move up when the enemy get into Lasgun range. You don't need to shoot every gun every turn to be worth it; for the first couple of turns the Lasguns would be out of effective range anyway, so use those to pop the tanks before mopping up the infantry.
On mobility, blobs can be slow if you play them that way, but on the other hand, can be a bit nippy if you need them to be. Forward For The Emperor gives them poor man's Battle Focus allowing them to shoot then run, and Move, Move, Move gets them around really quite quickly for infantry.
Hope that helps a little.
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![[Post New]](/s/i/i.gif) 2015/03/04 23:23:50
Subject: How to Effectively Run Imperial Guard Infantry?
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Longtime Dakkanaut
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ghastli wrote: Desubot wrote:Max out on your platoons with HWS, SWS, Conscripts.
Layer them up so that your conscripts bubble wrap forward, the heavy sits in terrain or ruins behind, SWS with Snipers are cheap objective holders.
Blob or single out your infantry squad with auto cannons or las cannons and dakka out in some fortified location.
Two sets of those will be soooo hard to mulch through in 7 turns lol especially with maxed priests and commissars
Ya know, SWS could be interesting. Shooting at 10 man squads and killing them might be satisfying, but shooting 6 guys at a time would be just annoying. Plus, they have to have special weapons, so they may even contribute en masse. Grenade launchers, flamers, and sniper rifles would all be good options for that. Squads like that remind me of the old, oddly-sized units from the Catachan Jungle Fighters supplement back in the day.
Hypothetical 1850:
CCS, 2 plasma, medic, regimental standard, chimera
CCS, 2 plasma, medic, regimental standard, chimera
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
Conscripts x37, Priest
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
PCS
IS
IS
SWS, 3 snipers
SWS, 3 snipers
SWS, 3 snipers
Vendetta
Vendetta
Manticore
Wyvern
1849
19 obsec units and a plethora of special weapons. I wouldn't run something exactly like that, but I'm sure there are some IG commanders out there who have the models to do it.
This is why I never play more than 1500 points.
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"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 |
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![[Post New]](/s/i/i.gif) 2015/03/04 23:28:35
Subject: How to Effectively Run Imperial Guard Infantry?
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Legendary Master of the Chapter
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ghastli wrote: Desubot wrote:Max out on your platoons with HWS, SWS, Conscripts.
Layer them up so that your conscripts bubble wrap forward, the heavy sits in terrain or ruins behind, SWS with Snipers are cheap objective holders.
Blob or single out your infantry squad with auto cannons or las cannons and dakka out in some fortified location.
Two sets of those will be soooo hard to mulch through in 7 turns lol especially with maxed priests and commissars
Ya know, SWS could be interesting. Shooting at 10 man squads and killing them might be satisfying, but shooting 6 guys at a time would be just annoying. Plus, they have to have special weapons, so they may even contribute en masse. Grenade launchers, flamers, and sniper rifles would all be good options for that. Squads like that remind me of the old, oddly-sized units from the Catachan Jungle Fighters supplement back in the day.
Hypothetical 1850:
CCS, 2 plasma, medic, regimental standard, chimera
CCS, 2 plasma, medic, regimental standard, chimera
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
Conscripts x37, Priest
PCS
IS
IS
SWS, 3 gl
SWS, 3 gl
SWS, 3 gl
PCS
IS
IS
SWS, 3 snipers
SWS, 3 snipers
SWS, 3 snipers
Vendetta
Vendetta
Manticore
Wyvern
1849
19 obsec units and a plethora of special weapons. I wouldn't run something exactly like that, but I'm sure there are some IG commanders out there who have the models to do it.
Heh i have the models to do that and some. personally i would chuck flamers into the SWS and chuck em into the vendettas. always nice having options
I would also mech them up a little by removing the 3rd Platoon and handing out some tauroxes. nothing says IG like a BUNCH of Auto cannons.
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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!
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![[Post New]](/s/i/i.gif) 2015/03/04 23:36:41
Subject: Re:How to Effectively Run Imperial Guard Infantry?
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Tough Traitorous Guardsman
Philadelphia, PA
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I've had a lot of luck simply tailoring large blobs for Close combat. I run between 40-50 guardsmen with power axe/melta bomb sarges and a few flamers. Supplemented with a priest and possibly an inquisitor with rad/troke grenades plus the scouting relic it can be a beastly(although expensive) unit. I don't take heavy weapons on the blob as I share your thoughts on wasting lasgun shots. To supplement this I'll take a few camo vet squads with lascannons to act as backfield objective holders. While this may not be the most efficient use of points it has worked out pretty well for me.
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![[Post New]](/s/i/i.gif) 2015/03/05 00:05:19
Subject: How to Effectively Run Imperial Guard Infantry?
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Been Around the Block
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you should really check out cadiascreed40k.blogspot.com
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![[Post New]](/s/i/i.gif) 2015/03/05 14:15:28
Subject: Re:How to Effectively Run Imperial Guard Infantry?
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Dakka Veteran
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Helbig wrote:I've had a lot of luck simply tailoring large blobs for Close combat. I run between 40-50 guardsmen with power axe/melta bomb sarges and a few flamers. Supplemented with a priest and possibly an inquisitor with rad/troke grenades plus the scouting relic it can be a beastly(although expensive) unit. I don't take heavy weapons on the blob as I share your thoughts on wasting lasgun shots. To supplement this I'll take a few camo vet squads with lascannons to act as backfield objective holders. While this may not be the most efficient use of points it has worked out pretty well for me.
I see the wasted lasgun shots of a blob with lascannons as extra wounds for the lascannon, not wasted shots. That way your 4-5 lascannons become pretty tough.
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![[Post New]](/s/i/i.gif) 2015/03/05 15:30:11
Subject: How to Effectively Run Imperial Guard Infantry?
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Pyromaniac Hellhound Pilot
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I'd never really want to run pure heavy weapon squads, they just die far too easily for the points invested in my opinion.
With the split fire order you don't even need to waste the lasgun shots either.
Personally I prefer to run pure infantry (or nearly so) just to prevent enemy high strength weaponry from having any real effect. It can be quite funny to see a lascannon devastator squad picking off 5pt guardsmen in cover
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2015/03/05 16:08:29
Subject: How to Effectively Run Imperial Guard Infantry?
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Dakka Veteran
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DoomMouse wrote:I'd never really want to run pure heavy weapon squads, they just die far too easily for the points invested in my opinion.
With the split fire order you don't even need to waste the lasgun shots either.
Personally I prefer to run pure infantry (or nearly so) just to prevent enemy high strength weaponry from having any real effect. It can be quite funny to see a lascannon devastator squad picking off 5pt guardsmen in cover 
Split fire order lets you shoot with a _single_ lascannon at a different target. And since your unit can receive a single order per turn, you are wasting an ignore cover or tank/monster hunter order.
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![[Post New]](/s/i/i.gif) 2015/03/05 16:22:13
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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Zsolt wrote:I don't udnerstand medic and regimental standard. Also it's not fielding anything but gls, which is likely the worst special weapon we have. I'll admit, that list was quickly thrown together thinking mostly of models I have. I mainly wanted to illustrate the idea of how many of these cheap units you could get in a list and still cover other bases. I think I did that pretty well, but clearly that list needs a lot of work. Zsolt wrote:I see the wasted lasgun shots of a blob with lascannons as extra wounds for the lascannon, not wasted shots. That way your 4-5 lascannons become pretty tough. I feel like toughness is a weird goal with IG. We have the tools to have just massive numbers of small squads, which is its own kind of toughness. DoomMouse wrote:I'd never really want to run pure heavy weapon squads, they just die far too easily for the points invested in my opinion. With the split fire order you don't even need to waste the lasgun shots either. Split fire only affects one model, who then has to take and additional ld 7 test to even do it iirc. Heavy weapon squads are expensive, but I like the idea of them. Having so many smaller units of them lets you really spread out your fire and get as much mileage as possible. Kinda like how tau players run solo deep striking fusion suits so they don't overkill things.
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This message was edited 1 time. Last update was at 2015/03/05 16:22:49
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![[Post New]](/s/i/i.gif) 2015/03/05 16:34:40
Subject: How to Effectively Run Imperial Guard Infantry?
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Dakka Veteran
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ghastli wrote:
Zsolt wrote:I see the wasted lasgun shots of a blob with lascannons as extra wounds for the lascannon, not wasted shots. That way your 4-5 lascannons become pretty tough.
I feel like toughness is a weird goal with IG. We have the tools to have just massive numbers of small squads, which is its own kind of toughness.
And we have the option to Have 40-50 man strong fearless blob who'll stick there no matter what and drown the enemy in their own blood (not the enemy's, the guardmen's).
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![[Post New]](/s/i/i.gif) 2015/03/05 16:45:27
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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Zsolt wrote: ghastli wrote:
Zsolt wrote:I see the wasted lasgun shots of a blob with lascannons as extra wounds for the lascannon, not wasted shots. That way your 4-5 lascannons become pretty tough.
I feel like toughness is a weird goal with IG. We have the tools to have just massive numbers of small squads, which is its own kind of toughness.
And we have the option to Have 40-50 man strong fearless blob who'll stick there no matter what and drown the enemy in their own blood (not the enemy's, the guardmen's).
I'm of the opinion that I don't want my opponent tied up in cc. That's where they want to be a lot of the time, because I can't shoot them there. If I can guarantee that if they hit a small unit they'll kill it to a man, they will probably be very close to one or more other small units so I can shoot them. CC is not where we want to be.
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![[Post New]](/s/i/i.gif) 2015/03/05 16:51:16
Subject: How to Effectively Run Imperial Guard Infantry?
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Legendary Master of the Chapter
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ghastli wrote:Zsolt wrote: ghastli wrote:
Zsolt wrote:I see the wasted lasgun shots of a blob with lascannons as extra wounds for the lascannon, not wasted shots. That way your 4-5 lascannons become pretty tough.
I feel like toughness is a weird goal with IG. We have the tools to have just massive numbers of small squads, which is its own kind of toughness.
And we have the option to Have 40-50 man strong fearless blob who'll stick there no matter what and drown the enemy in their own blood (not the enemy's, the guardmen's).
I'm of the opinion that I don't want my opponent tied up in cc. That's where they want to be a lot of the time, because I can't shoot them there. If I can guarantee that if they hit a small unit they'll kill it to a man, they will probably be very close to one or more other small units so I can shoot them. CC is not where we want to be.
Thats where i want to be 90% of the time, since its going to take A LOT to eat 50 wounds, especially a obsec one on an objective. It gets better with psychic support.
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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!
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![[Post New]](/s/i/i.gif) 2015/03/05 17:20:33
Subject: How to Effectively Run Imperial Guard Infantry?
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Hurr! Ogryn Bone 'Ead!
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Desubot wrote:Thats where i want to be 90% of the time, since its going to take A LOT to eat 50 wounds, especially a obsec one on an objective. It gets better with psychic support.
I guess if you really build towards cc it kinda works. Isn't that 400-500 points though for all the necessary stuff? It just doesn't seem like a good idea to me to put a quarter of your army into one unit and counting on it being stuck in cc for most of the game.
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![[Post New]](/s/i/i.gif) 2015/03/05 17:25:40
Subject: How to Effectively Run Imperial Guard Infantry?
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Legendary Master of the Chapter
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ghastli wrote: Desubot wrote:Thats where i want to be 90% of the time, since its going to take A LOT to eat 50 wounds, especially a obsec one on an objective. It gets better with psychic support.
I guess if you really build towards cc it kinda works. Isn't that 400-500 points though for all the necessary stuff? It just doesn't seem like a good idea to me to put a quarter of your army into one unit and counting on it being stuck in cc for most of the game.
I dont bother with the CC upgrades
The most i go into is Flamers (since they are useful) and or Melta bombs as they can be clutch at times.
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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!
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![[Post New]](/s/i/i.gif) 2015/03/05 17:28:59
Subject: How to Effectively Run Imperial Guard Infantry?
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Pyromaniac Hellhound Pilot
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Ah, I've been playing that wrong then :( Oh well, you live and learn...
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2015/03/05 17:43:54
Subject: How to Effectively Run Imperial Guard Infantry?
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Veteran Inquisitorial Tyranid Xenokiller
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I started playing guard with 2 basic platoons backed with a couple of HWSs, I sometime play the squads as vets, with mixed results. (keeping in mind, I don’t have a boat load of chimeras so the vets are usually sitting on an objective or firing from afar at prime targets thanks to BS4.)
In the end, it all depends on your meta.
Against melee oriented armies, I tend to favour blobs backed with commissars; they WILL end up in melee and that stubborn is a God-send as without it, I’m bound to lose my 30-40 guardsmen even (or especially) to a diminutive melee-centric squad. With a Commissar, my blobs can last all game (and did when I ran them as such).
Shooty armies, got MSU; let me waste firepower to take down a 10 men Guardsmen squad. Just place’em well, get that Standard re-roll to help and those MSU might just hang until there’s only one or two models left, and be a nuisance for your opponent for another turn (happens often enough that a squad get reduced to the Sgt and the special weapon and they keep firing and killing models)
As for Heavy Weapons, I like the HWTs, for focused firepower, but Ld7 makes orders..less than reliable.
I sometimes throw in a Commiisar or have the HWT be within a Commissar Lord’s Leadership bubble.
In a Squad, they are more survivable, and the split fire does offer more flexibility to them, but most time it’s just a lascannon with 8 wounds around it, or a 'cheap' way to get a BS4 lascannon onto the field
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This message was edited 1 time. Last update was at 2015/03/05 17:46:47
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![[Post New]](/s/i/i.gif) 2015/03/05 18:35:17
Subject: How to Effectively Run Imperial Guard Infantry?
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Fresh-Faced New User
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Apologies if this is slightly off topic.
This thread is relevant to my interest as I plan on running a fluffy all Infantry List built around the US Army MTOE for a Rifle Company, with a few modifications of course.
Totals 1450 pts
HQ:
CCS w/ Melta + Regimental Standard
Troops
3x Infantry Platoons w/
-PCS w/ melta
-3x Infantry Squad w/ HB + Grenade Launcher
-HWS w/ Autocannon
-HWS w/ Lascannon
2x Mortar Squads attached to 1 platoon.
The idea is three identical Platoons with 3 rifle squads and a weapons "squad" (two HWS in crunch, one AT and one Anti Personnel section). Mortar section provide IDF while the other HWS provide AT and anti Heavy Infantry support. Biggest weakness would be flyers and blasts.
The question is how would you run this on the table? I've considered blobbing the Infantry squads and adding voxes, but would MSU swarming all over the place work better? My old 4th ED strategy was to let one squad get chewed up in CC and destroyed so I could shoot the assaulting unit to death the next turn.
How would it fare? I don't mind losing, but would this at least put up a fight?
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