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Made in es
Happy We Found Our Primarch



Europe

Hello everyone. This is me again and this time searching for the departamento monitorum advisors. My prime army is, was, and ever will be, the Imperial Guard (not this astra puagh they insist we must call the Hammer of the Emperor). For fluff, for names, for tanks, for tanks, for tanks, for tanks and, of course, tanks. And the infantry. And tanks. All, of course, in the Emperor's name.

With the arrival of ninth dont know in wich place is the Imperial Guard. Yes, i can wait for the arrival of our codex, but this can be when the plastic thunderhawk comes to the stores. And my meta is anxious (or terrified) to see guardsmen in action again. Too many posterboys for now. I need your advice for an updated IG. My rango and file is:

Death Korps LXVI Strong point garrison

Death Korps field officer: power sword 35p.
DK Comissar: same as above 25p.
DK Infantil squad: flamer 65p.
DK HWS: Twitter heavy stubber 51p.
DK Heavy Queda battery: 110p.

XXXVXII Tallarn Armoured reconaissance platón

Company Comander: Pw 40p.
Primaris psyker: 50.
Priest: 40p.
Platoon Comander: 25p.
Infantry squad: plasma gun 55x3p.
Griphone Pattern chimera: Twitter heavy bolter and heavy bolter 100x3p
SSScuadron (3): missile launcher 150p.
Hellhound, Mad dog: hmelta cannon and melta cannon 130p.
LRT: battle cannon, hflamer and hb 190p.

LXVII Super Heavy tank company
Shadowsword
Baneblade

LXII Independent Artillery Company
Basilisk artillery squadron: 375p.
Colossus bombard: 170p.

II Support Squadron XVIII Flieger Corps
Vulture gunship: Almost all weaponry, magneted.




Automatically Appended Next Post:
XXXCXCIX Valhallan Light Infantry platoon

CC: pw 40p.
Lord Comissar: power fist 45p.
Command squad plasma radio platoon standard 44p
PC 25p
SWSquad plasma gun or flametrower 45p
Infantry squad grenade launcher and missile launcher 70x3
SSSquad autocannon or missile launcher 15x3/20x3, magneted
HWSquad montars 51p
HWSQUAD heavy bolter 51p
Chimera 85x2p

LXII Tank Squadron
Tank Comander in a demolisher battle tank
Leman Russ tank 200x2
Also all the other turrets but not the punisher ones. Sponsons magneted

This is what I have and I dont know how to assemble them in a battallion nor a brigade. Need advice about what I can use on the battlefield and what I must leaveave in the showcase. I dont want to be in front of a firing squad. Thanks for your help!

This message was edited 3 times. Last update was at 2020/10/27 21:23:18


"There is nothing in the galaxy that can worry you if you have a cup of tanna" 
   
Made in us
Regular Dakkanaut






The first thing I'll observe is the new command points per detatchment rules are going to hurt the mixed regiments pretty badly. In a pinch you can get away with 2 regiments, but three gets painful.

If this list is the totality of models you have, my opinion is that for 9th you're very short on infantry compared to where you might want to be.
Assuming you have vallhallan and tallarn models and don't want to mix them as "count as" in a single regiment... My thoughts are:

Make a batallion out of the Valhallan
Lord Commissar with PF, all the infantry, and whatever else fits. PPSYK, Priest, PC
put in the TC and run the Russ tanks as executioners. Give the TC Steel Commander to have them re-roll 1s.
Go ahead and throw in the Scout Sentinels and use strike first strike hard as part of your strategy. Might as well put Hunter Killer missiles on for a cheap max alpha out of them, but don't expect them to last.
Throw in 2 basilisks the vulture if you don't find something better to do with the points

Then take a Patrol detatchment which will cost you 2 command points with the Talllarn group, take the CC, and and Ifantry as is.


Personally I wouldn't bother with the Chimeras and hell hound unless you have spare points. Save some guys in reserve to bring out elsewhere on the board later as part of the new reserves rules.

I'm finding that my tanks just melt these days, so I tend to emphasis foot guard more than I used to. Being able to keep bodies on objectives seems important for guard in this edition.

I'm open to everyone else's input of course.

This message was edited 4 times. Last update was at 2020/10/28 00:41:43


 
   
Made in us
Longtime Dakkanaut





His advice is solid, except I would add that full payload (max damage per hit) on 2 basilisks is ALMOST as good as max damage on 2 manticores, and increases the firepower of each rear line armor unit by a full 50 percent. The steel commander reroll thing only gives you +1/6 of a firing leman russ.

I would probably do the leman russes all in the tallarn brigade -- it has some synergies with the orders for the LR that only tallarns can use, allowing you to dance in and out of combat around corners sometimes.

So valhalla patrol.
company commander
30 infantry as are
2 basilisks with full payload each 485 points

tallarn battaloin
3 tank commander with demolisher and heavy bolter each 570
platoon commander
3 x 10 ingfantry with 1 plasma each
1 leman russ generic with demolisher cannon, triple heavy flamer. (Put in front and be ready to overwatch and die).

This setup gives you 4 tanks and 3 tank orders to play with, which lets the tallarn mobility tricks potentially come into play. Or just use them for reroll 1's, I guess, and pop the strategem for full fire count.

You have 560 points left to hang other stuff on your list. A vulture gunship isn't actually a BAD option, they have excellent shooting in ninth, and you can load em up for anti-tank (wihch is how you load em up to kill marines, for gaurd).

The ministerium priest won't help so small a number of plain gaurd with few real melee weapons. The valhallan heavy weaps with heavy bolters are not a bad thing for you, though, and the mortar hws is possibly nice if you are firing at things OTHER than marines.
Its useless against marines, sisters, or such.

Also, don't count the hellhound pack out if you were to (for example) give yourself a couple of chimera supporting it. A bunch of them start to have enough heavy bolters to be a threat all their own, or enouch heavy flamers to be a real midfield presence.

But overall, his advice is great -- he and I have slightly different tank styles, is all .
3 basilisks + 1 vulture + 3 hellhound or flamer chimera + 4 leman russ starts to be a lot of armor even for the modern opponent to blow up quickly -- and while they are doing that, you try desperately to cower on the objectives midfield to gain maybe 30 of the 45 poitns you could have maybe got in primaries. Which is good for gaurd with so few troop.

The trick is, start ALL your troops offboard, more or less. Leave like the heavy weapons squad and 10 guys in front of your armor so it can't be approached on turn 1 by charger units, and that way, try to degrade enemy anti-infantry with all your armor until you bring in the troops from the board sides. You can do that in ninth -- and just treat your chimera as part of a little flamerpack rather than as a target with your only troops hiding in them.

Well, its a strategy. Maybe not a great one, but it IS a strategy.

This message was edited 1 time. Last update was at 2020/10/28 01:35:32


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Regular Dakkanaut






Good feedback Duke!
   
Made in es
Happy We Found Our Primarch



Europe

Thank you all for your advice! After spent some years colecting a combined regiment and figth with some degree of success, i was worried about becoming the stray dog on the battlefield. Something the comissariat would'nt aprove.

Maybe, in the next IG codex, comes the oportunity to mix doctrines as the SM to avoid the problems for deploying different regiments in the same army.

About the lack of infantry, i forgott to say i have 2 mordian squads and hw somewhere to add to the valhallan as a zarist city district, if the points pool allow it. Again, thanks to all until the next tread!

This message was edited 1 time. Last update was at 2020/10/28 19:02:04


"There is nothing in the galaxy that can worry you if you have a cup of tanna" 
   
Made in us
Dakka Veteran






Spoiler:
Dukeofstuff wrote:
His advice is solid, except I would add that full payload (max damage per hit) on 2 basilisks is ALMOST as good as max damage on 2 manticores, and increases the firepower of each rear line armor unit by a full 50 percent. The steel commander reroll thing only gives you +1/6 of a firing leman russ.

I would probably do the leman russes all in the tallarn brigade -- it has some synergies with the orders for the LR that only tallarns can use, allowing you to dance in and out of combat around corners sometimes.

So valhalla patrol.
company commander
30 infantry as are
2 basilisks with full payload each 485 points

tallarn battaloin
3 tank commander with demolisher and heavy bolter each 570
platoon commander
3 x 10 ingfantry with 1 plasma each
1 leman russ generic with demolisher cannon, triple heavy flamer. (Put in front and be ready to overwatch and die).

This setup gives you 4 tanks and 3 tank orders to play with, which lets the tallarn mobility tricks potentially come into play. Or just use them for reroll 1's, I guess, and pop the strategem for full fire count.

You have 560 points left to hang other stuff on your list. A vulture gunship isn't actually a BAD option, they have excellent shooting in ninth, and you can load em up for anti-tank (wihch is how you load em up to kill marines, for gaurd).

The ministerium priest won't help so small a number of plain gaurd with few real melee weapons. The valhallan heavy weaps with heavy bolters are not a bad thing for you, though, and the mortar hws is possibly nice if you are firing at things OTHER than marines.
Its useless against marines, sisters, or such.

Also, don't count the hellhound pack out if you were to (for example) give yourself a couple of chimera supporting it. A bunch of them start to have enough heavy bolters to be a threat all their own, or enouch heavy flamers to be a real midfield presence.

But overall, his advice is great -- he and I have slightly different tank styles, is all .
3 basilisks + 1 vulture + 3 hellhound or flamer chimera + 4 leman russ starts to be a lot of armor even for the modern opponent to blow up quickly -- and while they are doing that, you try desperately to cower on the objectives midfield to gain maybe 30 of the 45 poitns you could have maybe got in primaries. Which is good for gaurd with so few troop.

The trick is, start ALL your troops offboard, more or less. Leave like the heavy weapons squad and 10 guys in front of your armor so it can't be approached on turn 1 by charger units, and that way, try to degrade enemy anti-infantry with all your armor until you bring in the troops from the board sides. You can do that in ninth -- and just treat your chimera as part of a little flamerpack rather than as a target with your only troops hiding in them.

Well, its a strategy. Maybe not a great one, but it IS a strategy.



I just want to say, this has been helpful to read, even if I have the opposite problem. I'm rolling in troops from collecting the old models, but I have very little armor to support them. Still, this is a good look at a different style of set up that I might be interested in going for. I do hope the new IG codex comes out soon. In the mean time, gotta get everything table ready!
   
 
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