Welcome to Gaia! ::

Silvia Crow's avatar
  • 300
  • 100
  • 100
Ok, so I just got back into WH40k proper (I've been writing a 40k fic for ~ a year now) and I've decided to make me an Imperial Guard army. As opposed to my first army ('Nids), I want this to be a proper army--Everything painted, proper squad numbers and force makeup, ect.

Thing is, I'm kinda derp when it comes to making a balanced/good army, so I'm looking for a wee bit of help.

What I have so far:

1 Veteran squad: 137 points. Bolt Pistol for Sarge, Flamer, Grenade Launcher and Sniper Rifle. Missile Launcher. Vox Caster. The Demolitions Doctrine (Melta Bombs and a Demo Charge). 1 Shotgun (free) and 4 lasguns.

~2 Special Weapons squads (I'm short 7 models but have enough to build one more): Unknown point cost at this time. Two Flamers, One Meltagun, Two Snipers. Looking to add a Grenade Launcher or a 3rd Sniper Rifle in addition to 6 Lasgun guardsmen. Total points will be 70 Points for two squads.

What I am looking at getting:

Command Company Squad: Bolt Pistol + Power Weapon (12 points). Medipack (30 Points). Regimental Standard (15 Points). Vox Caster (5 Points). Flamer (5 Points). Carapace Armor (20 Points). 137 Total points.

Scout Sentinel Squadron: 160 Points. 3 Sentinels. 2 Autocannons. 1 Lascannon. Camo Netting x3.

Infantry Platoon: Total Points 281 + 70 for Special Weapons Squads x2
-Infantry Command Squad: Bolt Pistol + Power Weapon (12 Points). Medipack, Platoon Standard, Vox-Caster (50 Points). Melta Gun (10 Points).

-Infantry Squad x2: Boltpistol + Power Weapon (24 Points). 1 Meltagun, 1 Sniper Rifle (15 Points). Vox-Caster (10 Points). Missile Launcher x2 (30 Points)

Total Points thus far: 785.

Eventually (way down the line) I want to mount the infantry on Chimeras and/or skimmers (Haven't decided on which one) and fill the 3rd Fast Attack spot with a Hellhound detachment. Also three Leman Russ Squadrons (Regular, Vanquisher and Punisher). Have yet to decide on Elite choices. Will likely get two more Infantry Platoons and go from there for the Troop selection. Perhaps 3 Platoons and 3 Vet squads.

Any suggestions on things I should keep in mind or things I should change in my existing army list?
my opinions probably a little skewed since i field grey knights, and with no one else i know playing gaurds never really come across em except as extras in my codex which iv avoided. however i will make observations rather than recomendations however i can. if memory serves gaurds are..well squishy, so if points allow id recomend mounting in that chimera, more armour always helps as does more dakka as i doupt youl be putting em into much fist fights. could just be my own limited choice for shootyness and range, but id honestly consider those extra snipers, insure or your own rules for em but always seems to work a trick for my assassin >>

anyway sorry i couldnt be more helpful, most-all of my matches are against nids chaos or tau :S
Silvia Crow's avatar
  • 300
  • 100
  • 100
faust91
my opinions probably a little skewed since i field grey knights, and with no one else i know playing gaurds never really come across em except as extras in my codex which iv avoided. however i will make observations rather than recomendations however i can. if memory serves gaurds are..well squishy, so if points allow id recomend mounting in that chimera, more armour always helps as does more dakka as i doupt youl be putting em into much fist fights. could just be my own limited choice for shootyness and range, but id honestly consider those extra snipers, insure or your own rules for em but always seems to work a trick for my assassin >>

anyway sorry i couldnt be more helpful, most-all of my matches are against nids chaos or tau :S


I eventually plan on mounting most, if not all of my squads on Chimeras, though this is for way down the line as I currently do not have to funds to do so. Ideally, the Chimeras will be used not only for transport, but also as mobile cover to help the disembarking squads set up.

But first I'm gonna worry about getting a second Infantry spot set up and a proper HQ.

Edit: I've also switched the first Vet squad around to have x3 Grenade Launchers and the missile launcher. Next Vet squad is gonna have snipers, a lascannon and camo cloaks.
I personally never field an IG army without storm troopers. In small squads with meltas they make great suicide squads to take out tanks. In larger numbers (now that they get ap3 on their base guns) they can be more versatile.

If you know you'll face marines or csm, bring rough riders. They reliably make an impact (even if that impact is just soaking up fire to give your other squishy troops more time). Problem is they are a one and done.
Silvia Crow's avatar
  • 300
  • 100
  • 100
Bob and Others
I personally never field an IG army without storm troopers. In small squads with meltas they make great suicide squads to take out tanks. In larger numbers (now that they get ap3 on their base guns) they can be more versatile.

If you know you'll face marines or csm, bring rough riders. They reliably make an impact (even if that impact is just soaking up fire to give your other squishy troops more time). Problem is they are a one and done.


Is there any problem with fielding a mixed imperial force? Like blending the Guard and the marines codexes to make a blended imperial army (Guardsmen mounted on Rhinos and such).

Not that I'd do this, but I'm just kinda wondering.

Hmmm....That'd go me thinking. Bike-mounted Rough Riders.

Though I'd have to compromise between them, a Sentinel squadron and Hell Hounds.
Silvia Crow
Bob and Others
I personally never field an IG army without storm troopers. In small squads with meltas they make great suicide squads to take out tanks. In larger numbers (now that they get ap3 on their base guns) they can be more versatile.

If you know you'll face marines or csm, bring rough riders. They reliably make an impact (even if that impact is just soaking up fire to give your other squishy troops more time). Problem is they are a one and done.


Is there any problem with fielding a mixed imperial force? Like blending the Guard and the marines codexes to make a blended imperial army (Guardsmen mounted on Rhinos and such).

Not that I'd do this, but I'm just kinda wondering.

Hmmm....That'd go me thinking. Bike-mounted Rough Riders.

Though I'd have to compromise between them, a Sentinel squadron and Hell Hounds.

Much as I like the rough riders, if you've already got fast attacks you like you probably won't want to buy them just because they are succh a specialized troop.

As for a mixed imperial force... eh, not sure how that would work though I'd guess there are rather strict rules for it.
Picky rules aside, i dont see why not. The imperium have a bit of a history mixing and matching >> the "old" version of my grey knights for example, or the deathwatch, were always more along the lines of "guest" units. Besides, storm troopers and whatnot aparantly work alright with their heavier big brothers (though personaly never seen the appeal, even with the given Inquisition of IG options. If i wanted squishy troops id have played IG to begin with). Though if your only using the vehicles, im not sure :s id take it up with your group, if they aint picky maybe theyl let you use individual vehicles within reason. Hell no different to using place-holder units now and then. I just would think up some alternatives if you ever plan on playing anywhere remotly "lejit" :/
Silvia Crow
Bob and Others
I personally never field an IG army without storm troopers. In small squads with meltas they make great suicide squads to take out tanks. In larger numbers (now that they get ap3 on their base guns) they can be more versatile.

If you know you'll face marines or csm, bring rough riders. They reliably make an impact (even if that impact is just soaking up fire to give your other squishy troops more time). Problem is they are a one and done.


Is there any problem with fielding a mixed imperial force? Like blending the Guard and the marines codexes to make a blended imperial army (Guardsmen mounted on Rhinos and such).

Not that I'd do this, but I'm just kinda wondering.

Hmmm....That'd go me thinking. Bike-mounted Rough Riders.

Though I'd have to compromise between them, a Sentinel squadron and Hell Hounds.


for the mixed imperial force :/ i dont think you could get away with using it in an acctual store - they're generaly more strict on that but in a group of friends or acopolypse you probably could use them

and for unit suggestions D: .. i've never played guards - i only play slaaneshie chaos SM/deanons - so i'm not sure - but horrifc things they've done and can do to me include;
tarpitting my defiler - it counts as a wlker and gets stuck in melees so swarming it with so many guardsmen that it cant kill them all before they've torn all its bit off - stops it using its battle cannon - same can work on obliterators
sarges with powerfists - thats good against plaguemarines and anything generaly nurgly/melee with a high T - my deamon prince once rushed a sarge, his whole squad was dead - to be beaten to death by the powerfist
tank forces - for chaos its harder to get cheap, good anti-tank weapons in small games - less CSM squads get them then their SM versions and some of the same weapons are more expensive for CSM then SM

not sure if this will help& why am i telling the enemy ways i die horribly
Ash Badguy Faust's avatar
  • 100
  • 200
  • 100
I was planning on building imperial guard before I decided that I couldn't build the army as big as I want to so I decided I could build marines for cheaper. Point being is that I've done playtesting scenarios and experiments with units so I can share with you what I have learned.

HQ: Personally I love Commissar Yarrick. I put him in a chimera with a few ministorum priests, techpriests and a few servitors. Lots of meanness inside that chimera.

a command squad is also recommended if you wanna take advantage of the command orders they have.

Fast attack- personal preference to this organization slot is Valkyries. You can take 3 in a squadron and they can carry vital tactical units to places like behind enemy lines, to contest/take objectives. I recommed using them as transport for vet squads.

hellhound/devildog/banewolf, I love them to use as shock tanks. these are vehicles I would field in an aggressive army.

Scout sentinels and armor sentinels are a bitchin' ground unit, I recommend fielding them with flamers or melta guns. Sentinels can move good distance early game, and I find they're useful for clearing out snipers and annoying ranged units that could cripple infantry you want to march into closer quarters.

elites: Now in play testing I never tried ogryns, mostly because I didn't think they were worth the points for how squishy they are.

I like storm troopers because they save on a 4+, can take grenade launchers, can deep strike, and because of the special missions you give them, they can be a very versatile unit depending on what you equip them with.

Ratling snipers are iffy. You can either take them or equip a vet squad with sniper rifles and give them a forward sentry doctrine and have similar results. I mean ratlings are cheaper per unit and have better special rules for taking and seizing objectives, but explode if they get in base to base contact with anything at all.

Troop: My first and fore most choice for troop is a vet squad. they're a bit expensive for what they are, but you can mold them into several, and I mean several different tactical options with just a squad weapon change and a doctrine. Personally I give them grenadiers for the carapace armor and just give em all shotguns. I put mine in a valk to drop in a good spot and just cripple their forces with assault 2 weapons and heavy weapons from the valk.

penal legion... Yes I've fielded these guys and I've gotta say I love em. They're squishy, can't be upgraded, and above all, probably the silliest unit I've put in my mock games. Their desperado rolls combined with their ability to scout make them the perfect suicide squad.

Infantry platoon. Personally I'm iffy about them. I like how they function as an army within an army, and how many friggin guns you can field with them, but I would only field them if I wanted to make a infantry based army. Best suited for human wave tactics, especially with commander chekov.

Heavy support- EVERYTHING IN THE HEAVY SUPPORT CHOICE IS GOOD. VERY VERY GOOD. They have the flak cannon which is an ideal anti fast things. The Leman Russ tanks can be built for options like wiping whole squads at once, pie plating things, busting other tanks, ya can't go wrong with anything you decide with this organization. I do recommend that you put a lot of emphasis in your heavy support, seems how imperials have the best tanks, I feel that the toughest battles can be decided based on these units alone.

All of that said, much like any army I recommend flexibility and consistency. Anything you field I recommend at least running 2 of. Cool thing about the imperials is that their fast attack choices are squadrons so if you wanted to put a lot of emphasis on fast attack, you can't go wrong with fully upgraded valk/vendetta in a squad of 3, hellhound/banewolf//devildog in a squadron of 3, sentinels in 3's, you get the idea. I don't wanna sound too much more redundant so I'll just leave it at that. PM me if you have any questions on fielding choices.
Silvia Crow's avatar
  • 300
  • 100
  • 100
Ash Badguy Faust

Infantry platoon. Personally I'm iffy about them. I like how they function as an army within an army, and how many friggin guns you can field with them, but I would only field them if I wanted to make a infantry based army. Best suited for human wave tactics, especially with commander chekov.


I'm thinking of taking one Infantry Platoon and maxing it out with ALL THE SQUADS.
1 Platoon Command Squad
5 Infantry Squads
5 Heavy Weapon Squads
2 Special Weapons Squads

To hell with the Conscripts.

Then I suppose 5 Vet Squads.
Ash Badguy Faust's avatar
  • 100
  • 200
  • 100
I'm guessing you're gonna have about 500 pts invested in the infantry platoon? Personally if I would run that as one of my troop choices I would try to upgrade it as much as I can to maximize the squishy but numerous firepower I'd get from it. Also might wanna consider putting who ever you can in transports. More mobility means you'll be able to take objectives first, take control of the field faster and win games.
Silvia Crow's avatar
  • 300
  • 100
  • 100
Ash Badguy Faust
I'm guessing you're gonna have about 500 pts invested in the infantry platoon? Personally if I would run that as one of my troop choices I would try to upgrade it as much as I can to maximize the squishy but numerous firepower I'd get from it. Also might wanna consider putting who ever you can in transports. More mobility means you'll be able to take objectives first, take control of the field faster and win games.


Oh of course, gonna make my army an Armored Company, or as much of one as I can.

I'm a bit unsure on what I'm going to do with my Heavy Weapon teams though. I'm leaning towards Autocannons and Missile Launchers for the most part, maybe some Lascannons as well. I'm also thinking giving the Vet squads proper assault weapons and turning the Infantry Platoon into just a massive block of shooty (more or less all optional weapons being under Heavy). Set up, use Chimeras as either bunkers or as cover or to choke off parts of the map and just blast away.

Send in the Vets to take out the hard targets or snipe from cover (x3 Snipers + Lascannon + Camocloaks).

Haven't even though about how I would work the Heavy Support though.
Ash Badguy Faust's avatar
  • 100
  • 200
  • 100
Um, well, you have 5 weapons teams right? lascannons have a better strength and ap, auto cannons have 2 attacks and missiles are pie plate weapons. All of which have 48 inch range. Personally I'd dedicate each weapons team with one type of weapon. have 3 teams, each with auto cannons, and 2 teams of lascannons. I'd reserve pie play plate weapons for bigger weapons like basilisks.
Silvia Crow's avatar
  • 300
  • 100
  • 100
Ash Badguy Faust
Um, well, you have 5 weapons teams right? lascannons have a better strength and ap, auto cannons have 2 attacks and missiles are pie plate weapons. All of which have 48 inch range. Personally I'd dedicate each weapons team with one type of weapon. have 3 teams, each with auto cannons, and 2 teams of lascannons. I'd reserve pie play plate weapons for bigger weapons like basilisks.


The main reason I'm considering missile launchers is because they're versatile. Tank rolling up on you? Fire off a Krak missile. Troops harassing you? Frag missile up their wazoo.
Ash Badguy Faust's avatar
  • 100
  • 200
  • 100
Lascannons are strength 9 ap 2. Sounds like tank busty to me. Autocannons are heavy 2, strength 7, ap 4. If ya want you could field a squad of missile launchers, because they are good, I just happen to like blast weapons with bigger templates myself.

Quick Reply

Submit
Manage Your Items
Other Stuff
Get Items
Get Gaia Cash
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff