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Nuclearwinter

PostPosted: Sun Nov 05, 2006 7:54 am


here's a decent list for 500 points and it's the best way to get small start to an awsome guard army:

HQ:
80-Junior officer w/pwr weapon, plasma pistol and honorifica imperialis

Notes: the plasma pistol and pwr weapon are good for dealing with heavy armor targets and the honors gives your commander the stats he'll need to preform well (you'll be suprised how a counter charge with commander like this with a supporting infantry squad can turn the tide of a game, plus no one expects a charge from IG) Give his body guards pistols and CC weapons cause you'll want him to mobile.


Troops:

Infantry platoon

45 -Command section- junior officer w/ pwr weapon + laz pistol + 4 bodyguards

70-infantry squad- 10 men, 1 hvy bolter

70-infantry squad 10 men, 1 hvy bolter

Notes: The officer here is mostly to offer more targets to the enemy, his firepower if OK but he's just there to offer a power weapon in assult. Give his body guards lazguns, cause you'll want him to give a little extra fire support.

The squads are here to take care of any numerous targets from a distance, just deploy then in relativly good cover and let em blast away with the heavy bolters. once the enemy gets close enough he'll have to deal with laz guns too. Don't play them safe, put em cover but don't try to hide them, you WANT the enemy to shoot at them and NOT the more important things (officers/ storm troopers)


70- Storm troopers, 5 men total , 2 w/ plasma guns

Notes: the storm troopers are here to shoot down anything that the lemun russ can't. 2 plasma guns in the hands of a storm trooper squad can give even a terminatior squad a bad day. There's only 5 of em but anything with a 2+ armor save usually dosn't come in very great numbers anyway.


Hvy Support: Lemun Russ- w/ Battle cannon, hull mounted lazcannon, hvy bolter sponsons

Notes: the lemun russ will be the workhorse of your force. It'll offer mobile hvy weapons and a damn good cannon. DON'T just sit back and blast with the cannon, look for your enemies mobile support and take it down. For example: he has a transport tank trying to sneak around a building, you're infantry won't make it in time so have the Russ near by to just run around the corner and blast it.

If there are any questions or recomendations just say the word.

Oh and keep in mind that this list is made assuming that the 40k in 40 minutes rules aren't being used. Otherwise there's no russ allowed and I wouldn't bother taking the HQ
PostPosted: Mon Nov 06, 2006 12:25 pm


Thanks much appears feasible and evil. So doctrines would be close order for shooty squads and grenadiers for the stormers right?

Lozt_1


Some Mook

PostPosted: Mon Nov 06, 2006 8:19 pm


Sounds about right. Seeing how you have a couple extra points laying around, Doctrine and otherwise, Sharpshooters may be a good idea as well. I can't recall wether or not that costs you any points; if it does, you may have just enough left over to grab it for your men. In the smaller games, you'll see very few ones, but the more of those you can re-roll, the better. Those Heavy Bolters are nasty if you can have them hit just that little more.

I know Carapace Armor also costs points, and I can't recall how many; I haven't picked up a Codex yet, like a good boy. If it is affordable, I'd snag it. If not, Sharpshooters. Or, heck, anything that dosen't cost you any points is probaly a viable option for such a small list.

I'm also curious about how deadly the Basilisk is for everyone. I like my Leman Russ, but... Somehow, the Basilisk appeals to me.

And how does a simple modification replacing my Grenade Launchers with Rifle Grenades sound? I mean, I am going for a Battle of the Bulge look, and if I just give my Grenade Launcher equipped guys Lasguns with the little Mortar Rocket on the end, it should look vaguely cool.
PostPosted: Tue Nov 07, 2006 12:46 am


Please don't ask for point costs here, be a good boy and buy the codex. Carapace armour sounds good on paper, but is it really worth the cost? Sure, your men can perhaps survive bolter attacks, but most heavy weapons still ignore the new save.

Basilisks are a mixed bag really, they pack a punch but are so easy to destroy. Indirect fire can help, but with the minimum range of 36" you need a really big board to get the most out of it.

Rifle grenades, as long as your opponents are aware of that, then I see no problem. Visual conversions are always nice, as long as they don't interfere with ther core mechanics, then it's fair game.

Hoxtalicious

Greedy Partner


Some Mook

PostPosted: Tue Nov 07, 2006 8:07 pm


I know not to ask for points, you silly man. I'm just saying, if they cost points, they are worth it if you can grab them. Not illegal to state that something may possibly cost points, is it?

I might still try a Basilisk sometime. Less raw firepower to spary the field with, but the fact that I can recline and carve out massive gaps in enemy formations just appeals to me.

As for Carapace Armor, it's much more useful in a smaller force like this than in a larger one. Couple hundred points of men translates to a couple dozen points of armor, and seeing how your enemy will have a limited number of heavy weapons around to focus on your squads, it's not a bad investment. However, in larger games... Yeah, it is considerably less useful there. Bolter fire, in my very limited experience, hurts a bit, but I'd just go with extra Guards.
PostPosted: Wed Nov 08, 2006 12:30 am


Well, a small and "cheap" 500 pts. force of Guardsmen can easily be nothing more then 25 men. I did a Vostroyan combat patrol complete with doctrines (Carapace armour, Hardened Fighters, Sharpshooters, Iron Discipline and Close Order Drill).

They might've been outnumbered, but they were quite the tough bastards.

Hoxtalicious

Greedy Partner


KimKhan

PostPosted: Wed Nov 08, 2006 6:32 pm


Hay guys whats going on in this thread? dramallama

But seriously... I'm starting out on my Imperial Guard Army, the 21st Eedian Infantry, and I'm figuring out what Doctrines to use.
I'm leaning towards using Light Infantry, becasue the added Difficulty Terrain dice seems to increase the survivability when you are moving around. And I like to have a mobile army without spending alot of points on Chimera's.
Am I making a good decision or is Light Infantry just worthless for shooty armies?


(BTW, since I'm a newb, when you "buy" an Doctrine do you always have to equip every unit with the said Doctrine?)
PostPosted: Thu Nov 09, 2006 12:20 am


KimKhan
But seriously... I'm starting out on my Imperial Guard Army, the 21st Eedian Infantry, and I'm figuring out what Doctrines to use.
I'm leaning towards using Light Infantry, becasue the added Difficulty Terrain dice seems to increase the survivability when you are moving around. And I like to have a mobile army without spending alot of points on Chimera's.
Am I making a good decision or is Light Infantry just worthless for shooty armies?


Light infantry is good, especially when working with a lot of difficult terrain and the added sniper rifle is a good bonus. Two other great newbie doctrines I'd like to recommend are Close Order Drill and Iron Discipline.

Quote:
(BTW, since I'm a newb, when you "buy" an Doctrine do you always have to equip every unit with the said Doctrine?)


Only special equipment must be handed to all infantry squads. Normal doctrines can be given to whatever squad that can take them.

Hoxtalicious

Greedy Partner


A.R.G.U.S Mykal

PostPosted: Thu Nov 09, 2006 9:00 am


Lt. Brookman
KimKhan
But seriously... I'm starting out on my Imperial Guard Army, the 21st Eedian Infantry, and I'm figuring out what Doctrines to use.
I'm leaning towards using Light Infantry, becasue the added Difficulty Terrain dice seems to increase the survivability when you are moving around. And I like to have a mobile army without spending alot of points on Chimera's.
Am I making a good decision or is Light Infantry just worthless for shooty armies?


Light infantry is good, especially when working with a lot of difficult terrain and the added sniper rifle is a good bonus. Two other great newbie doctrines I'd like to recommend are Close Order Drill and Iron Discipline.

Quote:
(BTW, since I'm a newb, when you "buy" an Doctrine do you always have to equip every unit with the said Doctrine?)


Only special equipment must be handed to all infantry squads. Normal doctrines can be given to whatever squad that can take them.



I've wonderd this.
Can or must?


-Mykal
PostPosted: Thu Nov 09, 2006 9:19 am


A.R.G.U.S Mykal
Lt. Brookman
KimKhan
But seriously... I'm starting out on my Imperial Guard Army, the 21st Eedian Infantry, and I'm figuring out what Doctrines to use.
I'm leaning towards using Light Infantry, becasue the added Difficulty Terrain dice seems to increase the survivability when you are moving around. And I like to have a mobile army without spending alot of points on Chimera's.
Am I making a good decision or is Light Infantry just worthless for shooty armies?


Light infantry is good, especially when working with a lot of difficult terrain and the added sniper rifle is a good bonus. Two other great newbie doctrines I'd like to recommend are Close Order Drill and Iron Discipline.

Quote:
(BTW, since I'm a newb, when you "buy" an Doctrine do you always have to equip every unit with the said Doctrine?)


Only special equipment must be handed to all infantry squads. Normal doctrines can be given to whatever squad that can take them.



I've wonderd this.
Can or must?


-Mykal


Can. Units designated as "Imperial Guard Infantry" (page 55, first column, seventh paragraph) can take doctrines, but are not forced to do so. So you can give one squad Light Infantry and decide to give another squad no such upgrade. Special equipment on the other hand MUST be taken by all units designated as "Imperial Guard Infantry".

Hoxtalicious

Greedy Partner


A.R.G.U.S Mykal

PostPosted: Thu Nov 09, 2006 9:31 am


Lt. Brookman
A.R.G.U.S Mykal
Lt. Brookman
KimKhan
But seriously... I'm starting out on my Imperial Guard Army, the 21st Eedian Infantry, and I'm figuring out what Doctrines to use.
I'm leaning towards using Light Infantry, becasue the added Difficulty Terrain dice seems to increase the survivability when you are moving around. And I like to have a mobile army without spending alot of points on Chimera's.
Am I making a good decision or is Light Infantry just worthless for shooty armies?


Light infantry is good, especially when working with a lot of difficult terrain and the added sniper rifle is a good bonus. Two other great newbie doctrines I'd like to recommend are Close Order Drill and Iron Discipline.

Quote:
(BTW, since I'm a newb, when you "buy" an Doctrine do you always have to equip every unit with the said Doctrine?)


Only special equipment must be handed to all infantry squads. Normal doctrines can be given to whatever squad that can take them.



I've wonderd this.
Can or must?


-Mykal


Can. Units designated as "Imperial Guard Infantry" (page 55, first column, seventh paragraph) can take doctrines, but are not forced to do so. So you can give one squad Light Infantry and decide to give another squad no such upgrade. Special equipment on the other hand MUST be taken by all units designated as "Imperial Guard Infantry".



Right.
That might save me quite a few points. I've always taken them for all squads "just in case".


-Mykal
PostPosted: Thu Nov 09, 2006 5:46 pm


This might get a few odd stares and perhaps some dirty looks, but I'm a Praetorian IG player. I've been toying with my doctrines for some time now, but I'm leaning towards Rough Riders, Conscript Platoons and Grenadiers. Perhaps it's just for the flair, but Rough Riders are something that I thought aren't done enough and I have two different types that I'm modelling(I'll field whichever I'm in the mood for). The first style are on bikes, the other ones I'll be mounting on Cold Ones(or Wargs if I'm bored).

The Praetorians are rather unappreciated and I can't wait to get my army up and running. Right now the tough part is converting my models. Even though I have a few of the older models(based on the Mordians), the don't fit with the rest of my models in scale and I know I can do better. Right now I'm using the current Cadians as the base and working for there. At first I thought that mixing in a few Empire Militia might help out, I've found that they're really only good for heads, and maybe a few arms. In anycase, here's another Guard supporter.

ColinMackay

7,050 Points
  • Nudist Colony 200
  • Conventioneer 300
  • Invisibility 100

Xenos Mortium

PostPosted: Thu Nov 09, 2006 9:33 pm


Two things, both about the Kasrkins/Stormtroopers.

One, the thing I don't like about the current version is that they really aren't that much different from normal Cadian troops, with only a little bit more armor and a different weapon. However, I don't much the older ones either, as they seem too... clunky. They seem to have too much stuff 'attached' to them, and it makes them seem like makeshift post-apocolyptic soldiers. Granted, this can be cool, but it's really not what needs to be done.

The second thing is that with the new Stormtroopers, they are specifically designed to be Kasrkins, and in effect, to be Cadian. This eliminates the possibly of feilding other Imperial Guard armies with them, or at the least, it lessens it. So... from a modeling standpoint, what do you do for other armies, such as the Praetorian Guard? Do you have to add stuff to your 'normal' soldiers to make the appearance of Stormtroopers, of just paint them differently?
PostPosted: Fri Nov 10, 2006 12:53 am


Actually, on the Kasrkin looking too much like Cadians: that's the whole point. They are upgraded Cadians so to say, with extra armour strapped and bolted on.

Remember that the Cadian design is something that is spread throughout the entire Imperium, as Cadia "exports" their troops to other systems.

Hoxtalicious

Greedy Partner


Nuclearwinter

PostPosted: Fri Nov 10, 2006 7:36 am


Xenos Mortium


One, the thing I don't like about the current version is that they really aren't that much different from normal Cadian troops, with only a little bit more armor and a different weapon.


cause that's basicly all they are! better training too. What most people don't realize is that flak armor is really tough but only covers a small amount of the body (thus the 5+ save) but with a few more plates added it gives the protection needed for a 4+. It's not stronger, there's just more of it.

Xenos Mortium


However, I don't much the older ones either, as they seem too... clunky. They seem to have too much stuff 'attached' to them, and it makes them seem like makeshift post-apocolyptic soldiers.


If you can tell me about a universe more "post-apocolytic" in nature then the 40k universe, please say so. Humanity is a mess! whole plantets can go unaccounted for because of a tired accountent! that dosn't sound like some golden age to me!
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