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Dubyamn

PostPosted: Thu Jan 12, 2006 9:53 am


Sparco
Take it easy, seriously. I've been playing since christmas. My brother gave me his old army for christmas, I'm just seeing what it's like.

You thought I was being hard? I was just pointing out that the army list that you provided has units that are no longer street legal and whose squads need to undergo some serious rethinking. I didn't even get into how your army has a seious lack of armor stopping power, or infantry killing capabilities and how your army will not do well at all because of it.
PostPosted: Thu Jan 12, 2006 12:38 pm


Maybe I should quit my job and finish up on that Imperial Guard FAQ I've been working on, the one for newbies and familiars alike.

IG for dummies.

1. Get 40 rules book

2. Get IG codex

3. Read the codex at least once from front to back

4. Build the basic core of the army (1 HQ, 2 Troops)

5. Once core is present, move on

Of course, I am wrong, just wait and see.

Hoxtalicious

Greedy Partner


Reddemon

PostPosted: Thu Jan 12, 2006 4:07 pm


Lt_Brookman
Maybe I should quit my job and finish up on that Imperial Guard FAQ I've been working on, the one for newbies and familiars alike.

IG for dummies.

1. Get 40 rules book

2. Get IG codex

3. Read the codex at least once from front to back

4. Build the basic core of the army (1 HQ, 2 Troops)

5. Once core is present, move on

Of course, I am wrong, just wait and see.
Yes your wrong! What the Hell are you thinking! Youve gota read the rule book also rofl
PostPosted: Thu Jan 12, 2006 4:13 pm


i read somthing from each one of my codexs daily

Mat

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Reddemon

PostPosted: Thu Jan 12, 2006 4:33 pm


Mat
i read somthing from each one of my codexs daily
I read em once, then reference em, then read em agian 3nodding
PostPosted: Thu Jan 12, 2006 4:42 pm


well from most stuff i just got on GW online and printed out the quick refernce sheets. Ive got one for guard witch hunters and then the over quick refernce sheet

Mat

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Hoxtalicious

Greedy Partner

PostPosted: Fri Jan 13, 2006 2:48 am


Yes well, I'll make an end to this constant barrage of newb questions once and for all. Not that I hate newbies, hell, I've been one myself, but the bare basics of getting an effing rulebook and codex are amongst the prime problems these days! Why in my day we used to beat them to death with our own rulebooks if they didn't have their own! Annoint them with their own blood, still works you know, makes one hell of a statment.

Still, without acting like asses, the five step program should be obivious.

1. Get 40 rules book and read the basic rules!

2. Get IG codex

3. Read the codex at least once from front to back

4. Build the basic core of the army (1 HQ, 2 Troops)

5. Once core is present, move on
PostPosted: Fri Jan 13, 2006 3:21 pm


I am somewhat new to the imperial guard having just made the tradition from the Space Wolves. Just so we are clear, I have the rule book and read it through, I have the codex and read it through and I have the core army which I am about to discuss. I will be playing a series of 500 point battles vs. the Eldar, Orks, and Space Marines (Generic) for a long while and I have come up with an interesting army list for a game this small. The point of this list is to anilhilate the enemy and not really make an attempt at the objectives (unless the enemy is there of course). Please tell me what you think as it should be a legal army.

HQ-Junior Officer w/ laspistol and CC weapon
4 Guardsmen w/ lasguns
-40 points

Troop-1 Storm Trooper Sergeant w/ hellpistol and CC weapon
4 Storm Troopers w/ hellguns
-50 points

Troop-1 Storm Trooper Sergeant w/ hellpistol and CC weapon
4 Storm Troopers w/ hellguns
-50 points

Basic Core Army Requirements Met at a cost of 140 points

Heavy Support- Lemon Russ Demo w/ lascannon, a pair of Plasma cannons, a pintle storm bolter, track guards and heavy armor
-210 points

Heavy Support- Basilisk w/ Indirect Fire, a pintle storm bolter, track guards and heavy armor
-150 points

Doctrines-Drop Troops, Grenadiers, Close Order Drill, Veterans, and Ogryn squads. ( I need Grenadiers to make the list legal and the Close Order Drill is good when my Inf. deep strikes if allowed in mission. Veterans and Ogryn were chosen because I could.)

Total cost-500pts

PatrecktheGreat


DarkElf27
Captain

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PostPosted: Fri Jan 13, 2006 5:42 pm


Remember, to have a full core of HQ and 2 Troops, you need 100 Guardsmen, 3 Command Squads, and the 5-squad support platoon for your HQ. wink

Also, Patreck, Storm Troopers are solely Elite choices, not Troop.
PostPosted: Fri Jan 13, 2006 6:59 pm


He has Grenidiers doctrine wich allows 3 units of Stormies to be taken as troops.

As for the rest,Why have you taken doctrines you don't use?There is nothing saying you have to fill all 5 doctrine choices.

GT_Popogeejo


Nuclearwinter

PostPosted: Fri Jan 13, 2006 9:43 pm


i belive i have found with most 40k armies that mobility is the key to victory. you should probaly at least use some "storm trooper" tactics. for those of you are aren't familiar with German WW2 tactics this simpley means having at least a few squads ride up in chimeras and break through or disrupt the ememie's lines. now to some of the newer guard player this sounds like suicide! "s3 t3 and your telling me to get CLOSER!" yes but not right up in a frontal assult, use the terain to cover the advance and hop out in one last dash and rapid fire his a**! this role is better suited for storm troopers (if the name implies anything) but an armored fist squad can help if you like to. just rember not to send them without support. have the infanty on foot follow behind if possible or give them some covering fire with indirect fire (such as morters). this method can also be used in space marine armies with their rhinos but you should take a few more transports with the guard version.

there a just a few more suggestions regarding this tactic:

1. when sending in guardsmen alawys use TWO units. one isn't reliable enough (unless they are storm troopers)

2. bring smoke launchers!!! the cover they provide to the tanks is invaluble!

3. use extra armor!!! what use are the smoke launchers if the tank got stunned and can't move!

4. use those flamers! they are PERFECT when used with transports! a squad with a flamer can take out some of those "unbeatable" close combat units in a SINGLE TURN! examples include witches, trynaids of any size and any other light armored unit. (but bring plasma for heavy armor)

if any of you want to add to or modify my tactic then please tell me
PostPosted: Sat Jan 14, 2006 4:03 am


PatrecktheGreat
I am somewhat new to the imperial guard having just made the tradition from the Space Wolves. Just so we are clear, I have the rule book and read it through, I have the codex and read it through and I have the core army which I am about to discuss. I will be playing a series of 500 point battles vs. the Eldar, Orks, and Space Marines (Generic) for a long while and I have come up with an interesting army list for a game this small. The point of this list is to anilhilate the enemy and not really make an attempt at the objectives (unless the enemy is there of course). Please tell me what you think as it should be a legal army.

HQ-Junior Officer w/ laspistol and CC weapon
4 Guardsmen w/ lasguns
-40 points

Troop-1 Storm Trooper Sergeant w/ hellpistol and CC weapon
4 Storm Troopers w/ hellguns
-50 points

Troop-1 Storm Trooper Sergeant w/ hellpistol and CC weapon
4 Storm Troopers w/ hellguns
-50 points

Basic Core Army Requirements Met at a cost of 140 points

Heavy Support- Lemon Russ Demo w/ lascannon, a pair of Plasma cannons, a pintle storm bolter, track guards and heavy armor
-210 points

Heavy Support- Basilisk w/ Indirect Fire, a pintle storm bolter, track guards and heavy armor
-150 points

Doctrines-Drop Troops, Grenadiers, Close Order Drill, Veterans, and Ogryn squads. ( I need Grenadiers to make the list legal and the Close Order Drill is good when my Inf. deep strikes if allowed in mission. Veterans and Ogryn were chosen because I could.)

Total cost-500pts


Okay, here we go.

1. The list is legal. Yup, she's legal, but dangerously undergunned. Also, with the drop troops thing, only your command squad would be able to drop into battle. As for close order drill, only conscript platoons and infantry squads can use them. Storm Trooper squads (and grenadier squads for that matter) do NOT benefiet from any doctrines.

2. The heavy support. I'd throw the indirect fire of the Basilisk and use it in a direct fire mode. I'd also remove the extra armour and the track guards on her, it's a waste on a support tank. As for the Demolisher, no additions needed, almost the same as I field it, perfect.

All in all, this is a list that wont make you many friends in all honesty. If I were you, I'd drop the basilisk, give the command squad some wargear and weapons, the same with the two grenadier squads. They need something other then just their basic weapons. Cause you've created a min/max list of sorts. You field a weak hq and troops, only to field two killer heavy support units. This may be seen as a weak ploy by your opponents.

I'd also do something about the doctrines.

DarkElf27
Remember, to have a full core of HQ and 2 Troops, you need 100 Guardsmen, 3 Command Squads, and the 5-squad support platoon for your HQ. wink

Also, Patreck, Storm Troopers are solely Elite choices, not Troop.


Awww, you fail in rule three, reading the codex. Please read carefully what is listed on page 56 under the alternate regimental organisation section option 2: GRENADIERS. Thankies.

As for the full works, only foolish mortals would do that. I've found out a long time ago that it's best to spread things. Yup! *pats case with five platoons* Hehe, it's a b***h to move but the fire it can add to a battle, more then enough to level a city. Of course, some fecker will say that this is stupid and that I will still suck, because of the *insert super enemy unit here*

Hoxtalicious

Greedy Partner


Reddemon

PostPosted: Sat Jan 14, 2006 6:15 am


crying somebody didnt find my joke very funny..... Damn I nearly had my whole army destroyed by some gaurdsmen. Came down to 1 squad of my guys & my Defiler vs one of his snipers(he ran it away) & a small suqad of gaurdsmen crying
PostPosted: Wed Jan 18, 2006 7:14 am


Brookman and definatly not Dubyamn


What do you think of this set up for my command tank

Command Tank @305pts
Leman Russ
Hull Bolter , Sponson Plasma Cannons , Machine Gods Blessing, Ace Sponson Gunners, Improroved Sponsons

Mat

Dangerous Soldier

8,500 Points
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Reddemon

PostPosted: Wed Jan 18, 2006 7:49 am


Mat
Brookman and definatly not Dudyamn


What do you think of this set up for my command tank

Command Tank @305pts
Leman Russ
Hull Bolter , Sponson Plasma Cannons , Machine Gods Blessing, Ace Sponson Gunners, Improroved Sponsons
Sounds like it would be major fun
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