Reclusiarch Darius Posted September 14, 2008 Share Posted September 14, 2008 Hey guys. This is basically a discussion of the pro's and con's of various Imperial Guard units, at least those which are available to us via the Inducted rules. There are only a handful of selections, some better than others; Troops; Infantry Platoon; A great source of cheap heavy weapons and meatshields, and the Macharian Cross lets you re-position them into better sniping positions to counter enemy deployment/Infiltration. I like the following build; JO, Macharian Cross 4 x Guardsman, missile launcher 3 x Infantry squads, missile launcher (300 points) The major drawback to taking these is Kill-points; in the place of a single IST or PAGK squad, you have 4x the Kill-points minimum, and you could waste up to 7 kill-points on a single Troops slot. That said, they are each a seperate scoring unit, so it's a relative drawback. In Annhilation missions I wouldn't recommend it, but either of the objective missions they provide cheap fire support, dilute enemy fire/assaults and can claim objectives for you. Armoured Fist squad; One of the great things about this unit is that while it can take a heavy weapon and snipe, the Chimera transport can be loaded up with another unit. This is especially helpful for the slow PAGK (you can't run cos you lose that stormbolter dakka), and it's even more amusing to load it up with Terminators. A great option is to take a heavy flamer as the mandatory turret weapon, and then stick a psycannon-armed Terminator out through the top hatch and open up. You'll have a more accurate AP4 multi-laser which can fire even at max speed, and ignores invul (which is good against Daemons and Legion of the Damned). It's pretty tough on the front arc (clever use of terrain can minimise the damage of a flank attack) and much more economical than buying a whole Landraider. 10 x Guardsman, missile launcher, grenade launcher Chimera, heavy flamer, extra armor, smoke launchers (171 points) The drawback here is that you don't get as many heavy weapons and meatshields for your buck as an Infantry Platoon. On the other hand, you do get a small fleet of empty Chimeras for loading those fragile IST's or slow PAGK/GKT's into. Provided you taken at least two IG Troops choices, the following options are also unlocked; Fast Attack; Rough Riders; I really don't see the appeal of these guys. Our Terminators have much better protection, hit at only slightly lower Initiative but higher Strength, and they are not '1-shot wonders'. Also, they can take heavy weapons without removing their NFW's. In my experience Rough Riders either catch people off-guard or they get shot to pieces before they make any real progress towards the enemy. Sentinels; The little brother to our Hellfire Dreadnoughts. The big advantage here is obviously move+shoot heavy weapons, and cheap lascannon. With the general increase in survivability for all vehicles, Sentinels are less fragile and do require S6 or higher to reliably destroy. Take a full squadron of 3 and equip them with lascannons, they will not fail to dissapoint. Also, take advantage of their free Scout move and Outflank ability; Heavy Support; Leman Russ; The only entry (which is a pity, I would've liked a Demolisher or a Basilisk), but still a very good choice. Now that it can fire the main cannon and it's sponson/pintle weaponry if stationary, you can tear apart horde infantry with a vengeance, and put a lot of wounds onto heavy infantry. Leman Russ, hull heavy bolter, sponson heavy bolters, pintle heavy stubber, extra armour, Improved Comms (192 points) For a discussion about using DH allied units in a IG army, please go here http://www.40konline.com/community/index.php?topic=169972.0 Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/ Share on other sites More sharing options...
Inquisitor_Fox Posted September 14, 2008 Share Posted September 14, 2008 i play using drop troops, chem inhaler, cameleoline, sharpshooters and close order drill. Chem inhalers are an awesome doctrine now, ignoring ALL modifiers to leadership, loose a combat by 5? Still leadership 8! Haha! Cameleoline +1 to cover, go to ground and you get a 6+ cover save... no thats a 5+... stoop in the trees? 3+ save, go to ground here and thats a 2+ save... in a fortified possition and it is 2+ anyway but meh.... Drop troops, sharpshooters and close order drilll are fantastic together, you drop in a melta toting command squad behind the enemy armour, zap it, roll a couple of ones re roll em and by by tank... Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1693049 Share on other sites More sharing options...
number6 Posted September 15, 2008 Share Posted September 15, 2008 Gentlemen, I know it might seem like a fine point, but topics have been closed for less relevancy than that which is expressed here. It's that smidgeon of relevancy that is the only reason I'm not closing it now. <_< However, unless the very next post swings this topic into "building a DH army using inducted IG", rather than "building an IG army using allied DH", I will be forced to shut it down. Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1694324 Share on other sites More sharing options...
Amit Posted September 15, 2008 Share Posted September 15, 2008 Building a DH Army using Inducted Guard....ok then I have never understood why some DH players moan about the lack of Heavy Support. I mean the DH codex alows for inducted Guard for exactly that purpose. I find its the Pure GK armies that suffer. Excellent Elites/Troops but sorely lacking in Heavy Support. I think the DH Codex allows for a lot of flexibility, you can tailor you army for the task at hand per se. but that is just my personal feeling....and yes I do play a Pure GK army (and have little success with it, BUT i still play). Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1694352 Share on other sites More sharing options...
Inquisitor_Fox Posted September 19, 2008 Share Posted September 19, 2008 hte thing is, fluff wise, the grey knights are rarely used in Pure format... normally they act as support (or vis versa) to a larger force which is involved in some thing of interest to the knights or their Inquisitorial masters... don't forget that they are the Ordo Militant of the Ordo Malleus Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1699330 Share on other sites More sharing options...
Toogeloo Posted September 19, 2008 Share Posted September 19, 2008 i play using drop troops, chem inhaler, cameleoline, sharpshooters and close order drill. Chem inhalers are an awesome doctrine now, ignoring ALL modifiers to leadership, loose a combat by 5? Still leadership 8! Haha! Cameleoline +1 to cover, go to ground and you get a 6+ cover save... no thats a 5+... stoop in the trees? 3+ save, go to ground here and thats a 2+ save... in a fortified possition and it is 2+ anyway but meh.... Drop troops, sharpshooters and close order drilll are fantastic together, you drop in a melta toting command squad behind the enemy armour, zap it, roll a couple of ones re roll em and by by tank... Note that if you are inducting Guard into an Inquisition list, they cannot have any doctrines at all are just bare bones guardsmen. I think TC has the right idea though, one platoon with a heavy weapon in each squad is one of hte best ways to go about inducting guard. Don't try to force a Leman in, a full platoon with 3 Autocannons and 3 Lascannons is plenty scary and offers 6 more scoring options. Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1699350 Share on other sites More sharing options...
Reclusiarch Darius Posted September 19, 2008 Author Share Posted September 19, 2008 Note that if you are inducting Guard into an Inquisition list, they cannot have any doctrines at all are just bare bones guardsmen. Well, thats not what the rules say; Firstly, in the 'Doctrines' section of the IG codex, it doesn't make any mention of it being only for IG armies. Secondly, both the DH and IG codex were part of the same 'wave' of codices, so GW obviously designed the doctrines to mesh with DH's 'Inducted' rules, otherwise they would've FAQ'd or explained it elsewhere. Thirdly, if we look at the 'Inducted' rules themselves; "All units are taken exactly as they appear in Codex: Space Marines or Codex: Imperial Guard and may only use the options and upgrades listed there." pg. 30, Codex: Daemonhunters This also makes sense from a fluff perspective; Inquisitors can requisition pretty much any regiment to do the job, not just vanilla PDF forces. I think TC has the right idea though, one platoon with a heavy weapon in each squad is one of hte best ways to go about inducting guard. Don't try to force a Leman in, a full platoon with 3 Autocannons and 3 Lascannons is plenty scary and offers 6 more scoring options. I like the Leman Russ, because it's extremely hard now. AV14 was always a hard nut to crack, and with the new rules making everything not S9/10 patently useless against it (which is S9/10 not breaking those Dreadnoughts), it's a great anchor. Two platoons of IG Infantry squads should be plenty of fire support, a Leman Russ rounds out the Hellfire Dreadnoughts by suppling a big anti-everything blast and some anti-infantry blasts. Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1699374 Share on other sites More sharing options...
Toogeloo Posted September 19, 2008 Share Posted September 19, 2008 Well, thats not what the rules say; Firstly, in the 'Doctrines' section of the IG codex, it doesn't make any mention of it being only for IG armies. Secondly, both the DH and IG codex were part of the same 'wave' of codices, so GW obviously designed the doctrines to mesh with DH's 'Inducted' rules, otherwise they would've FAQ'd or explained it elsewhere. Thirdly, if we look at the 'Inducted' rules themselves; "All units are taken exactly as they appear in Codex: Space Marines or Codex: Imperial Guard and may only use the options and upgrades listed there." pg. 30, Codex: Daemonhunters Actually, that is exactly what the rules say :cry: Reread page 21 of the Daemonhunter Codex or page 25 of the Witch Hunter Codex, specifically the section labeled "Using Inducted Imperial Guard or Allied Space Marine Contingents." The second paragraph of that section tells you exactly how you can field these units. Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1699395 Share on other sites More sharing options...
DevianID Posted September 19, 2008 Share Posted September 19, 2008 I am building a 1750 list of 30 GKT (yay for assembling the last 15 now!), 2 IST, and 1 25 strong inducted guard squad. The inducted IG i feel are really important to the list since with 30 GKT I should be able to bust through the enemy, so the 35 bodies in the backfield, t3 or not, give me 5 scoring units and so long that cover is available they should be fairly resiliant to counter fire. My other list uses 2 armored fist squads, rough riders, and a leman russ as support for 2 rhino IST, 2 PAGK and 2 GKT. The armored fists can transport either of my termies if that is needed, and the rhinos can transport the PAGK. The rough riders hide behind the transports to discourage people from getting too close before the transports deliver their deadly cargo... 21 St5 Init5 power weapons that can reach out up to 24 inches are a very good execution squad, and even if the enemy can withstand a roughrider charge the psychological influence they have can be huge. Link to comment https://bolterandchainsword.com/topic/146031-how-to-induct-the-guard/#findComment-1699402 Share on other sites More sharing options...
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