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using inducted guard


Justicar Valius

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I am thinking of buying the guard codex and the cadian battleforce to get some cheap bodies in there for a jump up to 1750 points from my 1500.

 

I was thinking the stuff from the battleforce would be good (platoon command, 2 squads, heavy weapon squad probably full of autocannons)

 

Obviously the heavy weapon squad will be an objective sitter kind of unit but how about the rest?

I've got one chimera which i may consider adding in (multilaser, heavy bolter) but that will probably be hijacked and so not used for the guard themselves

 

I was wondering how others use their inducted guard. Speedbump, Front line infantry!, support the line or somthing else.

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For your infantry squads, I would recommend lascannons. Consider getting an additional such squad or two as well. (Though not as important if you take a Fire Support command squad, see below.) I also think -- as you seem to intend -- that autocannon heavy weapons squads are the way to go. Get as many as you can afford.

 

I would buy a chimera for each and every infantry squad. Even if you run them empty they're too cheap and useful to pass up. Otherwise you can give them to your ISTs, PAGKs, or even GKTs.

 

These guys are not just for camping out on objectives. They are also screens for the rest of your army. They pump out important long range fire but can -- and should -- be sacrificed to prevent assaults from tearing into your lines and vehicles.

 

It's the command squad that gets interesting. I think there are several good choices to be had there. In no particular order...

 

* The Burninators: 3-4 flamers, mounted in their chimera. Should be pretty obvious what these guys are about. :(

 

* The Slaggers: 4 meltas, mounted in their chimera. Only BS 3, but 4 meltas virtually guarantees that you do hit your target. Extra anti-armour/anti-MC/anti-heavy infantry never ever hurts in a DH army.

 

* Fire Support: lascannon, give the Chimera away to someone needier. Another cheap lascannon never hurts. More long range fire never ever hurts in a DH army.

Indeed! IG Platoons are amazing now, so you can't really go wrong with them. Heavy Weapon Squads are obviously a winner with their long range support, but SWSs are also pretty handy. Best to keep Infantry squads cheap though, either a special or heavy weapon only so they can concentrate on the one task.

 

Use them to screen your troops and slow the enemy. Platoon Command Squads as have been mentioned can be brutal with Flamers (cheap Dominions!) from a transport. You can do a lot with them, so they'll be able to support your army whatever you're doing.

Well I play DH and run 2 staple melta squads, a grand master with 4 terminators, 8 PAGK (2incinerators), 2 LRC and an extra 125 points depending on who I'm facing.

Thats at 1500

 

now I would like a platoon to help make up the next 250 points. As I don't have the IG codex yet I need to buy that and the troops with all of £70. so i was thinking battalion.

I have one chimera so i could stick a burninator platoon command squad in there and have the 2 squads run up behind them and then have a triple autocannon heavy weapon squad to objective sit and provide fire support. Would that leave me enough points to add a few extra IST or maybe somthing else?

Don't under estimate the sniper rifle, If you give an infantry squad a heavy weapon, its worth splashing an extra 5 for a sniper as your gonna be standing still to fire the heavy so you'll benefit, the other seven guys are an extra save as it were. Also, IG infantry can be effective in Close combat if you do it right. I won't lie, it will make them expensive and many of them will die but big units with tooled up sarges and Commissars can do alot of damage. Take some conscripts aswell, point them in the direction of the enemy and get them going, granted they can't disrupt shooting now target priorety is gone but they can slow down your enemy by assaulting, normal squads are of course better at this and a commissar will keep them there till the bitter end with Ld 9.

 

Sniper special weapon squads aren't worth taking, if you want that sort of thing your better using an IG parent and taking Vets as they can have just as many, better BS and more options.

You should consider a Mortar squad! They're cheap and brilliant for annoying your opponents. Thanks to the barrage rule you can hide them from return fire and constantly shell the enemy. They even take a toll on Marines thanks to S4 and make light infantry suffer (especially Orks).

 

That said, I feel I get more use out of them from harassing my opponent as most people really dislike getting attacked without a way to shoot back (unless they waste some barrage of their own). They're a real bargain!

 

Don't forget that Chimeras protect Command Squads and increase their order range, plus five models can fire from the hatch (put a Heavy Weapon Squad inside for added fun).

In my experience, I intentionally do not give the line infantry squads heavy weapons. I have found that due to the lack of combat squadding, it wastes the entire point of the Guardsmen to have them sitting still and picking their nose while Jimmy over there takes a 50-50% chance of scratching the paint off something better suited to the Heavy Weapons Team anyway. I run a squad of sergeant w/ laspistol and cc weapon, man with vox-caster, and man with grenade launcher. You can use a meltagun or flamer if the need is there, but I use the grenade launcher as my go to weapon. Plasma is too expensive and with only a craptastic save, overheats are decidedly lethal :rolleyes:

 

Keeping the squad without a heavy weapon allows for greater mobility, which since the majority of them are hoofing it makes for great objective takers. Not in terms of durability, but in sheer terms of how long it will take to get several hundred points of guardsmen off an objective when it's only 70 or so points a squad of them. If you want manpower, keep them cheap and expendible!

 

The squads themselves are predominantly armed with lasguns, an anti-infantry weapon. I hate wasting 8 or 9 troopers worth of anti-infantry weapon to covert 2 of them to a single heavy weapon. I've found it better to save those points you would be spending on heavy weapons and simply buy a Heavy Weapon Team with them. This gives you the heavy weapons concentrated where the weight of numbers helps balance out the average ballistic skill, and frees up your infantrymen to do what they do best, engage other infantry!

 

I've had great luck with sniper squads against Monstrous Creatures too. I imagine the sniper weapons will help immensely against the incoming Tyranids...

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