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Starting the Imperial guard and Dkok


ThatOneMarshal

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Hello Guardsmen! I need help with IG. See I decided started after my roommate at college found one of my 40k books. I believe it was assault on black reach. He read the book and asked what was the censored.gif he read. I told him about 40k here we are today. He decided that he wanted to try it out. We both decided that we start different army's. He still choosing between space marines and tau. I decided to play IG because I have never done anything besides marines. But I need help I have NO idea how to play IG and I need help. I bought the codex a few days ago. I tried doing a basic 500 point list but came with nothing because there are so many options.I looked through the codex and had a mini heart attack when I saw: how cheap everything was, the best armor save is 3+ save, how easy it is to kill everything, how much dakka i could take, how almost every infantry unit is weak, MARBO,CREED, leman russes, and vendettas.

I need help with basics of IG, what units to use or avoid, and the play styles of the IG. Also I play BA and B,T are we any good at assaults? Thank you.

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IG isnt good in assaults, you can make a platoon geared for assault with all the sergeants having power weapons it can work but dont expect it to most of the time, its a good tarpit but winning isnt to be expected

 

Playing IG is basically bringing as many guns as possible and as many wounds as you can, you dont have soldiers, you have extra wounds for the weapons that actually matter (heavy weapons, tanks, whatever)

 

What you should do first is know what kind of playstyle you want, do you want infantry supported by aircraft?by tanks? by artillery? do you want mechanized platoons or veterans? a recon company with sneaky veterans, sentinels and devildogs?

 

Long range, high strength low ap or tons of shots is what IG does well, this is a good review of the IG codex http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard   , it might help you

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Welcome to the Guard! As your heart attack showed you most of our strengths lie in numbers - both durability and fire power. One of the best things about Guard and our current codex is that there are so many viable ways to run an army and that's before you even consider hybrid armies! The one thing you will definitely need is lots of Guardsmen (unless you're doing a veteran/grenadier company), but other than that there are many options to choose from so you'll have to give us a few ideas as to what you might like or are interested in.

 

We have a full complement of commanders here; infantry, mechanised, artillery, tank... the list goes on so you can be sure to get lots of good advice and the sagely words of at least one master of his craft :) Otherwise the general piece of advice is: more men, more guns - apply to enemy until victorious! :P

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With the Imperial Guard, one tends to take a casual approach when it comes to casualties (if not spamming Vet squads teehee.gif) Need advice on artillery for Guard? I can help.

As already stated, IG kinda lack in the CC side of things, but we more than make up for it in being one of the best shooty armies out there.

Nine tanks in only three heavy slots? Heck yeah!

Nine fliers in only three fast attack slots? Might work.

Six artillery, three tanks, two fliers, and a boatload of infantry? Now you can dominate a table!

Oh, your opponent is spamming heldrakes and cultists? Vendettas and Hydras can take care of the air problem. Laugh maniacally when you outnumber the cultists!

Uh-oh... lots of Marines? Colossi and Basilisk artillery support incoming!

Dear Emperor... Horde Orks!? Private, bring me my Baneblade!

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As stated... Guard is not for the feint of heart but for those of strong constitution. A mixed company will tend to lend itself to competitive play and will not be boring in any way. As a collector and painter I love the 'humanity' afforded by playing a guard army- along with the ability to have TANKS and GUNSHIPS!! WHUT! :)

Painting a guard army is not for the faint of heart but very rewarding.

Welcome aboard and I recommend checking out some other guard sites- ammobunker and boot camp are 2 that have helped me out 

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Thank you comrades! I checked out the website and is really helpful. There are a couple of regiments which I really like right now, the Armageddon steel legion and the (in)famous death korps of krieg. Krieg looks like the way I am going. I like the idea of an infantry list with mechanized infantry supporting it. They also hold a special place in my heart because ww1 and ww2 is one my favorite periods and trench warfare has always fascinated me. My gaming also allows forgeworld so I might be able to play the list they have, though if i'm not mistaken don't they have two lists.                                                                                 

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Before I start collecting I have an simple question: what play styles do guard do? So far I know that there is artillery,infantry, and mechanized. Could you go over any other play styles and how they play. I also noticed that are HQ section was bit...well a bit weak. I mean you have the ccs and the Lord commissarermm.gif. Also they are really easy slay the warlord pointsteehee.gif . I was looking at forgeworld and I noticed the dkok models and they look wonderful, can I run them in a regular army or do they need something special. Also are there any good books on them and guard in general. Thank you in advance.

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Well, for books, go here as we've had quite an interesting discussion on those: http://www.bolterandchainsword.com/topic/281810-ig-reading-list/

DKoK can be used as normal models, or if you get the IA books, used as they are intended to be: some of the Imperium's toughest censored.gif around.

Personally, I use gunline/artillery barrage in my lists. I just get so many warm fuzzy feelings inside when I start landing 3+ ordnance templates on one squad.

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There are rules to field a DKoK army but if you want you could just use the models and the normal IG codex, whatever suits you best

 

IG will generally play by camping on a position protecting the big guns (russes, artillery, etc) as they blast the enemy apart, giving everyone a chimera will make your gameplay more mobile and dynamic but it relies on attrition, bringing more then what your opponent can kill and that goes for every type of IG army, from Armoured Battlegroup to infantry footslogging companies

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As much as I twaddle on about my infantry and tanks (did I mention I love tanks? I love tanks. A lot.) I actually run a combined arms list more than any other. A solid infantry complement can be provided by a single Platoon supported by some Chimera transports and a Veteran squad for the "specialist" encounters. Roll in some armoured support and fast moving recon/assault elements, or maybe some artillery to light up the table?

Works well for me as I like to be flexible and each part works together to hammer the Emperor's foes into the dirt where they belong. My mantra is mobility and fire power - both building an army containing it and systematically removing it from the enemy. Guard are not stuck as a gun line, and anyone foolish enough to think this is more than welcome to be educated otherwise. I find their tears especially delicious laugh.png

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It's a good start, if you start with cadians you can also buy the snap fit models if you need more bodies, much cheaper than buying a squad, unless you want/need the special weapons

And with a bit of work, the push-fits aren't too hard to repose...

http://www.bolterandchainsword.com/topic/276976-varied-poses-from-ig-push-fits/?hl=%2Bkierdale&do=findComment&comment=3395804

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Yeah, the battle forces are great for easily starting and expanding new armies :) I'm lucky in that I've lots of Guardsmen awaiting construction so I'll never need to buy the 10 man boxes. I've even still got an unopened 20 man box!

 

If you buy from an online seller you can save even more money too :D Keep us informed of your progress, we'd love to watch your regiment being formed!

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One thing that I have decided to do is make two guard armies. The first one will be a regular one to start out with and see if I like guard and the second will be the Death korps of krieg. Dead man walking has just convinced me. Besides the awesome models and the fluff I don't know much about there army list and how they play. Advice is needed from any death korps of krieg players. Thank you

 

Ps: I noticed that the battle force box makes a basic platoon. NEAT!!!

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here are a couple of pointers on said list:

-you lack the mobility to make good use of those special weapons. personally i would drop the powersword (you don't want to be in close combat anyway) and the carapace armour in favour of a couple of chimeras.

-long range firepower: unless you mean sniper rifles (which i don't recommend.) you'll have 24" range at most.

personally i find it hard to play to play with my guard in such small point levels since this means i usually can't bring the big guns my armie relies on so don't be dissapointed it you can't win straight forward! it's all about learning how guardmen fight and sadly enough, at 500 pts it's hard to play a veteran army

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At 500 points I'd try to get in at least two pieces of armour. I usually field a Chimera and either a bare-bones Russ or a piece of artillery.

 

I agree with Hendrik that carapace is too expensive for you to use at this points level. I know you want to keep your buys alive but, hey, you're playing IG, not marines. Men will die. In droves. But the regiment lives on. ;)

 

I'd try to get in more bodies.

At 500pts I usually field:

A bare-bones CCS (no special weapons makes them less of an immediate threat)

A bare-bones PCS (likewise)

Two infantry squads, with a special weapon (flamer or grenade launcher) and an autocannon

A bare-bones Russ

A veteran squad with a couple of melta-guns

A chimera for the vets

That's two pieces of armour and forty pairs of boots on the ground, 35 of which are scoring. Plenty of bodies to hold your own deployment zone, a transport so you can venture forth to grab another, a MBT to worry the enemy, and command squads which don't look too threatening (their real purpose being to put out orders).

 

That's my two yen. :)

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For my first list I was thinking about using this, it's 500 points: 

 

HQ:

Company command squad: 

carapace armor

4 meltaguns on vets

power sword on company commander

 

Troops

x2 Veteran squad

carapace

3 special weapons

 

Thoughts?

 

If you only have the battleforce models then a better way to use them without buying anything is else is drop the carpace and special weapons on the vets, give them the doctrine that gives them camo cloaks (the name escapes me) and a heavy weapon, maybe a flamer or 2 to deter charges, do the same to the command squad (Drop everything, acquire heavy weapon) and Im pretty sure you can squeeze 40 points for an outflanking autocannon on a scout sentinel

 

I suppose you could convert a model for a Sgt Harker to have a relentless FNP heavy bolter, stealth and infiltrate a veteran squad..

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For you general all-round goodness, you can't beat the basilisk for it's high AP, strength, insane range, and the fact it can reach out and touch you anywhere on the board.

Anti-tank/terminators, get Medusas

Anti-infantry, get Colossi (AP3, ignores cover is a blast!)

I don't use griffons that much, but they might help if you have a history of scattering long distances

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For you general all-round goodness, you can't beat the basilisk for it's high AP, strength, insane range, and the fact it can reach out and touch you anywhere on the board.

Anti-tank/terminators, get Medusas

Anti-infantry, get Colossi (AP3, ignores cover is a blast!)

I don't use griffons that much, but they might help if you have a history of scattering long distances

Thank you for the speedy reply. What do you think about the humble mortar? It basically an artillery heavy stubber. D you ever use it. also I noticed that the basilisk has the unique problem of having its minimum range being bad.  

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Only used a single mortar, wasn't impressed with it. But the model did look awesome, so that makes up for it. (it's here: http://www.bolterandchainsword.com/topic/271585-arguns-minis/?do=findComment&comment=3505139 )

6th edition removed minimum ranges, so all normal artillery got buffed! Aside from the Minotaur... there's three here: http://www.bolterandchainsword.com/topic/271585-arguns-minis/#entry3505139

silly special rule says it can't direct fire cry.gif oh well...

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