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Help with IG


Komrk

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So one of my friends plays IG, he has 12 Russes and 2 Chimeras and is looking for army builds or tactics. BUT he refuses to play classic mech guard or to use fliers. He also has a couple of artillery pieces, some heavy weapons teams, guardsmen, Lord Commisar and CCS. So what advice would you all give to him.
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So if I'm reading this right, he doesn't like infantry in tanks, loves Russes...

To help us better help you help your friend, these are the answers that need some general answers.

About how many points does your group usually play with? Do you guys use double force org.?

What variants of the Venerable Russ/artillery does he have, also roughly how much infantry?

 

Once we know those answers, we will be more than willing to help you in your quest to help your buddy.

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ok, i'm going to sound cynical at this point, but they refuse to play mech guard, but have 12 russes? did i read that right? if i'm going to give anything to that, then i'd say they have at least 1-3 HS slot choices via squadrons (depending how they have them, even though you can mix them, just thinking of squadron roles etc) but would the player consider swapping/trading them for more infantry? 12 is (as far as i remember) 1 more full squadron of russ than the FOC allows. 

now guardsmen - this is arguably the best quality of the guard. how does your friend run them? do they prefer platoons or veteran squads? massed infantry or specialist roles? will HWTs be part of the main plan or supporting role?

essentially what i ask is does your friend have an idea of how their army is structured and how it functions. if they can define these roles, it will help immensely as to how their army performs. 

just my 2p on the subject and ideas. 

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So if I'm reading this right, he doesn't like infantry in tanks, loves Russes...

To help us better help you help your friend, these are the answers that need some general answers.

About how many points does your group usually play with? Do you guys use double force org.?

What variants of the Venerable Russ/artillery does he have, also roughly how much infantry?

 

Once we know those answers, we will be more than willing to help you in your quest to help your buddy.

We play anywhere from 1-2k, up to 3k max.

 

Only use double force org over 2k so not often.

 

Mostly standard battle cannons or whatever they're called, 1 executioner and a couple that don't have a gun glued in yet. For arty he is currently using proxy artillery trying to decide what he likes best.

 

He has about 50 guardsmen and 3 of each HWT choice

 

ok, i'm going to sound cynical at this point, but they refuse to play mech guard, but have 12 russes? did i read that right? if i'm going to give anything to that, then i'd say they have at least 1-3 HS slot choices via squadrons (depending how they have them, even though you can mix them, just thinking of squadron roles etc) but would the player consider swapping/trading them for more infantry? 12 is (as far as i remember) 1 more full squadron of russ than the FOC allows. 

now guardsmen - this is arguably the best quality of the guard. how does your friend run them? do they prefer platoons or veteran squads? massed infantry or specialist roles? will HWTs be part of the main plan or supporting role?

essentially what i ask is does your friend have an idea of how their army is structured and how it functions. if they can define these roles, it will help immensely as to how their army performs. 

just my 2p on the subject and ideas. 

Correct he has 3 more russes than allowed but not all kitted the same (see above). He generally takes the infantry as regular guardsmen but is looking at using them as vets. The HWT are usually used in a supporting role. He usually takes minimal infantry to keep points down to bring a lot of big guns. But over all he's trying to figure out how he wants to run his guard.

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Interesting... very interesting.

I'd definitely suggest having him magnetize those last 3 tanks for other variants of the Russ, as other guys here swear by the Demolisher, whereas I love the Punisher (gatling gun one)

If he wants minimal infantry, I'd suggest 2 veteran squads, with one lord commissar. Upgraded as he wishes.

Then max the heck out of the Heavies, I'd suggest 6 russes in 2 squadrons (one for anti-tank, one for anti-infantry. doesn't do so good to mix both in my experience) Then have artillery for the remaining slot, I'd suggest either Colossi, Basilisks, or Medusae.

 

Then again, if he just wants tanks, look no further than ForgeWorld. I hear they've got lists that have Russes as troops, HQs, and other shenanigans for us treadheads!

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So if I'm reading this right, he doesn't like infantry in tanks, loves Russes...

To help us better help you help your friend, these are the answers that need some general answers.

About how many points does your group usually play with? Do you guys use double force org.?

What variants of the Venerable Russ/artillery does he have, also roughly how much infantry?

 

Once we know those answers, we will be more than willing to help you in your quest to help your buddy.

We play anywhere from 1-2k, up to 3k max.

 

Only use double force org over 2k so not often.

 

Mostly standard battle cannons or whatever they're called, 1 executioner and a couple that don't have a gun glued in yet. For arty he is currently using proxy artillery trying to decide what he likes best.

 

He has about 50 guardsmen and 3 of each HWT choice

 

>ok, i'm going to sound cynical at this point, but they refuse to play mech guard, but have 12 russes? did i read that right? if i'm going to give anything to that, then i'd say they have at least 1-3 HS slot choices via squadrons (depending how they have them, even though you can mix them, just thinking of squadron roles etc) but would the player consider swapping/trading them for more infantry? 12 is (as far as i remember) 1 more full squadron of russ than the FOC allows. 

now guardsmen - this is arguably the best quality of the guard. how does your friend run them? do they prefer platoons or veteran squads? massed infantry or specialist roles? will HWTs be part of the main plan or supporting role?

essentially what i ask is does your friend have an idea of how their army is structured and how it functions. if they can define these roles, it will help immensely as to how their army performs. 

just my 2p on the subject and ideas. 

Correct he has 3 more russes than allowed but not all kitted the same (see above). He generally takes the infantry as regular guardsmen but is looking at using them as vets. The HWT are usually used in a supporting role. He usually takes minimal infantry to keep points down to bring a lot of big guns. But over all he's trying to figure out how he wants to run his guard.

 

 

aha, now i see. my advice would be then to only take vets as and when needed then and only ever a couple of squads at a time in this case. that way, they can max out on platoons, which will in turn give more access to HWTs. does your friend also have a number of special weapons? if yes, do they include these in normal infantry squads or do they intend to use them as SWSs? i ask this as if they include them in normal infantry squads they can have general purpose weapons for all comers lists, but in SWSs they can deal a bit more damage in a tight area.

regarding the infantry, i run a fluff traitor guard list where i have 3 squads of vets, each for one doctrine representing a particular aspect of war who have turned from the imperium, and a couple of platoons who revolve around aspects of chaos (an infantry squad for khorne and nurgle, a SWS of flamers for tzeentch etc). these help me establish their roles on the battlefield. with the minions of the false emperor, they would apply their infantry as and how the situation dictates. this isn't to say they don't value the experience of their men - far from it. i'm saying does your friend have a direction fluff wise that they want to go? with vets, they can represent grizzled men who have faced the horrors of the galaxy and retain their humanity despite it all, but they won't always have the big guns behind them anymore; with more platoons, it can represent men who face the horrors but who aren't so inured to the horrors yet, but who still retain their human faith in others and who can call on their comrades in arms to help them in the forms of HWTs etc. hope that makes sense?

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Yeah, what Fasha said pretty much! :lol:

 

How on the Emperor's grey Terra can you love tanks but not mechanising? That's like turning your infantry into tanks, the holy grail for treadheads! You can still plonk big tanks on the table in great number and have infantry support in the form of Veterans as mentioned but you'll have to be careful with objectives. I assume he plans to have a couple of Vets in Chimeras with the Lord Commissar in tow?

 

If he's trying to figure out his Guard then it sounds like he needs to expand his horizons a bit a get/proxy some more models. What about Fast Attack options? Surely he has seen the Hellhound entries in the codex and salivated at the thought of them purging all before him? Sentinels could be useful for supporting his armoured legions too.

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