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Infantry-heavy Guard, can it work? [img heavy]


Terminus

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So I am slowly but inexorably being drawn back into the 40K hobby after a long absence. Ironically, it has been Warmachine/Hordes that brought me back into the fold. WM/H is a very tight tournament game, and my local meta is probably the strongest in the country (or maybe the world considering half the US team during the International invitational were from my store), and while I enjoy all the tournaments and traveling to cons, I also found myself wanting a more casual game. I tried the leagues and all the narrative stuff Privateer puts out, but the setting frankly bores me to tears and I loathe the principle author's writing style. So this brings me to 40K 7th edition, the silliest and most open and seemingly most fun edition of the game yet that I've been playing on and off since Rogue Trader. 

 

One unfinished project I had were the Death Korps of Krieg, and these are the first models I dug up. I've drawn up a 1850-point list, and I would like some input if possible. As implied above, I am not planning on running tournaments with this thing, but I don't want to be just shuffling a hundred+ models in and out of my bag with nothing to show for it. Can this work? At the very least, it should be fun to paint!

 

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/SolLok4.jpg

HQ: Xenos Inquisitor w/Rad/Psychotroke-grenades, Liber Heresius, Power Sword, 3x Servo Skulls

 

http://img3.wikia.nocookie.net/__cb20131011102003/es.warhammer40k/images/b/b2/Mini_inquisidor_ordo_hereticus.jpg

HQ: Commissar Yarrick (I've had this guy for almost a decade, it's about time I dust him off!)

 

http://www.forgeworld.co.uk/Images/FW/Events/event40k2013l.jpghttp://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/QM12.jpg

HQ: Commissars x2 (I use Quartermasters for Commissars, and the Commissars as Sgts in infantry squads to tell them apart from conscripts)

 

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/DKOKGren5.jpg

Troops: Veterans w/ Grenadiers, 3x Plasma Guns, Lascannon

 

http://www.forgeworld.co.uk/Images/Product/DefaultFW/large/dkkcom.jpg

Troops: Platoon Command Squad w/ 4 x Meltaguns (how badass is that flag guy? he's totally going into the conscript squad  just for show!)

 

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/Com1e.jpghttp://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/Team1c.jpg

Yes, I use commissars for Sergeants. Discipline is important.

Troops: Infantry Squad w/Meltagun, Autocannon, meltabomb

Troops: Infantry Squad w/Meltagun, Autocannon, meltabomb

Troops: Infantry Squad w/Meltagun, Autocannon, meltabomb

http://www.forgeworld.co.uk/Images/Product/DefaultFW/large/dkkease.jpg

Troops: 40x Conscripts

If it weren't for Inquisitor's personal attention, these untested scrubs wouldn't last a single engagement. They may not anyway.

 

Fast Attack: Vendetta

Fast Attack: Vendetta

 

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/EShake8.jpg

Heavy Support: 2x Earthshaker Heavy Artillery Carriages

 

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/Thudd&crew4.jpg
Heavy Support: 3x Thudd Guns

Fortification: Landing Pad

 

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/DKOKComHQ1.jpg

Allied HQ: Company Command Squad

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/DKENGMole5.jpg

Master of Ordnance (off-table artillery doesn't make sense next to earthshaker batteries, so this is an archeotechdigging earthshaker),

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/QM6.jpg

Officer of the Fleet (so much paperwork!), Medic

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/large/DKOKComHQ9.jpghttp://www.forgeworld.co.uk/Images/Product/DefaultFW/large/dkklcteam3.jpg

Regimental Standard, Lascannon

 

Allied Troops: Veterans w/ Grenadiers, 3x Plasma Guns, Lascannon

Total: 1849 points

 

The Commissars will usually be with the artillery sections, so I can benefit from their Ld9 for orders.

 

The Xenos Inquisitor leads the conscripts. Liber Heresius allows me to use a Scout move (if he makes his leadership check) on first turn, then advance and use an order to run (so 71% chance to get a 5+, or 45% chance for a 6), allowing me to get this very annoying unit 17-18" (- whatever terrain gets in the way) up the board on turn one. The unit is Ld 10 stubborn, so it's not going anywhere, and the grenades + Hatred or Counter-Attack makes them surprisingly dangerous in melee, too. This is basically the first wave of chumps the enemy has to chew through before they can get to the juicy center.

 

Yarrick either joins the conscript unit (in which case the infantry squads run as individual annoyance/scoring units that hide out in cover), or leads the combined infantry squads in a Tank/Monster-hunting unit (basically what the Conscripts can't hope to hurt). The equipment of the Infantry squads is what bothers me the most. I am pretty confident in the meltaguns, but not so sure about the autocannons. At face value they aren't great, but with orders Yarrick can do some real interesting things with them (like run and shoot, or give them tank hunter/ignore cover, or split fire). I can drop the guns for 30 points gained, but not sure what to spend it on. More conscripts? An astropath? I have 6 autocannon teams, so I kind of want an excuse to use them. In any case, this is the stronger second wave of chumps the enemy has to chew through to get to the core.

 

Speaking of the juicy center, that is the Landing Pad which hosts the Company Command squad and both Veteran squads, putting out 3 lascannons, 6 plasma guns, and an earthshaker blast behind the safety of a 4+ invulnerable save. The artillery can also cram themselves up here, but depending on the enemy, I am comfortable sticking the artillery units into cover somewhere, as T7 with 9 or 10 ablative wounds is pretty resilent. The options I have with orders for these guys are pretty phenomenal. There is ignore cover, of course, letting thudd guns be almost as good as Wyvern mortars and turning the Earthshakers into super-Colossus Siege Mortars. Suppressive fire for pinning also seems interesting, especially with the Thudd Guns' orphan "-1 to pinning test" rule. Bring it Down on the Earthshakers can also come in handy, although if any monstrous creatures come close, the Veteran squads will probably be getting that order.

 

Last but not least, the Vendettas take care of the skies and add more Lascannon fire (for a total of 9). One can also transport the Platoon Command Squad if they don't just hoof it on foot to add another order to the mix. There would have to be quite a bit of LOS-blocking cover on the board for this, though, since they would die swiftly outside of the landing pad. Oh, I suppose if I drop the autocannons from the infantry squads, and drop a meltagun from the platoon command squad, I can buy a special weapon squad with a pair of flamers to put in the other vendetta to make it also objective secure. Not sure that's a good trade, though.

 

Anyway, that's a lot of rambling no one probably read, but if anyone has any thoughts, I'd be glad to hear them. Thanks in advance!

I saw a guy play a swarm list a few weeks ago at my LGS. Essentially it was nothing but infantry and guns behind an Aegis Defense Line. The army was so saturated you'd not conceivably be able to deep strike anything behind him, and it was a really, really grindy list that plays to some scenarios. The opponent didn't seem too happy, even with an Eldar army....

 

That said, I think your biggest issue would be painting them.

I saw a guy play a swarm list a few weeks ago at my LGS. Essentially it was nothing but infantry and guns behind an Aegis Defense Line. The army was so saturated you'd not conceivably be able to deep strike anything behind him, and it was a really, really grindy list that plays to some scenarios. The opponent didn't seem too happy, even with an Eldar army....

 

That said, I think your biggest issue would be painting them.

I considered an Aegis defense line, but if the opponent has a number of ignore cover options (like that Eldar player should have), the core of CCS and Veterans would just evaporate.

 

Painting I think I will enjoy, since all of the HQ/Support models are so characterful. It won't be as fun to paint the 90-some odd regular guardsmen, but I think I will probably just paint up a sample model or two, and use a painting studio to finish off the rest. I'll just get to paint the fun stuff, I'll pay some guy to do the monotonous soul-destroying work.

 

Anyway, thank you for the input. :)

I hate to suggest this but have you thought about using IA 13 Renegade and Heretic rules for count as? They have the ability to out horde anyone, and have some of the best artillery for cheap. Another suggestion would be to use the guardsmen to bubble wrap a super heavy like a titan, Knights, or a baneblade.

Anyway, you choose the best imperial guard ever, the death Korp of Krieg, so your already winning cool.png

I hate to suggest this but have you thought about using IA 13 Renegade and Heretic rules for count as? They have the ability to out horde anyone, and have some of the best artillery for cheap. Another suggestion would be to use the guardsmen to bubble wrap a super heavy like a titan, Knights, or a baneblade.

Anyway, you choose the best imperial guard ever, the death Korp of Krieg, so your already winning cool.png

I've had the book for some time, but hadn't looked closely at the rules for these guys. Now that I have...

http://stream1.gifsoup.com/view5/2565150/opening-the-ark-o.gif

Only drawbacks I seem to see is that I can't ally in any Inquisitors, I lose orders, and have to look to fortifications for any-air (and it will always be the army's weakpoint).

Here's a list using pretty much everything I have, and keeping all the real heretical stuff out of it. I may even need to buy another dozen or so guardsmen for the crew.

HQ: Command Squad - 95

Bloody-Handed Reaver, Command Vox, Banner of Hate

I guess this is where you pay the tax, since this unit unlocks all the other units, but in itself can't do much except boost leadership, and even though it can take up to 10 additional Veterans, the whole squad gets 1 heavy and 1 special weapon max, less than the lowest renegade infantry squad. You can't even justify buying the extra mooks as ablative wounds since they are 10 points each! In an attempt to make the most of them and keeping them out of sight as much as possible, these guys hide behind quad guns/bastion in a central position to keep the artillery from bolting, and hope for a useful warlord bonus while trying to shoot down flyers.

Elites: Marauders w/2 meltaguns, breacher charge - 90

Elites: Marauders w/2 meltaguns, breacher charge - 90

Elites: Marauders w/2 meltaguns, breacher charge - 90

All "Engineer" squads are upgraded to Stalkers (outflank, stealth, move through cover), come around behind the enemy to blow up vehicles and small support squads.

Troops: 8x Veterans w/hotshot lasguns, 2 plasmaguns, Scout - 110

Troops: 8x Veterans w/hotshot lasguns, 2 plasmaguns, Scout - 110

Troops: 8x Veterans w/hotshot lasguns, 2 plasmaguns, Scout - 110

Fear my outflanking "Grenadiers" of doom!

Heavy Support: Heavy Artillery Battery with 3x Earthshakers and Militia Training - 175

Heavy Support: Artillery Battery with 3x Thudd-Guns and Militia Training - 100

Heavy Support: Artillery Battery with 3x Thudd-Guns and Militia Training - 100

Fortification: Imperial Strongpoint - 240

Bastion w/Quadgun and Ammo Dump

Aegis Defense Line w/Quadgun

Allied HQ: Enforcers x2 w/ plasma pistols - 70 (these go with the 20-man squads without demagogue)

Allied Troops: 20-man Infantry Squad w/militia training, krak grenades, 3x flamers, command vox, Demagogue - 105

Allied Troops: 20-man Infantry Squad w/militia training, krak grenades, 4x meltaguns - 120

Allied Troops: 20-man Infantry Squad w/militia training, krak grenades, 4x meltaguns - 120

Allied Heavy Support: Support Squad with 6x Autocannons and militia training - 125

TOTAL: 1850 points

That's a whole lot of firepower.

 

Only drawbacks I seem to see is that I can't ally in any Inquisitors, I lose orders, and have to look to fortifications for any-air (and it will always be the army's weakpoint).

 

Actually, You count do a small CSM allies detachment and have them be count as Inq with a marine retinue.  Here you could ally in a fire raptor, and be golden on anti air, and drop the fortification(maybe keep the defense line)  Here you could have your Inq be a Sorc with 2 five men squads of csm in rhinos(or 2x10 cultist squad being Inq retinue) and the fire raptor.  You could add in a rapier destroyer squad from heavy support for even more artillery goodness. 

 

 

 

HQ: Command Squad - 95

Bloody-Handed Reaver, Command Vox, Banner of Hate

I guess this is where you pay the tax, since this unit unlocks all the other units, but in itself can't do much except boost leadership, and even though it can take up to 10 additional Veterans, the whole squad gets 1 heavy and 1 special weapon max, less than the lowest renegade infantry squad. You can't even justify buying the extra mooks as ablative wounds since they are 10 points each! In an attempt to make the most of them and keeping them out of sight as much as possible, these guys hide behind quad guns/bastion in a central position to keep the artillery from bolting, and hope for a useful warlord bonus while trying to shoot down flyers.

 

Elites: Marauders w/2 meltaguns, breacher charge - 90

Elites: Marauders w/2 meltaguns, breacher charge - 90

Elites: Marauders w/2 meltaguns, breacher charge - 90

All "Engineer" squads are upgraded to Stalkers (outflank, stealth, move through cover), come around behind the enemy to blow up vehicles and small support squads.

 

Troops: 8x Veterans w/hotshot lasguns, 2 plasmaguns, Scout - 110

Troops: 8x Veterans w/hotshot lasguns, 2 plasmaguns, Scout - 110

Troops: 8x Veterans w/hotshot lasguns, 2 plasmaguns, Scout - 110

Fear my outflanking "Grenadiers" of doom!

Heavy Support: Heavy Artillery Battery with 3x Earthshakers and Militia Training - 175

Heavy Support: Artillery Battery with 3x Thudd-Guns and Militia Training - 100

Heavy Support: Artillery Battery with 3x Thudd-Guns and Militia Training - 100

 

Fortification: Imperial Strongpoint - 240

Bastion w/Quadgun and Ammo Dump

Aegis Defense Line w/Quadgun

 

Allied HQ: Enforcers x2 w/ plasma pistols - 70 (these go with the 20-man squads without demagogue)

Allied Troops: 20-man Infantry Squad w/militia training, krak grenades, 3x flamers, command vox, Demagogue - 105

Allied Troops: 20-man Infantry Squad w/militia training, krak grenades, 4x meltaguns - 120

Allied Troops: 20-man Infantry Squad w/militia training, krak grenades, 4x meltaguns - 120

Allied Heavy Support: Support Squad with 6x Autocannons and militia training - 125

TOTAL: 1850 points

 

That's a whole lot of firepower.

 

Personally this is horde light.  My list at 1850 with renegades has about 150+ models before allies.  Your are literally taking the weakest option in the R&H list and not using the list strengths.  i under stand this is not WAAC, but i think a different approach is need. 

 

My suggest is to take a demiagogue with master of horde to nurgle.  This way all your 20 men squad go to thirty(which me more heavy weapons and specials per squad) and if they are destroyed, on a 5+ they return.  Nurgle give them an option for a 6+ feel no pain for 15 pts per squad.  Now just say the kreig getting more troops, and are determine to kill the traitors(good way to explain the 6+ feel no pain).  With nurgle you unlock spawn(count as orgyns squad or death korp death riders), and plague zombies(penal legion on drugs brought by the Inq, or just stubborn kriegsmen.)  Also commissars could be use as enforcers.  Personally I dislike marauders, but vets are a terrible unit and not worth it.  These are my thoughts, and I hope i help. 

Two things: a) your allies are not a legal list imo. Command squads are 1+, so required for every detachment. b) running a R&H list without at least one rapier battery is just... wrong. They are very good and extremely cheap.

It's a good time to return to 40k, especially if you want to do more background/characterful/etc stuff. A Krieg force would be very cool and your plan seems fine. Guard can certainly put more bodies on the table than an opponent can deal with if you want :P The issue would be getting all the models and painting them, then the fact it's a slower army to play so diversifying would be worthwhile.

 

If however you want to run a Renegade and Heretic force then you should be in the LotD section; I can move your topic there if you wish.

It's a good time to return to 40k, especially if you want to do more background/characterful/etc stuff. A Krieg force would be very cool and your plan seems fine. Guard can certainly put more bodies on the table than an opponent can deal with if you want tongue.png The issue would be getting all the models and painting them, then the fact it's a slower army to play so diversifying would be worthwhile.

If however you want to run a Renegade and Heretic force then you should be in the LotD section; I can move your topic there if you wish.

I already have all the models (100 regular guardsmen, 30 grenadiers, 20 engineers, 6 thudd guns, 3 earthshaker guns, all the various command dudes) I collected piecemiel over the years, now I'm looking for an excuse to put them all on the table. I am still leaning towards keeping my vows of allegiance to the Imperium, if only for more allying opportunities down the road. The Renegade List is damn nice though for squeezing lots of cheap dudes onto the table. If you can chop off the Renegade stuff and move that over, that would be great. No worries either way though. smile.png

Personally this is horde light My list at 1850 with renegades has about 150+ models before allies. Your are literally taking the weakest option in the R&H list and not using the list strengths. i under stand this is not WAAC, but i think a different approach is need.

My suggest is to take a demiagogue with master of horde to nurgle. This way all your 20 men squad go to thirty(which me more heavy weapons and specials per squad) and if they are destroyed, on a 5+ they return. Nurgle give them an option for a 6+ feel no pain for 15 pts per squad. Now just say the kreig getting more troops, and are determine to kill the traitors(good way to explain the 6+ feel no pain). With nurgle you unlock spawn(count as orgyns squad or death korp death riders), and plague zombies(penal legion on drugs brought by the Inq, or just stubborn kriegsmen.) Also commissars could be use as enforcers. Personally I dislike marauders, but vets are a terrible unit and not worth it. These are my thoughts, and I hope i help.

I am not too sold on the Nurgly stuff, although I agree that rules-wise Nurgle tends to be the strongest of the Four. For infantry squads, 20 points to give them 6+ FNP doesn't seem worth it. If I wanted FNP, I would imagine a Heretek Magus would be the better choice, since he can give almost everyone FNP for 10 points, plus can unlock decimators.

Master of the Horde does seem interesting, although I would need to buy another 2-3 squads of Guardsmen to be able to meet the minimum requirement of 6 20-man units and still have dudes left over to man the big guns. I would probably keep them at 20 just so they are more manageable, and to get more opportunities for that respawn roll.

I'm surprised to hear Veterans so maligned. With the grenadier upgrade (+1BS and hotshots) and carapace armor (optional), they are 12 points (or 10 in flak armour) per model with WS4 BS4 4+Sv and hotshot lasguns. That is very similar to Stormtroopers (who are 10 points more expensive for the unit, lose a point of WS, and have deep strike and move through cover), or Death Korps Grenadiers (who are basically the same and have some additional morale rules). On its own that isn't amazing, but the ability to take Scout seems to make them pretty solid, as it is a way to get them up the field without having to invest in a fragile and expensive transport. Granted, hotshots aren't the most amazing weapons for their cost, especially without order support, but it doesn't seem absolutely "terrible and not worth it". Same with the Marauders; they are weak, but it's 90 points for 2 meltaguns and a one-time large S8 AP2 blast that outflanks.

It's a shame Imperial Guard cannot ally with Chaos anymore (I guess hence this Heretic and Renegade list), otherwise I would just bring their veterans and heavy equipment along.

Kriegers don't need excuses ;) I'm looking forward to seeing you paint your collection up, I think it is well deserved after all the effort and time you've put into building it :D Even more so as it sounds like you've got a nice artillery company...

I did an all infantry 1850 game recently and it was a blast. Nevermind that it took four hours and I barely moved a model the whole time.

 

Never let anybody tell you that lasguns don't do work, they did more than anything else save my Earthshakers.

I did an all infantry 1850 game recently and it was a blast. Nevermind that it took four hours and I barely moved a model the whole time.

 

Never let anybody tell you that lasguns don't do work, they did more than anything else save my Earthshakers.

What was your list?

Ok, here goes:

 

Two CADs

HQ:

Yarrick

CCS - MoO

Ministorum Priest x2

 

Troops:

PCS x2 - Autocannons

PCS x2 - Grenade Launchers x4

Infantry x4 - Grenade Launchers and Autocannons

Infantry x4 - Flamers and Lascannons

Conscripts x30...x2?

HWS - Heavy Bolters

HWS - Lascannons

 

Heavy:

Earthshaker Carriages x3

Quad Mortar

 

Fort:

Aegis Defense Line x2 - Quadguns

 

It was very fun but I ended up struggling because my crew service weapons couldn't hit the broad side of the barn or seemed to load the training ammo. I won't give away the end because I plan (love that word) to write a battle report. I filled up my whole deployment zone VERY snugly.

It's a shame Imperial Guard cannot ally with Chaos anymore

 

There's no such thing as "cannot ally" in 7th edition. A Come the Apocalypse horde will probably be difficult to deploy, but you could always load the Veterans into Valkyries or something and bring them in from Reserve.

I think it could work. well...55 points gets you ten men with a flamer...ten such squads for 550 (plus a pair of PCSs), taking up two troops choices, and you have 100 models on the table for 1/3 of your points. Command squads for other special weapons, especially melta, and all the heavy weapons teams you can shake a stick at...I could fit my 223 metal cadians into 1850 with no tanks (heresy!) and still have room for deepstriking kasrkin...you don't need an ADL when you have more bodies than your opponent has bullets biggrin.png

So what would you do with...

1 inf platoon of 50 w 5 flamers and 5 Hvy bolters + 2 demo charge sqds... 

 

1 inf platoon of 50 w 5 plasmaguns and 5 Auto cannons + 2 grenade launcher sqds...

 

1 inf platoon of 50 w 5 meltaguns and 5 missile launchers +2 sqds of snipers...

 

1 inf platoon of 20 w 2 flamers and 2 las cannons  with 15 mortars as hvy weapons...

 

the first three platoons  would include their choice of  these available hvy wpn sqds...

 

5 hvy wpns sqds (15) Autocannons...

 

5 hvy wpns sqds (15) heavy bolters...

 

and 5 hvy wpn sqds (15) las cannons...

 

, all plt command sqds have flamers and hvy flamers.  So, is this a feasible  assembly of dismounts from which to make an all infantry force, and what would you use.

I biggest problem I'm seeing thus far with all infantry guard is moving and playing with all of those models within a reasonable amount of time. If I took any army like that to a tournament I wouldn't get past turn 2 before time was called.

I biggest problem I'm seeing thus far with all infantry guard is moving and playing with all of those models within a reasonable amount of time. If I took any army like that to a tournament I wouldn't get past turn 2 before time was called.

Movement trays blink.png biggrin.png

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