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New guardsmen


Emprah2508

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I would highly recommend magnetising the tanks as this will give you flexibility to use whatever version takes your fancy.

 

For a quick build up of foot sloggers then don't forget eBay as long as you are prepared to do any corrective work or paint stripping.

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Welcome to the guard! General rule of thumb is keep it cheap. There a a few topics in the forum on tank load outs and command squads. I started with a single squad to get an army colour down, then bought the old Cadian starter army. But yeah I second sviar the boxed army is a good start.
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as mentioned by elmo, magnets are THE way to go with the imperial guard! I woudl recommend getting the codex first. read through the fluff, see what idea you like. do you want this to be a standalone force? just a small allied detachement(if so, how many points are you willing to invest in it, and what sort of list will it need to support?). there have been a lot of topics recently about people wainting to start with imperial guard so i highly recommend reading through the first 2-3 pages of this subforum while musing about what you really want, as most likely, some posts made there will answer a lot of questions you'll have)

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Yeah the most common mistake I personally see when marine players switch to guard is the fact they don't understand multiple crappy units is better than one good unit. You need numbers mainly and specialisation. Need anti tank, Dedicated anti tank units. Need anti infantry, dedicated anti infantry units. Never mix the two, otherwise you'll be wasting points every turn firing with a squad or tank at something that it's only half effective against (unless you have past and split fire, then go for it.)
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Guard are usually one of two things. They are either rewarding and fun to play, fully capable of holding their own in a MEQ dominated meta without having to bring the cheese, when built and played well(played according to the build) ; Frustrating to the point of madness and utterly devastating to the ego, and couldn't hurt a fly or hit the broad side of a barn if it fell on them, when built and played poorly. If you win 2 out of 3 games you'll be doing exceedingly well, and that's after you get over the losing streak you'll see just starting with them (Every army needs a break in period). We'll do our best to help you out in those regards, and welcome to the Barracks!

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I have played guard before blood angels and I had 3 russes with battle cannons and about 60-70 guardsmen aswell as yarrow and command squads but I sold them to a friend to start a BA army. What do you guys think about a tank commander i think they are a thing and they sound cool
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situation, situation, situation! what sort of force will your guardsmen need to support? what point level? a tank commander unit usually comes in around at least 300 points, so you won't have much else to go around if you're only meant to get 500 pts of allies, but it does have an influence, say if you requirenscoring troops more than you require tanks.

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Welcome back to the Guard Emprah :D How long ago was it you played your Guard army? Are you thinking of repeating your old colours or starting a new scheme?

 

The box sets are a good start, especially if you buy them from a reseller for adding savings. There are many ways to build a Guard list so it's best to decide on a rough theme to start out with. Infantry heavy? Armoured, or mechanised etc? The tank commander is good, but Guard armour can get expensive so you need troops to help protect them. As mentioned the trick with Guard is to keep things cheap and cheerful.

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good luck getting all of that in a 1000 pts list! at those levels the only units i would consider are:

-comapny command sqd

-maybe tank HQ

-platoons/vets

-russes

-wyverns

for anything else most likely there won't be any points left, and these units will generally outperform say a hellhound etc

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Sentinels can be effective especially when kept cheap, autocannons for outflanking and shooting weak armour is nice and heavy flamers can be nasty if you can get them in range. I prefer the autocannon option as on a weak platform they probably won't get close enough to get the BBQ going unless you have them in number.

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For sentinels I'm particularly fond of the Plasma Cannon Armored Sentinel. That's what I use most of the time since it has a number of advantages over the Autocannon. Namely the template which is a bit more accurate at BS3 (scatter is less dependent on BS for hits), it has lower AP so it's good at killing things outright, it has better potential for exploding vehicles. The obvious disadvantages are the gets hot and 12" shorter range. My next group of Armored Sentinels will have autocannons though. 

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I wonder if anyone's ever done unbound, only sentinels... That might actually have a chance of working...

I feel that depends on whether anyone has actually purchased that many sentinels.... If so, I'd like to meet them.

 

Agreed. I mean sentinels are great, but they really compete with other things for FA slots. Especially when you play an air assault list, it tends to make things difficult. 

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Sentinels are so deliciously cheap too (coming from a GK point of view). I want to stay away from fliers because they are large models that eat up a ton of bag space. Real life transportation concerns impacting the game :(

But 3 squads of 3 armoured sentinels with a smattering of upgrades is currently looking like 400 points. 3 multi-lasers, 2 heavy flamers and 4 plasma cannons all told. 9 AV12/10/10 in an otherwise armoured list has to force the opponent to think twice.

Waste anti-tank on puny Sentinels, and eat volleys from the tank line? Or shoot the tank line and be harassed by Sentinels. Most people only bring so much AT (in my experience).

 

…now going double CAD… Would be nice if there was a formation for Sentinels (hint, hint GW). They totally missed the boat with a Dreadnought formation in the last SM book. I’d have done some pretty wicked things for that to be a thing.

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Sentinels are so deliciously cheap too (coming from a GK point of view). I want to stay away from fliers because they are large models that eat up a ton of bag space. Real life transportation concerns impacting the game sad.png

But 3 squads of 3 armoured sentinels with a smattering of upgrades is currently looking like 400 points. 3 multi-lasers, 2 heavy flamers and 4 plasma cannons all told. 9 AV12/10/10 in an otherwise armoured list has to force the opponent to think twice.

Waste anti-tank on puny Sentinels, and eat volleys from the tank line? Or shoot the tank line and be harassed by Sentinels. Most people only bring so much AT (in my experience).

…now going double CAD… Would be nice if there was a formation for Sentinels (hint, hint GW). They totally missed the boat with a Dreadnought formation in the last SM book. I’d have done some pretty wicked things for that to be a thing.

Someone came up with the brilliant idea of not gluing the wings on the fliers, using the friction from the slot and peg coated with primer for a friction hold. This decreases the space needed to store and thus transport them.

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I wonder if anyone's ever done unbound, only sentinels... That might actually have a chance of working...

I feel that depends on whether anyone has actually purchased that many sentinels.... If so, I'd like to meet them.

Does using the old metal ones count? ;)

 

There's 12 needing stripping and fixing up in my bits boxes. Will need to scratch build some missing bits though so not a project I'll be doing this year. Maybe for next ETL?

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