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New to the founding fields


Vindicatus

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'lo folks.

 

Coming from the ranks of Space Marines, then Inquisition, then Necrons, I took a long break (career changes, school, etc) in order to wrap my head around life, and now I find myself at a crossroads.

 

I want back into the game that I grew up playing.

 

I've looked across the myriad of armies available to gauge interest, playstyle matching, aesthetics and feel.  Most of my armies had a particular theme to them (except for Grey Knights - that was just pure pain) in that it was a footslog coupled with mechanized support (Annihilation barges/night scythes in support of piles of infantry for the Necrons, for instance).

 

The army that came most to mind?  Guard.  Few things are as iconic as the Leman Russ MBT, and I do love me some tank-warfare.

 

I've done a lot of digging through lists, through various online articles and given the wide and varied opinion, I can't really come to grips on what constitutes a good 1850 list worth fielding.  Everyone has their own particular flavor, and I get that, but it's every players idea to not field an army that's just going to get stomped off the table every time.

 

I look to you fine, upstanding gentlemen for advice or at least point me in the right direction to hidden articles about composition, unit combinations, etc.

 

From what I've seen so far, what I gather is:

 

  • Pask in a plasmacutioner + buddy tank = win
  • Inquisitors make for cheap LD10 stubborn in tarpits. Servo skulls make for great anti-scouts
  • Wyverns are silly against mass infantry
  • Kurov's Aquila + the ubervox (can't remember name) from Warzone Damocles: Mont'ka = death
  • Culexus Assassin + mode of transport = bubble of anti-psyker f-you, I win

 

 

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Personally I'm a fan of Pask in a punnisher rather than an executioner. 

I haven't really dabbled in Inquisitor or Assassin allies, but I can vouch for the Wyvern, especially against Orks and Nids.

Would you favour large blobs of infantry or smaller units? I go for 2-3 units of veterans in chimeras most of the time, backed up by as many Leman Russ tanks as I can get.

Welcome to the Guard Vindi ;) The Guard codex has plenty of options for an army build, from armour heavy to mechanised to infantry horde or anywhere in between! Best thing is to decide on what you might like to field.

 

Platoons can get a lot of cheap bodies on the table, Vets can be more elite and are good at mechanisation - and of course you can have a bit of both. The more detail you give us the more we can help :)

Warriorfish - totally appreciate the reply.

 

I know there are several playstyles when it comes to each army - MSU infantry, mech-infantry, monstrous creature spam, etc.

 

I'm looking between mech-infantry, and a fully mechanized company.  Something that can field an appreciable amount of large barrels and tank hulls, with an infantry contingent capable of sweeping the more serious threats to those tanks (usually CC infantry), at range (since lol guard close combat :T )

If it's small teams of specialists you want then you can look at mech vets with special weapons, and also look into Stormies. They can be nasty, especially when you deep strike them into ruins. With Move Through Cover they ignore the dangerous terrain and move faster when foot slogging after the Deep strike.

 

Blobs work well as foot sloggers. I myself an=m trying to figure out how I want to play and build my guard. I started off with wanting an Airborne army, but I too have moved towards armor.

What I have done is made separate guard companies focusing just on tanks, then infantry, then artillery and now im working on airborne (The guard bug is for life. Sorry man..).

Anyway, besides it being fun, I find the best all round list to be 2 veterans in chimeras, guard blob of 3 squads with heavy weapons back up, deep striking stormtroopers,1 demolisher leman russ, and 2 regular MBT leman russ. 

Every mission is different and some chop and change is usually warranted, but the above 'core' list usually takes on all armies and wins. It has plenty of mobility and punch to boot. 

Listen to Maverick, the IG bug is for life. You never leave, you only get drummed out to the PDF.

 

I would like to encourage you to try out the Paskecutioner. Its fun as heck and very effective. You'll be tempted to try him in a punisher (do so) but the executioner works for him very well.

Looking forward to seeing your army come together, can't beat a new army WIP :D Sounds like you want to run a similar army to my usual style of list - a Platoon for plenty of troops flavoured with some mechanised Vet squads. A single Platoon usually gives me all the infantry I need, so that lets me build a solid trooper core that I can supplement with armour.

 

While I love my Russes (who doesn't?) I also like my artillery, but in particular I'm find of our Fast Attack options. Sentinels are cheap and useful for example, especially outflanking Scout ones. Hellhounds are a tad expensive but effective, I like the Banewolf in particular (opponents not so much) :)

Alright folks, after a lot of drinking and head-scratching, using what knowledge I have coupled with what I've seen floating around the internet, this is what I'm aiming up towards

 

HQ

Leman Russ Command Squadron:

-1x Leman Russ Punisher - Knight Commander Pask, Dozer Blades

-1x Leman Russ Executioner - Dozer Blades, Plasma Sponsons

 

Leman Russ Command Squadron:

-1x Leman Russ Vanquisher - Lascannon, Dozer Blades

-1x Leman Russ Vanquisher - Dozer Blades

 

Troops

Infantry Platoon

-Platoon Command

-3x Infantry Squad

-2x Heavy Weapons Team (3x autocannon/each team)

 

Veteran Squad

-3x Plasma rifles

-Chimera

 

Veteran Squad

-3x Plasma rifles

-Chimera

 

Veteran Squad

-3x Plasma rifles

-Chimera

 

Heavy Support

Hydra Battery

-1x Hydra

 

Hydra Battery

-1x Hydra

 

Wyvern Battery

-2x Wyvern

 

Inquisitorial Attachment

Ordo Malleus Inquisitor

-3x Servo Skulls

-Power Armor

-Liber Heresius

 

 

This has a little bit of everything while still keeping with a fairly mechanized feel.  The platoon of infantry can be blobbed together and stuck with the Inquisitor for a 30 man LD10 stubborn batch of silliness that, if necessary, can use the Liber to Scout-move up the middle in the first turn.  The rest seems pretty self explanatory.

 

Weaknesses (that I can see):

Psykers

Drop-pod lists

Fast-moving CC lists

 

Thoughts?

That's a lot of points in your HQs, the Vanquisher buddy won't be quite as good either. Some more troopers to help protect your armour would help, as well as giving them some weapons. Flamers and grenade launchers are cheap but greatly add to their effectiveness. One or two Vet squads might like melta instead of plasma - cheaper and you could do with a bit of heavier AT. Otherwise looks like a good start :)

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