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Dayoh
08-08-2007, 7:05 AM
Ok, i bought the battleforce/HQ squad/Codex.
First thing, modelling is so much better with these models Vs those battle for macragge ones, so many options.
Ill post some screenys when there assembled then another when the painting is done.

Oh and btw, the lemon russ looks really hard to build.

singo
08-09-2007, 12:45 PM
Dont worry about the Leman Russ, its not too difficult, if you have ever built an airfix kit or anything of the sort it will be a piece of piss. Even if you have not, just follow the instructions and all will go swimmingly.

Dayoh
08-09-2007, 11:41 PM
Yer, the tank wasnt very hard.
I added some personal touches to it aswell :).

Now, for starters i want a "standard" IG army, so far i have.

- 1 HQ squad
- 2 Gaurdsmen Platoons
- 3 Heavy weapons crews
- 1 Lemon Russ

So what will i need to add to this, i think i need like 1-2 more Gaurdsmen Platoons, prolly some sents aswell.

I have been reading the Codex, but im still new to all this :)

singo
08-10-2007, 7:13 AM
Prevailing wisdom is that its all about the heavy weapons, so save the ones in the box you get with the battleforce and dont waste kneeling down legs, you can get six of the "big gun" (Autocannon, lascannon, heavy bolter) teams out of the box by having the loader simply a basic (i.e non-kneeling) cadian. And missile launchers and mortars can be operated by standing up guys. You get 12 weapons in that box, use em.

Remember, you can have 6 infantry squads (plus the obligatory command squad) in each platoon. The way the platoons work can be complicated at first. But when you realise that on one force orgnisation chart you can fit 390men JUST IN YOUR TROOPS CHOICES! you can feel really good inside, most armies are limited to less than half of that. And by most armies, I mean everyone else...

Dayoh
08-10-2007, 7:37 AM
very interesting cause when i assembled one of the heavy weapons im like, "hmm only 3 pads, choose wisely".

Yer the whole platoon thing hasnt fully sunk in yet, needa read the codex more carefully or talk to other IG players.

singo
08-12-2007, 7:17 AM
Yeah, that heavy weapon set rocks, and GW still havnt worked it out. Well, all their staff have but they seem to be keeping quiet so that they can make use of it too.


The platoon thing is reasonably simple once you have got your head around it. For a basic game you need one HQ and two troops (assuming you are using the force organisation charts, for your first few games dont bother)

Usually simple enough, but with guard it gets interesting.

Your HQ is a HQ platoon, which means an HQ squad and (optionally) some heavy weapons squads, up to five of them. The extra squads are not compulsary, but do have three big guns in each of them.

Your troops choices are also platoons, which means instead of two squads of troops you have two platoons of them

A platoon is an HQ squad (again) but with a Junior Officer in it and also two guardsmen squads. With an option on another four squads per platoon.

There is a further complication, there are also armoured fist squads and conscript platoons, of which you can have one for each "proper" platoon you have. So if you have one platoon you can fill the extra troops choice with one of those.

On page 17 of the codex (assuming they have not realeased a newer one whilst I havn't been looking, which I wouldnt put past them) are examples of this.

kongurous
08-13-2007, 1:35 PM
Singo seems to have the army itself down so I don't feel I need to give any further input (well, I can if need be), but keep this in mind: there are very few circumstances where getting into melee range with the Guard is a good idea. Only do this if you have a lot of conscript models and you're fighting the Tau or you want to outnumber Tyranids, which isn't as awesome as it sounds. The Guard is a shooting army with the best tanks in the game, we are not a melee army. Leave that to the Orks or, God forbid, the Eldar. Do your absolute damndest to keep your armies out of assault range or else you are fucked.

Dayoh
08-14-2007, 3:27 AM
Yes, i understand that its all range (one of the reasons why i chose IG).
I havent got an idea on my army yet, but ill have something soon :).

Iv been playing a few skirmishes with some of my IG and my SM & Nids (from macragge), iv found the gaurdsmen dont have the best firepower but 10 dicerolls your certain to hit half of em. Oh and im fond of the heavy bolter crew, 3 shots oh yer.

Gaurdsmen119
05-27-2008, 8:31 PM
ok first you can take the weps left over from the heavy weapons crews and build some sort of custom bunker this works real well with every thing but the mortar and they are only of marginal use any way. next only get 1 or 2 sentinels there armor is too light for any real use . the most important thing you need is a basilisk! (they will cut down any thing and i mean anything even marines don't get there saves plus the range means you never have to measure)