Kirb your enthusiasm!

WEBSITE HOSTED AT: www.3plusplus.net

"Pink isn't a color. It's a lifestyle." - Chumbalaya
"...generalship should be informing list building." - Sir Biscuit
"I buy models with my excess money" - Valkyrie whilst a waitress leans over him


Tuesday, February 1, 2011

Foot Guard: How Viable?



From a passed-along email/PM between the pink one and a folk of Warseer, regarding some of the things that I've said about foot Guard. Quotation marks are passages from the original text that the author was responding to.

"Pure foot IG has no way to claim distant objectives and is very weak to fast assaults and DSing. It is, in some ways, a mirror of the Green Tide army, and not in a good way."

1) Pure foot IG can claim with Al'Rahem's outflanking platoon if desired, which can be either blobbed up or individual squads. This can include up to 5 Infantry Squads, 2 Special Weapon Squads, and the Platoon Command (I wouldn't ever Outflank with HWS). This is plenty of force to take an objective.

2) Foot IG has never, in my own experience, been weak against Deep Strike. Deep Strikers (with the odd exception of Vanguard Vets) can't assault on the way down, so are limited to shooting one enemy unit, then dying to counterattack.

3) Fast assaults do cause damage to foot IG, I grant. But the army is not to be measured by its susceptibility to taking casualties. If the front few squads die, that's immaterial. I always assume my IG will lose its front line or two when facing an assault army.

4) Move Move Move makes the army surprisingly mobile in the middle game. No, they can't move quite as consistently fast as vehicle-mounted troops, but they can put on a pretty good turn of speed. If you start moving around turn 3, they can cross most of the board in a human wave, even if they can't slingshot blobs through enemy units.

"it is devastatingly shooty, but that alone does not make it viable- if the opponent seizes the initiative, or simply goes first, it is often in severe trouble. If they have a mass of resilient units that can simply squat on midfield objectives, it is likewise in serious danger. "

5) I always assume I'll go second. It doesn't usually cause problems. Foot IG can take a punch and hit back better than almost anything else out there. I think the argument of enemy seizing the initiative or going first could be applied to every army in the game except Reservehammer lists, and most of them are MORE vulnerable to enemies going first, not less (take Dark Eldar, for example, with their vehicles stationary for the first turn).

6) I'm not sure what army has a "mass of resilient units that can simply squat on midfield objectives". Maybe Daemons with Plaguebearers? But resilient troops generally aren't able to kill enough Guardsmen, and Guard blobs can swamp them and at the very least contest those objectives.

I know I'm pretty biased in favor of my beloved infantry, but I honestly believe, based both on theory and on my own practical experience, that they are a fully viable and competitive 5th Edition force. I do wonder why they weren't addressed in the original post, and I think they definitely deserved a more comprehensive response than that given by Puppy.

On the other hand, maybe I shouldn't try so hard to convince other folks. After all, if the conventional wisdom is that it's not a competitive way to play, that only works in my own favor...


Alright, let's go over this list of things, because it's a good exercise in explaining what most foot lists lack and what mech lists have, and why you want those things. Those of you who read my last article on foot lists will probably recognize some of the concepts in here.

We will also preface this with a couple other things: I am not talking about hybrid Guard armies that run a mix of units on foot and mechanized; these lists can use the advantages of each component (and, make no mistake- there are advantages to being on foot) to try and cover the other, in theory mitigating these problems with their mechanized half. How well they do so is a large component of whether or not such a list functions. Secondly, I am specifically referring to battles towards the larger end of the spectrum- at 1500, or 1250 or 1000 the balance of many things changes and foot lists get into a weirder set of circumstances.

Point-by-point now:

1) Al'rahem does NOT sufficiently mitigate your inability to claim distant objectives unless you also run mechanized. Without mechanized support, you are bringing a fairly fragile bunch of bodies in to try and claim things one- and only one- side of the board. Yes, you can bring a Commissar Blob to go for something and the enemy can't just sweep it off the table- but they CAN hit it hard with firepower, and if they didn't bring template and torrent weapons, their army isn't very well designed. 61 guys (the max you can bring) seems like a lot, but that's a huge investment- you're looking at 500+ pts, assuming you gave them any weapons at all or Commissars to hold them in place. Sixty bodies is something that most armies are more than capable of killing, either with shooting or in CC- remember, these units will be isolated from your main force and thus very vulnerable to defeat in detail by a mobile foe. How will Al'rahem & Co fare when faced with the firepower of the entire enemy army? Not well, I think.

2) Guard firepower is largely long-range (bar Meltaguns)- one of their main advantages over other armies if the 48" or 72" range on many of their guns. Armies that arrive right on top of your position- i.e. Deep Strike armies- negate that advantage and guarantee themselves the first shot, giving them a chance to cause significant casualties and shut down the Guard player's local firepower.

3) Layering your ranks is obviously a fundamental strategy for shooting armies (especially Tau and IG, who are naturally fragile), but with the mass of bodies you have, multicharges will be a major issue- chances are at least some of their squads won't finish the fight until your turn, at which point they immediately re-charge something else. Bodies you have, but when you are losing 2-4 units each game turn, you WILL feel it fairly quickly as they roll up your line. Unlike a mech shooting army, you can't respond to their deployment and you can't back up to buy time- you have no options, just "stand there and shoot, hope it works." Sometimes it will, but many others it will not.

4) Any time you are using Move Move Move you are giving up your firepower and your good cover save (from Incoming) for a modicum of mobility. Sure, you can run ten or thirty guys onto an objective. So what? An assault army will thank you for feeding your units into their meat grinder. Mechanized armies will already be there, so you'll have to push them off before you can do anything. They can tank shock you (and you have terrible morale, remember) and all you can do back is try and hope some lucky trooper rolls a six followed by a six followed by a five or six so his Krak Grenade will randomly do something to their tank. And again, just as with Al'Rahem: twenty or thirty IG guys, isolated from the rest of your force and not shooting that turn, are not really all that scary. Any Marine player can safely charge them and rely on superior stats to simply wipe you out with combat resolution. Of course, you can sink for Comissars for everybody, but that's going to get pricey really, really fast (or involve having all your squads being unwieldy 30-strong plus units.)

5) Against an assault army, going second is basically saying "I sure hope I can kill you in a single shooting phase." You're sure as hell not going to pull any refused flank against them- hell, you need most of your deployment zone just to fit everybody on the board, so they can start wherever they want and be confident that you'll be straight across from them. And they should have forward elements, if not everything, in contact with your front lines on turn two, turn three at the latest- unlike other armies, you simply can't afford to cluster yourself at the back of the deployment zone because you don't FIT, so they're pretty much getting a free turn of movement off that fact.
Against a shooting army, who will presumably pull a preemptive refused flank on you even when going first, they'll simply tear apart all of your local firepower and rely on terrain and distance to mitigate the rest of your guns. Your reach is large, but not infinite. Moreover, they also have the option to, depending on the army, play as a faux assault army, moving forward, shooting you, and using superior stats (which every other army but Tau has) to trump you when they get into assault. This is exceptionally relevant with Orks, Tyranids, Marines, etc, who all hybridize some melee faculty into all their normal abilities anyways.

6) Daemons, sure, but I was talking about good armies. How about Blood Angels? T4/3+/FNP that sits in cover will be damn hard to move, even for IG shooting. Or Tyranids- good lucky getting those Gaunts to move off the objective, especially with Fearless and Feel No Pain going on them. Vanilla Marines and Wolves aren't as bad as BA in that regard, but they can still lay a bunch of bodies down and dare you to come to them- in fact, it's what they specialize in. CSM may not be great, but Plaguebearers are still a rock-hard unit. Boyz, like Gaunts, come in large numbers and cowers for 3+ cover makes them similarly hard to move. Wracks are a very, very common DE unit designed to sit somewhere and hold an objective, and any of their units that has killed something (not hard when facing a Guard list with two dozen or so non-vehicle units) is likewise a tough cookie. Do I really need to go on? Most armies can move a significant number of bodies onto an objective with a transport and keep it there, relatively safe. Some armies have the tools to deal with this sort of thing- by assaulting, for example, or by contesting said objective in the final turns, or by stripping cover somehow. Guard mostly do not- expect your CCS to be targeted early, as its orders are a major force multiplier.


Beyond the above problems, foot IG is lacking in several ways. Like Orks, it is an army with a single plan- it shoots, and it shoots, and hopes to god that works. It has no backup plan; it has no fancy tricks to counter the opponent's strategy. It is, in effect, stuck with a single game plan, which means against anyone who is prepared to deal with that strategy, it is strategically inferior. BA Jumpers has a default plan (drop from the skies, blast open valuable targets and assault them) that can morph into other options depending on the enemy army and their methods of fighting. Some of the Jumper descendant armies especially showcase this- adding Devastators, for example, allows for more effective on-table deployment and shooting strategies. Again, foot IG cannot do this; whatever the opponent's plan or army, the list simply prioritizes its firepower differently and hopes to shoot them all to death before they destroy it.

This lack of options is epitomized by its absolute inability to affect the enemy outside of shooting. Not only is foot IG static, but it also has no real plan to deny the enemy their mobility- certainly, it can de-mech them, but unlike Tyranids or Loganwing, that is not part of a synergetic overall plan. De-meching is a necessary step to slow their advance and deny the protection of a transport, but it does not improve the list's relative mobility at all. And, unlike BA or Eldar, it has no way to bypass enemy mobility (via traveling over them, etc) nor any way to mitigate such bypassing techniques. In short, foot IG is a rock: a big, blunt insturment to bludgeon your opponent to death with. Sometimes this is enough- a heavy rock is dangerous, after all, but wouldn't you rather have something like a sword that gave you a few better options?

Comments (70)

Loading... Logging you in...
  • Logged in as
Foot IG works far better with Straken and Yarrick support, and that squad can affordably enough be rendered impractical to shoot to death for an enemy. It's not as flexible as mech, or as good as mech for most players, but the notion that all it does is "shoot shoot shoot" implies a lack of real experience with "strong" foot guard armies. I.E. Yarrick removes any need to blob anything, b/c a 25" diameter aura covers basically the entire army (even including outflankers if you really want to use them) when implemented correctly. Furious Charge further advances your flexibility against things like FNP BA squads by amplifying power weapons to a functionally "I can kill one or two with these" level, instead of a hope weapon.

That said, there are semi-armored c omponents that make them "better," like Armored Sentinels to point and click at squads Foot Guard naturally struggle with ... i.e. Bloodcrushers and full marine/gh squads (which, even with a 2 attack power fist, aren't reliably able to clear combat with an ArSent).
8 replies · active 703 weeks ago
Agreed. I was pretty shocked to see someone write an article about foot guard viability without mentioning Straken even once. Straken is the first unit you put in a good IG horde.

Duh, if you take an IG army that does nothing but sit there and pound the other guy, you'll have a problem. Run a well-designed army that uses Straken, screening, and both shooty/assault elements, and you've got something that can smash face.

The commentary about FNP BA was equally weird to me - where do these guys deep-strike into if you've just covered your deployment zone in troops? They have to jump down in front of you, and then you hammer them to death piece-meal.
Where do they deepstrike? About 18 inches away from you.

Good luck killing them with their FNP.

Whats that? You have plasma guns? Still gotta hit them. And at 18 inches, you're getting one shot.
Actually, you get two turns: one before they hit your screen, one after they finish killing/breaking it. Plenty of time.
Straken addressed in comment below; he just doesn't mitigate your problems enough. Guardsmen with two attacks instead of one are not that big a threat to any real assault unit, although they may cause an extra casualty here and there.

What assault elements are your IG armies using? Rough Riders, Ogryn, and allied GK are the only ones I am aware of- and two of those three are absolutely godawful.

They deep strike in either near enough to assault next turn (as Comrade points out) or right next to you (to use flamers/etc to eliminate a vulnerable portion of your line). They aren't going to get killed piecemeal because 75% of their forces arrive in one relatively small section of the board, whereas you are spread all the way across your deployment zone.
Guardsmen with furious charge, on the other hand, are pretty damn brutal - is S4 I4 +1A not enough to keep up with SMs? Straken gives you more than just counter-attack, and if you're screening right, you have a decent chance of getting that charge.
Assuming Straken survives, and assuming you get the charge, and assuming you can get all your PW guys into charge range- yeah, it's not something that Marines want to deal with. (Most other armies aren't super-scared of it, because you either can't realistically get the charge on them or you still aren't a real threat to them.)

The problem is that the situation is very conditional; they ARE going to aim to take out Straken because he's the linchpin of your strategies, and linchpins are vulnerable. They ARE going to work to deny you the charge because they know that not getting it is a huge hit to your combat potential, just like with Orks and BA.
enlargingcloud's avatar

enlargingcloud · 703 weeks ago

From my perspective, it seems like you lack sufficient experience playing as this army to talk about them with such conviction.

Consider this: guardsmen with 2 attacks actually are useful vs. marines+any other non-deathstar close combat unit. Why? Because they just are. People actually can cause wounds with str3, and with lots of bodies, all still hitting on a 4+, enemies will sometimes take a nice beating.

Also, consider the fact that you think that all infantry IG forces are simply filled with the tactic of "shoot and hope". Warhammer 40k is not that simple. There are lots of movement, positioning, and speed bump tactics that can be used. I think that you just aren't prepared to explain such tactics, as these would require positional examples (which I have seen others do with Vassal 40k pics or diagrams.)

I really want this forum to be good, and I just have noticed that quite a few of your articles don't really look into the entire picture for what armies can use. Even rough riders aren't terrible considering their points cost.

Lastly, you aren't considering the fact that infantry can move forward towards assault units to hinder Blood Angels' fast movement and assault marines. Consider the fact that if you assault a unit 18" away from you, you end up around 18" forward. But if you assault a unit 12-6" away from you, your jump marines end up not having moved to far towards the next group of infantry. This is a simple feeder tactic: get opponents to engage in lackluster assaults and then concentrate rapid firepower on them. I pulled this strategy off on a thunderwolf player with much success (his Thunderlords died).
So you run Straken and Yarrick- that's almost four hundred points down the drain and you don't have a unit that actually DOES anything yet. Straken himself does not actually mitigate your weakness to melee armies unless you shell out for Commissars and Power Weapons galore on your guys, which is even MORE points down the hole without actually increasing the strength of your primary tactic at all.

FC does not reliably help you because you aren't often going to get the charge on enemies- it will happen, but more commonly they will get the charge on you, since you want to be shooting and they are more likely to have good movement (fleet, transports, etc.) Stubborn with ten-man squads is actually not a good thing, since it virtually insures that combat will continue into your turn, where they can wipe you out; for Stubborn to be effective, you really need enough bodies to absorb casualties and wear them down.
There's also support here in that very talented players like Hulksmash are busily building IG Foot Armies for serious competition ... they're flexible and useable enough, just not if you simply make them big shooty blobs of dudes, which is dumb.
2 replies · active 739 weeks ago
Agree on both counts. I think I prefer a foot based Hybrid style army where you run some Sents, Hydras and Chimeras but backed up by HWT and blobs with Straken = fun and evil.

When you start just spamming shooty units though...well hi 4th ed ^^.
That's not a foot army, though, it's a hybrid list- which I specifically noted as excluded in the beginning of the article. Fopot units can provide a great basis for a list that splashes in mobility, etc, to back them up.
Foot Guard is never a viable choice because it is absolutely shit when it faces Mech Guard.

And in a mirror match, both players will just fucking fall asleep after turn 3.

Some mirror matches are interesting to watch but FG vs FG is one of the most boring ones, ever.
I'm gonna use Ogryns!!!!!!
4 replies · active 739 weeks ago
Hulk, I'm trying still to fit Ogryns comfortably into my Adeptichamps list.
You mechin/footing/or hybriding for it? My Mech list oddly includes 2 units of the buggers :) 4 in a Chimera at 1850. 5 at 2k
I think Ogryns and Rough Riders both have a place in foot lists. Some of your army will be advancing and both units work well as close support or counter attack units.

It seems a lot of people think that foot guard simply means gunline guard. Last time I checked it simply means avoiding armour. Sure mech guard are nasty but I think an IG army with an emphasis on foot takes the edge.
Takes the edge how?

All your anti-tank is basically 12"'s, unless you're taking Auto's and las's (which would best be taken in quantity) thus making you somewhat of a gunline, as the more you move with said teams, the less they shoot.

Where as Mech guard have templates, range and the ability to keep away from your decent anti-tank weapons.

Rough riders are a one trick pony (hurr) as that one charge is basically all they are gonna get before being blown to pieces by whatever your opponent has sitting nearby.
If you ever feel it's a good idea to trade in chimeras for lasguns, you need to sit back and rethink things.
1 reply · active 739 weeks ago
Auretious Taak's avatar

Auretious Taak · 739 weeks ago

Or stop playing In Sweden?
Hey Abuse,

Figured it was about time to return the favor for all your comments on my blog. As you know I am more of a Mech-guard player as of late, however that doesn't mean I do not play the other side, of guard.

You are forgetting some important things about Foot IG, as you are only covering the troop choices mainly. You forget about the HQ squad with Creed, giving you a viable second option to outflank a second unit.

Also, a well trained foot guard player is less than afraid of Deep Strike, I usually enjoy it then, because my mass of las guns will kill you... period. Deep striking Nids? Oh wait, those plasma/meltas will work, or the lascannons... or the missile launchers...

Also, with foot guard you bring in Storm Troopers (i know you read my feelings on those lovely guys) and they create another method for contesting objectives, which is nice.

All in all if you are planning on running heavy foot... i personally recommended a couple LR to help support it... It is how i got to the semi's of 'Ard Boyz.

Anyhow, nice read.

Lord Solar Steve
1 reply · active 739 weeks ago
Creed, like Al'Rahem, only helps a limited degree because he is expensive and just sends another unit with basically the same problems into the fray. To be viable, IG needs a way to support these forward elements against the various threats that the enemy can put against them- and it doesn't have a good way to do this.

Stormtroopers are a fine unit for some things, but they are very fragile. T3/4+ is just not enough to consistently contest objectives from people.
Paintraina's avatar

Paintraina · 739 weeks ago

It is painfully obvious you have never played against a successful footguard player. Play against Alex Fennel or Matt Cassidy and their foot guard armies.

Unless you have specifically geared your army to fight foot guard, you will not win. If you do not have a method to remove commissars from foot squads (Telion, Vindicare, JotWW, certain DE weapons), you will lose the game.

Here are some assumptions you made which is how I know you have never actually seen this army across the table at a tournament:

1. The number of commissars needed: you only need 1 for each 40-50 man blob, not one per squad.
2. Guardsmen fragility : Blob squads are next to impossible to remove with non-flamer deep strike firepower. You go to ground for 3+ cover, then get back in the fight next round.
4. They fold in assault : properly run foot guard armies use blob squads with 5+ power weapons and a similar number of meltabomb holding models. These guys generally have furious charge counter attack, and 20+ power weapon attacks.
5. Bad leadership : They have a rerollable stubborn 9. Its some of the best in the game.
6. it Shoots, Shoots, Shoots : No, It shoots, gets assaulted by surly players who don't know what they are doing (you fit in here). Easily repulses the assault with massive power weapons, then wins the game.
7. Guard don't have tricks : Psyker battle squads, Marbo, Allied inquisitors with psyhood, Bring it Down Orders, Reroll cover save orders. Did you do any homework?
3 replies · active 739 weeks ago
You are right, I've never seen a good foot GUard player. I would argue that this is because it is not a good army, but obviously you think otherwise. Good players can play bad armies.

1. If all your squads are 40+ models, your movement phase is going to be very awkward and MSU will gut you like a fish, since you can only target a small number of their units each turn.

2. The first thing the enemy is gonna do is shoot down your CCS, at which point going to ground every turn becomes crippling.

4. Again, having only huge blobs of models is a liability in other ways. Sure, fifty guys is scary... until the enemy runs four squads of dudes into it and chops down twenty models each player turn. If you concentrate your resources, they can as well.

7. Psyker Battle Squads on foot? Yeah, those guys are pretty dead. Marbo is a fine dude, but he really only does one thing. Allied Inquisitors aren't a "trick," they're psychic defense. Neither is Bring It Down or any of the other orders- they just allow you to do what you were already doing more efficiently.
Paintraina's avatar

Paintraina · 739 weeks ago

1. Foot guard have nothing to fear from MSU. They will pound them in kill point missions for reasons that should be obvious.
2. Generally I see people use Straken and a CCS. Both have camo cloaks. You go to ground for the 2+ cover save, and then have the other Command give a get back in the fight. I will admit that you did hit on an important tactic for combating Footguard, and thats eliminating their HQ, but you do have to pour in a ridiculous amount of firepower. Unless you have flamers in deepstrike....but who takes those these days?
4. This is something that can't really be rebutted anywhere but on the tabletop.
7. See #2. With cover saves it is very challenging to eliminate these squads at such ranges. Bringing down a CCS and a PBS in short order before they do some damage is no mean feat.
1. "You will lose by KP" is an old fallacy. If you're killing four of my units each turn, you aren't significantly decreasing my firepower, but I am decreasing yours as I kill your units. And what do you do in the other 2/3 of the missions?

2. Flamers aren't a rare or unusual weapon, I can't imagine why you would think this. Deep strike, coming in from the rear board edge, special deployment rules, tank shocking through your screens and then deploying out to hit the the target... none of these are particularly unusual tactics.

4. *shrug* If you say so. It's not like it's hard to charge three or four units into something with a huge frontage like a fifty-man blob.

7. Didn't say they wouldn't do any damage, but it shouldn't take more than a turn, two at most, to eliminate them. If you're using your orders to bring them back into the fight, you aren't twin-linking things or otherwise enhancing your firepower. If Straken and Friends hit the dirt, you need another CCS to bring them back up, and that means no Lord Commissar for universal Ld10.
Ohhh, Guard is scary in assault. In the charge. After that.....they are guardsmen.

People keep troting the "20 PW attacks (which is so many points on PW that it isn't funny if it's in one squad, and won't land even half of it on two or more) + 30 regular attacks (S3 lol)". Dear, with any unit designed to eat a charge (any unit with a transport or with enough numbers), will simply take it and then rape you because they can. Meanwhile, your blob is nice and still for some shooting.

Straken comes out on front. I eat the charge, then I kill him. Same with any other Guard ICs.
8 replies · active 739 weeks ago
Paintraina's avatar

Paintraina · 739 weeks ago

each power weapon is ten points, and nets you 3 power weapon attacks. that's not exactly going to break the bank.

The guard blobs generally dont run up and try to beat you in Melee, (btw give me an example of one of these units designed to take a charge of that magnitude) they sit around and shoot you, then when you realize you can't out shoot them, you try to charge a blob. That is futile as well since they will hammer you in assault. Run the numbers on pretty much any unit. Lets say grey hunters. They are pretty common.

We will give the grey hunters the best circumstances here - They caught a blob squad in the open, and are within charge range. 10 pistols will kill about 4 guys. On the charge your GH get 30 attacks, 20 hits, 14 wounds, 10 dead. Guards turn at I3. 60 attacks from regular guys, and 24 from power weapons. 30 hits, and 12 hits. 10 wounds and 4 p.weapon wounds, then you fail another 3 saves. You win combat, I make my morale check, and then wipe you in the following assault phase. For your trouble you killed 14-18 guardsmen, and the offensive power of the blob unit is not diminished, while you lost a 160+ point unit, I lost 100 points of guardsmen. Ill take that trade any day.

Also if the guard squad gets the charge like in your example, you might as well pack up. Straken gives them furious charge, so those power weapon attacks may as well be weilded by bloodclaws.

Also if your opponent is putting Straken out on front, they are doing it wrong. He belongs behind the line, with a camo cloak, and bodyguards.
But you're assuming said Wolf player hasn't gored the guard blob before hand (apart from the bolt pistols) so as to give his GH's the best chance to succeed.

Because if the GH's catch them in the open, chances are so can the rest of his army. Which means thunderwolves, Long fangs, speeders and the like.

But lets say the guard get the charge. Might as well pack it up? What happens after they win? Are they not sitting in the open, waiting to be taken out by, again, everything else said player has to throw at them?
Paintraina's avatar

Paintraina · 739 weeks ago

yes, I am assuming that. If you want to include the respective armies trading shots before hand, I don't think I need to tell you who will gain the upper hand in that situation.

I'm not going to sit here and say that foot guard will win every game due to choice of list alone, you still have to play smart and choose good charges, shoot when appropriate, have target priority and such. What I will say is that severe underestimation of people who have not seen the list in action coupled with its ability to take more punishment than any list out there means that foot guard are a power list which is just as good as any other power list out there.
When your army goes full foot, you have to sit still to hurt me with your heavy weapons (that are a good chunk of your firepower).

That's bad. Like, 4th edition gunline bad.
I seem to remember winning a lot of my 5th edition games with my last codex doing just that... even after the new SM codex came out... Our twin linked against vehicles/MC heavy weapons teams are quite happy to eat your protective shell to let the flashlights have their day.
HWTs are Ld7 unless a Lord Commissar/Yarrick is around; your chances of passing on those guys are mediocre at best. Yarrick is a massive points investment for the ability to be a bit more reliable with Orders.
Paintraina's avatar

Paintraina · 739 weeks ago

Whats wrong with that? I have 48" range, and generally twin linked. I don't need to move.

Also, I'm not sure, but in 4th ed (I skipped from 3rd to 5th) weren't gunlines really good?
When everybody and their mom have 48" weapons and can still move and shoot or can get close easily and cancel your range advantage FUCK YEAH YOU NEED TO MOVE.

Do you play in a board without terrain or something?

TL Order is so reliable with LD 8. Really. Seems like foot guard have all this awesome special characters that cost how many points again?
Like everything else in the interwebz, i'll only believe it when i see it.

My community has an IG player that is capable of going Footy... so maybe I should go try and arrange a game against him.

Mech IG vs Footy IG. Hmmm.
3 replies · active 739 weeks ago
Paintraina's avatar

Paintraina · 739 weeks ago

If you want Dezzo I would be happy to email you some effective Foot lists for him to try out. Mech IG is one of the few lists that actually gives food IG a decent game.
Food IG?!?! Is that a Freudian Slip? xD
damn the person who gave me a -1!?!?!

xD
I believe Paintraina and Lord Solar Steve make a good point about foot IG lists. Between the two of you, I'd love to see what a successful Imperial Guard foot-slogging armylist is like as well as how a WH40k-er would go about playing it properly.
I feel sorry that you've have to put up with these "IG gunline sucks" nay-sayers who don't seem to appreciate that THERE IS LIFE beyond the AV12 armor plating of their metal boxes.

First of all people, "IG gunline" is a particular infantry-heavy playstyle. Right now it's being used as a stereotype to discredit very real infantry-based army strategy, and THIS IS WRONG.

I'm a fellow IG and Tau player and I know for a fact infantry-heavy armies are very much viable (especially when they bring 150-200+ models) even in the competitive scene, and no they're not all "gunlines" - back over at ATT (Advanced Tau Tactica) we used to call these "Mobile Infantry" armies, and they're anything but inferior to mech.
9 replies · active 739 weeks ago
Sorry, but quoting ATT isn't going to earn you a lot of cred. They don't have the worst advice around, certainly not with Heresy, TauOnline, and Dakka fighting for the cup, but it's still pretty bad.

I would be interested in going up against some of the IG all-foot players to see what it is they do so differently. As I said: I've never played such a person who has an army that I thought was actually good. That doesn't mean such an army can never exist, just that I haven't seen it yet.

Hybrid lists can work just fine, and many other armies can field effective pure foot lists, but IG doesn't have the tools to do so.
Auretious Taak's avatar

Auretious Taak · 739 weeks ago

No, no, I found somewhere worse, Tyranid specific, and I didn't register up because I'll be banned within a day for the net raging I will rightfully be entitled to doing at the vast majority of fail there:
http://thetyranidhive.proboards.com/index.cgi

These people don't get that you NEED Rupture Cannons on Tyrannofexes and that Tyrannofexes are indeed a bloody good and indeed in many cases necessary anti-tank firepower out past elites (*which isn't as heavy in what people reccommend as it should be, I mean not max zoanthrope unit sizes, and Hive Guard, not maxing rest of elite slots on them as a start...and then you get other things which is just facepalm worthy...but hey at least Warp Shadow gives excellent Tyranid only advice...

Hi-jacked the discussion but you did go off ona tangent so I ran with it Puppy!
:3 I already posted there once and started a huge discussion/flamewar. As it turns out, a lot people thought that Hormagaunts and Gargoyles were good in the old codex. o.0
I wasn't quoting ATT to earn any cred at all, I was simply stating them for their more appropriate definition of infantry-heavy armies.

In the past ATT's tactical advice wasn't bad (at least when TonkaTruckDriver and Eiglepulper were writing most of the tactica articles) and at least they didn't ramble on about how "Fire Warriors fail the hardest of hard", "Fireknifes only and all the way" and other BS that simply isn't true.
They actually showed how a Tau army could be competitive with fire warriors (more than just Fish of Fury or making Devilfish scoring). And while the Fireknife was (and still is) the gold standard XV8 pattern, patterns such as the Deathrain, Helios, and particularily the Firestorm were strong (and in two of these cases, cheaper) alternatives. And they still are.
Please explain how a unit which is overpriced and has access to no specials and no heavys (we are going to exclude the markerlight here) in an email please. I'd love to hear it.

Deathrains are a viable alternative if you cover your anti-infantry elsewhere. This can be Fire Warriors but 'specialises' your army and makes it easier to pick apart which isn't good. At 2500 though when you are looking at 15 Crisis Suits Deathrains are a great way to get those extra suits and more firepower on the cheap. The other combinations though are pretty meh in terms of what they bring compared to the Tau army.
Wish I could, Kirby. The articles I've read over at ATT were from several plus years ago, around the time 4th ed. was coming to an end. Now I regret not saving copies of those old tacticas :(

I play Tau (and started the WH40k hobby with them) but I also know I'm not THAT good a player and I haven't been playing them recently because of my IG army, so I don't think it's my place to go babbling on how FW are super-duper.
They're not.
And I agree they are bad; largely because of their restriction to S5 guns, somewhat pricey cost per model, and T3/4+ status (which isn't bad but it's definitely not great). I was drawn to mech Tau early on and was never interested in running lots of infantry on foot, but I still use Fish of Fury tactics to gun down gobs of [insert any +5 save infantry here], blow dents in space marine squads, force wounds on monstrous creatures, and wreck AV10-11 (when no better targets are around) through weight of fire.
So I guess what I'm saying is: no - FWs aren't great by any stretch of the imagination - but experience says they're not the utter fail that some claim they are.
Pretty sure I read those same articles as you did, around the same time, believed pretty much the same thing, and then wised the hell up when I started playing.

Fire Warriors are static, fragile, and one of the worst troops available in 5E because theyey don't accomplish anything you really need a unit to do. Fireknives crack light transports and provide suppression in addition to their primary anti-MEQ role. Broadsides provide heavy tank-killing and anti-MC firepower; what do Fire Warriors bring?

Against 5+ targets with no cover... FWs are okay. Not amazing, but okay. (Also you need to be in Rapid Fire range.) Against MEQ squads... they are going to take more casualties climbing over the burning wreckage of your Devilfish than they will from the FWs shooting. Meltaguns basically invalidate Fish of Fury by themselves, not to mention the laughable casualties it tends to cause.

If you are wrecking AV11 with Fire Warriors, you are getting amazingly lucky rolls. AV10 open-topped? Sure, I can see that, I've killed that with S4 before. But AV11? That's crazy.

MCs are fine with soaking up a round of pulse fire if it means they get to charge next turn. Tyranids don't come in ones unless the player is stupid.
@Abusepuppy: yeah wrecking AV11 does require some nuts rolling, but when I'm FoF rhinos, razorbacks and equivelant vehicles I'm hitting on average with about 17-20 shots (I run my FW squads with 10 to 12 dudes in a Devilfish) when you count in the BS5 from markerlights (I usually run an SMT or two, backed up by a pathfinder unit or a Sky Ray... but I hate losing potential railgun shots, so the sky ray only when necessary) and will land on average 3-4 glancing hits, and it's FoF range so said vehicle very likely wont be getting cover... so yes I suppose I've gotten lucky when rolling on the damage chart rolls.

Did this to a guy who fielding a mech Space Wolves list in a 1750 pt. tournament 10 months ago, my battlesuits did most of the razorback killing but my FW teams denied him a late-game objective contest when they wrecked his last transport and systematically killed the troops inside.

Looking back though, he wasn't the toughest opponent I've faced and didn't use his army to a ton of potential...
On the note of Tau, I do like your Tau Empire codex reviews (and you have the best to date I've seen thus far), they've been a good refresher for me after playing IG for so long now :)

Thank you!

PS - I have no quarry with you and your views on Tau. My honest opinion is this, take it as you wish: Fire Warrior squads are bad units, but not worthless or one-trick ponies.
And I can't wait for the Tau Empire codex to be redone. Hopefully FWs will be more good and less fail....
There's a Space Wolf army our there without Jaws of the World Wolf?
4 replies · active 739 weeks ago
Happydude's avatar

Happydude · 739 weeks ago

I play space wolves using JotWW and I've got to say the only time I played against foot guard it was a walk over. Most of his heavy weapons fell down holes, his las guns were ineffective and when I got into his face they all died like grots in CC. It was kind of sad actually.
Auretious Taak's avatar

Auretious Taak · 739 weeks ago

It's called Njal Stormcaller aka Herohammer and I regret using it as it failed both times on me, though Arjacs Foehammer hitting and wounding in the shooting phase then reducing I to 1 and Jaws'ing the same target for a 66% chance it is removed if it's an MC, well, fuck yeah! :D Otherwise, meh.
JotWW is a marginal power that mostly bad players take. Living Lightning, Murderous Hurricane, Tempest's Wrath and Stormcaller (or whatever the cover save one is called) are usually better than it, because Jaws is only good against Tyranids and... Necrons.
Paintraina's avatar

Paintraina · 739 weeks ago

Actually agree with you here. Murderous Hurricane is the best of them all.
pringles978's avatar

pringles978 · 739 weeks ago

i think the point a lot of people miss is the fact that mech is now so good and so cheap its a shame not to take at least a hybrid list. im sure a good player can make a half decent foot list and beat face, but if your house was burning down, you would want the fire engine... "nah, its cool bro, got like 30 of these garden hoses, dont need the fire dept..."

i just dont understand why you would want to hamstring yourself by discounting something so effective. 55pt chimera?! whats not to love?
1 reply · active 739 weeks ago
Auretious Taak's avatar

Auretious Taak · 739 weeks ago

It looks teh ghey? Who knows. Theme maybe?

And hey pringles, not seen you on chat bawks when my computer has been working, how's life treating you anyways?
Paintraina's avatar

Paintraina · 739 weeks ago

This is a typical example of an 1850 Foot Guard list, based on what I can remember from Matt Cassidy's list
CCS: Straken, Medipack, 2 body guards, Astropath, camo cloaks 255
CCS: 50
PBS: 110
Platoon Command Squad 1: 30
Platoon 1: 5 Squads, 5 LC, 1 commissar, 6 p.weapons, vox , 3 m.bombs 465
Platoon Command Squad 2: 30
Platoon 2 : 5 Squads, 5 LC, 1 commissar, 6 p.weapons, vox , 3 m.bombs 465
Platoon Command Squad 3: Al’raheem 100
Platoon 3 : 4 squads, 4 meltas, 1 commissar, 5 power weapons, Vox, 3m.bombs 345
1850

This list would roll over most of the lists on this site. Against those silly thunderbubble lists, you would literally have to try to lose with the foot guard. Lets take a look, It has 10 Twinlinked lascannons which will hose Mech, even if you bring a land raider. Sure, I might only kill 2 units a round in my shooting phase, but you won't be killing any in yours.
At 2000 points, you add an allied Inquisitor and a callidus assassin, or put in some screening special weapon squads.

These type of lists have the following hard counters : Vindicare assassin, Telion, (ability to kill commissars) Foot Orks (so many wasted points in power weapons)
And these Soft Counters : Jaws, Mind War (can kill commissars, but are psychic so not as reliable), Ignore cover artillery or barrage weapons on tables without area terrain, multiple drop flamers or longrange flamers (hellhounds)

If you have a hard counter in your list, it's an uphill battle for the guard. If you have the soft counters, its a pretty even playing field.
10 replies · active 739 weeks ago
10 TL LC do not hose mech.You'll cause roughly 3 damage results against AV11 with cover. Well that's nice and I sure hope no one is bring Ord Barrage.

You are correct, those lascannons will keep firing unless you can snipe them out. Luckily those 10 lascannons aren't that scary. I can live with 3 damage results a turn on AV11 because a lot of lists put out a lot more hurt. From there you simply target Strakens squad to drop counter-attack and then move in, Ya 18 power weapon hits isn't fun but like many large squads those aren't always going to be in range. In then becomes a game of tarpitting your squads (or wiping them out if you have good assault) to minimise the damage the lascannons are doing, sending tanks at them (you will fail a tank shock ld at some point and there goes nearly half your army) and playing to the mission. Also wrap your backline so the meltas don't come in and smack you.

Now if you didn't bother with 50 strong squads and say went 30, dropped Al'aheem and added some HWT, Chimeras, Hydras and Scout Sents/Vendettas, you've probably tripled your firepower whilst still having a very survivable core. Chuck in some SWT in the Vendettas and you've also got an alpha strike (or Meltavets in Chims work too) and your list is mobile as well and isn't a "remove me or we draw" list.
Paintraina's avatar

Paintraina · 739 weeks ago

I don't know why you would assume your vehicles will be in cover every turn. Its much harder to get a vehicle a cover save than it is an infantry man. 6 damage results is more likely, but again this is a player skill factor and can really only be proven on the tabletop.

Also you are dead wrong about all the men in a guard unit not fighting in combat. You always place Heavy weapon teams near the front of the unit. After a 6" defenders react move, it is ridiculously easy to get within 2" of one of those massive HWT bases. Any Green Tide player will tell you this is a huge advantage.

Also if you want to be tankshocking the units with meltabombs and lascannons, Im pretty sure that would be just fine.

There are also not a lot of things that can really tarpit these guys effectively. Wraithlords are a big issue if they survive the lascannons. There are a few high toughness critters out there who could do it for a couple turns. You have to realize though, that the foot guard army is please as punch if you are getting into CC with them since it basically means they get extra movement.

Also, I think its the height of comedy that you say "simply target strakens squad to drop counter attack" They can easily get a 2+ cover save, Wound allocation shenanigans with body guards, are usually more than 24" away, and insulated by 100 guardsmen. Not to mention feel no pain. If that's simple, then post any one of your army builds from this blog which can take that out quickly.
Good mech players layer their vehicles and pop smoke (or get behind cover of some kind) on the front line, alternating forward like that. It can ensure that most, or even all, of the army has 4+ or better cover most turns of the game. If you've never seen this done, you've never played someone who's actually good with a mech army.

It's actually quite possible to deny you a fair number of bodies in a fight by multicharging or assaulting distant ends of a unit. As you say, the large bases help a lot, but keeping 10-15 guys out of a fight isn't all that unusual.

Since only the displaced models can Death or Glory, it's actually rather easy to avoid "dangerous" models most of the time. If you want to layer the front line of your unit with Sarges and HWTs, be my guest- that has its issues as well.

Trygons or other T6 monsters will hold them quite effectively- you average 1.5 wounds against them each turn. If he's alone you'll beat him, but the Trygon will either have friends or be a delaying tactic to keep your guns quiet while other units do their job. Blood Angels and Orks are also quite adept at wrecking your blobs of men- both can put out enough attacks on the charge to give you a really bad day. (BA also have much, much better assault range than you and can shrug off all the non-PW wounds easily.) CSM, Wyches/Wracks/Talos, and many other things are likewise quite capable of chopping you up without taking excessive casualties.

Any drop unit; any cover-ignoring gun; any rear-line outflanker; any unit in a tank if you give me space to Tank Shock through; most skimmers; all these are things that are relatively common inclusions in armies that are quite capable of bringing down Straken's squad. Not every army has them, but enough that you need to worry about him. There are a number of other units that can get 2+ cover saves- they are hardly immortal, either.
Since no firepower is really going anywhere else, ya the Straken unit is going to be targeted. 8 models with 2+ cover is hard to shift at range but not impossible. Any list which has a significant amount of ord barrage simply laughs.

Tank shocking through a unit that big is pretty easy to do when there are only 8 models out of 50+ I have to avoid.

I'd love to see you get all of your guys within 2". Do people assault you along a huge front? When you assault mobs like this you want to engage as few models as possible at an oblique angle. This means you can bring your full weight to bear and the mob cannot. What happens when people throw in tanks as well to block the defender reacts move, etc. The only thing the unit has going for compared to other mobs (Nids and Orks) is it is stubborn and not fearless.

I think it's the height of comedy that you think vehicles get no cover every turn. Calculate for the worst (i.e. your opponent always has cover) rather than the best. And as Puppy says, it's not that hard to generate cover with terrain and your own army (KFF, smoke, SMF, flickerfields, DPods, etc.). Even the best isn't fantastic as you are in two squads. Woopee.
Lesse, ranged firepower:

PBS, 10 Lascannons. So five hits, three penetrations per turn against most transports (less if they have cover, which they will.) So you can kill one transport per turn; I'm not scared of that.

Total units you can shoot at: three. So, uh, over the course of the whole game, it can be iffy whether or not you will be able to kill a MSU list because you literally do not have enough ability to shoot at everything they have. And every turn you spend moving, or gone to ground, decreases your firepower by 33%. Likewise, if I manage to lock up one of your units in assault for even a single turn, I deny you 33% of your firepower.

Worse yet, a large portion of your army starts off the field and won't help you for the first two turns of the game.

Sorry, I'm just not seeing it. Perhaps you'd like to give one of us a game sometime and we'll see how it does. Yes, you only have nine KP, that's very cute, but that's not a winning strategy. And you HAVE to blob up, or else morale and inaccurate fire will annihilate you in short order.
Paintraina's avatar

Paintraina · 739 weeks ago

You are forgetting Bring it Down in your calculation.

Also, that reserve squad will generally come on where the guard players wants them on turn two on account of the astropath. Don't forget that unit is effectively fleet due to Big Al's special order. It can also give fleet to another squad for a surprise charge.

I have certainly seen people layering and leapfrogging their vehicles to gain cover, and it works well defensively, but here's the problem, You aren't hurting the footguard if you are moving around and doing this since your shooting power is diminished as a result.

As for the T6 critters : With bring it down, between lasguns and the lascannons, each unit should kill one T6, W6, 3+ save beastie every turn if they are in 24". Your rebuttal to this will be something like "oh, uh feel no pain." which might work provided the footguard doesnt have a different target, or an allied psychic hood.

Lastly, I cannot stress this enough: Foot guard WANTS you to try to lock them up in melee. Instead of lasguns and 5 lascannons firing in one turn, I get almost fifty power weapon attacks over the same time period.

Ill do my best to try and find a battle report from a good Foot Guard player. The ones I know aren't much for blogging. You do make some decent points, but looking at the lists I see posted on this blog, it would be a cakewalk to beat for Foot guard.
Seeing as your other CCS has absolutely no protection, I can't imagine it will get to issue that order more than once before being summarily swept off the board. (They can't both go to ground, as otherwise there's no one to order them back up again.) T3/4+ and five bodies is amazingly fragile.

1/3 of the time you will fail to come in on turn 2, which is a pretty big chance. Yes, your pseudo-Fleet lets you get into combat, but doing so means giving up your shooting (Lasguns aren't assault.)

A shooting army will do so statically (only moving vehicles that can't otherwise shoot, i.e. shaken ones, to the front.) An assault army will do so dynamically (i.e. as part of its forward movement.) In either case, you can assume that at least three quarters of their army will have cover on any given turn, and the exposed elements will generally be the least dangerous parts of their force.

Catalyst is a pretty standard inclusion in Tyranid armies. So is screening MCs with Tyrannofexes. Your army list doesn't have a Psycho Hood in it, so don't go making things up that it suddenly include. Tournaments tend to frown on that.

(The actual number of PW attacks is less than forty, assuming you don't get the charge.) Being in melee means you're taking lots of casualties, both from enemy attacks and from combat resolution. Every time you roll a ten or worse, one of your PWs goes "piff." If, by some unlucky chance, you roll two tens, the unit is dead. The chances are not high, but I would laugh to see a fifty-strong unit swept off the table like that.

A battle report of them playing against an actual good army with a good general would be interesting to see, as would a chance to play one (on or offline.) If you could put me in contact with one of them, that would be appreciated.
Paintraina's avatar

Paintraina · 739 weeks ago

Looking over my email in box, I realized I got a few things wrong in the list. at 1850 some of the squads are cut down a touch to make room for a psychic hood. Like I said, I don't play the list, I just know enough people who do, and win tournaments enough to know its a decent list concept.

Also, the total number of power weapon attacks is exactly 42. Getting the charge is irrelevant due to counter-charge.

I found a battle report of Cassidy playing against Dash of peppers Orks. You will discount this due to the opposing army being orks, but its all I could find with a cursory Google. Ill email them and see if they have a better one.

Are you guys in Australia?
Kirb is in Ausland, I'm Oregon; there are others scattered all about.

(1 Commissar + 5 Sarges) x4 attacks each = 24 attacks?

I wouldn't count him beating Dash as proof that the army is awesome, no, but I wouldn't count that for much of any army unless I knew both generals involved and roughly how the dice rolls went. 40K players tend to overstate the relevance of a single game.
Paintraina's avatar

Paintraina · 739 weeks ago

re: the attacks - I thought I made it clear that I get almost 50p.weapon attacks in the same time I get one round of shooting. I.e. my assault and my opponents.

Also, I emailed Alex, and he obliged with a battle report at conflict NY against Mech IG. I don't think it will fit here so I will have to email you. Whats your addy?
Dude, you used my sister's drawing; that's awesome! :D
1 reply · active 739 weeks ago
:3 I strive to find interesting things to post.

Post a new comment

Comments by

Follow us on Facebook!

Related Posts Plugin for WordPress, Blogger...