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Thursday, June 9, 2011

Email in: Imperial Guard Foot List Advice

GMorts Chaotica


"Hey Kirby and co., first time emailer!

At the moment I am trying to finalize my foot Guard list for playing, and I was wondering if you cool dudes could give me some pointers on any grievous errors and such.

Here we go:

CCS - Creed, Camo Cloaks - 180

Ogryns - 6 Ogryns - 250


Platoon A:
PCS - 4 Meltaguns - 70
PIS - Sarge w/ PW, Commissar w/ PW - 105
PIS - Sarge w/ PW - 60
PIS - Sarge w/PW - 60
PIS - Sarge w/PW - 60
HWT - 3 Autocannons - 75
HWT - 3 Autocannons - 75
HWT - 3 Autocannons - 75

Platoon B:
PCS - 4 Meltaguns - 70
PIS - Sarge w/ PW, Commissar w/ PW - 105
PIS - Sarge w/ PW - 60
PIS - Sarge w/PW - 60
PIS - Sarge w/PW - 60
HWT - 3 Lascannons - 75
HWT - 3 Lascannons - 75
HWT - 3 Lascannons - 75


Creed gives orders and sits in cover. The 8 infantry squads blob up as needed and advance into midfield or protect the HWT's as needed, who shoot things a lot. The Ogryns help the blobs if they get in a scrap they can't win.

That comes to 1800, and I'm at a total loss for what to do for Heavies and Fast Attack. Any suggestions are welcome!

In any case, keep up the awesome work and have a nice day!

Al"


Grievous error number 1: playing foot guard :P. I'd be looking to get more Heavy Weapon Teams and put special weapons in the Infantry Platoons. I probably wouldn't have the PCS with mass special weapons but rather a special + heavy where they can sit back and shoot as well. I'm not really a fan of the Ogryns as they are only going to help a certain amount. If you want some extra combat punch get Priests lol. Straken as another CCS or in place of Creed is also a choice you should consider. Not needing to cast Furious Charge as an Order + counter attack is pretty awesome though your heavy weapons aren't as good obviously.

In terms of Heavies and Fast Attack you don't really want much with Foot Guard. You could take some outflanking Scout Sentienls to disrupt your opponent (AC/HKM) or Rough Riders for extra combat support (eh) but I'd just look at getting more bodies + heavy weapons on the floor for your foot madness. You want to maximise the amount of heavy weapons you have so you can actually blow up tanks whilst having the bodies you need to torrent away opponents and take the deaths you will take.

Comments (10)

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wouldn't it be better to give the commissars power fists? And also the infantry squads don't have any special wargear - wouldn't it make sense to add in a flamer or even a grenade launcher into some of them - that way they can at least do a little
TheGayCommissar's avatar

TheGayCommissar · 723 weeks ago

I gotta say I've grown to like the whole combined squad w/5 PWs and a Commissar, always funny to see them once in a while take down a unit that they well and truly should've lost against. XD

I do wish you could use priests with Ogryn though.
My own attempt at an infantry Guard army was pretty much the worst decision for an army I've ever made. However if that's what you want to do then I have a few pieces of advice,

1) You need a 2nd Company Command Squad as the 'Bring it Down' order is needed on virtually any Heavy Weapon Squad or unit that you wan't to actually destroy a vehicle or kill a Monstrous Creature with and most opponents will have a lot of one or the other. Four orders from Creed is nice but six is better ;-)

2) I tried 'Blob' Squads in a number of configurations but the only one that worked consistently was,

1 Ministorum Priest (Eviscerator)
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Power Weapon)

The Vox is necessary for the inevitable day that Creeds 'For the Honour of Cadia' order fails at the most inconvenient of times and the Priests re-rolls (and Eviscerator) make a big difference Melta bombs on the sergeants can be quite useful as well if you have the spare points. 3 Squads is the biggest I'd recommend taking as it becomes far too unwieldy at larger than that.

3) Psyker Battle Squads are a good idea as reducing your enemies Leadership before shooting the crap out of them is a great way to make scary units run away. If the enemy happens to be fearless or stubborn then the large blast is just as useful.

My 'Final' 1750 list can be found here,
http://gmortschaotica.blogspot.com/2010/08/imperi...

I'd ready yourself for some uphill struggles but the army has a certain charm even if it is the least competitive of the armies i use.
1 reply · active 714 weeks ago
This list has a few problems that should be addressed if you are going for an all infantry list:

1. Both Company Command Squads should have Heavy Weapons, as currrently you are wasting their BS4. Remember they can still give out orders and then shoot.

2. Your blobs don't have enough Heavy Weapons either. At least give them all Autocanons, since (A) They all have Voxes and ( B) They all have Ld.9 so their perfect for giving orders to as well as keeping your heavy weapons safe.

3. Consider adding some Heavy Support instead of Elites to extend your reach. I can understand why you want no Chimeras, but Leman Russes and Artillery give you the High Strengh Low AP blasts that finish off enemy squads after you kill their transports. Executioner/Manticore/Collossus is my favourite combo but a plain Battle Tank can work too.
The single biggest problem with foot armies is the lack of movement, but that can come in many flavours. Firstly, drop the close combat options (or take straken if you must), you haven't enough for them to survive the jorney to combat. I play a mixed list, but based around a tough foot army combo.

Lascannon blob with commissar, lascannons and power weapons.
Maxed out 5 mortar squads 'hiding and firing indirectly'.
Rough riders for counter assault.

Adjust the levels accordingly, but any mech that comes direct is going to get pounded by a 'bring it down' order on your blob, at the same time the blob has enough close combat suckiness to take down damaged units. The mortars go out of line of sight at the back of the board and just hit everything they can at 48" indirect. They can't be shot at directly and will pick up saving throws easily. It's a lot of killpoints, but the damage they can do is awesome.

Consider this a base:

Infantry Platoon @ 500pts
HQ with 4 grenade launchers
2 Squads with lascannon and one commissar with power weapon
5 Mortar teams (15 mortars)

Two larger 3 lascannon blobs with 1-3 power weapons and 15 mortars. Fielding more than 15 gets unweildy - but 30-45 will kill anything outside a tin box twice. The rough riders are there for killing assault marines/terminators etc that get too close.

Beware though - foot guard are allergic to Terminators (especially 1750pt 20 paladin forces) ... cheese.
Any blob squad that is going to advance should have meltaguns in each squad, and if you can find the points, MBs on the Sergeants. It makes a big difference when your hard-to-kill squad is actually dangerous to mechanized armies.

I do not like lascannon HWS. They are too many points for how fragile they are. Stick to ACs and MLs. Lascannons go into infantry blobs that will hang back, and get orders, not into HWS.

I don't like to go bigger than 40 in a blob, and generally I like 30 more, as 40 is getting unwieldy and 50 is just a dreadful mess. Note that you can go 50 in a lascannon blob as you will just be parking them (and maybe using them to 'box in' your HWS squads so that they have to flee by a lengthy and convoluted path that gives your CCS more chances to tell them to get their heads out off their asses.
I did the 'Mathshammer' for the Blob Squads using the aforementioned set-up and they are really quite effective if you use them correctly,
http://gmortschaotica.blogspot.com/2010/08/mathsh...

Obviously 'Mathshammer' is only ever a guide but it can still give you an approximate idea of effectiveness.
I run a mostly foot guard list that has been very effective in every game i have played, local tournaments and larger ones included. it has --CCS with creed, missile, master of O, and vox
-Priest W/ Evis

-Platoon with bare PCS
3 infantry squads ,2 PW sgts, 1 PW commissar, vox
4 Autocannon HWTs
-Platoon with bare PCS
2 Infantry squads
4 Autocannon HWTs
-Veteran squad W/ 3 melta, Carapace, Powerfist, Chimera
-Veteran squad W/ 3 melta, Carapace, Powerfist, Chimera

-Storm troopers W/ 2 Melta
-Storm troopers W/ 2 Melta

-Scout Sentinal W/ Missile
-Scout Sentinal W/ Missile
-Armoured Sentinal W/ Hvy Flamer

Priest goes with blob, and the bare infantry squads make bubble wrap, very simple but oddly effective
Paintraina's avatar

Paintraina · 723 weeks ago

This is the foot guard list that I know of which has won some national tournaments, and placed consistently high:

Straken w/ Astropath, 2 bodyguards, medic, camocloaks
Witch hunter inquisitor lord w/ psychic hood and some bullet takers
Callidus Assassin
2 Psyker battle squads full strength

Platoon with bare PCS
4 inf squads, one with commissar, power weapons on everyone, lascannon for each squad, vox,

Platoon with bare PCS
4 inf squads, one with commissar, power weapons on everyone, lascannon for each squad, vox,

Al Raheem with meltaguns
3 inf squads, with meltaguns, power weapons for everyone, one commissar
1 special weapons squad with demo charge, meltaguns

its around 2000 points. You can play around with the witch hunter inquisitor. If you get rid of him, add another CCS. Make sure some of the sergeants have meltabombs incase you get stuck in with a dreadnaught.

Also, don't listen to the haters. Foot guard are a solid list.
The problem with Ogryns is that they need a babysitter. Their Ld is too low, a round of bad shooting for you and they're gonna run away. The Primaris Psyker is perfect for this role, give the squad already stubborn a pretty good Ld and is in very good synergie with his shooting attacks. I use them usually in units of 3-4 with the Psyker in a Chimera (12" range is not great without transport)

Your HW teams are also only Ld 7, nearly half of them will fail their orders. What about a Lord Commissar bubble next to the Lascannons?

Blob squads work very well in squads of 3; bbig enough to be powerful, not too hard to move. And you need special weapons: plasma gun personnally, but melta is great too.

Small Special Weapon Squads are a nice thing to add as well. Hide them and when the ennemy gets close jump on them with flamer and two demo charges !

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