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Post by vipoid on Aug 13, 2014 13:55:42 GMT -5
Do you think an IG army with no tanks (or very few tanks) can still do well?
If so, what would you suggest for a 1500pt all-infantry army?
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Post by Casiarius on Aug 13, 2014 14:56:26 GMT -5
Guard infantry can kill any target in the game. From that standpoint, the army is workable. But why? Vehicles are fun... much more fun than spending half the night deploying and then removing 200 infantry miniatures.
Is this all-infantry army also opposed to using transports? How about allied infantry like Inquisitors?
I'd say the most powerful configuration for the all-infantry Guard army would involve infantry Platoons forming 50-man blob squads, each with attached characters like Psykers and Priests to keep them buffed up. You'll probably have to use your Elite slots for deep-striking Storm Troopers since the all-foot army is not very good at reaching distant objectives in a hurry, and it certainly won't outmaneuver the enemy.
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Post by vipoid on Aug 13, 2014 17:27:13 GMT -5
Guard infantry can kill any target in the game. From that standpoint, the army is workable. But why? Vehicles are fun... much more fun than spending half the night deploying and then removing 200 infantry miniatures. *Shrugs* I guess I just don't find tanks that fun. I don't mind having a couple, but I just don't see any appeal in fielding a mechanised army - either in gameplay or visual appeal. Conversely, I like how infantry armies look and play. I appreciate that I'm probably in the minority on this. Is this all-infantry army also opposed to using transports? How about allied infantry like Inquisitors? I'd rather not use allies, if I can avoid it. With regard to transports, I don't mind including 1 or 2, but I really don't want to include more. I'd say the most powerful configuration for the all-infantry Guard army would involve infantry Platoons forming 50-man blob squads, each with attached characters like Psykers and Priests to keep them buffed up. You'll probably have to use your Elite slots for deep-striking Storm Troopers since the all-foot army is not very good at reaching distant objectives in a hurry, and it certainly won't outmaneuver the enemy. Ok, that's useful. Thanks.
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Post by yvain on Aug 13, 2014 17:45:20 GMT -5
Most of the ETC lists that used Guard had power blobs with Wyverns. So that is saying something about the strength of the infantry force. Casiarius gives some good suggestions that I second.
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Post by emptyhat on Aug 14, 2014 19:58:12 GMT -5
All infantry is viable but less powerful than some of the other IG builds.
(but having a full infantry force can be a very rewarding sight)
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Post by jenburdoo on Aug 19, 2014 19:36:41 GMT -5
I've ordered IA4 because I'm seriously considering doing an all-Veteran army. Should still be able to take an armored company as Allies.
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Post by yvain on Aug 20, 2014 6:45:10 GMT -5
I've ordered IA4 because I'm seriously considering doing an all-Veteran army. Should still be able to take an armored company as Allies. Let us know how it is. I heard the Vulture got cheaper.
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Post by treadiculous on Aug 20, 2014 13:12:42 GMT -5
all infantry guard armies rock!
the have several bonus's
- any anti tank will be wasted on them, lascannons, meltaguns, powerfists are a wast of their points - a well placed squad / platoon will be hard to shift and their heavy weapon will be active for a lot of the game - small deepstriking units provide the mobility needed in 7th - massed overwatch is awesome - target saturation is awesome (too many targets for the opponent to deal with) - infantry are so cheap!! so what if a load got killed, the serg is still there and he's scoring! - cover is avaialble - you're men aren't tank sized, so that small bush is a handy 5+ save - the shoot with heavies then run another squad to block LOS shenanigans - it looks freeakking cool, as cool as a bean hill made of beans with bean rain falling on it. (beany) - so many guns... heavy weapons and special weapons plus gigatonnes of flashlights - regardless of winning or losing, the game will have a huge bodycount - thus your opponents will enjoy playing you and come back for extra helpings of carnage. - dense terrain is your friend, climb, hide, assault from ruins and turn the size of their tanks against your opponent. - you are the imperial guard, their might is their infantry, tanks are out there somewhere but for most footsloggers they don't get to see them; you're army will represent the vast legions of groundpounders who serve the emporer with only thier lasgun and flak armour to protect them.
the not so good stuff - deployment at the start and throughout the game can be tricky as infantry block other infanty LOS - vulnerable to blasts, the big pies make big messes, especially when they don't have tanks to shoot at - they can't miss.. tanks or aircraft will kill you when they explode, anything that scatters still hurts - mobility is a challenge against faster armies, 24" movement jetbikes will beat your 6" movement troops - it'll take ages to paint them all!
all infantry is the only way for a true imperial guardsman to play (unless he is a tanker)
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Post by jenburdoo on Aug 22, 2014 11:31:41 GMT -5
Daaaaaang....
D-99 gets larger squads, BS4 aircraft, 60" range sniper rifles and up-to-10-strong spec-wep squads (with every man, not just half, armed with a special weapon). Remember the Ork-hunter Firesweep squad that had all flamers? You can have ten of them for 125 points. For just over twice that you can take nine plasma rifles and a plasma pistol.
You can also choose different xeno-fighter doctrines, but you have to take a flaw, and they're all dangerous.
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Post by yvain on Aug 22, 2014 11:39:20 GMT -5
Continue......
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Post by vipoid on Aug 24, 2014 6:43:06 GMT -5
One concerning thing regarding infantry-heavy IG is that I might soon be facing a GK army with 2 teleporting dread knights with Heavy Psycannons (S7 AP4 large blast) and S6 AP4 torrent flamers.
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Post by emptyhat on Sept 1, 2014 10:47:43 GMT -5
That sounds a little... rough.
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Post by Casiarius on Sept 1, 2014 12:02:56 GMT -5
Infantry do have their weaknesses. Still, with decent psyker coverage, you can make your blobs invisible, or give them impressive levels of Feel No Pain.
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Post by Ghost42 on Sept 2, 2014 16:50:26 GMT -5
What would you guys field if you were fighting with all infantry and were against a space wolf who also fielded plenty of troops...outflanking everywhere!
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Post by Casiarius on Sept 2, 2014 17:08:53 GMT -5
Grapes, and chocolate... both poisonous to dogs.
Other than that... large blobs, sergeants with power axes, supported by psykers, priests and hand-to-hand characters like Yarrick. A foot Guard force can't really prevent the wolves from assaulting, but you can make it surprisingly costly.
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Post by gamma016 on Sept 2, 2014 19:59:40 GMT -5
Yeah I'd say either build a counter assaulting list with power blobs, priests, and psykers or drown him in fire power the turn the come in with shooting blobs. I'd also suggest an officer of the fleet. You might be able to hold off the outflankers from coming in. My suggestions would be for assualting bring Straken within officer of the fleet, 30-40 man blobs with power axes and a priest and Psyker or company command squad with officer of the fleet, 30-40 man blobs with plasma and Autocannons, vox casters, and psykers.
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Post by vipoid on Sept 3, 2014 7:43:42 GMT -5
What would you guys field if you were fighting with all infantry and were against a space wolf who also fielded plenty of troops...outflanking everywhere! I'd probably field a mix of plasma-vets and infantry platoons with flamers. The 10-man platoon squads are used to screen the veterans from shooting and charges, either flamers for overwatch - or to use if the SWs get too close. If I had the points, I'd be tempted to invest in things like special- and heavy-weapon teams. To my mind, your opponent's army will have problems dealing with multiple, small(ish) squads - outside of multi-charging them (so use screening squads and good positioning to keep that from happening). Anyway, IG tend to be very good at attrition - so once you weather the initial fire of the outflanking units, you should be able to wear them down with a mix of FRFSRF and massed-plasma. I'd be wary of trying to beat SWs in combat - since they tend to be pretty strong in that department. I'd rather shoot them to bits, and force them to take more overwatch fire if they want to assault me.
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Post by treadiculous on Sept 3, 2014 13:30:17 GMT -5
shoot the choppy ones.
chop the shooty ones.
the fact you are all infantry is already a massive aid in your favour. You will have loads of men to dish out overwatch and soak up long rounds of combat.
I really advise mortars since they will fire over the top of the combat and hit anything coming to reinforce assaults. (take a minimum of 3 HWS, I advise 6).
Don't spend much on any particular unit, the lasgun is the best weapon in the guard aresenal given that you aren't shooting tanks. (there's a great article about the strength of lasguns somewhere on this forum, it's quite an eye opener to how awesome he trusty flashlight really is!).
I would suggest that you have mobility in mind as you will need to get to some objectives and this will be difficult, SWS or PCS with flamers seem good for this role as they are cheap and can put out a lot of hurt in overwatch as well as being a very scary concept for your opponent, they will want to destroy them at range which will be handy when protecting your objectives from an assault army as well as when advancing toward their lines.
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