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Joined The Guard

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Gankom:
So my brother has convinced me to start a 40k force so I can join him in some double's tournaments. He's long had a force of space marines and tau but never really played. Now that we live a bit closer we looked at the local clubs and found that two of them regularly run doubles tournaments. With him focusing on space marines, and me being primarily interested in the fluff and background, I decided I'm going to run Imperial Guard.

Now I only played warhammer 40k once before, and all I used was two basic squads of space marines in a 4V4 player battle so it wasn't exactly the best learning experience. Ton's of fun! But not really great for learning the rules. Because of the fluff I've started building, (and my budget) so far it's primarily an infantry army.

There's a campaign starting in about a month that we're joining. It's geared towards beginners and teaching the game. At the start your forces start off with just an HQ and 1 troop choice. I've bought some models on ebay and off friends, so I''ll post up the quick list I made. All the models were prebuilt and I have no bitz so far to convert or change many models. I'm positive it's a horrible list, especially because squads were picked based on what models are armed with. I was hoping the wonderful people here on the forum could rip it apart, tell me what I need to add/change/scrap, and suggest some tips for fighting with the Imperial Guard.

So far I have the following, roughly organised into these groups.

    1st command squad.
- 1 Leader.
- 1 Standard.
- 1 Vox
- 1 Plasma
- 1 Veteran

2nd Command Squad.
-   Leader
-   Vox
-   Flag
-   1 close combat
-   Flame

1st company
-   Sarge.
-   Rocket heavy weapon.
-   Medic (Counts as normal trooper but fun for fluff)
-   1 Flame.
-   1 Vox
-   4 Troops

2nd Company.
-   Sarge.
-   Rocket heavy weapon
-   Flame
-   6 Troops

3rd Company
-   Sarge
-   Vox
-   Flamer
-   7 Guns

12 Last Chancers

5 Storm Troopers

1 Heavy Bolter

3 spare troops.

I know the heavy weapon squad especially isn't big enough, I'm hoping to kitbash some more guns once I get spare bitz. Points wise it's not legal yet either I don't think, but because of the campaign that's not a huge priority. It depends a bit on the condition stuff arrives from Ebay. I don't have the codex yet, I'm planning to pick it up this coming weekend. I'm a total 40k newb here, but I have to admit it looks nice using one command squad as the HQ, the second as the platoon HQ, then having three company/squads (Don't know the proper terminology.). I'll post up my fluff as I gradually develop it here as well.

So where's a good place for me to start turning this into an effective army? How do the squads look? I'm aiming for a legal, semi effective 2000 point army. The fluff is pretty early in development so it's not really pushing the army one way or another.


Xathrodox86:
Your list looks good. You'll need more heavy armour, at least 3 Leman Russes in different configs. A Vendetta or a Valkyrie, depends on your choice of prefference towards anti infantry or anti armour. Chimeras, lots of Chimeras. Have a Chimera for each squad in your army. Artillery as well, Medua is the best gun the IG have (altough it's using Forge World rules). For a standard option go either for Manticore MRL and/or Wyvern Suppression Tank for glorious infantry slaughter. You can invest in some HWT, mainly Autocannons and Mortars. With orders from your officers they can be really nasty against almost everything. Your command squads should have advisors, mainly Officers of the Fleet, who can help your reserves or disrupt enemy's reserves.

In general - get more dudes. Have at least two full platoons of men, and then some more for additional Veteran and Specialist squads. Good luck from a fellow IG player mate. ;)

Gankom:
Thanks! I'm planning to build up the platoons first then get a few leman Russ to support. Because the upcoming campaign is doubles my brother is starting with space marines and his army is a bit more tank heavy. I get to be the expendable meat shields for the almighty space marines.

What's a good load out for the platoon commands? I keep reading that flags arnt really worth it and to instead just take 4 special weapons, usually the same thing.

So far most of the squads have heavy weapon rockets embedded in them, although I'm not sure I like that. It's mostly because the models have been put on separate bases and without them I don't have nice round numbers for the squads.

GamesPoet:
Go get 'em Gankom! :::cheers:::

Gankom:
Lol Thanks GP. With the whole Age of Sigmar thing everyones been talking about so many different games I've found I've started lots of new things. My brothers been bugging me for awhile to join the future with him, so here we go eh?

Plus who doesn't want to join the space Empire? I'm sure it'll be simple enough to model a Captain Karl Franz and give all the troops cod pieces. It'll be just like home. But with lazers and stuff.

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