Here's the list I'm running these days. Anyone have any comments? I keep getting tabled by Demons, so I'm thinking of switching to a more veteran-based approach. BS4 is pretty attractive...
Army Name: IMPERIAL GUARD
HQ
HQ 1: Lord Commissar: 1 (70 pts)
-The thinking is that he satisfies the HQ requirement, and helps out on leadership checks to not break and run.
ELITES
Elite 1: 4x Ratling Snipers: (40 pts)
- The thinking here is that the rending shots can be used to reliably put a few wounds on some of the tougher demons.
TROOPS
Troops 1: Infantry Platoon: (360 pts)
- Platoon Commander
- Infantry Squad
--Vanilla
- Infantry Squad
--Vanilla
- Heavy Weapons Squad
-- 2xLascannons, 1xMortar
- Heavy Weapons Squad
-- 3xMissile Launcher
- Special Weapons Squad
-- 3x Flamers
I usually try to deploy the infantry squads together, so that I can FRFSRF the whole group. The Lascannons and Missiles go after walkers and whatnot. The flamers will try to jump in between the chargers and the infantry squads, burn them, and take the assault. It won't be big enough to survive, so it should result in another nice FRFSRF into the chargers at close range.
Troops 2: Veteran Squad: (110)
- Demolitions Doctrine
These guys are to provide some counter-charge punch to try and drop the soulgrinders or anything like that with meltabombs.
FAST ATTACK
Fast Attack 1: Armored Sentinel: (80)
- Lascannon
- HK Missile
Some extra AT punch.
HEAVY SUPPORT
Heavy Support 1: Leman Russ Executioner: (230)
- Plasma Sponsons
Anti Heavy Infantry.
Heavy Support 2: Leman Russ Battle Tank: (185)
- Lascannon
- Heavy Bolter Sponsons
Heavy Support 3: Leman Russ Battle Tank: (185)
- Lascannon
- Heavy Bolter Sponsons
Army Total: (1250)
The growth and development of an Imperial Guard unit.
Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts
Wednesday, November 11, 2009
Painting Progress
I've made some continued progress painting the army. Behold, my Lascannons!
Side View:
Front View:
I actually like the way the flamers came out as well. I'm putting 'em into a speedbump squad. I'll post the lists later.
Side View:
Front View:
Now that I get a good look at them, I think I need to go back over them to touch 'em up, but I think the basic color scheme oughta be good. Also, fear the Flamers!
I actually like the way the flamers came out as well. I'm putting 'em into a speedbump squad. I'll post the lists later.
Thursday, October 29, 2009
Imperials VS Orks
Had my first 'big' game today. 1000 points, Imperial Guard VS Orks.
I used my list from the previous post. The enemy list, as far as I can remember, was:
Tankbusters
Trukk, full of 'ard boys
Some kind of cyborg warboss
Huge ork boy mob
Stormboys
grot squad
The terrain turned out to be a sort of plateau on the far left back corner, a forested area in the back right corner, and a fortification in the middle of the map, sculpted up like an ork building of some sort. I set up my lascannons on the plateau, where they could see the majority of the board, except for directly behind the fortification. I placed my 2 veteran squads on the slope, where they had good line of sight and could protect the lascannons, but had no cover. My 2 normal infantry squads and the command squad in the middle, with the command squad taking advantage of some minor cover, and close enough to give orders to either infantry squad. The Comissar was attached to the squad that was more exposed. The Executioner went directly behind the squads, where it could lend some fire support and was screened from direct assault. The Leman Russ went all the way on the right side, where it could fire behind the fortification, so as to deny the orks easy cover.
The orks decided to split their forces, with the tankbusters deploying opposite the lascannons, and the mob in the middle, screened by grots. The trukk deployed opposite the Leman Russ, along with the stormboys.
Turn 1: The Orks moved forward, mostly converging towards the fortification. The tankbusters took advantage of some minor cover, and some desultory fire took out a pair of guardsmen.
My guardsmen returned the fire with vigor, annihilating most of the grot squad that the Ork Boys were using for cover. With the cover removed, the Executioner fired its 3 plasma and 11 bolter shots into the squad, scoring a few kills. The Leman Russ shot the truck, destroying a weapon.
Remaining Turns: The Orks decided that the key to their strategy was going to center around the fortification. I think the idea was to use it for cover all the way up to the imperial lines, while using their trukk to run down my russ on the right flank and come in that way with some other guys, all while using their tankbusters to fire on my executioner. They systematically worked their way up the fortification, taking difficult terrain tests the whole way. It supplied good cover, but exposed them to imperial guard until turn 5, when they finally came boiling out of the fortification and assaulted. The imperial guard, in the meantime, destroyed the stormboys, the trukk, and the squad of guys in the trukk. The stormboys were actually comically destroyed in a single LRBT main shot that scattered like 8 inches off the trukk. The squad of the 'ard boys that came out of the trukk was destroyed by a LRBT bullseye. The executioner shot the hell out of the ork boys, bringing their squad DOWN to like 20 at the moment of assault.
Assault Turn: The tankbustas, remaining grots (like 3) and ork boys (like 20) come boiling out of the cover and assault an infantry squad from the platoon. The exceedingly predictable result was the complete annihilation of the squad. Unfortunately for the orks, this left them exposed to point-blank fire from every other unit in the guard, which eliminated the tankbustas entirely. Their next turn eliminated the other infantry squad, but the return fire from the remaining units and the tanks annihilated the ork assault forces completely, and ended the game. This was at the end of turn 7.
Thoughts: I liked my army list, for the most part. I think the lascannons could be swapped out for missiles, which would have been a little more flexible / useful against the mobs of orks. The LRBT spent all game firing its ordinance weapon, so its heavy bolter sponsons were kind of a waste of points, since I couldn't fire them at the same time as I fired the cannon (because its ordinance). Might remove those entirely.
I used my list from the previous post. The enemy list, as far as I can remember, was:
Tankbusters
Trukk, full of 'ard boys
Some kind of cyborg warboss
Huge ork boy mob
Stormboys
grot squad
The terrain turned out to be a sort of plateau on the far left back corner, a forested area in the back right corner, and a fortification in the middle of the map, sculpted up like an ork building of some sort. I set up my lascannons on the plateau, where they could see the majority of the board, except for directly behind the fortification. I placed my 2 veteran squads on the slope, where they had good line of sight and could protect the lascannons, but had no cover. My 2 normal infantry squads and the command squad in the middle, with the command squad taking advantage of some minor cover, and close enough to give orders to either infantry squad. The Comissar was attached to the squad that was more exposed. The Executioner went directly behind the squads, where it could lend some fire support and was screened from direct assault. The Leman Russ went all the way on the right side, where it could fire behind the fortification, so as to deny the orks easy cover.
The orks decided to split their forces, with the tankbusters deploying opposite the lascannons, and the mob in the middle, screened by grots. The trukk deployed opposite the Leman Russ, along with the stormboys.
Turn 1: The Orks moved forward, mostly converging towards the fortification. The tankbusters took advantage of some minor cover, and some desultory fire took out a pair of guardsmen.
My guardsmen returned the fire with vigor, annihilating most of the grot squad that the Ork Boys were using for cover. With the cover removed, the Executioner fired its 3 plasma and 11 bolter shots into the squad, scoring a few kills. The Leman Russ shot the truck, destroying a weapon.
Remaining Turns: The Orks decided that the key to their strategy was going to center around the fortification. I think the idea was to use it for cover all the way up to the imperial lines, while using their trukk to run down my russ on the right flank and come in that way with some other guys, all while using their tankbusters to fire on my executioner. They systematically worked their way up the fortification, taking difficult terrain tests the whole way. It supplied good cover, but exposed them to imperial guard until turn 5, when they finally came boiling out of the fortification and assaulted. The imperial guard, in the meantime, destroyed the stormboys, the trukk, and the squad of guys in the trukk. The stormboys were actually comically destroyed in a single LRBT main shot that scattered like 8 inches off the trukk. The squad of the 'ard boys that came out of the trukk was destroyed by a LRBT bullseye. The executioner shot the hell out of the ork boys, bringing their squad DOWN to like 20 at the moment of assault.
Assault Turn: The tankbustas, remaining grots (like 3) and ork boys (like 20) come boiling out of the cover and assault an infantry squad from the platoon. The exceedingly predictable result was the complete annihilation of the squad. Unfortunately for the orks, this left them exposed to point-blank fire from every other unit in the guard, which eliminated the tankbustas entirely. Their next turn eliminated the other infantry squad, but the return fire from the remaining units and the tanks annihilated the ork assault forces completely, and ended the game. This was at the end of turn 7.
Thoughts: I liked my army list, for the most part. I think the lascannons could be swapped out for missiles, which would have been a little more flexible / useful against the mobs of orks. The LRBT spent all game firing its ordinance weapon, so its heavy bolter sponsons were kind of a waste of points, since I couldn't fire them at the same time as I fired the cannon (because its ordinance). Might remove those entirely.
Wednesday, October 21, 2009
Army So Far...
So I've picked a whole bunch of guardsmen from various sources, and some armor. Here's what it looks like so far:
You can see in the background my first Imperial Armor unit:
I didn't like the default arms, so I swapped him out with some extras I had. "Bring them closer, I want to hit them with my sword!"
VS
![]() |
| From Warhammer 40k |
You can see in the background my first Imperial Armor unit:
![]() |
| From Warhammer 40k |
I didn't like the default arms, so I swapped him out with some extras I had. "Bring them closer, I want to hit them with my sword!"
![]() |
| From Warhammer 40k |
VS
I'll get there when I paint it :)
Monday, October 12, 2009
Company Commander reporting for duty!
The Company Commander for my Army is finally done painting and drying. I think he came out ok. I feel I'm getting the hang of the basics of laying down color; I still know nothing about advanced techniques, but this picture demonstrates you can get pretty far on the basics, I think.
Thursday, October 1, 2009
First Blood
Had a skirmish between my Cadian strike force and a group of demons. I'm a little light on the details and forgot the camera, but hopefully will remember next time.
Forces:
Imperial Guard:
Fearing the large demon and eyeing my autocannons, I deployed all my forces in some fortifications in the backmost corner of the map. I placed my objective there as well. My plan was to have the demons come charging across the open plains and suffer several rounds of LasCannon/LasGun fire.
I was then informed that the Chaos Demons would not be deploying at all, and would be deep-striking onto the battlefield. Whoops. Fortunately, there was practically no space behind my guardsmen for the demons to appear, so the only safe place to deepstrike was still in front of me, and I'd get off some good volleys, right?
Turn 1:
The Chaos player agreed, and attempted to deepstrike. However, he scattered... right into the tiny gap behind my line of forces! Disaster! His Soul Grinder took out 2/3 of a veteran squad on its arrival, and was paired with the pink horror around it. Annihilation seemed imminent.
On my turn, I had the remainder of the Vet Squad fire on the walker. The Autocannon scored a good hit, so we rolled for vehicle damage... Vehicle Destroyed! The fire from the remaining squads whittled the pink horrors down to 3 models. Surely, victory was within my grasp!
Turn 2:
The Chaos player attempted to deepstrike his Skulltaker onto much the same place as he had attempted to deepstrike the walker.... and scattered into the EXACT SAME PLACE, which was now clear of obstructions due to the destruction of the walker. Cruel fate. His shooting was a big nothing, but his pink horrors charged my command squad. Though the command squad got the better of it, the pink horrors survived, locking my Command Squad into assault and depriving me of orders.
I fired heavily at the Skulltaker, but the LasCannons simply could not hit and despite a few wounds, the Skulltakersurvived. In Assault, the pink horrors were wiped out.
Turn 3:
The Skulltaker charged my command squad. They were beaten, inflicting no wounds in return. They broke, fled, and were swept up and killed.
One of my squads had insufficient LOS for a shot due to foritfications in the way, the other squad fired into the Skulltaker, inflicting another wound, bringing him down to 1 remaining. I could win this!
Turn 4:
The Skulltaker assaulted my fully-healthy veteran squad. They were defeated, inflicting no wounds in return. They broke, fled, and were swept up and killed. DAMN!
My remaining squad (which was down to 1/3 of its numbers, remember) fired, and failed to wound.
Turn 5:
The Skulltaker fled behind the fortifications, contesting the objective and blocking LOS to my vets.
I moved the guardsmen away, towards the middle of the map. My plan was to flee all the way to his deployment zone and contest HIS objective, ensuring either a tie or forcing his chariot out into the open.
Turn 6:
Die roll. Game ended. He had one objective contested and I had none. Victory to the Chaos Demons.
It was a fun game with a lot of tension, mostly centered around the assaults and the autocannon shots. I suspect I could haev deployed better, what seems to have done me in was a lack of opportunity for extended firing on his Skulltaker combined with the clustering of my guardsmen making it easy for him to assault a squad each turn. I suppose I could have assaulted him, but since none of my squads ever survived a round with the Skulltaker, I felt it better to have him assault me, and let my defensive grenades and his assault through cover grant me some advantages. They didn't play out.
Forces:
Imperial Guard:
- Company Command Squad
- Veteran Squad
- Veteran Squad
Both Veteran Squads were equipped with heavy weapon support in the form of autocannons, as well as a Heavy Flamer each. They took the doctrine choice that grants them defensive grenades and camo cloaks, as well as carapace armor. The Company Command Squad had a mix of things, including a plasma gun, a sniper rifle, a medic (for Feel No Pain) and a regimental standard.
Chaos Demons:
- Skulltaker on a chariot.
- Soul Grinder.
- Pink Horrors with a changeling.
Deployment:
Fearing the large demon and eyeing my autocannons, I deployed all my forces in some fortifications in the backmost corner of the map. I placed my objective there as well. My plan was to have the demons come charging across the open plains and suffer several rounds of LasCannon/LasGun fire.
I was then informed that the Chaos Demons would not be deploying at all, and would be deep-striking onto the battlefield. Whoops. Fortunately, there was practically no space behind my guardsmen for the demons to appear, so the only safe place to deepstrike was still in front of me, and I'd get off some good volleys, right?
Turn 1:
The Chaos player agreed, and attempted to deepstrike. However, he scattered... right into the tiny gap behind my line of forces! Disaster! His Soul Grinder took out 2/3 of a veteran squad on its arrival, and was paired with the pink horror around it. Annihilation seemed imminent.
On my turn, I had the remainder of the Vet Squad fire on the walker. The Autocannon scored a good hit, so we rolled for vehicle damage... Vehicle Destroyed! The fire from the remaining squads whittled the pink horrors down to 3 models. Surely, victory was within my grasp!
Turn 2:
The Chaos player attempted to deepstrike his Skulltaker onto much the same place as he had attempted to deepstrike the walker.... and scattered into the EXACT SAME PLACE, which was now clear of obstructions due to the destruction of the walker. Cruel fate. His shooting was a big nothing, but his pink horrors charged my command squad. Though the command squad got the better of it, the pink horrors survived, locking my Command Squad into assault and depriving me of orders.
I fired heavily at the Skulltaker, but the LasCannons simply could not hit and despite a few wounds, the Skulltakersurvived. In Assault, the pink horrors were wiped out.
Turn 3:
The Skulltaker charged my command squad. They were beaten, inflicting no wounds in return. They broke, fled, and were swept up and killed.
One of my squads had insufficient LOS for a shot due to foritfications in the way, the other squad fired into the Skulltaker, inflicting another wound, bringing him down to 1 remaining. I could win this!
Turn 4:
The Skulltaker assaulted my fully-healthy veteran squad. They were defeated, inflicting no wounds in return. They broke, fled, and were swept up and killed. DAMN!
My remaining squad (which was down to 1/3 of its numbers, remember) fired, and failed to wound.
Turn 5:
The Skulltaker fled behind the fortifications, contesting the objective and blocking LOS to my vets.
I moved the guardsmen away, towards the middle of the map. My plan was to flee all the way to his deployment zone and contest HIS objective, ensuring either a tie or forcing his chariot out into the open.
Turn 6:
Die roll. Game ended. He had one objective contested and I had none. Victory to the Chaos Demons.
It was a fun game with a lot of tension, mostly centered around the assaults and the autocannon shots. I suspect I could haev deployed better, what seems to have done me in was a lack of opportunity for extended firing on his Skulltaker combined with the clustering of my guardsmen making it easy for him to assault a squad each turn. I suppose I could have assaulted him, but since none of my squads ever survived a round with the Skulltaker, I felt it better to have him assault me, and let my defensive grenades and his assault through cover grant me some advantages. They didn't play out.
Wednesday, September 30, 2009
Imperial Guardsman Color Scheme
I decided to go with the color scheme above. I like the bright colors, and the contrast between the bright red and the dark blue. Its hard to see the detail (I am NOT a professional photographer) but I think the skullwork on the gun came out nice. Any criticisms of the color selection or 'photo tips'?
Introduction
Welcome aboard!
This blog is dedicated to recording the growth of a unit of the Imperial Guard, from a tiny detachment to a massive regiment. I will be posting up Army Lists, as I develop and tweak them, as well as Battle Reports and keeping tabs on my army's progress.
Why Warhammer 40k?
Warhammer in general has always intrigued me as a game, and lately the background fiction behind 40k has drawn me in from several collateral sources. I recently bought and played through Warhammer 40k: Dawn Of War II in co-op mode, and enjoyed it tremendously. Further, I got as a gift a copy of Space Hulk, which I can highly recommend as an asymmetrical action/tactical game. So when I noticed that my Friendly Local Game Store had a regular crowd forming for weekly warhammer games and one of my regular gaming buddies was taking up the hobby, the choice seemed natural.
Why Imperial Guard?
It is a well-established fact that humans are the winningest race in all existence. As evidence, I note that in practically every published tale or account that features other species, the humans wind up winning or on the winning side. There are some exceptions (foul propaganda!) but they have a much higher 'winning percentage' than ANY OTHER SPECIES KNOWN TO MAN. Some may argue that this humanocentric view is a product of the fact that I've only been exposed to human literature and culture; to these people, I say that I will gladly consider all alien works on an equal footing, if one could supply them. However, it would be irresponsible of me to take them as 'evidence' without seeing them first.
So given that humans are superior, the question becomes 'which humans?'. Clearly Games Workshop realized the dominance of mankind in supplying several different army choices for them. However, the Space Marines have a very 'elitist' feel to them. While their principles are clearly correct ("For The Imperium (of Man)"), they are more super-human than they are human. The Imperial Guard, however, clearly embraces the very essence of humans and the human spirit. I'm deeply amused by the idea of some 'ancient being of pure warfare designed/bred for combat for millennia while wearing his ancient armor of doom' being taken down by a pair of conscripts firing a LasCannon that came off an assembly line last week.
Getting Started:
Knowing nothing about the game from a mechanical perspective, I've gotten a copy of the rulebook, some modeling/painting supplies, the Imperial Guard Codex, and the Imperial Guard Cadian Strike Force. Now to build and paint it!
This blog is dedicated to recording the growth of a unit of the Imperial Guard, from a tiny detachment to a massive regiment. I will be posting up Army Lists, as I develop and tweak them, as well as Battle Reports and keeping tabs on my army's progress.
Why Warhammer 40k?
Warhammer in general has always intrigued me as a game, and lately the background fiction behind 40k has drawn me in from several collateral sources. I recently bought and played through Warhammer 40k: Dawn Of War II in co-op mode, and enjoyed it tremendously. Further, I got as a gift a copy of Space Hulk, which I can highly recommend as an asymmetrical action/tactical game. So when I noticed that my Friendly Local Game Store had a regular crowd forming for weekly warhammer games and one of my regular gaming buddies was taking up the hobby, the choice seemed natural.
Why Imperial Guard?
It is a well-established fact that humans are the winningest race in all existence. As evidence, I note that in practically every published tale or account that features other species, the humans wind up winning or on the winning side. There are some exceptions (foul propaganda!) but they have a much higher 'winning percentage' than ANY OTHER SPECIES KNOWN TO MAN. Some may argue that this humanocentric view is a product of the fact that I've only been exposed to human literature and culture; to these people, I say that I will gladly consider all alien works on an equal footing, if one could supply them. However, it would be irresponsible of me to take them as 'evidence' without seeing them first.
So given that humans are superior, the question becomes 'which humans?'. Clearly Games Workshop realized the dominance of mankind in supplying several different army choices for them. However, the Space Marines have a very 'elitist' feel to them. While their principles are clearly correct ("For The Imperium (of Man)"), they are more super-human than they are human. The Imperial Guard, however, clearly embraces the very essence of humans and the human spirit. I'm deeply amused by the idea of some 'ancient being of pure warfare designed/bred for combat for millennia while wearing his ancient armor of doom' being taken down by a pair of conscripts firing a LasCannon that came off an assembly line last week.
Getting Started:
Knowing nothing about the game from a mechanical perspective, I've gotten a copy of the rulebook, some modeling/painting supplies, the Imperial Guard Codex, and the Imperial Guard Cadian Strike Force. Now to build and paint it!
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