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Infantry Guard in 9th


TheShredder

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Given that most IG Infantry seemed to receive relatively meagre point increases, do you think an army with large numbers of infantry could be a reasonable strategy?

I'm thinking along the lines of 9-12 Infantry Squads and 3x3 Heavy Weapon Squads (plus various HQs), backed up by a Battalion's worth of Scions to provide concentrated firepower and drop into enemy lines.

It would probably end up including a few other things - e.g. Sentinels to make up a Brigade, perhaps some SWSs, Command Squads, and/or Astropaths for the same reason. But the above would be the core of the army.

Any thoughts?

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Numbers is still the game in 9th, so it'd have a lot of resilience in that most opponents wouldn't be able to handle so many models - certainly when you're dropping some behind their lines :tongue.: The problem would be in raising the heavier fire power - HWSs are sadly easily removed so it'd be best to plant HWTs in squads so they can't be picked out and you can bring some AT capabilities. As you'll have plenty of squads you can afford to do so and not lose some of your forward elements in cheaper/assault squads.

 

There's the secondaries to consider, but I don't think this means that much in the grand scheme of things as you'll have your own plans. Plus you'll have Rule of Cool on your side which counts for a lot ;) Let us know how the idea goes and of course pictures and batreps :tu:

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Hello TheShredder,

 

Mind you this is only speculation; I imagine our problem will be the same as it was in 8th only perhaps more so. Oh, we have no problem getting on objectives, no sir. It's staying on objectives to score points which is the issue. T3 with a 5+ save, even in vast numbers, can be removed so easily. But I don't know, maybe it's viable? I'm thinking scout sentinels to hinder the enemy's movements and, like you said, some scions for deep striking. Still, wouldn't we be giving up secondaries like Thin Their Ranks and Assassinate what with all the support characters that would be needed? Regardless, I would love the chance to try it out personally as I love infantry-heavy lists. ;)

 

Cheers,

 

~MinoanFresco

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Polarized infantry have always been competative and guard has the most efficient troops in the game at the moment. The issue is that it is one the hardest armies to pilot in a competitive setting so lots of practice is required. Lots of moving parts and getting the most out of every phase takes concentration and time. My experience playing vs this kind of list makes me ask for my opponent to use a clock. Lots of practice and movement trays can help. Very powerful list that might be very counter meta. Could also struggle vs space marines without a lot of added 2dmg weapons. Good luck!
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Issues: 

Fitting in deployment zone - yes, seriously. 

Need to watch spacing for coherency

For both these points movement trays are godsend.

 

List building - enough troop slots. Battalion can get you to about 110/120 models - need to get up to brigade simply because you need the slots.

Bleed secondaries.

 

I played using proxies for models I haven't yet got. Board ends up an absolute mess! In fact this is the skill. Being all over the place clogging everything up but managing the chaos. Expect to lose 40 dudes t1 and 30 after that assuming you've done some damage back. You also end up with little 1 or 2 man squads running around as new morale rule doesn't guarentee squad gets wiped. Trick is basically trying to control what units are going to die each turn so others can do work. 

 

Blast wasnt much of a problem as not over 11 guys where it really kicks in, so less impact than nids or orks would have.

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Thanks for all the replies, everyone. Looks like I've got quite a bit to consider. 

I'd been thinking Tallarn for mobility, but I'm actually wondering whether Catachan might be better, in case I want to try and finish off enemies in assault, to clear them off an objective.

Either way, I just thought I'd give you a better idea of what I had in mind:

Tallarn Brigade
Company Commander
Company Commander
Company Commander
Primaris Psyker w/ Psychic Maelstrom, Psychic Barrier, Death Mask of Ollanius
Infantry Squad w/ plasmagun, missile launcher
​Infantry Squad w/ plasmagun, missile launcher
​Infantry Squad w/ plasmagun, missile launcher 
​Infantry Squad w/ plasmagun
​Infantry Squad w/ plasmagun
​Infantry Squad w/ plasmagun
​Infantry Squad w/ flamer
​Infantry Squad w/ flamer
​Infantry Squad w/ flamer
Astropath
Command Squad w/ mortar
Command Squad w/ mortar
Armoured Sentinel w/ plasma cannon
Armoured Sentinel w/ plasma cannon
Armoured Sentinel w/ plasma cannon
HWS w/ autocannon
HWS w/ autocannon
HWS w/ autocannon

Lambdam Lions Battalion
Tempestor Prime (Field Commander: Keys to the Armoury)
Tempestor Prime
MT Scions w/ 2x plasmagun, plasma pistol
MT Scions w/ 2x plasmagun, plasma pistol
MT Scions w/ 2x plasmagun, plasma pistol
MT Command Squad w/ 4x plasmagun

~1500pts (8CPs atm)

Either the Primaris Psyker or one of the Company Commanders will be my warlord (I'm wary of making a Tempestor Prime my Warlord, simply because they tend to drop into dangerous situations), probably with Grand Strategist. I'll also probably kit the HQs up a little for flavour and to fill out points, but for now I've only included the most relevant stuff above.

The idea is that the entire MT Battalion will go into reserve, and the Brigade will deploy as 3 units (each with a company commander, a flamer infantry squad, a plasmagun infantry squad, a missile launcher infantry squad, and a HWS), with the rest going wherever. I'm not sure about the command squads, tbh. I was really looking for something cheap to fill out points, as 3 Astropaths seemed like easy points for an opponent using Abhor the Witch.

Anyway, the HWSs and missile squads will hang back and shoot (unless shooting at a unit with -1 to hit, in which case they'll take the opportunity to reposition themselves). The other infantry will advance, with the flamer squads screening the plasmagunners. The MT squads will drop in to provide concentrated fire on targets and potentially score linebreaker or control all quarters as well.

One of the key themes is that everything is expendable. There is no individual unit that is crucial to my army. However, as I think some of you have said, I might also struggle to bring significant firepower to bear on key targets. Holding the centre might also be tricky, though I'm hoping I can win a war of attrition (so if I can also keep my opponent from holding the middle, I can eventually get something to stick there).

Edited by TheShredder
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Yes, the same cost thing changes a lot. I've long used flamers and grenade launchers in my infantry squads to keep costs down but retain some hitting power, but I still think this is generally best as infantry are best at tackling enemy troops as they hold the line. I think this makes the other options more viable though, which is a positive?

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Hi,

 

nice thread here. I´m also thinking about a pure infantry army in 9th edition. In fact I´m about to start a Crusader campaingn with a friend of mine in the near future and that would be the right time to just dive into such a project.

 

Things I thought about:

 

  • Sniper rifles. It´s more about psychological warfare than everything else. Most players hate snipers and try to delete them which offers more freedom for your other squads.
  • Assassines. Yes, I think they are great and offer some good support / offensive capabilities.
  • Special Weapon squads / command squads / Veterans with Melta just to outflank them. This puts some pressure on the opponents backfield and offers you a good secondary (scramblers).
  • Plasmapistols on all your sergeants! More quality shooting even if it´s rather short ranged.
  • Scout Sentinels with flamers. I´m not sure wether Sentinels can be fielded in units, but if so, 3 Sentinels with heavy flamers should be a nightmare to charge. Especially in Catachan.
  • Hunter killer missles on all Sentinels.

The more I read / think / talk about an all infantry Guard force, the more I wish to start it. But all that painting...

 

Because it takes a long time to paint such an army I´m also thinking about a mechanized infantry force (no battle tanks or artillery tanks) as a first or second step just to be able to bring an infantry force faster to the table, but that´s a whole different story.

Edited by Hannibal
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I'd be careful going Plasma heavy, the cards don't bode well for plasma guns.

 

38f0e767-hellblaster-updated-datasheet.j

Source is Spikeybits so take it with a pinch of salt.

 

Standard plasma profiles don't seem to have the overcharge profile anymore. Obviously we don't have the nitty gritty, and perhaps it's stated elsewhere but it not being there on this datasheet may spell the end of plasma being the go-to. They're still decent but they're not the D2 powerhouse anymore it seems.

Edited by TootiusNootius
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I'd be careful going Plasma heavy, the cards don't bode well for plasma guns.

 

38f0e767-hellblaster-updated-datasheet.j

Source is Spikeybits so take it with a pinch of salt.

 

Standard plasma profiles don't seem to have the overcharge profile anymore. Obviously we don't have the nitty gritty, and perhaps it's stated elsewhere but it not being there on this datasheet may spell the end of plasma being the go-to. They're still decent but they're not the D2 powerhouse anymore it seems.

These data sheets show the most basic of basics on the units, and are found on the box the models and their weapons are sold in. It leaves out all special rules, and most likely also leaves out the over charge.

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