Mr. Fluffy goes to Tourney Town Pt. 2

Hello there fellow warmongers!  I’m back with the second installment of Fluffy Lists for Competitive people, and this time I’m going to try and build an Imperial Guard List!

2

So sickly sweet it cold probably give you diabetes by just looking at it

Oh yes, so having played a few games with some Astra Militarum  Imperial Guard  Human Cannon Fodder recently I am very much now on the Army Band Wagon, and already eyeing up my first ten or so boxes of infantry and equal number of tanks to go with it.  Just don’t tell the missus *looks nervously over shoulder*

Guards!

Classic Guard Tactic.  Draw the enemy in, give them a false sense of security, then realise it is in fact your sense of security that is false and die horribly

The rules for creating the list are as usual – No Allies abuse / No Deathstars / No LoW or Flyer formations / No D weapons / No Spamming great units / No Formation abuse

List 2: Astra Militarum  Imperial Guard

So there are about as many ways to build Astra Militarum Imperial Guard armies as there are warzones in the Imperium, but that doesn’t mean they all have to be tank orientated to be effective.  In fact, I’ve always had a slight aversion to tanks in 40k (mainly on the basis of not wanting to transport them all) and thus I have generally preferred infantry based forces.  As such, I have often had a hankering to create a guard infantry force, with the aim of combining the tactical advantages of a classic horde-style build with the fluff of a ‘down and out’ Planetary Defense Force (PDF) desperately trying to defend themselves without all the aid of the Imperial Armoury behind them.

pdf

Not the kind of PDF to save the planet.  Unless it has the access code to the armoury printed on it.

12th Foot, Tarkadian Regiment of Fusiliers

1st Battalion, Tarkadian Regiment of Fusiliers (CAD)
– Company Command Squad, Master of Ordnance, Heavy Flamer, Carapace Armour
– Ministorum Priest
– Infantry Platoon
– Platoon Command Squad, Grenade Launcher, Sniper Rifle
– Infantry Squad, Flamer
– Infantry Squad, Flamer
– Heavy Weapons Squad, 3 x Autocannon
– Heavy Weapons Squad, 3 x Lascannon
– Heavy Weapons Squad, 3 x Missile Launcher
– 30 x Conscripts
– Veterans, Commissar, Heavy Flamer, Carapace Armour
– Chimera, Multilaser, Heavy Bolter
– Scout Sentinel, Autocannon
– Scout Sentinel, Autocannon
– Scout Sentinel, Autocannon

2nd Battalion, Tarkadian Regiment of Fusiliers (CAD)
– Company Command Squad, Master of Ordnance, Heavy Flamer, Carapace Armour
– Ministorum Priest
– Infantry Platoon
– Platoon Command Squad, Grenade Launcher, Sniper Rifle
– Infantry Squad, Flamer
– Infantry Squad, Flamer
– Heavy Weapons Squad, 3 x Autocannon
– Heavy Weapons Squad, 3 x Lascannon
– Heavy Weapons Squad, 3 x Missile Launcher
– 30 x Conscripts
– Veterans, Commissar, Heavy Flamer, Carapace Armour
– Chimera, Multilaser, Heavy Bolter
– Scout Sentinel, Autocannon
– Scout Sentinel, Autocannon
– Scout Sentinel, Autocannon

Human wave

Not the kind of human wave I was going for.  Unless they all have las-pistol & CCW under their shirts.  In which case, welcome the to Astra Militarium Army Lads!

Thinking:
So board control is the strategy here, with enough ObSec to pack a star cruiser full to bursting – let alone a 6 x 4 table.  28 units on the table will also add to the force’s durability, especially against smaller elite forces and deathstar builds.

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A large infantry force like this doesn’t really need to prepare for anti-horde, as all those flash lights and flamers will take their toll on enemy blobs through sheer weight of fire.  Vehicle heavy forces are of course a different matter, but the Guard do have access to a heap of relatively cheap heavy weapons, and the order system to make them more effective (i.e. Fire on my Target to make Deldar cry).

Initial set up would probably be to create two heavy weapon nests with good fields of overlapping fire and preferably in some decent cover.  These nest would be centered around the company command squads and platoon command squads, maximising the orders’ effectiveness and helping to keep units on the board when they break (and they will break, of that you can be sure)

Infantry platoons bravely head out into no mans land, trying to pick up objectives and not die to quickly make as much trouble as they can and distract from your other forces.  Meanwhile the veterans in the chimeras are your super mobile units, able to flat out onto objectives, while the commissar and carapace armour give them a bit more staying power when they get their or when their ride gets blown up.

Priest goes with the conscripts, and these can be used as and how your opponent dictates – either bubble wrapping the heavy weapon nests from deep striking armies or charge off into the fray to tie up high value units for the duration of the game (looking at you Mr. Riptide!).  As for the sentinels, their main focus will be to outflank late game to grab objectives/line breaker, as well as get those pesky autocannons on some juicy exposed rear vehicle armour.

A variation to this list would be to drop the veterans and their chimeras for more basic infantry squads, sacrificing the better quality and durability of fewer units for an increase in sheer numbers.  Man power already stands at 190 models for the above, but switching the vets out could push it as high as 226 (240 in wound count) !!!

Fluffiness:
Pretty darn fluffy I think.  With the genesis of the list being a PDF, I would imagine most Imperial worlds having little or no access to heavier equipment such as tanks and the big guns.  More specialist units would also be in short supply, such as Ratlings and Ogryns. Rough riders may make an appearance dependent on the type of world being defended (Tarkadia is a Hive world, not and Argoworld I have just decided.  This of course has nothing to do with rough riders being a liability even to themselves) but the ever reliable chimera and cheap, numerous sentinels would probably be available in spades.

As for the troops, the more elite veterans might represent elements of the Governor’s Private Guard being used to sure up the volunteers in the infantry platoons, while the constricts might be made up prisoners offer a last chance at redemption (but more likely death).

Cheesiness:
I think even the most hardened of sceptics would struggle to find any cheese in this list.  In fact, its so cheese free I’m sure lactose intolerant people will have no aversion to using it.  There may be some argument that excessively large hordes can be used in an inherently cheesy manner at tournaments, but my counter to that would be – use movement trays!  Build your own or invest in some, lest your arms drop off during the hour long movement phase.  This would also put pay to the unacceptable tactic of killing game time in the movement phase, aiming to win 1-0 at the bottom of turn 2.  Sure its fun to see your opponent silently seething as he looks at his watch for the hundredth time, but when he punches you in the face at the end of the game you should know you had it coming*.

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* No, not really.  Violence is bad m’kay.   Except that simulated in wargames.  Which is Totes Amazeballs.

Kellogg's Totes Amazeballs, inspired by a tweet from Tim Burgess

Schweeeeet indeed

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  • I have nothing constructive to say, Guard aren’t my army, but damn that’s is a lot of infantry…

    • iapedus

      It sure is! The only comparable thing I have played in the past is Nids, but even then I tend to go genestealer heavy so I don’t get near this number.

  • Berman

    Having played against heavy infantry guard for years, they are not the greatest tournament list due to 1 reason. Time. It is very very hard to get games done in 2.5hrs.

    A company or two out their make mdf scattered troop trays. Invest in those. Then you can move larger blocks of troops together. Also get a lot of dice or a good dice app. Will help you speed up game play a lot.

    • I think you could move just fine and quickly using the “leapfrog” method. Move your special models first (sergeants, flamers, etc), then just fill in with basic troopers. Ork players do it all the time.
      The key is clearly and brightly marking those models. The sergeant needs a bright helmet color or stripe, and the Flamers need a different bright color. Something you can see from across the table.
      Rolling dice in a box top would also be a good idea. Keeps from needing to chase them all down across the table.

      • iapedus

        Having played a trial game today, I whole heartedly endorse all of your sugestions! The Leapfrog method is fine as long as you are not too concerned about bunching and blast markers & templates. The squad/model markings is crucial, as with this many infantry it is inevitable that squads cross each others paths / end up in same combat / all try to flee off the baord together in one giant mob, and trying to pick them apart later is a nightmare.

    • iapedus

      I played a 1250 point version of this list today and it was actually not too bad time wise (Batrep to come!), but then it was just over half the number of models in this list and the game still took 4 hours to play(admittedly at a casual pace, not tournament pace). Still, movement trays would definitely help – there are some great MDF ones on eBay that space everything out 2 ” for you, and pretty cheap too. If I commit to the guard they will be on my priority list for sure.

      • Berman

        If you actually find ones with 2″ spacing can you toss a link up. Best I’ve found is 1″ spacing.

        • iapedus

          I’ll see if I can find it, but I think it was in Chinese :S

  • Turkadactyl

    It is satisfying putting down 100+ models in a game and see the look on your opponents face. I have to get through all that? That being said it’s not too hard to make Gaunts into puddles of ichor.

    • iapedus

      Guard really aren’t that far behind gaunt in that respect. When they are not exploding into puffs of red mist, they are legging it off the table. Still, in the same manner it makes a very satisfying pile of corpses at the end of the game too!

  • I like it. Very fluffy to a PDF force. It would be interesting to throw my very elite Raven Guard list against.

    • iapedus

      Thanks dude – the trial game I played today was against a very elite Blood Angles/ Death Company List. Hopefully I’ll get around to posting the report in the next few weeks.

  • I shudder to think of the cost of horde armies like this. Also I love tanks ;)

    • I think you can ballpark it around $1000 for the above list, at retail prices.

      • Ahahahahhahahzahahahahahaha… of you were serious?

        • Dead serious. Ten guardsmen are thirty bucks.

          • I’ll stick to refurbishing old marines into Chaos so. I may lose but I won’t be broke.

    • iapedus

      The only way I cans see to do it cost effectively is go second hand. There are always a few large guard armies on eBay going for upwards of 300 quid. They are normally pretty good value for what they are (quality of paint job aside) but that cost is still a bit too rich for me. I am currently toying with the idea of using cultists as the general infantry to try and bring the cost down, and then just add tanks as and when I can.

      • Berman

        GW made these three packs of snap fit guardsmen holding lasrifles. You can get them through some online retailers. Good way to get conscripts cheap.

  • I like to go for an Infantry heavy Guard force myself.
    As to your lists, I have a few suggestions:
    Master of Ordnance- on paper he sounds great, but with a 3D6″ scatter (in most cases), I find that he doesn’t actually do anything. I would consider dropping them both and add a Master of the fleet to help with your outflanking Sentinels.
    Commissars- I’ve found that Commissars make a great addition to heavy weapons teams. It helps them to pass their orders (which are key for the weapons teams). Plus, you can also go to ground behind an Aegis line (for a 2+ cover save) with the Commissar, but not with the Priest.
    Infantry- I struggle to fit my army on a standard deployment zone and it is probably about half the size of yours. Is the army not really bunched up on the table?
    Wyverns- These are the Guardsman’s friend. One of the best units in the army. Even one make a big difference to the army.
    Veterans- I would suggest adding some meltaguns. Your heavy weapons teams will die really easily and it helped to have some melta for taking on enemy tanks or Knights.
    Company Command- with so much infantry on the table, investing in a Regimental standard or the Laurels of Command will help prevent your unit from running away after taking a few casualties.
    I love playing my Guard army, but the time factor issue is very true, even in regular games.

    • iapedus

      Thanks for the tips, all good suggestions – I hadn’t really looked at the regimental standard before but it would definitely be a big help for the way I want to play. Commissars on key heavy weapons teams is a great idea, I would probably put one on each Lascannon team if I could free up the points. So far I have found the Master or Ordnance quite effective, but maybe I have just been lucky with my scatter dice. As for congestion, it is ok if you play Dawn of War, but woe betide you if it ends up hammer and anvil…

  • ming2005

    I’ve been playing AM for most of the last year – trying different builds and formations. It is a tough slog to think you can do well in my local meta. They are very fun to play, but my record with them is less than stellar in the win department. But I’ve been all mechanized (see reports at Defenders of Calth) with a focus on veterans. At least it makes the games quicker at the beginning (till all the infantry is forced to dismount)…My favorite WL trait is in the Cadian expansion that creates a 12-inch bubble around the WL where units automatically pass morale checks fro taking casualties. I regularly use the Master of Ordnance – and yes, with the 3 dice scatter being the usual, that large blast template can end up all over the place. The dice gods rarely let it scatter onto something useful…good luck!

    • iapedus

      Cadian expansion you say……..
      *rushes off to google search*
      …..damn, didn’t even know these existed – another good reason to pick up Mont’ka then :)

  • I second everything corrm said, and I would also try to free up some Points for Hunter-Killers on the Sentinels. They’re normally a mediocre upgrade, but Scout Sentinels are one of the best places for them, since they’ll almost certainly have a good shot with them somewhere.

    My favorite weaponry for a Command Squad is just a Mortar. CSs are really vulnerable, and the Mortar helps me remember to Deploy them out of LoS if at all possible.

    • iapedus

      More good tips, hadn’t considered missile on the sentinels before as ‘one use’ at BS3 almost always means a miss. I have been giving the CSs heavy flamer so they can try and shield the heavy weapons teams from assaulting units, but a mortar is an interesting way of keeping them safe. And it frees up 5 points!

      • I find when I’ve got a bunch of them, they tend to work better. Probably just confirmation bias or something, but anyhow. Also, Sentinels themselves often kind of tend to be “one use only”, so might as well get as much as possible out of that one go.

  • I ran a infantry heavy traitor guard army and it was fun with First Rank Fire and rolling about 30 dice per platoon. The two big issues I had were: (as Berman commented) it takes forever to move so many guys. I had debated on creating Fantasy style movement trays. The second issue is even with Take it Down orders, it can be hard to take down heavy vehicles. The lots of auto-cannons in your list will help but make sure the lascannons survive long enough to get the land raiders and such

    • iapedus

      Yeah heavy armour is an issue, but I’m not too worried about the really heavy stuff like a Land Raider – in all honesty it would be pretty low down on my target priority list as there is only so much damage it can do to an infantry force (unless its the heavy flamer variant of course!). Even if it was carrying a deathstar termy unit inside, I would probably try my best to ignore it and concentrate on everything else first.

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