Monday, 31 May 2010

Foot Guard - Following on from the post below...

Well, I figured I quite liked the idea of seeing exactly what I could/would do with a Foot Guard list myself, so I set out to try and write one out.  Here is the result.

...Oh, and it's 2k, obvs.  :)



HQ:

Yarrick - 185

Company Command Squad w/ Creeeeeddd!!!!, Astropath, Officer of the Fleet, Heavy Flamer, Medi-Pack, 2 Meltaguns. - 270

Ministorum Priest w/ Shotgun, Eviscerator - 60
Ministorum Priest w/ Shotgun, Eviscerator - 60

TROOPS:
Platoon Alpha;
PCS w/ 4 Flamers, Officer [Melta Bombs]
Inf Sq1 w/ Autocannon, GL
Inf Sq2 w/ Autocannon, GL, Commissar
Inf Sq3 w/ Autocannon, GL
HWS w/ 3 Autocannon
HWS w/ 3 Autocannon
HWS w/ 3 Autocannon
Platoon Subtotal - 480

Platoon Bravo;
PCS w/ 4 Plasma, Officer
Inf Sq1 w/ Sniper Rifle, Lascannon
Inf Sq2 w/ Sniper Rifle, Lascannon
HWS w/ 3 Lascannon
Conscript Squad
Platoon subtotal - 555

Veteran Squad w/ Heavy Flamer, 2 Meltaguns - 110
Veteran Squad w/ 3 Meltaguns - 100

FAST ATTACK:

Armoured Sentinel Squadron;
Sentinel with Autocannon. - 60


Armoured Sentinel Squadron;
Sentinel with Autocannon. - 60

Armoured Sentinel Squadron;
Sentinel with Autocannon. - 60



TOTAL : 2000 exactly, by my count.  Add it up yourself, I likely made a mistake.  lol

The Conscripts get the double-teaming Priests, and get that nice boost, while being Scouted forward by the Tactical Genius.  ;)


9 comments:

Chumbalaya said...

Why Yarrick?

Only one HWS with lascannons could be taken out quickly. Generally I like Autocannon HWS and lascannon blobs for cost and protection.

TheKing Elessar said...

I figured Yarrick does the LC job of holding the centre, whilst also providing a little bit of counter-attacking prowess.

I probably should move the LCs to Inf Squads, but I was obviously giving them cover, and so thought perhaps the plethora of targets would help, but I suppose, on reflection, you're right, it won't be enough.

I'll await some more feedback, and do a Mk2.

Zenos said...

I'll comment.

First, IG is a specializing force when using Infantry. You have the ability to specialize more, unlike your eldar and marines, units can do one thing well and be compensated for it with other units.

Take your HQ choice.

Company Command Squad w/ Creeeeeddd!!!!, Astropath, Officer of the Fleet, Heavy Flamer, Medi-Pack, 2 Meltaguns. - 270

Flamer is anti infantry, melta is anti tank. Do one thing well and do it exclusively and ensure you have redundencies.

Your Platoons are ok, the problem with it is your over autocannon and less lascannon than I would take.

Last thought and maybe its because you havent done horde for a bit.

You have 70 odd men stretched here. With gunline forces, which you have gone for your going to be blocking your own sights and could get caught by your own inability to move about quickly or reposition. (I try and stay at 50 troops max excluding heavy weapons). Remember with terrain you have to maximize your fire lanes. Clogging them with troops is a tough balance.

Sniper rifle and lascannon? You know better than that! :)

Unknown said...

You considered Creed to get more orders in and a L.C to sit with the heavy weaps.

TheKing Elessar said...

...I HAVE Creed, Mark...lol

Thanks for the feedback Zenos, I will return to this sometime next week I think.

AbusePuppy said...

As someone who's been tooling around with an all-infantry Guard list, I have a couple thoughts:

-Company Standards are way better than any variant of Commissar for holding lines. They're cheap, they come on a unit that already wants to be sitting near your troop blobs, and they don't kill someone off.

-No Vox on the combined squads? Seems like a very small investment to get those FRFSRF and Bring It Down! to go off successfully.

-Flamer squads just don't seem to work; it's so hard to get close enough that they never seem to do what I want. Could just be a failure on my part, though.

-Melta is in a similar place, although it has more usees (cracking a LR that gets too close, etc.) Lacking a delivery system, I'd rather just have the One Million Lascannons method.

-Conscripts are terribad. Just warnin' ya.

-The lone Lascannon HWS is gonna get shot to bits; I much prefer putting my Las into Infantry Squads, where I can add Vox and twenty-seven ablative wounds.

-Vets seem a bit out of place in a list that just wants to get as many bodies on the field as possible. I dunno, maybe one squad for melta delivery, but...

-You don't have any screening blobs to hold things up if they decide to charge you. I used a 40-man squad with Comissar and Power Weapons everywhere I could fit them, which is amusing combined with a Priest. Straken or Creed to give it FC makes things extra-hilarious.

-Marbo is a beautiful little problem-solver, getting to places your ponderous infantry formations can't. I would suggest finding a way to slip him in.

TheKing Elessar said...

I was actually planning to screen with Conscripts, and give them Priests for a bit more punch.

Good/Bad/Dumb?

AbusePuppy said...

Hmmm... the problem I see with that is that Conscripts aren't Stubborn. Yarrick will help, but he needs to be positioned nearby enough that the 6" Defender Reacts moves won't take the blob out of his reach. Furthermore, unlike a more traditional blob, you lack the innate power weapons to dish out wounds to whatever you're delaying.

Priests are a poor idea because they are ICs, and furthermore only grant their reroll on the charge. (With a screening blob, you often want to avoid the charge even when you could take it because it means one fewer turn of combat to weather.)

Combined with the fact that conscripts just aren't all that much cheaper than regular troops, I think it's a middling plan at best. However, it's got kickin' rad flavor to it and isn't a _horrible_ plan.

TheKing Elessar said...

Hrm. Ok, thanks.

I'll return to this (pretty damn expensive ££) list idea at a later date.

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