Showing posts with label 'Foot' Imperial Guard Project. Show all posts
Showing posts with label 'Foot' Imperial Guard Project. Show all posts

Imperial Guard Project - Part 7 - A Little Progress


They're all based, Four of them are awaiting arms but the rest are fully assembled.

1500 point test games will be being scheduled for next week some time.
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Imperial Guard Project - Part 6 - 1500 point version.


So I mentioned in a couple of posts that I would be testing the 1500 point version of my 'Foot' Guard army first as I didn't need to do any of the conversions for that variation.

I've since then had 3 E-Mails asking what that is as simply dropping the Elites doesn't bring the points down to 1500.

So here it is,

1500 Pts - 5th Edition Roster - Foot IG - 1750 ver 1.1

HQ: Company Command Squad (5#, 145 pts)
4 Company Command Squad @ 145 pts (Vox Caster; Lord Castellan Creed)
1 Lord Castellan Creed

HQ: Company Command Squad (5#, 55 pts)
4 Company Command Squad @ 55 pts (Vox Caster)
1 Company Commander

: Ministorum Priest (1#, 60 pts)
1 Ministorum Priest @ 60 pts (Eviscerator)

: Ministorum Priest (1#, 60 pts)
1 Ministorum Priest @ 60 pts (Eviscerator)

Troops: Infantry Platoon (62#, 590 pts)
1 Infantry Platoon @ 590 pts
4 Platoon Command Squad
1 Platoon Commander
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Power Weapon)
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (62#, 590 pts)
1 Infantry Platoon @ 590 pts
4 Platoon Command Squad
1 Platoon Commander
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Power Weapon)
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Total Roster Cost: 1500

It's still got pretty much the same fire-power but has lost the 'trick' units of Marbo and the Psyker Battle Squads. It also has slightly less of a safety margin as there are less Vox's overall and less Meltabombs in the 'Blob' Squads.

It will be adequate for testing purposes and if it works I may take it to one of the UKGT's which are still depressingly behind the times at 1500 points.

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Imperial Guard Project - Part 5 - Progress Report

So I've made a bit more progress on the 'Foot' Imperial Guard army.

I need to make 2 more Meltagun guys and 2 more Sergeants to finish off 'Blob' squad 2 and still need to make both the Company and Platoon Command Squads.

Editors Note : I also need to repose several of the Heavy Weapon team 'spotters'.


This is one of the 4 Infantry Squads that have Lascannon Weapon teams.

And here's the almost finished 'Blob' Squads.

Luckily I still have plenty of 'Bitz' leftover.

The 1500 point version (the one without the Psyker Battle Squads or Marbo) should be under-coated and ready for playtesting by Friday.


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Imperial Guard Project - Part 3 - To Do List


This should have been Part 1 I suppose but I do things in the order that they occur to me not necessarily in the order that they should be done, lol.

So onto what I need,

76 Standard Guardsmen.
These guys are a mass production job and I fortunately already have 20 or so assembled. I'm not going to convert these at all. Their 'Renegade' Status will be indicated more by the nature of their squad markings than anything else. I'm undecided yet whether I'm going to remove all the Imperial Markings or simple paint over the top of them with something more 'Chaosy'*.

* If Chaosy isn't a word then it fucking well should be.

6 Meltagun Guardsmen.
Some of these guys will have to have 'Marine' Meltaguns as I don't have enough Guardsmen ones.

10 Sergeants.
The 'Blob' Squad Sergeants will need Power Weapons so they'll get the bionic arms if I can scrounge another couple or Marine ones if I can't (I want them to look the same). The other 4 will just get different heads.

16 Heavy Weapon Teams.
These are already built but need remodelling slightly as it was pointed out to me that all the 'spotters' were in pretty much the same 'pointing' pose. The bases also could do with some more coverage so I'll probably use some foliage as per Chaosgerbil's suggestion.

8 Platoon Command Squad.
They're basically just Guardsmen so will be done in the same mass production phase as the rest of the Guardsmen.

2 Platoon Commander.
The actual models are a bit dull but I don't really want them looking as good as the Company Command Squad so they'll get minimal alterations.

8 Company Command Squad.
As with the Platoon Command these guys are just Guardsmen and are made with the same models.

1 Company Commander.
He'll need a bit more attention. I'll probably still keep the model simple but give him a more scenic base.

Creed.
I really like this model 'as is' so I see no need to mess about with it. The renegade look will be achieved via paint-job and basing I think.

2 Priests.
I'm going to use Sisters Repentia for these as I have 3 of them still in a sprue and am unlikely to ever use them otherwise.

2 Commissars.
The models I have are armed with Bolt Pistols but don't obviously have a Power Weapon. I've plenty of swords of various descriptions amongst my bitz so that should be a relatively simple conversion job.

12 Psyker Battle Squad.
I've already done a prototype for these which can be found here.

2 Overseers.
Standard Guardsmen with something that could pass for a monitoring device. Most likely I'll keep it simple and use a Guardsmen holding a Marine Auspex.

Guardsmen Marbo.
After reading the GW book 'Nemesis' I've decided I want to make an Eversor Assassin. Luckily I've got a few Assassin models still in their sprues. I'll use an Eversor with an arm swap (or 2) and some extra equipment to represent Marbo. This is one of the models I'm most looking forward to doing.

So that's it then, just over 140 models to assemble before I can start play-testing.

I'd better get a move on then I suppose...
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Imperial Guard Project - Part 2 - Tweaked List.


Had a play around with the points and tweaked a few things very slightly. I also had a (imo) great idea for a Guardsmen Marbo so he's got himself included in the list for that reason alone*

* Well that and the fact that he seems to have been given unlimited access to the IG armoury and allows me to put a Demo Charge almost anywhere I please ;-)

1750 Pts - Foot IG - 1750 ver 1.1

HQ: Company Command Squad (5#, 145 pts)
4 Company Command Squad @ 145 pts (Vox Caster; Lord Castellan Creed)
1 Lord Castellan Creed

HQ: Company Command Squad (5#, 55 pts)
4 Company Command Squad @ 55 pts (Vox Caster)
1 Company Commander

: Ministorum Priest (1#, 60 pts)
1 Ministorum Priest @ 60 pts (Eviscerator)

: Ministorum Priest (1#, 60 pts)
1 Ministorum Priest @ 60 pts (Eviscerator)

Elite: Psyker Battle Squad (7#, 80 pts)
6 Psyker Battle Squad @ 80 pts
1 Overseer

Elite: Psyker Battle Squad (7#, 80 pts)
6 Psyker Battle Squad @ 80 pts
1 Overseer

Elite: Guardsman Marbo (1#, 65 pts)
1 Guardsman Marbo @ 65 pts

Troops: Infantry Platoon (62#, 600 pts)
1 Infantry Platoon @ 600 pts
4 Platoon Command Squad
1 Platoon Commander
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Vox Caster)
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (62#, 600 pts)
1 Infantry Platoon @ 600 pts
4 Platoon Command Squad
1 Platoon Commander
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Vox Caster)
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Total Roster Cost: 1745
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Imperial Guard Project - Part 1 - Weapon Teams.


I'm going to need more bloody sand!!!

Who's bright idea was it to do an infantry Imperial Guard army anyway...
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Mathshammer Week - Part 4 - Guardsmen 'Blob' Squads.


Well apparently 'Mathshammer Week' didn't have nearly as much Mathshammer in it as I thought it was going to as I got distracted by a large pile of Imperial Guardsmen.

I'm sure you're all terribly disappointed.

So to make it up to you all...Mathshammer.....Featuring Imperial Guardsmen.....

Sometimes I'm just too good to you all...

I've decided to go with the 'Blob' of Imperial Guardsmen as the bit of my army that moves forward. It's going to be set up like this,

9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)

: Ministorum Priest (1#)
1 Ministorum Priest (Eviscerator)

So that gives me,

23 Standard Guardsmen,
3 Guardsmen with Meltaguns,
1 Guardsmen with a Voxcaster,
3 Sergeants with Power Weapon and Meltabombs,
1 Commissar with Power Weapon,
1 Priest with Eviscerator.

Creed is going to be hiding at the back ready to yell 'For the Honour of Cadia!'* and make those units Fearless and give them Furious Charge.

* Since my Guardsmen are meant to be renegade cannon fodder for my renegade Space Marines who have (as far as I'm aware) never actually been to Cadia I'm not sure why they care so much about it. Maybe they just like the way it sounds...

A Brief Interlude.
It has been suggested to me that I should take Straken instead of Creed. The reasons why I believe Creed will work better for me are listed below,

1) 24" range for orders means I can give 2 'blob' units in opposite directions from one another 'Furious Charge' whereas units need to be within 12" of Straken to get the same effect.
2) I also need Creeds remaining 2 orders to help make my Heavy Weapons twin-linked using orders. Straken will be too far away from my Weapon Teams to use those same orders very early on if he's supporting the 'blob'. Creed can help both, Straken helps one or the other.
3) I have a Creed model, I don't have a Straken one ;-)

Back to the original ramble then...

The Priest also gives the unit re rolls to hit on a turn they charge so that's pretty cool too. He has an Eviscerator to help up the number of armour ignoring attacks the unit generates and also as an extra safeguard if I end up in combat with a Dreadnought of some description.

The Sergeants all have Power Weapons so that's 3 armour ignoring attacks each which isn't bad for a Guardsmen. Their Meltabombs are another anti-Dreadnought precaution though they obviously work against any vehicle (The Priests 're-rolls to hit after charging' ability is a big help here).

Guardsmen with Meltaguns aren't particularly reliable at BS3 but I need some ranged anti-tank and they'll just have to do. One guy gets a Vox to help increase the likely-hood of Creeds order going off by quite a lot (Ld 8 with a re-roll gives pretty good odds).

The Commissar adds a 4th (well 5th if you count the Priests Eviscerator) Power Weapon but more importantly makes the unit Stubborn with a re-roll (unfortunately that re-roll results in a dead Sergeant but that's better than a dead squad).

So well be using our 'Default' testing enemy the Space Marine Tactical Squad and presuming that both the Guard and the Marines are at full strength when the fight begins. We'll start with worse case for the Guardsmen and gradually weight the odds in their favour as we go. At the end we'll have a look at their shooting a bit as well.

Guardsmen Charged.

Round 1.
Marines go first,
21 attacks, 14 hit, 9.33 wounds, 6.22 dead Guardsmen after 5+ saves.
Remaining Guardsmen have a go,
21 normal attacks, 10.5 hit, 3.5 wound, 1.17 dead Marines after 3+ saves.
12 Power Weapon attacks, 6 hit, 2 wound and kill, 2 more dead Marines.
2 Eviscerator attacks, 1 Hits. 0.83 wound and kill, 0.83 dead Marines.
4 dead Marines in total. we lose combat by 2 which is pretty much irrelevant as the Commissar makes us Stubborn at his Leadership of 9. That gives us an 83.33% chance of passing.

Round 2.
Marines go first,
7 attacks, 4.67 hit, 3.11 wounds, 2.07 dead Guardsmen after 5+ saves.
Remaining Guardsmen have a go,
19 normal attacks, 9.5 hit, 3.17 wound, 1.06 dead Marines after 3+ saves.
12 Power Weapon attacks, 6 hit, 2 wound and kill, 2 more dead Marines.
2 Eviscerator attacks, 1 Hits. 0.83 wound and kill, 0.83 dead Marines.
4 dead Marines in total. We win combat by 2 and if the Marines don't get away we'll kill them next turn (in their Assault phase incidentally, leaving us free to stroll off and annoy something else next turn).

The same scenario against a 30 man Ork unit with the obligatory 'Nob' with Power Klaw would have resulted in the Guardsmen Squad killing 6 or 7 Orks and losing 28 or 29 guys in return in the first round of combat...

Lets give the Guardsmen the charge vs. the Marines this time but without Creed helping out just yet.

Guardsmen Charging.
The Priest will therefore be giving them re-rolls to hit...

Round 1.
Marines go first,
11 attacks, 7.33 hit, 4.89 wounds, 3.26 dead Guardsmen after 5+ saves.
Remaining Guardsmen have a go,
48 normal attacks, 36 hit (with re-rolls), 12 wound, 4 dead Marines after 3+ saves.
16 Power Weapon attacks, 12 hit (with re-rolls), 4 wound and kill, 4 more dead Marines.
3 Eviscerator attacks, 2.25 hit (with re-rolls), 1.88 wound and kill, 1.88 dead Marines.
Nearly 10 dead Marines in total. Even rounding down we win combat by 9 so the Marines are testing for Morale needing double 1 to stay giving them only a 2.778% chance of passing.

If the Marines escape we can most likely consolidate into a position that will allow us to make them run again. Either way the Marines (sorry, Marine) are (I mean is) Fucked...

Again, running the same scenario against a 30 man Ork unit with the obligatory 'Nob' with Power Klaw would have resulted in the Guardsmen Squad killing 11 Orks and losing 12 guys in return. Not as bad but still quite bad...

This time Creed will give them Furious Charge as well.

As were pretty much certain that Marine Squad is doomed and the Guardsmen are getting a bit cocky now we'll give them a bit more of a challenge soon.

But first let's make sure of those Marines...

Guardsmen Charging with 'For the Honour of Cadia!'

First we'll have a go at those poor Marines again, just to be sure ;-)

Round 1.
Marines go at the same Initiative as us this time so we get all our attacks back regardless of what the Marines kill,
11 attacks, 7.33 hit, 4.89 wounds, 3.26 dead Guardsmen after 5+ saves.
Remaining Guardsmen have a go,
54 normal attacks, 40.5 hit (with re-rolls), 20.5 wound, 6.83 dead Marines after 3+ saves.
16 Power Weapon attacks, 12 hit (with re-rolls), 6 wound and kill, 6 more dead Marines.
3 Eviscerator attacks, 2.25 hit (with re-rolls), 1.88 wound and kill, 1.88 dead Marines.
Yep, their dead.

Again, running the same scenario against a 30 man Ork unit with the obligatory 'Nob' with Power Klaw would have resulted in the Guardsmen Squad killing 25 Orks and losing 2 guys in return. Which isn't bad for a bunch of puny 'oomans ;-)

So now we need a real test. Who or what to choose?

Lets pick every-bodies favourite under-pointed assault unit the Thunder Hammer/Storm Shield armed Assault Terminator.

5 seems to be the common quantity so we'll have a go against them using all the advantages we have...

What do you mean that's not a good enough test?

Okay we'll put Lysander with them as well...Happy now???

Guardsmen Charging Assault Terminators + Lysander.

Well at least we're going first.

Round 1.
Guardsmen first,
54 normal attacks, 40.5 hit (with re-rolls), 20.5 wound, 3.42 dead Terminators after 2+ saves.
16 Power Weapon attacks, 12 hit (with re-rolls), 6 wound, 2 more dead Terminators after 3+ inv..
3 Eviscerator attacks, 2.25 hit (with re-rolls), 1.88 wound, 0.63 dead Terminators.
so that's 6.05 wounds worth of Assault Terminators deceased.
So the units dead and Lysanders lost a wound.

I suppose we best let him have a go back now...

3 attacks, 2 hit, 2.5 with the reroll for Master Crafted, 2.08 dead guardsmen.
We win by 4, the stubborn bastard has a 94.44% chance of passing his Leadership test so we'll presume he does.

Round 2.
Guardsmen first (again),
24 normal attacks, 12 hit, 4 wound, 0.67 wounds generated after 2+ saves.
12 Power Weapon attacks, 6 hit, 2 wound,
0.67 wounds generated
after 3+ inv.
2 Eviscerator attacks, 1 hit, 0.83 wound, 0.28
wounds generated
after 3+ inv.
So that's 1.62 wounds generated, leaving Lysander on a wound.

Lysander kills another 2 Guardsmen then dies during round 3 before he gets a chance to hurt any more Guardsmen...

Conclusion 1.
So if our blob squad doesn't get to charge it still makes a decent 'tar-pit' unless its against a 'torrent of attacks' style unit. If it does get the charge it can do considerable damage to most units. However if Creed gets in on the act as well then there isn't much it can't kill.

Bored yet?

lets quickly do shooting then.

3x S8, AP1 Meltaguns at BS 3, 1.5 Hit.
Vs. Armour 10, 1.46 chance of pen, 0.73 chance of wreck/explosion.
Vs. Armour 11, 1.38 chance of pen, 0.69 chance of wreck/explosion.
Vs. Armour 12, 1.13 chance of pen, 0.62 chance of wreck/explosion.
Vs. Armour 13, 1.08 chance of pen, 0.54 chance of wreck/explosion.
Vs. Armour 14, 0.87 chance of pen, 0.44 chance of wreck/explosion.

Conclusion 2.
3x BS 3 Meltaguns are pretty good at killing vehicles and Blob squads that charge with Creeds order active are fucking awesome.

I'm tired now so I'll post it as is and then check the Maths in the morning...
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Imperial Guard Project - Starting Simple

So I'm doing yet another army using stuff I already had bought and never got around to using. In this case it's an Imperial Guard Infantry list that I've been toying with doing for a while. I bought all the models I thought I would need and then just never got around to assembling any of them...

Though I didn't quite get everything I needed and now I'm unfortunately (still) unemployed so spending a lot of extra money on the project just isn't feasible. So I've decided to use Psyker Battle Squads and couldn't think of a cheap way of doing them.

Then my friend Mike sent me this sketch he'd done of a rough idea he thought might work..

Edit - Flipped sketch so It's the right way up...sorry Mike.


So I thought a rough prototype might be in order.

Front.


Back.


Top.


The pictures aren't brilliant and the prototype took a grand total of 3 minutes to make but they should give you some idea of what I'm aiming for.

I'm going to start painting the Tyranid Project army sometime next week and I'll be assembling Guardsmen in-between.

There's only 150 models in it so it shouldn't take that long....should it?

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