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The Guard Thread
Posted: Wed Mar 24, 2010 1:07 pm
by EVIL INC
A few years ago, Mamma Bird got me the gaurd company deal when apoc came out. I had wanted to have a guard army for almost twenty years but could never afford one so this was how I managed to get mine started. Since then, I have scrimped and saved and asked for stuff for presents and gotten lucky in that I have won and placed in a whole lot of tourneys and painting comps.
I have been a little creative in some of my modeling for them. For example, I converted fantasy ogres into ogryn by altering autocannons so that they can hold them (got the ogres here as a matter of fact and they helped me get 2nd place the other day in a tourney as they ripped Tigurious apart in close combat and ate him

), I used a catachan model to represent marbo (the official model just sucks to be honest) and I use magnetized red gas cans as melta bombs.
What have others done to use as conversions in your guard army and have you ever gotten any complaints because of it?
Re: What to use in a gaurd army.
Posted: Wed Mar 24, 2010 3:26 pm
by s_o_r_r_o_w
None of those conversions really pushes the envelope (melta bombs, since they are grenades, do not even need to be modeled), IMO.
I have a project that I've been working on for awhile now, turning the Void Junkers line into a guard army.
This is what they look like:
In the old rules, I used the Carapace Armour doctrine to represent the shields, but that's not really an option anymore. Now I'm just using them as regular guardsmen. The autoshotgun "counts as" a lasgun.
My heavy weapons were a little more problematic.
This isn't exactly the fig I'm using as a heavy bolter, but it's close:
The key for me has been consistency. Every time there's a gun that looks like that, it's a heavy bolter.
Every time there's one of these guys:
He's a melta gunner, representing a short ranges shaped charge grenadier (like a panzer faust).
Obviously, I could never use this army in a GW tourney--but I wouldn't want to, anyway. At the local club and with my mates, it's no problem.
Re: What to use in a gaurd army.
Posted: Wed Mar 24, 2010 6:35 pm
by EVIL INC
Wish I had a camera to show my stuff. After the recent fiasco where I was told I could not use conversions, I just wanted to see what other people used for models and how well well they were accepted by actual opponents (not internet opinions but actual gamers.
I like your guys with shields. With the addition of a sword, they would make GREAT witch hunter ally crusaders. They would also look good as stormtroopers.
Your heavy bolter guy in my opinion is meh, but I would have no problems with you using it as a heavy bolter and totally agree that consistancy in such conversions and counts as is important.
Your melta gunner guy would also make a great crusader.
I have gotten a LOT of compliments on my ogryn and since I started using gas cans as melta bombs, I have since started seeing others use them that way too. A little thread looped through the handle and you can have whoever you want to have it carry it over his shoulder/around his neck till it is used and then just remove it. On my Marbo model, I magnatized it to his scenic base for easier removal.
Re: What to use in a gaurd army.
Posted: Wed Mar 24, 2010 7:04 pm
by montaa
I don't remember if it was ever a "rule" or just some clak I heard at the place I play, but I have recollections of the GW "offcial" policy being that so long as all the base models were GW, up to 50% of the conversion items could be non-GW. Again, I make zero claim on this statement being true.
My tank buster Orks have been using Tamiya gas cans with dynamite in them for quite a while. Granted all they really do is die horribly, but the conversion does look cool
Converting always makes for a great conversation starter. The folks at the garage always have something interesting they are working on. My favorite example is my buddy's Butcher, Baker and Candle stick maker Ogre butchers. Silly sounding theme, but fit nicely and look great.
Re: What to use in a gaurd army.
Posted: Wed Mar 24, 2010 7:24 pm
by s_o_r_r_o_w
montaa wrote:I don't remember if it was ever a "rule" or just some clak I heard at the place I play, but I have recollections of the GW "offcial" policy being that so long as all the base models were GW, up to 50% of the conversion items could be non-GW. Again, I make zero claim on this statement being true.
IIRC, that is the official ratio. Sadly, my Junkers are 100% non-GW, except for the occasional weapon.
EVIL INC wrote:
I like your guys with shields. With the addition of a sword, they would make GREAT witch hunter ally crusaders. They would also look good as stormtroopers.{/quote]
Some of them do have swords, but I've never felt comfortable using them as Crusaders or with a Withchunter army. I think that the medieval feel of WH does not mesh well with the Romanesque look of the Junkers.
EVIL INC wrote:
Your heavy bolter guy in my opinion is meh, but I would have no problems with you using it as a heavy bolter and totally agree that consistancy in such conversions and counts as is important.
Here's the actual fig:
I think he's badass. Though he's obviously not carrying enough ammo.
Re: What to use in a gaurd army.
Posted: Thu Mar 25, 2010 12:55 am
by EVIL INC
@ Montaa, I was referring to a thread here where people were saying you could only use models created for a certain army if you decided to make that army like space wolf models may only be used in space wolf armies and no non space wolf marines could be used and only the official paint schemes could be used with no conversions allowed ect. I know their ideas are different from GW's but it was enough to make me wonder if that sort of balderdash was universal. I can already see more open mindedness with the few gaurd players who have posted here. It must be the fanboyzism of marine players
@ Sorrow, I would almost say he would look better as a grenade launcher guy. Weapon is about the right size and the different barrels could represent the different "tubes" for grenades. Never thought of what you said about the "Roman feel". I can totally see your point on that.
What are your feelings on heavy weapon teams? I make mine serve multi duty. Put the autocannons, heavy bolters and autocannons on horse bases and the loaders on round ones and sit them next to the weapon used. That way, my loaders serve "double duty". I put a few morters on round termy size bases for the same reason and put the missile launchers shoulder mounted on some regular guys. Not only did it same me loads of cash on heavyy weapon teams but makes it easier to set them up on walls and in cover. Not once have I ever seen anyone complain. Not even in tourneys or the ard boyz (not that I even came close to winning THAT one lol).
Just remembered my necromunda gang made of converted beastmen. I used the ork shootas with the drum feeds for shotguns and considered the drum feed to hold the different shell variants.
*Edit: Come to think of it those shield guys would make good arbites.
Re: What to use in a gaurd army.
Posted: Thu Mar 25, 2010 4:21 pm
by EVIL INC
Off topic question, The vindicare sniper can pick models out of a unit. Now, if a guard commander has a bodyguard model in the unit, are they able to "look out sir!" a vindicare shot aimed at the general?
Re: What to use in a gaurd army.
Posted: Thu Mar 25, 2010 5:48 pm
by Ironhide
Don't have my references, but I would say yes. As the "Look out! Argh!" rule is like a special save.
Re: What to use in a gaurd army.
Posted: Thu Mar 25, 2010 6:38 pm
by EVIL INC
Ironhide wrote:Don't have my references, but I would say yes. As the "Look out! Argh!" rule is like a special save.
I am hoping that it will work. My local shop has been doing tourneys fairly regular and there is a witch hunter player who likes to use that assassin to help him get extra points by picking off his opponent's general. Havnt faced off against him in a long time but I fear my luck is running out on that and want to be ready.
Here is my current list.
Inquisitor- Plasma Pistal, Power Weapon, Termy armor
Land Raider with extra armor
Vindicare assassin (was taking callidus but too often I will forget to use the word in ear and when I remember, my opponent will deep strike everything or reserves everything.)
4 ogryn (bodygaurd for the inquisitor in his land raider.
10 vets- 2 melta guns
2 infantry units to either blob or keep seperate.- one has a flamer, one has a missile launcher and a commissar with power weapon and plasma pistol. Generally all blobbed together.
Platood command with las cannon
2 units of 5 ratlings (5 man squad killed off old one eye on turn one in my last tourney hee hee)
Company commander with las cannon, bodygaurd and camo cloaks
pask in a russ vanquisher, H bolter sponsons and las cannon, camo
Russ with H bolter sponsons and las cannon, camo
Russ with 3 H bolters, camo
This is slightly different from what I used last time and placed 2nd. I like to switch it up to keep opponents from knowing what I will bring. Done everything from multiple vendettas to horde infantry.
Re: The Guard Thread
Posted: Thu Mar 25, 2010 8:27 pm
by Ironhide
I'd get 2 mystics to go along with that Inquisitor. And check that "Look Out" rule to make sure.
Re: The Guard Thread
Posted: Thu Mar 25, 2010 8:33 pm
by EVIL INC
I did have a warrier with a melta gun with the inquisitor. Went to the tourney and was pointed out to me that if he has a retinue (of even one model) he cant attach to another unit. That means if I do, I cant attach him to the ogryn and put them together in the land raider. So I gave him termy armor instead. Points were used and made him more survivable in addition to giving him the big smelly guys as his "retinue" in the land raider. Hee hee, you dont expect a raider in a guard army to begin with but you can understand it when you see the big inquisition symbol painted on it. But ogryn are definitely one of the last units you expect (or want) to see coming out of it to assault you.
Will check the look out rule. mHad just posted here cause I thought someone here might know for sure.
This last tourney I got 2nd in I used that same list with small variations.
1. Instead of 2 5 man ratling squads, I had one
2. I had a tech priest and 1 tech servitor
3. One of the russes was instead a 2nd vanquisher
4. Instead of termy armor, the inq had a warrier with a melta gun
I had made the list just for fun and to show off my newly painted ratlings and land raider. Did not expect to actually win anything but it worked well. Although the tech did diddly.
Now painting up a 5 man squad of the older cheapy ratlings to get things right to try the new list out for next time. Also doing up a decorative display bas as that is a new thing they started doing to give extra points.
Re: The Guard Thread
Posted: Sat May 01, 2010 8:06 pm
by EVIL INC
Ok, with Ardboys coming up, what kind of lists are you gaurd players using?
Re: The Guard Thread
Posted: Sat May 01, 2010 9:29 pm
by Gaijin18
(Victoria's own 33rd of foot)
HQ
command squad,pw,regimental banner,,medic,two body guards(color guard) master of ordenance(30pt pie plate,,heck yeah),
(8 men)
Elites
3 8 man ratling/sniper squads(green jackets/riflemen)
(24 men)
Troopers
command squad,melta,flamer,banner.
3 squads,2 with HB,flamer, 1 with Missle launcher,meltagun
command squad,melta, flamer,banner
3 squads, 1 with HB,flamer 2 with missle launcher,meltagun
command squad,
2 squads, 1 with HB,flamer, 1 with Missle laucher,melta gun
2 lascannon batteries(6 guns)
1 mortar battery(3 guns)
1 autocannon battery(3 guns)
(all heavy guns are going to be based on the fantasy empire cannons)
(95 men),not counting gun crews
Fast attack
3 squadrons of 9 man rough riders
(27 men)
154 total guardsmen,orks eat your hearts out.
Re: The Guard Thread
Posted: Sat May 01, 2010 10:37 pm
by EVIL INC
Thats a lot of men and something most wont expect. Wish I could afford rough riders.
Dont see many people use ratlings. I had a five man squad win me a game in a tourney and in the next tourney, my 10 man squad did diddly squat.
I'm assuming we will be able to use inquisitor allies. Heres the list I am looking at using so far. Might change after seeing rules and scenarios.
Company commander
Astropath, Master of Ordinance, Officer of the fleet, 2 bodyguards
Las cannon team, medic and camo cloaks for all.
Figured I'd go for annoyance and long range firepower plus survivability. Sit back in cover and fire away. Looking for hqs to be big targets in scereos so trying to make the unit hard to kill.
Inquisitor Lord
Power Sword/Plasma Pistal
Sage, Mystic, Familiar, 2 heavy bolter servitors, 1 plasma cannon servitor
Land Raider, Smoke launchers, blessed ammunition
I just like my raider and inquisitor models plus allows me to use an assassin
Marbo
Annoyance factor, maybe help out with a big bang or maybe to just pop into a quarter to contest.
Callidus assassin
Need I say why? lol
10 ratlings
For those pesky big bugs, daemon princes and such
Infantry platoon
Officer
Chimera, las cannon
Some ranged firepower
Infantry squad x 2
las cannon, plasma gun
All rounders
heavy weapons squads x 2
3 las cannons
For anti tank use
Special weapons squad
2 flamers, 1 melta gun
Plan on putting them in the valkrie for objectives
veterans squad
Harker
2 flamers, 1 melta gun
Chimera
All round nasties to outflanks and hit enemy in rear or jump onto objectives
Valkrie
2 heavy bolter sponsons
SW unit delivery and annoyance
Russ Vanquisher
Pask, las cannon, Heavy bolter sponsons, camo
Anti tank/big guy use
Russ
Las cannon, heavy bolter sponsons, camo
General use
Russ
3 heavy bolters, camo
General use
I have 10 points yet to spend. Will decide when I can find my derned Witch Hunter book.