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===HQ=== | ===HQ=== | ||
*'''Company Command Squad:''' This squad provides leadership to the many. It orders around those who can order around others.This unit gets orders | *'''Company Command Squad:''' This squad provides leadership to the many. It orders around those who can order around others.This unit gets orders. It gets an ample selection of gear, and extra dudes. This includes a 30pt template weapon, penalize the enemy reserve rolls and bonuses to your own. This unit can have its leader switched out with other named leaders with awesome powers and gear. This should be your HQ of choice. The only sad part is that you can only take two of them. | ||
**'''Ursarkar E. Creed:''' For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for being able to use a lot of douchebaggery with his Tactical Genius special rule. But he should be known for his massive 24" command bubble and his 4 orders per turn. Seriously. You don't have to use his ability to run a Leman Russ into their flank, you can also send your tanks in with a Scouts rule BEFORE MOVEMENT. No one expects it, and it can help you get the drop on enemies or even force someone's hand. If you have the first turn, you can position your Leman Russ tanks to do some serious damage to the enemy line, or even move your Heavy Weapons squads into a position. Technically, after they get their scouts moves, they can fire. Creed might be fun for being a dick, but when you're running a solid force, he is an excellent asset for any force that might need a bit more mobility in their army list. | **'''Ursarkar E. Creed:''' For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for being able to use a lot of douchebaggery with his Tactical Genius special rule. But he should be known for his massive 24" command bubble and his 4 orders per turn. Seriously. You don't have to use his ability to run a Leman Russ into their flank, you can also send your tanks in with a Scouts rule BEFORE MOVEMENT. No one expects it, and it can help you get the drop on enemies or even force someone's hand. If you have the first turn, you can position your Leman Russ tanks to do some serious damage to the enemy line, or even move your Heavy Weapons squads into a position. Technically, after they get their scouts moves, they can fire. Creed might be fun for being a dick, but when you're running a solid force, he is an excellent asset for any force that might need a bit more mobility in their army list. | ||
**'''Sergeant Kell:''' | **'''Sergeant Kell:''' |
Revision as of 11:50, 11 May 2010
For the Emprah
Why Play Imperial Guard
When recruits are inducted into the Imperial Guard, they are given three things. Their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor"), and the regulation extra large wheelbarrow that allows them to cart their massive brazen balls into battle.
From a gameplay perspective, the Imperial Guard army is a flexible force known for having either hordes of cheap infantry, waves of tanks, or a medium in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (meltaveterans in Chimeras are not the sole option in the Guard army after all).
That's why you play the Imperial Guard.
Orders
Unit Analysis
HQ
- Company Command Squad: This squad provides leadership to the many. It orders around those who can order around others.This unit gets orders. It gets an ample selection of gear, and extra dudes. This includes a 30pt template weapon, penalize the enemy reserve rolls and bonuses to your own. This unit can have its leader switched out with other named leaders with awesome powers and gear. This should be your HQ of choice. The only sad part is that you can only take two of them.
- Ursarkar E. Creed: For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for being able to use a lot of douchebaggery with his Tactical Genius special rule. But he should be known for his massive 24" command bubble and his 4 orders per turn. Seriously. You don't have to use his ability to run a Leman Russ into their flank, you can also send your tanks in with a Scouts rule BEFORE MOVEMENT. No one expects it, and it can help you get the drop on enemies or even force someone's hand. If you have the first turn, you can position your Leman Russ tanks to do some serious damage to the enemy line, or even move your Heavy Weapons squads into a position. Technically, after they get their scouts moves, they can fire. Creed might be fun for being a dick, but when you're running a solid force, he is an excellent asset for any force that might need a bit more mobility in their army list.
- Sergeant Kell:
- Iron hand straken:
- Nork Dedog:
- Lord Commissar: Lord commissar is a independent buffed out commissar, the key ability of him makes everyone around him ld10. And that is awesome. The main issue is that he is a kill point himself and he takes away a slot of HQ for more company commanders.
- Commissar Yarrick: Awesome fulffy man. Costs quite a bit. Very close combat oriented. He can come back from the dead... a lot. He has some nifty gadgets. So if you like his back story and are making a close combat guard, this is the man for you.
- Primaris Psyker: Force lighting in a small package. Fun at small point game (500 or less) take two and have them run around for 4d6 attacks at str 6. At larger point games, he takes away from the very important order system. A unit for fun games.
- Ministorum Priest: This guy is somewhat iffy. His abilities are mostly all effective, but he costs 60 when he is at his peak. Put this guy in a huge squad of guardsmen. Make them stubborn as shit, and for the low cost of 15 points, you can be the new owner of a two handed giant chain-sword counted as a powerfist, very useful for a blob squad that can only have power weapons.
- Techpriest Enginseer: Sadly, not that many people use it. There can be a point to bring a techpriest and some servitors if you have a mech heavy list, but most cases than not, he won't see any action, as he can't really keep up with vehicles, is pretty vulnerable to incoming fire, and more expensive than he's really worth.
Elites
Just to let you know, the IG Elite choices are the worst section of units in the codex. They cost a lot point wise, and model wise. If you like fluff, you might enjoy a few of these. If you like to fuck with your opponent and laugh your ass off, these may be for you.
- Ogryn Squad: - Big meaty men things with pretty awesome assaulting guns, terminator equivalents to an extent. Assulty wall of meat. Lovable to the end, witch will be soon, seeing as these guys are a firring magnet. In short, why they suck:
- No power weapons. S5 (6 on the charge) is nice, but anything with good armor will laugh it off.
- Shit armor. 5+ saves means they take a LOT of wounds, which can cause your big retarded line-backers to actually lose combat.
- Shit Leadership. Stubborn is nice, but LD 7 is still LD 7.
- Ratling Squad: - Snipers, cool in theory, but everything wounds on a 4+, even against gaunts. You should have meltas or lascannons to take out big things, not a paper thin squad of midgets. Also most competitive armies have fearless, so say goodbye to your beloved penning. Ratlings are just too soft (T 2) and too cowardly (LD 6) to really have a place in the guard. If you want snipers, you're better off using Vets, Command squads, or special weapon teams. Just Say NO to space hobbits.
- Psyker Battle Squad: - A full Psyker Battle Psyker Squad in Chimera costs like a Leman Russ, while not having the same degree of survivability. Psychic Defenses can give them trouble, as do many other issues. So why bother taking these poor saps?
- The first reason would be if you wish to take a Large Blast, but don't have left-over Force Organization slots in your Heavy Support Section. A reason for this would be should your army choose to take Manticores or Hydras. Depending on the foe at hand, and your ability to throw other high-priority threats (including Veteran Squadrons or Vendettas), you *should* be able to afford keeping them disembarked in cover, where they now have the option to benefit from Orders, "Fire on My Target" turning them into a wannabe Eradicator...
- However, the most popular reason these Psykers get taken is because of Weaken Resolve. The ability to lower enemy Leadership for the remainder of the game turn has a lot of utility, both offensively and defensively. The most common use of it is to set a unit up for being Pinned/Routed by Manticores. This doesn't work against Stubborn or Fearless opponents of course, yet even against these foes, Weaken Resolve can reduce the success rate of enemy Psykers dramatically. This is your Psychic Hood-equivalent.
- Storm Trooper Squad: - In general, they are inefficient at general-purpose duty and are best-used at higher points-levels. Their main selling point, that they have AP 3 weapons by default, is negated by their low Strength, proliferation of cover, and the fact many Marine armies rely on dirt-cheap transports. Combine with having less Special Weapons than a normal Veteran Squad and things look grim. That said, they do have their role depending on the build you want to go for. They can choose to Deep Strike (and reroll Scatter) or Scout. For lower point levels, this doesn't matter as much, as one can use Veterans and Valkyries/Vendettas as part of the "Scout Rush", but one only gets 6 Veteran squads max. Storm Troopers can provide a Scouting/Outflanking Chimera if need be (which can be useful if you intend to outflank Vendettas, for they can be used in tank-shocking anti-outflank screens out of the way), additional Deepstrikers that aren't dependent on Grav-Chute Insertion and additional Melta support. So they *can* have a role depending on the armybuild you go for.
- GUARDSMAN MARBO FUCK YEAR: - Rambo is a strange unit in and of himself. There can only be one. He is 65 points, the same cost of a bitchn' 10 man squad with a grenade launcher and a power weapon. And rambo is a kill point that you practically give your opponent. On the other hand, he is the shit. He swoops in and drops a pie plate of death anywhere on the board (str8 ap2). If he can last the next turn, he can fuck some units up in close combat until he dies a fucking glorious death. If Lady Luck and Admiral Awesome are on your side you should take him. If you don't, you can go join the unmanly players at the not imperial guard table. Its up to you.
Troops
- Infantry Platoon:
- Veteran Squad:
- Penal Legion Squad:
Dedicated transports
- Chimera: - This is the gem of the METAL BOX world. It makes the guard competitive at high end play. It is common practice to replace the hull mounted heavy bolter with a heavy flamer to discourage people from charging you.
- Cheap. (point-wise) You can spam them, Get lots and lots of multi-lasers, and a solid wall of AV12 metal.
- Makes slow guardsmen mobile.
- You can fire all your important shit (special weapons) out the top hatch. Letting you fry while staying safe from retaliation. Heck, commanders can even give orders out the top hatch.
Fast Attack
- Scout Sentinel Squadron:
Weak armor, going to die second turn most probably. Fun choice of weapons. Key part here is they have scout. So three sentinels coming from the side or scout into cover blasting away causing havoc in the enemy ranks. But still. They are going to die. They are open toped. They are going to die. They have 10 armor. They are going to die.
- Armoured Sentinel Squadron:
Armored heavy weapon squad pretty much. Can move around unlike heavy weapons. Can do decent in close combat unlike heavy weapons. Even better choice of awesome weapons compared to scout sentinels.
- Rough Rider Squad: Poor misbegotten Rough Riders. Yes they're cavalry, yes they're dirt-cheap, yes they can be virtually guaranteed a 24" charge range if you use Move! Move! Move! on them...and they are ultimately a one-trick pony that is difficult to hide in cover, is fragile in close combat, near-useless against actual dedicated assault troops (go ahead and charge Genestealers with them...), and should they be tarpitted, die. Perhaps the only way to reliably use them is with Creed, Glory for Cadia and all. And for that investment, couldn't one buy another Hellhound?
- Hellhound Squadron: The Hellhound tank variants give you access to Fast Tanks. This can have its advantages, as you use them for movement-blocking, tank-shocking, or blasting enemies to oblivion. A low profile makes finding cover for it relatively easy, though cover-hugging isn't exactly the best use of this tank. There are three variants, each with a unique turret weapon, and the choice of hull-mounted Heavy Bolter, Heavy Flamer, or Multi-melta.
- The standard Hellhound is a very handy infantry-killer. If they're not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves), and not in a transport, they will die. The range of the Inferno Cannon means that you can expect them to hit enemy infantry starting on turn 1 (move 12", fire 12", cover another 8" with flame template). Ran in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. As a general rule however, the Hellhound does best with a Multi-melta, for it can only fire one weapon at Cruising speed anyway.
- The Banewolf sacrifices the range of the Hellhound for a poisoned AP 3 flamer template. Banewolves will kill any infantry short of Terminators or similarly tough units. Their armor and speed give them unparalleled ability to be used for flushing enemy infantry from cover. This said and done, this may be the one variant you can afford to specialize; because the Chemical Cannon is a Defensive Weapon, adding a Hull-mounted Heavy Flamer means you're moving 12" and throwing out two really mean flame-templates.
- The Devil Dog is the last one out, eschewing a short-range flamer, for a Melta Cannon. This weapon is unique in 40k, for being a blast weapon with the Melta rule. Partials do benefit from the melta die of course, meaning that these tanks are great for sending into the center of an enemy armored formation and intimidating your opponent into breaking up, lest he find himself losing multiple tanks! Alternatively, assuming one has reliable long-ranged anti-tank, the Devil Dog can be used for finishing off survivors of destroyed enemy transports. Add a hull-mounted Heavy Flamer, and the Devil Dog can flush troops out of cover (though not as efficiently as the Banewolf). While not a flashy vehicle, it gets the job done.
- Valkyrie Assault Carrier Squadron:
- Vendetta Gunship Squadron:
Heavy Support
- Leman Russ Squadron:
- Ordnance Battery: