Warhammer 40,000/6th Edition Tactics/Imperial Guard

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For the Emprah

Why Play Imperial Guard

Unit Analysis

HQ

  • Company Command Squad:
  • Lord Commissar:
  • 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.
  • Pskyer Battle Squad: - They are Pskyers, so perils of the warp are first thing that comes to mind. This squad fires a blast with strength equivalent to how many psykers are in the squad. Cool in theory, but they are just like guardsmen in the fact that they are paper thin and will die quickly, so put them in a chimera if you ever think of using them. Never use them for their Blast-power. You're better off getting a Leman Russ. Use them only for the "Weaken Resolve" power, which allows you to drop units to LD 2 (Hilarious against SPEES MUHRREENS). Unfortunately, many armies are either fearless, or Stubborn, negating this power.
  • 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-Chue 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:

Fast Attack

  • Scout Sentinel Squadron:
  • Armoured Sentinel Squadron:
  • Rough Rider Squad:
  • Hellhound Squadron:
  • Valkyrie Assault Carrier Squadron:
  • Vendetta Gunship Squadron:

Heavy Support

  • Leman Russ Squadron:
  • Ordnance Battery: