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I've been playing guard for 4 years now and played around 100 games with them so i would like to share some of my tried and tested knowledge.
First off before i can begin it is almost never a good idea to give guard mixed weapons ex: lascannon and grenade launcher one a great tank hunter one a killer of light infantry. If I ever see another person make this mistake I will hunt you down take an embaressing photo of you and post it in this thread.
Don't ever be one of those people who spends 200 points making this squad lethal in assaults it will never do well in an assault the best you can make it is decent. An officer with some equitment a power weapon or fist in larger games. Never take vox casters or master voxes they are a huge waste of points. For these guys special weapons are a must i'd recomend 2 of one type. I wouldn't recomend heavy weapons in these squads but they can be very effective.
Fire Support Squad
heavy bolters are great light to medium infantry killers, but autocannons are great for nailing light vehicles.
Anti Tank Support Squad
I prefer lascannons for these because if you hit something it will hurt ,but missile launchers are better for lightly armoured armies with light/ no vehicled (orks and Tyranids)
Mortar Support Squad
Ailarose wrote a great tacticia on mortars in the finished tactics section
Sentinel Support Squad
see sentinel squad
Special Weapons Support Squad (suicide squads)
I find that there are 2 great ways to use this squad
1) 3 meltaguns and drop troops-get close to those enemy tanks or independent characters and shoot this works great against indirectly firing vehicles as them hiding from you and likely being at a table corner often means the enemy can`t see you to shoot back
2) 2 flamers 1 demo charge and drop troops- drop in and destroy enemy light infantry or hold them back and use them to counter attack, what ork wants to be hit by that always move these guys forward before you fire for 2 reasons short range and 6 inch range 2d6 scatter, also shoot the demo charge last in case it scatters back into your flamers
What can i say hope you roll well on the psycic power chart, if you want to you can gear him up for close combat with honourifica imperialis and a force weapon this is costly but can prove usefull personally i wouldn`t recomend taking them, perils of the warp is pretty nasty when you have that profile.
Not great as they can end up killing your officer, but can be very effective if you take the independent commisard doctrine and put him in a conscript squad. bring them up to a high leadership, great for holding objectives.
I beleive these are the biggest rip off in the game, sure they would be great with ogryns but then you would need to take quite a few to get an extra one, not good at all.
These guys are good infiltrating in small squads with 3 special weapons, or deploying normally with 3 special weapons and one heavy. Lethal with their increased BS. 10 guys with 3 plasma guns and 1 autocannon infiltrating into 4+ or 3+ cover with cameleoline, goodbye transports or maybe even full blown tanks if you get the side or rear armour.
I find these are overpriced but if you want to use them go ahead more power to ya and good luck you`ll need it. Don`t move these guys forward they`re a better tar pit unit. An assault squad that engages them will have its hands full for a few turns and unlike other tar pits (swarms) they have a gun and might even kill something in combat.
These guys are one of my favorite units in 40k. Units of 5+ with 2 meltaguns and deep strike, maybe 2 flamers grenade launchers and vet sarges with stormbolters are great on the move, 2 plasma guns work against anything but heavy vehicles. The option for a chimera boosts their mobilitynot to mention the new 5th ed transport rules. With grenadiers they can even hold objectives. With the stormtroopers, grenadiers doctrines and 3 inquisitorial stormtroopers squads (you need codex witch hunters and daemonhunters) you can have up to 90 stormtroopers hint hint.
These guys are effective little marksmen and with the improvement of sniper rifles they will likely be making their return. Now with better cover saves they will be even harder to remove. Even if you see good cover in front of your deployment zone don`t infiltrate them into it, unsupported and close to the enemy they won`t last long, it`s better to infiltrate them behind your main line and use their long range to best effect.
This is the only unit in the guard codex that Ive never used before. So Im probably not going to give the best advise buthere is what i can guess. you should either go cheap and take the only some tech servitorsthen hide him behind 2 or three tanks. Shot with 4 gun servitors 3 heavy bolters 1 plasma cannon. Or counter charge with some combat servitors and maybe a gun servitor so the unit has something to do before the assaulting starts.
see command squad in HQ
Infantry Squads and Armoured Fist Squads
These squads are the meat and potatoes of most guard armies, unless you have some cool fluff you want your army to follow. You need at least 4 in a game of 1500 points or 6 in 2000 and should have more. All of which should have a special and heavy weapon, remember these combos as they are tried and tested by many guard generals. Lascannon-Plasma gun, Autocannon- Plasma gun, Missile launcher- Plasma gun, Heavy bolter- Grenade launcher. Dont take mortars in these squads because if theyère hiding most of the squad just becomes wasted points but if they arent heavy bolters are just more accurate and dont have a minimum range.
These only need a turret weapon and a hull weapon maybe smoke launchers, dont go down the armoury saying thats nice, OOh that could be useful, hey this is only 10 points ect. soon youll end up with a 150 point tank thats just more effecctive than one thats less than one hundred. I like to hide my transports in the early game that way they are unscathed when its time for them to pick up a squad and run them to an objective. Only take meltas and flamers in reminants squads, and thats only if you have drop troops.
These guys are possibly the worst unit in the guard army... individually, but isnt that what the guard is about worse than avrage troops supporting each other against the horrors of the galaxy anyway back to the tactics. Take a squad of 40 or 50 with flamers or grenade launchers and an indipendent commisar leading them then get em on an objective in the late game, dont be surprised if your opponent starts throwing dice at you,
Yes Dakka,Dakka,Dakka hellhounds are good tanks. A flame weapon weapon that can reach out 24 inches and burns better than a heavy flamer, and it can be fired alongside a hull heavy bolter. Whats more ironic than fire dragons trying to get in range of the tank and getting brutally burned.
There are only six good compositions for this unit without wasting points and they are in order of best to worst 10 rough riders hunting lances, 9 rough riders hunting lances, 8 rough riders hunting lances, 7 rough... you get the idea the only thing that should change is the number and weather or not you want a vet asrg for extra attacks.
I would just take 1 weapon per sentinel and that is it. no vehicle upgraedes the sentinel will die fast with or without them they cant help a vehicle thats that easy to kill. If you can try and avoid taking squads 2 units of 1 sentinel are better than 1 of 2. If you take a heavy flamer try and get drop troops. Oh and dont forget to use your scout move.
Leman Russ Battle Tank
You can put this in the front of your deployment zone to act as a bulwark or immovable object to take the heat off your infantry, or put it in the backfield where it can lob ordance from out of your enemys range. Basalisks with or without ind fire are better at the latter (cheaper, longer range, higher strength). So your russ should be at the front. Id recomend giving it 3 heavy bolters for lots of anti infantry shots for cheap if the battle cannon gets blown off.
Leman Russ Demolisher
If you take one of these it is vital to have it at the front because of its main guns shorter range. An insane strength and awsome AP cant hurt, just watch as it fries even chaos lords of nurgle in terminator armour. For its secondary weapons i recomend a lascannon and a pair of plasma cannons to further its heavy infantry destruction, only at a longer range and with less scatter.
These are at their best at one of two extremes, large games or small games. 3 in a 500 point game is not only possible but absolutely lethal. In large games one in each corner of your deployment zone or especially in Apocalypse almost nothing on the table is safe from their mighty guns.
Heavy Weapons Platoon
I covered all this in the HQ section and am getting a bit tired of typing so will not repeat it all here.
Ok thats my breakdown of the guard army list and how to use it if you feel i missed something or or made a mistake feel free to comment i doubt that i covered everything or all the best uses of units. Besides after reading all that you deserve something.
Also my grammar got worse part way through writing this, thats because my keyboard got messed up and apparently this è is an apostrophe.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Ok i'm going to guess nobody posted on this thread for one of three reasons- either this is a great all encompassing tacticia and nothing needs to be added, or i messed up royally and there is so many things wrong with it you don't know where to start, or it was boring and nobody finished it. At least let me know which one for future reference.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Relax dude, just because nobody replied does not mean bad things. From my experience, the Imperial Guard forum is one of the more chilling forums here at LO and is not filled with people who come along and go: "You're wrong, you know nothing, you're a newb, blah blah blah", unlike some other forums, that I will not mention here.
Anyway, I agree with most things, especially your snippet about Special Weapon Squads. So, I'll just give you the things I disagree with:
1. You neglected to mention the Leadership boosting capabilites of the Command HQ's Company Standard, which, IMO, is the only way Command HQs should be used. I disagree with you about fielding Heavy Weapons in Command Squads. If they're going to be static for Ld purposes then giving them a Heavy Weapon should be mandatory.
2. Chimeras. Rough Terrain Modification is an upgrade every Chimera should have, for 5 points you become essentially immune to difficult terrain. This ability is extremely important for Transport vehicles that aren't skimmers, it significantly increases their effectiveness.
And that's about it, at the end of day it's all differing perspectives and there is no perfect way to field a Guard army. So, you say potatoe I say potato. The only reason I can surmise for the lack of replies is that all of the things you said were very generalized and very much your opinion. A complete tactica should include the advantages and dis-advantages of each unit devoid of personal preference and let the reader decide, that doesn't mean there is no place for your opinion, it just needs to be folded out more into reasons for and against, not just because you say so.
Last edited by counterwavecounter; August 27th, 2008 at 23:22.
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte
I've been playing guard for nearly 6 years now. I'll post some info later, although there are threads laying about with my commentary here.
"Goebbels was in favor of free speech for views he liked. So was Stalin. If you're in favor of free speech, then you're in favor of freedom of speech precisely for views you despise. Otherwise, you're not in favor of free speech."
youve been legal pwned
2 thumps up! I found your article very informative and easy to read. I liked especially your suggestion about putting flamers in Deep Striking remnants squads. I will try them along with DS H.Bolter and G.launcher squads.
Just adding to your tactica if you don't mind:
Conscript Units Can be used in 2 ways, sitting at the home objective or marching forwards towards an objective. Either way with either a command squad with a standard nearby or an indy commissar within the unit for leadership.
The first tactic ensures your home objective won't go without a fight. The great thing about this unit is even at its min size of 20 you can spread out nice and wide while still keeping 50% in cover and denying any enemy infantry from getting within 3" of your objectives simply because your spread out so much. For this I recommend the indy commissar as he can be given melta bombs which gives them a chance to stop vehicles that are trying to contest at the last minute. If you have a platoon command squad sitting on the objective and the conscripts in front then even if the enemy assaults your conscripts and pulls them out of scoring range your platoon command can still score.
You can give this squad weapons, if any I'd recommend 2 missile launchers and 2 grenade launchers for the blast templates, You'll still have the same chance to get a hit as with any other weapon they fire, but you have a less chance to get a complete miss.
Then there's my favorite method, the advancing waves of human meat shields. A unit of 50 will need 13 casualties before taking a test, considering they have the same defense as a guardsmen that's quite compared to a normal squad's 3 casualties. Now you can again either have a command squad with banner following them or an indy commissar. If your using a command squad I recommend taking either grenade launchers and a storm bolter for support fire that stays constant on the move or flamers and a power sword for an effective counter charge unit. A medic can help as well if you have the points since this unit will be attracting a lot of fire and will always get a cover save because of the conscripts in front.
Then there's the indy commissar, again once you reach that 13 casualties if you fail your test it just makes it 14. Make sure he's at the back of the unit, with a unit this large you can still ensure your commissar doesn't get into combat for at least one round because the assaulter's are more than 6" away.
My favorite loadout for this squad is 5 flamers. Nothing in the 40k universe can cause these guys to be taken out as casualties until your squad is significantly reduced in numbers (or your playing apoc) and 5 flamers will decimate almost any units from hordes of gaunts/orks to termies and MEQ's. If you want a little more range the grenade launcher is useful too but I recommend firing always the frag over the krak, 5 blast templates means that even MEQ's are bound to take a few casualties.
While it makes it very dangerous to templates and blasts, in fact so dangerous I recommend against it, close order drill makes this unit pretty decent in close combat striking with that many attacks at I4.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
Thumbs up to these tactics I thought they were great but I disagree with a few things. I think chimeras should be upgraded with rough terrain modification etc... only because then you can ferry men safely into ruins, forests so on... I agree with not putting heavy weapons in command squads because they should move with the advancing Infantry to give orders. Great tactics thanks.