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Thread: Guard v Marines

  1. #1
    Hero of War xXClaret-PaulXx's Avatar
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    Guard v Marines

    Hey Guys!

    I'm new to using guard, and just getting back in to 40k. Well last night I met with a few mates, and had a 3 v 2, 3000 points per side, on my side were Guard, Eldar and Necron, against Chaos and Marines. It was pretty close game in the end, and ended about 4 this morning with them slightly ahead.

    What I was wondering is, what are the best things to use against Marines of either kind. I had an aweful night of rolls, so that didn't help my cause, but with 1000 of guard, i took out 2 Assault termies with my mortars, and 2 assault termies in close combat with my guard, and I think that was about it...

    What are the best units to take, especially in a 1000 army, to make the most of the points and clear of marine units?

    Hope that all makes sense, and cheers for reading!

    Paul


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  3. #2
    Monkey Pirate Greenbeard The Ex-pirate's Avatar
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    Well 1000 points against marines... I depends on what type of guard army you want to play. If your going with a static gun line, then in a 1000 points a single platoon filled with missile launchers and plasma guns along with a conscript platoon led by a power fisted independent commissar wont steer you to wrong. Chances are they won't be able to handle that many bodies. If your a bit of a tread head, mechanized grenadiers with a Lemman Russ or two would be a pretty safe call. 2 Squads of grenadiers with melta or plasma guns then make sure your Chimera is fit with some decent guns, heavy bolters and a multi laser should do you fairly good.( While the multi laser only has Ap 6 your wounding on 2s and stand a chance of damaging their dreadnoughts and what not.

    The basic idea when playing marines, or really anyone, is to have a healthy amount of high strength low ap weapons. If you want certain victory... well you shouldn't play guard, but if you want a high probability of winning you need to be good at exploiting your opponents weakness (while this is true for every army we don't have a whole lot of shiny things to hid behind *cough Cough* Tau Shas'os). Instead we have some tanks and a whole lot of meat. If you are not out numbering a marine player at least 2-1 or don't have 5+ tanks on the field you may be in for a real tough fight. Things to keep in mind are, every squad in platoons should have a heavy weapon and special weapon, if your playing mechanized grenadiers or something similar then your transports are fire platforms first and for most.

    Based of what you said, I would leave the mortars out while playing marines. They work great when you have tons of them, and you can either wound on a three plus (most nids, tau, eldar, dark eldar) or deny saves (orks, nids, ect) but against marines you need a 4 plus to wound then they get their 3 plus save regardless. Leave them you in favor of missile launchers and plasma/melta guns.

    Welcome back to 40k, and welcome to the Imperial Guard.
    Rheagar fought nobly
    Rheagar fought valiantly
    Rheagar fought honorably
    And Rheagar died.

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    Mostly agreeing with greenbeard here, also consider some of the less used squads in the list. Veterans with three plasma guns, infiltrating, or popping out of a chimera, same with stormtroopers (the chimera), and finally, my personnel favourite is a special weapon squad with a demo charge, it's rather risky, and will use a doctrine, but if you pull it off the look of horror on your opponents face is always a laugh.
    Inquistion force WIP. Pics on posts 17 and 23.

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