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This is a cry for help.
I've been playing 40k for 12 years or so and I've never had the opportunity to play against IG. I never really gave them a second thought until I saw the new codex. I love the new rules and not only see great potential but a new challenge for me. In my 40K career I have played and been very successful with Blood Angles, Dark Eldar and Death Guard. I feel as though I have mastered those three armies, but it's clear to me that the IG play very differently!
I'm about to write an IG list and I'm only going to build my army once. I feel as though I've got the gist of playing with an IG army but I'd like to see if I can get some advice from hardcore guard fans and find out what tactics and strategies have continued to work for you over the years. I'm particularly interested in aggressive tactics. I have never been a player who liked to sit back and react. My personal tactical dogma is one of swift action and brutality and it has served me well.
Thanks in advance for any help you can give.
Well, it is good that you are starting post 5th edition codex. For the most part, a lot of us have scrapped our tried and true builds of the last decade or so and embraced Mechanized Guard. Mech is simply better than our old all-infantry lists, drop troops lists or old-style mech lists.
Generally, you don't need as many men as you used to, which is good since they are raping us on Infantry boxes these days. But they do essentially sell one Chimera per squad nowadays.
Based on your preferances, Mech will suit you.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
One of my favorite units is a vet squad with 3 flamers, a demolition charge, and meltabombs riding in a heavy flamer, multi laser chimera.
These guys can score, rape infantry meltabomb vehicles... all for 170 points
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
The chimelta is quickly becoming one of the most feared units in the game. A chimelta is a vet squad with 3 melta guns inside a chimera, if I was starting an IG army I would invest in chimeras and special weapons. We can bring more guns then any other army, what ever imperial weapon you like you can spam it.
Last edited by CKO; July 23rd, 2009 at 06:58.
Holy frozen spaghetti cubes Blackhat, it's Warmaster Phthisis. Why do I still recognize you by your avatar?
You may be more interested in aircav than mechcav, in which case the plan remains the same as the chimera squads above, except with the inclusion of Valks/vendettas in their place. And with the size and speed of valks, using them in squadrons won't kill your disembarkment range.
A full size Psyker Battle Squad in Chimera is also pretty popular these days, because of the damage they can do to an army's leadership. Oh and they have another power too, it blows stuff up.
If you have space and 80 points lying around, I'd recommend a Penal Legion Squad. They won't do much, but they can help keep the opponent off balance during deployment/early game.
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.
dont forget russes with plasma cannons! they are the most destructive weapon in the game at this point, if you squadron them, they become even more powerful(of course squadrons are more risky)
mech guard is not the only way, if you have enough men, you can load up on special weapons and create a grinding force that has you removing handfuls of models a turn, but can win in the end because you will have enough men to spare, once you get within 24' the enemy begins to feel the pain
(of course im a treadhead myself so i usually dont try a ground pounding infantry army)
Hellhounds are good tanks
Satan - "**** you Kage! And **** you Jables! I'll get you Tenacious DDDDdddddddeeeeee!!!!!!"
I played a game against an ork player where he charged a full boyz squad into my front line of conscripts. Needless to say they died, but on my turn I assulted him with 2 veteran squads with 3 flamers. Only 2 orks lived.
Well you could play horde infantry, elite infantry, armored cavalry, air cavalry, or some combination of them all. There are very few things in the new codex I *couldn't* find a good use for, depending on what I want a list to do. So it really comes down to how you want to play and what models you like IMO
If you could give us a short recap of how you played your BA, DE, and DG we could probably point out some good ways to play IG competitively that will NOT feel like you're playing one of those armies
No offense to every one that has posted on this topic, but I've been cruising the forums and U-Tube and it seems that the Imperial Guard community doesn't understand what a TACTIC is. All I ever see and hear is: "This unit is awesome" or "You should totally equip this squad w/ __________".
Everyone, listen carefully, the above are not TACTICS, they are army list selections. Tactics do not tell us what to take, the tell us how to use what we take. I don't need another person reading me the codex, I can do that myself.
Anyway, on topic and here are a couple TACTICS:
- If running Chimeras and Hell-Hound variants keep them together and deploy the Hell-Hound variants on the flanks to better protect the Chimera's weaker side armor.
- In 5th edition Melta-Guns and Assault units have become the most effective Anti-Tank hunters. The Imperial Guard, more than any other army, need our Tanks to give us a needed advantage and they need to be protected. Below is a deployment diagram:
OO TTTTT OO
OO TTTTT OO
OO TTTTT OO
OO TTTTT OO
OO TTTTT OO
The Infantry Squads or Penals are on either side of the Tank. The beauty of this formation is that it can be adjusted to react to where danger is coming from:
- Ideally, when taking an Objective outside your deployment zone try to use 1 or 2 Scoring Units and 2 Vehicles. Make a triangle with the 2 Vehicles forming the sides and the Scoring Units forming the base that way the Vehicles will block line of sight. Sure the Vehicles are now exposing their side armor and will likely get destroyed, but this is happening end game and if the Vehicles turn in to wreckage, no problem, if not, than you're giving your Scoring Units 1 more turn of survivability.
Last edited by counterwavecounter; July 23rd, 2009 at 18:13. Reason: Added One More
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