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I plan to go IG, and I do not have the Codex yet, and I was wondering if there was something that is includedd in every Imperial Guard list, something that is near-mandatory for any list competative. Something like Boyz for Orks, or something like that.
Most people will not leave home without at least one squad of veterans with 3 meltaguns in a Chimera with Multi-laser and Heavy Flamer.
Some will give them the Demolitions Doctrine to make sure they get the job done.
Other units that are popular are the Vendetta, the Valkeryie and the Leman Russ Demolisher.
Everything else is preference, and it is possible to create a list without any of the above and still be a force to be reckoned with!
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Yes, there is.. Chimeras.
haha..thats actually a pretty good question in my books. i think omegoku is right, those units are very popular, i think its more a case of its better to go with X then Y.. for example..
Vendetta > Lascannon heavy weapon teams for anti tank
Hydra > autocannon teams for anti infantry
Chimeltas > platoons for all round utility
personally, the most awesome unit ive been running recently is the famed triple-flamer demolitions veterans in vendetta. this can do amazing things (like melta bombing land raiders in the first turn, or demo charging whatever vulnerable unit needs to die)
Okay, there are a few things to keep in mind when building Imperial Guard armies. These are our 'core tenets', if you will.
1. We can spam more Special Weapons than anybody else
(Plasmaguns, Meltaguns, Grenade Launchers, Flamers, Sniper Rifles)
Command Squads (Company and Platoon) can have up to 4 each. Veteran Squads and Special Weapon Squads up to 3 each. You should always aim to put at least one in every squad, because they are cheap and so are our squads. Company Command Squads (CCS) and Veteran Squads should always have the full allotment, to take advantage of their increased BS of 4.
2. Our Heavy Weapons are cheap and can be spammed
Each Infantry Squad, Veteran Squad and Command Squad can have a Heavy Weapon Team. For a mere 10 points, you can add an Autocannon and it is almost always worth it. There's a good amount of debate as to which is the best Special/Heavy combination in Infantry squads and each side has it's merits. But it's generally agreed that Autocannon/Grenade Launcher (AC/GL) is the most point-for-point effective combination.
These can be considered the main benefits of the Imperial Guard. More often than not, we can bring more weapons to bear than any other army. This is something you should use and abuse to your advantage. Try not to mix functionality (Heavy Bolter and Meltagun, Lascannon and Flamer) to try to tackle a large variety of enemies. Keep it simple and focus each squad against one type of target. We have enough cheap squads that you can simply take more and add more weapons.
In addition, there are a few stand-out units that are featured in most lists:
3. Chimeras are cheap and absurdly effective support for your infantry. The most effective combination is a turret Multilaser and hull Heavy Flamer (ML/HF), as you can only fire one weapon when moving 6" anyway. Use the Multilaser to take pot shots at MC's or transports and the Heavy Flamer when the opponent gets too close. Use them as pillboxes, mobile cover, or simply a tool to clear a path through a defensive line by tank shocking. It serves many purposes and is a cornerstone in most IG strategies.
4. Vendettas/Valkyries are also cheap for what they do. Valkyries should always be upgraded with Multiple Rocket Pods (MRPs), but Door Gunners are optional because their weapons are not defensive (and thus will rarely get to fire). Vendettas are the most effective platforms for Lascannons and you will rarely field them more effectively elsewhere. Valkyries are a downright brutal anti-infantry platform and make great transports for small cheap squads to zoom to objectives with.
5. Hydras are the most effective source of Autocannons in the army.
6. Leman Russes are our main workhorse. There are a ton of combinations but you can't go wrong with the regular Battle Tank. Demolishers are also excellent but the others very quickly get too expensive to be fielded in numbers. Leman Russes will get targeted early on so the best solution (like every other in the IG) is to just get more of them.
Some other things to keep in mind:
- Vox networks are usually not worth it
- Sniper rifles are rubbish, only really useful on Ratlings
- Ogryns are rubbish
Okay, that was very helpful.
If Ogryns are rubbish, then do we have any counter-assault units? I just came form Orks, so I'm trying with an army that can sit and shoot, but I know that some assault armies have very effective ways to get close ('Nids have drop pods now!?). Or do we just avoid the assualt phase at all costs?
If you are playing a static gunline, your protection from assaults should mainly be Chimeras and sacrificial Infantry Squads. Use the ton of cheap vehicles we get to block line of sight and force the enemy to go where you want him to go. Throw cheap Infantry Squads at him to slow him down while you bring your guns to bear.
But if you really want a counter assault unit, Rough Riders are your best bet. They're a bit of a one-trick pony (pun intended) but a unit of 5 is very cheap and can deliver 10 x S5 I5 power weapon attacks on the charge. After the initial charge, they'll be useless, but they're so cheap it doesn't really matter. The only problem is that they are Fast Attack and compete for space with some of our best units (Valkyries, Vendettas, Hellhounds).
Grey Knight Terminators are superior to ogryns in almost every single way - they have 2+ saves so they can stand up to small arms fire just as well as ogryns can with their extra wounds, and they perform alot better in close combat with 2+ I, fearless, power weapons, always str 6 (instead of just on the charge) and they rock at shooting, so they can synergise with your army. if you wanna spend the points on a solid countercharge unit you should really consider getting some, you dont have to run them in every list, but they add a really nice flavour to your list, and when you come up against something that could really use a good old head bashing they outperform ogryns by far. Heres my fav, all rounder combo
Grand Master w/psychic hood and psycannon
4 GKT retinue w/ 1 psycannon
Now i realise this is on the expensive side, but thats 6 str 6 ap 4 ignoring invul shots per turn, plus 6 stormbolter shots per turn at 36/24 inches in addition to a force weapon that ignores eternal warrior at i5 (it was designed to kill daemons after all, and theyre all eternal warriors) and something like 18 power weapon attacks at ws 5 on the charge, also you get an unlimted range psychic hood to boot.
the cheaper version goes more like
Brother Captain w/ psychic hood
4 GKT retinue
but either way i think you will find them loads more effective than ogryns are, and i think it synergises really well with guard units, you have so many cheap guys lying around its fun to just throw them at the enemy assaulters to stop them from getting the charge on your GK termies, even though theres only a few units in the game that could put a serious dent in them in a single assault, then you charge in with termies and win the day. you can even buy a spare chimera and hop them in first turn so they can drive around too.
anyway, enough selling the GKT idea, i could go into a whole bunch of mathhammer where the GKT and ogryns go up against a bunch of marines and demonstrate how well the str 6 and powerweapons serve you.. but its really all about your taste.. some people think ogryns are more survivable, and in some cases thats true often its better to take no counter assault and just throw a squad into a combat and kill it, so next turn you can FRFSRF at the assaulters and hit them even harder.
Also, im sure that sandwyrm will be back anytime soon to preach about armoured sentinels as a tarpit unit, nothing is funner than denying all those orks a chance to close with your lines because they have to spend the rest of the game trying to kill 3 armoured sentinels with a single power claw
Don't need worm. I'll do it too.
Armoured Sentinel = Tarpit unit.
So as an I.G. player we can use other races things (as other races I mean Space marines, Witch hunters and Deamon hunters, aka Imperium armies)