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Was slaughtered by them in a 1,000 pt game.....really two or three reasons i lost. One was my own freakin fault, I didnt even move my first turn, was too eager to get to shooting. Really cursed myself over that. Another was he brought DH allies in the form of an Inquisitor and a Vindicare. Snipe picked off my fire support. The final reason was the bane of my existance, the Lemun Russ. The Demolisher variant ko'ed my enitre Assault Squad. The sniper picked off my lascannon and missil launchers....I cried a bit that night......
Move your ass!
Out-shooting the Guard is near impossible. If your into traits See, but not be seen is a great one against them. Assault them as soon as possible. They don't like that one bit. First turn rapid fire on them, second turn assault. This negates them shooting some of your squads.
Rule of thumb: Assasins aren't worth it 9 out of 10 times. A Vindi is a mean ___ points not including a Inquistor Lord (you use the Elite slot for the Assassin!). Personally I would say (if you want to use allies at all) that if you infiltrate, give one of the infiltraters a homer and teleport some GK termies in there.
Assault Marines with Meltabombs or a Lascannons or two can do the job nicely. Demolishers has crap range, so you might as well use it to your advantage. As for the Assault Marines bombing, they are usually pretty close before he can fire at them so if you survive the first shot they are probably going to bust it.
- Hope it helps
Ah, yes, the Imperial Guard. I'll share some of my favourite tactics with you. Try them out the next time you play against the Guard and see how they work for you.
As was mentioned above, Imperial Guard absolutely hate being assaulted. With far inferior characteristics, Guardsmen stand little chance against a Space Marine army determined to get into assault quickly. You'll want to have a quick army, probably playing the Fast Assault archetype. Assault Marines, Bikes and Infiltrating Scout Squads will all help a lot to achieve victory.
Sadly, you're going to have to deal with their heavy tanks. I'd stay away from Land Speeders and instead rely upon the usual las/plas Tactical Squads to fire away at any armor in sight. You can likely expect these units to last a long time, since any Assault or Bike Squads will draw the majority of incoming fire. It might be helpful to take melta guns on your Bikes where possible, as these are great at taking out armor at close range.
Now, time for the more advanced stuff.
Firstly, Imperial Guardsmen have pretty poor Leadership. Even if they're inside the Ld enhancing bubble of an Officer, they'll scatter before a Librarian who uses Fear of the Darkness. Put this guy on a Bike or give him a jump pack and you'll be scaring the enemy units off the board come turn 2. If you really want to be evil, give him a Command Squad and put them in a Drop Pod. Though it might take a bit longer to arrive, the addition of an entire Command Squad backing up the already impressive powers of the Librarian will likely make up for it.
Second, Whirlwinds. These babies work wonders when it comes to removing those huge Conscript units that you ocassionally see, and are grand for taking out the seniormost officer and his unit. I recall a time when I fired some Vengence Missiles at the Command Section, causing them to flee off of the board before the Guard player could even take his first turn. The rest of the game went downhill fast for him, as his men were easily broken by my charges. Try something similar, and see it if works for you.
Lastly, if you want to be funny, do something similar to him. Take a Callidus Assassin, charge an important character (this is an alternative to blowing him up with a Whirlwind) and slice him to ribbons.
Or stick one on a Bike, give him artificer armor, and zoom him forward. Little bit more risky, but it has more class.
And I would not encourge you to take allies. Allies can be great, and fun, but they really don't do much for you that you can't do for yourself for fewer points.
EDIT: Yea...what he said....
Last edited by Sinjin; January 19th, 2007 at 18:53.
My new Chem-inhalers, CoDrill and Vet Sgt IG might disagree with the pronouncment of doom from FotD but it is a good power to take.
Assassins shouldn't be that big a threat. Without any cover he'll still snipe a standard MEQ with less than half his shots, jump him and he's easy meat in c.c.
A Leman Russ really ought not to be able to KO an entire Assault Squad in 1 shot, you know it's big and nasty, simply spread out and let him scatter killing the odd couple occasionaly, give the Assaulties Melta bombs and they wont take more than a turns worth of fire from the LRD even without cover.
All the advice here is good.
Every time you read this sig: a fairie dies!
Equip jet-pack assault marines with flamers.
Pick plasma cannons for Dev squads.
"The sword that takes life gives life."
Shooting not such a good idea against guard at all. One reason is they will out shoot you no matter what unless they don't take the tanks.
Don't even bother getting a devastator squad unless you keep them out of enemey range which would be pointless.
Like what firedrake said poor leader ship then just pound shots at there squads with a whirlwind. I don't think a guard player with guess range to take out the whirlwind. So just keep it behind cover.
If you drop pod one dread that could make a big difference. Taking out the tank you hate the most. Even though that might be a waste of points you will hope it kills one tank when you shoot it on that turn.
Assault squads would work good for just keeping them behind cover and not to bunched up the only thing that would shoot at them is the basilisk which will probably be more focused on you troops farther away unless the terrain they are buy is 12 inches or less than he might fire at you if he can.:shifty: Huh...Just remembered that basilisks weakness if it shoots inderect. Won't be able to shoot 3 feet I believe infront of it if it is inderect which is a good hint. You assault squads should get some flamers or a flamer. You can take a shot and still assault them which really helps alot. According to guards save they will die I believe. I would tell you for sure but to lazy to get up and go get codex.
Hope this helps you out on your little pest problem.:shifty:
By the way I play guard myself so what the main problem with them is what firedrake said leadership and close combat.
Imperial guard players worst nightmare: Drop poding a librarian with fear of the darkness into the center of his lines.
Imperial guard players unfathomable torment: drop poding a second librarian with fear of the darkness into the center of his lines.
Through in some drop poding melta gun squads and those tanks wont look so tough either.