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Anyone here familiar and/or concerned about the new Imperial Guards? What should we be concerned about and what type of strategies can we use against them?
From what I've heard, their units are now cheaper and they can field more numbers, so I guess blasts are better now. Maybe Nidzilla becomes a bit worse because of that.
I had a poke in the book last week when the shop staff I know let me see it. From what I know they are now using some of their tanks in squadrons like smaller vehicles are used, such as Sentinels or Eldar Vipers. Three tanks in one force chart choice. That means they can have nine of the various Leman Russ type tanks in one army. So there will be mobs of tanks all over the place and there seem to be some new types of weapons for the Leman Russ that have not been seen before. I think things that may be nasty is some new gun they have which fires twenty shots. There are also some new variants for the Hellhound, one of the new Hellhound variants can fire much nastier template, some chemical thing.
The parts don't exist yet and I think that Forge world may be likely to cough them up. Skimming the book I spotted quite a few things that don't seem to released or even on the way. There is also the Manticore and the Hydra. Those two are still FW and they won't get plastic models for ages. But I think they are both very mean.
The Manticore has multiple super-nasty blasts, but it has limited firepower and they can't have nine of them like they can with all the Leman Russ variants. They also get the Deathstrike missle (a nuke) which is super-nasty too. It has some slow launch thing though which means it can be killed before it fires and nukes all our Bugs. They do get cheaper points values now for the infantry types. They can also take over one hundred models in one troop choice. Lots of variety in there too such as heavy weapon units, conscripts, transports, penal legion types etc.
That's what I know about them. I think Zoanthropes with psychic scream running up to break the hordes of infantry will be good. Also if they use tanks in squadrons one of them being immoblilised will mess up the others etc. It may also be possible for a Carnifex to assault and hit all three tanks because they are one unit the same way it would hit three Sentinels in a squadron. But I'm not sure if some Uber-fex will be allowed to hit all three or only one at a time.
Last edited by Leech; May 3rd, 2009 at 23:47.
Just battled the new guard yesterday, 2000 pts. They have this thing where a commander can send a bit s9 ap3 blast down evety turn... it scatters 3d6 though so no big whoop. And they've got these neat orders that can be given to squads, there's one that allows the guardsmen to reroll their shots at monstrous creatures. Painful. Other than that, there's more of em, which means more meat All in all, I totally massacred the poor bubs. They're still soft and mushy.
From the Nightmares of Mortals, For the Greater Good of the Devourer of Worlds!
Ya some of thoes orders are bad like a squad of guys shooting 3x instead of 2x with rapid fire.
Oh if they set it up a certain way good luck on reserves -1 to the roll. and i think it stacks several times with each guy they buy with it. (i dont even think deamons could play against them at all since 50% of their army is forced to deepstrike)
Oh how bout a tank that shoots 20 shots that one sounds bad. dont quote me on this but i think its str 6 ap 3.
There is a tank that uses the flamer template and wounds on a 2+ and has a AP 3 so by by marines.
They have rambo who can infiltrate up to 1 inch away from enemies...
Alota bad things they can do on every page i read.
Its not rambo, its marbo.. and he has a demo charge!
And there is a character sgt who looks like stallone too.
The heavy 20 gun (on the punisher) is worrisome, but it has a horrible AP and uses BS to hit.
So averaging 10 hits.
1/3 wound our toughness 6 fexs/tyrants, but we get our saves.
Similar situation for stealers (2/3) and our gaunts (5/6).
Compare that to the standard battle cannon, which has much better strength and a good AP, and those pie plates can cover a lot of models.
Thus, the only thing I see it being a big threat against is poor/no armour save models and light armour (AV10). So, really, only our gaunts or marybe large ravener squads.
Last edited by Zarathustra; May 4th, 2009 at 21:49. Reason: Brain fart regarding 2/3, fixed to 1/3.
As of Tyranid 5th Ed. codex I have the Gaunts I wanted. I did, however, loose the sniperfexs I relied upon and they were more important then the gaunts.
The trouble is that vehicles are tough for us, and they put a lot of firepower in their vehicles, as opposed to most armies whose vehicles shoot 1 or 2 heavy weapons, and can be mostly ignored. We cannot ignore these lunbering behemoths. I am not saying ti can't be done, but I do think it may take some list tinkering.
Squadrons won't be too bad to kill. If you manage to pen then you have about a 50% chance of nuking the tank. Even if you just glance you still have a 1/6 chance of killing it. With a couple of 6's a unit of stealers could maim a unit of LR.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
I'm beginning to think that a Lictor or 2 and outflanking genestealers may be a good thing against this new guard army.