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The new guard codex is, well, it's just better. Even without the new tanks and all that, I'm struggling to fight an opponent who I used to roll right over.
First off, I'm not complaining about losing. It's awesome that the guard are more of a challenge for me. Winning as soon as I reach assault was getting boring.
I want to list a couple things I've noted, and I'd like to see what the vets 'round here have to say:
1. 20 guard with a commisar do fairly well against a trukk mob, especially if that commisar has, say a powerfist. Since he's not and IC anymore, he's sort of like a nob, complete with killing a allied trooper to reroll leadership! Ad stubborn on top of that, and twenty guardsmen in a single mob are actually rather hard to kill off with one round of combat.
2. Ogryns are nastier, by far. PK nobs no longer instant kill them, so a mob of trukk boyz stands no chance against five or six ogryns. They even managed to kill my warboss before he could use his ferocious PK to kill them! Nobz mobs are still too much for them, when well equipped.
3. Oh lordy, fire from the sky. In 2k point game, a guard player field 9 Leman Russ battle tanks. OH SHI-. How would orks deal with that effectively? They've got anti-infantry and anti-tank, and with the lumber behemoth rule, they can shoot everything, including their main guns, even when moving six inches.
Chin up, boss. I faced 50 conscripts with a priest last weekend. It didn't go well either....
Thinkin' about running something nasty, like some burly nobz with a boss in a wagon, backed up by huge mobs of footsloggas, see if he can kill a hundred boyz fast enough >:3
We'll keep tabs on the forum...the thing is just out.
One thing to be wary of - sneaky cheatin' umie gits who want to do the "Mortar/MOO ranging in" tactic.
Don't let 'em. That sucker scatters even if a 'hit' is rolled on the scatter die.....
Last edited by BossGorestompa; May 7th, 2009 at 21:40.
How's that supposed to work? 0.o I haven't heard of that trick yet.
In reality, as long as you assualt them you 'should' be fine. Just go around knocking out their weaker troops through as guards are not the best in melee.
Sure you may get locked in combat, but then they can't shoot you. Ogryns I'd probably just stay away from (haven't looked at the ripper gun yet so not sure if its been changed...used to be 12 inches) as they don't really have the ability to shoot too well...bs3
9 Leman russes is cheese (lol) but their rear armor used to be 10 so just flank march and attack with kommandos or koptas.
All in all (as others have stated) its a new dex and we really haven't found out ways to beat them effectively. Come September though...they'll just be another army.
Well then, note to self: Get some deffkoptas
And actually, I just checked, and the troop upgrade commissar can take a Powerfist.
I didn't have lootas when I fought the ogryns, and getting the charge doesn't always work. My trukk boyz got the charge, and still died.
I feel your pain.
I'm facing the same shifting sands, a friend recieved the new guard codex a week early (Pre-order) and since then the Imperials have being giving me (slightly) more grief ever since. Sure, they have beefy new rules, but it all comes down to the tanks. And there's a way 'round that.
See 'ere 'den:
Zzap gunz, mother of all Big Gunz. Consider taking these. Automatically cause a Crew shaken result when they hit a Tank, regardless of whether they actually damage it, means 9 Zzap cannons at 40 odd points each (We're talking less than 400 points here) couple with their artillery rules allowing them to fire on different targets will frustrate your tank-toting comrade to no ends, and with each tank weighing in at between 150-200 points, you've bagged him. And with a spot of luck, the Big Gunz may even destroy one! Although all you really need to do is keep them from raining hell on the boyz until you can get close enough to get a Power Klaw Nob on the case, right?
Oh, and a Kustom Force-Field is worth it's weight in gold teef'.
'Owzat fer a bit o' no-wats?!
Furthermore, in my humble opinion, an Imperial Guard All-Tank army can go and make love to it's fellow cheap list, the 'Nidzilla army.
---------- Post added at 01:53 ---------- Previous post was at 01:51 ----------
And no, 'Umies do not have better gunz.
Nobody can out-shoot an Ork on a mishun'.
"Show 'em the gunline, Boss"
But Infantry Squad Commissars cannot. And Infantry Squads can only combine with other Infantry Squads (not Platoon Command, Special Weapon, Heavy Weapon, or Conscript squads) And so... you will never see 20 Guardsmen with a Commissar and Power Fist unless it is an attached Independent Character.