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This past weekend I played against one of the new Imperial Guard armies for the first time, and although they didn't seem 'broken', they were quite effective.
All in all, the new codex enhanced their existing strengths by allowing them to form a potent gunline, while fielding a large number of heavy weapons teams and vehicles at the same time.
The biggest change is their ability to merge platoons into one large unit (worth 1 kill point), rather than groups of 10. They can only merge units in the same platoon, which caps the limit at around 50, but SWEET JESUS, 50 guardsmen? That puts my horde of 30 boyz to shame.
It also greatly reduces the kill points in the list. In the old codex, 2 platoons, 1 command platoon, and 3 Leman russes was 15 kill points total. Now, if they merge the platoons, it's 6.
They can also take far more heavy weapons teams and make them directly part of a platoon, and the new combat orders given from leaders give them a variety of cool powers, including the ability to fire twice. 50 guardsmen x2 = 100 shots = 50 hits = 17 wounds on Orks...from lasguns. And that's not including any extra shots from being within rapid fire range. Did you ever think you'd see the day that lasguns were effective?
The new Ogryn, Psykers, and Valkyries all perform well, Leman Russ's got tougher, and they got a lot of great new tanks, including several that ignore cover saves.
They're still, for the most part, a static gunline, and they still fold up in close combat quickly. The new codex, however, does make them a lot more viable and competitive, especially against horde/footslogging lists, which they can now tear apart more easily than any other army in the game.
What do you think? Has anyone else had different experiences with the new Imperial Guard?
Last edited by mynameisgrax; June 3rd, 2009 at 14:32.
But something of note - you cannot actually get 55 men in one merged squad. You can get 50 though, and that's plenty!
You can only merge ordinary infantry squads. Not heavy weapon squads, not command squads (HQ or otherwise), not veteran squads. Just basic infantry squads. That aside, yeah - that can be a whole lotta dice you might have thrown at you!
(The above example you gave of a command platoon, 2 infantry platoons, 3 leman russes and 2 heavy weapon teams is a minimum of 8 kill points, not 4, in the new codex, but yeah - I agree it still makes a difference! )
Last edited by Cadaver Junkie; June 3rd, 2009 at 14:18.
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I forgot about the command platoons not being able to merge, but you really can't merge the heavy weapons teams into the platoon? Not even if they were taken as part of the platoon?
I've been bamboozled! Oh well, it means that game I lost should've actually been a tie.
Still, halving the number of kill points in the list goes a long way towards making IG more competitive, especially against Orks, where the main Ork strategy of picking on the infantry squads for kill points is no longer viable.
I haven't fought vs. the new IG yet, but have followed developments. Interestingly, most lists deemed "competitive" rely not on the big static gunline, but on units of veterans supported by skimmers. Not on LR, but on manticores and hydras.
That is on the basis that large platoons are too unwieldy, don't move fast, and that command squads are too vulnerable for orders to be reliable.
My own IG army is made up of base soldiers and lots of tanks (Valhalla, Russian WWII inspired...), but since it's on the other side of the Atlantic, I haven't tried it yet.
Both Valkyries and vendettas are uber vehicles for their points, and I think there will be surprises as to what tanks are the best. The S6 AP3 ignore covers basilisk variation may be vulnerable, but is deadly...
EDIT:No you can't. It's clearly written in the codex that only basic infantry squads can be merged. Not heavy weapons, not command squads, not conscripts. Otherwise, you could use the command squad medic to give FnP to 55 guardsmen *yikes*but you really can't merge the heavy weapons teams into the platoon? Not even if they were taken as part of the platoon?
Last edited by AKM; June 3rd, 2009 at 18:30.
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I have fought against the new Imperial Guard a few times and havent lost a game yet, while their firepower is very very formidable with plenty of templates, they are so innaccurate at shooting, Every game i played my boyz have got to the 'umies front line and stomped em into the dirt, i dunno whether its luck or a bad general on the opposite side in my games but i honestly dont find them a problem, and you know which unit works wonders against static lines............................. STORMBOYZ!!, Done me wonders every single time
I've played as Guardsmen once or thrice.. but new 'dex or not, I still suck with them! Severely! Unfortunately, I have yet to get the chance to play against them though. Which is unfortunate, as I don't take any effort to hide that my favorite thing about WH40k is MORE DICE! And Orks vs. Guard will provide my ears the sweet sound of too many dice falling into a bucket at once ^_^
Strategy wise, I suspect multiple combats will be more important than ever! With the advent of so many more guns, nothing should be more traumatizing than ~20 Boyz running down 10 Guardsmen, only to be rapid-fired to death in the subsequent shooting phase.
The only thing I do not look forward to is.. all that damnable measuring! Both Orks and Guard would likely field no fewer than 60 infantry, and that's a small battle... Otherwise, I have no concerns of LRBTs (a lot of points to be destroyed by one or two PKs, especially in squadrons!), though Griffons and Hydras do scare me a little....
Not sure what else to say, except I can't bloody wait to face off against the new Guard ^-^ Hopefully it will be a tough fight, which is my favorite kind
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Honestly, if the IG bunch up their platoons it makes ==Me== very happy. Now I can throw one unit at them, wreck face in combat, and force them all to run. A mob of Trukk boyz will get 15.25, lose 6.94, and the Guardsmen are testing at -9. If they have a Commissar in the mix, things can get tricky, so add another unit and they will get ground down.
Otherwise, it's business as usual. Lots of guns means we need a KFF and fast units to close quickly. Lootas can destroy all those AV12 vehicles, but the AV14 stuff needs a PK up the tailpipe.
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Pretty much, although the issue here is you're now spending 4 kill points to kill 1. Kill Point games are going to be a huge pain.
I admit that I am still a little out of touch with some of the more effective means of using most of the new codex, but the new IG got a big leg up. Turn 1 and 2 shooting left most of my mobz completely nutered. This was with 4+ saves all across the board. I've never seen a shooting phase that took so long. Granted, we were playing 2k points. But I have never seen a 1 hour shooting phase before.
However, I have a new friend in Boss Snikrot. I see why he has the blessing of Mork. You can take a full squad of Kommandos with burnas and march them right into the back of his gunline and drop those flame templates of desire right over whatever bothers your boyz the most and whatever the flames don't get, you charge and tie up. I managed to shut down a command squad and two heavy bolter teams after killing another HB team. My 'Ard Boyz felt a lot better after that, but there was still nothing left on the board to stop that cursed Punisher tank from dropping 20 dice at my boyz a turn and mulching my footsloggers. Most Ork transports don't stand up well to all of the autocannons/lascannons/heavy bolters/etc that an IG gunline can afford. The good news is though, a static gunline like that falls on its face in a control game where they can't move for fear of losing some of those shots as you stomp the board.
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