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Which is the worst army to play against as the Imperial guard?

  • Chaos daemons

    Votes: 4 4.4%
  • Chaos space marines

    Votes: 3 3.3%
  • Dark eldar

    Votes: 8 8.9%
  • eldar

    Votes: 3 3.3%
  • Imperial guard

    Votes: 3 3.3%
  • Necrons

    Votes: 7 7.8%
  • Orks

    Votes: 14 16%
  • Space Marines

    Votes: 7 7.8%
  • -Blood Angels

    Votes: 0 0%
  • -Dark angels

    Votes: 0 0%
  • -Space wolves

    Votes: 2 2.2%
  • Tau empire

    Votes: 17 19%
  • the inquisition

    Votes: 1 1.1%
  • -grey knights

    Votes: 1 1.1%
  • sisters of battle/witchhunters

    Votes: 5 5.6%
  • tyranids

    Votes: 15 17%

Worst army to fight against as the imperial guard

5.3K views 43 replies 30 participants last post by  Master Lucius  
#1 · (Edited)
hello people. Here is another poll im starting to find out which out of all the armies in warhammer 40k is the worst to play against in your opinion as the Imperial Guard.
This could be the new way the imperial guard devise there stratigies for fighting all the other races so be honest when you vote.

Personally i hate fighting the orks as the imperial guard as you don't get enough firepower to wound and kill teh orks off before they reach you (assuming you don't have many tanks).


If i've missed a race or made a mistake tell me please.

(Note that there are some extras on there as some space marine chapters have different rules and codexs.)
 
#2 ·
Every army IG has the tools to"specialize" against and every army can wipe the floor with us.


To be honest I almost hate playing Guard period (almost but not quite) until our new codex comes out.


We have some tools in fifth but not enough yet.
 
#3 ·
Has to be the Tyranids - while quite a few tyranid players use the strategy of bunching up and running at you (which obviously plays right into a Guard players hands, as I'm rolling wounding dice with two hands by the second turn) a good one will be sneaky and have just the right list to ensure that his army reaches yours with anything dangerous intact and ready to shred you in CC.
 
#5 ·
i disagree that orks are the hardest enemy, hellhounds, and guardsmen with flamers massacre them, and they are one of the few races that lasguns are effective against.

personally i hate necrons, my friend plays and has 2 full size squads with a necron lord with a ressurection orb in each(insta kill does not negate their stupid we'll be back's)

and then he has tons of wraiths and flayed ones.............soo many....oh and 3 tomb spiders that make a wall of scarabs that are very annoying
 
#6 ·
I picked Eldar.

Plenty of fast assaulting troops, hard, nigh impossible to kill Skimmers, tough as nails Wraithlords to absorb a tone of punishment and plenty of Brightlances to kill our tanks with rather ease.

I good Eldar general is a tough opponent to beat.
 
#7 ·
I say dark eldar, they're extremely fast so you'll have trouble shootnig them down before they hit your lines and their specialized close combat units will shred your line while their dark lances annihilate your tanks.
 
#8 ·
This was kind of a tough choice for me.

I agree that a good Eldar / Dark Eldar general is fierce vs. Guard. fierce vs. most opponents. nids are also a problem. so are new Marines with Sternguard.

but a good general should be able to do a lot with most forces, and make them fierce.


I think for this one though, I might have to go with my favorite girls in power armor. but they're a different kind of hard. Unexpectedly hard when played well. Similar to the Eldar armies in being fast forces, who can shift to exploit a flank advantage. plus, units that have Heavy flamers / Flamers plus 8 rapid fire bolters means death to guardsmen. Not to mention their smoke causes glances, not cover saves. Seraphim pushing faith to get invulnerable saves and skipping around the board to pop tanks are mean. Not to mention the Cannoness with a jump pack pushing faith to get a 2+ inv. She can eat lascannon fire for breakfast, and come back for more. Then she can kill off squads all by herself in CC.

couple these things with the callidus asassin popping up next to your command squad and killing off your Leadership in turn2, and you've got a nightmare.

not to mention the Inquisitor Dakka squads. Or the Exorcists.
 
#9 ·
I'm surprised, there are a lot of variety of answers. For me it's got to be orks, I play light infantry though so that might be why. There are just so many of them and they all have cover saves (combined with 2 big meks with the kustom force shield and a grot wall) that makes it very annoying
 
#10 ·
I picked IG, specifically when it's one gunline against another. Not so much because it is difficult, but because it is boring.

If I picked which army I dislike playing most, that would be Necrons. I dislike them anyway, as I find them boring and lacking character, but also it can be frustrating to watch the incredible amount of fire you lay down count for nothing because of We'll Be Back.
 
#11 · (Edited)
Sorry guys, I didn't vote. I can't pick one. I tend to dominate most of them in big games (>1000 ) but lose to most of them in small ones (<1000 ). I want to blame it on the guards unique structure but I'm sure there is a way around it.

I might vote space marines because I play them the most and they can be redundant. I won't vote space marines though because I love watching the smurfs fall.

I might vote nids or eldar because they have the potential to be next to unstoppable, depending on you and your opponent.

I can't vote Orks but I used to play Orks so I think I understand that xenos to well.

Off topic, but I always thought it interesting that on paper you would assume that most tau opponents would out shoot most imperial (typically shooty) opponents but I have never had problems with tau at any point level. I'm sure there are some tau commanders out there that would school me but I have given all of the ones I encountered a hard time.
 
#12 ·
I don't know...I have pretty solid strategies against all these armies except for the daemonhunters. Maybe it's just the guy I'm playing against but I find that 4 landraiders are a real bother. Also can't do squat against them in CC.
 
#14 ·
Necrons can easily disable our tanks (if not kill them outright), have lots of long-ranged, anti-infantry firepower and have troops that (with recycling) are tougher than the new storm shield Terminators. Can't outgun them, tanks always shaken or worse, can't kill them even if they just stand still...worst case scenario. The Resurrection Orb is a ridiculously overpowered device, especially for Guard since we don't have much hope of winning close combats.
 
#17 · (Edited)
Seriously: Eviscerators. :dance:

Yeah, I'm unwarrently obsessed with the things. Sue me.


But truly, IG can beat Necrons in hth. It's often a strong part of my strategy against them, in fact!

P.S With respect, I'm not voting on this list. I've played easy to beat marine players and hard to beat marine players. Same goes for all armies there bar Dark Eldar (never actually seem to manage a game against those guys).

For me, it's all about the player, not the forces. A very good player with a weak(ish) army can give you a run for your money, whereas a non-tactical player with a cheesed out army can be beaten in 2 turns.
 
#16 ·
Sadly, I voted Smurfs because I utterly hate playing them because of all their choices and cheap saves etc. I know that smurfs have a large "lets give the noobs a good starting point" But I'm getting sick of the two to one codex upgrade thing now. I mean, look at my new marine codex, it's the fourth new one this edition!, when the poor dark eldar players are forced to use a codex over 10 years old, with 20 year old models.

Rant over, I would vote for the orks, just because in the right hands, they can utterly crush an unsuspecting general. For example, what do you shoot? Do you focus on his boyz, or do you try to take down his dreads and tanks?
 
#18 ·
Yeah, After re-reading my rant, I have to agree with you, Cadaver Junkie. It's all about the general, with some emphasis on the list. Us Guardsmen have a way of beating everything with the right tactics and aplication of firepower.
 
#20 ·
Just a few days ago not long after i sstarted this posted i played a game with guard and marines vs orks. My guardsmen command squad had 4 flamers in it and i was very close to an ork boy squad. fired all 4 falmers killing off 17 boyz (it was a 20man squad and charged killing the remanider. THought it was pretty awesome i have to say (his boyz were very cramped but what do i care)
 
#22 ·
Yeah, but we have more of 'em!

Tau own the 30" range.

IG own the 36" range! You can use this to your advantage if you're careful enough. :)
 
#24 ·
i wouldn't rate them as the hardest, they do certainly have so rough spots to overcome though.

never really came across a fire warrior heavy list, but i've found more trouble with their outflanking kroot and stealthsuits. as well as the hammerhead ordinance protected by disruption pods. missile pods on MSM battlesuits can be trouble for our side armor while evading guns with range and mobility. and the whole fire warrior debark with the devilfish as cover to rapid fire an isolated squad, or an opportune salvo into 10av should they find it.

but they have their own vast list of problems against us, like the hellhound for example and the fact that regular guardsmen can charge their fire warriors and or sentinels charging into combat to tie up units (one sentinel held up an 6 stealthsuits from bottom of my turn 2 to top of his turn 6, and killed 2 before finally getting dragged down).

my vote: dark eldar and orks. fast open-topped transports and cheap effective cc troops (if at least effective against guardsmen) make them a tough fight to overcome without some lucky vehicle wrecking rolls off the first turn (and with my bad luck with dice, that's never the case).
 
#25 ·
*has nightmares involving surging waves of chitin and claws*
 
#26 ·
No good tau player is gonna leave his fire warriors out for your heavys to chew up.

Usually any tanks you have are gone by turn two, and submunitions can seriously lay the hurt on our squads.

Against tau I usually just leave the Russes at home with the exception of Basiliks, of which I take two. If I know he has a large amount of suits then I will have a demo waiting for him to deep strike in case he tries to take out the
Basis. Cheesy, but no more cheesy than hammerheads. I put the rest of my troops into cover, hunker down and force him to expose his tanks.

Also suicide squads of storm troopers or vets dropping behind to kill heads and fish are useful as well.

My vote is a good tyranid or orc player.
 
#27 ·
Out of everything I've ever faced as an IG commander, the only army that has ever given me real pause were drop podding space wolves. yeah sure i shot them to pieces the turn after the arrived, but when those remaining pieces contain 9 or 10 powerfists... the HtH was over before it began....
 
#28 ·
Most people seem to disslike ork and nids, this IMO isnt true.

Orks lack all kinds of long ranged weapon so, you have two free turns of shooting before they reach your lines. Once they charge they will obliterate the squads the engage, but the other squad can bring their flamers and flash light on them and your ork problem is over. This ofc isnt the case with speedfreaks, but u have tons of heavy weapons to shoot the vehicles and they have less ork.

Nids are the same as orks, with the exception of their increased speed (leaping hurts!) and big beasties, though concentrating your fire, starting with the first (fast) wave and slowly moving on to the slower/bigger things, only very few nids will realy your line. And when they do, just do the same as with the orks, use flamers!

Tua seem be to an odd choise aswell, though they might seem to have a better gunline, guards have enough options (light infantry/ drop troops) to out manouver them. Having lots of guards firing at 12" really kill tau, they simply dont have enough modells to take the casualties.

Another option that comes to mind is: space marines, their new flexability might seem like a bitt of an overkill. But marines simply lack moddels/shot to kill all your guards. But, watch your step. Marines might nog be the nightmare, they definatly come close .

Choas? the same as with the marines, to few modelles and the new combat rules really downgrade them as a threat.

Necron? They really are a pain in the ass with their WBB rule, this makes your flash light about useless, one kill every 120 shots orso and unless you kill the lord, your heavy weapons will just be half as effective. But, necron lack heavy weapons (guass has been downgraded to much) and they have virtually no blasts (though particle whip is a nuiance if you let their monolith get close. I'dd rate necron just about as high as marines, both anoying, but not a nightmare.

Eldar, their guardians barely match the lvl of guardsmen and their elite troops seem to be to few in number to hurt you, but dont underestimate them, those pointy-ear can still finish you off.

Dark eldar, now thats interesting. Dark eldar warrior are far better then normal guardsmen and just 8 points (!), have reall cheap heavy/special weapon options, can have some blasts and have formidable CC units. Their speed will be a problem, they can/ will obliterate an entire flank in just one turn (if u let them play the game the way they want). However, the ever greatest DE weakness, they are vuleranable, very vuleranable. Get the first turn, pick your targets right and they will be down to earth (I have experience with this :()

This only leaves the inquisition.
Grey knights wont be that much of a problem, even less models then marines (unless ofc with inducted guard, but those tend to be the overpriced stormtroopers). But sisters of battle might be a bit more serieus trouble, they posses lots of flamers and have acces to guards to fill their ranks. Though their lack a long ranged AT makes their vuleranable to your tanks, if u dont lett them come to close, their shouldnt be a problem with those.

So, IMHO Space marines, necrons and Dark eldar are the biggest nightmares for an imperial commander. Though I did asume both players used a competative/balanced list and there by, this doesnt goes for people with armoured companies or if you fight with/against other fluffy or unbalnced/beardy armies.

Greetz,

Levitian
 
#29 ·
I gotta say, I played a spearhead capture and control game against Witch Hunters on a pretty small table the other day. I took his exorcists and tanks down no problem, but there are so many disgusting flamers that destroy guard in the droves. Sure, we have more models, but bolters and flamers are pretty nasty.
 
#30 ·
for me, it's the following;

- new space marine codex. we've got lots of locals who have an unhealthy love of the new thunderfire cannon... facing 3 of the suckers who all have 3+ cover saves isn't fun - especially when all they do is shoot airburst salvos and thus for us to rely on a 5+ save.
small squads of deep striking + assaulting vanguard vets also throws the platoons into a panic!
assault termie units w/hammer + shields is simply brutal for the guard to try and take down.

- plague marines. T5/3+ save + FnP is simply dumb! the last time i played against a plague marine force @ 1000pts, i killed all of 4 plague marines... he took out my entire army...
now plasma has gotten better, but it's still not the most effective as cover is now so easy to come by.

- kill point games... at 1000pts i have 17 kill points. i'm not winning, plain and simple!!!
the last game i played was a kill points game. i killed:
1x 10 man tactical squad + 1 drop pod + 1 venerable dreadnought w/extra armour
he killed:
1x JO + 4 man command squad + 1x 10 man infantry squad.
so, i more than doubled him in victory points, but because we get fethed out the arse by the way the kill points system is broken, i ended up with a draw!!!:freaked-out:

if anything, the new codex needs to address this issue more than anything else! right now we give out so many kill points it's not even funny... untill/if they address problem, i won't be taking my guard to any tournaments because a single kill point game means i've just dropped right out of top contention.

cheers!
 
#31 ·
I have to say Orks, no matter what anyone says their probably the hardest to beat for any one ( with the possible exception of nids ). Their tough can easily feild more boys then us, will kick our ass in 1 round of close combat but still be able to weather the return fire and be able to assualt next turn.
 
#33 ·
17 kill points!! that doesn't sound right. you might have made a mistake somewhere. IN 1000points i get about 10 kill points max you should post your list so we tell you how many kill points t is
17 killpoints doesnt sounds that strange at all, just count them. A basic army containing 2 platoons and 1 command, this already is 10 kill points !! filling this with some fire support squads/ tank or exrtra infantry squad easely gives you 15-20 killpoints for 1000pts. The only way to win a killpoint game is by whiping the enemy.