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==Tactics== Tactics for the Imperial Guard have been expanded upon through out the years resulting in a plethora of different stratagems. First to explain a few of the different rules of the IG and their different uses. As well as some army compositions and strategies. ===Army variants=== *'''Blob Guard''' Blob Guard is a rather simple concept: Have more bodies than your opponent has bullets. The fact is, IG has access to grunts that can be as cheap as 3 points (Conscripts, lots of conscripts). You will overwhelm them in model count, in deaths a turn, in shots fired, you will have at least twice as many Heavy Weapons as they will. All of their Anti-Tank weaponry that was meant to take out the 150 point Leman Russ? It killed a few guardsmen with lasguns, good job. The problems that come with such an awesome army composition is the lack of speed and how effective the enemy Anti-Infantry weaponry will be against you. A decent thousand point list might consist of 2 20 man Combined Squads with a Commissar and Priest each, about 9 or so Heavy Weapon Units, and your three or so Command Squads (2 Company Command/1 Platoon Command) loaded out with Special Weapons. Works best in a Cities of Death games: All that cover, all those cover saves, your men will live a bunch longer, and confound the enemy to no end. *'''Mech Guard''' Mech explores the wonders of armored vehicles. The core of the army would be a Company Command Squad and 2 squads of Vets, all in Chimeras. And the rest would consist of anything from Leman Russ tanks to Vendettas, to artillery, Fast Attack choices, or more troops in Chimeras. There are few sublists: *'''Tank Strong''' Leman Russes. Leman Russes of all kinds, everywhere. If it exists, there is a Leman Russ created specifically to murder the ever-living shit out of it. Punishers and Exterminators reap infantry blobs. Vanquisher removes tanks from the battle. Eradicators make cover useless. Executioners melt terminators into slag. Demolishers and Battle Tanks are omnivorous in their diet of destruction. Oh, and you can mix and match tanks within their respective squadrons. Kit out each tank for their respective role. If you want to, add pask to any of the squadrons for instant HQ. Remember to point your front armor towards the opponent, do not get flanked, don't get too close to melta, and enjoy removing parts of the enemy army every turn. You can keep at least one Heavy Support slot for the sake of Hydras, or if you feeling ballsy, just rely on the Aegis Defense line. *'''Flight of Vendettas''' You will confuse your opponent when he realizes that on turn one, you will have little more than Company Command Squad and Veterans in Chimeras. Maybe you'll shoot an Artillery Strike during your turn. But that doesn't matter. Because, once the second turn comes in, you roll three dice, look at your opponent, smirk, and turn on the [http://www.youtube.com/watch?v=NxU0C8XoLns music]. Enjoy the cheese of 9 flying, twin-linked LasCannons. <s>You should be able to get 9 Vendettas in under 1500 points</s> Not even close in the new codex. You can either place more Veteran Squads inside Vendettas or get some Artillery/Hydras in to support your airborne forces. This strategy is not highly effective against hordes, for a rather obvious reason, but in that case you can take Valkyries with Multiple Rocket Pods. Take Bolter Sponsons and watch your opponent's mouth start foaming in futile rage. *'''Vets Meltaspam''' Put Vets in Chimeras. Give them Meltas. Fill up Force Organization chart under Troops. Do same with Company Command Squads and Storm Troopers. Despite what you may think, you shouldn't really use Gunships for this, since you can't employ the melta drive-bys with them. *'''Hammer and Anvil''' This army is for those who can't choose between the two. A main force hits head on, while supported by tanks and artillery, and Vets come in from a supporting side. As they say, hit from the air, sea, and ground. A list might include, a Company Command Squad, along with a squad of Vets in a Chimera, A squad of 20-30 Guardsmen with a Commissar and Priest, a Leman Russ variant, and a Basilisk. *'''Artillery Apocalypse''' Take a few infantry squads with just standard guardsmen, say around 20-30 troopers, do not upgrade at all, these are meat shields. Fill up your remaining points with the Imperium's single most destructive medium, Basilisks, "But wait!!" you say "Baneblades/Titans/Shadowswords are more destructive". And yes, you'd be right, HOWEVER, when you have, say, <del>10</del> <del>1000</del> <del>10000</del> 1,000,000 (''Billion'') Basilisks per Battle Titan, well - you get the picture. Whilst your enemy is dossing around trying to kill your infantry, your numerous Basilisks pound them into dust. AP3 and large blast means all standard infantry fall like chaff to these bad boys, whilst S9 means most man-sized units suffer instant death. This mind-blowingly massive amount of firepower is, however, completely useless if the crew is being hacked to pieces by deep striking terminators or some other such buttholes. So this formation is best for large, pitched, foot-slogging battles, where your foes will be lucky to even reach your infantry lines if you've spent half your points on Basilisks. So, enjoy crumpling Space Wolves. *'''"Time to introduce them to little Hansel"''' Take Whatever You Want, but when it comes to the heavy support slot take the following. Ordnance Battery(ies) One Griffon Heavy Mortar and two Colosus Siege Mortars. The Griffon is to fire First. Don't like the scatter roll? ReRoll it. Follow up with the Colosus shells. Str 6 Ap 3/4. Aegis Defense Line? Bitch please. Power Armour? I think I came. Asuryan? Yo' face is stupid, allow me to show you why the galaxy belongs to man. Only available to Forge World Black Market Dealers, nowdays. ===What to buy=== The <s>battle force</s> Defence Force. This gives you two squads of 10 and a leader pack, as well as heavy weapons and a Leman Russ which can be customized into any of its variations and a Chimera. This will be helpful if you are going blob or mech. You can make them vets for a quick 500pt army. You can even save the heavy weapons for vehicle modifications later when you buy tanks if you go for mech. Next thing would most likely be another Leman Russ and another chimeras if going mech,and another defence force if you are going blob. Also if you dip, or one of your friends dip, ask them for the metal lids to the tobacco containers. These are the exact size of the heavy weapons base. Making it extremely easy to take advantage of all the heavy weapons in the pack. Just use the bending knee for the dude shooting, and put the other dude as a standing man. Green stuff some sandbags or a wall to take place of the tripod stand. As far as organizing your army, you ought to know better that you don't have to pimp out every platoon FULL of men. Usually, two large Platoons decked out will do the job, BUT you can take smaller platoons in order to get more Junior officers on to the table for more orders. That all said, let's calculate the body count if you spammed every slot. HQ: CCSx2 (18 models; Commissar, Chimera, and all Advisors, including Officer of the Fleet and Astropath, which are MANDATORY)<br/> Priest x3<br/> Enginseer x3 (With 15 servitors. Give 'em ALL plasma cannons. Because you can.) Primaris Psyker x3 Elites: 3x FULL Militarum Tempestus platoons, bitches (117 models) Troops: 6x FULL Infantry platoons (6x5-man PCS + Chimeras, 30x10-man Infantry squads + Chimeras, 30x6-man Heavy squads (it's two guys on one base, be glad I'm not counting the gun model), 18x6-man Special squads, 6x50-man Conscript squads, and 6x Commissars. 834 models, bitch) Fast: 3x Rough Rider squads (30 models) Heavy Support: 9x Leman Russ EXECUTIONERS WITH FULL PLASMA-SPONSONS (STFU. You want them) Grand total: 1087 models, INCLUDING Chimeras. Yes. You can have one-thousand models on the table. THIS IS THE GUARD. OUR INFANTRY ARE BLOBS.<br/> <s>Want MORE INSANITY? For an extra 500 points you can make those 300 Conscripts UNDYING MONSTROSITIES! This is also mandatory, no exceptions.</s> Chenkov was removed in the newest codex. But unless you're a millionaire or you've been in the Guard since 2nd edition, you aren't pulling this off. ALSO IT COSTS 11630 POINTS TO FIELD ALL THIS SHIT [[Emperor|JESUS]] Things get even more ridiculous with the new 2000+ double FOC change in 6th edition! HQ: 4x CCS + advisors + chimeras, 6x Priest, 6x techpriest + servitors, 6x Primaris Psykers Elite: 6x Stormtrooper Platoons Troops: 12x Infantry Platoons Fast Attack: 6x 10-man Rough Riders Heavy Support: 18x Leman Russes Total: 1948 troops, 118 tanks (100 Chimeras, 18 Leman Russes) That's right, a non-apoc IG can and WILL run your ass over with a megaton of tanks and bodies!!! That's a true fucking RAPETRAIN! (If you have 23,200+ point games that is) Ideal generalized army list that you should start with: HQ: 1x CCS TROOPS: 2 Infantry platoons of two Infantry squads each FAST ATTACK: Scout Sentinel x2, Valkyrie and Hellhounds if you wish. Once your army has reached this point, start looking at where you want to go with it. You'll have a decent base for starting the typical MechVet army that is shining right now. If you want to get Leman Russes, get three, split between two Battlecannons and a Demolisher. Max out melta. It's the best thing in the game currently. Just do it. [[Category: Warhammer Tactics/Old]] [[Category: Imperial Guard]] {{Warhammer_40k_Tactics}}
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