Warhammer 40,000/6th Edition Tactics/Imperial Guard: Difference between revisions

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*'''Pskyer Battle Squad:'''
*'''Pskyer Battle Squad:'''
They are Pskyers, so perils of the warp are first thing that comes to mind. This squad fires a blast with strength equivalent to how many psykers are in the squad. Cool in theory, but they are just like guardsmen in the fact that they are paper thin and will die quickly, so put them in a chimera if you ever think of using them. And that time would only be if you want to mess around with a smaller point list.
They are Pskyers, so perils of the warp are first thing that comes to mind. This squad fires a blast with strength equivalent to how many psykers are in the squad. Cool in theory, but they are just like guardsmen in the fact that they are paper thin and will die quickly, so put them in a chimera if you ever think of using them. And that time would only be if you want to mess around with a smaller point list.
*'''Storm Trooper Squad:'''
*'''Storm Trooper Squad:''' In general, they are inefficient at general-purpose duty and are best-used at higher points-levels. Their main selling point, that they have AP 3 weapons by default, is negated by their low Strength, proliferation of cover, and the fact many Marine armies rely on dirt-cheap transports. Combine with having less Special Weapons than a normal Veteran Squad and things look grim. That said, they do have their role depending on the build you want to go for. They can choose to Deep Strike (and reroll Scatter) or Scout. For lower point levels, this doesn't matter as much, as one can use Veterans and Valkyries/Vendettas as part of the "Scout Rush", but one only gets 6 Veteran squads max. Storm Troopers can provide a Scouting/Outflanking Chimera if need be (which can be useful if you intend to outflank Vendettas, for they can be used in tank-shocking anti-outflank screens out of the way), additional Deepstrikers that aren't dependent on Grav-Chue and additional Melta support. So they can have a role depending on the armybuild you go foe.
Take them if you want an overpriced marine killer that can be all sneaky and shit, as in deep strike infiltrate and those shenanigans. But hot-shot is not cost effective at all, ap3 is awesome, but 16 points a model is not cool. Anyway vets can have 3 meltas not just 2 like the Storm Troopers. The models are metal and a few years old, so they cost quite a bit for that kind of money. Interestingly enough, a lot of players use the models for vet squads because they look pretty rad.
*'''GUARDSMAN MARBO FUCK YEAR:'''
*'''GUARDSMAN MARBO FUCK YEAR:'''
Rambo is a strange unit in and of himself. There can only be one. He is 65 points, the same cost of a bitchn' 10 man squad with a grenade launcher and a power weapon. And rambo is a kill point that you practically give your opponent. On the other hand, he is the shit. He swoops in and drops a pie plate of death anywhere on the board (str8 ap2). If he can last the next turn, he can fuck some units up in close combat until he dies a fucking glorious death. If Lady Luck and Admiral Awesome are on your side you should take him. If you don't, you can go join the unmanly players at the not imperial guard table. Its up to you.
Rambo is a strange unit in and of himself. There can only be one. He is 65 points, the same cost of a bitchn' 10 man squad with a grenade launcher and a power weapon. And rambo is a kill point that you practically give your opponent. On the other hand, he is the shit. He swoops in and drops a pie plate of death anywhere on the board (str8 ap2). If he can last the next turn, he can fuck some units up in close combat until he dies a fucking glorious death. If Lady Luck and Admiral Awesome are on your side you should take him. If you don't, you can go join the unmanly players at the not imperial guard table. Its up to you.

Revision as of 21:54, 1 May 2010

For the Emprah

Why Play Imperial Guard

Unit Analysis

HQ

  • Company Command Squad:
  • Lord Commissar:
  • Commissar Yarrick:
  • Primaris Psyker:
  • Ministorum Priest:
  • Techpriest Enginseer:

Elites

Just to let you know, the IG Elite choices are the worst section of units in the codex. They cost a lot point wise, and model wise. If you like fluff, you might enjoy a few of these. If you like to fuck with your opponent and laugh your ass off, these may be for you.

  • Ogryn Squad:

Big meaty men things with pretty awesome assaulting guns, terminator equivalents to an extent. Assulty wall of meat. Lovable to the end, witch will be soon, seeing as these guys are a firring magnet.

  • Ratling Squad:

Snipers, cool in theory, but everything wounds on a 4+, even against gaunts. You should have meltas or lascannons to take out big things, not a paper thin squad of midgets. Also most competitive armies have fearless, so say goodbye to your beloved penning.

  • Pskyer Battle Squad:

They are Pskyers, so perils of the warp are first thing that comes to mind. This squad fires a blast with strength equivalent to how many psykers are in the squad. Cool in theory, but they are just like guardsmen in the fact that they are paper thin and will die quickly, so put them in a chimera if you ever think of using them. And that time would only be if you want to mess around with a smaller point list.

  • Storm Trooper Squad: In general, they are inefficient at general-purpose duty and are best-used at higher points-levels. Their main selling point, that they have AP 3 weapons by default, is negated by their low Strength, proliferation of cover, and the fact many Marine armies rely on dirt-cheap transports. Combine with having less Special Weapons than a normal Veteran Squad and things look grim. That said, they do have their role depending on the build you want to go for. They can choose to Deep Strike (and reroll Scatter) or Scout. For lower point levels, this doesn't matter as much, as one can use Veterans and Valkyries/Vendettas as part of the "Scout Rush", but one only gets 6 Veteran squads max. Storm Troopers can provide a Scouting/Outflanking Chimera if need be (which can be useful if you intend to outflank Vendettas, for they can be used in tank-shocking anti-outflank screens out of the way), additional Deepstrikers that aren't dependent on Grav-Chue and additional Melta support. So they can have a role depending on the armybuild you go foe.
  • GUARDSMAN MARBO FUCK YEAR:

Rambo is a strange unit in and of himself. There can only be one. He is 65 points, the same cost of a bitchn' 10 man squad with a grenade launcher and a power weapon. And rambo is a kill point that you practically give your opponent. On the other hand, he is the shit. He swoops in and drops a pie plate of death anywhere on the board (str8 ap2). If he can last the next turn, he can fuck some units up in close combat until he dies a fucking glorious death. If Lady Luck and Admiral Awesome are on your side you should take him. If you don't, you can go join the unmanly players at the not imperial guard table. Its up to you.

Troops

  • Infantry Platoon:
  • Veteran Squad:
  • Penal Legion Squad:

Dedicated transports

  • Chimera:

Fast Attack

  • Scout Sentinel Squadron:
  • Armoured Sentinel Squadron:
  • Rough Rider Squad:
  • Hellhound Squadron:
  • Valkyrie Assault Carrier Squadron:
  • Vendetta Gunship Squadron:

Heavy Support

  • Leman Russ Squadron:
  • Ordnance Battery: