Warhammer 40,000/7th Edition Tactics/Imperial Guard/Armoured Battlegroup
Why Play Imperial Guard Armoured Companies
Do you like Tanks? I mean REALLY like Tanks? Then this list is for you! All tanks, all the time.
- 7th Edition Update - You can now score with vehicles, not only that, but this list can give you Squadrons of Leman Russes that can secure objectives in Combined Arms Battle-Forged lists. Watch your opponent squirm with barely restrained RAGE when you park three Demolishers on an objective and dare him to take it from you.
Armoured Battlegroup Arsenal
It's Imperial Guard tanks! They are big, boxy and gothic, so they need big, boxy and gothic upgrades. Armoured Battlegroup delivers.
- Mine Plough: - Dozer Blade on steroids. Not only it help passing dangerous terrain on any speed, it also allow you to smash few unlucky soldiers with tank shock. Though, its nowhere near destroyer blades or almighty defrolla, with S2 and only D3+1 hits.
- Artificer Hull: - +1HP. Help if your opponent tries to glance your tank to death, but near useless against melta and railguns.
- Armoured Track Guards: 4+ save against immobilization. Cheap and they work. Take them if you're cross terrain driver and "just" mine plough just isn't doing it for ya.
- Improved Comms: Extra 6" of order reach. With 24" already you won't need it, unless you have some devious plan, which include outflanking demolisher squadron (for which you need to roll a random warlord trait anyway).
- Anti-grenade Mesh: 5+ invuln against grenades. Good on short range tanks, which get krak grenaded a lot, but again useless against melta.
- Actualy, pretty useful against haywire grenades.
- Anti-aircraft-mount heavy stubber / storm bolter: Garbage. Only can be useful on glancing AV10 flyers and lucky-wounding FMC-s. Avoid
Specific tank upgrades
- Illum Shells (all LR's with shell cannons): Big blast searchlights. Not really worth it, considering you have searchlights on Chimeras and Hellhounds, and that you should sacrifice main gun shooting in order to use this shells.
- Augur Shells (LR Conqueror): Entropic Touch! Woo! Kinda... nah, it's far worse. Works only on pen/glance rather than hit, and gun itself is just S8, so it can't be used to drop almighty AV14 down. Well, against AV12 it's good, especially considering Conqueror's in-built co-axial storm bolter.
- Infernus Shells (LR Battle Tank): Big blast of heavy flamer hits. Make those Hellhounds cry in tears of jealousy.
- Beast Hunter Shells (LR Vanquisher): Instant. Fucking. Death. Known to fuck Tyranid and Daemon armies (even more). Bonus points for one-shoting Mephiston, Dreadknight or the Swarmlord.
- Co-axial Heavy Stubber (LR Vanquisher): Coaxial bonuses are great. Take it! There is also a stormbolter variant, but with higher price, lower range and fewer shots you need to be a lobotomized idiot to prefer it over stubber.
Unit Analysis
HQ
- Company Command Tank: Your command vehicle, the company command tank has the ability to give orders to your other tanks in the same way that infantry command squads do, allowing them to better smash the enemy. Your command tank can be any of the standard Leman Russ variants, and comes with an improved BS. However it is expensive, so don’t go overboard giving it upgrades.
- Armoured Company command/commissar tanks can bring their own special BS4 version of the Vanquisher, with a co-ax Heavy Stubber giving TL BS4 shots out to 36", and Beasthunter shells, a S8 AP2 small blast causing instant FUCKING death, and an extra hull point. You're allowed to ally an AC list to Codex IG: - Bring one Vanq command Russ (req HQ), one Vanq commissar Russ (opt Elite - plus all IG units within 6" of hull have Ld10. Stop your cowards fleeing off the objectives), and then will your required troop slot on that other Russ you were going to bring anyway... but with better upgrade options. Now you have 3 Russes with all of your Heavy Support slots free for some interesting alternatives. (Super mega-death loadout: BS4, 4HP, TL Beasterhunter/AT Vanq shells, Lascannon, 2 Multimeltas. 250pts but you will fuck any goddamn tank or MC that looks at you sideways. Just don't get shot up the arse. Place commissar tank (Ld10 bubble) near cowardly heavy weapons teams in a defence line fortification for a maximum dakka outpost)
- Armoured Fist Command Squad: It's a Platoon Command Squad in a Chimera. You can also upgrade it to be a Company Command Squad.
- Salamander Reconnaissance Commander: It's fragile and poorly-armed, but it's not designed to shoot or be shot at. What it is designed for is causing massive amounts of Not as Planned. In particular, you can use its built-in auspex to reduce enemy cover saves, then order concentrated fire to mess with them even more. Suddenly those weaboo 3+ cover save tanks aren't that imposing.
Special Characters
- Captain Obadiah Schfeer: A contradiction. He's riding in a Vanquisher, but he doesn't have Beasthunter Shells and his Warlord Trait penalizes enemy Leadership tests in a 12" bubble, which makes him an expensive command tank that's outperformed by specialized command tank builds.
- Colonel 'Snake' Stranski: A Command Squad in a Chimera, which counts as Scoring, and the Colonel can fire his twin-linked plasma pistols without using up one of the tank's fire points. Cool, but not really worth the cost.
- General Grizmund: Fantastic. Very expensive, but he can give a Troops Russ squadron BS4 for no additional cost and friendly models within 12" reroll the first missed roll to hit every Shooting phase. Park him and some friends in a spot with good vision and blast the living daylights out of anything that pokes its head above ground.
Elites
- Commissar Tank: Basically a CCT with orders replaced with Lord-Commissar-esque Ld-10 bubble. Even without orders BS4 Lemans are great. See Command Tank entry for details of extreme nid destruction, and useful ways to hold your home objectives with the Ld10 bubble these guys give.
- Destroyer Tank Hunter Squadron: Destroyers aren't bad per se. They have a Strength 9, 72" range, Ordnance cannon (well, laser array), which will demolish most of what it hits in one shot. The problem is in comparison to the Leman Russ Vanquisher, which has the same range and only Strength 8, but also gets an extra d6 of armour penetration and sponson weapons. Oh, and they have Lumbering Behemoth, which means they can keep up a decent pace while laying down a large amount of firepower. And you can take a lot more Vanquishers than you can Destroyers. Of course, although Vanquishers are the more efficient tank hunting choice,
Destroyers are still amazing at tank hunting. If you expect a lot of AV 14, Destroyers may be a better choice.MActually mathematically the Vanquisher is around 2-3%~ less likely to destroy vehicles AV13 or worse, but has a greater chance of destroying AV14, without even factoring in the possibility of the coaxial re-rolls.
- Atlas Recovery Tank: Ironically, the Atlas is kinda terrible at what it's made to do, which is towing tanks. Basically, you can tow an immobilized tank d6+2", or d3+2" if it's a Heavy vehicle. You can also tow immobile gun platforms and the like. For 85 points, this is basically counter-productive. Sure, you can get into better positions, but it's not like you'll get there very fast. Also, both tanks can only make Snap Shots while towing, not to mention you're putting another potential kill point on the table while lessening the possibility of killing something. However, there is one really big caveat that makes it worth considering: Tech-Priest Enginseers within 6" can reroll failed Blessings of the Omnissiah repair rolls, and they can make a second repair attempt, which can be on a different tank than the first one. This makes Enginseers incredibly efficient, but you're still dropping 85 points on a fairly pointless tank.
- Armoured Fist Storm Trooper Squad: Stormtrooper squad in mandatory Chimera. Can't deep strike, but otherwise the same.
- Tech-Priest Enginseer: Here to fix your shit. Hide him behind a tank wall, give him servitor retinue and pair him with Atlas for maximum effectiveness. You can get two per FOC, and they do not steal your Elite slots. That and they can take a Trojan which buffs your tanks.
- Trojan Support Tank: It's basically a 35 pt. Chimera with AV 10 on all sides and only six transport slots. It also has the Support Vehicle special rule; a single Tank or artillery model within 6" gets the Preferred Enemy (Everything!) USR. It's cool and all, and definitely a good way to tow your Enginseers around, so it definitely merits inclusion, but it's not such an amazing force multiplier as to be an auto-include.
Troops
- Battle Tank Squadron: AV-10-rear type of Russes. Squadroned. In troops. See IG tactica for details.
- Siege Tank Squadron: AV-11-rear type of Russes. Squadroned. In troops. See IG tactica for details.
- Armoured Fist Squad: Guardsman in Chimeras. Here to score your objectives. Protect them, because you can't spam a lot of warm bodies like regular guard.
- Armoured Fist Veterans: Better guardsman Chimeras. With proper upgrades they can protect themselves and even dish out some hurt. Now gain Tank Hunters for free with new FAQ
Fast Attack
- Scout Sentinel Squadron: Dirt cheap mobile outflanking guns on legs. Die the moment your opponent looks at them, so be sure to use their shots wisely.
- Armoured Sentinel Squadron: Less cheap mobile guns on legs, but this time with solid AV12 on front. They die too, but not as fast as their scout brothers. Can also be useful for screening your tanks, in case you don't want to hide them behind an Aegis line.
- Imperial Navy Gunship Squadron: Vendetta or Vulture squadron. Only one per FOC, so choose carefully. Basically auto-include.
- Tauros Strike Squadron:
Nota fluffy choice for Armoured Battlegroup (ever seen a scout humvee?), however Hellhounds/Infernus shell Battle Tanks tend to be better at burning the shit out of cover campers. Lascannon equipped Venators with HKMs can be good at vehicle sniping though, but you've got more then enough anti-tank in this list
- Salamander Recon Squadron: This thing combines the outflanking tricks of Tauroses/Scout Sentinels with Chimera-level armour and weapons. Overall a good choice, useful for glancing opponents' artillery and vindicators side/rear armor to death.
- Hellhound Squadron: It's Hellhounds, Bane Wolves and Devil Dogs. Nothing has changed, so use them as vanilla ones - to kill things with fire, melt down cover camping MEQ's and evaporate TEQ's or tightly packed vehicles respectively.
Heavy Support
- Hydra Flak Tank Battery: The most cost-effective ground-based anti-air in the game. Love it. Use it. Park it in cover, because enemy flyers WILL try to blast it the turn they come from reserve. Yeah, the lack of Interceptor sucks, but you can't complain for 75 pts.
- Ordnance Battery: Vanilla Basilisks and Medusae.
- Griffon Strike Battery: Cheap, but in this case you get what you pay for. Grossly underarmed by comparison to the rest of your artillery.
- Colossus Bombard Battery: Powerful shot (AP3 and Ignores Cover on a Large Blast), but expensive and comes with a crippling minimum range of 24". Use carefully. S6 and ordnance so it has the potential to explode light vehicles, glance heavy vehicles (barrage weapons hit side armor) and cause massive amounts of tears from certain somebody as his beloved ultrasmurfs explode without chance to save or take cover.
- Armoured Fist Heavy Weapons Squad: Like regular HWS. You can't hide them inside a combined squad, unfortunately, but you can get Skyfire on the missile launchers.
- Armoured Fist Cyclops Demolition Squad: Slow and squishy. Don't bother. Unless you play in cityfighting scenario against eldar or space marines, in which case take some for the lols.
- Imperial Navy Air Support: Standard Thunderbolt, Lightning, and Avenger. They can all be kitted out to take down flyers or infantry fairly effectively, plus they come with Deep Strike to get into just the right fire arc. Note that lightning gets shot down the moment when someone looks at it so maximize the first strike potential.
Lord of War Units
- BANEBLADES!! Also Weismann. Standard issue baneblades and variants. Hellhammer for cityfighting, shadowsword to pop LoW units etc
- Malcador Battle Tank Good leman russ 2.0 for 100pts extra cost. Serves best as scare and bait for the enemy since it basically has the same firepower as regular russ.
- Macharius Battle Tank Malcador 2.0, or Baneblade 0.5.1. Does not get demolisher cannon, but gets 5" blast ordnance 2 twin-linked battle cannon. 6hp tho so can be squishy.
- Macharius Infernus Dont take this thing. Only That Guy brings this thing. Trust me. Basically Hellhound that sweeps entire city blocks. Regularily kills 1000pts of troops/squishies in one shot.
- Valdor Tank Hunter Destroyer Tank Hunter on stereoids. Twin-linked but suffers from the Vanquisher syndrome.
- Gorgon Armored Assault Transport No. If it could carry Demolishers, maybe .
- Crassius Armored Assault Trasport See above.
- Crassius Mobile Missile Artilley A.K.A nucler gatling artillery. Chooses from 3 types of ammo at the start of the game. Just dont let anything hit it.
- Minotaur Siege Artillery If you find a genuine model, pat yourself to the back. Basilisk with extra cannon for dakka purposes. Might not be worth LoW slot but it's nostalogia so who cares!
- TITANS you know titans. If you dont, you bring dishoneruu to familyy.
Should you bother?
First thing you need to consider with the Armor battle group, is if you actually want to run them.
7th edition allows you to go 'unbound' allowing for a similar affect as the battle group with none of that "hum, is that a forge world list?" squinting and questionable acceptability, (which sadly may be the defining attribute), so what does the battlegroup offer over standard guard?
Well first thing is obvious, Objective secured on a lemen russ, allowing you to muscle control of objectives unless another troop with the rule is nearby. the problem is that Lemen russes need to roll up the board to secure the objective, right into melta rang. Defensively there very expensive to have baby sitting a home field objective (though admitly they do have the range for it but at most point levels short of maybe 2,000 you will need everything you got rolling up to get objectives), and further s your rolling up the board to get objectives your will have to leave you side and rear armor exposed unless your killing everything, and I mean EVERYTHING as you go, and even your still be wide open to deep stikers, and with AV10 on the rear, a drop pod of sternguard won't need combi meltas to wreck you. The "why play" section talks about demolishers on objectives, but the fact is that such a formation would be able to defeated with either guns wither longer then 24 inch range, or throwing more then two units at them at a time since squadron can't split fire (something the guard can do), and that many short range tanks in a single squadron means that as you roll up the board, you honestly not doing that much with that big cannon.
Like the real world, you need infantry to secure ground behind the tanks if only so you don't have a tank babysitting a home field objective and the battle group has the worst infantry in the game. No hyperbole. They may be just like the guard, but they can't be taken in guard style numbers to compensate for that, not to mention other toys you lose out like storm troopers or any psykers.
So in return for these weakness, what do you get?
Special shells, tank hunting rule for vets, co-axile guns,Tank orders that might be a bit weaker then the guards version (only rerolling cover I can confidently say is better) in built imperial navy support, which vanilla guard get as well, heavy artillery that GW stripped out that, again forge world gives back to the guard, basically ever unique toy the battle group has is also given to the standard guard except the shells and Battle group only special characters.
Literally the only reason to play The battle group is for the Objective secured lemen russ, and as covered Lemen Russes have issues securing objectives compared to a infantry platoon with five chimera mounted infantry squads, which are faster and each is more disposable and able to sit on a objective not doing anything much easer.
Look, I love the Battlegroup, major points to it for being the first all tank army, from it's inception though its usefulness has always been questionable due to the lack of scoreing, and now that it's one unique trait has been striped away, namely the ability to run truly massive amounts of tanks. Objective secured just does not make up for the support a unbound Imperial guard tank list can bring.
The Battlegroup is a one trick pony, it's a good trick, but unbound guard bringing lots of tanks is simply better because it can bring it better support for those tanks in the form of guardsmen, special weapon teams, heavy weapon teams, psykers and storm troops.
bottom line is: I honestly don't feel I recommend the battle group to even to the most rabid Treadhead, the standard codex just does it better.
Tactics
Orders
Like in regular IG regiments, your officers can issue orders on their units, but only for tanks. They works on 4+ which is not great, but with 24" range which IS awesome. Mind you that artillery tanks do not count as tanks at taking orders, so you must go Krieg for order-boosted artillery.
- Concentrated Fire: Force opponent to reroll cover saves, almost doubling average kill count of your low-AP big blast tanks. It's your main order, and if you want to play competitively you may just skip other two and don't read them at all.
- Erratic Maneuvers: Force opponent to reroll to hit rolls in melee against tank. With to hit moving tank 3+ even for Fire Warriors it's not a good choice, especially against melta-bomb or haywire grenade equipped squads, as they need only few hits to wreck your tank.
- Full speed ahead!: Extra D3 of flat out move. Not like you want to flat out something other then Chimeras and Hellhound variants, and Chimeras can not take orders, while Hellhounds being fast can flat out 12" which is almost always more than enough.
Allies
With as many Leman Russ's as your have, killing stuff should not be a big problem. But for each tank squadron you take you're not taking a troop choice that can score, conversely if you take armored fists for scoring, your not taking tanks to kill stuff. In a sense, having troop tanks hamstrings you in a way standard guard doesn't as you have to chose between firepower and scoring ablity.
Ahh, but this is where allies can help you.
Armored Battle group ally like the Imperial Guard so they can team up with every one but the nids, and Battle Brother with Imperial Guard, (not sure how they ally with Kreig and Elysian, they are all considered as normal Imperial Guard and as such have same allies options and are also Battle Brothers with all of the other Guard variants). With this you can use the two allied troop choices to give you more scoring power with out losing any heavy tanks and while two squads of Space marines might sound nice you really want to ally with guard. One Infantry platoon can give you five infantry squads, heavy weapon teams, Special weapon teams, and a conscript blob all scoring. Stick them all in Chimeras for fluff if you want.
On the other hand, the Armored battle group shines as a ally to another army. As stated they ally like guard, so any army in the game (except nids) that takes them as allies can take from a minimum of 2, (HQ and one troop) up to a max of 11 heavy vehicles counting the artillery from heavy support, commissar tank form elite, and taking air support or Hellhounds/Salamanders (for even more tanks) for fast attack. This howewer sucks a lot of points from your main detachment and only useful in large point games (where you can take double FOC anyway).
Remember who your battle brothers with so you can use you Tank orders and leadership ten bubble on allies.