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==Play Style== [[File:Glory.jpg|300px|right|thumb|Men of the Brimlock Eleventh, fighting on Voor against Orks. Note the [[Judge Dredd]] pattern frown.]] The Imperial Guard are notorious for their SIGAOD methodology: Shooty Imperial Guard Army Of Doom for the less than nerdy. The basic lasguns are downright pathetic, but can [[Dakka|still be effective if used en masse]], and we mean ''en masse''. The effect is a little like how cavemen throwing rocks could still be a threat to fully armored knights. It only takes one lucky shot and they don't stop shooting until they get lucky. Scientifically speaking, the lasguns are strong enough that they damage most materials, even Space Marine powered armor. It's just so minor against most foes that it doesn't matter. Until you get a hundred guys shooting at one target. Then it matters pretty damn quickly. Add in special weapons and heavy weapons and indirect fire like mortars all blazing away at an enemy and... yeah. Also, a lasgun used with precise aiming is quite lethal as you can devastate any vulnerabilities of a target easily. For example, the Vostroyan Firstborn are famous for their great precision and it shows in the massive kill-counts they rack-up. Who the fuck knows why that isn't a requirement for Guardsmen but it's probably because some goober in charge didn't notice and so never mentioned it in a memo to who-cares. The IG has loads of vehicles. ''Loads'' of vehicles. Most of them are fairly cheap and pretty good for what you pay for, so it is quite easy for IG armies to have half a dozen vehicles or more in a medium-sized game. There are 4 principal IG ground vehicles of note: * First is the [[Chimera Transport|Chimera]], which is the basic IG troop transport. In modern terms, it would be considered an Infantry Fighting Vehicle, not a mere APC. It is not particularly fast, but it is reasonably durable, it has good firepower, it's cheap, and the passengers can still shoot while inside. Bread and butter. It's also used as the chassis for various other vehicles. Overall it's far more useful than the [[Rhino]]. * The second is the iconic [[Leman Russ Battle Tank]]. It is in every way a solid, dependable warhorse. Key features include the BFG on the turret (that can potentially fire twice per turn as of 8th Edition), the optional heavy weapon sponsons, and the completely exposed engine in the rear. Apparently, they ran out of badass when they designed it. It is a very tough nut to crack. * Third is the [[sentinel|Sentinel]]. It's a support walker, and while not generally as effective as the other big 3, it earns its place by virtue of utility. The sentinel can serve as a reliable escort and scout while also providing useful fire support. Featuring a decent variety of weapon options, it is also a cheap way to add Hunter-Killer missiles. It's hard to go wrong by taking a Sentinel. * The last vehicle of note is the [[Basilisk Artillery Gun|Basilisk]]. Apparently, some tech-priest decided to take a Chimera, rip out the turret and troop compartment, and bolt on the biggest piece of artillery he could fit on it. The Earthshaker Cannon is far more powerful than even the BFG they stuck on the Leman Russ and has much longer range. No game of WH40k has been played where a target has been out of range of the Basilisk. The four vehicles above are only a small selection of what the Guard has to offer, but they are all pretty reliable workhorses for most builds and strategies. Most other vehicles are specialized variants of the above, being largely situational units. Let's not forget the Deathstrike Missile, which GW used to give UNLIMITED RANGE. Players have called up GW stores the next town over and told them that they're dropping a Deathstrike in the middle of whatever battle is closest, and they've accepted. ''The Range is 200" as of 8th edition, but 16 feet is still ridiculous.'' Also of note is 6th Edition's contribution of flyer units. The IG has the most non-apocalypse flyer units in 40k, and while some of them are absolutely useless for anything but flavor, some of them kick all kinds of ass. Triple twin-linked Lascannon, twin-linked Punisher Gatling cannons, or a flying tank-busting mega-bolter kinds of ass to be specific. Rape from above. In summary, the Imperial Guard wins by having firepower, cannon fodder, and lots of both, transported in a massive variety of [[METAL BOXES]]. Unfortunately for the Guard, though, the Imperial Navy has a bad habit of taking ships that were designed to launch atmospheric craft in support of the Guard (such as Marauders) and instead sticks void combat attack craft inside (such as Furies) them. The result of this is painfully obvious if you're a Guardsman on the ground. Not to say they don't have air support, but that their air support has a presence that is completely at odds with the number of atmospheric fighters and bombers a ship can carry. The Navy literally fits whatever atmospheric fighters and bombers they can into whatever excess space remains after putting their Furies and Starhawks into hangers designed for holding countless Lightnings, Thunderbolts, Marauders, and Avengers, instead. Grimdark? Yep. Thanks to [[Roboute Guilliman]]'s reforms, the inability of Guard to fight at maximum efficiency (or make it to their destination in time without borrowing civilian transport ships) is kinda the point - it makes revolt much harder, and he didn't care if countless Imperium worlds would go to shit thanks to this, to exclude the possibility of [[heresy]] was much more important. Of course, the reason why a third of the Imperial Army rebelled was due to the Imperium violently conquering their worlds. Fortifying and consolidating conquests post-Heresy would have helped prevent rebellion and Administratum control (it was efficient back then) would have prevented the populace from feeling rebellious because their lives would be great. Damaging the Guard only prevented them from doing their job and really, any rebellious Guard regiments would be (and usually are) quickly annihilated by the loyalists surrounding them. Generally, they steal transports and Chaos forges provide plenty of aircraft for them. Defeating the point of weakening the Imperial Guard and actually making rebel regiments stronger. Enter the Hydra. The only tank designed to take out aircraft. That is BADASS. Screw the navy. Hell, some regiments have a Leman Russ for every infantry squad! Do that with Thunderbolts or Lightnings in addition to the Russ and... yeah, epic stomp. It's not inaccurate to think of tanks in the Guard as the actual infantrymen and as the footsloggers as supplemental, a resource for screening your more powerful units and contesting objectives. Artillery and what deep-striking elements you have are for exposing enemy units to your tanks, which deliver the killing blow. So what's the catch? First thing, the Guard are quite good for what you pay for point-for-point, but they aren't exactly renowned for their individual resilience in the same way Astartes or Necrons are: Guardsmen are just T3 and 1W with a measly 5+ Sv provided by their flak vests, so most anti-infantry fire will turn them into red paste. This effectively requires you to bring infantry in bulk; in most other armies (Orks and Tyranids not withstanding), 70 infantry models would be a fairly large amount but for the Guard, that's a paltry figure and you can reasonably expect all of those guys to be dead by the end of round two. Their tanks fare somewhat better - the Leman Russ is their iconic mainstay and has T8 and 12W and a nice +2 Sv so it can shrug off a lot more than the flimsy infantry squads, but lacking any native invuls or FNP or other tricks to mitigate damage, the tanks will still go boom if dedicated anti-tank concentrates hits on them. As anti-infantry massacre your squads in short order and anti-tank wrecks your vehicles in short order, this encourages a combined-arms approach to play. As in modern military strategy in real life, synergy between different arms working together is vital to your success. The Imperial Guard suffer greatly from good target selection on the enemy's part and it can be tricky to deny their efforts. Sadly this means the Guard are an army where you can still lose even if you do everything right. For example, should an Eldar player snipe your key officer with Rangers, blow up your artillery with Fire Dragons or get some Banshees or Wraithblades in your infantry line, you are in deep... and even one of those things happening can ruin your game in the long run (Eldar due to their extreme specialization are perfectly placed to exploit destroying Imperial Guard keystone units which is why they are traditionally a bad matchup for Guard, but it's not just them, many other armies definitely have the tools to put you in this situation). Ultimately, Guard is an army where you have a unit that can answer any situation but you'll have to get used to the idea of taking casualties and making sacrifices, and get smart at picking which vital unit is ''least'' vital to your long-term success. It is also worth noting that anything even remotely optimized for close combat (Orks, Khorne, Drukhari, etc.) is going to through your infantry line like shit through a goose if they get within arm's reach, and only a handful of Imperial Guard units are kind of capable in close combat themselves - Ogyrns, Bullgryns, Sentinel Powerlifters, Assassins and some characters like Straken will do a bit of work, but they certainly won't stop a smash captain. Remember your key strength in this army is reliable firepower and sheer numbers, so using fodder Guardsmen as screening units for the big guns is your best bet. Guardsmen with proper support from buffs and orders can ''sometimes'' handle low-tier GEQs like Guardians, Fire Warriors and Termagaunts but it's a wasted effort most of the time.
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