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==Allies== With 6th edition rules, any Imperium army can ally perfectly with Guard. (Except Grey Knights, which can still ally but nobody likes them. Ha. However, it's more likely that the Grey Knights hate everyone else.) Every single Space Marine (all variants) and Sisters of Battle unit is available to back up your Guard, and Grey Knights, Eldar, Tau, Orks, and Chaos (in case you're feeling heretical) can be used as well, but no one likes them. You can also ally with Necrons if you're don't care about logic and just want to make opponents cry at the amount of firepower you're going to put out every turn. *Blood Angels - Nice because you can get death company to go rip people's head off while they're at it. Stick a chaplain in a blob and they're fearless (not cause of the chalice, but because the chaplain is fearless)Mephiston can do everything your army can't. Love it *Dark Angels - Are really <s>broken</s> fun: **<s>SWEET MERCIFUL EMPRAH, AZRAEL</s> ''Ahem,'' if you're feeling particularly trolltastic, you can attach Azrael to a 50-man blob of guardsman for [[AWESOME|50 4++ invul saves]], fearless, and furious charge. Then just grab some deathwing termies (or ravenwing if you're kinky like that) and deepstrike them behind enemy lines, and watch the madness ensue. Throw in a psyker with prescience for rerolls to hit, or better yet a priest to reroll the 4++, giving you better saves than storm shields and making your opponent weep bitter tears. This cheese has officially upped Dark Angels to the number one allies for IG (in this writer's opinion at least). **With 6th edition, Dark Angels allies have gotten even more trolltastic through the addition of Bullgryns. Step 1: Get an expensive squadron of 3 tanks. I recommend Demolishers and maybe a punisher, as their range will no longer be a problem. Throw in a Tank Commander as well. Be sure to give them camo netting. Step 2: Acquire 6 or more Bullgryns. Have them walk in front of the tanks, two per each tank. Additional units can cover the side as well. Step 3: Commandeer a Darkshroud from the Dark Angels and stick it in the middle of your tanks. Your tanks will have cover save of 5+ from the units, +1 from the slab shields, +1 from the camo netting, and +1 from the Darkshroud. ''That is a mobile, 2+ cover save''. Throw an techpriest in there, and the unit will gain full invincibility. Sure, it's 945 points for just the basics, (+90 for enginseer/servitors, +140 for side protection) but entirely worth it to watch your opponent's bitter tears turn to a rage rivaling even the angriest of the [[Angry_Marines|Angry Marines]] as you have 3 more or less invincible tanks firing 3 S10 AP2 large blast, with split fire. I'm willing to bet that they forgot to bring along their anti-tank weapons with ignores cover. Unless they are Tau, in which case you better take out those marker lights or suffer the consequences. 9 points of relic plating will give psykers a hard time too. Combo with aforementioned Azrael shenangians to put your foes in a coma. ***A smart opponent lacking ignores cover options will target the bullgryns first. They've got a 3+ armour save from base contact, as well as a 6+ cover from the Darkshroud. Can be improved to 4+ with some of the expendable guardsmen that you are required to bring along as a troop choice. They're tough motherfuckers with three wounds, but at T5 they can still be instakilled by S10, so mind your scatter and be aware of the heat your opponent is packing. Some desperate fool might try to tie them up in combat, or even try assaulting the tanks. This can be further deterred by the addition of a cheap priest. Even with the bullgryns gone (after drawing enough fire and lasting long enough to make it too late for your opponent), the tanks still have a 5+ in plain sight--which smoke launchers will improve to 3+ in a pinch (strike and shroud, anyone?). Nothing to scoff at. ***Alternate take: If you don't want to spend 600 points on tanks, the tactic works just as well on sentinels. Three plasma cannons can still fuck shit up, and you can take 12 well-equipped armoured Sentinels for the price of 3 Demolishers. Hell, you could even do it with Hellhound and variants if you want to. Or any of your transports. **Throw in a priest with some deathwing you don't plan to deepstrike (at least without a drop pod) for a cheap set of rerolls. A bit fragile, but they are much cheaper and provide better buffs than a chaplain. **Can be done with any Marine list, but I'll put this here. With 7th edition, Battle Brothers can take allied transports. You can fit 5 Ogryns/Bullgryns and one priest in a land raider crusader--with all the fun that only an assault vehicle can offer. Anyone willing to run the numbers to see how they compare to Deathwing termies/knights in such a situation? *Spess Puppies - If you don't mind the yiffing, they've got some nice firepower to add. A possible tactic is x-hibitz's gunline--bubble wrap fo yo bubble wrap. Rune priests are, of course, the big draw here. However, the best source now has to be new Inquisition. Why? *You only need to take an Inquisitor minimum in the detachment, it may as well be like selecting special and generic characters from this Codex. *Have a ton of absurdly useful goodies, including: **Servo Skulls that prevent the enemy from scouting or infiltrating within 12 inches, as well as reducing scatter on your pie plates by D6 when shooting at units within 12" of them. Only 3 points each. **The Liber Heresius, which can give your blob hilarious shit like splitfire, counterattack, hatred, fear, or scout, though only once per USR. **The Psyoccolum for giving an ENTIRE UNIT OF 50 GUARDSMEN BS10 when shooting at units with Psykers inside, so say fuck you to Joe Schmoe with the Daemon Prince. **All the Ordo Inquisitors are like combo commisar-primaris psyker combos, providing stubborn and ld10, and are more customizable. And they are cheap. **Ordo Xenos Inquisitor, equipped with a conversion beamer. He can benefit from the split fire orders when attached to a guardsmen squad, meaning that you are free to make full use of the S10 AP1 blast. The two best ways to use this is to give him divination and stick him in a Heavy Weapons Squad with las- or autocannons, and have a CCS give them splitfire. That is, until something is either within the proper range where split fire isn't necessary or is just important, then go for bring it down. Alternately, you can throw him in a regular squad with a chimera, letting the Inquisitor fire out the fire point while the rest of the guardsmen target something else with the arrays. If you don't like the odds of his hitting something (52% against a normal based unit, 61% against 40/60mm, and slightly more for tanks), try prescience or well-placed servo-skulls. Note that blessings cannot be cast on units inside transports or when in a transport. Overall, he can kick some serious ass. **The henchmen selection is mental and incredibly varied, allowing for a warband that pumps out enough firepower to drop jaws. Up to 3 Servitors with Multi Meltas, a Jokaero Weaponsmith, 3 SW Acolytes, and priests that can also take SW's. *Spam divination inquisitors, with a full allotment of primaris psykers, and say fuck my shitty BS. Followup with 2-3 Land Raiders filled to the brim with crusaders and/or (definitely and) death cult assassins, with a priest or 2 for shits and giggles (and eviscerators) and rush them forward. Suddenly the other player has stopped focusing on that rerolling gunline full of inquisitors and psykers and is worried about getting hatefucked by a bunch of death-cultists. People who can't give you divination but might be worth a look: *Grey Knights: If all you want is tough marines, Deathwing Termies (from the Dark Angels) are probably better since they can reliably hit the field on turn 1 or 2, and they're more gun-tastic anyway, after CC has been nerfed so much by 6th edition. *Spess Mahreens: The new suppliments there are alot more things you can do. *Sisters of Battle: Cool, but tricky. Acts of faith are always fun. *Imperial Knights: Nothing much to say except yes. You've already got the firepower to back it up, meaning you can send your knight into the center of your enemy's formation to crush things in CC. If you don't plan to use them in CC, your doing it wrong. There is a very, very unfriendly way to do allies: from the FAQ on Forgeworld, any type of Guard can ally with each others with Battle Brother level, which means Codex Guard can now allies with Death Korps of Krieg: Siege Regiments, Death Korps of Krieg: Assault Brigade or Elysian Drop Troops and as well as... Death Korps of Krieg: Armoured Battle Group and Armoured Battle Group to get a maximum of 8 more tanks! Use this as your advantage so you can field bunch of artilleries in your Codex IG FOC while another bunch of tank in your ally ABG FOC in high point battles. Beware this may result in a loss of friends in your local community.
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