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===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.
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