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===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. Assaulty wall of meat. Lovable to the end, which will be soon, seeing as these guys are a firing magnet. Keep them the fuck away against anything that could Instant-Death them, and get them into melee as soon as possible. However, even there they will struggle against Necron Warriors... *'''Ratling Squad:''' Snipers - cool in theory, but everything wounds on a 4+, even against Gaunts or Grots. You should have Meltas or Lascannons to take out big things, not a paper thin squad of inbred midgets. Also most competitive armies have Fearless, so say goodbye to your beloved pinning. Ratlings are just too soft (T2 so fucking bolters, flayers, and shootas will instagib them) and too cowardly (Ld6) to really have a place in the guard. If you want snipers, you're better off using Vets, Command Squads, Special Weapon Teams, or Vindicare Assassins like in [[Dawn of War]] (Just use the Allies rule, explained better further on). Just Say "No" to inbred space hobbits. *'''Psyker Battle Squad:''' A full Psyker Battle Psyker Squad in Chimera costs like a Leman Russ, while not having the same degree of survivability. Psychic Defenses can give them trouble, as do many other issues. So why bother taking these poor saps? **The first reason would be if you wish to take a Large Blast, but don't have left-over Force Organization slots in your Heavy Support section. A reason for this would be should your army chooses to take Manticores or Hydras. Depending on the foe at hand, and your ability to throw other high-priority threats (including Veteran Squadrons or Vendettas), you *should* be able to afford keeping them disembarked in cover, where they now have the option to benefit from Orders, "Fire on My Target" turning them into a wannabe Eradicator... **However, the most popular reason these Psykers get taken is because of Weaken Resolve. The ability to lower enemy Leadership for the remainder of the game turn has a lot of utility, both offensively and defensively. The most common use of it is to set a unit up for being Pinned/Routed by Manticores. One common mistake people forget is that Stubborn only negates this power when it comes to '''Morale''' checks; Stubborn does nothing to protect against Pinning checks as Pinning Checks are not Morale Checks. Finally, even against Fearless foes, the ability to reduce the Leadership of an enemy psyker can cripple the enemy's plans; a Zoanthroape unit, or Lash Prince is far less likely to successfully cast its powers when hit by Weaken Resolve. *'''Storm Trooper Squad:''' <s>In general, they are inefficient at general-purpose duty and are best-used at higher points-levels. Their main selling point, that they have AP3 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-Chute Insertion and additional Melta support, or as Infiltrators to negate anti-Scout-rush tactics (the Krootscreen being the premier example). So they *can* have a role depending on the army build you go for, but not as mainstay units.</s> These guys are incredibly underrated and from the stricken out section you can see why people might think that. However, consider this: for 15 points more than Veterans, you get non-scoring (what, you expect to use Stormtroopers to camp objectives?!) rerollable Deep Strike melta with AP3 guns and 4+ saves that can buy Chimeras and give them to Special Weapons Squads which can't buy their own. Never let anyone tell you these guys are bad. If you're facing a gun line army, deep strike behind it and kill their fire support. If you need them to, they can scout or outflank instead. They may be expensive but when it comes down to it, if you take even one infantry platoon (so, always then) then you want these guys. Do remember that since they are likely to fight alone and without any support from Independent Character traits, they can get stomped in an assault as easily as a basic Guardsman, and unless you sink points into them, you won't have many Stormtroopers in the squad to begin with. *'''[[Sly Marbo|GUARDSMAN FUCKING MARBO]]:''' Rambo is a strange unit in and of himself. There can only be one. He is 65 points, the same cost of a bitchin' 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 (S8 AP2). But beware, he can only throw the demo charge 6 inches. If unlucky on the dice rolls, Rambo himself can fall to his own demise from this attack. If he can last the next turn, he can fuck some units up in close combat until he dies a fucking glorious death, surrounded by the dead bodies of enemy squads he got to assault. 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. It's up to you. *'''Hades Breaching Drill (Forge World):''' Remember the Tyranid Mawloc? Well, the IG looked at it and said, "We need something like that but even ''more'' destructive." Yes this thing has Rhino armour, but when it comes in it puts a fucking pie plate blast with S10 AP1 melta. This blast doesn't halve strength on partials and it even destroy terrain. And then your vets pop out of the holes it leaves behind. The ultimate "fuck you" towards gun lines. Once it enters, it can go around blasting people with its meltadrill, but it's probably going to die afterwards...assuming anything is left standing. And on top of this, drill only ''counts'' as an Elites option: it doesn't take up a slot in Force Organisation.
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