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===Troops=== *'''Infantry Platoon:''' Basic core of the army. Consists of a multitude of parts and options. Think of it as a force organization chart in your force organization chart, so you can write yo list while you can write yo list. Can add on extra squads of Heavy and Special Weapon Squads to support the Infantry Squads' lasgun spam. You could also put your heavy weapons in Infantry squads, <s>but then you'll have to waste lasgun fire if you need to engage heavy opponents and tanks</s>. They're different squadrons, they don't have to fire at the same target. silly conscript. **'''Platoon Command Squad:''' (1) This unit can be tricked out much like the CCS (barring options for Camo-Cloaks or Carapace), yet do not have the accuracy of Veterans. Additionally, the Platoon Commander is less efficient at issuing orders, only being able to make one per turn from a limited pool of choices. Not great, but they do have their moments of glory. **'''Infantry Squad:''' (2-5) If you play blob guard, this is going to be your bread and butter, if you play a balance of blob and mech, you are still going to take these dudes, because they make it happen. They are paper thin, only hit half the time, and they run away if it can't be helped. But its for fucking sure that they can be made a monster. They can become Stubborn and get a Ld of 9 with a Commissar, the squad can be combined with other squads of the same kind to make huge tar pits. With 30 men, '''First Rank Fire, Second Rank Fire''' can make them fire 84 shots in one turn. That's a whole lot of diddly. They can take a heavy weapon and a special weapon. This can be combined to make many different options. A basic set up would be a Grenade Launcher or a Flamethrower, to be able to provide additional firepower to the backbone of lasgun spam. On top of that, If the squad is going to be a gun line, add in an Autocannon for front-line squad, or LasCannon/Rocket Launcher for the guys co<s>w</s>vering <s>in</s> the back. You can get plenty of Power Weapons in there as well, for the Sergeants and Commissars, but you cannot get your hands on a Power Fist in an Infantry Squad. With 6th ed update, Bolt Guns are now just a single point upgrade for a Sergeant. Throw away that laspistol, grab a real man's gun. **:Alternate Tactic: If you REALLY want to hold the line, these guys will do it. Take a 50 man blob, take a Commissar (or two), 5 meltas, and a vox, as well as 5 lascannons. Now throw in a <s>Space Wolf Rune Priest</s> Primaris Psyker, roll on divination and pick the primaris power, and finally add an aegis wall. Now laugh as each shooting phase your squad throws down with FRFSRF 60 lasguns, 5 melta, and 5 Lascannon shots... with rerolls to hit... also the whole thing has a 4+ cover, 2+ GTG save. If they assault you, laugh as you start picking up 100+ dice for overwatch. This has been known to bring grown men to their knees. **'''Conscripts:''' (0-1) A platoon may take one unit of Conscripts, or human Grots as they're affectionately called. If there is anything thinner than paper, it would be Conscripts. Good thing there are a lot of them. They are two point cheaper per model than a regular guardsman, so only take them if you are full on the others (how did you do that) or if you are using <s> Chenkov's "Send In the Next Wave" </s> doesn't exist any more. Priest is a must. Do not expect them to pull miracles, but with Rank Fire, they can ignore their terrible BS of 2 (good luck passing Ld5 test, <s>unless you have Kell or Lord Commissar</s> they can get a normal commissar now). I don't know about you, but 50 Fearless bodies for around the same cost as a ten man squad of Tac Marines with some goodies isn't something to sneer at. **'''Heavy Weapon Squad:''' This is where the awesome firepower comes from. Some don't like them because they die rather quickly if they are in front of the Squad. This can be solved by putting them in ruins or other such cover. But if you buy Heavy Weapon Squad instead of putting heavy weapons in your Infantry Squad, they can target big things and not waste the lasgun fire. Lascannons are nice here. Autocannons are good for giving Monstrous Creatures and MEQs a hard time (your opponent can only make so many armor saves when your guns wound on 2s for the latter and the former isn't known for fantastic armor) and can put up a good fight against your average transport (especially if you can get a side or rear hit in) and if you kit out a whole HWS with them, they put out enough shots to not make a basic Guardsman's BS3 too terrible. In fact the only one that isn't that good to take here is the heavy bolter (which is already provided by almost every vehicle you can field). They are slower than Sentinels, but they are cheap for what they do (per-model), can be modified to engage any threat, and don't take up an important Force Organization slot by themselves. Don't forget that you can give them a normal commissar or PP and pass checks for those tasty and delicious orders. ***Don't take flakk missiles if you weren't going to take a missile launcher normally. They are only slightly better than a group of autocannons against flyers (a squad of autocannons averages 1 hit, flakk missiles 1.5), at a cost of 45 points extra points. That's only 5 points short of a primaris to add on and make those autocannons twin-linked (averaging around 2 hits) and more able to receive orders. **'''Sabre Gun Platforms (Forge World):''' These guys could replace Heavy Weapon Teams in your platoon. They cost more, but with twin-liked guns they are also deadlier, have skyfire/interceptor, and being artillery, they can [[Tankred|endure]] absurd amount of enemy shooting. On the other hand they are immobile (but can somehow scout move), and die like a bitches when charged by ANYTHING (even FΡre Warriors). Sabre platforms require careful positioning, because of their zero mobility, but they are great source of anti-air and fire support. ALWAYS take second guardsman to each gun: your enemy could and would outflank Sabres to shoot down lightly armored crew instead of W2/Sv3+ guns. **'''Special Weapon Squads:''' It's a 60 point team of meltaguns (everything else can be provided better by Veterans) or a 36 point objective holder. Find them chimeras and drive them forwards so they can make cheap melta drive-by's with less accuracy than Veterans. There is only 6 of them (and only 3 can carry melta), but they can bring specialized firepower when it's needed. Give them a Demolition charge and drop their Chimera in the middle of the enemy formation. Next turn: Laugh Maniacally (provided that Chimera withers the oncoming hail of fire or the opponents fatally ignores it). Or put them into a Vendetta, equipped with two flamers and a demo charge. *'''Veteran Squad:''' Key to most mech lists. Slightly superior to regular guard due to higher BS of 4 and have an even better selection of gear and options. Stick them in chimeras and try to see where Lady Luck will take them. Only downside to this choice is that you only have six troop choices if you go full Vet before reaching 2000 points (with 60 points for a stock squad, it's a point which can be reached very easily). You could also do the smart thing and mix 2-3 Veteran Squads with an Infantry Platoon, giving you unholy amounts of Melta (Veterans), Chimeras and bodies everywhere. They're generally less specialized than storm troopers, but they score and can get much more gear. Always take at least two. If you want to make Tyranids players cry more than they already do, take 3 squads, footslog them and give them each 3 flamers, setting them up as assault screens. Your opponent will think twice about sending Genestealers (or, Emperor Forbid, Hormagaunts) anywhere near you. **note about 6th: Doctrines became even cheaper. If you didn't include them before you have no excuse now. **'''Gunnery Sergeant Harker:''' One Veteran Squad can take Harker, and his old buffs have been completely altered- <s>the only buff he gives his unit now is Relentless (which admittedly isn't complete garbage)</s> Harker doesn't give his unit anything but prevents it from using the Grenadiers doctrine - 15 pts for 4+ save instead of 5+ - making his unit lack the survivability to exploit its massive firepower since Bolters will negate their save. The only thing you're getting is a 55pt relentless Heavy Bolter that has Heavy 3 Rending and a very slightly buffed Sergeant - +1 WS/S and Krak grenades, through using Krak means he doesn't fire his RENDING Heavy Bolter - which could make for a good frontline Veteran Squad if it wasn't for their lack of a better save than the average 5pts guardman.
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