Join Date: Jun 2009
Imperial Guard Tactics and Tricks
Imperial Guard Tactics
This is my attempt to help Imperial Guard generals in their war gaming and maybe get people to try some new strategies. Some of these strategies are really more for casual games and others are just pointers. Some of these only apply if you have the Deamonhunters book. And at the end, thereís a little rant ☺
Stormtroopers ---- If like many generals, you consider veterans a n important part of you army, may I suggest you try taking some Inquisitorial Stormtroopers. Stormtroopers come at 10 points per guy, which is a bit more expensive than your standard veteran, but they have armour value 4+ so they get an armour save vs bolters. They are also a source of cheap plasma, their plasma guns are only 10 points as opposed to veterans plasma guns which are 15 points a piece. The biggest benefit I see however with them is that their guns are Ap 5 which is a godsend against tyranids and other imperial guard. As a little present, their guns have targeters so you can measure to you target first so you never need to accidently fire at a target just to find its out of range. If youíre really feeling like you want fun you can take a sergeant, who then has access to the wargear of the greyknights. This means you could give him some artificer armour for 15 points for a 2+ save or if youíre feeling it, a pair of lightning claws and power armour.
Chimera ------- Try a Heavy Bolter! But really, I know itís all the rage to go with a multi-laser and heavy flamer loadout, but the heavy bolter should be at least a consideration. When you take a heavy bolter, you do lose 1 point of Str however you go from Ap 6 to Ap 4. This means that you get to ignore the standard armour of most races (Eldar, Tau, Orks, Imperial Guard, Tyranids) and you ignore space marine scout armour. The one point of lost strength really only effects you if you plan on shooting armour or high toughness creatures. But really, as an imperial Guard player, autocannons are much more reliable anti-transport and a unit of ratlings is more efficient for monstrous creature hunting. You do lose the ability to instant kill toughness 3 units but once again, Imperial Guard has a plethora of weaponry that instant kills (battlecannons, lascannons, demolisher cannon)
I really canít stress the value of better Ap, I canít speak for your clubs but at mine, Space Marines no longer make up a majority of players and Iím now staring down more horde armies .
Conscripts ------ If you want to hold an objective in style, may I suggest taking 50 conscripts, if only just for the look on your opponents face. Then when placing objectives, put your objective in a big old piece of cover that gives a 4+ save or better. Then, go to ground with your unit, suddenly that unit has a 3+ save or a 2+ save if you managed to use the order Incoming! Lets say for the purposes of mathhammer that a unit of 100 marines shoot at your conscripts, have no fear, because on average in 4+ cover after going to ground you only lose 14 conscripts. Keeping the conscripts from running away is a bit of a problem, but you can get around their mediocre Leadership 5 if youíre just so kind as to attach a friendly lord commissar to the horde. Or failing that, give your command squad a banner.
Company Commander ----- This is less of competitive choice and more of a chance to make kick-ass model. The company commander may exchange both his close combat weapon and laspistol for a set of kickass duel power fists. I know that this costs 30 points but really, just imagine the modeling possibilities for a guy with two big metal hands.
Banewolf ----- Yes, the range on the gun is terrible, but at the same time make note of the fact that the Chem Cannon is Str 1, this means itís a defensive weapon, so you can drive your tank up 12 inches and unleash both the Chem cannon and the hull heavy flamer! Yes, this puts you in assault range if there are any survivors but you just moved 12 inches, they need 6ís to hit you and chances are the one with the powerfist is a pile of sludge.
Hunter Killer Missile ----- These are not my favourite, but once and a while Iíll proxy them just for fun. When I think of a hunter killer missile, I think of multiple missiles, not just one and I use them for vehicle hunting. 6 Hunter killer missiles will put you back 60 points but will get you 1.5 penetrating hits, which have a very good chance of preventing that rhino from moving next turn. And when that rhino was carrying a full squad of Khorne berzerkers who otherwise would have ripped through your precious gunline, the effect is priceless.
Techpriest ------ This is a guy that never get taken but if you wanted to try out a fun and completely random unit, try taking a techpriest with 5 servitors. This gives you 6 powerfist attacksÖ Fun! As well, this unit will automatically fix a vehicle because D6 plus 4 is always going to be higher than 4 lol.
Vanquisher ----- Just no, please donít take this tank, I consider it one of the worst choices in the codex. Youíll only hit half the time and when you do, you donít have Ap 1 so you only have a 1/3 chance of wrecking or destroying that vehicle. If you want anti-tank, take a Vendetta, its tall so your opponent canít hide from it and by using its scout move, you can snipe side or rear armour.