Imperial Guard Tactics.
By Matthew Thornley (Brother -Captain Andromidius).


   Now I understand there are a lot of Imperial guard players out there.  
With that many people there must be some who need help winning their games 
(no offence to those people, I'm sure it's just unlucky dice rolls.).  I 
can't tell you what to do (that would be very rude) but I can offer my 
advice.  I can't guarantee 100% wins either, but these tips and tactics may 
help bring these wins to around 60% or better.  Please note that most of my 
tips are for normal battles, and you should adapt them for special battles 
like breakthroughs, etc.

The more the better.

   As most experienced Guard commanders will know, the more troops you have 
the more you can do.  This may seem obvious, but how do you get a hundred or 
more men from 1,000 pts?
   Easy- don't kit out your squads.
   You may scoff in disgust at the prospect, seeing as you probably have 
already bought all your lovely special and heavy weapons.  Even Codex: 
Imperial Guard says to always take the upgrades, but that is expensive.  If 
you want lots of troops, don't take them.  At the most you can have a Flamer 
or Meltagun (to hunt enemy tanks or clear trenches and bunkers), but don't 
take anything else in your Infantry squads.  Likewise, only take frag 
grenades if you know you will be attacking enemy positions in close combat, 
because elsewhere they are a useless waste of points.
   Special weapons should be left for HQ and elite choices, as these are 
expensive anyway, and heavy weapon should be taken by Heavy weapons squads, 
as they will probably get to actually use them (as Infantry often have to 
move around a lot).

Sentinels.

   I love Sentinels.  But they are very fragile, particularly against armies 
with lots of big guns.  Solution: take lots of them.  Don't bother with 
upgrades such as Extra Armour and Armoured Crew Compartment, as that can be 
expensive in the long run, and doesn't actually do much to save a Sentinel 
from a Lascannon.  Better to spend the points on more guardsmen.  Upgrades 
like rough terrain modification are good in terrain-heavy battlefields, and 
hunter-killer missiles are a must against heavily armoured foes (at least 
one hunter-killer per squadron, more the better).  Searchlights are only 
useful in night fights, so only take a maximum of one if you really think 
you need it.
   Always hug cover whenever possible and attacking the flanks of an army is 
also a good use of the Sentinel's talents.  The squadrons should all be in 
close proximity to maximise firepower, but if your opponent has several 
ordinance weapons nearby, spread out a bit more.
   Launching surprise attacks through cover is an excellent way to push the 
enemy back, especially if the forward elements of your Infantry are nearby 
to support the Sentinels if it all goes wrong.  Try to avoid confrontations 
with large targets like Land Raiders unless it's the last turn or you're 
really confident that your hunter-killers or Lascannons can deal with it 
quickly.
   Be assertive with your Sentinels, as a fast moving flank attack can scare 
the pants off some players- causing them to make rash choices.  If he/she 
throws his/her whole army at them then don't hesitate, shoot!  Blow them 
away before they can respond.  Your lovely Sentinels have probably been 
destroyed, but they've done their job.

Tanks!!!

   Now I must admit that I'm a bit of a treadhead at heart, but I try not to 
base my strategy around them.  Tanks may win some battles, but in the long 
run Infantry is what you should rely on.  Tanks are good for support, or for 
making a hole in the enemy's line for your troops to exploit.  Also, they 
are very useful for distracting your opponent (i.e. He/she may consider that 
Leman Russ to be a bigger threat to his/her army then a platoon of Infantry 
even though the guardsmen may be much closer.  He/ she may well go off 
charging off at that Leman Russ and will then be open to an attack from the 
guardsmen).
   Try not to think that your lovely tanks are invincible, because believe 
me they're not.  Even a flamer can destroy many types of tank, including 
Leman Russes or Predators.  I've used this tactic on one of my friends who 
uses Space Marines.  His Vindicator was blocking my advance, and Commissar 
Yarrick had failed to even damage it for three turns running with his power 
claw.  I gambled and moved behind the Vindicator with a squad of guardsmen.  
My friend's laugh failed when their flamer got behind the tank and blow it 
apart.  3 points of flamer in exchange for over 120 points of tank, very 
nice!
   In a defend mission you should place your battle tanks near the back out 
of range of most of the enemy's guns, and use their long ranged weapons to 
pepper them as they advance.  Close support tanks like the Hellhound and 
armoured fist squads should be kept back in case of a breakthrough.  In an 
attack mission your battle tanks should support the infantry advance from 
the back, and faster tanks should move with them, providing cover against 
anti-infantry fire.
   Never, ever advance tanks without infantry support, and place the 
guardsmen in chimeras if possible.

Snipers.

   You'll be surprised how effective snipers can be, even against Space 
Marines or Chaos.  One unlucky leadership test and a whole unit will be 
pinned for a whole turn, slowing down any advances.  The longer range is 
also useful, as the pinned unit often can't fire back because the snipers 
are out of range of their weapons.
   Though Ratling are good at sniping, I find that they are a bit fragile.  
Catachan Snipers are much better, as they are tougher and are hard to hit 
when in jungle.  Their deathworld toxins are useful too.  Also, they can 
target different units, potentially pinning three units in one go.  Their 
only downfall is that they can't move, so it may be best to take both 
Ratling and Catachan Snipers together for flexibility if you went 
concentrated sniper fire in your army.

Storm Troopers?

   The question may arise, should I take Storm Troopers?  These are supposed 
to be the Imperial Guard's best troops, but aren't as good as the Space 
Marine's worst troops!  They are also expensive points-wise.  But the good 
points about them, good basic weapons against low armoured troops, good at 
shooting, good armour and they look cool as well.  Being able to deep strike 
or infiltrate is also useful in some circumstances.   Yet personally, I 
think that they aren't really worth their points cost- that the points are 
better spent on more, cheaper guardsmen.  But if you like them, then take 
them!  A surgical strike behind enemy lines may turn the tide of a battle, 
but remember they aren't very good in close combat at all.  The lack of 
heavy weapons is a pain as well.

Close Combat.

   Avoid it.  You'll probably never win unless you have either a lot of men, 
dedicated assault troops or a hell of a lot of luck.  There are only four 
things that stand a real chance in close combat: Command HQ's, Ogryns, Rough 
Riders and Deathworld Veterans.  Of these the best choice is the Ogryns, but 
elsewhere they aren't much use.  My favourite overall choice would therefore 
be the Deathworld Veterans as they are just as good at shooting as normal 
guardsmen.  The only drawback is that they are quite expensive (9 points 
each compared to 6 points for a regular guard), but that wouldn't be too big 
a problem if you followed my 'the more the better' advice.
   If you are defending, try to space out your men so that the enemy can't 
just sweep your whole army away and kept a counter-attack force nearby.  If 
you are attacking and feel that an assault would be profitable, then throw 
as many troops in so you can to maximise results.  If you lose an assault, 
then the more squads you have in the combat the better, as though some 
squads may fall back some will probably still be there to stop the enemy 
sweeping and destroying more of your men.  Comm-links are also very useful, 
as the leadership boost from your commanders will hold more of your men in 
place.

'The most powerful force in the galaxy."

   The Imperial Guard are potentially the best army, with a good mix of 
units and weaponry, but don't let this go to your head.  Careful planning 
and, of course, a bit of luck are still needed, and your opponent may have a 
few surprises for you (like three Land Raiders filled with Terminators.).
   Just keep a cool head.

~ Brother-Captain Andromidius 

Visit our Blood Angels message boards 
to dicsuss this information, and more!


 
 
For more advice 
go to the GW 40k forum and ask for help from veteran Blood Angel players.


This website is a completely unofficial fan site and is in
     no way endorsed by Games Workshop Limited .

Copyright disclaimer.

Ex Libris Mortis webmaster
edward@dragonrealm.com