Advanced Imperial Guard Tactics.
By Matthew Thornley (Brother -Captain Andromidius).
Ok, I've eventually got down to writing an advanced tactica
on Imperial
Guards. I decided to do this when one of my friends (an Imperial
Guard
player himself) pointed out to me a few things I'd missed, and several
tactics I'd left out. So here I am- finishing off the last tactica
Imperial
Guard and putting in some of my more advanced tactics along the way.
My best army list:
This is the army I use in most games (no matter what army
I'm facing, a
campaign force if you will). This is based on the standard Imperial
Guard
army list, with all the troops upgraded to Deathworld Veterans, and
several
units from the Catachan Codex are used also.
Colonel Xanter- Boltgun, Power Sword, Bionics, Refractor Field.
4 Deathworld Veterans- Meltagun, Flamer, Comm-link, Medic.
Commissar Holtz- Boltgun, Power Sword, Refractor Field.
Pts.
Gunnery Sergeant 'Wildthing' + 5 Deathworld Veterans- 2 Autocannons,
1 Heavy
Bolter.
Pts.
Gunnery Sergeant Bradon + 5 Deathworld Veterans- Lascannon, 2 Missile
Launchers.
Pts.
RSM Mortis- Power Sword, Hellpistol, Frag and Krak Grenades, Melta
Bombs.
6 Catachan Devils- 2 Flamers, Meltagun, 2 Laspistols and C.C Weapons,
Frag
and Krak Grenades.
Lieutenant Colonel Tyson- Boltgun, Power Axe, Refractor Field, Frag
and Krak
Grenades.
Pts.
3 Deathworld Snipers.
Pts.
Lieutenant Max- Boltgun.
4 Deathworld Veterans- 2 Flamers, Comm-link.
10 Deathworld Veterans- Flamer, Comm-link.
10 Deathworld Veterans- Flamer, Comm-link.
10 Deathworld Veterans- Flamer, Comm-link.
Pts.
Lieutenant Nallen- Plasma Pistol, C.C Weapon.
4 Deathworld Veterans- 2 Flamers, Comm-link.
CSM Barnes + 9 Deathworld Veterans- Flamer, Comm-link.
10 Deathworld Veterans- Flamer, Comm-link.
10 Deathworld Veterans- Flamer, Comm-link.
Pts.
10 Deathworld Veterans- Flamer
Chimera 'Firestorm'- P.M.S.B.
Pts.
Leman Russ 'Imperius Raider'- H.K.M, C.E.M.
Pts.
Total points cost- Pts.
This army rarely fails me. With a bit of luck it
can destroy most
opponents with relative ease. If not, well it has enough men
to soak up the
casualties! It can tear through a Deathwing army in close combat
(my
Colonel rarely gets less then 3 kills a turn in close combat.), outshoot
enemy Imperial Guard (I like to concentrate fire on weaker targets,
and
don't bother targeting difficult targets most of the time). I
sometimes
change the army a little, but only if it's a 'special' mission.
MEDIC!!!
Medics are a must in any Imperial Guard army. For
only 10 points you can
save the first failed armour save. I assumed that this includes
weapon hits
from AP 5 or better, as this is an 'auto fail,' so can be ignored as
normal.
If positioned correctly this means that the squad the medic
is part of
will rarely lose anyone (I hide from tough units and open expose my
units to
weaker targets.staying in cover when under Boltgun fire is a good idea
too)!
It's also possible to position a medic in close combat so that
he/she
isn't in contact with an enemy model, and therefore the unit gets the
'ignore first failed armour save' then too!
Moral.
Moral can be difficult for Imperial Guard, as most troops
only have
leadership 7. If they lose 50% of their squad then they get a
-1 Ld
penalty, which means that they're more then a 50% chance of failing!
The best way to counter this is be keeping your men close to your Officers.
Unfortunately this means that more men will die if you come under ordinance
fire if you have a lot of men.
Instead of buying large platoons you could try buying more small platoons,
thus you have as many men, and you can spread them out more.
You also have
the option to buy more special weapons from your command sections,
and can
perform better in close combat (Harrah!). Standard Bearers are useful
as
well, and they don't cost many points.
Or you could do as I do and purchase Comm-links.
This unables you to spread out from ordinance and get the higher Ld
values
from your officers. A combination of the two may be best though,
as you can
then use your comm-links more often (as you can only use a comm-link
once
per turn (including the ones used by officers!)).
Standard Bearers are useful as well, and they don't cost many points.
On a similar theme.
Commissars.
I've mixed attitudes towards Commissars. Although
the rules are nice and
characterful, when they happen to you it's very annoying.
Commissars, however, are very useful in close combat (being like Captains).
If the officer is killed in close combat then the Commissar can take
over
(however the rules from this can be nasty), and if all goes well you
have
now got a Ld 10 Command Squad/Section! He can now give his Ld
10 to another
squad once per turn, which can be VERY useful for holding the line
together.
I've only taken the one, as it didn't seem right to have 3 or 4 hanging
round with an army of Commissar hating Catachans.
Colonel or Captain?
Some people don't like to use a Colonel in even game.
Reason: too
cheesy. A Colonel wouldn't fight in even pitched battle his regiment
thought in. And even if he (or even she) did, sometimes he/she'd
be
fighting on a different part of the battlefield to the game you're
currently
playing, and one of his/her Captains would have to fill in for him/her.
But I see it like this.if most Dark Eldar use an Archeon
in ever game,
why can't IG use a Colonel in even game? It's only 15 pts extra
(the price
of 2.5 guardsmen) for +1 Wound and +1 Ld!
But sometimes I must admit I only use a Captain (well a
Major, but I use
him as a Captain), but only for variety or a bit of fun (I like the
model, I
use the Catachan Sergeant with an eye patch, but I'm thinking of doing
a
conversion later on).
Hellhounds.
In my opinion this is the hardest unit EVER to use!
For a fast attack
choice it's not too fast, and it gets destroyed so easily! The
Inferno
Cannon is hard to get into range, and although the Heavy Bolter is
usually
in range you're constantly on the move, and what's the point anyway
if your
Inferno Cannon is out of range? It's better to buy a Chimera
if this is the
case!
Ok.rethink charging at the enemy. Very bad move!
Try advancing around
the enemy's flanks, keeping cover between you and the heavy weapons.
Doh!
Remember the new rule? All glancing hits count as Penetrating?
This means
that being hull down is worthless! The only cover that will serve
you is
very large buildings and woods (so that enemy can't shot at you at
all, bar
guess range weapons of course).
You could also try this (this is the most realistic idea
out of the
lot).hide it behind an advancing Chimera. A waste of a Chimera,
yes, but if
you want your Hellhound to make it then it's your best shot.
Advancing with Tanks.
Difficult one to master, as most Imperial Guard tanks have
ordinance
weapons. I got the following advice from one of Nick Davis' articles
(he's
my hero on all things Imperial Guard!).
Have a pair of Leman Russes (or whatever tanks you are
using) and place
them together, side by side. Every turn one tank advances its
full 12"
forwards toward the enemy/objective. The second tanks lets rip!
Next turn
the first tank fires and the second tanks advances. This plan
is better (in
my eyes) then Nick Davis', as your tanks are moving 6" per turn on
average
(rather then 3" a turn). Although you lose out of firing one
secondary
weapon (which isn't going to help THAT much.), you are moving faster,
and
infantry can keep up with you (infantry are vital to tank's survival).
If
you really wanted speed plus a little firepower then try moving 6"
with the
first and 12" with the second, thus you get one secondary weapon firing
ever
turn, and move 9" a turn on average.
Remember! Always try to be hull down, it's useful
even for heavily
armoured Leman Russes.
Offensive Tactics.
Here are a few tactics that I've used in past battles:
The Claw- Classic tactic, and one often adopted by Tyranid players.
Split
your force in two and advance down the flanks, spearheaded by Armoured
Fist
squads (to capture vital buildings, etc and then give covering fire)
and
other 'fast' units. Heavy weapons and tanks stay back (in cover
if
possible) and take out possible threats to your claws. Infantry
advanced
slowly (how else can they advance???) behind the AF squads, etc.
Most
players don't expect such an attack from the IG (and rightly so, in
most
cases). In fact most people don't expect IG to attack at all!
The Hook- Similar to the Claw, but all advancing forces are deployed
on one
flank, and all covering units are deployed on the other. Best
offensive
tactic against Space Marines and Chaos, as you need as many troops
as
possible to be in attack range at the same time to insure more kills.
Counterstrike- Let the enemy come to you, with fast units on the flanks
and
maybe Storm Troopers in reserve to deep strike behind the enemy.
Shell them
as they advance, and then basically swamp them!
Living Wave- I'm afraid to say I stole this idea from Brother Edward.sorry!
Get as many cheep units as possible, and 3 Armoured Fist
squads. Put all
three of your Command Sections and your Command HQ in Chimeras.
Sweep
forwards with all 7 Chimeras and advance your massed guardsmen behind.
Not
much can stop so many guardsmen, so swamped them!
Ordinance could be a problem, so if you're worried get
a Leman Russ or
two to give supporting fire, taking out any armoured threats that the
enemy
has.
Defensive Tactics.
Defending is what the Imperial Guard excels at, but don't
let that go to
your head.
The Wall- Deploy your Guardsmen in a double line facing the enemy.
Make
sure that 4" is between each line. Place your tanks and counter
assault
units behind these lines. Make sure your Officers are within
12" of all
units if possible, or give Comm-links to remote units. The most
basic
defense, and one most used as well. However me favourite is a
variation on
this plan.
The Collapsing Wall- The same as above, but make sure that the front
rank is
made up of cheep, regular guardsmen and the second rank is made up
of
tougher Deathworld Veterans (who are armed with flamers). The
counter
assault units and tanks are deployed behind these lines. Make
sure your
Officers are within 12" of all units if possible, or give Comm-links
to
remote units.
The front rank shields the more expensive second rank.
When (if) the
enemy assaults the front rank then you voluntary fall back with these
units
and leave the enemy exposed to the second rank (the assault will probably
fail unless the assault units have a 12" assault range. If they
do, then
DON'T fall back!). Your turn, your second rank advances to within
assault
range, flames them, then assaults them in return (if your opponent
falls
back as well, don't worry. They'll get massacred next turn if
they don't
rally (and without high Ld then they probably will.except Space Marines.
(chaos is ok though)). Your Deathworld Veterans may or may not
win their
combat (hopefully they will, and then make the enemy fall back).
If the
enemy falls back, consolidate backwards and wait from them to come
back!
Your retreating units should rally (if the officers are close by),
and then
form up again ready to fire!
This tactic works well against most armies- but sometimes,
against
cunning opponents, it fails and you get chewed out.well, it's a risky
tactic!
'The most powerful force in the galaxy."
"Some called him a monster, a madman. Indeed the
line between ecstatic
determination and insane ruthlessness is vague and wavering.."
I conclude my Tactica with this.never give up. You
can grab defeat from
the jaws of death and ride the tanks homes to victory no matter how
bad
things look. Just remember the mission objectives, and hope that
the
Emperor smiles on your dice throws!
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