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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