Basic Tactics for Imperial Guard
by: plxvandyk
here's my patented Tactica IG... it's long but it's worthwhile
:)
HQ - there are two things that an HQ can be designated to do - assault
or shoot...
The shooty option goes with a selection of long range, low AP weapons
and tends to sit still a bit behind it's own lines and lend its morale
to nearby infantry sections. The shooty HQ must get a medic if it takes
plasma guns - in order to avoid the inevitable flameouts. The shooty HQ
must get a standard bearer and a trademark item! Also include a couple
of sentinels with multi-lasers or lascannons. Give them a chimera (they
don't have to start in the chimera) it's just there to give you another
tank on the field. - Or, for the same price you could take another infantry
squad with a lascannon...
The assault option is also known as a counter-charge unit... it has
a lot of HtH stuff in it... and some short range, low AP assault weapons
like plasma pistols or meltaguns. The basic idea behind a good counter-charge
unit is to get in a lot of attacks and make them count. For this reason,
it is a good idea to take a captain (same number of attacks as a colonel
but cheaper), a commissar, an inquisitor and a preacher; give them all
a powerfist and pistol, and give them all refractor fields (the inquisitor
gets a rosarius, so does the preacher)... with this combination you get
19 powerfist attacks in a charge! These guys, when used correctly, can
do a HUGE amount of damage... they can easily take down a 10 man terminator
squad... they go last, (but then IG generally do!) but those 4 extra bodies
in there can take the wounds from some of the more nasty high-initiative
attackers. The assault option gets a chimera... they need it for mobility.
If you have a really troublesome unit that ploughs right through your HQ,
add an Eversor assassin to the mix for a truly unstoppable unit (though
it does cost about 600 points!!)
The IG HQ has the really nice option of including squads of support
weapons... up to five squads may be included, up to two of which can be
anti-tank, two of which may be fire-support and two of which may be mortars...
anti-tank squads get either missile launchers or lascannons, fire-support
squads get either heavy bolters or autocannons, and mortars get... well...
mortars J - NEVER mix weapons within a squad, you will seriously hamper
the effectiveness of the unit! - The option of including a Veteran Assault
Team or two, as units of support weapons, is available to a commander who
has the Death World Veteran ability. These assault teams are useful, cheap,
and devastating to anything they can get near. They can carry a 6” Range,
STR 8, AP 2 ordnance blast weapon that can be fired on the move and which
costs a mere 10 points. (Be cautioned, there is a chance your template
will scatter BACK onto the unit that throws it!). They can also be equipped
with an array of flamer-weapons (at a hefty price) and all members of the
unit have the option of including a CC weapon & pistol as their primary
armament. They have the ability to regroup even when below 50% strength.
That AP 2 battle cannon template they walk around with is an ideal last-chance
weapon that can be used to take out stubborn units of heavily armoured
troops or medium vehicles that have gotten too close to your lines.
Troops - as an IG player, one on one, your troops are pretty much the
equal of nothing else in the warhammer 40k universe [that’s a BAD thing]
- (short of grots and cultists). Their main strength lies in their cheap
price (6 points each) and their numbers… if you wanted to you could field
a 500-model army within the standard deployment template. Each troops choice
you select can have a maximum of 63 models (5 x 10 man squads, 1 x 5 man
platoon HQ, and a preacher in each squad… add to this a chimera and a commissar
for the HQ and you get a truly awe inspiring single troop choice consisting
of 62 men and a tank!
Platoon HQ’s - A platoon HQ is a very versatile unit… they may take
two special weapons and a heavy weapon and may include a preacher, veteran
sergeant and a lieutenant with ease. They also get the option to take a
chimera as a transport choice. Combine the heavy weapon and the Chimera’s
weapons and you get a quality mobile fire-support squad. Combine two meltaguns,
2 CC weapon combos and a plasma pistol and you get a credible (if small)
threat to an enemy if the HQ has the opportunity to shoot before charging.
You can also make them into a very cheap counter-charge unit - 4 CC weapon
combos and a preacher a lieutenant with the same and you have a 41-point
unit with 20 attacks in a charge. These units work well to support other
counter-charge units and as a source of extra Chimeras on the battlefield.
The only real problems a PHQ has are it’s low toughness and its limited
number of bodies to take hits.
Platoons designations - there are two types of platoon - a hammer platoon
and an anvil platoon - an anvil platoon gets a heavy weapon and a long
range assault weapon they work as the heavy troops that the enemy charges
at, they almost never move and so, heavy weapons are extremely good for
them… Then, the hammer platoon is always on the move, therefore, they have
no heavy weapons and a lot of low AP assault weapons… meltaguns and flamers
work very well for them. The hammers need transport, so they are very good
when this role is assigned to an armoured fist squad, combine this squad
with a batch of storm-troopers or ogryn in a chimera too, and a platoon
HQ in a chimera - this means you get 3 chimeras and 20-25 guys charging
around the field… these rate as a threat to most things, especially when
armed with an array of assault weapons like meltaguns and plasma rifles…
hardened veterans are great as hammer elements because they can get three
assault weapons, a heavy weapon, two officers and a chimera… they also
get a BS of 4 (ooh, aahh :P)
Armoured Fists - An Armoured Fist (AF) is, pretty basically, a single
infantry squad in a Chimera. You may select one AF for each normal troop
choice you make. An AF counts as a troops choice in and of itself. The
AF is slightly cheaper than a standard 25-man platoon and makes up for
it’s lack of numbers with its increased mobility. The Chimera can be outfitted
to provide a withering salvo of supporting fire to compliment the rest
of your force. The AF squad itself is very likely to move out of the circle
of influence of any of your HQ units and, therefore, requires a bit of
extra help with its morale. A veteran sergeant raises the squad’s leadership
to 8 and, when given a trademark item he provides the unit with some staying
power when they come under fire or enter into any assaults. I find that
one of the best uses for an AF squad is as a mobile tank-hunting unit.
Outfit the veteran sergeant with a plasma pistol, meltabombs and a CC weapon
and give the squad a meltagun and they combine to be capable of destroying
2 medium vehicle in a single turn. Provide them with a cheaply equipped
preacher and they get a total of 26 attacks when (and if) they charge an
enemy.
Heavy Support - tanks, tanks, and more tanks... IG can't get enough
heavy support... they lack sorely in high toughness troops so tanks get
to be their hard-to-kill units - the standard leman Russ battle tank is
always a good start - it can be outfitted in an anti-light-infantry fashion
(3 heavy bolters, a pintle storm bolter and a battle-cannon) or anti-heavy-infantry
and anti-tank - (a lascannon, hunter-killer missile and a battle-cannon).
With front armour 14 it's a tough nut for most enemies to crack. They are
far from invulnerable though; it is best to field them in groups of two
or even three leman-Russ chassis vehicles to more than double their chances
of survival. Other variants include the exterminator (good against lightly
armoured foes), a vanquisher (which is good at killing armour 14 vehicles),
a demolisher - which has heavier armour on its back and sides (14\13\11)
and a truly evil combination of low-AP weaponry! A standard demolisher
can be outfitted with a lascannon - ap2, str9; a demolisher cannon - ap2,
str10 - ordnance blast; and two plasma cannons - ap2, str7 - small blast
- the only real problem with this behemoth is it's relative lack of range
on its main gun which has a 24" range, the plasma's get a more decent 36"
and the lascannon gets 48". - There are also a few specialist weapon platforms
that can be taken, a Basilisk has a 120" range, an option to make it a
guess 36"-240" weapon and a str9 ap3 [!] warhead... the only real problem
with this vehicle is it's lack of armour and it's being open-topped. Then
there is a griffon mortar, it gets a guess 12”-48” weapon but has a relatively
bad AP (4) and is therefore limited in it's usefulness against heavily
armoured troops like marines. Both these platforms can force opponents
to take pinning tests if they take casualties from the blast!
Elites - As for elites... IG barely get any truly cost effective ones...
the most useful of these would probably be Ogryns - hulking great brutes
with toughness, leadership and weapon skill equal to a space marine! -
And 3 wounds each... take them against other IG players and watch them
instant kill characters with a single wound getting through :) - strength
6 is a wonderful thing - this unit, unfortunately, is just too few in numbers
and lacks power-weapons... so, they generally can't put up a good enough
fight against assault marines...
Ratling snipers deserve a mention - 10 sniper rifles in a unit for 110
points - ALWAYS give a unit of these guys a preacher to up their leadership
from 5 to 8. - They work especially well in conjunction with veteran snipers,
a Vindicare assassin, mortars and basilisks and griffons - all of which
can force pinning tests... why pin just one unit when you can pin his entire
army J, unfortunately ratlings have a toughness of 2 and die extremely
easily to any incoming fire [See themed army - pinning - below]
The last heavily used type of elite in an IG army is stormtroopers -
they create a stable backbone of fire-support to bog-standard troops...
they also get to make saves against bolter fire-: P - will the wonders
never cease - unfortunately, they’re the only IG unit that can: P
A really nice unit available (just about the only one!) via elites is
hardened veterans… they get the ability to regroup under 50%, and they
don’t suffer from negative modifiers when taking morale tests either. They
can take an officer, get a chimera and 3 [!!] assault weapons and a heavy
weapon (all with a BS of 4 [!!]) - they cost quite a bit unfortunately…
- but then again, you can field a minimal size unit (4 guys with a veteran
sergeant) and put in a lascannon, 3 plasma rifles and a plasma pistol -
for a pure anti-termie/anti-tank unit.
If you should ever want TWO units of hardened veterans, make use of
a unit of Catachan Devils as your second unit. The two units make a good
combination; the Devils may be armed with 3 grenade launchers at 6pts each,
that’s 18 points to supply a unit with 3 Str6 AP4 24” range assault 1 weapons.
Combine this with a storm-bolter on the veteran sergeant and a preacher
with a storm-bolter, and you have a unit that can move full distance then
fire3 Str6 AP4 rounds and 4 Str4 AP5 round. This option makes a good mobile,
medium strength unit of infantry. The Devils do, however, have to spend
16 points each for standard flamers. The standard hardened veteran unit
may take those same 3 flamers at a price of 6 points each, while they are
asked to spend 12 points each for grenade launchers. The one unit may be
used to torch a unit from a mob army while the previous one may be used
to drop light vehicles and medium infantry at medium range or a mob force
at the same range, using the grenade launchers as blast weapons, at Str3
AP6, the blast option is good when facing mobs of orks… stand at 24” range
- drop 3 blast templates on a mob, retreat however far the orks moved forward
and repeat the process.
An interesting unit that you can take as elites is a unit of Krourk
Ogryns (introduced on the Armageddon website), they are basically a squad
of 5-10 ogryns that are fearless in HtH combat, gain +1 Initiative when
they charge and come with no option to take ripper-guns (default is an
Ogryn CC weapon and a CC weapon). This unit is, unfortunately, unable to
take a chimera as a transport option; they work well as a spearhead for
an assault-based infantry army. They cost 10 points more than normal Ogryns
(40 points each) but never run from combat in return for the extra price.
Assassins - An Imperial Guard army may take a single imperial assassin
as an elites choice. The 4 assassin types are:
Eversor (deadly in hand-to-hand, makes a good counter-charge unit.
He is the cheapest assassin at 95 points.) - Makes a deadly counter-charge
unit, 5-10 power-weapon attacks and a 12” charge. This is perhaps the only
model in the game that can take on a Wraithlord in HtH and probably come
out on top.
Special abilities include - power-weapon; Neuro-Gauntlet - always wounds
on a 4+, glances a vehicle on a roll of 6+, no armour-saves allowed; Executioner
pistol - dual purpose - as bolt pistol but may always be fired twice, or
as sniper rifle, 12” range, may be fired once; combat drugs - add D6 attacks
when charging, may charge 12” or double the distance charged through difficult
terrain; meltabombs.
Vindicare (sniper, hard to kill at a distance, probably not worth its
points because it only does about 3-4 wounds in a single game… hard to
recover his 110 points cost on; but great for addition in a pinning army)
Callidus (Good for low toughness, high cost models, ignores both invulnerable
and normal saves, can move an enemy unit 6” within it’s deployment zone,
may arrive anywhere on the table, good for destroying high point cost units
or low leadership units Cullexus (anti-psycher assassin, lowers everyone
leadership to 7, would conceivably work wonders in combination with a Callidus,
does nasty things to psychers, Callidus generally does better though)
General tactic with Assassins is that they are not one-man-armies,
they die like everyone else, value them. They are independent characters,
so if you keep them within 6” of another viable target they can’t be fired
at.
Fast - Sentinels work wonders as fast support units. Though not very
fast, they work well when they support Hammer infantry squads. The hammer
squads generally don’t have heavy weapons and the sentinels have two of
the best heavy weapons available. Equip a sentinel with a multilaser and
send it up in support of a hammer squad… this way the hammer squad gets
the support of a heavy weapon (which they wouldn’t get normally, having
moved) but their assault weapons even out the team quite nicely. Having
a sentinel tag along into HtH will also benefit a hammer squad no end seeing
as most enemies are simply incapable of damaging it. In the very least
it will draw fire away from the hammer squad as it advances. They count
as mini-dreadnoughts when in combat and, therefore, will never run away.
Special Characters -
The Imperial Guard has some interesting special characters at their
disposal… they have a choice of about 7.
Cypher - An odd one here, a direct transfer from the Chaos codex. Cypher
may join an IG side and bring with a unit of his fallen angels. He works
very well in a campaign because he can escape death (and the battle-field)
very easily. When he dies, he gets a 4+ save on 3D6 to escape the field
and remove his VP value from the enemy ‘killed’ list. This unit can work
quite nicely as a HtH specialist unit and, with its unit of space-marines,
can live quite a long time. His special rule that means all Dark Angel
forces MUST move towards him as fast as possible is useful for drawing
out a Dark-Angel force so that your big-guns can pound them into the ground.
Probably worth the cost… the fact that, if he makes his 3D6 save upon death,
his experience is denied to the opponent makes him worth his points-cost.
Solar Macharius - The high-Commander of the Imperial Guard forces during
a period of unrivalled expansion. He supplies one of the most useful special
rules to any Imperial Commander who makes use of him. The guaranteed ability
to go first in any mission that has the choice made randomly. Make use
of this ability and you can set up your forces to take advantage of the
fact that you WILL be going first. Forget about cover for the tanks, schemes
envolved in drawing your opponent out of cover and such. Set up in order
to maximise your field-of-fire and wipe out a third of your opponents force
before the battle even begins. VERY useful in combination with a Callidus
Assassin, use her 6” enemy move to bring dangerous units out of cover and
into the kill-zone of your guns. Macharius is best used as a morale-boost
for infantry. In HtH he is barely a match for a marginally tooled up marine
commander. Many of his statistics are determined randomly before the battle.
Unfortunately this means that you can end up with a supreme commander of
your forces with a WS of 3. His other major downside in HtH is his Strength
of 3. With a maximum of 10 attacks on a charge he is still limited to strength
3 and, therefore, will do very little damage to any tough enemies. His
toughness is also 3 so, even with his 3+ invulnerable save he is VERY likely
to be killed off by a few well placed rounds from a enemy heavy weapon.
Expensive… you can afford to purchase 2 heavily tooled up infantry squads
or an extra Leman Russ Demolisher for the same price as Solar. Probably
only worthwhile in games valued at over 2000 points.
Commissar Yarrick - Without a doubt, one of the most useful and deadly
characters in the game. His base toughness of 4 and force-shield mean that
he can stand up to anything short of a Lascannon and just soak up the damage.
His major downfall is his lack of an invulnerable save. A strength 3 lascannon
is still AP2 and, therefore, fully capable of going right through his carapace
armour. He bestows the Fearless ability on the any unit he joins. Making
him very useful in conjunction with a squad of Ogryns.
Nork Deddog Ogryn Bodyguard - great when combined with other special
characters like solar Macharius or commissar Yarrick. He can leach off
some of the more nasty wounds if needs be and his ability to swap places
with his charge is great for taking out high initiative enemies with a
powerfist on your charge.
Colonel Iron-Hand Straken -
Colonel Schaeffer and his Last Chancers -
Sly Marbro -
Tactical Deployment -
IG, as an army have a number of deployment patterns that work well
for them and that enable them to make effective use of their numbers and
their firepower.
Rank formation - many squads in horizontal formation, good front and
rear coverage but vulnerable to attacks aimed at the flanks of the force.
This is the default for a layered defence.
File formation - instead of deploying in horizontal lines the troops
deploy in vertical lines, this formation provides excellent fire to its
flanks but very little support in either the front or the rear of the formation.
Vulnerable to attacks from the front and rear, especially to flamer weapons.
Blob formation - a tight cluster of
Loose formation - models are deployed loosely and the maximum distance
apart to limit damage taken from enemy template weapons. This formation
is vulnerable to assaulting troops as it has problems projecting heavy
fire in any direction.
Tight formation - the models are packet tightly together, with little
to no space between them. This formation is used to keep large concentrations
of troops in cover and to help concentrate the fire-capabilities of many
squads into a kill-zone. This formation is highly vulnerable to template
weapons. A squad of models in tight formation block line-of-sight to all
infantry behind them that are smaller than twice the size of the screening
troops.
H formation - best used as a defensive formation - any number of ranks
forming a central, layered fire-formation; then there are two files of
troops providing supporting positions for the flanks of the formation.
N formation - best used as an attacking formation - should actually
be the n formation - squads deploy with 1 rank in front and any number
of files behind, this formation can project fire well to either flank and
suitably to the front to do alright in a fire-fight. Vulnerable to attacks
from the rear. This is a good formation for moving lots of troops a long
way across a field, it covers all forward angles and the outer ranks and
files can be used to deflect enemy assaults while the inner squads can
remain mobile and avoid the assault. The outer layer of troops, especially
the front rank should be considered to be expendable.
Layered formation - A layered formation is the formation used most often
by IG commanders. This involves the use of many ranks of troops, each 4”
away from the one in front of it. The front two ranks should be cheap and
expendable. Heavy weapon squads should be placed at the very back of the
formation. The basic idea behind this is that an entire armies worth of
firing-zones overlap when faced towards a specific direction. The troops
are 4” apart to avoid enemy troops assaulting a unit and then defeating
it and simply consolidating into the unit behind it. What you, as the IG
commander, want is for the enemy to have no choice but to make a sweeping
advance into the overlapping kill-zone of all the defending troops and
invite fire from them all. The front rank takes the brunt of the attacks
and provides every infantry squad behind it with a screen through which
the enemy may not fire. (This is the one-way mirror concept). Your rear-most
troops may, however, fire through the front, screening ranks and destroy
any enemy that comes too close. If it is done correctly, your force should
lose 2-3 squads of troops but thoroughly dominate the game. NEVER attack
such a formation head-on… you WILL be shot to shreds! This formation is
vulnerable to deep-striking units and to flank attacks. When an assault
does occur at the front of this formation, you WANT to fail morale checks
you make IN YOUR OPPONENTS ASSAULT PHASE!! - If you end up running away
in your own assault phase, your enemy will be able to sweep into your second
rank of defenders without suffering the consequences of the return-fire.
Allies
Imperial Guard commanders have an impressive number of allies that
they may place in their armies… these include:
Adeptus Arbite - The cops of the 41st millennium… These guys come with
better armour than standard guardsmen, some nifty gadgets and a lot of
bikes… You may include one choice from the Adeptus Arbite list in each
of your standard template sections (eg. 1 fast, 1 HQ, 1 troops, 1 elites).
Their Rapid Response units (25 point bikers with twin bolters on the
front) can do some nice damage to a light infantry force and serve to provide
you with a unit that can move 12” and still engage an enemy with their
full compliment of firepower…
Their Shock Troopers receive a shield that supplies them with a 2+
save in HtH combat… this unit makes a wonderful delaying unit against enemies
that lack power-weapons… Tag on a preacher and a Proctor with a power-weapon
and you can wipe a unit out with no great loss to yourself…
Unfortunately, any Adeptus Arbite units you would care to field must
be custom-built as the old models are hard to come by.
Assassins - Assassins as allies are covered in more detail earlier
in the publication.
continued below...
cheers
plxvandyk
Army specific tactics -
Vs. IG - one basilisk/griffon (indirect fire is great), a non-assault
HQ, a platoon with heavy bolters, an armoured fist squad, an ogryn squad
in a chimera - use the armoured fist with a meltagun and the ogryns together
to charge their lines, use smoke launchers to protect them in the round
they are in the open - 4 lascannon wielding sentinels - to blow up their
armour, a Callidus assassin - her flamer thing can wipe out entire squads
with ease - a hellhound, two standard leman Russ tanks, with heavy bolters,
and a lascannon anti-tank squad. - This combo will do hectic damage to
any guard army…
Vs. Blood Angels - same basic setup as above, forget the griffon and
go with a demolisher instead of one of the standard Russes, kit the troops
plasma guns and replace the armoured fist with more troops… drop the ogryn
squad, tool up the HQ to make it a counter-charge unit, change the assassin
to an Eversor, and layer the troops close together in batches of two, eg.
One picket line, another line 2” behind it, and then third line goes 4-6”
behind the second, fourth goes 2” behind third - this sets up kill zones…
remember that they HAVE TO sweep when they win a combat… try very hard
to hit the death company with a strength 8 ordnance shell - it will ignore
both their armour and their - ‘stand up again on 4+’ rule.
Vs. Orks - as IG above, shoot the open topped vehicles with ordnance,
you can annihilate them on a 5+ with two tries: P a basilisk has about
an 85% chance of destroying a battle-wagon: P keep your layers intact,
have at least one lascannon anti-tank team. - Stay more than 24” from the
zzap guns and the tankbusta boys (str9, assault 1, 24” range weapons are
NOT nice) - stay well away from the HQ unit. Flamer’s work wonders against
orks… hellhounds do even better J get single sentinels into standard mobs
of boys, they can’t be hurt by normal orks - nobs can hurt the sentinel,
but only on a 3+/6+/5+ roll.
Vs. Black Templars - A BT force will probably have at least one Landraider
Crusader variant. It WILL have an Emperor’s Champion. And it will probably
have a squad of neophytes and an assault squad. Black Templars are a cheesy
HtH army. Their vows give them a few nasty surprises to throw at you. The
one that gets used the most is probably the “Hit your enemy on 3+”. They
also have the nasty little rule that they don’t retreat when they fail
a morale test, they Sweeping Advance! This can be very nasty as, if your
front rank defenders do enough damage to cause a morale check and the BT’s
fail it… they sweep into the second rank of defenders. In regards to the
Emperor’s Champion, just ignore him if he’s on his own… otherwise blow
his unit out from under him.
Vs. Tyranids - No tyranids ever get an invulnerable Save… they either
get 2+ saves or 5+ saves… the 2+ saves are taken care of with a variety
of plasma and lascannons and the 5+ saves are taken care of with a lot
of heavy bolters. The AP 3 of a battle cannon is put to little use clearing
up swarms of smaller tyranids. The use of a counter-charge HQ isn’t all
that worthwhile either (the basic toughness of most of the bigger tyranids
is 5+) rather choosing a morale boosting shooty HQ with a few plasma guns
and a medic is a better idea. A hellhound is useful against them to keep
the swarms of lighter troops back and out of your hair while you mop up
with your longer-range fire-support teams. Do NOT let the carnifex anywhere
near your tanks! - It has a basic strength of 10 and is a monstrous creature…
in other words; it can crush your tanks as though they were tinfoil.
Vs. Chaos - No Chaos choices get an invulnerable save. The only invulnerable
saves in their forces are those on chaos terminators and on all their daemons.
Watch out for various units that are arrayed in the ‘holy number’ of their
particular chaos god as those groups count as having an aspiring champion
for summoning purposes.
Look out for their summoning trick. Chaos forces like to move forward
in their movement phase and then summon a unit of daemons in their firing
phase. Those daemons may then charge anywhere between 6” and 12” to engage
forward units in HtH. That’s a possible assault danger range of - 12” movement
in a rhino, 2” disembark move, 5” size of summoning template (+ a possible
6” deviation of the summoning template towards the enemy), 12” charge -
for a total of 31” basic charge (and 37” on an outside chance).
Tzeentch - holy number is groups of 9 Thousand-Sons. The Tzeentch special
ability is that they get a ‘psychic lascannon’ on a lot of their characters.
Thousand-Sons marines each have immunity to S4 and weaker weapons and 2
wounds. Shoot them with Str8+ weapons - battle-cannons work wonders for
wiping out units of Thousand Sons.
Nurgle - A chaos army of Nurgle has a few nasty surprises for IG -
namely the fact that plague marines (Nurgle special troops) have a toughness
of 5 (6+ to wound in HtH or with lasguns). Expect Nurgle Infestations on
the vehicles of Nurgle armies… with this upgrade, a tank can have all its
AV’s improved by 1 point (to a maximum of 14 - the highest possible armour
value), this makes it fully possible to have a Nurgle commander with tanks
the equivalent of Leman Russ Conquerors, (14/12/11). And this for a mere
35 extra points per tank. The one major disadvantage of a Nurgle army is
price… they cost a lot of points and so, will have few models in their
entire force. Keep in mind that all your heavy weapons will still wound
Nurgle marines just as easily as normal marines. So, aim for the expensive
units.
Wraithlords - Contrary to popular belief, Wraithlords are NOT monstrous
creatures… hence; they do NOT add 2d6 to their AP when assaulting vehicles.
(Though the Strength of 10 generally results in nasty damage anyway).
Target priorities - Transports (always fire ordnance at un-smoked transport
units - the chance of an annihilate roll is worth it), HQ’s, assault units,
Melta-weapons, fast units, tanks, heavy weapons units, standard units
Mission Specific -
Patrol - each player may start with a single troop choice on the table…
for IG, this is a godsend… they have the single largest troop choices in
the game and can field 55 men, 1 chimera and up to 12 sentinels (which
always start on the table)… that’s a possible starting force of 18 [!!]
lascannons! - Combine this with a Callidus assassin and her ability to
move a unit 6” at the start of the game and you can either disembark a
unit in a vehicle (and kill both) or you can move a unit out of cover and
into the open to be toasted. Tanks really aren’t that great in a Patrol
mission, they can only come in on turn 2, only fire on turn 3 and the game
can possibly finish on turn 4… probably not worth the points… give one
of the sentinels improved comms so you can get reserve units in faster.
Try to kill the enemy units as they arrive on the table and don’t let them
dig-in… if you can prevent large numbers being on the table, he will have
significantly less weaponry to fire at you and you can consolidate all
your fire into less units and cause more damage in total. It’s a pure victory
points mission so you can go ape with the unit killing and ignore all objectives.
Night-Fight - go barrage heavy, take 4 sentinels with lascannons to
light up enemy vehicles with searchlights… use initial 6” move to get near
enough to light up enemy vehicles with searchlights then fire on them from
maximum distance with tanks. Give every vehicle a searchlight. Other than
that - see cleanse mission details for further relevant info.
Cleanse - Pay attention to the objectives and don’t get carried away
annihilating the enemy forces, the ONLY thing that matters in the end is
who has the most table quarters! Plan ahead so you have units on the border-lines
of the quarters in turn 5… this way, when turn 6 comes along, you can stand
a good chance of moving units into sectors and getting zones for yourself
or preventing your opponent from doing the same. You only ever have to
take units down to half-strength; when they are below half strength they
can no longer claim quarters and are therefore no longer a threat. Send
an entire platoon of 35-45 men into a quarter and see your enemy try and
flush that out in 6 turns J Mobility is key in this mission, if you are
mobile you can claim far quarters in the last turn and spend more time
standing still in a firing line prior to that. Remember that, if you are
not sure what units belonging to your enemy are below half strength - ASK…
I’ve lost a game because there was a unit of 2 scouts left next to my basilisk
and I presumed it was at less than half strength so I fired the basilisk
at his commander! - The two scouts were actually 50% of the unit and they
cost me the game - making it a draw instead of a win! - If I had fired
the basilisk heavy bolter at them I would easily have killed one and won
the game!
General-Use list for Random missions - Ok, this is the type of force
you’d have to field in a tournament. One set army list for unknown opponents
and unknown missions. Ideally you want a good mix of mobility (at least
2 Chimeras and 3 sentinels), a solid block of infantry in a single troop
choice (PHQ and at least 4 squads - you may play a mission where you only
get 1 troop choice on the table), searchlights on all the sentinels and
the chimeras (you may get night fight) and some good heavy-support (heavy
support is almost always useful to have, even if it only shows up on turn
2+). Remember that sentinels have the option of always starting on the
table, even if they’re meant to be in reserve… This is a good way to bring
up some extra heavy weapons at the start of a Reserves Scenario.
The Bigger the gun, the bigger the Bang… (Or, What to shoot…)
As an Imperial Guard commander you are truly spoilt as to how many
heavy weapons you can choose form and what you can use those to accomplish.
You get a staggering 1x strength 10, 2x strength 9, 5x strength 8, 4x strength
7, 3x strength 6 and 2x strength 5 weapons at your disposal. You also have
enough squads and vehicles to field all of them J. All right then, by far
the most dangerous army to go against an IG force is a mobile assault-based
force… unfortunately; these are the majority of the armies out there… A
mobile assault force will, invariably, have most of its troops in light
transport vehicles (Rhino’s, Trukk’s etc.). What you, as the IG commander,
have to do is shoot these cans of nasty HtH action off of the table… preferably
before they get to you… Good advice in how to do this is to start with
your low-strength heavy weapons and work your way up the strength list.
Start with the weakest weapon you own that is capable of stopping a particular
vehicle… in the case of a Rhino, this would be a heavy bolter. Fire on
this vehicle until it is stopped; slowly working your way up through the
ranks of your heavy weapons until your first target is neutralised (stunned,
immobilised or, ideally, destroyed). Then move your firebase onto the next
priority vehicle, using the same method of elimination until it, too, is
neutralised. Use this tactic and work your way through all of the targets
available to you, in order of importance. By flowing up the strength order
of your weapons, you ensure that the minimum of stopping power is employed
to stop each vehicle in turn. Doing this, at best you should still have
your ordnance and a few of your heavy weapons available to you for firing
while all the enemy transports have been stopped. Proceed to drop those
5” templates on anything that’s just crawled out of its wrecked transport.
Timing is everything… (Or, When to shoot it…)
That covers what to shoot. Now we get to ask when to shoot it…
Following these simple guidelines you should do fine and make good
use of all that heavy weapon goodness you have amassed in your force.
1) Indirect Fire - a) Enemy Indirect Fire Units - Whirlwinds, Griffons,
and especially Basilisks b) Full Enemy Transports that are not smoked c)
Enemy Assault Units d) Clumps of enemy and high AV vehicles.
2) Medium Strength Heavy Weapons - a) Work your way up from the lowest
strength to the highest b) Don’t stop shooting until every single transport
has stopped moving.
3) High Strength Heavy Weapons - a) Finish off the enemy transports
before moving on to other targets b) Target Anti-Tank Vehicles second,
leave the squads for…
4) Direct Fire Big Guns - a) Check for any transport threats still
in existence b) Target consolidated packets of assault troops c) Enemy
Anti-Tank units.
General Tactics
NEVER attack on more than one front!
NEVER defend on more than two fronts!
NEVER mix weapons within a unit!
NEVER rely on a single squad to hold any objective! Where you need
one to hold something - send three to ensure it!
NEVER forget the objectives! Annihilating all but two enemy units in
a cleanse mission can still lose you the game if you play irresponsibly.
ALWAYS pay attention to CURRENT threats before future threats… that
30 strong unit 2 turns away is less of a threat than the 3 strong unit
inside assault distance… if you get assaulted, you WILL lose entire units
very easily.
ALWAYS pay attention to what your opponent has fielded; ignoring those
little strategy hints can cost you the game… eg. NOT attacking the rhino
with his HQ in it and having it drive in close enough to start HtH.
ALWAYS ask if you are in doubt about something.
ALWAYS go over all the terrain and army units with your opponent before
the game starts, this way you can have a smooth game with few questions
and fewer “HEY - since when does that guy have that weapon”
ALWAYS keep your independent characters within 6” of another viable
target or the will be targeted and destroyed by any fire. Also try to keep
your characters behind at least one member of the rest of the squad they
are travelling with, this way the ‘Shoot at a character who is the closest
model in short range’ doesn’t apply to your characters and you can avoid
losing your characters.
REMEMBER a unit does NOT get a consolidate/sweeping advance move after
it destroys a vehicle in HtH combat, as this combat is not strictly a true
combat (with both units involved having a WS).
SHOOT the assault troops.
ASSAULT the shooty troops.
SEGMENT his lines. (See description later on)
Specific Army themes
The ”pinning” army - This army specialises in stopping the advance
of an enemy - heavy weapons in back layer squads are mortars, hardened
veterans with sniper rifles and a mortar, Ratling sniper squad, veteran
sniper squad, basilisks and griffons as heavy support, Vindicare assassin,
mortar squads attached to the HQ. This army should be able to make an enemy
army take 16 [!!] pinning tests on various units if every unit wounds.
The “Pure infantry” army - Imperial guard can field overwhelming numbers
of troops… even more so than orks! The standard rifle squad makes a good
basic unit for a pure infantry army. 68 points for 9 guys with lasguns
and 1 assault weapon - That’s an army with about 150 men in it at the end
of the day. Most enemy armies are just plain incapable of removing that
many models in a 6 turn game! The basic premise behind this army is - shoot
enough S3 AP- weapons at enemy infantry and they WILL start to fail their
saves! The assault weapons are there to deal with things like wraithlords.
The pure infantry army excels at two things… shooting up infantry and dieing.
Try to avoid the latter. Since the release of the IG codex the price of
a basic trooper has increased to avoid the fact that this army type was
almost unbeatable.
The “Sentinels are cool” army - Lots of sentinels… a standard army can
put down 12 sentinels in a battle… these guys ALWAYS start on the table,
get a free 6” move before the game and get some nasty heavy weapons. Depending
on your opponent you can field 9 lascannon sentinels and a squad of Power-lifter
sentinels. A lot of the armies out there can’t deal with a sentinel in
HtH - they need something with strength of 4 just to glance the thing -
so try to avoid doing this theme against marines. Sentinels with heavy
flamers work wonders against orks. A single sentinel is untouchable in
HtH by a normal ork. Power-lifter sentinels work well when accompanying
your main HQ to give them some extra S5 power-weapon attacks.
The “Tread-Head” army - Tread-Head is a phrase used to describe any
commander who’s overly keen on tanks and vehicles in his army. The Mechanised
Infantry list from Codex: Armageddon is a great thing in any Tread-Head’s
eyes. This type of army will almost invariably contain all 3 Heavy Support
units, 3-4 Chimeras, a pair of hellhounds and some sentinels. As it is,
the ubiquitous Chimera of the Imperial Guard has a good array of anti-infantry
firepower that, ideally, can all be brought to bear on an unsuspecting
target. The only downside of this style of army is the relative cost of
all those vehicles. A mechanised infantry force can relatively easily overwhelm
small units of enemy infantry and light enemy vehicles using only a relatively
small amount of its own resources. This army type is especially effective
against orks. At the best of times, orks have trouble killing tanks with
an AV higher than 11… The Chimera’s front AV is 12 - impenetrable to almost
all ork weapons… When standing still, a Chimera and its crew can spew forth
am astounding 6 Str5 AP4 shots, 3 Str6 AP6 shots, 2 Str4 AP5 shots, 3 Str3
AP- shots and 1 Str8 AP3 shot. (Hull heavy bolter, crew heavy bolter, turret
multilaser, storm-bolter, hull mounted lasguns, hunter killer missile)…
that’s 15 shots at 24” range and that’s just a SINGLE unit! And all the
while the unit within the Chimera is immune to all shots that are Str5
and less. The crew in the back of the Chimera can also be equipped with
extra heavy weaponry, eg. Try a lascannon or an autocannon. To provide
the unit some extra sting at range.
The “Ogryns Rule” army - An army that uses a large number of ogryns
to pound the enemy into the ground. Selection includes one unit of Krourk
Ogryns - 10 strong; 2 units of standard ogryns in chimeras - 2x 5 strong.
The Chimera Ogryns charge up the line under smoke and assault close enemies.
Ten ogryns assaulting just about anything can utterly destroy it… that’s
40 strength 6 attacks on a charge… 20 of them hit and 17 of those wound…
if anything survives they are destroyed by the secondary charging unit
of Krourk ogryns on foot - another 40 strength 6 attacks. This army would
work especially well against armies made up of toughness 3 creatures (Eldar,
dark Eldar and other IG, who they are able to instant-kill with a single
wound). Expensive in terms of both cash and points for the models (400
points for the Krourk ogryns, 150 points for each unit of standard ogryns
and then 93 points each for the 2 chimeras. 900 points for your elites
section… As for cash… each one of those 20 ogryns would set you back $10
or R100). But it is one of the few ways of making a strictly HtH IG army…
throw in a few units of roughriders and preachers with Power-Fists and
you have an ideal shock-force.
Beardy or Strategy?
This section deals with a few of the slightly more beardy aspects of
play such as how to use some of the rules to your advantage and how to
use the same rules against your opponent.
1) Set up your infantry a tiny way into difficult terrain, just enough
so that bikes and jump-packs assaulting you will need to take a difficult
terrain test to get to you… it’s simply a fact of life that bikes tend
to crash and burn one time out of six and that jump-packers break both
their legs one time out of 6 as well. Besides, as IG you need as few enemies
making it into close combat as possible. Setting up 4-5” into difficult
terrain is optimal, you can see out but any enemies trying to charge in
must roll a 5+ on a difficult terrain test to get at you. That extra turn
of shooting might just set the battle in your favour.
2) If you want to fail a leadership test in your opponents assault phase,
it is an option NOT to use the leadership of the nearby officers and NOT
to use your trademark items and standard to allow re-rolls. By electing
to use the leadership of a standard guardsman in an assault, you generally
end up needing to roll a 5 or less on 2d6 to make your leadership. - Codex:
Imperial Guard.
3) Elect to remove tanks (or not) when they are destroyed. The only
official roll that actually removes destroyed vehicles from the field of
battle is an ordnance penetrating 6, in all other cases, the removal of
the vehicle is optional… if your opponent has a squad of angry termies
on one side of the tank and you have a few plasma guns on the other, by
all means, remove the tank (unless he objects you have every right to do
so). This also works for placing useful areas of cover onto the board;
when a tank dies in the middle of an enemy fire-lane, leave it there, instant
cover for approaching units. - Vehicle penetration tables - main rulebook.
4) Watch those moves… when your opponent moves his assault units up
the board, note where they came from, it’s all too common an occurrence
to have a unit of jump-packs that is 19” away getting into assault in one
turn. That extra 1” just cost you a squad and a turn of shooting and gained
your opponent a 3d6” sweeping advance up your line.
5) In assaults, make sure the closest model assaults the closest unengaged
enemy model. Set up your movement before the assault to protect your valuable
weaponry from dangerous enemy models… eg. Move your power-fist laden HQ
to be 5” away from his terminators so that you only end up with one of
his models in contact with all of your high-efficiency models, this also
allows you to set your assaults so that none of your low Initiative models
contact his high initiative models that are dangerous in HtH… (Termies
with lightning claws)… that way the only attacks he can legitimately make
are his ‘go last’ attacks and throwing stones (also last). This way you
have a significantly improved chance of killing his entire unit with your
power-fists. This works well when combined with 10) below. - Chapter Approved
and weapon speeds.
6) Fire ordnance at units that stand near vehicles… this way you can
hit a unit of troops and still overlap the explosion onto the nearby vehicle,
hopefully killing both. - Main rule book
7) Placing a heavily armoured vehicle (like a Demolisher) in the very
front corner of your deployment zone so as to force all opposition forces
to set up further back and increase the number of rounds of shooting you
have. This is even more easily accomplished by the use of a platoon of
cheap, expendable infantry which can be placed along the entire periphery
of your deployment zone, however, in this case, you would not be able to
field any heavy support units as the main advantage of the infantry perimeter
is lost when you do not place your infantry block first. As most missions
require heavy support to be placed first, they tend to hamper this particular
strategy. - Depends on the minimum distance between sides in a mission.
8) Shoot at any character that is not within 6” of a supporting unit
(viable target) or is the closest model in short range (12”), if your opponent
isn’t aware of this particular ruling - it’s in the ‘shooting at characters’
page of the big rulebook.
9) A failed charge does nothing, if your opponent announces a charge
then measures the range and comes up short, the unit simply stands out
in the open, at which stage you may shoot them to shreds.
10) Wounds do NOT carry through to characters in HtH assaults. Eg. A
unit of berserkers can assault a unit of guardsmen and cause 20 wounds,
of which 2 are saved. As long as the berserker player was not aiming at
a specific model, only the standard members of the unit die, while the
characters emerge unscathed. - In this case, 9 guardsmen would die and
the sergeant and the preacher (if there was one) would remain alive - Chapter
Approved.
11) Park a unit within 1” of all access points to a vehicle and then
destroy it. If the troops within have no way to disembark from their wrecked
vehicle AND stay more than 1” away from all of your models, then they die.
This works extremely well against other guard units (Chimeras only have
ONE valid access point) and Eldar (Falcons and Wave Serpents only have
ONE valid access point). Especially useful against nasty units in light
vehicles (banshees/scorpions in wave-serpents; IG counter-charge HQ’s)
[Also useful to remember when taking out Land-Raiders filled with expensive
Termies, harder to accomplish though because rhinos, razorbacks and land-raiders
have 3 access-points each] - Chapter approved.
12) 29 Powerfist attacks and 17 standard attacks from a charging Command
HQ. Colonel-PF, DWV, LP, TI, Bi, RF; Commissar- PF, DWV, LP, Bi, RF, H.Relic
on Colonel; Veteran Sergeant-LP, CC, Bi; Commissar- PF, DWV, LP, Bi, RF
on Veteran Sergeant; Preacher-PF, LP, R; 1 standard bearer-Reg.Stan., CC,LP;
3 guardsmen-CC, LP; Inquisitor-PF, BP, R. The total value is 444 points.
Interesting Ideas.
1) If you want extra heavy bolter fire-support squads, take any unit
that can take a chimera and give it a heavy bolter. The chimera should
be equipped with two heavy bolters too. If it stands still, this unit can
open it’s top hatch and fire three heavy bolters (one of which can be fired
at a separate target to the others). And there you have it, a suitable
replacement for a fire-support team. The best units to do this with are
units that you would give a chimera to anyway. Eg. A command HQ or an armoured
fist unit work well.
2) Steel legion rock in Patrol…. You can place a single troop choice
on the table to start… that’s 6 chimeras, 5 squads, 1 platoon HQ, and up
to 12 sentinels… all you need in reserve is a chimera with your main HQ
and a chimera with an armoured fist as your second troops choice… you basically
instantly outgun anything else in the game… probably even an armoured company
which can only take three Leman Russ tanks… you can start with a theoretical
limit of 18 lascannons… that can toast three tanks in 1 turn without a
doubt…
3) A Commissar with a holy relic… give all guardsmen within 2d6” +1
attack 1x per battle… especially useful in Cityfight where everyone in
6” of the combat gets their attacks… instant assault troops.
4) A Vanquisher tanks main gun counts as ordnance - no matter what!!
This means that, even if you fire an anti-tank round, it still follows
the ordnance penetration rules… eg. If you fire an anti-tank round at a
land-raider, if you pass your BS roll, your shot regains the ability to
annihilate an enemy tank on a penetrating hit of 6+, making the vanquisher
one of only three weapons in the game that can annihilate a land-raider…
it is also significantly better at what it does than a demolisher cannon
or an earthshaker cannon.
5) The highest possible AV of a vehicle is 14. Yes, this means Nurgle-infested
chaos land-raiders too.
6) Minimum size unit of Catachan Devils with a preacher attached, give
the preacher and the veteran sergeant storm bolters (S4 AP5 Assault2 24”)
and give three grenade launchers to the standard infantry (S6 AP4 Assault1
24”). This gives you a unit that can move its full distance and still fire
3 Str6 AP4 rounds and 4 Str4 AP5 rounds at a range of 24”. At 100 points
it is also relatively cheap for its ranged fire ability.
Basic General Tactics.
1) Formulate a plan - make an open plan that covers a few of the general
tactics the enemy you are facing is more likely to use - eg. Layered defence,
heavy support at the back
2) Direction of force - contemplate your enemy’s deployment and deploy
accordingly, also, don’t do things in half-measures, if you want something
done right, do use 3 times the troops you think you’ll need.
3) Economy of Effort - eg. Good firing positions that support one another
4) Security - be able to respond to a direct assault on any position
in your lines with the maximum amount of your own power.
5) Target priorities - see the above section labelled target priorities.
6) Segmenting enemy defences - by segmenting an enemies lines you gain
the ability to destroy him piecemeal and this tactic allows you to bring
large numbers of your own units to bear against significantly smaller units
of his units. IG isn’t as good at this tactic as marines but it still works
for them. The idea is to move up a large number of fast-moving vehicles
and drive them up to and through his defensive lines, keep the vehicles
in a solid line and use them as a terrain feature that separates his force
into 2 disjointed sides. Disembark on one side of the phalanx and assault
that one side. The best that can happen is you tank shock a unit or two
and they fall back, pushing his entire force back and further onto the
defensive, you segment some of his units and disrupt them enough to prevent
them firing in the next round. Your assault should be able to deal with
one side of his force while he re-orders his defence and then you’ll outnumber
him 3 to 2 and will be able to use the numbers to your advantage. Be careful
with your tank-shocking moves because they allows for death-or-glory attacks.
DO NOT attempt this tactic if there is a strong flank that your enemy can
bring to bear on your assault troops. Destroy all heavy weapons on the
side of your assault BEFORE you assault.
7) Use vehicles as terrain features. If you need to move units up in
cover and you have none available to you, use your tanks… with AV 14 on
the front facing they make excellent blockers against enemy fire. Even
when they are destroyed you get the choice of whether to leave the wreck
on the field. Use a tank or two as forward units and move any infantry
or light vehicles up behind them. The big guys take the brunt of the punishment
while the little guys invariably make it to where they’re going. DO NOT
use this tactic too near the enemy lines as melta-weapons make short work
of your front vehicles if they get into short range.
Cheesy Things IG can do.
Take an all troops army and put a preacher with a powerfist in every
squad. - Especially nasty in city-fight.
Take more than one basilisk and use them as a team. 1st one guesses,
2nd corrects, 3rd uses that guess too.
Take Solar Macharius and use him with a Callidus and walkers and suicide
squad to cause problems with enemy.
Take a Power-lifter Sentinel, and (through judicious use of the Armageddon
codex) stick a lascannon on it as well. Granted, it makes a 73-point sentinel,
but it also makes a hard-to-kill HtH unit that mounts some nasty firepower.
hope it helps
cheers
plxvandyk
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