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 
 
 

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