The Imperial Infantryman's Uplifting Primer: A
Beginner's Guide to Imperial Guard
Welcome,
reader, to what I intend to be a comprehensive and thorough summary of the
units, tactics, strategies and styles of the Imperial Guard. Whether you are a
veteran of a thousand battles, or a raw recruit, I hope you find this useful.
What Type Of Army?
The Astra Militarium (formerly known as the Imperial Guard) Codex is a thing of beauty, versatile and
competitive, varied and diverse. While this degree of choice is a great asset,
it can be a little daunting to newcomers to the Guard. The first decision you
must make when beginning to build an Imperial Guard army is what type of list
you would like to use. This can be a choice inspired purely by competitive
analysis, a particular piece of background, or simply based on what drew you to
the Guard in the first place. While the choice is almost infinite, most armies
will fall into one of several 'styles' of list. Here is a brief outline of some
of the most common:
Foot-Guard: This style of list revolves around
the principle of simply bringing more models than the enemy can feasibly kill,
sweeping across the board in a wave of lasgun fire, and backed up by a large
amount of more specialised weapons among the platoons. To run foot-guard is not
to eschew vehicles entirely, as they can still provide valuable support, but
they will not be the focus of the list. The strengths of foot-guard are the
sheer numerical superiority it brings, both in terms of models and special
weapons, and the fact that enemy Anti-tank weapons can be all but wasted
killing 5-point infantrymen. Foot-Guard can take casualties by the bucketful
and remain standing, but are one of the harder styles to run due to the
prevalence of Cover-Ignoring weapons and AP5 small-arms.
Mechanised
Guard: As the
complete antithesis of foot-guard, a mechanised (mech) list is all about the
tanks. The troops will consist mostly of Chimera-borne Veteran Squads, armed to
the teeth with special weapons, backed up by the might of Leman Russ tanks and
artillery batteries, and also makes good use of Hellhound variants to keep pace
with the Chimeras and add more AV12 into the mix. The strengths of mech guard
are the fact it can render small arms useless, and provide fast, mobile and
hard-hitting fire-power. Weaknesses include a relatively low model-count for a
guard army, and the vulnerability to armies with large amounts of Anti-tank
fire-power.
Aircav
Guard: Aircav operates
on a similar basis to mech guard, but swaps the chimeras for Valkyries and
Vendettas, which provide fast and deadly fire-power, keep your troops safe, and
can deliver units to objectives at vital moments. Aircav still needs some
ground presence, as all fliers must start in reserve, but the fliers will be
the focus of the list. The strengths of aircav are the fact the Vendetta
Gunship is possibly the best Anti-air unit in the game, and the durability of the flying components of the list. Weakness
comes from the potential lack of Turn-one fire-power, and armies packing a lot
of anti-aircraft firepower, which fortifications also provide access to.
Combined
Arms: This is a
style that becomes a mix of some or all of the above styles, and can therefore
cover the weaknesses inherent with focusing on a single facet. However, there
is a risk the army will lose focus as a result.
This
is by no means a definitive list of ways to play guard, but should hopefully
provide a sense of the various styles and help you decide which, if any, you
want to focus on. I will now move on to an in-depth analysis of each unit in
the codex.
Leaders of Men: HQ
Company
Command Squad:
The
CCS is a unit that epitomises the versatility of the Guard, and can function in
almost any list.
The
CCS has two great assets that make it a great unit to lead the army.
·
Orders:
The CCS has access to all the orders available to the Platoon Command Squad, as
well as 'Get Back in the Fight', 'Bring It Down', and 'Fire On My Target'.
Combined with the 12” order radius and the ability to issue 2 orders a turn, a
CCS can dramatically increase the performance of a gun line, whether boosting
their damage output with BID, FOMT and FRFSRF, or by increasing their
survivability and ability to hold the line with GBITF.
·
Special
weapons: a CCS has access to 4 special weapon slots at BS4, making them
superior even to Veteran Squads in terms of ability to concentrate fire-power.
If choosing this setup, meltaguns and plasma guns benefit most, providing
reliable and accurate fire-power. The same applies to Heavy Weapons, as a BS4
Lascannon provides some useful long-range Anti-tank. The ability to issue
'Bring It Down' or Fire On My Target to themselves on Ld 9 makes a kitted-out
CCS excellent vehicle and Monstrous Creature killers.
Other
useful Upgrades:
·
Regimental
Standard: For not much of an investment, although at the cost of a Special Weapon
slot, the ability to re-roll all failed morale tests can be vital in ensuring
guardsmen hold their ground.
·
Regimental
Advisers: Some of these are useful, some not. My pick would be a Master of
Ordinance for a cheap 'artillery' unit, and a Master of the Fleet if you are
using reserves heavily. Astropaths also add some mid-range punch to the squad
with guaranteed Psychic Shriek.
Good
setups:
- Foot-Guard: CCS, Standard, Lascannon, Master of Ordnance
- Mech guard: CCS, 4x meltagun, Chimera
- Aircav: CCS, Lascannon, Master of the Fleet
Lord
Commissar:
A
Lord Commissar has one role, making sure the Guardsmen under his command hold
the line and die fighting. A Lord Commissar works well in foot-guard and
mechanised lists.
The
best use for a Lord Commissar is to shore up a battle line, as the Ld 10 bubble
can be essential in helping a Combined Squad of Infantry remain in play, and
makes orders far more likely to take effect. In short, When a Lord Commissar is
attached to a squad, leadership ceases to become an issue. However, this does
come at a cost, as if a Leadership test is failed, there is a 1/3 chance that a
model of your opponent’s choice, be it a sergeant or heavy/special weapon
carrier. That said, with Ld10 this is rarely an issue.
Useful
options:
·
Plasma
pistol: with BS5 and the ability to precision shot, this is actually a pretty
good choice, and makes the Lord Commissar able to contribute to something more
than leadership.
·
Power
weapon/Fist: With 3 attacks as WS5, this is also a fair option, just make sure
you have a humble Sergeant on hand to take challenges for the Lord and allow
him to beat up squads.
·
Carapace
armour: gives a boost to the Lord's survivability, useful if you have the
points left or intend to take a plasma pistol.
Good setups:
·
Lord
Commissar, Power Weapon/fist, plasma pistol
·
Lord
Commissar, no upgrades.
Primaris
Psyker:
With access to Divination, and therefore Prescience,
there are few units that a Primaris Psyker cannot help immensely. As well as
being able to add re-rolls to any attack, he also adds some psychic defence,
and a leadership boost to a squad.
Techpriest
Engineseer:
Techpriests
are can be very useful, as the ability to repair vehicles or grant Power of
the Machine Spirit can be helpful to tank-heavy Guard. With Independent Character,
he can easily be hidden in a squad.
Ministorum
Priest:
Ministorum
Priests function well with foot-guard armies, where their ability to re-roll
failed hits when charging makes a large Combined Squad a more fearsome prospect
to face. They can also add a plasma gun to any squad, and with War Hymns, can make
a squad more survivable by re-rolling saves or more dangerous by re-rolling
wounds. He also confers fearless, arguably more useful that the Commissar’s
similar abilities.
Special Operations: Elites
Ogryn
Squad:
Ogryn
are a useful choice in Foot-Guard armies, as they add several option to the
list. They are of some use with mechanised lists, and unlikely to add much to
an aircav list.
There
are several roles the Ogryn can fulfil:
·
Counter-Assault:
If you are playing a gunline-style list, likely consisting of infantry behind a
fortification or in cover, then a good use for Ogryn is to keep them behind the
line, and use them to charge anything that breaks through and shore up a gap.
With 3 S5 shots each when charging, and 4 S5 attacks on the first round of
combat, you should be able to hurt most units, especially if you target them
with other squads in the shooting phase prior to charging. A Primaris Psyker
can help here by casting a malediction on the enemy, and a Lord Commissar with
Power Fist counters their low leadership and adds some AP2 for 2+/3+ save
targets. Priests also increase their effectiveness in combat a lot, and makes
them fearless.
·
Spearhead:
If you are playing a more aggressive Foot-Guard list, Ogryn can provide a good
line-breaker unit, and also attract a lot of fire, allowing your infantry to
close the gap while taking less casualties. Essentially, any points number of
Ogryn roughly equates to the durability and damage output of equal points of
guardsmen, and as such, Ogryn provide better force concentration at a point where
you really need to hit hard, allowing you do take out a key point in the enemy
line.
Ratling
Squad:
Ratlings
provide BS4 sniper fire, and can be a threat to Monstrous Creatures. The
ability to precision shot can be used to remove threatening heavy and special
weapons from enemy squads. Despite the temptation to use the Infiltrate special
rule to deploy them closer to the enemy, they in fact benefit from using it to
deploy to counter a threat, but at the furthest distance possible, as they lose
nothing from being at 36” range. The ability to shoot then run also allows them
to remain at maximum range for longer, aiding their survivability.
Wyrdvane
Psykers:
Unfortunately,
there is little a squad of Wyrdvane Psykers can do that a Primaris Psyker
cannot do better, and with 3 of the latter being available for no Force
Organisation Slot, there is little reason to take their counterparts.
Militarium
Tempestus Scion Squad/Scion Command Squad:
Scions
are incredibly versatile and therefore fit most lists. There are several ways
to run Scions:
·
Melta/flamercide:
This setup uses a minimum-sized squad and takes 2 matching special weapons,
making good use of deep-strike abilities. These are usually flamer for
anti-infantry or melta for anti-tank, with plasma being more situational (but
useful if you expect to face terminator equivalents or Monstrous Creatures),
but the principle of application is the same. Use the deep-strike ability to
land where the weapons will do the most damage (back armour of tanks for
meltas, near light infantry for flamers) and focus on destroying or crippling
the target in that turn. Anything achieved after this using this setup is
really a bonus.
·
Force
concentration: At the exact opposite end of the scale to suicide Scions, this
tactic uses multiple large squads of Scions to gain control of an area of the
board and apply force to key targets. Using 2-3 squads in a platoon of Scions
and deep-striking onto a weakly defended objective or point on the battlefield,
and secure the area with close-range fire-power from the AP3 hotshot lasguns
and special weapons. This will take attention away from your main force and
potentially eliminate an enemy flank, or at worst force them to divert
considerable force to dislodge your Scions. This setup pairs well with a Master
of the Fleet to ensure you get the reserves on time, and a Scion Command Squad
to issue orders and provide more Special Weapons
·
Mechanised:
Scions can also be run in Chimeras to work with a mech list, able to use both
fire points on Chimeras or take a Taurox Prime for more firepower.
Good
setups:
Meltacide:
5x Scions, 2x melta
Force
concentration: 10 Scions, 2x plasma guns. Multiple Squads
Mechanised:
10 Scions, 2x plasma guns, Chimera/Taurox Prime
Boots on the Ground: Troops:
The Platoon Infantry Squad:
Possibly
the most versatile and customisable troops choice in the entire game, the
Infantry Platoon forms the backbone of foot-guard lists, can provide an
objective-holder in mech and aircav lists, and is in essence a Force
Organisation Chart in itself.
Platoon
Command Squad:
The
primary function of the Platoon Command Squad is to provide orders to the other
parts of the platoon, but also potentially a fearsome unit in its own right.
Here are some ways to run a PCS:
·
Fireball:
This is a PCS with 4 flamers, and is typically used behind a gunline or
infantry squad. The key idea here is that the unit in front is likely to be
easily defeated in combat, and when it is, the PCS moves up and uses the
flamers at point-blank range on the unit that broke the line, usually killing
or severely hampering them through forcing saves. This setup is nice and cheap,
and a great addition so stop the PCS from being relegated to issuing orders. It
also works well as the PCS's BS3 has no influence on the effectiveness of the
weapon. (note: this unit can also work in an aircav list by deploying from a
flier, using the flamers to clear an objective.)
·
Command:
To keep things cheap, a bare unit with a vox caster, just to help with orders.
That said, the vox is only really cost-effective if you plan on running
Combined Squads
Platoon
Infantry Squad:
The
humble PIS is a unit that will form the basis of any foot-guard army, and can
also be a good addition to any mech or aircav army to hold objectives. There
are a few ways to run them, but the key is specialisation. PIS cannot afford to
try and do everything, so pick a role and stick to it, as demonstrated below:
- Melta-wall: This setup has every infantry squad with a meltagun and lascannon, and provides a great deterrent for any tanks or transports considering moving towards you. With Bring It Down from a CCS, they become a great threat at long and short range against tanks and Monstrous Creatures. This setup is quite expensive, but makes the most of the ability to carry special and heavy weapons. (Autocannon/Grenade Launcher squads are a budget version of this setup, but on the whole less useful)
- Assault 'Blobs': An assault blob is a collection of PIS armed with power weapons on the Sergeants and a commissar, Priest or Primaris Psyker, as well as flamers or meltas for more short-range fire-power. They focus on getting into close combat and winning by using superior numbers to keep the valuable power weapons alive and defeat the enemy through a war of attrition. Commissars or Priests are vital here for leadership boosts to prevent them running should a combat go badly, and the former can provide more power weapons. This type of unit is effective when run en-masse to ensure they reach the enemy with enough strength to deliver a good damage output.
- Cheap and cheerful: PIS with flamers or Grenade launchers are nice and cheap, orders can make them effective, but they lack the punch of either the melta-wall or an assault blob. They are, however, significantly cheaper, meaning they make good objective holders or, conversely, a good first wave of an attack to provide cover for the more valuable and dangerous squads behind.
Heavy
Weapon Teams:
The
HWT consists entirely of heavy weapons, without the necessity for the extra
bodies of a PIS. However, while this may seem like a blessing, it can be a
curse, as with every wound you start losing weapons. Due to them being T3, a
single S6 shot will destroy a Heavy Weapon, and more importantly, cause a
Leadership check that could see the squad running off the board, especially due
to the lack of sergeants. This low Leadership also makes them poor at receiving
orders to boost their effectiveness. As such, it is far better to take Heavy
weapons in PIS, but there are a couple of ways to get use from a HWT if you are
intent on doing so:
–
3x
Mortars: This keeps the unit nice and cheap, and it can deploy out of Line Of
Sight to minimise the threat from high-strength weapons. The nature of mortars
means orders are less useful for them anyway, so the lower leadership is less
on an issue.
–
3x
Autocannon: this costs a little more, and is more risky, but can put out a good
number of S7 shots that make it useful for destroying transports and allowing
your lascannons to go after tougher targets. They can also double as
anti-infantry units if needed.
Special
Weapon Squads:
The
most useful aspect of the Special Weapon Squad is their cheap cost when
equipped with Sniper Rifles. Clocking in at only 36 points, they are the
cheapest scoring unit in the book, and, when mixed in with larger squads, can
cause some interesting target priority issues for the opponent. Do they shoot
the larger squads, leaving the SWS to score untouched, or do they target the
SWS, probably overkilling them, and leave the blobs alone?
Conscripts:
Conscripts
are essentially cheaper guardsmen, but for one point they suffer from -1BS/WS,
Ld 5 and are unable to take upgraded weapons. At only 3 points a model, though,
they are the best way to get cheap numbers on the board, and when paired with a
Priest for Fearless, they can make good objective sitters. Alternatively, they
can be used as a first wave of an assault again with a Priest or Commissar.
Veteran
Squads:
Veteran
squads make great addition to Foot-guard lists, and are generally the key unit
in mech lists. The difference between Veterans and Platoon Infantry is that for
a larger investment in points, you get a higher Leadership and BS, and access
to more special weapons per squad. On the whole, veterans are best used by
taking maximum advantage of the increased number of Special weapons available,
and due to the range of upgrades available, can fulfil almost any role. They
can be further specialised by taking 'doctrines' which add to their equipment.
When mechanised, they are best run with a Command squad for Orders when you
disembark and unleash a short-range salvo.
·
Meltavets:
This squad type is very useful to aircav and mech lists, and consists of a
Veteran Squad with 3 meltaguns mounted in a chimera or Taurox, able to use the
transport's mobility to easily get into the short range needed for their
weapons to have maximum use. This setup is incredibly specialised, and often
will attract a large amount of fire when the opponent realises the threat to
their vehicles, so bring multiple squads to ensure you reach the target. If you
have the points available, the Demolitions doctrine can be useful here, giving
you meltabombs on all squad members, making you a credible threat to Monstrous
Creatures and Vehicles in close combat, and a demo-charge for targets of
opportunity. Plasmavets: Plasmavets are to heavy infantry and Monstrous
Creatures what Meltavets are to vehicles, taking 3 plasma guns and a Chimera.
The difference is that for -1S and AP2 compared to meltas, they can fire
effectively at twice the range, and provide double the shots at 12”. The S7 of
plasma is also useful against light and medium vehicles allowing your
lascannons and meltas to go after harder targets. The risk of 'Gets Hot' is
something to be aware of when using plasmavets, but using the Grenadiers
doctrine to give them a 4+ save is useful to counter this. They are excellent
in a mech list, and can also work mounted or on foot with infantry, providing
more force at a key point in your line. Add a lascannon to provide more
long-range fire if you have the points. In most cases, I recommend a 2:1 ratio
of plasmavets to meltavets.
·
Flamervets:
The cheapest effective option for veterans, this squad uses 3 flamers to
function as either a counter-assault unit (in the same way as a 'fireball' PCS)
or a forward objective clearer when dropping from a Valkyrie. The large number
of templates will force a high number of saves, and is lethal to hordes.
However, the unit is likely to be charged the following turn. If you wish, this
can be countered by taking a power weapon/fist on the sergeant and shotguns on
the veterans and charging yourself, but this is not something I would
recommend, as in most cases it's better to simply prepare to allow them to be
charged and killed, and then fire on the enemy again next turn.
Chimera
Armoured Transport:
While
most of the functions of the chimera have been covered in the other unit
entries, it is worth considering their general use here. While the primary
function of the chimera is as a transport, it also boasts considerable
fire-power, with the Multilaser and option of a Heavy Bolter able to put out 6
mid-strength shots that make it a threat to light vehicles and particularly
other transports, as well as able to thin hordes. Although this may not seem
like amazing fire-power, you are likely to have several of these, and the
damage output is higher than might be expected. Alternatively, you have the
option of taking a Heavy flamer on the hull, which can be good for clearing
hordes or enemies in cover, but cannot snap-fire and has to be in charge range
to fire effectively, so I'd avoid this choice, but some players have used it successfully.
The option to take a Hunter-Killer missile is usually not worth it, but can be
a good choice if you have 10 points and no other options. Here are some key points to remember when
using chimeras, which generally apply to mechanised lists or contingents:
·
Protect
your side armour: The Chimera only have AV10 on the sides and back, and has
relatively large side facings. The easiest way to limit this weakness is to run
your multiple chimeras close by and use some to block/provide cover for
another.
·
Focus:
When using chimeras, you have the advantage of mobility at the expense of model
count, so your key aim should be to target a specific section of the enemy
army, rather than taking them on across the board. Focus on one flank, destroy
it, and then move on to the next part of the enemy force.
·
Deployable
cover: An oft-overlooked use of the Chimera is the ability to move Flat-out in
the shooting phase. What this allows you to do is deploy the squad inside onto
an objective or important position, shoot the target, and then move the chimera
to block the Line Of Sight, preventing return fire. While this will not hold up
to dedicated anti-tank weapons, it can be vital in keeping your veterans safe
for another turn.
Forward Assets: Fast Attack
Scout
Sentinels:
Scout
Sentinels are lightly armoured and incredibly fragile, but capable of packing a
considerable punch if used right. If you deploy them on the board, you can
expect to lose them and likely to concede First Blood as well, but if you make
use of the ability to outflank you can line up some nice shots on side armour.
For this reason, I'd suggest you kit them out with a lascannon and
Hunter-Killer missile for maximum damage on the turn they arrive. To add to
their survivability, consider taking a squadron of 2 or 3. 3 S8 and 3 S9 shots
into side armour should give most vehicles trouble, and can also make a nice
diversion. Expect them to be killed, but focus on taking out something nasty
before you go down. They aren't the best option, but not the worst.
Armoured
Sentinel:
Armoured
Sentinels gain AV12 on the front and side armour, but lose the ability to
outflank. This means they are probably less useful for an alpha-strike than the
Scout variants, but slightly more durable. This durability only really becomes
apparent in maximum sized squadrons, where 6HP and AV12 can be rather hard to
remove, especially if in cover (which should be fairly easy to achieve due to
the relatively small size). Giving them Lascannons gives you a unit that the
opponent must either ignore, and take 3 lascannon shots per turn, or divert
considerable fire-power to destroy. Sharing AV12 with chimeras means that in a
mechanised list, they add to the armour saturation and provide more targets,
potentially increasing the lifespan of your transports. If needed, they can
function as a reasonably effective tarpit in close combat, bogging down enemies
who struggle to hurt their armour.
Rough
Rider Squad:
Rough
Riders are again not the most competitive choice, simply because they lack the
durability required to reach assault, sharing stats with generic Guardsmen for
a far higher cost, and have a very narrow target type, being lethal to Space
Marines when charging, and largely mediocre against everything else. There are
only a couple of ways to run them competitively. Either as a large squad as a
counter-assault unit, which is a large investment, or as a mobile Anti-tank
unit in a minimized squad and 2 meltas. Run them up behind a chimera or keep
them in reserve, and you have a mobile vehicle killer. The problem is that
meltavets are just plain better at this.
Hellhound
Squadron:
The
three units in the Hellhound squadron are aimed at targeting entirely different
unit types, but the same general principles apply to their use. They are best
suited to a mech list, where their AV12 which compliments that of the Chimeras.
- Hellhounds: Hellhounds are the most versatile of the variants available in the squadron, with a Torrent template weapon that is great at killing medium infantry in cover before your Chimeras move in, and does not suffer from having to be in close range to fire, making it less susceptible to being charged that other versions. Adding a Multi-melta to the hull allows you to target tanks as well, and therefore increases the threat this vehicle poses to the enemy.
- Devil Dogs: The Devil Dog is focused where the Hellhound is versatile, with the main weapon excelling at killing tanks at close range. Combined with a hull Multi-melta, this vehicle can deliver 2 S8 shots that roll 2d6 for armour penetration within 12” inches. It is limited in its uses, but could conceivably replace meltavets if you prefer plasma on your mechanised squads, as for the loss of one shot and a reduction to BS3 (which is less important for the blast weapon) you gain the Fast rule, double the effective range and increase your side armour to 12. This can be a good spearhead to a mechanised attack if you expect to face tanks.
- Bane Wolves: The Bane Wolf is the most limited of the variants, as the main weapon has a very specific target (Space Marines and equivalents), does not ignore cover, and requires you to be within a few inches to fire effectively. This limits the number of times you will be able to shoot, as unless you entirely destroy the target, you are in charge range, and with rear armour of 10, will likely die next turn. A very situational weapon, and you are probably better off with one of the other variants.
Valkyrie
Assault Carrier:
The
Valkyrie gained a massive advantage with the 6th edition rules and
the introduction of fliers, making it far more survivable that it was
previously. It functions amazingly well as a transport, able to deploy a
veteran squad (or any other, but veterans are the best candidate) to any point
on the board, allowing them to capture an objective late in the game without
slowing, although they risk Difficult Terrain tests on landing. This can be
great for turning the tide in the last couple of turns, with the Valkyrie
keeping them safe for most of the game if not shot down. However, the Valkyrie
is rather limited in its target options, with the Hellstrike missiles offering
only one shot, and the alternative Multiple Rocket Pods are only really
effective against infantry, which is an area most Guard armies are more than
capable of handling. It also suffers from being in direct competition with the
Vendetta Gunship.
Vendetta
Gunship squadron:
The
Vendetta has all the advantages of its cousin the Valkyrie, but comes with 3
Twin-linked Lascannons, providing great fire-power against enemy tanks, and
more importantly, fliers. The Vendetta is arguably one of the most potent
weapon against fliers in the game, and yet still able to function as a
transport for small units such as Scions, CCS, PCS or SWS. For a competitive
list, Vendettas are almost an auto-include, and in any list they are your best
option for anti-air. However, there are some cases where other units can
perform the same function better, as although the Vendetta is an exceptional transport
as far as speed and mobility are concerned, but the consequences are brutal
should it be shot down, so there are cases where the humble chimera is better,
and while they are excellent at Anti-tank units, they cannot fire from turn
one, so something like a Leman Russ Vanquisher may be better.
The Big Guns: Heavy Support
Leman
Russ Squadron:
The Leman
Russ is the bread and butter of the Heavy Support section, providing fire
support for foot-guard, performing the heavy lifting in a mech list, and giving
tough, reliable on-the-ground presence for aircav. The real strength of the
Russ, though, is that it has a variant for every occasion. Following changes to
the official FAQ, all Russ variants gained the Heavy rule, allowing them to
always count as stationary when firing weapons. This replacement of Lumbering
Behemoth hurt the effectiveness of a couple of variants, but increased the
usefulness of most. If running them in squadrons, I advise you to keep the same
loadout for every tank in the squadron.
·
Leman
Russ Battle Tank: The most notable
victim of the FAQ, with the Ordnance rule on its battle cannon meaning it must
fire snap-shots from all other weapons. This relegates the use of sponsons on
this tank, narrowing target range it can hurt. The primary target for the LRBT
is Marines out of cover, as against other targets it is generally outperformed.
The one advantage of this tank is the lack of sponsons allowing it to be kept
cheap, and 150 points for a S8 AP3 Large Blast weapon on an AV14 chassis is not
to be sniffed at if you're tight for points.
·
Leman
Russ Exterminator: This variant is possibly the best for a cheap, all-round
performer. With the simple addition of Heavy Bolter sponsons, this tank can put
out a large volume of shots to threaten medium and light infantry, knock hull
points of light vehicles, and potentially even hit fliers. For even more
versatility, add a lascannon for help against AV12+.
·
Leman
Russ Vanquisher: This tank at first glance seems single-minded. With a S8 gun
that rolls 2d6 for armour penetration, it is a tank killer beyond compare in a
Guard army, and with the addition of a lascannon, it is even more threatening. However,
the Vanquisher can also be incredibly versatile with the right sponsons. Plasma
Cannons give it even more AP2 fire-power, and increase its threat to Monstrous
Creatures and enemies with 2+ saves, and can therefore be incredibly valuable.
Although it is rather expensive, there are few tanks better for a
take-all-comers list than a Vanquisher with lascannon and Plasma Cannons.
·
Leman
Russ Eradicator: The Eradicator offers what is essentially a lighter version of
the LRBT, able to target medium infantry, but also to ignore cover. It can also
take sponsons that can fire effectively, unlike the LRBT, and I would suggest
either Heavy Bolters, for the matching AP (which is lethal to xenos armies), or
Plasma Cannons if you are worried about Marines. However, if the latter is
true, you are probably better off with a Vanquisher, LRBT, or Executioner.
·
Leman
Russ Demolisher: This tank is, simply put, scary. Admittedly, it suffered in
the same way as the LRBT from the FAQ, but the Demolisher was never about the sponsons.
Very few things in the game can drop a S10 AP2 Large Blast, which makes the
Demolisher a threat to almost anything bar fliers. The price you pay for this
fearsome armament, aside from the increased points cost, is range. The
Demolisher lacks the ability of its cousins to sit back and shoot, instead
needing to advance to get maximum use from its weapon. Therefore, they are best
reserved for an aggressive list, and work well in pair. They are great as a
threat to force on your opponent, who will have no choice but to deal with it,
and can do a lot of damage.
·
Leman
Russ Punisher: Significantly more specialised that most other Russes, the
Punisher seems, on paper, to be absolute death to any infantry. While it is
undoubtedly effective, especially with Heavy Bolter sponsons, the range is
again a limiting factor, and BS3 also means half the shots will miss. That
said, it can still be a solid investment against infantry-heavy armies, and is
good for forcing saves on Monstrous Creatures. They also suffer from being an
anti-infantry tank in an anti-infantry army, so their usefulness is limited.
·
Leman
Russ Executioner: The Executioner is one of the best 'specialisation' tanks
before upgrades are added, able to fire 3 plasma blasts although with a risk of
Gets Hot. Like the Demolisher, though, the raw power is offset by cost, and
your targets are limited to 2+/3+ save infantry and Monstrous Creatures, as
against any other target, other tanks do the job better and cheaper. Like the
LRBT, take one if you see a lot of marines, if not, then take something else.
I'd also advise against sponsons, as 3 plasma blasts should kill most things
effectively enough.
Tank Commander Squadron:
The Tank
Commander is an upgrade to a Leman Russ tank, that shifts it to a HW slot,
allows it to be the army’s Warlord, and gives access to Tank Orders, as well as
BS4. When taking a Command Squadron, it’s best to take two tanks that have
different roles with some overlap, as most of the time you will be wanting to
use the Split Fire Order to hit 2 targets. For the times that you fail, though,
or want to use a different Order, it’s best to have some target profiles that
both tanks in the Squadron can hurt.
Hydra
Flak Tank:
The Hydra is
the only ground vehicle in the codex that can target fliers with full BS, but
can only snap-fire at ground targets, making it less useful in a
take-all-comers list, as against both fliers and ground vehicles it is
outclassed by the Vendetta.
Basilisk:
The
Basilisk is the Jack-of-all-trades artillery piece, the Basilisk can function
well against most opponents. The Barrage rule enables it to fire indirectly at
the expense of being unable to subtract BS from scatter rolls, meaning it can
be deployed behind terrain to block Line of Sight and prevent the enemy from
shooting back. It has the strength and AP to be a threat to all but the
heaviest vehicles and infantry, and as it is no longer hampered by minimum
range, it is far more useful than previously. A good choice if you don't know
what you are facing or are building a Take-all-comers list.
Manticore
Rocket Launcher:
The
Manticore is lethal, and almost unmatched in terms of the fire-power it can put
out. Even assuming it rolls a 1 for the number of shots every turn, you are
still getting 4 S10 Ordnance shots, which is a good threat anyway, but with the
potential for as many as 12 of these Pie-plates-of-Death, and an average of 6,
the Manticore is simply exceptional against vehicles of any kind, and
non-marine infantry. Take one or two of these, and pick something you want
dead, the Manticore should make that happen.
Deathstrike
Missile Launcher:
The Deathstrike
can be summed up in a single word: temperamental. If the shot fires before it's destroyed, doesn't
scatter, and your opponent presents a good target, it has the potential to do
more damage than anything outside of Apocalypse or Escalation. There are a lot
of variables, though, so bring 2 or more to ensure at least some go off.
Wyvern Artillery Tank:
While at
first glance a little lacklustre compared to its cousins the Basilisk,
Manticore and Deathstrike, the Wyvern is actually rather effective, especially
for the cost. Its damage output may not be the best, and certainly doesn't
compete with the likes of the Manticore or Leman Russ, but it doesn't really
have to. It's only 60 points, making it the cheapest AV12 Chimera hull in the
codex (handy for armour saturation in a Mech list).
It is
similar in role to a mortar HWT, but gets more shots, more durability, is not
bothered by leadership and has a slightly smaller footprint for the same price.
Even 2 is only setting you back 120 points.
Units will
manoeuvre and bunch up to pass around terrain or other units, and then you'll
be hitting them hard. Either that, or it will deter them from doing this, in
which case they'll be slower at moving around obstacles and present larger
target footprints, meaning there's more chance of your other units drawing LOS.
The
Armoury:
Here is a
breakdown of some of the more general upgrades for Guard, and when, how and why
to use them.
Infantry Weapons:
•
Autocannons:
good mid-strength weapons, nice for ranged shooting if you are short on points
for lascannons. Take them on Infantry squads and PCS, or veterans on foot.
•
Flamer:
a great weapon for horde control and defence against close combat, and cheap to
boot. Take them on any elements of the army you intend on playing aggressively
or those you except to receive a charge.
•
Grenade
launcher: good mid-strength cheap shooting, again take them on infantry squads
and PCS if you want to keep the cheap but still pack a punch. Pairs well with
autocannons.
•
Heavy
bolter: only really useful on infantry if you expect to face a horde, in most
cases autocannons are better for the higher S and range at the expense of one
shot. However, they make good secondary weapons on chimera-based vehicles and
some Russes.
•
Heavy
flamer: useful if you intend to play chimeras aggressively, but generally more
situational than Heavy Bolters on tanks due to short range.
•
Krak
grenades: can be useful for more assault-orientated squads, as it gives you the
ability to damage Monstrous Creatures and tanks, and can be thrown at close
range. Generally, there are better uses for points, though.
•
Lascannon:
Great weapons for most squads, turns infantry platoons into long-range tank
killers and veterans are even better. These should be the go-to Heavy Weapons
in a competitive list.
•
Meltabombs:
Useful for units trying to assault Monstrous Creatures or tanks, but really you
have the tools to do this at range.
•
Meltagun:
Great short-range companions to Lascannons, take them on veterans, Scions or
infantry for great results.
•
Missile
launcher: good if you're stuck for points, but generally outclassed against
tanks by Lascannons and against infantry by Autocannons and Heavy Bolters.
•
Mortar:
Good for sticking on a model that is likely to otherwise sit around doing
nothing, like a CCS or backfield infantry platoon. Also viable in HWTs due to
indirect fire.
•
Multi-melta:
Good on Hellhounds and Devil Dogs for more versatility, range and anti-tank
fire-power, can be useful on Russes for short-range anti-tank.
•
Plasma
Cannon: Great on non-ordnance Russes, adds the ability to kill Marines and
Terminators, also helps with light vehicles and Monstrous Creatures. Also a god
option for Armoured Sentinels.
•
Plasma
gun: Great unit to take on veterans on foot or in a chimera, also for
stormtroopers. Not so good for infantry platoons, due to worse armour save
making them more dangerous.
•
Plasma
pistol: good on characters for the chance of precision shots, worthwhile if you
have the points.
•
Power
Fist: useful on a choppy squad, especially
if the opponent does not expect it. Take one on a Lord Commissar or
Company Commander and they should do well.
•
Power
Weapons: Essential if you want to run power blobs, far less useful for everything
else. Axes for most if you're using them, maybe a maul or two as well.
•
Sniper
Rifle: Pretty useful, especially for SWS/PCS, and at 2 points a pop, it’s a ‘why
not’ option that really isn’t detracting from anywhere else.
Vehicle
Upgrades:
•
Camo
Netting: Useful on artillery behind a Defence Line, but generally expensive, so
is not essential.
•
Dozer
blade: Not often worth the points, unless you plan on advancing with vehicles,
which is generally not a good idea.
•
Extra
Armour: Not worth using with the changes to Vehicle Damage table.
•
Heavy
Stubber: adds more anti-infantry fire-power, but will generally be snap-firing,
so is often not the best use of points.
•
Hunter-Killer
missile: Can be useful for anything you expect to be targeting vehicles anyway,
and if you are using outflanking units, this can be more effective against side
armour.
Miscellaneous
Upgrades:
•
Platoon
Standard: Rarely if ever useful, you don't want your PCS in combat.
•
Regimental
Standard: Almost essential for a foot list, vital in holding the line.
•
Vox
caster: Useful if you are using combined squads, if not then the cost for each
squad gets too high.
Heroes of
Legend: The Characters of the Imperial Guard
Here I have
presented a brief analysis of the Characters available to the Imperial Guard,
and what they bring to an army.
Castellan
Creed:
Creed is an
upgrade to a CCS, and has the ability to issue 3 orders a turn, and re-roll failed
orders tests. However, he is of similar cost to another CCS, which get more
orders and a larger radius.
Colour-Sergeant
Kell:
Kell adds
the ability to make Order tests on the officer's leadership, and adds a
Regimental Standard and some Close-combat power to the squad, but on the whole
is too expensive, especially when commissars still allow you to test on Ld9
with re-rolls. He can pair well with Creed, but this is really too expensive to
be used in most games.
Knight
Commander Pask:
Pask grants
BS4 to a Russ Commander, and also grants an upgrade that varies depending on
his chosen ride. In a Punisher he grants Rending to the main gun, a fearsome
prospect, and in a Vanquisher he makes the cannon twin-linked. He also confers
Preferred Enemy to his Squadron against a codex of your choice.
Col.
'Iron Hand' Straken:
Straken
grants Furious Charge and Counter-attack to all units within 6”, making him a useful
addition to any assault-orientated Guard army, as he can provide a good bonus
to surrounding troops without using orders, and the latter part means that if
you are running power blobs, any enemy charging you will still have to face a
high number of Power Weapon attacks. Straken himself is no slouch in combat,
with S6 at initiative, as well as the option to Smash, while having a 3+ save
and T4. Pairing his command squad with a Power Fist Lord Commissar and an Priest
or two can make an alarmingly choppy unit at the centre of an assault-Guard
army.
Gunnery-Sergeant
Harker:
Harker offers
little to a squad, not really any more than a Relentless Heavy and better Leadership.
Commissar
Yarrik:
Yarrik does
everything a normal Lord Commissar sharing around Ld10 and shooting men
who retreat, but also has the ability to issue orders like a CCS, making him a
great commander. He is also nigh-unkillable, thanks to a 3+ roll to return to
the fight after being killed. This makes him a good stalling unit to keep the
enemy in a challenge while the rest of his unit hold up the squad. His high
cost unfortunately relegates him from lower points games, but in larger games
he can be useful.
Nork
Deddog:
Nork offers
some more punch to a CCS, and pairs well with Straken for a high-powered punchy
squad.
Awesome ^_^ Was redirected from your DakkaDakka, and it's been really helpful :3
ReplyDelete-BrotherOfBone
Great stuff! Also saw this on Dakka and gave it a read. You raise a lot of good points. Might try some out in my next match.
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