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| Tactica Imperialis Legend:
Section 1- Introduction and command squads
Section 2- Advisory
Section 3- Hardened Veterans
Section 4- Ogryns
Section 5- Kasrkin Squads
Section 6- Rattlings
Section 7- Techpriests
Section 8- Infantry
A little about this. I have played Guard for a bout 2 years, and I got the grasp of pretty much of what makes the IG run. Though, I still can’t say I have a lot of games under my belt. So, I get my knowledge from a bit of research and my home forum, Boot Camp. It’s great places that have a very strong IG community. If you are looking for something specific, you would probably find it there
But I’m not here making this to advertise my home forums. I’m here to give basic knowledge to all those who need it on Imperial Guard. There is one guy on here that has a good tactical section on forming an IG army. His avatar was ImperialGuardBoy. He created an 8 segment ‘Tactica Imperialis.’ It is quite good, but is some what bias and I don’t truly agree with everything he states, but it does have many good points to it, so I brought it to you guys to share. Quoted, or italics, or colored parts ( what ever I decide) will be him. After words, ill go through it and add my comments in normal type.
Edit- The quotes will be in quote form, and my additions will be in colored text
Things I am cool with will be in green. Id probably be repeating what ImperialGuardBoy has said. You can ignore this.
Tips and pointers, or a little addition to what IGB said will be in yellow.
Things I do not agree on, or have an entirely diffrent opinion will be in red. I dont mean my ideas are better than his or anything, but it will give you the two diffrent sides of the same story, so you can better idealize what you might do when you cross that bridge. Quote:
Ok, I started IG in the heady days of 1st edition. Though I didn't quite know how to play. Basically, I just saved up my allowance and bought minis because I thought they looked cool. Though I must admit, my early paint jobs and such were quite bad (I was 5 or so, what do you expect.) But for my 7th, or 8th birthday, I got the 2nd Edition rulebook. Which wasn't really that cool as both my parents already played but were too lazy to teach me. (So much for parenting) But anyways, by then, I had a more or less complete Valhallen army. My dad had is Space Marines, and his IG (whom he would later give to me) By the time 3rd edition rolled around, I had 4 complete IG armies under my belt. Valhallens, Tallern, Cadians, and Catachans. Also, alot of rag-tag squads from rogue trader days. But I striped most of my men and repainted them all sexy like. I've been playing ever since. I try to get in at least a game a day, so I have (hopefully) alot of experiance. Today, I have over a dozen Imperial Guard armies of different types, and more models than I know what to do with. (I have more tanks than I could ever field, and even more storm troopers. Also figure give or take 150 men per army x12) I'm 16 now. But I like playing Russian. Whats that? Numbers my man, numbers. That how I build my armies. Anyways, here is entry #1 He trys for russian style infantry charges, so his tactics lean towards that build somewhat. Still good tactica for all armys.
First Unit in codex order, is the thing that is pretty much a standard in any IG army. The Command Platoon. Now since this is sorta funny with its support squads and all, I'll just make a small section for each type, listing the pro's, con's, upgrades, general uses, effectiveness, combinations, etc, etc.
COMMAND PLATOON
Now, the basis for any platoon in the IG is a command squad. The Command Platoon Command Squad (CHQ for short as I'm a lazy typer) is the head of the army. It usually includes the highest ranking officer, as well as advisors, support squads, and similar gribbliness.
Command Squad
There are 3 types of officers:
Heroic Senior Officer (HSO)
Senior Officer (SO)
Junior Officer (JO)
Officer Type Summary
HSO- The best of the best, in terms of Imperial Guard Officers. He costs a rather expensive 70 points. While that might not seem like alot, it is considering Imperial Guard Officers are some of the worst (if not the worst) HQ units of the game. While he might not be all that 'killy' he does serve a few purposes. Mainly, its his leadership. While LD9 might not seem like much, it is when it comes to your guys, it is really worth it. The +2 (or more depending in how dire straight your men are in) to a guard squad LD is a real life saver. Another bonus, is that he and his command squad, make a decent counter assault unit.
SO- The Senior Officer is a middle ranking officer at slightly more than 50 points. I really don't recommend him as an LD unit unless you have BOTH a commissar and a standard. Though, he does make a cheaper counter assault officer Field in armys between 500 and 1500 pts.
JO- What army is without a respectable leader? Not many. I would never take a Junior Officer unless I was playing very small games, like 500 points.
My opinion- I would always take the HSO unless I'm strapped for points. Its just the coolness factor, plus he can kill a few Space Marines.
Officer Weapon Type Summary
OK. Imperial Guard characters, as I have stated before, aren't really all that great. While it might seem like a good idea to give your Officer 60 or points worth of wargear, it really isn't worth it. I always like to load them down light, with just a bolt pistol and power sword. Why? Bolt pistols are dirt cheap and pack a (if what small) punch. Power swords are a steal, and no save even for marines. Or buy nothing at all if your cheap.
But why not plasma pistol, power fist, and 3 medals to his chest?
With the power fist, its VERY, VERY, expensive. Even though you strike at S6 it isn't worth the risk as the trouble some officer can be singled out from his squad and killed. Plasma pistols, are just too damned expensive for my tastes, though I have been known to indulge my senior most officers with them in the past. If you want to make a shooty HQ, I would give the officer a storm bolter. Cheap, and puts out shots. If you plan on vox'ing the guy, dont bother with weapon upgrades.
Officer Wargear Summary
Now, I'm gonna divide this into 3 sections as I feel it is somewhat needed. Those 3 groups will be: medals, other, life extenders
Medals: For your overall command HQ, I really don't like any of the medals. The Honorifica is worthless here, as you can already take a HSO officer normally. Medallion Crimson is just dumb. It isn't worth the points just to keep the guy alive. The only one I'd even consider taking, is the Macharian Cross, as it could be useful when up against enemy armor or moving your men into cover. But even then, only if I got the extra points.
Note: If your short on points and still want a HSO, take a JO with an honorifica. He's 5 points less. Just saying........
Other: This includes stuff like grenades, Master-Crafted weapons, and what not. Lets start with the grenades. I would take any except melta bombs, and even only then if your facing enemy armor. But then why are you throwing your command infront of tanks? Though frags could come in handy if you planning on moving your men into an assault. I would NEVER take a master-crafted anything. Too many points for tastes. Also, figure even if you do manage to hit, how often do you really wound? Also up here is a surveyor. I wouldn't take it unless I'm against tyranids. Trademark items. They're debatable. Though in my humble opinion,
Life Extenders: Bionics. They are ok. I wouldn't take them unless in a themed army. But the sheer randomness make me not like it. Carapace Armor increses your save to a 4+. I would only take it of you have the points. But if your gonna take it, I recommend the doctrine point instead. Still, its your call. Though it is mroe worth it on IG characters with multiple wounds. Refractor Fields give your character an invunerable save, which is only a 5+ I wouldn't spend 15 points to give a crappy character an invunerable save. General rule, if your gonna assault alot with them, get carapace, if not, forget about it...
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The Command Squad
You get 4 men with your officer. Standard Imperial Guardsmen. You can have up to 4 special weapons, a heavy weapon, as well as some specialists.
Even though you could take lets say 4 plasma guns, don't. Why? Because you don't have the bodies to buffer the special weapons guys, so you'll lose out on the points.
Special Weapons
You can take 4 special weapons. I recommaned 2. The weapons are melta guns, plasma guns, flamers, and grenade launchers.
Meltaguns, are good in a deep striking tank hunting squad. Or vs, space marines.
Plasma guns are very good in a shooty HQ, as they can get the help of medics.
Flamers- Cheap assault weapons that are very good for the points. I'd take them in anti-infantry command squads
Grenade launchers, to me, are only good vs light infantry and your on the move. Like vs. say orks, nids, or eldar.
Heavy Weapons
While you have alot of options, I'd take only the autocannon or heavy bolter, so the squad mates shots aren't wasted. But I would only take them in a shooty HQ. It would probably be better to fit one with a mortar, or no heavy weapon at all. Its goof to have the command mobile, or out of sight to the enemy.
Vox
I'd never ever take these. The only time they'd be worth their cost, is if your squads are spread out. And that really shouldn't happen. Its just a waste of points. Now voxs have good uses. A cheap command squad, with a master vox, puts out it's leadership to every squad equiped with a vox. This allows them to be mobile. And thats what I value. See, I have more of a blitzkrieg style of play, with fast, mobile tanks and transports zooming to the front, followed up by the bulk of the infantry right behind. SO I guess we have polar opposite playstyles.
Anyways, it can be cheaper in the long run than Vets. And LD is better with the HSO and master vox than vets. Ill get detailed on tactics and pros & cons when I hit those parts.
Specialists
A guardsman in a command squad who is unupgraded can be a veteran. While it might seems good to take 4 vets and make a counter assault unit, don't as its not worth the points. I woudl take 2 and make a medic and a standard bearer. The medic, is good all around. Equip him as squad function dictates, but don't use too many points. I'd say 5 points is a good limit for specialists. Same with the standard bearer. In fact, I rate the Bearer as a must in an HQ unit. But he isn't worth taking a regimental standard. Unless you have bigger forces and rely on the 12" LD range.
Transport
Remember, the squad doesn't have to start out in the tank. It makes a decent addition to any line. Also, it can ferry your command squad to where its needed. Though I'd rather get more troops. More importantly, it can ferry your command out of a sticky situation. will put down tactics later down.
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Command Squad
Pro's
Unit boosts the leadership of nearby guard units, thereby strengthening the line.
Makes a good counter assault unit, for an army lacking severely in this area.
Con's
Not enough bodies in the squad to absorb casualties.
Not worth the points
Requires upgrades to become semi-effective
Unit Combinations
Works very well in support of Imperial Guard infantry. Performs even better in an asault when backed up by other assault oriented units, such as Sentinels and Rough Riders. Also commissars are very good in here as well, as they boost officer LD by +1. Priests too, as you can reroll misses. REMEMBER: Commissars LD boost DOES NOT go through the vox.
Doctrine Combinations
Iron Discipline- Allows squads that are broken a chance to regroup, Just like Space Marines. Its dirt cheap at just 5 points
Close Order Drill- Boosts the initiative by +1 as well as LD. Lets weaker models to strike the same time as Space Marines
Drop Troops- Its free. Whats not to love? Your men have the option to deep strike. It really shines in tank hunting squads.
Carapace Armor- Greatly increases squad survivablity. Even better when you have attached advisors as they benefit from it too. Though this is a tad expensive.
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SUPPORT SQUADS
There 5 types of support squads. Fire Support, Anti-Tank, Mortar, Special Weapons, and Sentinel Squadron. You can have 2 of each to the maximum of 5 support squads. The sentinel squad is an exception as its 0-1
Fire Support Squad
You MUST purchase 3 heavy weapons for this 6 man squad. You can choose between the heavy bolter or the autocannon.
The Heavy Bolter is a good choice for mowing down infantry, but it has limited range and strength.
I like the autocannon as the S7 is good for munching units and light tanks. Its slightly more costly, and has less shots, but has a 48'' range.
So its a toss up.
Note: Never mix weapons as it reduces squad effectiveness. Note: Never mix weapons as it reduces squad effectiveness. Yes, i put it down twice.
Anti-Tank Squad
Same as the fire support squad, except you get missile launchers and lascannons. Missile Launchers, are good all around weapons, capable of killing medium tanks, high toughness guys, and clumped enemies. The lascannon are really only good at killing tanks, and things with a 2+ save. I'd only take lascannons if I know I'm facing alot of tanks or terminators or something thats hard to kill. But for instancem what happens when you kill all the tanks? Shoot grots with lascannon?
Note: Never mix weapons as it reduces squad effectiveness.
Mortar Squad
Ooooo You get mortars! 3 of them for 80 points! Thats sarcasm. They really aren't that great due to low AP and Str. and the damn scatter roll. Only time I'd ever take them if vs. enemies you can't miss against, like Orks or Nids. Though in City Fight, they aren't that bad. But how often do you people play city fight? He completely forgets pinning. Thats whats so golden about mortars. Even SM can be pinned, since they don't have the 'fearless' capability.
Special Weapons Squads
You can get 3 special weapons, flamers, grenade launchers, melta guns, demo charge, and sniper rifles. Only things I think are worth it, is the demo charge. And then only in deep striking or infiltrating squads. Pity you can only take one. In my opinion I'd just steer away from this squad all together. I agree, but they do put more backbone into your command platoon. If I use them, they usually defend my command squad.
Recommended Doctrines
Sharp Shooters. Lets you reroll misses. Its really worth it in heavy weapon squads with multiple shots as you'll roll more ones.
Note:Sharp shooters doesn't work with mortar squads mortars.
Carapace Armor: Added survivablity, what more can I say.
Sentinel Squadron
Just normal Sentinels. In my opinion, its best to break them up into as small a squadron as possible. That way, they can divide their fire and its harder for enemies to wipe them all out. Details on Sentinels will be posted when we get to fast attack
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Support Squads Pro's and Con's
Pro's- Allows you too focus fire with your heavy weapons
Con's- Not enough bodies in the squads
Very expensive
Limited number of squads allowed
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Command Platoon Tactics
Its a good idea to let your command squads hang back lending out LD until they're needed. I'd take 2 fire support squads and 2 anti-tank and maybe one other squad just for fun. Its good to position these squad in strategic points in your line where they can lend the most help. Its a good idea to protect these squads as they are quite a large investment. Also, don't be afraid to move them around a bit if you need to. Also, never let any of these units out by themselves as they'll get severly mauled due to low numbers. Just try to keep it cheap if you get my drift. These aren't god units.
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Last edited by That_Guy; 11-01-2007 at 08:35 PM.
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