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Old 11-01-2007   #1 (permalink)
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Default 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...
_________________________________________________
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.

_____________________________________________
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.
____________________________________________

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
__________________________________________________ __

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
__________________________________________________ ___

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.

Last edited by That_Guy; 11-01-2007 at 08:35 PM.
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ADVISORS
There are 3 types of Advisors. Sanctioned Psykers, Commissars, and Priests. Each will be discussed in detail in the following paragraphs.
Note: Doctrines won't be listed as they're affected by the command squad doctrines. Nor will they be unit combos for some of them, as they have to be attached to command squads.

Sanctioned Psykers
Lets you get up to 5 psykers at 12 points each. Stat-wise, they're pretty weak, even for Guardsmen. But, they do have increased LD and psychic powers., and access to the armory.

Sanctioned Psyker Weapons Summary
You can have your pick of weapons, including the deadly force weapon. But, look at his WS. Its a mere 2. How many things to you expect to hit with that. I suggest leaving him as is. Though there is a way to make him decent. Give him an honorifica, and a weapon of your choice. Though powerfists are strongly urged not to get.

Santioned Psyker War Gear Summary
Only thing I recommend, is the honorifica, but I believe its a waste. I'd rather have an officer with those capibilities.

Special Rules

It's For Your Own Good- Basically is he gets a perils of the warp and you have a commissar, he's one cooked goose.

Psychic Powers- He gets one random psychic power. Whopee.

Sanctioned Psyker Powers Summary

1.) No Usable Power- Nothing usable here.
2.)Telepathic Order- A semi-decent power, but it's useless if you have enough officers to spread the LD around. Plus you need a psychic test.
3.)Psychic Ward- This power is pretty much useless, unless facing Eldar, or magic heavy chaos. So overall it sucks.
4.)Psychic Lash- A weak is semi-useful power. But its only good in squads that are assaulting. The downside it, that it is weak. Very weak, at S3, but it can provide some much needed wounds with no armor save. Picture like this. On 6 consecutive rolls of a 5+ you get 3 dead marines.
5.)Machine Curse- My favorite power, but is useless unless you get into an assault with a tank. Which really doesn't happen that often. Also the tank can blow up in your face killing the whole squad.
6.)Lightning Arc- This power is weak, but useful in a 'shooty' command squad, just for the sheer number of shoots it can put out.

Sanctioned Psyker Pros and Cons

Pros- You might get a decent psychic power
Low points cost

Cons- You might not get a useful psychic power
Low stat line
Very Random
Could be executed
Limited Numbers
Require a Doctrine Point to use


Sanctioned Psyker Tactics
Only take them if you want them for fluff reasons or have too many extra points and have the extra doctrine. And if you're taking them, take 5 so you might get a decent psychic power outta it.

_____________________________________________


Commissars
These guys are basically Senior Officers with LD 10. They also get less wargear, but give a few bonus' as well.

Commissar Weapon Summary
Just like officers, he can be singled out, so that rules out the power fist. I'd arm him with a bolt pistol and power sword. Why? Because Commissars are famous for shooting thier officer with a trusty bolt to the back of the skull. Also, the power weapons let him strike at I4 which is always good in my book. I'd steer away from shooting weapons such as boltguns and storm bolters as you can get the extra attack in close combat.

Commissar Wargear Summary
I would give him the same rule of wargear as I do of officers. Keep it to a minimum. But if you really want to keep him alive, I recommend Carapace Armor. Also, I would steer way clear of the medals for him as well.

Special Rules

It's For Your Own Good- Basically this kills psykers who suffer from Perils of the Warp.

Summary Execution- If your officer fails a LD check, he neck shoots him. While this might seem bad, its good too. While the Officer is alive,he gets +1 to his Leadership as he's scared of the Commissar.
But if your worried he's going to die, give the officer a trade mark item, so if he fails, he gets to reroll. Units within range of a standard get to reroll twice, for added survivablity.

Commissar Pros and Cons

Pros- Adds to the close combat effectivness in a unit
Provides a leadership bonus
Can take 'Officer Only' items
Survivability with 2 wounds

Cons- Can be expensive
Not totally worth thier points cost
Kills off your officers and psykers in the event of failed LD checks
Limited Numbers


Commissar Tactics
Pretty much a usefull add-on for counter-assault units. They can pack a much needed punch in your assaults, and can last awhile. The LD bonus shouldn't be forgotten though, as it will help your line squads pass priority checks.
________________________________________

Priests
The men of righteous fury. They are pretty much designed for close combat units, and they're ok at it.

Priest Weapon Summary
They start with a mere close combat weapon and can't take Officer only items. This is a major weakness, and it seems he just wants the eviserator, but you can still give him a power weapon. I'd say just give him that, and nothing else, merely to keep his points down.

Priest War Gear Summary
Well, not really anything special. Personally, I wouldn't give him anything besides purity seals, as the Rosarius is WAY too expensive. Maybe carapace armor if your feeling generous.

Special Rules

Fanatical- The best special rule that a priest has. It lets you reroll failed hits on the turn you charge. This is extremely useful. Lets say a Command Squad, with Heroic Senior Officer, Priest, and Commissar, all charge at a unit of Space Marines. For arguements sake lets say you have 2 Specialists and 2 flamers, characters have bolt pistols and power weapons, the regulars have laspistols and close combat weapons. They shoot before they charge.
Thats
3 S4 AP5 shots
4 S3 shots
2 S4 flamer templates

Then:
13 S3 power weapon attacks with rerolls
14 S3 attacks with rerolls

Thats more 34 regular attacks plus the flamers. 27 of those attacks have rerolls. Thats one dead unit of marines.

Righteous Fury- Units they belong can't use heavy weapons, and you always have to charge units in range. Even ones you can't hurt. Not very good.

Priest Pros and Cons

Pros- Fanatical special rule vastly improves any assault potential of any unit.
Another character for assault units

Cons- One role chacter
Can't take officer only items
Righteous Fury Special Rule
Limits the tatical options of squads he joins
Fanatical is only good on the charge
No armor save

Priest Tactics
Put them only in command squads destined for assault. Though, try to stay away from things you can't hurt in an assault, as you must charge them. If possible, keep them in transports so you can pick and choose your assaults, and ferry the assault units to places that they're needed.

Priest Unit Combos
Priests work well in assault command squads, assaulting veteran squads, orgryn squads, conscripts (if you take enough priests), and armored fist squads.
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HARDENED VETERANS
He hits this section on the head of the nail. There really is nothing else for me to add to it.

Normally, you are only allowed one veteran squad. But with an extra doctrine point, you 0-1 limit is lifted.
Now, as you can see, the stats of a Veteran, are a tad higher than your average guardsmen. They have BS4, LD 8, and they can infiltrate right off the bat. The mandatory Veteran Sergeant, is a steal too. For only 13 points, he is a slightly bumped up JO, who can hide within the squad. This means invisable powerfists.
But before you go rushing about buying every upgrade, decide which kind of veteran squad you want.
1.) A line bolsterer. Basically, these just beef up your firing line
2.) A counter assault unit. Basically, they stay behind your lines, and counter attack anything that hits your lines
3.) Objective taker. You can infiltrate them right on the objective. With thier added weapons, they'll last until reinforcements arrive. Note: most veteran squads can be easily configured for this task. So no special section will be given. Though counter assault units don't really work all too well at this.
4.) Tank Hunters. Infiltrate them, just to kill tanks.
5.) Harriers. They harry and tie up advacing units.

In my opinion, Vets, are a much stronger choice than Storm Troopers. Why? Well basically, the only thing better that storm troopers have are the hellguns (which are near worthless) and the carapace armor. If you take the carapace armor doctrine, it doesn't even matter, now does it?

Now lets get to arming your veteran squad, should you decide to take them.
You get to take 3 special weapons, a heavy weapon, and various choices for standard weapons.

I will list each type of veteran squad, as well as which weapons work best, and how to use them.

1.) Line Bolsterer Veteran Squads.
Generally, you wanna make them 10 strong, to beef out numbers and such.

Recommended weapons for Line squads are:
Lasguns
Plasmaguns
Autocannons, or heavy bolters

Lasguns, are an obvious choice, for they're the longest ranged standard weapon at 24'' Though weak, enough shots form lasguns will drop nearly anything.
Plasmaguns, have a similar range to the lasgun, also at 24'' It also is the strongest medium range weapon available. The S7 and the AP2, will drop marines like flies, and (hopefully) knock out approaching light transports, such as rhinos.
Autocannons are a good all around choice. The high strength and medium rate of fire, ensure that you'll wound things easily. Such as big Tyranids, orks, and marines. Also, chances are, you can knock out enemy transports to boot.
Heavy Bolters are a good cheap anti-infantry weapon. The reason why I recommend the autocannon and heavy bolters as squad weapons, is because when you fire at a squad, the squadmates shots aren't wasted.

The sergeant, has a relagated role here. He really isn't as important as before but is still of use. I recommend giving him a storm bolter as its cheap and he can gun down approaching nasties.

Tactics: Place a Line squad along with the rest of firing line squads. The added weaponry as well as the BS will help hammer away at approaching targets. All they do, basically, is bolster a line sections firing effectivness.
Though, since they're not moving, it still not a bad idea to get a chimera. Just for even more heavy weapon support and another tank never really hurt.

2.) Counter Assault Veteran Squads
Also, you want to beef these guys out as they'll be in the thick of fighting. 10 is a good number.

Recommended weapons fpr Counter Assault Squads are:
Laspistols and close combat weapons
Flamers

Laspistols and close combat weapons, just so they get an extra attack in close combat. The laspistols can still fire a shot, and you'll have 3 attacks per guardsman. So that 40 S3 attacks on the charge, without taking upgrades. That is not to be sniffed at.
The flamers are good weapons, because of thier short range isn't a problem, and you can really soften up an enemy squad with 3 flamer templates.

The sergeant, I recommend, be armed with a powerfist. Since he is a sergeant, he can't be targeted, so you have an invisable powerfist. Or if your cheap, a power weapon. Just kit this guy out for assault, though don't waste points on things like carapace armor, or plasma pistols.

Tactics: Just sit them behind your main lines. When the enemy assaults one of your line squads, these guys can deliver a mean punch in close combat. Though I recommend deploying them as infiltrators, just for the chance that you can see that they're a shooty army, and not planning to assault.
Lets say your facing a super shooty marine army, I recommend infiltrating as close as possible. That way, they provide a distraction, and might tie up a squad for a turn or 2.

Unit Combos: I'd say priests, for the added close combat punch, and commissars for the same reason. Extra power weapons, if fun for the whole family. If you give them these, I'd say put them in a chimera. Every seat is filled, everyone is happy.

Say this unit attacked a space marine command squad.

Commissar
Bolt pistol, power weapon
Priest
Bolt pistol, power weapon
Hardened Veteran Sergeant
Bolt pistol, power fist
2 Hardened Veterans with flamers
7 Hardened Veterans with laspistols and close combat weapons.
Chimera
Multi-laser, heavy bolter, pintle heavy stubber

On the charge, thats

7 S3 shooting attacks
6 S4 shooting attacks
2 Flamer shots
3 S6 shooting attacks
3 S5 shooting attacks

and
4 S6 powerfist attacks with rerolls
8 S3 power weapon attacks with rerolls
21 S3 regular attacks with rerolls

Thats 54 attacks. Chances are, most of them will hit, which means alot fo dead marines. This combo just gets deadlier with doctrines.
This unit aslo makes a decent assault unit.

4) Tank Hunter Veteran Squads
There is two ways to to this. Long range, or up close and personal.

Longe Range Tank Hunter Squad recommended weapons:
Lascannon
Plasmagun
Lasguns

If you do this right, you'll get a pretty good chance of at least one dead enemy tank.

Lascannon. When you infiltrate, position the squad so you can get the side (or rear if your lucky and your opponent is dumb) armor of the enemy tank. This weakened armor is excellent for you to take advantage of. Lets say you shoot at a leman russ, on the side, that AV12, pretty light stuff. Its pretty much dead or at least screwed up alittle for at least a turn.
Plasmaguns, for longe range special weapons, these are the way to go. After the tank gets killed, you might have to fend off vengeful enemy troops. Plasma guns excel at shooting them away at range. 3 is good. Also, if your close enough, a plasmagun might even glance the side armor of a weak tank. (Plasma weapons can glance up to AV13)
Lasguns, for pretty much the same reason as plasma guns. Fending off enemy troops.

For good ole' sarge, I'd say give him a storm bolter and a power weapon, in the off chance that the unit gets assaulted. Which very well might happen as they are pretty close to the enemy lines.

Tactics for Longe Range:
Infiltrate deploy them to the side in cover if available. Try to get a clear shot at a enemy tanks side armor angle. Let loose till the tank is dead. Afterwards, you might have the option to shoot at other vunerable tanks. If so take it. But, your enemy might try to go kill your men. In which case the cover and plasma guns will add to thier longevity.

Up Close and Personal Tank Hunter squad recommended weapons:
Meltaguns
Shotguns

Meltaguns, to kill tanks obviously.
Shotguns, to clear a path to the tanks in the event that there is guys in the way.

For the sergeant, I recommend meltabombs and a power weapon. So as to kill men in the way, and bomb the tank in the event that the melta guns don't do the job.

Tactics for Up Close....
Infiltrate them as close as you can to desired dead tank. Preferably one free from alot of supporting infantry. In the movement phase rush them towards the tank. In the shooting phase, use your army to pound any infantry in thier way. If there is still alot, use the squad to shoot and then assault. Make sure to keep the melta gunners and the sergeant alive. If you can, take pot shots at the tank.

Good Unit Combinations
A commissar, and or a psycher can work good here. The commissar with melta bombs and a power weapon will help out in an assault and killing the tank. The psycher, can either help kill infantry or use machine curse if your lucky enough to get a useable power. A chimera might be helpful if your want them to rush out form your lines. They'll survive longer, but so will the tank. Also, the tank can help clear out infantry and what not and ferry them to the next tank if you succeed.

5.) Harrier Veteran Squads

Use these to tie up the enemy advance. I recommend a mixture of standard weapons, though I would steer clear of lasguns. Shot guns and laspistols and close combat weapons both work equally well. Its really up to you.

Other Recommended Weapons:
Plasma guns
Melta guns
Flamers
Heavy bolters

Use the plasma guns to shoot up enemy squads as they advance. Heavy bolter/plasma gun combos work well here. When they get close enough, rapid fire them, or assualt. Use your judegement.
Use flamer and melta gun combos, to shoot up enemy squads before assaulting them. Flamers can soften up any unit, and meltas take care of enemy tanks, tough characters, and marines easily.

For sergeants, I recommend a power weapon, and a surveyor. The surveyor, in case the enemy decides to place infiltraters near them, you get a free shot.

Tactics for Harrier Veteran Squads
Place them in percieved high traffic areas, or in a chunk of terrain near the middle of the board. When the enemy gets close enough, assault them or shoot them to bits. I recommend assaulting them, so the rest of your army has one less target to worry about in the shooting phase.

Good Unit Combinations
Commissars, for added close combat punch
Priests, for the added punch, and the rerolls in the assault.
Chimera, for added fire support until the enemy gets close. In a really short range squad, you can put them in the chimera, so as to benefit from the things armor and the side lasguns.
Good Chimera weapons I think would be:
Pintle mounted heavy stubber
multi-laser
heavy bolter

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Old 11-01-2007   #4 (permalink)
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I didn't read through it, as i'm not an IG man and never could be (I love the fluff, I just can't hack a shooting army, and IG don't seem liek assaulters).

However, I can say what I read (glancing/leafing through, got a goo 3/4 in my head now) was very well put together and organized. I look forward to more, and more from you in particular! This is exactly the kind of stuff we like here! I can also see some of what you meant by bias, etc..

BTW - Is there any infantray based army that would stand a chance at Assaulting for IG? I've heard someone mention Last Chancers once... PM me if you don't want to thread ninja this.
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This one deals with the next unit in the codex. Ogryns.

They're big, cute, cuddly, fluffy, and make great fire magnets.

To make this simpler, we'll look at the pros and cons first. If you think one outwieghs the other, don't read on.

Pros
Are relatively cheap for what they are. S6 W3 monsters.

Are decent in an assault.

Provide one of the few reliable close combat units guard has.

Can be very fluffy in army backround.

Can provide more than one battlefield role.

Cons

You need a doctrine point to use them.

The 3 wounds doesn't look so hot with that 5+ armor save.

They get outclassed by dedicated assault units from other armies.

Usually strike last in close combat.

Great fire magnets.

Specialized.

You also have to spend another doctrine point on independant commissars which are highly recommened for this unit.

_______________________________

Ogryn Low-Down

When you look at them, they're 25 points a model with 3 wounds each. 3 Guardsmen= 24 points. While you'll get less attack in close combat, orgryns are much, much, more likely to kill something. You basically trade in 1 point for 1 less attack S6, WS4, and T4. Not a bad deal.

Once you see them, they'll seem like a prayer. After all, the bane of the Imperial Guard is assault. But don't splurge on a 10 strong unit.
________________________________

Squad Upgrades and Size

Unlike most other unit choices in the army, Ogryns get very little in the way of choices. You can get a Bone 'Ead and a transport. I suggest you take both.

The Bone 'Ead isn't really there is be a close combat monster. Instead, he is merely a LD boost and another attack. You might be tempted to give him all sorts of upgrades. I suggest you really limit yourself. Maybe melta bombs or carapace armor if you think you'll need it.

Now as I said before, a 10 strong squad of ogryns isn't a very viable choice. Why? Because every other player thinks its their duty to shoot them. Anything thats big and scary standing in Guard lines tends to get shot down very quickly.

Those 3 wounds don't look so hot with the 5+ armor save now do they?

________________________________

The Solution.

Its the handy dandy chimera. Not only will this add another valuable line tank, but it will transport your little buddies to where they're needed. Or they can capture table quarters. More on that later.

When taking a chimera, you'll want to ensure the cargo is safe and sound. I'll leave what to give it to your personal choice.

I suggest taking 5 ogryns to fill the chimera with your little surprise in tow.
_________________________________

Little Surprise?

A Commissar! He adds some more close combat punch and has a chance of striking first. Also he can boost the LD of the squad if the Bone 'Ead fails in his duty. Commissar kit is outlined in Issue one.
_________________________________

Ogryn Tactics

There are 3 main uses for ogryns. Turn Buyers, Counter Assault, and capturers.

Turn Buyers.
A unit of ogryns can take alot of punishment in close combat. Moving a unit in the way of something nasty can buy you a turn to reposition your line, or get more assault units into the area. Hopefully all those wounds come in handy and they'll hopefully survive a turn or two. Not the smartest use of the unit, but a nonetheless effective one.

Counter Assault
Plonk them in a chimera. Keep them hiding either in the center or behind your lines. When you see an enemy assault unit getting too close, or even assaulting your lines, drive up and drop off the ogryns. Hopefully they can fend off whatever is attacking you.

Capturers
Keep them in a chimera and make them drive hell bent for leather towards a piece of terrain that needs capturing, or a table quarter that needs contesting. Ogryns fit the bill quite nicely. The ogryns can shoot up and assault any unit inside with a reasonable chance of success. Then the cover provided will be invaluable as they hunker down and hide so they can contest the quarter. I find them to be better than armored fist squads at times. Don't forget their tank. Even though its cargo is dropped off, it can still provide covering fire and maybe be hull down in the process. To me, this is the best use of ogryns.
_______________________________________

The Verdict?

In conclusion,this squad has its uses, but its functions can be performed by other units which saves you on points. While I'm not saying they're junk, I suggest you take them only in special cases as you need to do alot to just be able to field the buggers. As a specialized unit, don't expect them to see alot of action, unless you play actual missions (not just kill everything ones) frequently.
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This one deals with Storm Troopers.

This is a versatile Imperial Guard squad, and is somewhat "elite"

They have several roles that they can fulfill.

1. Tank Busters- They deep strike behind enemy lines. Armed with melta guns and melta bombs, they can take out a tank with success. With their carapace armor, they might just survive to take out more than one.

2. Distraction- Infiltrating these guys in an out of the way board edge is a good way to make enemy assault units go after them instead of your more vunerable lines.

3. Capturer- Riding in a chimera, they can take or contest table quarters. Their carapace armor and LD ensure that they'll be there for awhile.

4. Heavy infantry- Standing with the rest of the line, their fire power and accuracy will destroy lighter infantry and give some units doubt as to whether they should advance into their fire.

5. Tie up- With their carapace armor, they can hold up an enemy squad a turn or two before being wiped out. A power weapon equipped veteran sergeant ensures they take some down with them.

6. Counter Assault- Armed with flamers and a power weapon, they can strike back at exposed units that penetrate your lines.
________________________________

Weapons Summary

How to equip your shiney unit of storm troops? Well it depends on their roles. Refer to the numbers above so you know what I'm talking about.

1. Well you have 2 transport options. One, the chimera. This baby lets you cruise around and snipe the tanks. Unfortunately, you have to get pretty close to do that. And how many times are opposing armies going to let you get a chimera to them?

The best option is Deep striking them. Give 2 melta guns and a veteran sergeant with melta bombs. You have 2 BS4 shots that'll most likely hit, the melta bombs are just in case you fail (which invariablly happens from time to time) Other than that, leave'm bare bones. The only other thing I'd recommend is a power weapon for the sarge in case they get assaulted.

2. Obviously you'll need to take the infiltrate skill for this. Then you'll want to give'm the longest ranged weapons you can so they can take potshots at the enemy. Since they can't take heavy weapons, that leaves grenade launchers and plasma guns.. I personally prefer the plasma guns as they pack much more punch. Other than that, give your veteran sergeant a storm bolter for more long range shooting.

3. Give the squad the chimera. Equip said chimera with enough weapon options to provide covering fire once the squad is dropped off. The weapon outfit for this one is difficult. It really depends on your foe. A generally good investment is plasma guns or flamers. Though plasma guns will help take out enemies advancing on thier position. This is a quite viable alternative to the armored fist squad.

4. A veteran sarge with power weapon and a storm bolter, with 2 plasma gun wielding buddies to help lay down the hurt. Don't discount taking a chimera as it could add even more fire power to your lines, and possibly ferry the squad around if need be.

5. You'll want longevity for this squad, so a power weapon is pretty much a must. Give the squad close range assault weapons so they can shoot as they go into combat. Flamers are recommended as they're autohits and will invariabley cover more models. Though the duel melta gun option has a chance of killing two marines which are the most common opponents. Again, personal choice.

______________________

Storm Trooper Squad Pros

-Can be outfitted towards most battlefield tasks
-Hellguns tear up lighter infantry such as eldar, orks, and opposing guardsmen
- Increased accuracy means more kills, so more expensive weapons are worth it
-Carapace armor means they stick around longer
-Veteran Sarge can take a power weapon
-Are often under estimated which means they probably won't get fired upon
-Can get up to 6 squads

Storm Trooper Squad Cons
-Tend to draw fire when your opponent knows who they are
-Weapons are just as worthless as lasguns against things like marines
-Require a doctrine point
-Tend to expensive when fully kitted out
-Cannot take heavy weapons
-Veterans can fulfill the same roles better (minus carapace amor, but you can take a doctrine for that if you want)
-Just as everybit as worthless as regular guardsmen in close combat

____________________________

The Bottom Line

Veterans are a better choice all round than storm troops, though they're a bit more fragile. If you want armored troops and don't feel like spending a doctrine on carapace armor for your vets, than Stormies are the way to go. Another option is to take them as grenaders and use them as regular troops choices.
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Ratling Pros
-Are relatively cheap sniper units
-Can pin troublesome any heavy weapons squads
-Can infiltrate
-The special rule: go to ground

Ratling Cons
-Sniper units tend to draw alot of fire.
-Their low toughness means that they will suffer alot of casulaties
-Low LD, means its harder to pass priority checks. Which means its'll be harder to pin what your aiming for. Though a nearby officer helps out a bit. Unfortunately this means that infiltrate is pretty much wasted.
-You can only take a single squad
-Require a doctrine point
-Specialized

____________

The Ratling Low Down

The Guard answer to Eldar Rangers. Unfortunately low numbers and inferior weapons make the rangers a far superior choice. Unfortunately, you can't take them as its another race. Still they have their uses.

____________

Like Ogryns, this unit has very few choices. Infact, their only choice is squad size!

Like anything else, take as many as you can afford.

_____________

Ratling Tactics

Put your ratling squads in a strategic point in your line, preferabley with at least one model in an officers LD range. With their sniper rifles, your not going to be moving much, if at all. Just keep shooting at monsterous creatures and enemy squads that are giving your problems. Hopefully you'll pin them.

Oh yeah, always deploy in cover unless you want meaty chunks where the Ratlings used to be.
_______________

The Verdict?

Overall not a great choice for your army, though this unit does alot better against killing big creatures and lightly armoured foes.

One of the major draw backs is that you can only take one squad.

While not great on the regular battlefield, they do make pretty good kill teams.
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Techpriest Enginseers are units that let the Imperial Guard repair damaged armoured vehicles. The choice of taking this unit depends almost entirely on your army list. Obviously a tank heavy list has alot more use for these than a light infantry company.

______________________________

Techpriest Enginseer Pros
- 3+ armor save
- Can repair vehicles
- Servitor retinue can cater to a variety of roles
- Starts out with an excellent standard kit out
- Independant Character that can join units
- Can take 2 in a single elites slot
- Counter assault unit if need be

Techpriest Enginseer Cons
- Retinue often becomes extremely expensive
- Very expensive gun servitors
- Limit of one plasma cannon per
- Requires a doctrine point
- Maximum of 2 per army


___________________________________

Techpriest Enginseer Low Down

The guard's answer to techmarines. they repair your big guns when they get knock up. While not as combat worthy as thier superhuman counterparts, they can be tailored to fit the same role to a degree. Though a fully tooled CC or shooty unit is mighty expensive.

___________________________________

Ways to Use your Techpriest Enginseers

Repairmen- Armed with technical servitors, they hang back behind your main lines and fix your Main Battle Tanks. Now unless your really unlucky, and have your tanks hit everyturn, I suggest adding at least one gun to the retinue. I'd say 3 technical servitors and one gun servitor. That way they can take at least one casualty without losing much effectiveness.
Just hiding this unit is a waste of points.

Fire Support- Armed with 4 gun servitors, this unit can put out a massive amount firepower. The problem is, its also massively expensive. Whats a good trick, its hiding the squad, and arming them with multimeltas. Then when a big super tough creature comes up, pop out and shoot it. With the new army list rules, hiding them in a chimera is your best bet. This is not a recommended tactic, but is quite nasty when executed properly.

Close Combat Unit- Armed with close combat weapons and servitors, this is a high strength unit. Unfortunately, it doesn't perform very well. 4 power fist servitors might seem like fun, but they die fast. There are better units at close combat them these

Alternatively, you use his as an independant character to beef up a command squad.

_________________________________

Equipping your Techpriest Enginseer

There are several ways to do this, and it all depends on how you want him to function.

As a repairman, he likely won't see much combat. Usually a simple bolt pistol is enough. Combined with his power weapon and servo arm, he is a scary prospect to assault.

For Fire support, a storm bolter helps him buff out the number of shots at range with most of his servitor brethern. Though if your using the multi-melta tactic, I suggest giving him a plasma pistol. The super charged pistol should take care of big things, and punch through their armor.

In a servitor close combat unit, give him a regular bolt pistol.

Now as the indie CC buffer, give him an honorifica, and dump him in an assault squad.

Obviously, you should vary the weapon lay out of the techpriests as to how you usually position them.

_________________________________

The Verdict

A multipurpose unit, its high points cost when tooled up make it only viable in larger games. And even then if you have alot of heavy armor. Use your judgement when taking them. Just watch out and don't get him mobbed
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This article is about the core of nearly every guard army, its infantry platoons.

With a starting cost of at least 160 points, these are no small investment. To some a leman russ would be a better investment, but any experianced general well tell you that "an equipped infantry platoon is worth its wieght in tanks"

Before we get into the different types of roles that they fulfill, there is an issue of size. A platoon can have the 5 man command squad, 5 infantry squads, and a remnants squad. Not including any attached characters (such as commissars) you can have up to 64 models per troops choice. Obviously, this makes guard great for having an arse load of lasgun toting infantry.

In my opinion the best loadout is at least 3 infantry squads and the attached command squad. If you're pressed for points, two squads could do (though I'd rather have a lightly equipped three) Three is the magic number, with enough bodies and enough weapons to take out most heavy foes or whittle away the opposing infantry. Multiple platoons in conjuction work wonders. The officer ratio ensures you'll have nifty little close combat unit dispersed throughout your line.

For a 2,000 point battle you're going to want at least 3 platoons as such. With a base of more than 100 men for your basic troops, you're going to have about 150 or so troops plus tanks when all is said and done. (150+ wounds is alot for the enemy to dish out in 6 turns, and with a larger size than most other armies, you'll survive nearly any war of attrition.)

Enough with the numbers, lets get on to the kit out of infantry platoons as well as tactics for them.

______________________________

Command Squad (IPCS- Infantry Platoon Command Squad)

Equipped with a piddly Junior Officer and his 4 attendants. Every platoon has one and its best to figure how one is going to kit it out.

There are a few ways to do it. Ways you can equip your squad is as follows: Shooting, Assault, Leadership. Every platoon leader should be equipped on you you intend them to be. Its often good to use the platoon command as leadership for the surrounding squads, thus Iron Discipline is always a favorite. There won't be an entry for leadership, as it assumed you kit out your squad as such along with its combat role.

IPCS Shooting:
If you're going to equip you IPCS as a long range shooting unit, the recommendation is to not load up on special weapons. I would either take one heavy weapon or two special weapons such as plasma guns or grenade launchers. The reasoning behind this is that IPCS don't have alot of bodies to absorb the casualties. Personally I would take the single heavy weapon, preferably avoiding the heavy bolter.
The other heavy weapons offer a 48" range, which offers some buffer protection for the squad while they sit in the back of the table. This is one of the few instances where I'd recommend taking the mortar, as it allows the squad to stay out of sight, while still providing its superior leadership to surrounding squads.
Officer wargear over here would be a simple storm bolter and Iron Discipline.
If you decide to take the route of the dual special weapons, take the longer ranged ones such as the plasma gun or grenade launcher. Don't mix and match, as it reduces the effectiveness of the squad. Give the officer a storm bolter, Iron Discipline, and Carapace armor to better his chances of survival.

IPCS Assault:
Just like a shooting IPCS, there are two ways to go about this. There is the line plugger and the advancing unit.
Line Plugger hang back from behind the main battle line and offer leadership and a cheap counter attack squad if you get assaulted. 0-2 special weapons with the assault profile description. Obviously these weapons will vary depending on the foe faced. For mainly infantry based enemies flamers are par for the course, though against enemies bourne unto battle in transports or power armor, you might find yourself grateful the for beefy punch a melta gun offers. Officer equipment includes carapace armor, power weapons, bolt pistols, and the ever popular Iron Discipline.
The advance unit is ideally armed with a close combat oriented JO (similar to the one listed above) and his retinue with grenade launchers. A good substitute for the JO's bolt pistol would be a storm bolter.

Infantry Platoons have 2-5 regular squads, with an optional 5-9 man remnants squads.

One of the most important questions for Infantry Platoons is, How Many Squads?

Like most things in infantry platoons, its a matter of preference. While you'll mainly be constrained by points its good to have a 3:1 ratio of infantry squads to officers. Guard lines are usually static in nature, or move in groups, which is why each officer shouldn't have trouble keeping 30 odd men in line for leadership.

How to outfit a squad?

There are several routes to take when upgrading an infantry squad, but before you decide to give them upgrades, you have to decide its role, and then consider whatever else is in the army. Many players base the rest of the army off the core of their infantry platoons.

---------------------------
Which types?
There are a few types of infantry squads which will help determine what kind of combat your infantry will excel at. They are Fire Base, Short Range Fire, and Mobile Infantry. There are of course different kinds of roles for infantry squads to fill, though only a few main ones are covered.

----------------------------
There are two fire base infantry squads that are used frequently. Heavy weapons are a popular choice because they offer many abalative wounds to your heavy weapons teams. Fire base squads include a heavy weapon and usually a special weapon such as the grenade launcher and plasma gun.

Fire Support Infantry Squads- Designed to give additional anti-personell fire to the enemy, they are equipped with long range anti-infantry weapons. Predominately these are the heavy bolter and autocannon. Many generals swear by each, but its a matter of personal preferance.
Foes with a volume of troops approaching your own should be taken care of with heavy bolters and the like, while enemies born in many light transports (such as rhinos and wartrukks) can be taken down faster with autocannons. Large creatues too are more readily hurt by the autocannon due to its higher strength.

Anti-Tank Infantry Squads- Predominately armed with lascannon and missile launchers, their goal is to crack open enemy vehicles and tougher troops such as Hive Tyrants and Terminators. Missile launchers should be bought here, rather than Anti-tank squads because of the price jump (which doesn't affect lascannon) While many players tend to stick these weapons in their infantry squads, they tend to waste the rest of the squad's fire power. 9 lasguns may not kill anything when you fire a lascannon at a tank, but when you compound that over the turns when you repeat that with that squad or multiple squads. Suddenly those 9 lasgun shots turn into 81 which will generally kill at least a few enemy infantry. If you fail to destroy the tank in one turn, you've potentially wasted the entire squad's fire power.

----------------------------
Short Range Fire squads are generally used in matches such as city fight, or as a counter assault unit, where long range isn't a problem. Armed with a melta gun or a flamer, they bring the hurt to tanks or infantry respectively. They are most effective en masse, where a large volume of guns can be brought to bear. Often after firing, they move into assault. It usually helps to havea Veteran Sergeant in these squads as they'll be in the thick of the fighting.
A popular tactic is the suicide squad. Usually these are deep striking infantry or remnants squads armed with (usually) a melta gun designed to have a chance at killing an enemy tank or taking a pot shot at killing an enemy character.
Short Range Fire Squads can often double as Mobile Infantry Squads.

-----------------------------
Mobile Infantry Squads are roving infantry squads armed with a special weapon such a s a plasma gun or grenade launcher. A few of these squads could bolster your static fire bases, and can still move about and capture objectives and table quarters. With their longer ranged special weapons, they can lay down some fire while holding a key building or objective. Some players choose to equip them with an inexpensive heavy bolter.


-----------------------------
Squad Upgrades?
There aren't many upgrades to choose from after weapons choices. They basically go to vox's and a veteran sergeant.
As a general rule of thumb, its best to steer clear of vox's in general and its best to have more officers.
Veteran Sergeants are a matter of preference and should be taken if you find yourself short on officers, or you have squads that tend to wander outside your main lines. Deep striking squads and squads that assault tend to benefit the most from having a veteran sergeant. It always pay to at least put one extra point in for a bolter or 5 for a storm bolter.

-------------------------------
Pros
-Basic Guard Infantry Unit

-High numbers

-Adaptable

-Majority of the army's fire power

-Can fill most combat roles

-Massed Firepower

-Many Heavy and Special Weapons

Cons
-Required to take other specialized infantry units such as armored fist squads or conscripts

-Steep investment in points

-Cannot be effective take-all-comers squads

-Poor in assault

-Average shooting

-Slow
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To Lord commander erus: You think that was long huh? You only posted halfway into my tactica. You aint seen nothin yet.

As for your assaulty IG... Hard to say. You could use the warrior weapons doctrine and, lets see, light infantry doctrine with the army. Youll have LOTS of attacks, and start fairly close to the enemy. Focuse alll or a bulk of the troops on a group at a time, and just slam into them with waves of infantry. Heck might as well give them Ogryn squads, rough riders, and die-hards for a truely mideval style swirling melee. Looks like a fun, fluffy army, but probably wodnt stand a chance against a solid opponent. Well, mabye, if you play your chips right, it could work. You'll need a lot of infantry to make it work.

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Originally Posted by That_Guy View Post
To Lord commander erus: You think that was long huh? You only posted halfway into my tactica. You aint seen nothin yet.

As for your assaulty IG... Hard to say. You could use the warrior weapons doctrine and, lets see, light infantry doctrine with the army. Youll have LOTS of attacks, and start fairly close to the enemy. Focuse alll or a bulk of the troops on a group at a time, and just slam into them with waves of infantry. Heck might as well give them Ogryn squads, rough riders, and die-hards for a truely mideval style swirling melee. Looks like a fun, fluffy army, but probably wodnt stand a chance against a solid opponent.
If I want to stand a chance, i'll field the Emperors Children. I've only suffered.. 3 defeats out of 9 games (two of which were against an opponent early in my learning the game, and he fudged some rules! I trounce him regularly now!). I have my power game in the EC, and the others are just for fun.

I'll play around with my army builder. A long time ago I made a CC IG list.. don't remember it though...
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That which causes us trials shall yield us triumph, and that which makes our hearts ache shall fill us with gladness. For the only true happiness is to learn, to advance and to improve. None of this could happen without rejecting error, ignorance, and imperfection. We must pass out of the darkness to reach the light.' - The Primarch Fulgrim, Attainment of Perfection

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Old 11-01-2007   #12 (permalink)
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So.. I have warrior weapons, rough riders, ogryns, and light infantry... Can't choose the fifth.
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That which causes us trials shall yield us triumph, and that which makes our hearts ache shall fill us with gladness. For the only true happiness is to learn, to advance and to improve. None of this could happen without rejecting error, ignorance, and imperfection. We must pass out of the darkness to reach the light.' - The Primarch Fulgrim, Attainment of Perfection

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Old 11-01-2007   #13 (permalink)
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