
Everyone loves the Guard for their tanks, but tanks aren't what win games. The billions of common footsoldiers in the Guard capture countless worlds and defend almost every world in the Imperium.
Basic Principles
1) Get in cover with shooting units.
2) Play for objectives.
3) The tactical defensive is crucial.
4) Doctrines.
5) Concentrate fire.
1) Get in cover. Find cover and use it. Keep mortars behind cover. Anticipate the enemy's likely routes of advance and get in cover to block these. You know that your lascannon will miss half the time, but your opponent knows it will hit half the time. As simple as this is, I see lots of Guardsmen set-up in the open to maximize their fields of fire. This is fine for MEQ, but suicide for IG.
2) Play for objectives. The IG can win any game with objectives if the player is focused on the objectives and has slightly favorable luck. However, you can't win in the same fashion that a MEQ would. For example, consider the Take and Hold. As this mission is generally played, someone gets their uber command sqaud on the objective and slices up all comers. This won't really work for the Guard. I favor reducing my enemy to no scoring units to contest the objective and having a weaponless Sentinel (or some equally inoffensive unit) in range to win. Remember that your squad heavy and special weapons are generally expensive decorations, and maneuver to win objectives rather that taking a few generally ineffective shots.
3) The tactical defensive is crucial. This means infiltration, the Macharian Cross, and EARLY aggressive maneuvering matter a lot. Yes, the Guard can shoot a lot, but generally the first couple of turns you have fewer targets than you'd like in range, and if you sit still your infantry squads may be unable to contest any objectives, and thus can be ignored by your opponent.
4) Doctrines. Always take Iron Discipline. Always take Drop Troops. Sharpshooters tends to net you nothing on an infantry platoon through an average game, and makes heavy weapons and support weapons teams too attractive to enemy fire. Close Order Drill is great, and worth it if you can spare the points. Light Infantry makes you faster in cover and provides infiltration, which is huge - it not only lets you get better positioning, but further lets you set up troops after all normal deployment is complete. Hardened Fighters can be good, but requires finesse and Commisars or Priests (or both) to be truly effective. You may find a need for Ratlings, Ogryns, Storm Troopers, or Grenadiers. Die-Hards can also be put to good use in certain circumstances.
Cameoline, Carapace Armor, and Chem inhalers are for losers, and an IG army with any of these is destined to lose almost every game against competent opponents. Mechanized is pretty, but too brittle to win.
5) Concentrate fire. The Guard depends on volume of fire to accomplish goals, not single high strength shots. This means you prioritize targets and goals (i.e. 'I'll shoot the Dreadnought until it is at least shaken',) and do this until you've accomplished your goal for the shooting phase, then turn everything against your next target. Deciding which units to fire with first is important, and a lot easier if you keep your target priorities and goals organized. It may matter more to kill a single assault Marine in range of one squad than to kill a Land Raider in a different part of the board this turn, but you have to think about what you're doing before you pick up the dice.
Advanced Tactics
1) Find the keystone and kick it out.
2) Galipoli = bad. Stalingrad = good.
3) Sparse command weapons.
4) Hardened Fighters + Advisors = Dead MEQ.
5) Aggression.
1) Find the keystone and kick it out. Most Marine players, all Chaos players, and a high percentage of other players have a keystone unit, a tooled-up command squad being the most common choice. Drop a truck on this unit, every chance you get. Ignore everything else to kill this unit, and let half of your army die to kill it if need be. Yes, Ordnance is very good for this, but so are plasma rifles on drop troops. Small stormtrooper squads are ideal choices for this mission.
2) Galipoli = bad. Stalingrad = good. If you're going to charge, use as much cover as you can and bring every body possible. A charge that sees 40 of 50 Guardsmen killed and their opponents wiped out is a winning charge. Sending 5 squads forward one at a time to be defeated in detail sucks.
3) Sparse command weapons. Command squads are already valuable targets to your opponent. Yes, dropping 5 guys with plasma weapons right next to your opponent's Terminators and blasting them down would be awesome. But more often than not, what will happen instead is that your command squad becomes a higher priority target, and every wound costs a special weapon. One special weapon is fine. Two is too many.
4) Hardened Fighters + Advisors = Dead MEQ. Everyone knows the IG has to stay out of close combagt with Marines. Sure, Roguh Riders will countercharge, but otherwise, guardsmen avoid close combat. An infantry squad with Close Order Drill, Hardened Fighters, and a Commisar with a powerfist can really help with this problem. Plus, I love hitting Marines on a 3 and wounding them on a 2.
5) Aggression. Fortune favors the bold. Everyone expects the Guard to form a massive firebase and sit back. This can win games against some opponents, but in many games the objectives will be unattainable by a static gun line. Unless your opponent is obliging, he can hide most of his forces from effective firepower and rush out in the last turn to win the game. Aggressive play prevents this outcome.
Remember that Faith in the Emperor matters more than anything else. Grab your T-shirt and Flashlight, and charge.
11 comments:
Nice tactica, Wolf
Excellent read
/Gonka (a.k.a Brute :) )
great slice! i wish this had come out when i still played guard. there's a lot of useful tips in there!
-Sam
\spreading the word to my guard buddies
I dont know man. I really dont like the idea to drop my infantry in the face of Chaos marines and other cc good armies. I could agree to use deepstriking 3+ special weapon squads.
Not a bad tactica. Good points a great to start off guard. Just 1 thing: Attaching a commisar to the average unit often means that he has to be an indepepent due to the advisors rule. Therefore giving him a power fist is really not a good idea as he can be singled out in combat.
If you want to use him like that here are two options:
1) Conscripts+independant commissar. Make sure you keep him out of combat and you have a virtually immune unit. Every time they fail their morale test: "bang" he shoots one and they keep fighting. Great for tying up those CC monsters
2) Officer with Powerweapon, Commissar with Powerfist, squad loaded with assault options. The basic "hidden fist" unit in the guard. NEVER give an officer a fist as he is a Character and will not live long enough to use it.
I'm sure JWolf will respond to your comment, but he never uses Independent Commissars (and would never suggest anyone else use them).
Hi Gonka.
In regards to dropping on good CC armies: I wouldn't, either. Dropping a platoon command loaded down with plasma weapons might work in the instance you describe, but planning for that instance isn't a good percentage move. Having the option to drop does not mean dropping every time the deep strike rules are in effect, it means dropping when the circumstances are favorable for doing so.
In regards to Independent Commissars - No. And I believe the tactic of 50 redshirts for the commissar to crush is at best bad form. The commissar kills the platoon leader and assumes command in a normal unit; if the unit has no leader, it seems to me he would already be in command.
A command platoon with a commissar and powerfist is an acceptable option, but the small number of available wounds before he dies makes the unit more vulnerable than I'd like.
Yes, spending 80 points on commissars to sit in HQ units seems like 4% of your army points spent for no return, but that actually gives you two solid rallying points. Just keeping one Lascannon in place and firing can more than make up the points.
Forgive my ignorance, but this is a good tactica for my 475th Cadian Meatshields and I have to know: What does MEQ mean?
And regarding Independent Commissars, GW has stated that the Summary Execution rule can be applied even if the unit the commissar is leading does not have an officer/sergeant. The unit simply takes one casualty and passes the morale check. (source: GW FAQ at http://us.games-workshop.com/errata/assets/imperial_guard_faq_v4-0.pdf)
I personally never bother with commissars - they cost too many points and don't relay the improved leadership down the vox link, AFAIK. Why I'm still using vox links instead of the more economical vet sergeants is beyond me.
I realise this question is unlikely to be answered but why is cameleoline for losers? I understand that it reduces your overall numbers but it greatly increases your survivability. Especially in a 'elite' list (with no tanks) like mine that has 3 veteran squads, 4 lascannon/autocannon light infantry support squads, 25ish rough riders and 4 infantry squads it would be viable wouldn't it?
I would not place cameoline in the same category as carapace armor. Cameo is much cheaper, can potentially be BETTER than carapace at range and in heavier cover, and as guard... you should be rushing for cover ANYWAY.
I am undecided about cheminhalers.
And on the issue of hardened fighters... really? Do you really think its worth the cost to up their ability to hit by one? Would it not be better spent on more guns and men?
Cheers,
The name is Soulles_Being and I'm a Polish IG players.
As I can agree to many thoughts in this tactics guide there are some that I do not.
Mainly the doctrines Camo are one of the best in the codex. It can easily grant you a cover sv of 4+, 3+
And such doctrines like die hard and hardened fighters is in my opinion just a waste of time. When there will be a h2h combat it wont help you it even will work against you giving that doomed squad a posibility to survive the first (enemys) assault phase sheilding those units from your fire.
In my early games I often played with the cc surprise squads I mean commissars + priests with fists, eviscerators and even psykers for an extra wound and I can say thats it is to costly in points and slow.
Thats all from me.
Cheers
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