Post by Deleted on Jan 5, 2008 2:58:03 GMT -5
The Guard need all the help they can get, that much is for sure. But it's very easy to be called beardy/cheesy these days, especially with Rule Nazis.
So here are a few tips to help you make the Guard work for you, using some of the rules of 40K and some choices from the Codex.
1. Torrent of Fire, Press of Bodies
THE best friend of the Imperial Guard in the 4th Edition Rules. In the old days, a SM squad with a Lascannon would never lose it, as the player would simply take every other model but the damned LC.
Not anymore. Now, if a squad suffers as many/more wounds than it has models from Shooting or Assaults, the other player gets to nominate a member of the squad who HAS to take a save.
How does this benefit you? It guarantees that annoying units don't get to hide behind their compatriots. Let's say a ten-man Guard squad with a Plasma Gun fires on a 5-man group of Chaos Havocs.
That's 20 shots. With the Guard's 50/50 ratio, that's an average of ten hits. Let's assume that only one of those hits is from the Plasmagun, and it wounds. The lasguns are halved again, rounded down to 4 hits.
Five total hits, enough to make one of the Chaos Havocs take a save. The defending player can choose to save against a lasgun shot, but he might get unlucky...
This works incredibly well for the Guard, as most ten-man squads can become a danger to high-point, low-model-count units like Devastators and most leaders and their retinues.
2. Heavy Weapons
It's no secret that the Imperial Guard has access to the highest number of special and heavy weapons.
To give you some perspective, let's load down two ten-man Space Marine squads with some special and heavy Weapons. 2 Plasmaguns and 2 Lascannons with troops comes to 350 pts.
Let's see what we can get for 350 pts with a Guard platoon
Command Squad- JO/ Power Weapon, Laspistol, Krak Grenades, Trademark Item, retinue w/ 2 Plasma Guns and 1 Lascannon, mounted in Chimera w/ Multilaser and Heavy Bolter
1 Infantry Squad w/ Grenade Launcher and Heavy Bolter
1 Infantry Squad w/ Plasma Gun and Autocannon
Only a difference of 6 models, but a difference of 2 special weapons and 3 heavy weapons. And a freakin' vehicle!
3. Speaking of vehicles...
Tanks are not your greatest asset. Rather, they're good distractions.
Use your tanks not to spearhead attacks but to mop up after your infantry have been put through the meat grinder.
Alternatively, you could set up your units in a way that will keep your opponent chasing after dangerous Leman Russ tanks while your infantry grabs the intel or captures the flag.
Never underestimate Sentinels, as well. Even though they're 10-round armor and open-topped, they make great last-minute table grabbers and mobile heavy weapons platforms.
4. Oh, nothing. I'm just fighting a Guard player today.
The greatest asset you have as a Guard player is the fact that Beakies, Elves, EMObots, Gothic Zealots, and even Greenskins really don't take you seriously.
With their awesome saves, high morale, cool heroes, and/or special rules, a lot of players think that playing against the Imperial Guard will be a cake-walk.
Don't correct them the easy way. Correct them the HARD way. Play dumb, act like you fear their units and their saves. Then proceed to smile as their small amount of models are blinded by flashlights. LOTS of FLASHLIGHTS.
So here are a few tips to help you make the Guard work for you, using some of the rules of 40K and some choices from the Codex.
1. Torrent of Fire, Press of Bodies
THE best friend of the Imperial Guard in the 4th Edition Rules. In the old days, a SM squad with a Lascannon would never lose it, as the player would simply take every other model but the damned LC.
Not anymore. Now, if a squad suffers as many/more wounds than it has models from Shooting or Assaults, the other player gets to nominate a member of the squad who HAS to take a save.
How does this benefit you? It guarantees that annoying units don't get to hide behind their compatriots. Let's say a ten-man Guard squad with a Plasma Gun fires on a 5-man group of Chaos Havocs.
That's 20 shots. With the Guard's 50/50 ratio, that's an average of ten hits. Let's assume that only one of those hits is from the Plasmagun, and it wounds. The lasguns are halved again, rounded down to 4 hits.
Five total hits, enough to make one of the Chaos Havocs take a save. The defending player can choose to save against a lasgun shot, but he might get unlucky...
This works incredibly well for the Guard, as most ten-man squads can become a danger to high-point, low-model-count units like Devastators and most leaders and their retinues.
2. Heavy Weapons
It's no secret that the Imperial Guard has access to the highest number of special and heavy weapons.
To give you some perspective, let's load down two ten-man Space Marine squads with some special and heavy Weapons. 2 Plasmaguns and 2 Lascannons with troops comes to 350 pts.
Let's see what we can get for 350 pts with a Guard platoon
Command Squad- JO/ Power Weapon, Laspistol, Krak Grenades, Trademark Item, retinue w/ 2 Plasma Guns and 1 Lascannon, mounted in Chimera w/ Multilaser and Heavy Bolter
1 Infantry Squad w/ Grenade Launcher and Heavy Bolter
1 Infantry Squad w/ Plasma Gun and Autocannon
Only a difference of 6 models, but a difference of 2 special weapons and 3 heavy weapons. And a freakin' vehicle!
3. Speaking of vehicles...
Tanks are not your greatest asset. Rather, they're good distractions.
Use your tanks not to spearhead attacks but to mop up after your infantry have been put through the meat grinder.
Alternatively, you could set up your units in a way that will keep your opponent chasing after dangerous Leman Russ tanks while your infantry grabs the intel or captures the flag.
Never underestimate Sentinels, as well. Even though they're 10-round armor and open-topped, they make great last-minute table grabbers and mobile heavy weapons platforms.
4. Oh, nothing. I'm just fighting a Guard player today.
The greatest asset you have as a Guard player is the fact that Beakies, Elves, EMObots, Gothic Zealots, and even Greenskins really don't take you seriously.
With their awesome saves, high morale, cool heroes, and/or special rules, a lot of players think that playing against the Imperial Guard will be a cake-walk.
Don't correct them the easy way. Correct them the HARD way. Play dumb, act like you fear their units and their saves. Then proceed to smile as their small amount of models are blinded by flashlights. LOTS of FLASHLIGHTS.