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Post by rax on Nov 30, 2010 18:23:35 GMT -5
I been playin' guard off and on since around 92ish. I'm well known at my LGS as that 'crazy guard' player - charging a Space Marine Captain with only the Sgt of a infantry squad after he rolled snake eyes for Ld test - and won. My tactics and suggestions aren't very sound or even logical at times. I just play what I feel is right...I have above a 50% win:loss ratio, I'm sure. But remember - play what's fun for you and your opponent. No point in bein' 'that guy' that no one likes to play. Be the dude everyone wants to play coz it's fun to play against you...ok, I'll stop rambling... I will offer up my advice, if one cares to ask....but you have been warned. edit: I did fail to mention, upon pain of death, that the one thing you absolutely must have above all other things - this isn't an argueable point - you MUST ABOSOLUTELY HAVE the Imperial Infantryman's Uplifting Primer. Mine travels with me always - and I take it out in games, and recite passages, litanies, prayers - and with faith in the Emperor - it has never failed me.
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Post by F.K.M on Nov 30, 2010 21:14:48 GMT -5
Ymmot (M.I.A): Well you have your way and i have mine. Personally i like the re-roll for orders, i don't want my guardsmen squads stubborn (because then one squad dies and i shoot the enemy), and i can more easily use the re-roll for morale with the regimental standard. I've thought about getting a lord commissar to put near heavy weapons so that they can use that leadership but more so they can use that leadership for orders and can twin-link it better. I may or may not use my normal senior officer along with straken so that i have 2 senior officers giving orders. Not sure if it's worth it though. It might be with 4 veterans squads and multiple heavy weapons teams.
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Post by ploskan on Mar 7, 2011 15:23:23 GMT -5
I must say that bullet magnets work. I meet alot of ork's and a hellhound is excellent to take a few hits every game. If they ignore it. Well you all know how effective flames are against mushrooms.
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Post by krasimirova on Mar 7, 2011 17:05:45 GMT -5
Ymmot (M.I.A): Well you have your way and i have mine. Personally i like the re-roll for orders, i don't want my guardsmen squads stubborn (because then one squad dies and i shoot the enemy), and i can more easily use the re-roll for morale with the regimental standard. I've thought about getting a lord commissar to put near heavy weapons so that they can use that leadership but more so they can use that leadership for orders and can twin-link it better. Im on Ymmot here.. If you want your squads to break just allocate max wounds onto the Commissar.. And the Regimental standard = Order re-roll isn't legal.. It says Moral and Pinning tests in the codex pg. 71 for the standard.. And orders are stated as a Ld test.. Not a moral test on pg. 29.. (On the HWT's ofc) And about the Commissar Lord, i would get Kell instead, he isn't a IC and gives more for the points and goes into the only competitive HQ choice we have.. And btw. You can write me on the list too..
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Post by Julian Sharps on Mar 7, 2011 22:18:04 GMT -5
I don't mind being added onto the PM list, Reds. While I'm an airborne commander through and through, I have valuable insights on mechanized, gunline and even assault Guard builds from my pre-5th ed Guard days and post-codex experimentation.
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Post by treadiculous on Sept 29, 2011 15:29:45 GMT -5
If anyone enjoys seeing lots of their own dudes getting blown into itty witty bits of goo, then you can PM me as I love fielding unwieldy blobs of manpower and hoping they'll survive...
Tactically I've been outdated since about the early 1900's, but i never struggle with finding opponents who jump at the chance to raise their body count from last time...
One thing I will add is this... saturation and target denial (well, ok that's 2 things)
saturation : having far too much of the same type of target for your opponent to possibly harm them all in the same turn
Target Denial : having none of a particular type of target that would normally be expected (such as anything with an AV, high toughness, good armour save, vulnerable to templates etc).
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Post by vulpine on Jan 21, 2012 14:32:31 GMT -5
Fantastic post! Not just for new players but reminders for old players who might brake a few little rules and end up with a broken army list. If we stick to the rules we should be ok.
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Post by mikehawk84 on Sept 28, 2013 21:11:12 GMT -5
hey guys
great thread! very informative and easy to understand, im a new player and about to start an imperial guard army but i want to focus on the horde factor of the guard, which means many, many troops, ( and basilisks of course!) do you guys have any suggestions as to how i can field an effective fighting force of mostly infantry?
also i want to build an infantry-focused guard army so i can do some cool regimental conversions, any advice on where to go for parts?
thanks
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Post by fullmetaljacket on Dec 29, 2014 18:11:14 GMT -5
Are you playing cadian? ive seen the army do great of fail utterly, haha but its loads of fun! how many points are you looking to play? becuase infantry moving across an open field normally get torn to shreds. Blob squads with commissars, power axes, melta, and biomancy psyker do pretty well, they can kill most stuff they run into, and the commissar and psyker give them some staying power. same goes for a unit that wants to sit on an obj, you run something similar to above just with autocannons. autocannons can most tanks in the game, save the ap 14 tanks for your meltas missille luanchers now have the flak they can be used to take down those flyers. when it comes to arty, basalisk are great being able to direct fire within 36 and barrage up to 120. medusas have the close range high strength shots. griffons have accuracy, and manticores just tear whole in armies and destroy tanks. you might want to run some russes, ide say executioner or standard, for your troops to take cover behind and to draw fire so your troops dont get shot up to much. learn your orders, have alot of command squads to give your troops orders every turn they are great and turn normal infantry units into very dangerous threats. use your platoon/company command squad as special weapon squads, run them in chimeras to protect them. 1 vandetta with a squad a vets and melta, will be a nice punch and a resource that comes in handy so my best advice is to keep things cheap, dont put many upgrades on anything, as awesome as alot of Imperial guard stuff is, no matter how much you upgrade it everything dies very easily ... its good to have back up plan. two anti air units, a few anti tank units and anti mc, a few anti infantry, a few anti elite etc... becuase if you have one really upgraded one that you are relying on majority of the time its going to die... hahaha its the IG way .
FMJ
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Post by digits on Dec 29, 2014 20:58:06 GMT -5
Personally, I have very rarely lost a game whilst playing guard. Sure, I have lots to choose from so I have been able to tinker with what seems to work best.
My very favourite set up includes fielding two squadrons of demolishers (don't worry about the limited 24" range, these things with ordnance rules kill EVERYTHING and rank highly in my list of tank killers) I also try to field two hellhounds, the best mass infantry killer in the arsenal, and scary as hell. Scout sentinels (armoured if you can afford them) are cheap shot soaks and as mentioned above, auto canon heavy weapons teams.....having two shots gives you great chances of killing a wide range of vehicles as well as the bigger beasties.
If you have points left for arty, then manticores for sheer killing power, though nothing looks meatier on the table than three armoured basilisks!
As for infantry, save special weapons for the veterans and do not trick out officers that will rarely if ever get to use their gifts. Use the points for more tanks!
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Post by Rolling Thunder on Jan 26, 2015 18:00:55 GMT -5
Welcome to the war effort.
*Lands a supply Valkyrie on the thread*
Here's, we have... a shotgun..four bottles of pure ethanol...a three knives of varying sizes...a kroot rifle, and what appears to be a Rosarius of dubious origin.
Now, kindly go and assist your fellow conscripts with the town-clearing. Beware the sewers, for there be Spawn down there.
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