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Old 26 Aug 2008, 17:28   #1 (permalink)
Zen
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Default An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

[size=1pt]I know Yriel did it first but you can't blame me for doing it as well. Anyway...[/size]

My colleagues, it seems the rule on the battlefield has changed and as most of you know it has a major effect on our troops and tanks. But rest assured our Tactica Officers as well as Regimantal Commander such as I are doing their best to analysis the effects of this on our troops and advice on how shall we continue to use our troops to the fullest once again. Also, note that this is just a short course and I will only be discussing the more important and most frequent and obvious matters. Now, shall we?

HQ units

Command Platoon
Command Squad
The Good
With the new Wound Allocation Rules, our opponent can't single out our Officers. So, it's quite safe to put that expensive Power Fist on the Officer

The Bad
With the new Annihilation mission, one Command Squad cost 2 Kill Points a piece. This is a serious set back as our Command Squad is as squishy as a piece of wet paper and our opponent know if the Command Squad have a Standard Banner and/or Vox, it's always important and our opponent will most likely to go after them.

Heavy Weapons Support Squad

The Good
The Wound Allocation rule don't really effect them as the IG FAQ states:
Quote:
If the gunner is killed, the loader will take his place, assume that the loader has been killed instead.
So, be sure to being that FAQ with you

Special Weapons Support Squad
The Bad
I can't say the same for the Special Weapons Support Squad. The Wound Allocation Rule will certainly be a major setback as you can't protect your Guardsmen with the Special Weapon with the Cannon Fodder we called the Guardsmen with the Lasgun :P

Sentinel Support Squadron
See Sentinel Squadron in Fast Attack Section.

Elites
Hardened Veterans
The Good
The new Infiltration Special Rules allows our Hard Vets not only placing them anyway on the board but also to flank our opponents. This gives us another opening for our Hard Vets to destroy any obscure or hidden units in hiding like a Basilisk, Whirlwind and Crisis Suits.

Storm Troopers
The Good
Same as Hard Vet. The Infiltration Special Rule along with Outflank will be good alternative if you want to get around your opponent hiding spots > Deep-striking is also 16.66% safer if you can consider 33.33% of the time, it will be either way out of the battle scene or just in front many guns or claws :P

Ratlings

The Good
Rending is bit nerf'd but it was kinda overpowered anyway :P But still, Sniper Rifles get Rending and Pinning! A bonus for our little short friends.

The Bad
On a related note, they're short. Yes, that's the problem. With True Line of Sight, we have to make sure the Ratlings are able to see over the walls. So, we either make the walls shorter or make the Ratlings be placed on a higher base but the latter being the easier way :P

Another thing is now, Ratlings hit on BS with the Sniper Rifle. At least they have the BS of 4 which is OK, considering Snipers from the Special Weapons Support Squad :P

Troops
Infantry Platoon
Command Squad
See Command Squad in the HQ Section.

Infantry Squads
The Bad
Mainstay of any Imperial Guard army. OK, we got this guys in the buckets and I mean both figuratively and literally :P Now, the problem with having so many of them that a squad will block the Line of Sight of another squad but this can be easily fixed with a bit or knowing where and how to arrange them

Another things is Blast Templates; this is gonna hurt IG as your opponent doesn't need to roll to hit and only have to roll for Scatter. And if you have as many Guardsmen as I do, your opponent will at least hit 1 or 2 Squads at least. But there's a way to minimize this; if you place your Guardsmen on multi-level ruins you may minimize your casualties as Templates can only hit one level of the ruins.

And again, Wound Allocation will make the other 8 guys in the squad a little bit redundant but still this is a rare case where you get more than 10 shots fired at you from any one source which is either from at least 6 Rapid-firing weapons or multiple Blast Templates.

Conscript Infantry Platoon
The Good
Hehe, well this is gonna be fun Grenade Launchers aren't so bad on these guys now. Slight improvement but it still make a good weapon on them now if you're having problems of other models getting in the way of your Flamers.

And there's no need to worry about not having all your Conscripts being able to get within 2" of the front model so they can get into combat. The Defenders React Rule allows models that's being assaulted to move 6" forward. So, you will have most of your Conscripts able to do combat with the Attackers and overwhelm them.

Chimera Transport
The Good
Vehicles got a whole lot resilient in the 5th Edition

The Bad
Now, when Infantry or Walkers assault, they will hit the Rear Armor Value which is 10 and even a Frag Grenade can glance it and as many have advised, make sure it has an Infantry Squad nearby which is usually the case.

Also, with the new Defensive Weapon definition, Chimeras won't be able to fire their Turret weapon and Hull-mounted Heavy Bolter at the same time.

Fast Attack
Hellhound
See Chimera Transport in the Troop Section.

Sentinel Squadron
The Good
The Scout Rules gives the Sentinel another option of how it comes on the tabletop; flanking. This is might be a better alternative than just Deep-Striking or just deployed among with your other units. This is especially good if you wan to get near those troops in cover with your Heavy Flamer, for example.

The Bad
The Squadron Rule is certainly bad for a Squadron of 2 or more Sentinels as the Immobilized will result in a Destroyed - Wreck instead and a combination of an Immobilized and Weapons Destroyed is a Destroyed - Wreck. This has made Sentinels more fragile. So, keep them cheap.

Heavy Support
Heavy Weapons Platoon
Command Squad
See Command Squad in the HQ Section.

Heavy Weapons Support Squad
See Heavy Weapons Support Squad in the HQ Section.

Leman Russ Battle Tank
The Good
The new Defensive Weapon thing doesn't affect it since we're already choosing between firing out Ordnance Weapons or Hull-mounted and/or Sponson Weapons. Furthermore, we can actually move then shoot. Making them a bit more mobile :P

Ramming!; something to do with that Leman Russ without the precious Ordnance Weapon. We can certainly hit as hard as a Land Raider. So, consider this option if your Leman Russ is without it's main armament And even it if gets destroyed, it might hamper your opponents advance or give your opponent cover whichever the situation decides.

The new Vehicle Damage table just makes the Leman Russ tougher, your opponent will have to bring something heavier to take out your Leman Russ

The Bad
Again, assaulting units will hit your rear armor which is the pathetic AV IMO :P So, once again, have some Infantry escorts or whatever meat-shield you have to protect the Leman Russ:P

Another thing I would like to add that Ordnance has gotten a more inaccurate. So, if you roll a scatter on the Scatter Dice, instead of the 1" - 6" in the 4th Edition, we roll up to 9"!

Leman Russ Demolisher

See Leman Russ Battle Tank in the Heavy Support Section.

Basilisk
The Good
Earthshaker can now hit vehicles side armor value. As a Guess Range Weapons which makes it a Barrage Weapon adding to the fact that it is a Ordnance Weapon, even we don't get the the template hole over the vehicle you can still able to glance it if it's side AV is 11 or less.

And yes, tougher because of new Vehicle Damage table etc etc etc :P

The Bad

Again, Infantry and Walker hits on rear armor which is bad which is why they need some protection of some sort.

Conclusion

Overall, some improvements and some drawbacks but still, the Imperial Guard is till competitive. What we can't smash, we smash it even harder Any C&C is appreciated.

Credit goes to Tom Norman and Darth_Riah for helping me out fixing the article
:P
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