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How to beat Guard on the tabletop
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Old 19 Dec 2005, 22:41   #1 (permalink)
Shas'El
 
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Default How to beat Guard on the tabletop

How to destroy the Imperial Guard

The following is a small tutorial on the most efficient and effective ways of destroying an Imperial Guard force on the tabletop.


To begin, one must realize his or her strengths and weaknesses, and the
Imperial Guard Players strength and weaknesses. A sufficient examination of army lists before hand is recommended. Thus, you may formulate your plan taking to account what you have seen on his or her list. To identify your strengths and weaknesses, ask yourself the following:
1. Am I fast?
If so, this will be a vast advantage. You will be able to choose your concentration of attack and you can easily outflank and outrun his troops.
2. Am I powerfully armored?
This will be one of your strongest points in determining the victor. The Imperial Guard Infantry is the weakest and most sacrificial unit, with the exception, of course, of the Grot. If you come with heavily armored units, your troops will have much higher probability of surviving his inevitable onslaught of firepower.
3. Am I tank-heavy?
One of the most unique aspects of the Imperial Guard player is they are jealous of tanks. They believe firmly that their tanks are vastly superior to others, and, being their shining sword, fiercely contend with any confrontation involving quality and quantity of armor. They will target tanks, assault troops, and monstrous creatures primarily, and one will either use this cunningly as a distraction, or lose his greatest assets early in the game.

After you have answered these questions, identify his or her’s.
1. Is he tank-heavy?
As Imperial Guard often are, your opponent will be tank heavy in most cases. His tanks will be strong, powerful, and many. You must combat these threats 3 ways.
One: Tanks and other heavy weaponry
Two: Assault troops equipped with powerful assault weapons
Three: Using Terrain and length of board to void his tank’s use
You must be wary that he may have specialist assault troops such as upgraded command squads or Ogryns, but these can be dealt with by your own assault-geared units.

2. Is he fast?
Often times, an Imperial Guard player will pull a malicious and hilarious trick: Drop-troops. He will deep strike, and he will be tankless. Your single shot heavy weapons that had expected to taste steel on turn 1 are now combating swarms of melta-armed guardsman. Another common trick is to mechanize the entire selection, and race forward to lasgun range, and lay down continuous fire until your forces are dwindled. In either case, you must be prepared to combat swarms of infantry.


The trick: Balance
Your list should be a balanced anti-tank, anti-infantry selection, but in most cases, it should predominately learn to the AT aspect. Include whatever anti-tank weapons you have, and include many, because he will protect himself by destroying them at the first opportunity.
Anti Infantry is important because he will almost always be carrying at least 40 guardsmen. One platoon, one Armored Fist Squad, and 2 Command squads are bare minimum.

The other trick: Stay moving
If you move, his guns are inaccurate. If you move, he will be slow to match your distance. If you move, you will probably win. If you have the chance to include mobile gunboats, take it. Transports are crucial to establishing a foothold in his line, rather than several 6”increments ahead of it. As long as there is movement, there will be a frustrated Imperial Guard Commander on the other side of the table.
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Old 20 Dec 2005, 01:08   #2 (permalink)
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Default Re: How to beat Guard on the tabletop

Totally true. Also, if you're fighting in the 'ole city, you shouldn't take many tanks. The enemy imperial guard player usually has a lot of one shot per turn, anti tank stuff. Undo him by bringing heavy bolters, lot or 'em. (Actually you should always do this when fighting IG)
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Old 20 Dec 2005, 20:49   #3 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

Heavy bolters are great aganist eavry thing not just hordes. Also use pie plates.
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Old 20 Dec 2005, 22:08   #4 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

We are not talking about how to beat everything with Guard.

We are talking about how to beat Guard with anything.

Resume discussion.

Can someone sticky this?

Stankov
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Old 21 Dec 2005, 00:03   #5 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

what i find effective against guard is that sometimes players rely on the officers 12"command presence too much. so when you notice that, its very easy to win a battle by simply taking out a command squad(plasma cannons and heavy bolters are great for this). then the player will revert back to its standard leadership of 7. and guardsmen die rather easly so its easy to make them break. when you get to this situation try to spread your fire out a bit. dont try to devaste a single squad, target many. you wont kill asmuch, but you can jsut let panic take care of the rest.

also, dont be affraid to sit back and shoot. the IG is the sooties army in the game, if used right. but sometimes players create massivly amazing command squads to try and counter assault anything you send at them. but then they end up spending enough points on a HSO to buy a whole new platoon, not realising that they are still toughness 3. a heroic senior officer with a master crafted powerfist, plasma pistol and a macharian cross is just as easy to kill as a conscipt if you know what weapon to use. *cough* vindicare*cough*plasma*cough*the same can be applied to special and heavy weapon teams. you need the same roll to take down a lascannon team as you do a pair of oridinary guardsmen, so do it. normal squads should be the last thing targeted.

and yet another thing, if you play SMurfs. dont even bother with powerfists, you already wound on a 3 so theres not much point in upping it to a 2, and their 5+ armour save isnt that great anyways. also the fact that you will strike last, you will normally strike first against anything short of an eldar, dont give that up.

if you play against conscripts they will most likely have an independant commissar with them. normally commissars are just normal guys but indpendant ones are independant characters(you'd be surprised how many people not figure that one out) so dont be affraid of charing that mob of conscripts, target the commy with everything you've got and the conscripts will be running by the second turn.

and lastly, leman russes are cool. they are giant behemoths with armour 14, on the front. the side is still 12 so use it, your better off spending a turn or two moving to a better postion and then opening fire than sitting and trying to get passed their 14 front armour.

just my 2 cents.
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Old 21 Dec 2005, 13:02   #6 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

I really don't think this is worthy of a sticky.

Could you answer one question, Stankov?

Quote:
If you move, his guns are inaccurate.
What does that mean? Does moving reduce his balistic skill? Do his pie-plates scatter further if you move? The statement makes no sense to me.



Quote:
what i find effective against guard is that sometimes players rely on the officers 12"command presence too much. so when you notice that, its very easy to win a battle by simply taking out a command squad(plasma cannons and heavy bolters are great for this). then the player will revert back to its standard leadership of 7. and guardsmen die rather easly so its easy to make them break. when you get to this situation try to spread your fire out a bit. dont try to devaste a single squad, target many. you wont kill asmuch, but you can jsut let panic take care of the rest.
Fantastic advice, elessar!

Quote:
if you play against conscripts they will most likely have an independant commissar with them. normally commissars are just normal guys but indpendant ones are independant characters(you'd be surprised how many people not figure that one out) so dont be affraid of charing that mob of conscripts, target the commy with everything you've got and the conscripts will be running by the second turn.
Not so fantastic advice. Only a fool will put the comissar into the front ranks. As a separate unit, he can't be targeted if he's out of 2" range (can't fight, either). if the IG player is smart, it will take two full rounds of combat before the commie is forced within 2" range. If you kill him in the first round of combat, the IG player screwed up. He's there for morale purposes, not to wave a powersword.

Quote:
and lastly, leman russes are cool. they are giant behemoths with armour 14, on the front. the side is still 12 so use it, your better off spending a turn or two moving to a better postion and then opening fire than sitting and trying to get passed their 14 front armour.
This only works if you have more than one anti-tank unit to work with. If you only have one, he only has to rotate the front of his tank to match your movements. And while you are moving that squad to that better position, he is trying to kill them. Oh, and he probably has 3 tanks. Do you have 6 anti-tank units? Nope, the only way you can reasonably expect side shots is if you have them already on turn 1 or you deepstrike the anti-tank unit on his flank.
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Old 21 Dec 2005, 16:30   #7 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

Uses of Heavy Weapons vs. Guard.

Heavy Bolter. An amazing weapon. This little baby can take out up to armor 11, and with its high amount of shots per turn, just aim it at threatening squad and watch it disappear. Just because it's a "normal" weapon, and strangely enough, a cheap one, doesn't mean that it can't be a serious threat to many T4 and even T5 units. (in case of allied Grey Knights). Of course we already know how good it is against T3. I find the lowly heavy bolter doesn't seem to attract as much fire to itself as say, a lascannon. Remember to use this to your advantage. This doesn't mean that sticking it's squad smack in the middle of the board will have no fire on it, it just means opponents often go for a "better" weapon. Their mistake. I would keep this one mostly away from vehicles, it can blow some up, but most on the front or side armour will be all right. I would keep this one for infantry, but don't be too afraid to train it on that approaching behemoth...

Autocannon. This is my favorite heavy weapon. It has almost the fire power of the heavy bolter, and almost the anti-tank capacity as the lascannon. Superb combination. While not as cheap as the heavy bolter or mortar, and not as good at anti-hoard, I think this one really shines. It can destroy up to armor 13, and seriously damage T7 creatures, not that you'll probably be be facing any against IG. I usually select a dangerous target with my autocannon, and fire at it until it is destroyed, then move to another. This tactic works well against enemy armored fist units, first go for the Chimera, (Side or Back armor if you can, but front works well enough) which destroys the unit's mobility. Then mop up any troops not killed in the resulting explosion. Generally, I try to bring 1-2 autocannons when facing Guard, and use them carefully. If you do, they'll earn back they're points multiple times.

Mortar. A tricky weapon if there ever was one. I only use them together in a mortar support squad, as alone they don't work that well at all. In threes you get the advantage of shooting one mortar and measuring the range of your next from the original, and eventually they'll get to their original target and wreak havoc. Definitely keep these guys out of sight, the longer they fire the more likely you are to win. Don't over estimate the mortar. Respect it for what it is, a weapon that can potentially scatter off the target, carrying what amounts to a 3-template bolt-gun. Use this mainly for clearing a flank, and DEFINITELY not for tanks. All in all, a potentially good weapon, but only if used right.

Missile Launcher. An allright weapon. Pretty much a grenade launcher with a bit more strength and AP. I has it's uses, but it's one shot per turn and misses a lot. Frag missiles are good enough against infantry, pretty much like a mortar that doesn't scatter. Krak missiles don't work great, the autocannon does their job better. Though they do have a better chance of destroying a tank, they don't have as much a great chance of hitting the tank, and they aren't that great. Where they really shine is against that icky S4 special character, the kind that you may be facing if the other guard army is allied with GK. I personally haven't ever had great luck with the missile launcher, and tend to leave this one on the shelf.

Lascannon. I personally don't own a lascannon heavy weapon team. For some reason, they tend to attract large amounts of attention, and though nothing is better against anti-tank, once they destroy enemy armor, even though they've earned back their points about 6 times over, one Lemen Russ is still one Lemen Russ, and any guard player worth his salt knows how to win even without the armor. So that incredible powerful one shot weapon basically is out of the game, unless you want to target special characters. I tend to leave these on the tanks that can take 'em, they don't die as easily there, and you can move and shoot with them.

Heavy Weapon Squads.
Whether you take them as part of your HQ, or your heavy support, they still follow the same rules. If you're low on the old points, use them with HQ, but if you're looking for something to take up the last 150, and have a Heavy Support slot open, go for it. The use of the command squad helps quite a bit with leader ship, to keep those guns in place. Also, they provide valuable special weapon fire, (I give mine 4 grenade launchers) to keep them safe from tank shocking.

Fire Support Squads. These work well when coupled with another type of support squad. Mine has one heavy bolter, and two autocannons. I love this combo, as it is very easy to act as anti-tank with it, or as anti-infantry. Maneuver them to hold a flank, and by all rights little will get through. (An ork playing friend learned this the hard way...)

Anti-Tank Support Squads. I don't have any, as the above composition does both jobs better, in my mind. Anti-tank support squads are liable to be incredibly expensive, a serious drain on the points. If you couldn't tell already, I don't like them.

Mortar Support Squads. I still stand to what I said in the mortar section, use Mortars en masse. They work better that way. I happen to use mine with my Fire Support Squad, and hide all of the Mortar crews behind a bunker, hill, etc. The fire support crew keeps the flank clear, and the Mortars bombard anything that survives. I happen to have never used this on guard, but why not? It's always worked before, on other T3 units...

Okay, I hope this tactica helped, feel free to add to it.
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Old 22 Dec 2005, 01:58   #8 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

Quote:
Originally Posted by march10k
Not so fantastic advice. Only a fool will put the comissar into the front ranks. As a separate unit, he can't be targeted if he's out of 2" range (can't fight, either). if the IG player is smart, it will take two full rounds of combat before the commie is forced within 2" range. If you kill him in the first round of combat, the IG player screwed up. He's there for morale purposes, not to wave a powersword.
actually many IG players dont know or forget that they are independant commissars. then give them a powersword and let the commy slowly grind down any opposition while the conscripts die in their hundreds. i was jsut telling people to remember the guy is an independant character so dont be fooled if someone says you have to kill all 50 conscripts before you can get to him.
Quote:
Originally Posted by march10k
Do you have 6 anti-tank
when playing tread head IG players? hell yeah! i doubt ill have a single anti tank squad in my whole army. even if he has 3 tanks i dont need 6 anti tank squadsm wheres that number come from, theres no need to target every single tank on the field at all times is their. i just have to move one squad, if he rotates then the other squad gets a shot. if your playing against IG and onyl ahve one anti tank weapon you deserve to lose anyways. not to mention if he rotates his tank to face my anti tank weapon he leaves his flank exposed to every light anti-tank weapon ont eh field. did i hear missile pods anyone?

stankovs post also puzzled me a bit. i guess if you move you might force him to move, but that just makes his rapid fire weapons not fire, doesnt particularly damage the accuracy.
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Old 22 Dec 2005, 16:18   #9 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

Thanks Colonel Sanders!

Your contributions are well appreciated.

Ellesar, and March10k, I beseech you to sort of get back on topic, and Ellear, to use good grammar, spelling, and capitalization.

Thanks.
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Old 22 Dec 2005, 21:32   #10 (permalink)
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Default Re: How to beat Guard on the tabletop [Can a mod sticky?]

They seem to be on topic to me. Ellesar posted a bunch of tactics and March10 responded to them. Don't see how that's at all off topic.
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