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How to Assault with Guard
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Old 20 Apr 2006, 10:12   #1 (permalink)
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Default How to Assault with Guard

[size=12pt]How to Assault with Guard:[/size]
Yes, you heard me, I said assault. Guard can assault, and when we do it, we do it well! The most frightening assault-armies in 40K are often so because they hit you with endless waves of "swarm" units. Guard can do this.

We also pack some meaty heavy-hitters in the shape of Ogryns. Even Sentinels can hold their own to a degree, especially against Str 3 enemies.

As such, this is dedicated to all those who've ever wanted to stick a bayonette into the enemy.

A note on figures: Throughout this topic, I have used Squad Values, and the % of the unit cost it will recover. This is done by way of balance, to negate unit size; ten Guardsmen should earn back 13.86% of its value. Fifty Guardsmen get five times the attacks, but cost five times as much, so the % value remains unchanged.

However, it goes without saying that the Guard Maxim should always apply; everything counts in large amounts.

1.0: Doctrines
So, when building your force, what Doctrines should you use? Hardened Fighters and Warrior Weapons are clearly meant for assaulty Guard... aren't they?

Well, let's find out.

All examples assume 10 Guardsmen vs 10 standard Marines.

Standard Guard vs Marines:
Guard:
10 Attacks. 5 Hits, 1.665 wounds, 0.554 kills.
8.32 VP earned.
Squad value recovered: 13.86%.

Marines:
10 Attacks. 6.66 Hits, 4.436 wounds, 2.95 kills.
17.72 VP earned.
Squad value recovered: 11.82%.

Value margin: 2.04% in Guard favour.

Hardened Fighters vs Marines:
Guard:
10 Attacks. 5 Hits, 1.665 wounds, 0.554 kills.
8.75 VP earned.
Squad value recovered: 11.09%.

Marines:
10 Attacks. 5 Hits, 3.333 wounds, 2.218 kills.
16.63 VP earned.
Squad value recovered: 11.09%.

Value margin: Zero.

Warrior Weapons vs Marines:
Guard:
20 Attacks. 10 Hits, 3.333 wounds, 1.109 kills.
16.63 VP earned.
Squad value recovered: 20.79%.

Marines:
10 Attacks. 6.66 Hits, 4.436 wounds, 2.95 kills.
23.63 VP earned.
Squad value recovered: 15.76%.

Value margin: 5.03% in Guard favour.

Warrior Weapons + Hardened Fighters vs Marines:
Guard:
20 Attacks. 10 Hits, 3.333 wounds, 1.109 kills.
16.63 VP earned.
Squad value recovered: 17.51%.

Marines:
10 Attacks. 5 Hits, 3.333 wounds, 2.218 kills.
21.07 VP earned.
Squad value recovered: 14.05%

Value margin: 3.46% in Guard favour.


What these numbers show is the ratio between how many Victory Points the squad earns, and how many they lose.

Interestingly, Hardened Fighters scored a flat 0% margin...

In terms of the Value Margins, the best combo to go for is Warrior Weapons, with WW + Hardened Fighters in second. Unfortunately, these numbers only apply in combat... the more valuable the squad, the more you will lose to enemy fire.

Assuming the Guard are charging, let's factor in one shooting phase prior to assault.

Standard Guard vs Marines:
Guard:
Cannot shoot due to Rapid Fire.

Marines:
20 shots. 13.32 hits, 8.87 kills.
53.23 VP earned.
Squad value recovered: 35.48%

Value margin: 35.48% in Marine favour.

Value margin, including assault: 33.44% in Marine favour.

Hardened Fighters vs Marines:
Guard:
Cannot shoot due to Rapid Fire.

Marines:
20 shots. 13.32 hits, 8.87 kills.
66.53 VP earned.
Squad value recovered: 44.35%

Value margin: 44.35% in Marine favour.

Value margin, including assault: 44.35% in Marine favour.

Warrior Weapons vs Marines:
Guard:
10 shots. 5 hits, 1.665 wounds, 0.554 kills.
8.32 VP earned.
Squad value recovered: 10.40%

Marines:
20 shots. 13.32 hits, 8.87 kills.
70.97 VP earned.
Squad value recovered: 47.31%

Value margin: 36.91% in Marine favour.

Value margin, including assault: 34.84% in Marine favour.

Warrior Weapons + Hardened Fighters vs Marines:
Guard:
10 shots. 5 hits, 1.665 wounds, 0.554 kills.
8.32 VP earned.
Squad value recovered: 8.75%

Marines:
20 shots. 13.32 hits, 8.87 kills.
84.28 VP earned.
Squad value recovered: 56.18%

Value margin: 47.43% in Marine favour.

Value margin, including assault: 43.97% in Marine favour.


What all this shows is that Guard are fragile to enemy fire. Though they are the weakest in combat, standard Guard can be used as cannon-fodder, and have the best ratio of VP earned in combat to VP lost from fatalities. Even Warrior Weapon troops, with their pre-assault shooting phase, cannot equal the standard Lasgun-soldiers.

Hardened Fighters fails miserably once enemy firing is factored in, and as it does not perform well to begin with, this Doctrine should not be used for Assaulty Guard.

1.1: Carapace Armour
Carapace Armour is only really a viable option against AP 5 weaponry. In normal combat, Carapace is pretty much equal to normal Guard... however, does Carapace give us the edge we need to win in assault?

Carapace Armour vs Marines:
Guard:
10 Attacks. 5 Hits, 1.665 wounds, 0.554 kills.
8.32 VP earned.
Squad value recovered: 10.40%.

Marines:
10 Attacks. 6.66 Hits, 4.436 wounds, 2.22 kills.
17.74 VP earned.
Squad value recovered: 11.83%.

Value margin: 1.43% in Marine favour.


Now here the alarm-bells will probably start to ring... using Carapace, you are losing on statistics! This is the only Doctrine so far where this has occured.

However, let's factor in our shooting phase as well, and see how our Carapace gets on...

Carapace Armour vs Marines:
Guard:
Cannot shoot due to Rapid Fire.

Marines:
20 shots. 13.32 hits, 4.44 kills.
35.48 VP earned.
Squad value recovered: 23.66%

Value margin: 23.66% in Marine favour.

Value margin, including assault: 25.09% in Marine favour.

Here, it seems, we have an edge... the Carapace Doctrine has allowed us to withstand Bolter Fire, and thus we lose less models to the pre-assault shooting. This suggests that Carapace is a good Doctrine to go for.

However, if they are denied their save for whatever reason against shooting, such as running into Heavy Bolters they will fare even worse than Hardened Fighters. As such, I suggest this Doctrine be employed only if you're confident you won't be hit by mass Anti-Infantry fire. If you are, your assault is likely to fall apart before it begins.

If all you need to do is make it against Bolters, or Pulse Rifles, then Carapace will see you through.


[size=12pt]Doctrines Summary:[/size]
  • Quantity, not Quality.
  • Standard Guard lose you fewer points when killed.
  • Carapace is great against Bolters.

In short, do not go for Doctrines. They are deceptive, and will not succeed as well as standard Guard will.

2.0 Supporting Elements:
Guardsmen alone will not win the day. The Imperial Guard have many units to call upon,

2.1 Conscripts:
Conscripts can be the unit of choice for many. Against Marines, they fight just as well as Guardsmen in assault, but because they are cheaper, you lose fewer points!

Conscripts vs Marines:
Guard:
10 Attacks. 5 Hits, 1.667 wounds, 0.554 kills.
8.32 VP earned.
Squad value recovered: 20.83%.

Marines:
10 Attacks. 6.66 Hits, 4.436 wounds, 2.95 kills.
11.82 VP earned.
Squad value recovered: 7.88%.

Value margin: 12.95% in Guard favour.

As you can see, whilst the same number of Marines die, and the number of Conscripts killed is the same as the number of Guardsmen killed, the VP change is massive! The Marines are gunning down near-worthless troops, and because they are so low in value, every kill your Conscripts make is gold!


Now to factor in the pre-combat salvo...

Conscripts vs Marines:
Guard:
Cannot shoot due to Rapid Fire.

Marines:
20 shots. 13.32 hits, 8.87 kills.
35.48 VP earned.
Squad value recovered: 23.66%

Value margin: 23.66% in Marine favour.

Value margin, including assault: 10.71% in Marine favour.


Better than Carapace by a long shot! Conscripts are Cannon Fodder, treat them as such! Better they die than your more valuable units!

[size=12pt]Conscript Summary:[/size]
  • Conscripts are amazing cannon fodder.
  • Conscripts fight as well as normal Guard vs Marines, but are much cheaper.

2.2 Sentinels:
Believe it or not, Sentinels can make excellent combat units.

Their main strength lies in being vehicles. This means that any attacks Str 3 or less are totally wasted against them!

However, we must accept that 40K is dominated by Marines, so let's march to war against them... onward, brave Sentinels!

(note: Sentinels are assumed to be Mars Patten, Undoctrinated).

Sentinels vs Marines:
Sentinels:
3 Attacks. 1.5 hits, 0.999 wounds, 0.333 kills.
4.99 VP earned.
Squadron value recovered: 3.70%.

Marines:
10 Attacks. 5 Hits, 0.833 Glancing Hits.
0.278 chance of destroying a Sentinel
12.49 VP earned.
Squad value recovered: 8.32%

Value margin: 4.62% in Marine Favour.

Sentinels with ACC vs Marines:
Sentinels:
3 Attacks. 1.5 hits, 0.999 wounds, 0.333 kills.
4.99 VP earned.
Squadron value recovered: 2.77%.

Marines:
10 Attacks. 5 Hits, 0.833 Glancing Hits.
0.139 chance of destroying a Sentinel
8.33 VP earned.
Squad value recovered: 5.56%

Value margin: 2.79% in Marine Favour.


This is interesting, and valuable, simply because it is clearly a holding action; both sides have very little chance of harming the other. So, whilst the Sentinels may not be slaughtering the enemy, they aren't exactly dying in droves either.


Now, let us factor in a pre-charging volley. For simplicity's sake, we will ignore any result on the damage table that is not Vehicle Destroyed... it is important to remember that Sentinels can be prevented from assaulting by becoming Stunned or Immobilised.


Sentinels vs Marines:
Sentinels:
9 Multilaser shots. 4.5 hits, 3.75 wounds, 1.25 kills.
18.75 VP earned.
Squad value recovered: 13.89%

Marines:
20 shots. 13.32 hits, 2.22 Glancing Hits.
0.739 chance of destroying a Sentinel
33.27 VP earned.
Squad value recovered: 22.18%

Value margin: 8.29% in Marine favour.

Value margin, including assault: 12.91% in Marine favour.

Sentinels with ACC vs Marines:
Sentinels:
9 Multilaser shots. 4.5 hits, 3.75 wounds, 1.25 kills.
18.75 VP earned.
Squad value recovered: 10.42%

Marines:
20 shots. 13.32 hits, 2.22 Glancing Hits.
0.370 chance of destroying a Sentinel
22.22 VP earned.
Squad value recovered: 14.81%

Value margin: 4.39% in Marine favour.

Value margin, including assault: 7.18% in Marine favour.


So, when factoring in the combined firepower and assault capability of three Sentinels, we can see that even Carapace Guard cannot rival them. For truly devastating results, try marching them towards Dark Eldar, or other Guard Infantry, and watch as they smash their enemies aside, totally unopposed! Even Orks cannot scratch these vehicles, so make use of them!

Sentinels will not win you battles by charging, but they may win by tying up the enemy.

Finally, remember that Power Weapons have no effect on Sentinels, making them great to bog down units that would shred your more-expensive infantry units, such as Stormtroopers or Ogryns. Guard may not have great saves, but any save is better than nothing!

[size=12pt]Sentinel Summary:[/size]
  • Sentinels can hold their own as well as, if not better than, a squad of Guardsmen.
  • Sentinels are expensive for what they do. Use sparingly in combat to defend more valuable units.
  • Armoured Crew Compartment is worth it.

2.3 Ogryns:
Ogryns are easily the most obvious choice. After all, they're strong enough to obliterate anything else in our army, and can even take on a Dreadnought in melee, though it might not be wise!

So, let's do what we've set out to do... determine how well these Ogryns fare in combat.

Ogryns vs Marines:
10 Ogryns:
20 Attacks. 10 Hits, 8.333 wounds, 2.778 kills.
41.66 VP earned.
Squad value recovered: 16.66%.

Marines:
10 Attacks. 5 Hits, 2.5 wounds, 1.666 wounds inflicted.
13.88 VP earned.
Squad value recovered: 9.26%.

Value margin: 7.40% in Guard favour.


Ogryns prove to do a pretty good job of denting Marine helmets. However, most vital is that a 10-man squad, statistically, should not kill a single Ogryn. Their multiple wounds mean they can take massive amounts of damage, and will endure attacks that would fell a normal Guard unit.

Now, once again, let's factor in the pre-combat volley.

Ogryns vs Marines:
10 Ogryns:
20 shots. 10 Hits, 5 wounds, 1.667 kills.
25.00 VP earned.
Squad value recovered: 10%.

Marines:
20 shots. 13.32 hits, 6.667 kills.
55.56 VP earned.
Squad value recovered: 37.04%

Value margin: 27.04% in Marine favour.

Value margin, including assault: 19.64% in Marine favour.


Like many Guard units, it's the shooting phase which hinders your attempts to assault. However, even a full Rapid-Fire salvo should only fell two Ogryns, and the VPs earned by the Marines is not much more than against Guardsmen.

It is important to remind you, however, that Str 8 or higher weaponry is a major threat to the Ogryns.

[size=12pt]Ogryn Summary:[/size]
  • Ogryns are good at dishing out hits, and taking them.
  • Ogryns are vulnerable to High Str weaponry.
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Old 20 Apr 2006, 10:41   #2 (permalink)
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Default Re: How to Assault with Guard

Is this for the Tactica or a seperate article?
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Old 20 Apr 2006, 11:04   #3 (permalink)
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Default Re: How to Assault with Guard

It wasn't written for the Tactica, but it could go into it certainly.
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Old 20 Apr 2006, 11:10   #4 (permalink)
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Default Re: How to Assault with Guard

Cool.... just curious.

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Old 20 Apr 2006, 11:42   #5 (permalink)
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Default Re: How to Assault with Guard

I couldn't finish the article since the first set of values are skewed. 10 IG v 10 SM is incorrect since the initiative will allow 10 SM to hit first. This will mean that perhaps 4-6 IG will have a chance to hit. If you are counting on frags, then this must be factored into the overall equation as a cost per figure issue. The data is incomplete and biased.

W

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Old 20 Apr 2006, 11:47   #6 (permalink)
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Default Re: How to Assault with Guard

Wow, wannyaxe. Let's assume, these are super guard, or they never took and casualties.
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Old 20 Apr 2006, 11:54   #7 (permalink)
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Default Re: How to Assault with Guard

This is designed to give you comparissons as to how much damage your squad can give compared to Marines. It is not "biased", it is statistical.

There are numerous variables that can be factored in, such as cover, supporting units, etc. I choose to ignore these factors for the sake of simplicity.

Oh yes, and I tossed in Carapace Armour. It does very well against Bolters, as is to be expected, but numerically is the worst Doctrine to choose if you consider assault-capability only.
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Old 20 Apr 2006, 11:55   #8 (permalink)
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Default Re: How to Assault with Guard

Quote:
Originally Posted by AfterCresent
Wow, wannyaxe. Let's assume, these are super guard, or they never took and casualties.
why? The stated purpose of this thread is to teach how to assault with IG. If one adhears to the logic proffered, they will not succeed or even near the given stats.

To assault with IG, one must simply shoot the SM unit into a 3-1 ratio. 9 IG assaulting 3 SM for example. Any attempt at using IG, or Tau for that matter, as an assault unit will just be a waste of points. Doctrine or not. They are designed to shoot. Initiative 4 troops will always win the second round of HTH against IG. Better, as I said, is to base any tactical advice on what to assault rather than who to assault with.

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Old 20 Apr 2006, 11:58   #9 (permalink)
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Default Re: How to Assault with Guard

any regiment(or 90% anyways) with warrior weapons will need hardened fighters to make them fluffy. i mean what kind of regiment that uses swords and pistols focuses its training on shooting as much as hand-to-hand. taking into acount the benefits of HF + WW over simply WW in close combat, over all warrior weapons is about 4%ish better when taken without hardened veterans. id glady sacrifice that 4 percent for fluff. also, your statistics dont take into acount that marines strike first, meaning guard will always have slightly less attacks. while it doesn't affect these specific statistics much i ahve to remind people about that. *cough*COD*cough*
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Old 20 Apr 2006, 12:01   #10 (permalink)
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Default Re: How to Assault with Guard

You know, you make a feth-load of assumptions given that this is only one part of the entry... :

All I've discussed so far is Doctrines. You seem to believe that I am implying that is all you need consider... might I suggest you wait until the entire Tactica is finished?

For now, simply consider Part I for what it is: a comparison of "Doctrines vs Pure" in terms of statistical capability.


Don't start trying to apply the numbers to Situation X or Y. They are a guide, not a rule.
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