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An Analysis of the Various Units of the Imperial Guard by Colonel Zenai
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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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Old 26 Aug 2008, 18:27   #2 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Great post, Zenny, but imperfect (these sort of things almost always are). Here are some corrections for you:


Command squads comprise only two kill points, not five.

Wounds are allocated to individual models; not hits. A ten-man unit suffering ten lasgun hits would be very unlikely indeed to suffer the full ten wounds, therefore reducing the real likelihood that special weapons may be picked off under a weight of fire. More powerful weapons that are more likely to inflict wounds are typically AP5 or better, so ten wounds typically translates to ten casualties anyway.

The rulebook specifies that the codex takes precedence in regards to the effect of smoke launchers. IG smoke launchers therefore do not confer a 4+ save, but merely reduce incoming fire to glancing as ever they did.

As pointed out by Lord Solar Plexus; Sentinels do not actually have the 'scout' special rule (but this is a picky RAW issue that probably ought to have been adressed in the FAQs).

"Leman Russ Battle Tank...No more rolling for roll to hit!"
Ordnance weapons didn't need to roll to hit in 4th edition either so this is not an advantage over old rules. If anything, the new rules are a step down in terms of accuracy. When once ordnance weapons could scatter 1"-6", they can now scatter from 0"-9".

The centre hole of barrage weapon blast markers must be over the vehicle in order to strike the top (side) armour. If the centre of a blast marker ends up outside the vehicle (as viewed top-down), but part of the marker covers its hull the AP roll is made against the armour value facing the centre of the marker, and at half strength (rounded down). This means that barrage shots that do not hit vehicles squarely will not automatically be resolved against side armour. It also means such shots can only glance against AV10, not AV11.
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Old 27 Aug 2008, 00:29   #3 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Quote:
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. And the Wound Allocation will not help your opponent reach for that Independent Commissar with the Power Fist :P
I've seen this a couple of times, and even took it for granted before I had the 5th ed rules, but IMO, the independent character can still be singled out. The rules state on page 48, under retinues;

Quote:
Some Codex books allow you to field characters together with a special unit that they can;t leave during the game
......
When this is the case, a character counts as a upgradable character, ......
This means that our officers can't be singled out, but on the next page:

under independent characters and assaults
Quote:
When attacks are resolved, however, independent characters are always treated as separate single model units (as described under multiple combats)
...
Be aware though, that this also means that independent characters can be targeted separately by models that are engaged with them!
I'm not sure if this is what was mentioned other times, but it seems independent characters, including commissars are still as vulnerable...
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Old 27 Aug 2008, 00:42   #4 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Riah's got that dead on. Indie characters still get singles out in CC unless they're in their dedicated retinue.
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Old 27 Aug 2008, 02:26   #5 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Ah, and this is where the C&C is always needed. Thanks, guys. The article is edited and credit rightly given
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Old 27 Aug 2008, 03:40   #6 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

I'm surprised Tom didn't mention this, but in this edition the Demolisher's slightly stronger rear armour will some into play much more often. It's not much, but it's better than what most tanks have.
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Quote:
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I believe so, I get mine at Walgreen's for around $7. Brake Fluid works too (Pine Sol Works on metals, not so well on plastics), but I prefer the spraycanniness of the Easy Off. Spray it (Wear gloves, it's important), let it sit, and take a toothbrush to it later.
so what your saying is that oven cleaner can remove paint from plastic models? and after that, you take a toothbrush to your plastic model, and the paint just comes off?
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Old 27 Aug 2008, 03:47   #7 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

With the new transport rules Special Weapon squads can steal another unit's transport and jump out the back with 3 flamers or as I use them; 2 flamers and a demo charge. You totally miss the point of special weapon squads in your guide. They are a counter assault squad and if given a transport a potent assault (as in blow the enemy up) squad. They will die, it's just a matter of how many enemy units they take with them.

You get the heavy flamer sentinel right, best unit in my army.
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Old 27 Aug 2008, 10:35   #8 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Quote:
Originally Posted by Gearhead
I'm surprised Tom didn't mention this, but in this edition the Demolisher's slightly stronger rear armour will some into play much more often. It's not much, but it's better than what most tanks have.
I suppose by that token the tougher side armour is also of of ever so slightly greater benefit what with the barrage weapon rules.
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Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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Old 28 Aug 2008, 13:23   #9 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Quote:
Originally Posted by Gearhead
I'm surprised Tom didn't mention this, but in this edition the Demolisher's slightly stronger rear armour will some into play much more often. It's not much, but it's better than what most tanks have.
So, only a frag grenade can't glanced it but who takes a frag grenade to assault a vehicle unless its a desperate measure. Anyway, people take melta bombs or even krak grenades.

Quote:
Originally Posted by AfrikA
With the new transport rules Special Weapon squads can steal another unit's transport and jump out the back with 3 flamers or as I use them; 2 flamers and a demo charge. You totally miss the point of special weapon squads in your guide. They are a counter assault squad and if given a transport a potent assault (as in blow the enemy up) squad. They will die, it's just a matter of how many enemy units they take with them.

You get the heavy flamer sentinel right, best unit in my army.
Quote:
Originally Posted by AfrikA
With the new transport rules Special Weapon squads can steal another unit's transport and jump out the back with 3 flamers or as I use them; 2 flamers and a demo charge. You totally miss the point of special weapon squads in your guide. They are a counter assault squad and if given a transport a potent assault (as in blow the enemy up) squad. They will die, it's just a matter of how many enemy units they take with them.

You get the heavy flamer sentinel right, best unit in my army.
Nice idea but of course, you need other tanks on the table else your opponent will fire their AT weapons at the Chimera.
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Old 28 Aug 2008, 15:10   #10 (permalink)
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Default Re: An Analysis of the Various Units of the Imperial Guard by Colonel Zenai

Quote:
Originally Posted by Zenny
Quote:
Originally Posted by Gearhead
I'm surprised Tom didn't mention this, but in this edition the Demolisher's slightly stronger rear armour will some into play much more often. It's not much, but it's better than what most tanks have.
So, only a frag grenade can't glanced it but who takes a frag grenade to assault a vehicle unless its a desperate measure. Anyway, people take melta bombs or even krak grenades.
No, I do think this is a fair comment. It's only a very small advantage possessed by the Demolisher over most other vehicles, but it's still worth noting. A great number of units have Strength 4 as standard anyway, whether they have frag grenades or not, so I certainly think it's relevant to note that where most vehicles are now slightly more vulnerable to assault from the rank and file, Demolishers remain impervious.

Furthermore, a higher Armour Value on the facing that will always be attacked in close combat is still a good thing irrespective of the attacker's strength. Sure, Meltabombs and monsterous creatures are going to obliterate Demolishers and Leman Russes with equal ease, and other weapons that use special rules (like Haywire grenades) are going to be largely unaffected, but the fact that all 'conventional' weapons must roll one higher against Demolishers than against most other vehicles is certainly relevant.
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Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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