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Starting an imperial guard army?
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Old 14 Apr 2009, 02:33   #1 (permalink)
Shas'El
 
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Default Starting an imperial guard army?

so what do I need to know about starting an imperial guard army, i'm already a tau player but what are the basics of the glorious IG (or in my case a Gue'vessa army)
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Old 14 Apr 2009, 02:54   #2 (permalink)
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Default Re: Starting an imperial guard army?

Infantry Regiment - Obviously, you take a lot of Guardsmen as your foundation i.e. 2 Platoons consisting of 1 Command Squad and 5 Infantry Squads. Sometimes, Infantry Regiment will have Armored Support in the form of Chimeras, Hellhounds (and it's other variants) and Leman Russes. Infantry Regiment are also known to have Artillery attached to them; Basilisks, Griffons, Medusas, Colossuses etc. Special units like Storm Troopers, Ogryn Squads, Rough Riders, Psyker Battle Squad etc are attach to regiments when they're needed for a specific reason.

Recon Regiment - Despite Light Infantry being dumped by the new IG Codex, the special character, Captain Al'rahem allows you to outflank your entire platoon so it might fit the bill. Other than the obvious Infantry Platoon, Hellhound variants and Sentinels are best suited to this kind of regiments. Hellhounds being a Fast Tank and the Sentinels are able to give enough mobile firepower as well as the Scout variant being able to outflank as well. Veterans are able to take 3 Sniper Rifles and 1 Heavy Weapon so it can represent an elite sharpshooter squad and the Forward Sentries Doctrine (it's only available to Veteran Squads FYI) to give them Camo Cloaks and Defensive Grenades.

Mechanized Regiment - Chimeras has become a lot more cheaper in the new IG Codex. They can be take by Infantry Platoons or Veteran Squads. Veteran Squads are able to take 3 Special Weapons thus making them more favourable for this kind of regiment. Furthermore, you can use Grenadier Doctrines to give them Carapace Armor or even Demolition Doctrine to give them Melta Bombs and Demolition Charge. Again, Hellhounds and Leman Russes can compliment them nicely.

Siege Regiment - The IG Codex seems to have introduced a lot of choices in terms of Artillery pieces. Taking a lot of them can effectively spell DAKKA on the tabletop. Compliment them with Heavy Weapons Squad (as well as some Infantry Squads) to add more firepower and your opponent need to take an indirect approach if they want to get close and personal. Conscripts is normally use as cheap and expandable cannon fodder when trained soldiers are not in abundance and/or they just need some bodies to swarm the enemy, ignoring and shrugging at the horific casualty rates. Siege Regiments often use them to storm enemy emplacements where the enemy doesn't have enough ammunition to stop a tide of hunreds of bodies running at them.

Air Cavalry Regiment - Drop Troops are dead. Air Cavalry took it's place. Like Mechanized Regiment, you may want to take Veteran Squads especially Grenadiers for your Troop choice. Valkyries come in 2 kinds; Assault Carrier (More of Anti-Horde/MEQ variant) and the Vendetta Gunship (More of Anti-Tank/MC variant). Both can carry up to 12 models which means 10-men Veteran Squad + 1 or 2 HQs. The Valkyries can outflank thus giving them a surprise element to keep your opponent on their toes and when you finally come out, you will dish out a lot of firepower from both your Valkyrie and the Veteran Squad.

[hr]

As much as I hate Gue'vesa and Tau players trying to justify using them as an excuse to use the new IG Codex, I hope this info helps.
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Old 14 Apr 2009, 03:08   #3 (permalink)
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Default Re: Starting an imperial guard army?

mmmmmmmmmmmmmmmm...taaaaanks
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Old 14 Apr 2009, 03:27   #4 (permalink)
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Default Re: Starting an imperial guard army?

The basics of a Guard army is pretty much maximum firepower, minimum any thing else. Playing Gard is like picking flowers with a chain saw, overkill is the name of the game. To achieve that Guard uses overwhelming numbers of troops and vehicles.

You could go with more elite troops, but if you wanted to play Space Marines wannabees why not just play Space Marines. The average guardsman can get the job done, lasguns kill stuff in large numbers. What makes the guardsman stand out is the amount of other weapons a guardsman can use. Arm a guardsman right and it can do any job with the large choice of special and heavy weapons. That is exactly the reason that giving a guard army allot of upgrades, like wargear on officers, is a bad idea. For every upgrade you could have added another heavy or special weapon to the army to get the job done, and that job is killing by adding to the overall firepower of the army. so, keep the army simple and maximize firepower by adding more guns whenever possible.

Those are the classic rules for creating a strong guard army.

Guard have the frailest units, so don't expect your guard units to live long. You have to make their time on the table count. Spending too many points to come up with a way to keep a unit alive just results nerfing the army's overall firepower. Sacrificing squads to stop an assault on your position is something a guard player will do without thinking twice (was more important when assault could move from squad to squad in an infantry gun line).

Look at the Russ for example, it's a great vehicle with no upgrades. Some people will be attracted by the more expensive variants and upgrades, but if the Russ is kept cheap you can have more of them and that would result on more destruction.

Best way to use gaurd units is to give them a job like anti vehicle (or monsterous creature), counter assault, and anti infantry (MEQ or light infantry). Those were the three classic jobs a unit could have in an IG army. If a guard unit have multiple jobs, like a special weapon squad armed with a flamer, meltagun and plasmagun they will end up just being weak in all three areas you kitted them out for. Give the same squad the same 3 weapons and they will get the job done. The main issue you have to overcome is that a guard is BS3 and the more guys in a unit doing the same thing the better chance of success they have. The main goal is for your army to work as a team and each unit bringing a vital skill to that team.

Now that mobile guardmen is a viable option (chimeras used to cost too much and infantry could not get transports easily int he old codex) things have changed a little for the guard. So, all the veteran guard players are figuring things out. The tips I gave you have worked for guard since before 3'rd ed. All the new units the Guard is getting in the new codex is just extra.

You asked for the basics.
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Old 14 Apr 2009, 03:53   #5 (permalink)
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Default Re: Starting an imperial guard army?

well at the firinges of the tau empire there are entire imperium worlds that are for all purposes under the control of the tau empire, but still "allied" with the imperium.
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Old 14 Apr 2009, 04:57   #6 (permalink)
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Default Re: Starting an imperial guard army?

Another note on Siege Regiments:

Other than blasting enemy fortifications/positions with artillery fire, Siege Regiments are also known to use "Line-Breakers" such as Leman Russ Demolishers to blast away anything in their way which includes tanks and infantry and/or using Hellhounds to flame bunkers filled with infantry, burning and immolating them or melt them with acidic poisonous chemical sprays in the case of the Banewolf. Then when the enemy lines are broken and breached, the infantry will pour into it, overwhelming the enemy within.
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