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A First Look at the 5th Edition Imperial Guard Codex
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Old 21 Apr 2009, 04:58   #1 (permalink)
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Default A First Look at the 5th Edition Imperial Guard Codex

A First Look at the 5th Edition Imperial Guard Codex
By Zenai a.k.a. Colonel-Emir Zenai "Power Klaw" Dxakurnain

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It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

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Welcome to the first of my Tacticas for the Imperial Guard. The 5th Edition Imperial Guard Codex has changed for the better including decrease in point-cost for Guardsmen as well as giving them some fancy new rules here and there. Today, I’ll be discussing the Codex as a whole.

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HQ
Company Command Squad – Probably one of the cheaper HQ options (if you don’t take any upgrades, of course) and one that we’re very familiar about. But instead of a Command Platoon, we just have a Command Squad. Good or Bad? It can go either way but overall, it should affect you very little. One of things; you would probably noticed is that the Company Commander a.k.a. Officer doesn’t have the Leadership Special Rule but the normal Infantry Squad comes with a Ld8 Sergeant but we will discuss that later in the Tactica. So, it isn’t a bad thing. 2 things about the Company Commander; 1) they’re not Independent Characters and 2) They can issue Orders. 1) Your Company Commander can’t join another squad if his/her entire Command Squad is dead thus leaving them more vulnerable so one advice to protect them by keeping them out of sight. 2) Orders can range from making your weapons count as Twin-Linked against Monstrous Creatures and Vehicles to making your opponent re-roll his successful Cover Saves. But most if not all, Orders require your Company Commander to be within Line of Sight of the target which means your opponent will be able to see the Company Command Squad and might want to get rid of him which contradicts when I said about keeping them out of sight. Nothing much has changed for the Company Command Squad; you still got Medics (Veteran with Medipack) and Standard Bearers (Veteran with Regimental Standard). And you can arm them all with whatever Special Weapons and one Heavy Weapon. You can armed your Company Command Squad with both Carapace Armor and Camo Cloaks as well as have a whole new range of Regimental Advisors; Astropath, Master of Ordnance, Officer of the Fleet and Bodyguards but I will discuss them later. With all these new toys to play with, I got one advice; choose a role and keep them cheap. At most, you’re going to use them to issue Orders which is what makes the Guard almost as potent as Eldar. Company Command Squads can also be given a Chimera and it can both protect the Company Command Squad and still allow the Company Commander to issue Orders.

Regimental Advisors – 1) Astropaths; Very useful when playing a Guard army that is heavily reliant on Reserves and especially Outflanking e.g. Air Cavalry and Captain Al’rahem’s Desert Tigers. 2) Officer of the Fleet; good against those opponents who relies on Reserves. The Officer of Fleet can disrupt their Reserve and Outflanking Rolls e.g. Chaos Daemons and Space Marine Drop Pod Assault. 3) Master of the Ordnance; one thing I don’t like about him; the Ordnance Barrage WILL always scatter much like the Inquisition’s Orbital Bombardment meaning your opponent must be bunch up together or you’re very lucky to have hit something with it. I feel that a Basilisks or any other artillery units can do a better job. If you’re looking for a cheap Ordnance Barrage, Master of the Ordnance can do it. 4) Bodyguards; another useful ‘advisor’. Gives your Company Command Squad more bodies to allocate the wounds as well as able to take up to 2 wounds from the Company Commander thus keeping him safe.

Lord Commissar – One of the new HQ options, the Lord Commissar is a decent HQ if you feel Company Command Squads are too fragile and/or Orders are overrated. It also comparatively cheaper if you’re going to go for an all Mechanized or Air Cavalry army as you don’t have to buy another Valkyrie or Chimera and can easily attach him to any of the squads already in any of the transport. Lord Commissar can be combined with Company Command Squads to allow Orders issued to use the Lord Commissar’s Ld10 instead of the squad's, which the Oder have been issued to, own Ld within a certain distance from the Lord Commissar. They still retain their infamous It's For Your Own Good! Special Rule but on the Primaris Psyker instead.

Primaris Psyker – Lo and Behold! Our Psyker has become more useful somewhat. The Primaris Psyker comes with 2 Psyker Powers; Lightning Arc and Nightshroud. Lighting Arc is a buffed up version of the 4th Edition’s Imperial Guard Sanctioned Psyker’s Lightning Arc. It’s good for adding more firepower against horde or giving additional protection against those who wants to shoot at the Primaris Psyker and his unit. And like the Company Commander and Lord Commissar, he comes with a Refractor Field thus giving him a 5+ Invulnerable Save as a minor protection against Perils of the Warp. And as the trend goes, they come with a Force Weapon. Nifty against multi-wounded models.

Ministorum Priest – Strangely, enough they’ve more control over themselves e.g. they don’t have that rule that they must assault anything within reach like in the 4th Edition. Instead they come with a 4+ Invulnerable Save and can be armed with a Shotgun and/or an Eviscerator. They’re also Independent Characters so you can attach them to any unit but preferably, a unit with Counter-CC in mind so it can take advantage of the Priest’s Special Rule to re-roll Rolls to Hit but this doesn’t include Ogryns though.

Techpriest Enginseer – For those who play Mechanized or general bring a lot of Armored Support, Techpriest Enginseers can be of huge help especially repairing Leman Russ’s main weapons. For those who have been using this unit as Fire Support, you might want to think again as you’re now limited to 2 Gun Servitors although you can have 2 Plasma Cannons. And like the Space Marine’s version, the come with the Special Rule Mindlock but that’s only a minor concern.

Elites
Ogryn Squad – Noticeable change? They’re T5 and that means they can ignore Instant-Death attempts from Space Marine Power Fists. Doesn’t sound like much but most often than not, you will find more Strength 8 stuff than Strength 10 (Being from Railguns, Demolisher Cannons, Ork Warboss’s Power Klaw, Wraithlords etc.). Again, why are they wasting their ammunitions on Ogryns? Keyword here; Fire Magnets. If your opponent suddenly got jumpy over a few 3-Wounded T5 models, then take advantage of it; use them to draw your opponent’s fire while the rest of your army do their duty unmolested. On a related note, they make great Meat Shield to protect the Rank-and-File from Outflanking units such as Striking Scorpions and Kroot Carnivore Squad as well as direct fire from your opponent’s gunline; either soaking up the wounds or giving your more precious units Cover Saves. Ogryns comes with the Furious Charge and Stubborn USR thus making them great counterattack units as well as tar-pits as your opponent will find it to wound your Ogryns as well as your Ogryns will probably stay in the fight as long as you keep rolling that Leadership Test on 7 or below. Even their Ripper guns are not bad; being Strength 5 and Assault 3 for some close range shootouts. With all these benefits, they’re unable to take any Power Weapon of any kind and they’re horrifically more expensive than in the 4th Edition! They’re not a bad unit overall but I advice taking them sparingly.

Ratling Squad – They’re the same as they are from the 4th Edition except they’re one point cheaper and don’t have the Special Rule that allows them to be pinned instead of taking a Morale Test. It wouldn’t be so bad if they weren’t Ld6 to begin with. And in line with 5th Edition Snipers, they come with both a Sniper Rifle and a Pistol; a laspistol. Could be useful for taking potshots as your Ratlings run for their lives. They’re a cheap source of BS4 Snipers as well as more abundant in numbers as their alternative; Veteran Squads and Special Weapons Squads but their Toughness leaves something to be desired.

Psyker Battle Squad – Apparently, GW decided that we should buy more Psyker models thus giving us a Psyker unit who’s powers depend on how many models you have in a squad. Despite this, they do seem to give a fairly good amount of fire support for the cost-point but this depends how many models you have in the squad. They have little defensive capabilities other than their Flak Armor and whatever cover they’re in. One way to use them is to make them reduce the Leadership of a certain unit then followed by a weapon that causes pinning e.g. Sniper Rifles, Mortars etc, this will effectively pin the unit. Good against those Assault units like Assault Marines but of course, they won’t work on Fearless units. Another would be using their Large Blast Psychic Powers against anything within range but due to their AP of D6, its better, in general, to target GEQs. Against vehicles is not out of the question but who have to contend with the Scatter Dice like any Blast weapons.

Storm Trooper Squad – One of the most notable changes to the 5th Edition Imperial Guard Codex, is the fact that Storm Troopers have an AP3 weapon; ‘Hot-Shot’ Lasgun. Pretty much an Anti-MEQ weapon but the weapon’s strength still leaves something to be desired. Preferably, I would have wanted Bolter stats for Hellguns but I guess you have to play with the hands you’re dealt with. Like I said, the Hot-Shot Lasgun or HS Lasgun for short lacks the proper strength to make it an effective anti-MEQ so Special Weapons like Plasma Guns can never be replaced by a HS Lasgun. They come with the Deep-Strike USR so they’re good for flushing out Marines or Crisis Suits and killing them. If you feel Deep-Striking is a tad too risky, Storm Troopers have the Special Operations Special Rule thus giving them some benefits you can choose from before deployment. One of them can make Deep-Striking slightly safer by allowing you to re-roll your Scatter Dice fort Deep-Striking. Two of them allow your Storm Troopers to Outflank along with one benefit. A word of caution; a 10-men squad with Special Weapons will quickly be too expensive to be worth it as each Storm Trooper is, more or less, as expensive as a Space Marine. So, a 5-men squad with 2 Special Weapons will be enough to take out any desired targets.

Troops
Platoon Command Squad – A downsize (or should I say rightsize) version of the Company Command Squad e.g. less impressive Orders and BS3 Guardsmen. Orders from a Platoon Commander is more of a utility unit than from a Company Commander; Going to Ground gives a +2 to Cover Save instead of +1, Running is made on a roll of 3D6 and choose the highest etc. Like I said for the Company Command Squad, keep them cheap and give them a role.

Infantry Squad – The core of any Infantry Regiment and my personal favorite unit. One of the most noticeable and most welcomed changes is to reduced cost-point to 5-Points per Guardsmen. There’s also a cost reduction for Heavy Weapons as well as Sniper Rifle is introduced as a new Special Weapon. Despite Armory has been eliminated, Sergeants and their Commissars can have Power Weapons and Plasma Pistols. Bolt Pistols are available to the Sergeants too while Commissars already come with it. Very little has changed since the 4th Edition but Infantry Squads are given a Special Rule; Combined Squad. In short, you’re able to combine all your Infantry Squads in an Infantry Platoon into a massive 50-man (Without Commissar) Squad. There’re the Pros and Cons to this. Pros; 1) You don’t need to individually designate each squad, 2) You can make the most of the Orders by issuing to ONE 50-man squad and maximizing the effectiveness instead of issuing 5 Orders to 5 10-man squads, 3) You can tar-pit any unit especially when you got a Commissar attached to the unit (Stubborn USR and the Summary Execution Special Rule) and 4) They need to kill 13 Guardsmen just to make them take a Morale Test and kill 25 Guardsmen to make them unable to regroup but this can be remedied with a Commissar Cons; 1) Clumsy and unwieldy to move, 2) If you so happen to fail your Morale test despite having a Commissar in Assault, you might find your 50-man Infantry Squad wiped out by ONE Assault Squad, 3) If your Infantry Squad is sitting on the objective, your opponent can pull you away from it by assaulting the Infantry Squad and unless you defeat them in CC, your objective is free game and 4) It’s kinda hard to give cover to a 50-man squad. However, the Cons can be remedied; 1) Don’t move at all. The Guard pretty much play a Sit and Shoot game. 2) Nothing much you can do other than having a Commissar and some Power Weapons in your Combined Infantry Squad. 3) Have another Scoring unit close-by to fill the gap and claim the objective. 4) Give one Combined Infantry Squad proper cover then use that Combined Infantry Squad to hide another Combined Infantry Squad e.g.:


I would highly recommend having Commissars especially when you combined Infantry Squads because the Stubborn really comes in handy against Barrage Pinning and Close Combat as well as carrying an extra Power Weapon.

Heavy Weapons Squad – The age old debate between Heavy Weapons Squads v Infantry Squad shall always haunt us despite the fact that Heavy Weapons Team are considered a 2-Wound model. Bad? Not unless a Strength 6 weapon so happens to be aimed at them. Heavy Weapons Team has somewhat become more fragile and Heavy Weapons Team means we have to put them on a Large (60mm) Base instead of treating them as separate models. However, Heavy Weapons Squad gives more firepower-per-point than an Infantry Squad but it lacks the body to soak up the wounds.

Special Weapons Squad – Like the Heavy Weapons Squad, it consist of 6 Guardsmen (Heavy Weapons Squad consists of 3 2-Wound Heavy Weapons Teams) and lacks the 5-Point increase for Special/Heavy Weapons that used to come with it like in the 4th Edition Imperial Guard Codex. However, difference is, of course, decrease in point-cost as well as Plasma Gun being available to them and you can take 3 Demolition Charges. A good counterattack unit that can pump out a lot of Special Weapons firepower for just under 100-Points but for offensive uses, Guard players will either use Chimeras or, now in the 5th Edition, Valkyries. But in the 4th Edition, a more cost-effective would be using the Drop Troop Doctrine and deep-strike the Special Weapons Squad. But Drop Troop is dead and has been replaced by Air Cavalry. If you so happen to use Captain Al’rahem, you can outflank those Special Weapons Squads.

Conscripts – As their Guardsmen brethrens, Conscripts has gone to 4-Points each thus making them even cheaper but they lack the Special/Heavy Weapons that used to be available to them. They’re also attached to Infantry Platoons thus can’t be taken as a cheap Troop choice. But do they still function well as Objective-Sitters as well as Tar-pit units. Attaching a Lord Commissar can also boost their ability to this as well especially when Conscripts have an Ld of 5 thus the Lord Commissar’s Ld of 10 and Stubborn as well as Summary Execution will help them stay in place where you want them.

Veteran Squad – Unlike the above Troop units, Veteran Squad is a separate unit that takes up their own FoC. A relatively cheaper Troop choice especially for small games or those who prefer to just fill the minimum 2 Troop choices but of course, lacks the body. Like it was in the 4th Edition, they still retain their BS4, 3 Special Weapons and 1 Heavy Weapons thus able to dish out a good amount of fire power especially at close and medium range. They also retain Doctrines or a form of it. They can be made into ‘Heavy Infantry’ (4+ Armor Save), ‘Light Infantry’ (Camo Cloaks as well as Defensive Grenades) or ‘Tank Hunters/Bunker Busters’ (Melta Bombs and a Demolition Charge) thus can do a variety of roles but they lack the Infiltration USR they used to have back in the 4th. In its current form, they’re best mounted on either Chimeras or Valkyries to protect from lethal anti-Infantry fire as well as compensating the lack of numbers with mobility.

Penal Legion Squad – Gone were the days of Colonel Schaeffer’s Last Chancers and now replaced by a more generic unit. From a first glance, they seem to be of little use. They’re only armed with Lasguns and Flak Armor. So, the only use I see they can perform is Objective-grabbers as their Scout USR allows them to outflank or move, at most, 6” before the first turn. Furthermore, their Desperadoes Special Rule allows to have one of 3 benefits but all of them involving close combat. They can also perform as a sacrificial unit but an Infantry Squad is both cheaper and performs the same.
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Old 22 Apr 2009, 01:01   #2 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Dedicated Transports
Chimera Armored Transport – Huzzah! Another overpriced unit that has their point-cost reduced in the 5th Edition. The tried and true APC and IFV of the Imperial Guard, it has retained much of its capabilities and then some. Unlike in 4th Edition, any unit inside the Chimera can have up to 5 models firing from the top hatch instead of one firing the top hatch while others fire the lasgun at the side of the Chimera. This has increased the Chimera’s firepower exponentially e.g. a Veteran Squad inside the Chimera can fire the Sergeant’s Plasma Pistol, 3 Plasma Guns and a Lascannon as well as the Chimera’s own Turrent and Hull weapon (if it was stationery in its last Movement Phase, of course). Like most Imperial vehicles and following the trend in the 5th Edition, it comes; default, with Smoke Launchers and Searchlights. Camo Netting is a new vehicle upgrade (Actually, revamped upgrade) which allows Chimera to add +1 to their Cover Save if it didn’t move in its last Movement Phase. Pretty good upgrade for a Sit and Shoot Mechanized force.

Fast Attack
Scout Sentinel Squadron – One of the very few units that can outflank, Scout Sentinels perform as harassment units as well as heavy weapons platforms. They can be equipped with Anti-Infantry weapons (Multi-laser and Heavy Flamer), Anti-Tank (Lascannon) as well as weapons that allow them to take on different foes (Autocannon and Missile Launcher). The cost point remains the same as the Sentinel is given another USR; Move Through Cover. Useful for just when you need to get out of that ruins to take that one vital shot at your opponent. Overall, a tried and true unit of the Imperial Guard that will serve us just as well if not, better.

Armored Sentinal Squadron – Similar to a Scout Sentinel but without the Scout and Move Through Cover USR and comes with a Front AV12 and Extra Armor. Obviously, to be used a Front-line Heavy Weapons Platform but for its cost point, you much rather have a Chimera which is the same cost and comes with 2 Heavy Bolters. The only reason you want this is for the heavier armaments such as the Plasma Cannon. But even then for 3 Armored Sentinels each with a Plasma Cannon, you can get a Leman Russ Executioner with Plasma Cannon Sponsons and a Hull-mounted Lascannon. I think this is one of those units whose role can be filled by other units and yet more effective then the Armored Sentinel themselves.

Rough Riders – A counterattack unit without peer (within the Imperial Guard, of course), they strike fear into Terminators and Space Marines. Their rightly feared weapon; the Hunting Lance comes default with Rough Riders as well as Krak Grenades. Furthermore, Hunting Lances can be combined Special Weapons unlike in the 4th Edition where you must choose either one e.g. 1 Rough Rider with Hunting Lance and Plasma Pistol, 7 Rough Riders with Hunting Lance and 2 Rough Riders with Plasma Gun. Drawback; they can’t be equipped with Melta Bombs like they used to in the 4th Edition.

Hellhound Squadron – The Imperial Guard boasts one of the few Fast Tanks available to any 40K army thus making a very good rapid-assault or rapid-counterattack unit. Combined with their infamous weapons, they are rightly feared by any Infantry unit. 2 new variants are introduced; the Devil Dog and the Banewolf. The Devil Dog is equipped with a turret-mounted Melta Cannon. Obviously, an Anti-Tank weapon but it’s BS3 as well as the fickleness of the Scatter Dice is something you must negotiate with before it can work for you. Another use for the Melta Cannon is Anti-TEQ (Anti-Terminator Equivalent) but again, you must negotiate with the BS3 and Scatter Dice. The Banewolf is equipped with an AP3 Chem Cannon that’s able to wound on a 2+ but in return for these benefits, the range is template thus you need to get pretty close to use it. But that matters little as the Hellhounds are Fast Tanks and can reach their intended target within 1 Turn. For the ol’ Hellhound (the variant with the Inferno Cannon), it has been improved slightly. Inferno Cannon now has to have its narrow end within 12” of the cannon but as per 5th Edition, you don’t have to roll a 4+ so every unit under the template is hit whether partial or not. Overall, the Hellhounds will be seeing good days ahead.

Valkyrie Assault Carrier Squadron – Drop Troops are dead. Air Cavalry has taken its place. The Imperial Guard’s first Skimmer for 40K as well as the first ‘Flyer’ to be introduced for 40K. The Valkyrie is a Fast Skimmer Transport that’s able to carry up to 12 models (2 ICs and 10-men squad) with the exception of Ogryns (except of course, Nork Deddog who’s attached to a Company Command Squad). While the Valkyrie can unleash a devastating amount of firepower, it has little to no defenses unlike other Skimmers (Eldar; Holo-Field and Tau; Disruption Pods). So, either they move Flat-Out to gain a 4+ Cover Save or destroy any threats completely. One of their main roles is transportation (Duh!). But it lacks the defensive capabilities of the Eldar Wave Serpent or the Tau Devilfish so one way to disembark its passengers is to “Deep-Strike” them. The drawback; a mishap always result a destroyed unit thus it’s very much more dangerous than regular deep-striking. So, either give a 4+ Cover Save to your Valkyrie and having increased chance of its passengers being destroyed if you have a mishap or disembark them safely and find your Valkyrie more vulnerable. Another role the Valkyries can play is Gunship. They’re already equipped with Multi-laser so add-on the Heavy Bolter Sponsons along with 2 Multiple Rocket Pod and you got an Anti-Infantry Gunship. Although it will cost a lot relatively, their Scout USR can give them that surprise element thus keeping your opponent on his/her toes.

Vendetta Gunship Squadron – Very much like the Valkyrie Assault Carrier but armed with 3 Twin-Linked Lascannons thus making it a very good Anti-Tank Gunship.

Heavy Support
Leman Russ Squadron – The backbone of any Imperial Guard Armored Support; the Leman Russ is arguably one of the best tanks in 40K and only been made better (though slightly more expensive) in the 5th Edition Imperial Guard Codex. All of them sport their usual and infamous front AV14 and their side AV has been bump up to 13 as well as some of them sporting a rear AV11. One of their new tricks is the Lumbering Behemoth Special Rule which allows the Leman Russ to fire all its weapons even though moving up to 6” which is the maximum we can go with rolling another D6” if we want to move faster but who moves their Leman Russ that often? Another trick they can do is; they can field up to 3 Leman Russ per Heavy Support FoC. So, you can field up to 9 Leman Russes. Of course, that’s for a higher point bracket (around 3000-Point~ish). But the obvious drawback is that any Immobilizing Leman Russ will be considered a Wreck if they’re field by Squadrons. But at 2000-Point bracket, 3 Leman Russes can fulfill any Guard player’s needs.

Leman Russ Battle Tank; The tried and true variant as well as the cheapest, the LRBT is good for any situation from killing Ork boys to Space Marines and maybe mediocre (at best) against Tanks (if you feel lucky that is).

Leman Russ Exterminator; one of the best anti-Infantry tanks out there and only made stronger through the Lumbering Behemoth Special Rule as you can fire both the Exterminator Autocannon and 3 Heavy Bolters (if you bother to get them, of course which I advice strongly). Plus, they ain’t half bad against Skimmers and Medium Tanks (AV11-12). You can try to pop a Predator if you feel lucky.

Leman Russ Vanquisher; sporting the best Anti-Tank weapon in 40K (even before the Tau Empire’s Railgun), they’re the bane of Land Raiders everywhere. There’s just one problem; they’re BS3. Probably one of the main setbacks but easily fixed by including Knight Commander Pask (BS4) and/or adding a Hull-mounted Lascannon for extra Anti-Tank action. Maybe Multi-Meltas if you feel that you have extra points and you expect your opponent to drive their Land Raider up your face.

Leman Russ Eradicator; 5th Edition has give birth to a horrific number of Cover Saves and there’s where the Eradicator comes in. The Eradicator is equipped with the Eradicator Nova Cannon which is AP4 and ignores Cover Saves; good against most Infantry units such as Dire Avengers, Ork Boyz, Guardsmen, Fire Warriors and Space Marine Scouts. Along with its decent Strength and Large Blast Template, the Eradicator is one of the best Anti-Infantry Tanks out there.

Leman Russ Demolisher; a Line-Breaker without peer, they’re suppose to blow (forgive my language) the Shtlk out of you and any survivors will have the Shtlk stuffed into them again. They sport one of the most destructive weapons in 40K; the Demolisher Cannon. They’re able to kill most things that aren’t in cover or sporting an energy shield of some kind but their lack of range forces them to actually move up close to utilize the destructive powers of the Demolisher Cannon. But their Rear AV11 will protect them from most line-infantrymen; Space Marines and Ork Boyz but most of these always somehow comes with a Power Fist so don’t get notion your Leman Russ Demolisher is nigh invincible.

Leman Russ Punisher; Most infamous during the weeks before the Codex is released, the Punisher is equipped with a Heavy 20 Strength 5 Punisher Gatling Cannon which is the source of the infamy. It is able to dish out a lot of firepower comparable with 3 Eldar War Walkers that are equipped with Scatter Lasers and may even outflank with the help of Ursarkar Creed. Despite the amount of shots it can dish out, it lacks the AP and the range (24” FYI) to make it effective. You either have to wait for your opponent to get within range, drive out there to get within range or outflank.

Leman Russ Executioner; The most expensive Leman Russ variant and by far, the deadliest of them all. Its Executioner Plasma Cannon can shoot 3 Plasma Blasts and by adding Plasma Cannon sponsons, it can be a major threat to one’s Elite units e.g. Terminators, Carnifexes, Nob Bikerz etc. Unlike the 2 other variants which sports a Rear AV11, the Executioner can comfortably sit back and fire its deadly array of Plasma Cannons.

Hydra Flak Tank Battery – With the introduction of the Valkyrie, come AA-units. The Hydra is equipped with 2 Twin-Linked Autocannons which are already well praised by both Imperial Guard and Chaos Space Marines players as being the most versatile weapons against Medium Infantry, Medium Vehicles and especially Skimmers. However, this Hydra Autocannons are extra special. Their range is up to 72” which can pretty much reach anywhere on a 6x4 tabletop. Perfect to pick out those Skimmers or Valkyries in hiding (But I really doubt you can hide a Valkyrie). One of their special tricks is that they ignore Cover Saves from going Flat-Out or Turbo-Boosting. But alas, most bikers are either having 3+ Armor Saves (Guardian Jetbikes) or permanent Cover Save (Ork Warbikerz). At most, you’re going to use the Hydra to take down Skimmers especially those relying on their Flat-Out Cover Save to protect them e.g. Valkyries. But also, they’re especially useful for those Eldar Skimmers that has been casted Fortune. Whilst they excel at Anti-Skimmer action, they’re also can be used for Anti-Infantry but of course, the Leman Russ Exterminator can perform better as well as sporting a higher AV than the Hydra Flak.

Ordnance Battery – The Guard has always been well known and excel at being able to bring out more Ordnance than any other army in 40K. No if’s or but’s. This is the signature of the Guard; indiscriminative raw firepower. All of these vehicles are base on a Chimera chassis which are pretty mediocre but most of these artillery units should be hiding and out of sight at all times. All of them are open-topped vehicles which means any Penetrating hits from an AP1 weapon will surely spell at least a Weapon Destroyed and this makes your vehicles almost useless.

Basilisks; Most common and well-known Artillery unit, the Earthshaker cannon boast the longest range (Deathstrike has Unlimited range but it’s an ICBM so it doesn’t count :P) as well as high strength and good AP. But their minimum range will produce a massive blind-spot. Although it had served us well in the 4th Edition, other Artillery units will take its place and the Basilisk can go back to being the true long range artillery unit and stay out of 40K.

Medusa; The most powerful weapon in 40K and it requires you to be out in the open and driving it around on a Chimera chassis. Not a very good prospect, IMHO. So, unless you’re playing against a huge-ass building/bunker with an AV value, I say spends an extra 25 Points for a Leman Russ Demolisher.

Colossus; One of the better artillery units, it has 2 things that make it stand out – it’s AP3 and ignores Cover Saves. Perfect for killing Space Marines, Crisis Suits, Dark Reapers and anything else you so happen to hit that’s hiding in cover. Despite it must always be fired indirectly, it has a minimum range of 24” so its blind post isn’t as bad as the Basilisks. Another drawback is that’s Strength 6 so it’s not enough to instant-kill a Crisis Suits but for normal marines, they’re still good.

Griffon; The cheapest artillery unit with reasonable range, strength and AP, the Griffon is mainly to provide additional firepower at a cheaper cost. To make up for their must to be fired indirectly, it’s special rule Accurate Bombardment allows you to re-roll your Scatter rolls so they’re slightly more accurate.

Manticore Rocket Launcher – Unlike the Ordnance Battery, each Manticore takes up one Heavy Support FoC slot and for good reason. Despite only being able to fire 4 shots only, each shot will release 3 Large Blast (Note: Ordnance Barrage); firepower comparable to an fully decked-out Ordnance Battery as well as being comparatively cheaper and much easier to hide. But despite all this, it’s on a Chimera chassis and vulnerable enough once in line of sight of any AT weapons or outflanking elements.

Deathstrike Missile Launcher – The White Elephant of the Imperial Guard Codex e.g. sounds great but practicality not so much. If you’re scared of this, then there’s something wrong with you. It’s still an ordnance barrage weapon which means it will scatter a full 2D6” and it’s one shot only. So, either let it fire, lose a few units and ignore it the rest of the game or just quickly destroy it outright. Yes, you need to destroy it outright to destroy the weapon itself. Despite it being an ICBM (Inter-Continental Ballistic Missile), its minimum range is 12” so you can pretty much imagine it going straight up in the sky and coming down straight very, very near its place of origin. Overall, you take this for the giggles.
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Old 22 Apr 2009, 01:10   #3 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Quote:
Originally Posted by Zenai
Lord Commissar – One of the new HQ options, the Lord Commissar is a decent HQ if you feel Company Command Squads are too fragile and/or Orders are overrated. It also comparatively cheaper if you’re going to go for an all Mechanized or Air Cavalry army as you don’t have to buy another Valkyrie or Chimera and can easily attach him to any of the squads already in any of the transport. Lord Commissar can be combined with Company Command Squads to allow Orders issued to use the Lord Commissar’s Ld10 instead of their own Ld within a certain distance from the Lord Commissar. They still retain their infamous It's For Your Own Good! Special Rule but on the Primaris Psyker instead.
I think you've gotten a bit mixed up on this one unless I misunerstood. The recieving squad tests on their own leadership, not the officers, although, in either case, using the Lord Commissar as a leadership is a huge bonus for orders, especially if you've got a vox in the squad. I missed that the first time through, thought it was just for pinning and morale.
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Old 22 Apr 2009, 01:13   #4 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Oopz, the wording of it is just wrong :P
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Old 22 Apr 2009, 11:11   #5 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Don't ruin it for us! Just wait until the codex is released. Kind of unfair for those of us who are waiting until it actually comes out and want to resort to 100% legal methods of obtaining the codex.
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Old 22 Apr 2009, 11:58   #6 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

@ USAFTACP There are legal ways at the moment, its called going down to your local game shop and looking at the pre release copy. Can't buy it though.


@ Zenai DO NOT USE THE OFFICER OF THE FLEET AGAINST NINJA TAU!!!!! The whole point behind ninja tau is to keep their forces OFF The table till the last turn. By using the officer of the fleet you are helping the ninja's out.
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Old 22 Apr 2009, 12:12   #7 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Maybe I should be more specific; for Outflanking Kroots but I'll take out Ninja Tau anyway...
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Old 22 Apr 2009, 15:23   #8 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

But see that's the thing, ninja tau relys on setting the battlefield up (when picking objectives) so that the outflanking roll doesn't really matter too much, as if you place the objective 12" from both sides of the board, it won't matter which you come in on.
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Old 22 Apr 2009, 15:51   #9 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Added the Elite Section. I will add to the Tactica slowly so there's a bit of a compromise.
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Old 22 Apr 2009, 16:26   #10 (permalink)
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Default Re: A First Look at the 5th Edition Imperial Guard Codex

Awesome tactica Zen, it's given me an idea of what to expect and a few pointers to boot. Can't wait for the Fast Attack & Heavy Support!
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