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 Peter's Imperial Guard

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thedenver(admin)
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PostSubject: Peter's Imperial Guard   Mon Feb 16, 2009 9:41 pm

After taking a look at his list, does anyone have any good basic tactics for his army? No offense to Peter, but I think he needs help maximizing his Guard's potential. However, I do know that he misses a lot of important shots. Besides that, any ideas?

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PostSubject: Re: Peter's Imperial Guard   Tue Feb 17, 2009 8:47 am

I made a post in army lists about Peters list. He needs some work cleaning it up and I believe he is short on points.

As for min / maxing guard, I can try but I lose to everybody when I play guard or at best pull a draw. I hear people always say you can win with guard and if your not then you are playing them wrong, so I guess I play them wrong. But in my defense there has never been a guard player to win a GT either.


Last edited by For Dorn! on Tue Feb 17, 2009 1:42 pm; edited 1 time in total
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PostSubject: Re: Peter's Imperial Guard   Tue Feb 17, 2009 12:46 pm

Gaurd are pretty difficult to play right now. I think about all you can do with 'em right now is to try to get as many heavy weapons, preferably tanks. I think tory's right though, it seems like there aren't enough points in his list.

I'm just trying to think of any gaurd tactics that have worked against me and I think the best is Pie-plate o'doom russes, lots of guard in cover with heavy weapons. Other than that maybe conscripts, lots and lots of conscripts. Enough flashlights will eventually blind someone.

One thing to think about though is that 10 guardsmen w/flashlights are as many points as 10 orks. If you run the orks at the guardsman, the orks are probably going to win just about every time. The IGgies with their BS 3 just can't take down enough of the orks to stop them from rolling them up into a little ball and kicking them into the corner.

When the new IG Codex comes out though....
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PostSubject: Re: Peter's Imperial Guard   Tue Feb 17, 2009 5:40 pm

I've been studying Guard tactics extensively over the past 6 months since I'm currently building a Guard army myself, but I can't comment on Peter's list or playstyle until I actually see his fixed/finished list.

He has a good start, though. Combining Drop Troops with Camoline and Light Infantry makes for tricky tactics as you can Infiltrate, Outflank, or Deep Strike any of your guard infantry units. Plus they all get 3+ covers saves for the most part. The problem with this is that Guard infantry squads aren't that killy on their own, so the best use of Deep Strike/Infiltrate to set up better fire lanes or drop in on objectives late in the game after your armour has softened up the enemy's army.
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PostSubject: Re: Peter's Imperial Guard   Thu Feb 26, 2009 4:20 am

Well I heard that the new codex will give the option to get vets (BS 4) as a troops chioce. Mabey that will give them a chance. I have just about always looked at a Guardsman as my meat shields but I do try to make them effective by keeping them in cover. I realy dont like airburst weapons (Thunderfire cannon) pale because it makes the cameleoline a waist in pionts and a huge weakness. Ask Torry
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PostSubject: Re: Peter's Imperial Guard   Thu Feb 26, 2009 2:26 pm

Ya, the thunder fire cannon has served me well. (a lot better then I expected)

I posted up the Imperial Guard Summary Sheet, that was posted up on the French GW site (but then quickly taken back down) in the Miscellaneous section.

Again, the PDF is still up on Warseer.com, and can be found here (Its in French)

To see it translated, head on over to our miscellaneous section.

It shows the vets with BS4, but if they can be taken as troops I have no idea.

Also take note of the new stat line for the hellgun and pistol. (AP3)
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PostSubject: Re: Peter's Imperial Guard   Tue Mar 03, 2009 12:29 am

Oh sweet! AP3! Take your invol save if ya got one! HAHA Very Happy
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PostSubject: Re: Peter's Imperial Guard   Mon Mar 09, 2009 6:31 pm

Peter, Coby,
Check this out.


GW Imperial Guard

and

War Seer. IG post.
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PostSubject: Re: Peter's Imperial Guard   Tue Mar 10, 2009 1:39 pm

Yeah, I saw that, Tory. Looks like I'll be modeling voxcasters and frag grenades on my guardsmen after all.

Tim also confirmed what was in that post when I talked to him this past weekend, including the part where IG tanks can move up to 6 inches and fire ALL of their guns (including Ordinance). One of the things I'm still not sure about is whether LR Tanks are bought as a "Squadron" of up to 3 tanks, or if they are bought "3 to a Heavy slot". Poster above said squadron, Tim said they're bought 3-to-a-slot. It makes a BIG difference, because if they're actually a squadron then A) they have to maintain 4-inch coherency to each other and B) Immobilize results will destroy a 180-220 point tank. Sad

And before anyone shits a brick about IG having too many tanks, DO keep in mind that they're making them more expensive than they are right now. Granted, infantry and transports will be cheaper, but it'll still be ~200 points for a rear-armour-10 vehicle that can be gibbed in CQC by a single Space Marine with a Krak grenade (and the 14/13/11 variants will likely be 10-20 points even more expensive). Anyone wanna make a bet that the Executioner varient (14/13/11 armour w/ Heavy 3 Plasma Cannon Main Gun, Hull Lascannon, and two Plasma Cannon sponsons) will be comparable in price to a Land Raider?
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PostSubject: Re: Peter's Imperial Guard   Wed Jul 29, 2009 12:12 pm

Unfortunately the only tactic I currently have for my IG is the demolisher cannon rush with some storm troopers keeping those pesky melta's and Power fists off my back. Everything else I try just ends up painting my opponents armor IG Arterial red. I guess i fit into the "Don’t know how to play IG" Category.
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