Imperial Infantryman's Uplifting Primer- A Guide to playing Guard

The Imperial Infantryman's Uplifting Primer: A Beginner's Guide to Imperial Guard

Welcome, reader, to what I intend to be a comprehensive and thorough summary of the units, tactics, strategies and styles of the Imperial Guard. Whether you are a veteran of a thousand battles, or a raw recruit, I hope you find this useful.

What Type Of Army?

The Astra Militarium (formerly known as the Imperial Guard) Codex is a thing of beauty, versatile and competitive, varied and diverse. While this degree of choice is a great asset, it can be a little daunting to newcomers to the Guard. The first decision you must make when beginning to build an Imperial Guard army is what type of list you would like to use. This can be a choice inspired purely by competitive analysis, a particular piece of background, or simply based on what drew you to the Guard in the first place. While the choice is almost infinite, most armies will fall into one of several 'styles' of list. Here is a brief outline of some of the most common:

Foot-Guard: This style of list revolves around the principle of simply bringing more models than the enemy can feasibly kill, sweeping across the board in a wave of lasgun fire, and backed up by a large amount of more specialised weapons among the platoons. To run foot-guard is not to eschew vehicles entirely, as they can still provide valuable support, but they will not be the focus of the list. The strengths of foot-guard are the sheer numerical superiority it brings, both in terms of models and special weapons, and the fact that enemy Anti-tank weapons can be all but wasted killing 5-point infantrymen. Foot-Guard can take casualties by the bucketful and remain standing, but are one of the harder styles to run due to the prevalence of Cover-Ignoring weapons and AP5 small-arms.

Mechanised Guard: As the complete antithesis of foot-guard, a mechanised (mech) list is all about the tanks. The troops will consist mostly of Chimera-borne Veteran Squads, armed to the teeth with special weapons, backed up by the might of Leman Russ tanks and artillery batteries, and also makes good use of Hellhound variants to keep pace with the Chimeras and add more AV12 into the mix. The strengths of mech guard are the fact it can render small arms useless, and provide fast, mobile and hard-hitting fire-power. Weaknesses include a relatively low model-count for a guard army, and the vulnerability to armies with large amounts of Anti-tank fire-power.

Aircav Guard: Aircav operates on a similar basis to mech guard, but swaps the chimeras for Valkyries and Vendettas, which provide fast and deadly fire-power, keep your troops safe, and can deliver units to objectives at vital moments. Aircav still needs some ground presence, as all fliers must start in reserve, but the fliers will be the focus of the list. The strengths of aircav are the fact the Vendetta Gunship is possibly the best Anti-air unit in the game, and the durability of the flying components of the list. Weakness comes from the potential lack of Turn-one fire-power, and armies packing a lot of anti-aircraft firepower, which fortifications also provide access to.

Combined Arms: This is a style that becomes a mix of some or all of the above styles, and can therefore cover the weaknesses inherent with focusing on a single facet. However, there is a risk the army will lose focus as a result.

This is by no means a definitive list of ways to play guard, but should hopefully provide a sense of the various styles and help you decide which, if any, you want to focus on. I will now move on to an in-depth analysis of each unit in the codex.


Leaders of Men: HQ

Company Command Squad:
The CCS is a unit that epitomises the versatility of the Guard, and can function in almost any list.

The CCS has two great assets that make it a great unit to lead the army.
·         Orders: The CCS has access to all the orders available to the Platoon Command Squad, as well as 'Get Back in the Fight', 'Bring It Down', and 'Fire On My Target'. Combined with the 12” order radius and the ability to issue 2 orders a turn, a CCS can dramatically increase the performance of a gun line, whether boosting their damage output with BID, FOMT and FRFSRF, or by increasing their survivability and ability to hold the line with GBITF.
·         Special weapons: a CCS has access to 4 special weapon slots at BS4, making them superior even to Veteran Squads in terms of ability to concentrate fire-power. If choosing this setup, meltaguns and plasma guns benefit most, providing reliable and accurate fire-power. The same applies to Heavy Weapons, as a BS4 Lascannon provides some useful long-range Anti-tank. The ability to issue 'Bring It Down' or Fire On My Target to themselves on Ld 9 makes a kitted-out CCS excellent vehicle and Monstrous Creature killers.

Other useful Upgrades:
·         Regimental Standard: For not much of an investment, although at the cost of a Special Weapon slot, the ability to re-roll all failed morale tests can be vital in ensuring guardsmen hold their ground.
·         Regimental Advisers: Some of these are useful, some not. My pick would be a Master of Ordinance for a cheap 'artillery' unit, and a Master of the Fleet if you are using reserves heavily. Astropaths also add some mid-range punch to the squad with guaranteed Psychic Shriek.

Good setups:
  •  Foot-Guard: CCS, Standard, Lascannon, Master of Ordnance
  •  Mech guard: CCS, 4x meltagun, Chimera 
  •  Aircav: CCS, Lascannon, Master of the Fleet


Lord Commissar:
A Lord Commissar has one role, making sure the Guardsmen under his command hold the line and die fighting. A Lord Commissar works well in foot-guard and mechanised lists.

The best use for a Lord Commissar is to shore up a battle line, as the Ld 10 bubble can be essential in helping a Combined Squad of Infantry remain in play, and makes orders far more likely to take effect. In short, When a Lord Commissar is attached to a squad, leadership ceases to become an issue. However, this does come at a cost, as if a Leadership test is failed, there is a 1/3 chance that a model of your opponent’s choice, be it a sergeant or heavy/special weapon carrier. That said, with Ld10 this is rarely an issue.

Useful options:
·         Plasma pistol: with BS5 and the ability to precision shot, this is actually a pretty good choice, and makes the Lord Commissar able to contribute to something more than leadership.
·         Power weapon/Fist: With 3 attacks as WS5, this is also a fair option, just make sure you have a humble Sergeant on hand to take challenges for the Lord and allow him to beat up squads.
·         Carapace armour: gives a boost to the Lord's survivability, useful if you have the points left or intend to take a plasma pistol.
Good setups:
·         Lord Commissar, Power Weapon/fist, plasma pistol
·         Lord Commissar, no upgrades.

Primaris Psyker:
With access to Divination, and therefore Prescience, there are few units that a Primaris Psyker cannot help immensely. As well as being able to add re-rolls to any attack, he also adds some psychic defence, and a leadership boost to a squad.

Techpriest Engineseer:
Techpriests are can be very useful, as the ability to repair vehicles or grant Power of the Machine Spirit can be helpful to tank-heavy Guard. With Independent Character, he can easily be hidden in a squad.
                                                                                                                   
Ministorum Priest:
Ministorum Priests function well with foot-guard armies, where their ability to re-roll failed hits when charging makes a large Combined Squad a more fearsome prospect to face. They can also add a plasma gun to any squad, and with War Hymns, can make a squad more survivable by re-rolling saves or more dangerous by re-rolling wounds. He also confers fearless, arguably more useful that the Commissar’s similar abilities.

Special Operations: Elites

Ogryn Squad:
Ogryn are a useful choice in Foot-Guard armies, as they add several option to the list. They are of some use with mechanised lists, and unlikely to add much to an aircav list.

There are several roles the Ogryn can fulfil:
·         Counter-Assault: If you are playing a gunline-style list, likely consisting of infantry behind a fortification or in cover, then a good use for Ogryn is to keep them behind the line, and use them to charge anything that breaks through and shore up a gap. With 3 S5 shots each when charging, and 4 S5 attacks on the first round of combat, you should be able to hurt most units, especially if you target them with other squads in the shooting phase prior to charging. A Primaris Psyker can help here by casting a malediction on the enemy, and a Lord Commissar with Power Fist counters their low leadership and adds some AP2 for 2+/3+ save targets. Priests also increase their effectiveness in combat a lot, and makes them fearless.
·         Spearhead: If you are playing a more aggressive Foot-Guard list, Ogryn can provide a good line-breaker unit, and also attract a lot of fire, allowing your infantry to close the gap while taking less casualties. Essentially, any points number of Ogryn roughly equates to the durability and damage output of equal points of guardsmen, and as such, Ogryn provide better force concentration at a point where you really need to hit hard, allowing you do take out a key point in the enemy line.

Ratling Squad:
Ratlings provide BS4 sniper fire, and can be a threat to Monstrous Creatures. The ability to precision shot can be used to remove threatening heavy and special weapons from enemy squads. Despite the temptation to use the Infiltrate special rule to deploy them closer to the enemy, they in fact benefit from using it to deploy to counter a threat, but at the furthest distance possible, as they lose nothing from being at 36” range. The ability to shoot then run also allows them to remain at maximum range for longer, aiding their survivability.

Wyrdvane  Psykers:
Unfortunately, there is little a squad of Wyrdvane Psykers can do that a Primaris Psyker cannot do better, and with 3 of the latter being available for no Force Organisation Slot, there is little reason to take their counterparts.

Militarium Tempestus Scion Squad/Scion Command Squad:
Scions are incredibly versatile and therefore fit most lists. There are several ways to run Scions:
·         Melta/flamercide: This setup uses a minimum-sized squad and takes 2 matching special weapons, making good use of deep-strike abilities. These are usually flamer for anti-infantry or melta for anti-tank, with plasma being more situational (but useful if you expect to face terminator equivalents or Monstrous Creatures), but the principle of application is the same. Use the deep-strike ability to land where the weapons will do the most damage (back armour of tanks for meltas, near light infantry for flamers) and focus on destroying or crippling the target in that turn. Anything achieved after this using this setup is really a bonus.
·         Force concentration: At the exact opposite end of the scale to suicide Scions, this tactic uses multiple large squads of Scions to gain control of an area of the board and apply force to key targets. Using 2-3 squads in a platoon of Scions and deep-striking onto a weakly defended objective or point on the battlefield, and secure the area with close-range fire-power from the AP3 hotshot lasguns and special weapons. This will take attention away from your main force and potentially eliminate an enemy flank, or at worst force them to divert considerable force to dislodge your Scions. This setup pairs well with a Master of the Fleet to ensure you get the reserves on time, and a Scion Command Squad to issue orders and provide more Special Weapons
·         Mechanised: Scions can also be run in Chimeras to work with a mech list, able to use both fire points on Chimeras or take a Taurox Prime for more firepower.

Good setups:
Meltacide: 5x Scions, 2x melta
Force concentration: 10 Scions, 2x plasma guns. Multiple Squads
Mechanised: 10 Scions, 2x plasma guns, Chimera/Taurox Prime

Boots on the Ground: Troops:

The Platoon Infantry Squad:
Possibly the most versatile and customisable troops choice in the entire game, the Infantry Platoon forms the backbone of foot-guard lists, can provide an objective-holder in mech and aircav lists, and is in essence a Force Organisation Chart in itself.

Platoon Command Squad:
The primary function of the Platoon Command Squad is to provide orders to the other parts of the platoon, but also potentially a fearsome unit in its own right. Here are some ways to run a PCS:
·         Fireball: This is a PCS with 4 flamers, and is typically used behind a gunline or infantry squad. The key idea here is that the unit in front is likely to be easily defeated in combat, and when it is, the PCS moves up and uses the flamers at point-blank range on the unit that broke the line, usually killing or severely hampering them through forcing saves. This setup is nice and cheap, and a great addition so stop the PCS from being relegated to issuing orders. It also works well as the PCS's BS3 has no influence on the effectiveness of the weapon. (note: this unit can also work in an aircav list by deploying from a flier, using the flamers to clear an objective.)
·         Command: To keep things cheap, a bare unit with a vox caster, just to help with orders. That said, the vox is only really cost-effective if you plan on running Combined Squads

Platoon Infantry Squad:
The humble PIS is a unit that will form the basis of any foot-guard army, and can also be a good addition to any mech or aircav army to hold objectives. There are a few ways to run them, but the key is specialisation. PIS cannot afford to try and do everything, so pick a role and stick to it, as demonstrated below:

  • Melta-wall: This setup has every infantry squad with a meltagun and lascannon, and provides a great deterrent for any tanks or transports considering moving towards you. With Bring It Down from a CCS, they become a great threat at long and short range against tanks and Monstrous Creatures. This setup is quite expensive, but makes the most of the ability to carry special and heavy weapons. (Autocannon/Grenade Launcher squads are a budget version of this setup, but on the whole less useful)
  •  Assault 'Blobs': An assault blob is a collection of PIS armed with power weapons on the Sergeants and a commissar, Priest or Primaris Psyker, as well as flamers or meltas for more short-range fire-power. They focus on getting into close combat and winning by using superior numbers to keep the valuable power weapons alive and defeat the enemy through a war of attrition. Commissars or Priests are vital here for leadership boosts to prevent them running should a combat go badly, and the former can provide more power weapons. This type of unit is effective when run en-masse to ensure they reach the enemy with enough strength to deliver a good damage output.
  • Cheap and cheerful: PIS with flamers or Grenade launchers are nice and cheap, orders can make them effective, but they lack the punch of either the melta-wall or an assault blob. They are, however, significantly cheaper, meaning they make good objective holders or, conversely, a good first wave of an attack to provide cover for the more valuable and dangerous squads behind.


Heavy Weapon Teams:
The HWT consists entirely of heavy weapons, without the necessity for the extra bodies of a PIS. However, while this may seem like a blessing, it can be a curse, as with every wound you start losing weapons. Due to them being T3, a single S6 shot will destroy a Heavy Weapon, and more importantly, cause a Leadership check that could see the squad running off the board, especially due to the lack of sergeants. This low Leadership also makes them poor at receiving orders to boost their effectiveness. As such, it is far better to take Heavy weapons in PIS, but there are a couple of ways to get use from a HWT if you are intent on doing so:
     3x Mortars: This keeps the unit nice and cheap, and it can deploy out of Line Of Sight to minimise the threat from high-strength weapons. The nature of mortars means orders are less useful for them anyway, so the lower leadership is less on an issue.
     3x Autocannon: this costs a little more, and is more risky, but can put out a good number of S7 shots that make it useful for destroying transports and allowing your lascannons to go after tougher targets. They can also double as anti-infantry units if needed.

Special Weapon Squads:
The most useful aspect of the Special Weapon Squad is their cheap cost when equipped with Sniper Rifles. Clocking in at only 36 points, they are the cheapest scoring unit in the book, and, when mixed in with larger squads, can cause some interesting target priority issues for the opponent. Do they shoot the larger squads, leaving the SWS to score untouched, or do they target the SWS, probably overkilling them, and leave the blobs alone?

Conscripts:
Conscripts are essentially cheaper guardsmen, but for one point they suffer from -1BS/WS, Ld 5 and are unable to take upgraded weapons. At only 3 points a model, though, they are the best way to get cheap numbers on the board, and when paired with a Priest for Fearless, they can make good objective sitters. Alternatively, they can be used as a first wave of an assault again with a Priest or Commissar.

Veteran Squads:
Veteran squads make great addition to Foot-guard lists, and are generally the key unit in mech lists. The difference between Veterans and Platoon Infantry is that for a larger investment in points, you get a higher Leadership and BS, and access to more special weapons per squad. On the whole, veterans are best used by taking maximum advantage of the increased number of Special weapons available, and due to the range of upgrades available, can fulfil almost any role. They can be further specialised by taking 'doctrines' which add to their equipment. When mechanised, they are best run with a Command squad for Orders when you disembark and unleash a short-range salvo.

·         Meltavets: This squad type is very useful to aircav and mech lists, and consists of a Veteran Squad with 3 meltaguns mounted in a chimera or Taurox, able to use the transport's mobility to easily get into the short range needed for their weapons to have maximum use. This setup is incredibly specialised, and often will attract a large amount of fire when the opponent realises the threat to their vehicles, so bring multiple squads to ensure you reach the target. If you have the points available, the Demolitions doctrine can be useful here, giving you meltabombs on all squad members, making you a credible threat to Monstrous Creatures and Vehicles in close combat, and a demo-charge for targets of opportunity. Plasmavets: Plasmavets are to heavy infantry and Monstrous Creatures what Meltavets are to vehicles, taking 3 plasma guns and a Chimera. The difference is that for -1S and AP2 compared to meltas, they can fire effectively at twice the range, and provide double the shots at 12”. The S7 of plasma is also useful against light and medium vehicles allowing your lascannons and meltas to go after harder targets. The risk of 'Gets Hot' is something to be aware of when using plasmavets, but using the Grenadiers doctrine to give them a 4+ save is useful to counter this. They are excellent in a mech list, and can also work mounted or on foot with infantry, providing more force at a key point in your line. Add a lascannon to provide more long-range fire if you have the points. In most cases, I recommend a 2:1 ratio of plasmavets to meltavets.
·         Flamervets: The cheapest effective option for veterans, this squad uses 3 flamers to function as either a counter-assault unit (in the same way as a 'fireball' PCS) or a forward objective clearer when dropping from a Valkyrie. The large number of templates will force a high number of saves, and is lethal to hordes. However, the unit is likely to be charged the following turn. If you wish, this can be countered by taking a power weapon/fist on the sergeant and shotguns on the veterans and charging yourself, but this is not something I would recommend, as in most cases it's better to simply prepare to allow them to be charged and killed, and then fire on the enemy again next turn.



Chimera Armoured Transport:
While most of the functions of the chimera have been covered in the other unit entries, it is worth considering their general use here. While the primary function of the chimera is as a transport, it also boasts considerable fire-power, with the Multilaser and option of a Heavy Bolter able to put out 6 mid-strength shots that make it a threat to light vehicles and particularly other transports, as well as able to thin hordes. Although this may not seem like amazing fire-power, you are likely to have several of these, and the damage output is higher than might be expected. Alternatively, you have the option of taking a Heavy flamer on the hull, which can be good for clearing hordes or enemies in cover, but cannot snap-fire and has to be in charge range to fire effectively, so I'd avoid this choice, but some players have used it successfully. The option to take a Hunter-Killer missile is usually not worth it, but can be a good choice if you have 10 points and no other options.  Here are some key points to remember when using chimeras, which generally apply to mechanised lists or contingents:
·         Protect your side armour: The Chimera only have AV10 on the sides and back, and has relatively large side facings. The easiest way to limit this weakness is to run your multiple chimeras close by and use some to block/provide cover for another.
·         Focus: When using chimeras, you have the advantage of mobility at the expense of model count, so your key aim should be to target a specific section of the enemy army, rather than taking them on across the board. Focus on one flank, destroy it, and then move on to the next part of the enemy force.
·         Deployable cover: An oft-overlooked use of the Chimera is the ability to move Flat-out in the shooting phase. What this allows you to do is deploy the squad inside onto an objective or important position, shoot the target, and then move the chimera to block the Line Of Sight, preventing return fire. While this will not hold up to dedicated anti-tank weapons, it can be vital in keeping your veterans safe for another turn.

Forward Assets: Fast Attack

Scout Sentinels:
Scout Sentinels are lightly armoured and incredibly fragile, but capable of packing a considerable punch if used right. If you deploy them on the board, you can expect to lose them and likely to concede First Blood as well, but if you make use of the ability to outflank you can line up some nice shots on side armour. For this reason, I'd suggest you kit them out with a lascannon and Hunter-Killer missile for maximum damage on the turn they arrive. To add to their survivability, consider taking a squadron of 2 or 3. 3 S8 and 3 S9 shots into side armour should give most vehicles trouble, and can also make a nice diversion. Expect them to be killed, but focus on taking out something nasty before you go down. They aren't the best option, but not the worst.

Armoured Sentinel:
Armoured Sentinels gain AV12 on the front and side armour, but lose the ability to outflank. This means they are probably less useful for an alpha-strike than the Scout variants, but slightly more durable. This durability only really becomes apparent in maximum sized squadrons, where 6HP and AV12 can be rather hard to remove, especially if in cover (which should be fairly easy to achieve due to the relatively small size). Giving them Lascannons gives you a unit that the opponent must either ignore, and take 3 lascannon shots per turn, or divert considerable fire-power to destroy. Sharing AV12 with chimeras means that in a mechanised list, they add to the armour saturation and provide more targets, potentially increasing the lifespan of your transports. If needed, they can function as a reasonably effective tarpit in close combat, bogging down enemies who struggle to hurt their armour.

Rough Rider Squad:
Rough Riders are again not the most competitive choice, simply because they lack the durability required to reach assault, sharing stats with generic Guardsmen for a far higher cost, and have a very narrow target type, being lethal to Space Marines when charging, and largely mediocre against everything else. There are only a couple of ways to run them competitively. Either as a large squad as a counter-assault unit, which is a large investment, or as a mobile Anti-tank unit in a minimized squad and 2 meltas. Run them up behind a chimera or keep them in reserve, and you have a mobile vehicle killer. The problem is that meltavets are just plain better at this.

Hellhound Squadron:
The three units in the Hellhound squadron are aimed at targeting entirely different unit types, but the same general principles apply to their use. They are best suited to a mech list, where their AV12 which compliments that of the Chimeras.
  • Hellhounds: Hellhounds are the most versatile of the variants available in the squadron, with a Torrent template weapon that is great at killing medium infantry in cover before your Chimeras move in, and does not suffer from having to be in close range to fire, making it less susceptible to being charged that other versions. Adding a Multi-melta to the hull allows you to target tanks as well, and therefore increases the threat this vehicle poses to the enemy.
  • Devil Dogs: The Devil Dog is focused where the Hellhound is versatile, with the main weapon excelling at killing tanks at close range. Combined with a hull Multi-melta, this vehicle can deliver 2 S8 shots that roll 2d6 for armour penetration within 12” inches. It is limited in its uses, but could conceivably replace meltavets if you prefer plasma on your mechanised squads, as for the loss of one shot and a reduction to BS3 (which is less important for the blast weapon) you gain the Fast rule, double the effective range and increase your side armour to 12. This can be a good spearhead to a mechanised attack if you expect to face tanks.
  • Bane Wolves: The Bane Wolf is the most limited of the variants, as the main weapon has a very specific target (Space Marines and equivalents), does not ignore cover, and requires you to be within a few inches to fire effectively. This limits the number of times you will be able to shoot, as unless you entirely destroy the target, you are in charge range, and with rear armour of 10, will likely die next turn. A very situational weapon, and you are probably better off with one of the other variants.


Valkyrie Assault Carrier:
The Valkyrie gained a massive advantage with the 6th edition rules and the introduction of fliers, making it far more survivable that it was previously. It functions amazingly well as a transport, able to deploy a veteran squad (or any other, but veterans are the best candidate) to any point on the board, allowing them to capture an objective late in the game without slowing, although they risk Difficult Terrain tests on landing. This can be great for turning the tide in the last couple of turns, with the Valkyrie keeping them safe for most of the game if not shot down. However, the Valkyrie is rather limited in its target options, with the Hellstrike missiles offering only one shot, and the alternative Multiple Rocket Pods are only really effective against infantry, which is an area most Guard armies are more than capable of handling. It also suffers from being in direct competition with the Vendetta Gunship.

Vendetta Gunship squadron:
The Vendetta has all the advantages of its cousin the Valkyrie, but comes with 3 Twin-linked Lascannons, providing great fire-power against enemy tanks, and more importantly, fliers. The Vendetta is arguably one of the most potent weapon against fliers in the game, and yet still able to function as a transport for small units such as Scions, CCS, PCS or SWS. For a competitive list, Vendettas are almost an auto-include, and in any list they are your best option for anti-air. However, there are some cases where other units can perform the same function better, as although the Vendetta is an exceptional transport as far as speed and mobility are concerned, but the consequences are brutal should it be shot down, so there are cases where the humble chimera is better, and while they are excellent at Anti-tank units, they cannot fire from turn one, so something like a Leman Russ Vanquisher may be better.

The Big Guns: Heavy Support

Leman Russ Squadron:
The Leman Russ is the bread and butter of the Heavy Support section, providing fire support for foot-guard, performing the heavy lifting in a mech list, and giving tough, reliable on-the-ground presence for aircav. The real strength of the Russ, though, is that it has a variant for every occasion. Following changes to the official FAQ, all Russ variants gained the Heavy rule, allowing them to always count as stationary when firing weapons. This replacement of Lumbering Behemoth hurt the effectiveness of a couple of variants, but increased the usefulness of most. If running them in squadrons, I advise you to keep the same loadout for every tank in the squadron.
·         Leman Russ Battle  Tank: The most notable victim of the FAQ, with the Ordnance rule on its battle cannon meaning it must fire snap-shots from all other weapons. This relegates the use of sponsons on this tank, narrowing target range it can hurt. The primary target for the LRBT is Marines out of cover, as against other targets it is generally outperformed. The one advantage of this tank is the lack of sponsons allowing it to be kept cheap, and 150 points for a S8 AP3 Large Blast weapon on an AV14 chassis is not to be sniffed at if you're tight for points.
·         Leman Russ Exterminator: This variant is possibly the best for a cheap, all-round performer. With the simple addition of Heavy Bolter sponsons, this tank can put out a large volume of shots to threaten medium and light infantry, knock hull points of light vehicles, and potentially even hit fliers. For even more versatility, add a lascannon for help against AV12+.
·         Leman Russ Vanquisher: This tank at first glance seems single-minded. With a S8 gun that rolls 2d6 for armour penetration, it is a tank killer beyond compare in a Guard army, and with the addition of a lascannon, it is even more threatening. However, the Vanquisher can also be incredibly versatile with the right sponsons. Plasma Cannons give it even more AP2 fire-power, and increase its threat to Monstrous Creatures and enemies with 2+ saves, and can therefore be incredibly valuable. Although it is rather expensive, there are few tanks better for a take-all-comers list than a Vanquisher with lascannon and Plasma Cannons.
·         Leman Russ Eradicator: The Eradicator offers what is essentially a lighter version of the LRBT, able to target medium infantry, but also to ignore cover. It can also take sponsons that can fire effectively, unlike the LRBT, and I would suggest either Heavy Bolters, for the matching AP (which is lethal to xenos armies), or Plasma Cannons if you are worried about Marines. However, if the latter is true, you are probably better off with a Vanquisher, LRBT, or Executioner.
·         Leman Russ Demolisher: This tank is, simply put, scary. Admittedly, it suffered in the same way as the LRBT from the FAQ, but the Demolisher was never about the sponsons. Very few things in the game can drop a S10 AP2 Large Blast, which makes the Demolisher a threat to almost anything bar fliers. The price you pay for this fearsome armament, aside from the increased points cost, is range. The Demolisher lacks the ability of its cousins to sit back and shoot, instead needing to advance to get maximum use from its weapon. Therefore, they are best reserved for an aggressive list, and work well in pair. They are great as a threat to force on your opponent, who will have no choice but to deal with it, and can do a lot of damage.
·         Leman Russ Punisher: Significantly more specialised that most other Russes, the Punisher seems, on paper, to be absolute death to any infantry. While it is undoubtedly effective, especially with Heavy Bolter sponsons, the range is again a limiting factor, and BS3 also means half the shots will miss. That said, it can still be a solid investment against infantry-heavy armies, and is good for forcing saves on Monstrous Creatures. They also suffer from being an anti-infantry tank in an anti-infantry army, so their usefulness is limited.
·         Leman Russ Executioner: The Executioner is one of the best 'specialisation' tanks before upgrades are added, able to fire 3 plasma blasts although with a risk of Gets Hot. Like the Demolisher, though, the raw power is offset by cost, and your targets are limited to 2+/3+ save infantry and Monstrous Creatures, as against any other target, other tanks do the job better and cheaper. Like the LRBT, take one if you see a lot of marines, if not, then take something else. I'd also advise against sponsons, as 3 plasma blasts should kill most things effectively enough.

Tank Commander Squadron:
The Tank Commander is an upgrade to a Leman Russ tank, that shifts it to a HW slot, allows it to be the army’s Warlord, and gives access to Tank Orders, as well as BS4. When taking a Command Squadron, it’s best to take two tanks that have different roles with some overlap, as most of the time you will be wanting to use the Split Fire Order to hit 2 targets. For the times that you fail, though, or want to use a different Order, it’s best to have some target profiles that both tanks in the Squadron can hurt.
                                                                    
Hydra Flak Tank:
The Hydra is the only ground vehicle in the codex that can target fliers with full BS, but can only snap-fire at ground targets, making it less useful in a take-all-comers list, as against both fliers and ground vehicles it is outclassed by the Vendetta. 

Basilisk:
The Basilisk is the Jack-of-all-trades artillery piece, the Basilisk can function well against most opponents. The Barrage rule enables it to fire indirectly at the expense of being unable to subtract BS from scatter rolls, meaning it can be deployed behind terrain to block Line of Sight and prevent the enemy from shooting back. It has the strength and AP to be a threat to all but the heaviest vehicles and infantry, and as it is no longer hampered by minimum range, it is far more useful than previously. A good choice if you don't know what you are facing or are building a Take-all-comers list.

Manticore Rocket Launcher:
The Manticore is lethal, and almost unmatched in terms of the fire-power it can put out. Even assuming it rolls a 1 for the number of shots every turn, you are still getting 4 S10 Ordnance shots, which is a good threat anyway, but with the potential for as many as 12 of these Pie-plates-of-Death, and an average of 6, the Manticore is simply exceptional against vehicles of any kind, and non-marine infantry. Take one or two of these, and pick something you want dead, the Manticore should make that happen.

Deathstrike Missile Launcher:
The Deathstrike can be summed up in a single word: temperamental. If  the shot fires before it's destroyed, doesn't scatter, and your opponent presents a good target, it has the potential to do more damage than anything outside of Apocalypse or Escalation. There are a lot of variables, though, so bring 2 or more to ensure at least some go off.

Wyvern Artillery Tank:
While at first glance a little lacklustre compared to its cousins the Basilisk, Manticore and Deathstrike, the Wyvern is actually rather effective, especially for the cost. Its damage output may not be the best, and certainly doesn't compete with the likes of the Manticore or Leman Russ, but it doesn't really have to. It's only 60 points, making it the cheapest AV12 Chimera hull in the codex (handy for armour saturation in a Mech list).
It is similar in role to a mortar HWT, but gets more shots, more durability, is not bothered by leadership and has a slightly smaller footprint for the same price. Even 2 is only setting you back 120 points.
Units will manoeuvre and bunch up to pass around terrain or other units, and then you'll be hitting them hard. Either that, or it will deter them from doing this, in which case they'll be slower at moving around obstacles and present larger target footprints, meaning there's more chance of your other units drawing LOS.

The Armoury:
Here is a breakdown of some of the more general upgrades for Guard, and when, how and why to use them.
Infantry Weapons:
    Autocannons: good mid-strength weapons, nice for ranged shooting if you are short on points for lascannons. Take them on Infantry squads and PCS, or veterans on foot.
    Flamer: a great weapon for horde control and defence against close combat, and cheap to boot. Take them on any elements of the army you intend on playing aggressively or those you except to receive a charge.
    Grenade launcher: good mid-strength cheap shooting, again take them on infantry squads and PCS if you want to keep the cheap but still pack a punch. Pairs well with autocannons.
    Heavy bolter: only really useful on infantry if you expect to face a horde, in most cases autocannons are better for the higher S and range at the expense of one shot. However, they make good secondary weapons on chimera-based vehicles and some Russes.
    Heavy flamer: useful if you intend to play chimeras aggressively, but generally more situational than Heavy Bolters on tanks due to short range.
    Krak grenades: can be useful for more assault-orientated squads, as it gives you the ability to damage Monstrous Creatures and tanks, and can be thrown at close range. Generally, there are better uses for points, though.
    Lascannon: Great weapons for most squads, turns infantry platoons into long-range tank killers and veterans are even better. These should be the go-to Heavy Weapons in a competitive list.
    Meltabombs: Useful for units trying to assault Monstrous Creatures or tanks, but really you have the tools to do this at range.
    Meltagun: Great short-range companions to Lascannons, take them on veterans, Scions or infantry for great results.
    Missile launcher: good if you're stuck for points, but generally outclassed against tanks by Lascannons and against infantry by Autocannons and Heavy Bolters.
    Mortar: Good for sticking on a model that is likely to otherwise sit around doing nothing, like a CCS or backfield infantry platoon. Also viable in HWTs due to indirect fire.
    Multi-melta: Good on Hellhounds and Devil Dogs for more versatility, range and anti-tank fire-power, can be useful on Russes for short-range anti-tank.
    Plasma Cannon: Great on non-ordnance Russes, adds the ability to kill Marines and Terminators, also helps with light vehicles and Monstrous Creatures. Also a god option for Armoured Sentinels.
    Plasma gun: Great unit to take on veterans on foot or in a chimera, also for stormtroopers. Not so good for infantry platoons, due to worse armour save making them more dangerous.
    Plasma pistol: good on characters for the chance of precision shots, worthwhile if you have the points.
    Power Fist: useful on a choppy squad, especially  if the opponent does not expect it. Take one on a Lord Commissar or Company Commander and they should do well.
    Power Weapons: Essential if you want to run power blobs, far less useful for everything else. Axes for most if you're using them, maybe a maul or two as well.
    Sniper Rifle: Pretty useful, especially for SWS/PCS, and at 2 points a pop, it’s a ‘why not’ option that really isn’t detracting from anywhere else.

Vehicle Upgrades:
    Camo Netting: Useful on artillery behind a Defence Line, but generally expensive, so is not essential.
    Dozer blade: Not often worth the points, unless you plan on advancing with vehicles, which is generally not a good idea.
    Extra Armour: Not worth using with the changes to Vehicle Damage table.
    Heavy Stubber: adds more anti-infantry fire-power, but will generally be snap-firing, so is often not the best use of points.
    Hunter-Killer missile: Can be useful for anything you expect to be targeting vehicles anyway, and if you are using outflanking units, this can be more effective against side armour.

Miscellaneous Upgrades: 
    Platoon Standard: Rarely if ever useful, you don't want your PCS in combat.
    Regimental Standard: Almost essential for a foot list, vital in holding the line.
    Vox caster: Useful if you are using combined squads, if not then the cost for each squad gets too high.

Heroes of Legend: The Characters of the Imperial Guard
Here I have presented a brief analysis of the Characters available to the Imperial Guard, and what they bring to an army.

Castellan Creed:
Creed is an upgrade to a CCS, and has the ability to issue 3 orders a turn, and re-roll failed orders tests. However, he is of similar cost to another CCS, which get more orders and a larger radius.
                                                                       
Colour-Sergeant Kell:
Kell adds the ability to make Order tests on the officer's leadership, and adds a Regimental Standard and some Close-combat power to the squad, but on the whole is too expensive, especially when commissars still allow you to test on Ld9 with re-rolls. He can pair well with Creed, but this is really too expensive to be used in most games.

Knight Commander Pask:
Pask grants BS4 to a Russ Commander, and also grants an upgrade that varies depending on his chosen ride. In a Punisher he grants Rending to the main gun, a fearsome prospect, and in a Vanquisher he makes the cannon twin-linked. He also confers Preferred Enemy to his Squadron against a codex of your choice.

Col. 'Iron Hand' Straken:
Straken grants Furious Charge and Counter-attack to all units within 6”, making him a useful addition to any assault-orientated Guard army, as he can provide a good bonus to surrounding troops without using orders, and the latter part means that if you are running power blobs, any enemy charging you will still have to face a high number of Power Weapon attacks. Straken himself is no slouch in combat, with S6 at initiative, as well as the option to Smash, while having a 3+ save and T4. Pairing his command squad with a Power Fist Lord Commissar and an Priest or two can make an alarmingly choppy unit at the centre of an assault-Guard army.

Gunnery-Sergeant Harker:
Harker offers little to a squad, not really any more than a Relentless Heavy and better Leadership.

Commissar Yarrik:
Yarrik does everything a normal Lord Commissar sharing around Ld10 and shooting men who retreat, but also has the ability to issue orders like a CCS, making him a great commander. He is also nigh-unkillable, thanks to a 3+ roll to return to the fight after being killed. This makes him a good stalling unit to keep the enemy in a challenge while the rest of his unit hold up the squad. His high cost unfortunately relegates him from lower points games, but in larger games he can be useful.

Nork Deddog:
Nork offers some more punch to a CCS, and pairs well with Straken for a high-powered punchy squad.

2 comments:

  1. Awesome ^_^ Was redirected from your DakkaDakka, and it's been really helpful :3
    -BrotherOfBone

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  2. Great stuff! Also saw this on Dakka and gave it a read. You raise a lot of good points. Might try some out in my next match.

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