|Warhammer 40,000/6th Edition Tactics/Imperial Guard
This is the latest Edition's tactics. 5th Edition Tactics are here.
 Why Play Imperial Guard
When recruits are inducted into the Imperial Guard, they are given four things. Their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor"), a large stack of toilet paper (which the recruiters refer to as the "Imperial Infantryman's Uplifting Primer"), and the regulation extra large wheelbarrow that allows them to cart their massive brazen balls into battle.
From a gameplay perspective, the Imperial Guard army is a flexible force known for having either hordes of cheap infantry, waves of tanks, or a medium in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (melta veterans in Chimeras are not the sole option in the Guard army after all).
That's why you play the Imperial Guard.
Additionally, you are the second most powerful army in Apocalypse, and the standard by which all other apocalypse armies are measured. You are absolutely spoiled for Forge World choices with everything from the dinky little lightning fighter to the unholy rape machine that is the Imperator Class Titan. And why is Chaos better than you? Because of a small footnote by the side of the Vindicator Linebreaker Formation. In short, it details that Chaos armies may use ANY AND ALL Imperial Datasheets as long as they have spikes on them. Building your Lightning Fighter wing? Chaos get that with their Hell Talon support. Imperator Titan? Chaos can subvert one with fuckhueg spikes. Fortress of Arrogance? Chaos Yarrick makes you his bitch. Daemon Lords? You don't get those. For once, Chaos is the one giving not receiving.
So the only way to be better than the Imperial Guard in Apoc is to use Imperial Guard units plus daemonic bullshit. Still a win for IG.
Another win is the Escalation expansion for regular 40k. IG can now take one Baneblade or one of its variants. No Fortress of Arrogance however. But hey, with the most Lords of War choices out of all the armies AND you don't have to pay Forge World prices, why argue?
 Unit Analysis
- Company Command Squad: This squad provides leadership to the many. It orders around those who can order around others. This unit gets orders. It gets an ample selection of gear, and extra dudes. This includes a 30pt large blast, penalize the enemy reserve rolls and bonuses to your own. This unit can have its leader switched out with other named leaders with awesome powers and gear. Simply because most other HQ choices lack the capability to survive on their own, either due to lack of invulnerable save and/or relatively weak statline in comparison to HQs of other factions, this should be your HQ of choice. The only sad part is that you can only take two of them up to 2000 point level.
- Ursarkar E. Creed: For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for being able to use a lot of douchebaggery with his Tactical Genius special rule, but that's not the ONLY neat thing going for him: he also has a massive 24" command bubble and can issue 4 orders per turn. Seriously. You don't have to use his ability to run a Leman Russ into their flank (though being able to 'genius' a Leman Russ Demolisher Squadron in the enemy's flank generally helps), you can also send your tanks in with a Scouts move. No one expects it, and it can help you get the drop on enemies or even force someone's hand. If you have the first turn, you can position your Leman Russ tanks to do some serious damage to the enemy line (very important for Punisher and Demolisher tanks), or even move your Heavy Weapons squads into a better position for that first-turn fire. Creed might be fun for being a dick, but when you're running a solid force, he is an excellent asset for blob guard or mech lists that might need the extra orders deep in enemy territory. But outflanking with a Warlord Titan certainly helps too!
- Sergeant Kell: Kell is a decent upgrade to any force. He can be bought as a veteran upgrade for any Company Command Squad. Basically, he makes people in your Company Commander's order radius use the Company Commander's Leadership for orders. While Creed is usually the best choice (Leadership 10 for orders at 24"? Oh HELL yes!) You could also do some silly things like put him in a unit with Straken. A Powerfist for the unit is always good.
- Colonel "Iron Hand" Straken: In 6th, Straken has been considerably buffed, being one of the only units in the game that has a CC weapon that ignores all armour saves now that power weapons are only AP3, and most AP2 CC weapons are I1. Straken makes Hammernators crap their metal pants. Of course, he is unlikely to survive unless his squad is optimized for such an occasion, so it would be a good idea to have 3-4 Melta Guns (being able to bring down some terminators before an assault far outclasses the extra attack from the pistol) and 2 Bodyguards or Nork Deddog to accompany him. This way, you can charge most CC units and get away with it. Eldar, Dark Eldar and Necrons may give you trouble though. Also, you may have to bite your tongue if you come up against a squad full of power weapons, i.e Space Marines. Instead, pull back, shoot them to pieces, and then throw a pie plate on top of them. Don't forget you can measure their threat distance to be sure.
- General Myndoras Odon (Forge World): Patton of 40k. Killed a bunch of Eldar on some ice ball then died next campaign when his transport flipped. A kinda cheap upgrade to a CCS (not counting the upgrades to the squad, Odon is only 30 points) but the gear on his squad is chosen for you: krak grenades, a vox, a meltagun & a reg banner. You can still pick advisors so stick at least a MoO with him for laughs as he can't take a heavy weapon. He's sorta a poor man's Creed. He has the same order bubble as Creed, the same standard orders, the same Ld & can give up to 3 orders per turn. He's not a tactical genius but he re-rolls Seize the Initiative. If you have points to spare, give whatever you plan to order a vox. Oh & he can take a dedicated Chimera or VALKYRIE! Take the Valk & let some vet/spec wep squad jack it. Take him as one CCS & Creed/Kell in another for two 4' order bubbles with 2' bubbles of re-roll morale/pinning.
- Nork Deddog: Nork is one o' da smartest Ogryns. He and da commanda have a bond. When he dies, he attacks every bad guy trying to hurt the commander. If your command squad is going to be in the fray of battle, take this somewhat expensive body guard. Doesn't get along well with Commissars, so be careful if you take them both.
- COMPANY COMMAND ADVISORS
- Bodyguard: He's just a little Sergeant, but if you want to wreck shit with an surprising-as-hell assaulty command squad, add two of these to Straken (if you don't take Nork) and watch the other player's reaction when the little man-things suddenly start whipping everything else. Comes armed with a close combat weapon and laspistol, basically being a sergeant without any extra options. Plus, he can jump under the bus for your Company Commander if he gets hit by something stupidly big and instakilling, or he gets smacked up in close combat (possibly including challenges).
- Officer of the Fleet: Why AREN'T you using these?! Officer of the Fleet is a great asset to add to a command squad. The Officer forces a -1 on enemy reserve rolls, and could seriously jeopardize their well-thought schemes. However, he won't stop drop pods and if the enemy doesn't reserve anything you've wasted the points. In combat, the Officer is as good as dead - use him as another warm body to stop a shot for your commander in the back of the squad. Amazingly enough, he counts as a character for the purposes of challenges and Glorious Intervention. If reserves are all rolled and your Company Command is engaged - hell, why not? Challenged by a Daemon Prince? Yeah, the Officer of the Fleet just drew his rapier. If by some hilarious chance, the enemy fails to inflict any wounds in challenge, you may end up rolling over them if you have Regimental Standard (so you will count as winning the close combat). He is also a massive fuck you towards Daemons players.
- Astropath: Why AREN'T you using these?! The Astropath is the best advisor, along with the Officer of the Fleet, and the two added together make for serious trolling. While the Officer of the Fleet forces the enemy's reserve rolls to be higher, the Astropath makes YOUR reserve rolls lower. So while the enemy is butthurt about not getting his precious reserves, suddenly yours are arriving on the table much more easily. If you take Storm troopers, you NEED this guy. In combat, the Astropath is as good as dead, another meatshield for the squad. Same note as above applies here. It's amusing to envision how blind Astropath tries fruitlessly to defend himself with a stick against a Power Fist or a Meltagun. And possibly win. Unfortunately, this guy can't help with any of your allies' reserves rolls if taken as a primary force, due to the BRB FAQ (pg. 7). However, the FAQ does NOT disallow his reserves bonus from affecting your main detachment even if the Astropath is taken as an allied detachment; the FAQ simply states that units that affect your reserves can't affect the allied detachment. Keep this in mind when selecting your allies; you may find it better to take an allied detachment of guardsmen instead, as you can still take over 200 scoring bodies and a mountain of tanks while fitting into the limits that would be constrictive for any other book.
- Master of Ordnance: This guy is like a tiny Basilisk. Once per turn he is able to call down a Basilisk-type attack on the enemy, subject to scatter. Not very good unfortunately, but can be fun for spamming pie plates. However, since the bombardment has an unlimited range, if you place Master of Ordnance
correctly ANYWHERE, it can be used to troll Ork and Tyranid swarms with a Strength 9 plate of instant death, since it's likely to land on something or other. Again, once in close-combat or perhaps, if your Company Command Squad gets dismounted or shot at, just push him in front of a bullet. He's useless if there's nothing to shoot at or if you have to run around. Also remember that your Company Command Squad can give itself the order "Bring it Down!" making his blast twin-linked (re-roll scatter), which can provide some insurance that it'll land somewhere you want it.
- Lord Commissar: Lord Commissar is a Independent buffed out Commissar, the key ability of him makes everyone around him LD10 and Stubborn. And that is awesome. The main issue is that he is a kill point himself and he takes away a slot of HQ for more Company Command Squads. Let it not be said that he doesn't have his own uses, though. You want a blob-platoon to do REALLY well? Bind 'em into one giant squad, put a Lord Commissar in there and run it all over the place killing everything in sight. Seriously. 30 guys means 3 Sergeants with Power Weapons, 60+ attacks on the charge and a Lord Commissar with a Power Weapon as gravy. Combined Squad of 50 lead by Lord Commissar is likely to make the opponent cry. It's also Stubborn, so watch your friends complain about how the squad is still coming at them despite missing half of the guys once in it. If you're feeling particularly threatened, stick him in the middle of a Combined Squad so he will never be shoot at (except by Snipers and Characters who rolled 6 to-hit), and you can ignore challenges in favor of a slightly less potent Leadership of generic Commissars in the squad - particularly useful, as unlike Chaos Champions and such, you will lack the capability to take damage that will easily go through your armor (Initiative 3 forcing you to take first hits doesn't help much, either). For this same reason, using Lord Commissar to keep Conscript Squads useful is not a good idea. Additionally, if you're not taking Creed or Yarrick and you ARE taking one of these guys, he IS your Warlord. Leadership 9 on Company Commander, be damned.
- Commissar Yarrick: Awesome, fluffy man. Costs quite a bit. Very close combat oriented. He can come back from the dead... a lot. He has some nifty gadgets. Yarrick also has a reputation of being nasty as crap in close combat; he can take on Ghazghkull Mag Uruk Thraka one-on-one and have a fighting chance of coming out on top. He's got a power-
fistklaw, a decent WS, and he's got Eternal Warrior and his come back from the dead bullshit. But he still only has an average initiative and no invulnerable save, meaning that some marine sergeant with a power sword can ruin his turn.
- Primaris Psyker: Puts out fucking good punch in the form of Lightning Arc, has a decent stat-block, and all for a nice low price. Solid overall stats with minimal upgrades needed out-the-box (if you call placing a guy in a Guardsman Squad to take hits for him, an "upgrade"), which makes him damned efficient. While considered to be at its best in small games, where a player can take two and run them around firing 4d6 S6 lightning hits on anything not lucky to be in range on that turn, the real punch in the Primaris comes from his cost and the availability of Nightshroud, which can protect critical units for a turn and help fuck with enemies trying to damage mission-critical targets like the Vehicle he is currently inside of or a Command Squad he joined. Also offers a Force Weapon, for dissuading CQC attackers, since players will be hesitant to send a killy IC into combat against a squishy guard unit if it means they could lose it to a Force Weapon strike. Keep in mind that the new Force Staff rules make the Psyker strike at Strength 5, with AP 4, and with Concussive Force (Thunder Hammer rules). Like the Lord Commissar, the Primaris frequently isn't as useful as a standard Command HQ, but can still be fuck-mothering useful if you use his abilities to their fullest. In 6th edition he can be twice more powerful because of his ability to take a psychic power from a discipline, meaning that your opponent may end up in an unexpected situation.
- Ministorum Priest: This guy is somewhat iffy. His abilities are mostly all effective, but he costs 60 points when he is at his peak. Put this guy in a huge squad of Guardsmen. Make them stubborn as shit, and for the low cost of 15 points, you can be the new owner of a two handed giant chain-sword counted as a Chainfist, very useful for a blob squad that can only have power weapons. Still, not as effective as a Lord Commissar in this regard, but he doesn't take an HQ spot and can help your guardsmen to not get stomped in a single charge. Place him in Conscript Squads to keep the
Grots in line line held.
- Techpriest Enginseer: Sadly, not that many people use it. There can be a point to bring a Techpriest and some servitors if you have a mech-heavy list, but most cases than not, he won't see any action, as he can't really keep up with vehicles, is pretty vulnerable to incoming fire (despite having only other 3+ save in the entire codex besides Straken), and more expensive than he's really worth. His biggest use is actually when he's paired up with a squad of gun servitors; they count as carapace armored and it's a reasonably cheap way to get a plasma cannon or infantry held multi-melta onto the field. It's not terribly points-efficient, but is a useful method to get some extra heavy weapons if you absolutely, positively need them, so don't forget about 'em. They can alternately work as a close-combat squad, but the squad itself is small and tends to be vulnerable - so it's generally better to load it up for fire support if you wanna use one, or place them in an extra Chimera to get yourself some highly mobile, yet powerful weaponry on the field.
- Trojan Support Vehicle (Forge World): This ammo carrier can be purchased as Techpriest's dedicated transport. It has cardboard armor despite being built on Chimera chassis, and is armed with only hull mounted heavy bolter. But that's not the point. The point is that it can bestow Preferred Enemy (Everyone!) rule to single tank or artillery model in 6". This works best with things which pack a lot of dakka - like Leman Russ Punisher.
Just to let you know, the IG Elite choices are the worst section of units in the codex. They cost a lot point wise, and model wise. If you like fluff, you might enjoy a few of these. If you like to fuck with your opponent and laugh your ass off, these may be for you.
- Ogryn Squad: Big meaty men things with pretty awesome assaulting guns,
Terminator Marine Nob equivalents of sort. Assaulty wall of meat that crumples most things it collides with, including blobs and tarpits. Lovable to the end, which will be soon, seeing as these guys are a firing magnet and usually don't fit into Chimeras - expect them to footslog if you take a full squad. Keep them the fuck away against anything that could Instant-Death them, and get them into melee as soon as possible. However, even there they might have some problem against opponents like Necron Warriors, but at least they will be keeping them busy and away from glancing your Leman Russ tanks into scrap.
- If you do want to take Ogryns, it's best to take a squad of 6 Ogryn total (which is a total of 250 points - so use them wisely and carefully), fit them into a Chimera you jacked from a Platoon Infantry Squad, and rush them towards the enemy, hopefully through some cover. Drop Ogryns next to their goal, torch the designated squad/secondary squad that supports your designated target, and let the Ogryns crumple their way through. With toughness of 5, most of the infantry weapons will have hard time wounding, provided they do hit (which can be a godsend against Tau). With offensive grenades and some luck, you are likely to get to the enemy, and with Furious Charge and strength 6 - you are going to gib most of the enemies you are going to wound. Remember that once you win the combat, Ogryns can be fired at, so try using the Chimera to catch bullets.
- Or have a ten Ogryn blob with 2 Primaris Psykers (Biomancy) and a Terminator Rune Priest (Divination) and watch them kick the enemy's ass so hard, that their grandchildren are gonna feel it. Mind you, at such point cost it's likely that the enemy could do quite a bit of damage before you get to them.
- Ratling Squad: Those guys are snipers - and while cool in theory, they wound everything on a 4+ - even against Gaunts or Grots. Even with rending, you should have Meltas or Lascannons to take out big things, not a paper thin squad of inbred midgets. Also most competitive armies have Fearless, so say goodbye to your beloved pinning. Ratlings are just too soft (T 2 so fucking bolters, flayers, and shootas will instagib them) and too cowardly (LD 6) to really have a place in the guard. If you want snipers, you're better off using Vets, Command Squads, Special Weapon Teams, or Vindicare Assassins like in Dawn of War (Just use the Allies rule, explained better further on). Just Say "No" to inbred space hobbits.
- Alternate Take: A squad of BS4 Sniper Rifles for 100 points is not that bad of a deal. By simple statistics, you should land at least 6 shots, and at least one rending shot that you can choose to allocate to certain targets. Use this to take out high-point, low-numbered enemy squads. Despite what AP6 may make you think, shooting Gaunts and Grots is just a waste of time. To lessen the problem of T2, place ratlings into Ruins for a 4+ cover save, but try to have them cover as much firing area as possible. Don't send them into close combat - they don't have a Close Combat Weapon, so their pistol does not give them an additional attack. Place them on a second floor of a ruined building and laugh how enemy keeps scattering off harmlessly into the air. Finally, don't buy the silly metal hobbit models, but make a kitbash of some small models with Guardsman bitz.
- Psyker Battle Squad: A full Psyker Battle Psyker Squad in Chimera costs like a Leman Russ, while not having the same degree of survivability. Psychic Defenses can give them trouble, as do many other issues. So why bother taking these poor saps?
- The first reason would be if you wish to take a Large Blast, but don't have left-over Force Organization slots in your Heavy Support Section. A reason for this would be should your army choose to take Manticores or Hydras. Depending on the foe at hand, and your ability to throw other high-priority threats (including Veteran Squadrons or Vendettas), you *should* be able to afford keeping them disembarked in cover, where they now have the option to benefit from Orders, "Fire on My Target" turning them into a wannabe Eradicator...
- The most popular reason these Psykers get taken is because of Weaken Resolve. The ability to lower enemy Leadership for the remainder of the game turn has a lot of utility, both offensively and defensively. Remember that Weaken Resolve works only for the Imperial Guard turn, so it has no effect on enemy psychic tests. It does, however, affect Pinning, which combines with the 'inbred space hobbits', The Emperor's Glorious Field Artillery and the humble mortar for fun times. Also, the gimmick of Weaken Resolve + Psychic Shriek is
crap amazing. 3d6-2 wounds that can only be saves by an Invunerable? Words cannot describe the amount of dickery and murder when allied with CSM/Daemons for telepathy. It does have to be done smart or else it can fail.
- Storm Trooper Squad: Those guys are very underrated, mainly due to their price and small number of special weapons available to them. Consider this: for 15 points more than a Veteran Squad, you get half a squad of non-scoring infantry with a rerollable deep strike, access to two meltas, AP3 guns all around (Strength 3 still, mind), Frag and Krak grenades, and 4+ saves that can buy chimeras and give them to Special Weapons Squad (which can't buy their own). Right off the bat you can see both the negatives and positives, and it's up to you to play up the advantages while covering the downfalls. If you're facing a gun line army, deep strike behind it and kill their fire support. If you need them to, they can scout or outflank, instead. They may be expensive but when it comes down to it, if you take even one infantry platoon, (so, almost always - unless you go full mech) then you might want at least a squad of these guys. Do remember that since they are likely to fight alone and without any support from Independent Character traits, they can get stomped in an assault as easily as a basic guardsman, and unless you sink points into them, you won't have many Stormtroopers in the squad to begin with. At the worst, they'll mess with your opponent's battle plan.
- GUARDSMAN FUCKING MARBO: Rambo is a strange unit in and of himself. There can only be one. He is 65 points, the same cost of a bitchin' 10 man squad with a grenade launcher and a power weapon. And Rambo is a kill point that you practically give your opponent. On the other hand, he is the shit. He swoops in and drops a pie plate of death anywhere on the board (str8 ap2). But beware, He can only throw the demo charge 6 inches. If unlucky on the dice rolls, Rambo himself can fall to his own demise from this attack. If he can last the next turn, he can fuck some units up in close combat until he dies a fucking glorious death, surrounded by the dead bodies of enemy squads he got to assault. If Lady Luck and Admiral Awesome are on your side you should take him. If you don't, you can go join the unmanly players at the not imperial guard table. Its up to you.
- With the coming of 6th edition, Sly has gotten both better and worse at the same time. First of all, he is a Character - that means that he can allocate some of the wounds, meaning that the opponent cannot just allocate everything to bodyguards and save his character from quick and painful death. This makes Marbo one of the few great character/command squad assassins. Hell, he doesn't even have to enter assault - a single lucky shot may allow you to immediately take out the enemy Squad leader, who is probably the character you were gunning for. If your opponent is foolish enough, he may try to charge you (although a few units like bikes, do get a single I10 attack, so beware) making your life easier, as your 5 (4A + Pistol), 2+ wounding attacks (at I5, letting you strike first most of the time) cut down the opponent. Considering that many squads won't even be able to wound him once, you can wipe out entire squads (Have you heard about that nasty thing called 'armour save'? Even against 4+ you only kill 1 or 2 model). However, if the enemy chooses to shoot at him, you are going to run into problems.
- And here comes the negative part - while in Assault, Sly can crush entire squads through the sheer close combat power, he lacks the capability to take those attacks. Beside WS5 that let's you evade most of the assault-based attacks, Sly has a statblock that befits a Guardsman (2 wounds and high initiative notwithstanding). Instant Death is very much a thing and most ranged weapons (including lasguns) will wound with ease. Even worse, Marbo's only save is 5+ armor save (don't forget he's got stealth). And he can never join a squad to take hits for him. This is even worse when you are charging a big enough squad - while Overwatch means that entire enemy squad is BS1, considering the possibility of Flamer Weaponry/lucky shots, it's quite possible for Marbo to die before he reaches the enemy. If you are lucky, he'll live through with just one wound. And then die to a lucky Fire Warrior or Kroot. If you are unlucky, his Assault roll might not be enough to reach the enemy, and he'll stop right in front of the opponent's gun barrels.
- Hades Breaching Drill (Forge World): Recent updeate hit it hard. No more S10 goodness, no more melta cutter shots, and if it fail to wreck vehicle or building it popping from under, it would just die. You can no longer ride vets (ant therefore score objectives with them) using Hades - it comes with its own shotgun-armed veteran team, and they even cannot charge from the hole it leave behind. On the bright side Hades no longer lumbering, meaning it actually can ram something, and it get Chimera armor instead of Rhino.
- Field Artillery(Forge World): Immobile artillery. Dirt cheap and durable. Heavy mortars are what you expect them to be - stronger mortars with bigger blast. Like ones on Griffon, but without accurate bombardment. Quad guns on the other hand spams enormous amount of weaker anti-infantry blasts with extra -1Ld for pinning test penalty (for total -2). 12 S5 blasts would kill a ton of bugs/orks/other guard (especially under «fire on my target»), and have a good chance to pin down heavier infantry (like, say, terminators). Take them to nostalgia about the passed times of Thudd Guns.
- Salamander Command Vehicle (Forge World): Fast scouting open-topped vehicle with Chimera armor. It can burn some infantry with flamers, but it's not a Hellhound - the main reason to use command Salamander is it's ability to reduce enemy cover save by one. This works great with heavy tank/artillery lists.
- Atlas Recovery Tank (Forge World): Basically Leman Russ tractor - this thing is designed to tow immobilized tanks and help Techpriests in their field repairing attempts. Towing is fun but mostly useless, but double repair rolls per turn is good in heavy mech list.
- Infantry Platoon: Basic core of the army. Consists of a multitude of parts and options. Think of it as a force organization chart in your force organization chart, so you can write yo list while you can write yo list. Can add on extra squads of Heavy and Special Weapon Squads to support the Infantry Squads' lasgun spam. You could also put your heavy weapons in Infantry squads, but then you'll have to waste lasgun fire if you need to engage heavy opponents and tanks.
- Platoon Command Squad: This unit can be tricked out much like the CCS (barring options for Camo-Cloaks or Carapace), yet do not have the accuracy of Veterans. Additionally, the Platoon Commander is less efficient at issuing orders, only being able to make one per turn from a limited pool of choices. There are two unique Platoon Commanders, one of which can be taken as replacement to the Platoon Commander; they provide a degree of specialization.
- Captain Al'rahem: Al'rahem is the long-standing rival to Ursarkar Creed, laughing at the latter's antics. Creed can Outflank a Leman Russ or Scout some Hellhounds forward. Al'rahem always Outflanks his entire platoon. Order-wise, he replaces the standard Platoon Command orders in favor of Bring it Down and his unique order Like the Wind. This ability allows a Guard unit to shoot, then move d6 inches, as though it were running with Fleet of Foot; this would allow a unit to spread out after disembarking, peel back away from enemy units, hug cover with small Grenade Launcher teams, or to help you get into assault faster. Ultimately though, Al'rahem is for players who *really* love Outflanking. On a final note, while he *does* have a cute Power Sword with the potential to get lucky and one-shot an non-TEQ enemy model, the squishy nature of his squad makes using his unit for assassin duty very risky; if you *really* wish to use him in such a manner, a Priest is a must, so his squad doesn't get bogged down in the fighting.
- Commander Chenkov: Do you want to take that point? I mean, REALLY take that point? Seriously, how many dudes do you want to throw at that point? Chenkov can throw that many guys at the point, AND MORE. Including him is a fun way for your Conscripts to get some action besides sitting on a point, by the way of charging them suicidally at the enemy. Because you can. And because Chenkov lets your Conscripts come back from the dead, well, only if the whole squad gets wiped out. But if you get sick of waiting, you are allowed to just destroy them yourself. It's a lot of awesome for a lot of points (200 points 50-man squad + 75 points for Send In Another Wave). You can drown your enemy in so many bodies it isn't even funny (for them, at least), because even Orks need time to chop through the 50 warm bodies that may pop back up into the fight. The only problem is getting them into the fight. So, use them to stand in front of vehicle to provide cover for them and to bog down enemy assault units in tarpits. Attach a Priest so they have more than a laughable 5 Leadership as well as rerolls
for the imminent 5+ To Hit (Conscripts are only WS 2) (actually, they hit WS2-4 models on 4+, so WS2 isn't that bad, unless you fight zerkers or genestealers, in which case you're pretty much fucked anyway). For the motherland! Er... I mean, Emperor!
- Infantry Squad: If you play blob guard, this is going to be your bread and butter, if you play a balance of blob and mech, you are still going to take these dudes, because they make it happen. They are paper thin, only hit half the time, and they run away if it can't be helped. But its for fucking sure that they can be made a monster. They can become Stubborn and get a Ld of 9 with a Commissar, the squad can be combined with other squads of the same kind to make huge tar pits. With 30 men, First Rank Fire, Second Rank Fire can make them fire 84 shots in one turn. That's a whole lot of diddly. They can take a heavy weapon and a special weapon. This can be combined to make many different options. A basic set up would be a Grenade Launcher or a Flamethrower, to be able to provide additional firepower to the backbone of lasgun spam. On top of that, If the squad is going to be a gun line, add in an Autocannon for front-line squad, or LasCannon/Rocket Launcher for the guys co
wvering in the back. You could also take a Priest with an Eviscerator to give the squad a Power-Chain Fist, in case an enemy drops a Dreadnought next to you. You can get plenty of Power Weapons in there as well, for the Sergeants and Commissars, but you cannot get your hands on a Power Fist in an Infantry Squad.
- Alternate Tactic: If you REALLY want to hold the line, these guys will do it. Take a 50 man blob, take a Commissar, 5 meltas, and a vox, as well as 5 lascannons. Now throw in a Space Wolf Rune Priest, roll on divination and pick the primaris power, and finally add an aegis wall. Now laugh as each shooting phase your squad throws down with FRFSRF 60 lasguns, 5 melta, and 5 Lascannon shots... with rerolls to hit... also the whole thing has a 3+ cover, 2+ GTG save. If they assault you, laugh as you start picking up 100+ dice for overwatch. This has been known to bring grown men to their knees.
- Conscripts: A platoon may take one unit of Conscripts, or human Grots as they're affectionately called. If there is anything thinner than paper, it would be Conscripts. Good thing there are a lot of them. They are one point cheaper than a regular guardsman, so only take them if you are full on the others (how did you do that) or if you are using Chenkov's "Send In the Next Wave". Priest is a must. Do not expect them to pull miracles, but with Rank Fire, they can ignore their terrible BS of 2 (good luck passing Ld5 test, unless you have Kell or Lord-Comissar).
- Heavy Weapon Squad: This is where the awesome firepower comes from. Some don't like them because they die rather quickly if they are in front of the Squad. This can be solved by putting them in ruins or other such cover. But if you buy Heavy Weapon Squad instead of putting heavy weapons in your Infantry Squad, they can target big things and not waste the lasgun fire. Lascannons are nice here. Autocannons are good for giving Monstrous Creatures and MEQs a hard time (your opponent can only make so many armor saves when your guns wound on 2s for the latter and the former isn't known for fantastic armor) and can put up a good fight against you average transport (especially if you can get a side or rear hit in) and if you kit out a whole HWS with them, they put out enough shots to not make a basic Guardsman's BS3 too terrible. In fact the only one that isn't that good to take here is the heavy bolter (which is already provided by almost every vehicle you can field). They are slower than Sentinels, but they are cheap for what they do (per-model), can be modified to engage any threat, and don't take up an important Force Organization slot by themselves.
- Sabre Gun Platforms (Forge World): This guys could replace Heavy Weapon Teams in your platoon. They cost more, but with twin-liked guns they are also deadlier, have skyfire/interceptor, and being artillery, they can endure absurd amount of enemy shooting. On the other hand they are immobile (but can somehow scout move), and die like a bitches when charged by ANYTHING (even Fіre Warriors). Sabre platforms require careful positioning, because of their zero mobility, but they are great source of anti-air and fire support. ALWAYS take second guardsman to each gun: your enemy could and would outflank Sabres to shoot down lightly armored crew instead of W2/Sv3+ guns.
- Special Weapon Squads: It's a 65 point team of meltaguns (everything else can be provided better by Veterans). Find them chimeras and drive them forwards so they can make cheap melta drive-by's with less accuracy than Veterans. There is only 6 of them (and only 3 can carry melta), but they can bring specialized firepower when it's needed. Give them a Demolition charge and drop their Chimera in the middle of enemy formation. Next turn: Laugh Maniacally (provided that Chimera withers the oncoming hail of fire or the opponents fatally ignores it).
- Veteran Squad: Key to most mech lists. Slightly superior to regular guard due to higher BS of 4 and have an even better selection of gear and options. Stick them in chimeras and try to see where Lady Luck will take them. Only downside to this choice is that you only have six troop choices if you go full Vet before reaching 2000 points (with 70 points for a stock squad, it's a point which can be reached very easily). You could also do the smart thing and mix 2-3 Veteran Squads with an Infantry Platoon, giving you unholy amounts of Melta (Veterans), Chimeras and bodies everywhere (Everyone). They're generally less specialized than storm troopers, but they score and can get much more gear. Always take at least two. If you want to make Tyranids players cry more than they already do, take 3 squads, footslog them and give them each 3 flamers, setting them up as assault screens. Your opponent will think twice about sending Genestealers (or, Emperor Forbid, Hormagaunts) anywhere near you. Up to two Veteran Squads may replace their Sergeant with a Special Character. Just like Platoon Commanders, those characters provide a degree in specialization and allow the Veteran Squad to function on it's own accord away from the rest of the battle force.
- Gunnery Sergeant Harker: He gives the squad stealth, move through cover, and infiltrate. Together with an Autocannon team and 3 plasma guns this makes a very nice thorn in the enemy's backside, especially when placed in good cover for a 3+ save. Use his squad to claim an objective and sit on it all the game and rain death on whatever comes in range. If you really need to keep them alive, buy camocloaks for his squad to get a +2 to cover save (in effect, giving the squad Terminator Armor in regards to being shot when in ruins). Suddenly even the forests aren't that bad anymore. Alternatively, keep him in reserves as Infiltrate gives his unit Outflank and come in on a 3+ (2+ with an Astropath, who you should probably be using anyway) with meltaguns and maybe a lascannon, to pop a vehicle or two the moment they come in. A little expensive, but hilarious. Chimera optional, but you should give it to Special Weapon Squad, instead.
- Sergeant Bastonne: Expensive at 60 points, but comes with Carapace and a Power Sword. He can also give any order to his own squad, meaning that he can switch between shooting and running efficiently. The Power Sword will let you do some damage in Assault against MEQs, but that's not your primary goal with Bastonne's Squad. Use him to breach enemies who get between your forces without wasting your orders on the squad. Remember that he is still affected by Incompetent Command, though and can only issue orders after everyone else already did.
- Penal Legion Squad: You have to roll a d3 to see what these prisoners are good at. You don't have that kind of extra change to throw at Lady Luck during a game. This squad of cons can go fuck themselves. And even if you roll what you want it's still shit. Melee with A1, S3, I3 and WS3 still sucks even with rending. Compare to a orkboy and burst in tears.
- If you still want to try them out though and have points to waste (what is wrong with you?!), you can have some fun with those guys. Gunslingers can hug cover and exploit the range of their 24 inch Assault 2 lasguns. If they get shot at, they have stubborn. Still, their only use is to shoot up and then tie down choppy squads for a turn or two. And that's not really worth the 80 points.
- Knife Fighters are even more luck-based, but since they Scout (and therefore can Outflank), they can end up taking down some expensive target. With a charge, that's at least 3 auto wounds that can ruin some expensive, low number squad's day. Don't forget to evade your opponent's raging fists if you end up shanking his foot slogging Terminator unit in the first round of combat. Still, the cons lack the staying power, and are likely to get killed to a man the moment enemy retaliates. Even then, with I3, the enemy will get to hit you first no matter what. Again, not really worth the points, especially since you are playing Guard and every point counts.
- Psychopaths are trash, and you might as well just remove the squad as casualties if that's how they roll. Extra Strength and an Attack will still hit last, and without rending you don't even have a chance to get a "free" kill.
 Dedicated transports
- Chimera: This is the gem of the MEHTAL BAWKS world. It makes the Guard competitive at high end play. Heavy Bolter Snap firing with Multi Laser? This has become the hate machine it was supposed to be. But nothing stops you from Snap Firing Multi Laser with Flamethrower. Or use Hunter-Killers to demolish enemy vehicles. Other points of this fine vehicle:
- Cheap (point-wise). You can spam them, get lots and lots of multilasers (it will please you), and a solid wall of AV12 metal in front.
- Makes otherwise-slow Guardsmen mobile.
- You can fire all your important shit (special weapons, which is, Melta and Plasma) out the top hatch. Letting you fry while staying safe from retaliation. Heck, Commanders can even give orders
out the top hatch measured from any point of the Chimera's hull (p. 39).
- They also count as tanks, meaning that once your troops are in position, you can tank shock the enemies off the point and even crush some Ork vehicles and scare off the mobs.
- Forge World blessed us with two extra turret weapon options - TL Heavy Bolter and... Autocannon! Rejoice!
 Fast Attack
- Scout Sentinel Squadron: With such weak armor, most likely they are going to die on a second turn. Fun choice of weapons. Key part here is that they have Scout - so three Sentinels outflanking from the side or scouting into cover blasting away, causing havoc in the enemy ranks, is a good idea. But still - they are going to die. They are open topped. They are going to die. They have 10 armor. They are going to die. But they may as well take a tank or two down with them. If you want to be insane, having Heavy Flamers all around can result in hilarious infantry murder. Otherwise, most of the time you'll take them as a 40 point autocannon on legs since they are cheap and effective against most things.
- Armored Sentinel Squadron: Armored Heavy Weapons Team, practically. Can move around and fire, unlike Heavy Weapon Teams, but you only get one for the price of the whole squad. Can do decent in close combat, stomping on or bogging down the enemy. Now this works only with fearless units without krak grenades or other S6+ weapons (like, say Thousand Sons, gaunts, or Ork boys without klawnob). Even better choice of awesome weapons when compared to Scout Sentinels, such as plasma cannons - though, you can overheat and lose one of the two Hull Points you have, making you even more dangerously paper-thin. Use Lascannon against vehicle, Rocket Launcher or Autocannon if you can't decide what you want to do with them. Never hurts to take Hunter-Killers in case you end up fighting vehicles. Take in threes so they can be generally more efficient in anything you want them to do.
- Forge World allow both scout and armored Sentinels to take Multiple Rocket Pods. Big frak blasts does horrible things to infantry blobs, but with 24" range it's too risky even on armored.
- Drop Sentinel Squadron: Scout Sentinels lack of survivability with Armored Sentinel point cost. Why? Because they can deepstrike! Or for even more hate, ride on Sky Talon Valkyrie. Skip all weapon choices and take Multimelta - Scout Sentinels and Tauroses are better at killing things with fire.
- Tauros (Forge World): Dirt cheap buggies with twin heavy flamers and Scout USR. If you want to scout flamer sentinels to ruin someone’s day, this guys would do it much better, for they are faster and deadlier for only +5 pts each. Though, don’t expect them to survive any longer: with AV10 all-round, open-topped and only two Hull Points, they are dead men riding. The Tauros can be upgraded to a Tauros Venator, adding two extra wheels, +1 front armor and a twin-linked Multilaser or Lascannon. You are likely to be able to trick enemies into running after you, while you are blasting a Lascannon at them. Then you die because even AV11 is still laughable.
- Alternate Take: The Tauros Venator is a damned fine fire-support unit. Being fast, and coming with 2 Hunter-Killer missiles as part of the bargain, it can act as a fire-support annoyance for targetting vulnerable rear armor or for sniping a pesky independent character. Lascannons and high mobility make for a fine combination too - if you exploit the max range of the Lascannons, something is going to get cooked in short order. Keep it away from enemy fire and use its mobility and range, and you'll find it hilariously good at taking out specific targets.
- Rough Rider Squad: Poor misbegotten Rough Riders. Yes they're cavalry, yes they're dirt cheap, yes they might end up with a 24' charge range, if they get extremely lucky... but they are ultimately a one-trick pony that is difficult to hide in cover, is fragile in close combat (statline-wise, basically being Guardsmen... and that's it), near-useless against actual dedicated assault troops (go ahead and charge Genestealers with them), and should they be tarpitted, tard out in moments and die painfully. Perhaps the only way to reliably use them is with Creed, Glory for Cadia and all - and even now, they don't get extra initiative from Furious Charge, rendering them last to hit in combat. And for that investment, couldn't one buy another Hellhound? Alternatively, you can use them as a one-time anti-vehicle suicide squad, since Sergeant can carry Melta Bombs. Still, you can probably find a much better Fast Attack slot choice. 6th edition makes their Hunting Lances power weapons, but having a chance to kill half a squad of marines ONCE is not worth it.
- Mogul Kamir An improvement over a generic Sergeant he replaces, with a Bolt Pistol instead of a LasPistol, 3 attacks + 1d3 attacks on the charge due to his Cyber-Steed. He grants Furious Charge and Fearless to his unit. And he isn't that expensive for a an upgrade character. Then you notice that he has "Rage" rule, and with 6th edition, Rage is a good thing. Beside lacking Melta Bombs, using Mogul Kamir will help Rough Riders not to tard out too early, and thanks to the IG 6th Edition errata making Lances +2 St and I instead of the old "hits at strength 5" you can end up with more than 30 Strength 6 AP3 attacks on a charge for a full unit of 10, as well as any (albeit strength 3) Hammer of Wraths. So, you can actually afford to have one unit of Rough Riders for fluff reasons (they are still inferior to everything else on Fast Attack list, though).
- Hellhound Squadron: The Hellhound tank variants give you access to Fast Tanks. This has a lot of advantages, as you use them for movement-blocking, tank-shocking, or simply blasting enemies to oblivion. A low profile makes finding cover for it relatively easy, though cover-hugging isn't exactly the best use of this tank. There are three variants, each with a unique turret weapon, and the choice of hull-mounted Heavy Bolter, Heavy Flamer, or Multi-melta.
- The standard Hellhound is a very handy infantry-killer. If they're not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves), and not in a transport, they will die. What's that? You opponent has Rangers/Heavy Weapons Teams/snipers holed up in a building somewhere giving your commanders and high-value units a hard time? The Inferno Cannon laughs at cover. The range of the IC means that you can expect them to hit enemy infantry starting on turn 1 (move 12", fire 12", cover another 8" with flame template). Ran in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. In 6th edition fast vehicles can now fire 2 weapons at full BS at cruising speed, so enjoy the possibilities of hull weaponry combinations. Using Creed to outflank a squadron of these is hilarious against horde armies. Do it - that's an order.
- The Banewolf sacrifices the extra range of the Hellhound's template for its own poisoned AP3 flamer template. Banewolves will kill any infantry short of Terminators or similarly well-armored units. Their armor and speed give them unparalleled ability to be used for flushing enemy infantry from cover. This said and done, this may be the one variant you can afford to specialize; having a hull mounted flamer gives you the chance to throw two really mean flame-templates. This tank is the epitome of offence over defense - on one hand it can destroy an entire SM tactical squad in one turn. If there is an independent character in the squad, force them to take all the hits for the squad by attacking from their side, melting them alongside anyone else who "Look Out Sir" into their own gooey death. On the other hand - it can easily be put down by a Lascannon head-on. They are well known for making Tyranid and Chaos daemon players cry as you gib their monstrous creatures with as much ease as their cannon fodder. But then again, what doesn't make Tyranids and Daemons cry in 5th edition?
- The Devil Dog is the last one out, eschewing a short-range flamer, for a Melta Cannon, a blast weapon with the Melta rule. These tanks are great for sending into the center of an enemy armored formation and intimidating your opponent into breaking up, lest he find himself losing multiple tanks! Alternatively, assuming one has reliable long-ranged anti-tank, the Devil Dog can be used for finishing off survivors of destroyed enemy transports. Add a hull-mounted Heavy Flamer, and the Devil Dog can flush troops out of cover (though not as efficiently as the Banewolf). While not a flashy vehicle, it gets the job done. Probably the best variant for most games that includes vehicles on both sides.
- Centaur Carrier Squadron (Forge World): Fast small transports, they can fit only 5 men inside each, and are designed to quickly move immobile artillery ant it's crew through the field. Sadly,you don't need to move your artillery carriage that often and keeping a squadron of towing machines totally compromise a whole point of cheap ordnance.
- Salamander Recon Squadron (Forge World): Fast scouting tanks, they comes with AV12/10/10, Autocannon and HB. Being Fast, they can fire both on cruising speed, so a squadron of them can threaten any light vehicle in great range. Being Scout and Fast they as well as AV12 they can do Sentinel job - but unlike sentinels they are better riding in the open rather then wandering through terrain.
- Fliers: With the new IA:Aeronautica book the IG is the most flier-happy army in the game, with only the Orks seriously threatening their title. Fliers can be divided into two categories: "Gunships" and "Jetplanes" - Gunships get a beefy AV of 12, Hover Mode and Vector Dancer USRs, while jet planes get supersonic. In 40k games it is best to stick with gunships as the extra mobility of Jetplanes mainly comes into play only in abnormally large or apocalypse maps.
- Valkyrie Assault Carrier Squadron: Goddamnit, why don't you have one (because it's inferior to Vendetta, below)? Valkyrie seems like a relatively expensive flying Chimera, but it is well worth it. It has BY DEFAULT Extra Armor in its profile, which means the bad bitch can never be stunlocked. If you keep your Valkyries zooming around the table, it's rare for them to die. Keep them alive to support your armor with a hard-hitting blast from its Multiple Rocket Pods. Valkyries eat infantry and shit brass and work best with Stormtroopers or Veteran Squads, deep-striking the squad in the most annoying place possible, and then flying off to rain hell on the enemy. Unfortunately, it's totally outclassed for anti-infantry by the Hellhound. That said, it does upgrade (sort of) to the...
- Vendetta Gunship Squadron: 3 twin-linked Lascannons. This is quite possibly the best unit in all of Warhammer 40k at this point. Carries Guardsmen. Outflanks (<NOT ANYMORE SINCE APRIL FAQ). Relatively cheap. Comes in squadrons of up to three. There is no better option for fielding mobile anti-tank than this behemoth. Base height can be an issue as the only cover save you'll ever see is from Flat Out movement, but AV12 front/side arc and it's default Extra Armor help to mitigate this drastically. Use Vendettas when the enemy fields Vehicles or Masses Monstrous Creatures - especially if they can fly as well.
- Valkyrie Sky Tallon (Forge World): Dedicated flying transport for Tauroses and Drop Scout Sentinels. For 70 pts each they are cheapest fliers in the entire game, and they don't even take any force chart slots, as they are treated as dedicated transports. Swap their rockets for MRLs, and mow down infantry. Just remember, that you probably should not deploy them with their cargo inside.
- Vulture Gunship (Forge World):Essentially a 40k Apache Gunship, comes with strafing run USR, nose mounted heavy bolter, and 4 wing pylons that are divided into two sets of 2 pylons that give space for one twin-linked weapon (one pylon on each side) and one set of missiles. This machine is very modular, able to adapt to ANY situation; Green Tide getting you down? Well, instead of two twin-linked weapons, you can actually attach a twin-linked punisher cannon! The ammo boxes do take up the other missile pylons, but twin-linked and BS4 against ground targets means 18 shots hit instead of Leman Russes 10 (on average without Pask). I would personally recommend
buying spending too much on all possible weapons and not gluing them in place - maybe use magnets or some other such method, just make sure you can change the vulture's armament easily to ensure it is never left wanting in a battle. Because the main strength of the Vulture is its adaptability.
- Thunderbolt Fighter (Forge World): The Imperium's standard for Fighter craft, this workhorse of the Imperial Small Craft Fleet is meant to be able to do any job asked of it, whether it be bombing, ground attack, interception, or air superiority. But it is a bit pricey, and properly kitted Vendetta or Vulture could do ONE of it's jobs better. But this neglects the true strength of the thunderbolt, sheer immediate versatility, while the Vulture can claim to be versatile, it's likely going to be kitted out to do one role on the battlefield, while a thunderbolt can do four simultaneously. But the place where Thunderbolts really shines is in Apocalypse, where they are the bane of superheavy fliers (be wary of Harridans, they'll laugh at your Autocannons and the Lascannons are at best only going to take one wound off.)
- Lightning Fighter (Forge World): A nippy little air fighter, it defines the trope of "fragile speedster" with a small armament, paper-thin armor and only two HP. It is supposed to the cheaper and longer ranged companion of the Thunderbolt, carrying more missiles to compensate for a fewer number of guns to allow it to (briefly) pack the same amount of firepower, it does however, has serious survivability issues, and even the Big Shootas on an Ork Bomma will send one crashing down. And of course once it blows it's missile load it's firepower drops dramatically, but hey - do you expect this thing to last for much more than one turn?
- Avenger Strike Fighter (Forge World): Your dedicated AtG Jet Plane with a tasty Strafing Run rule. It comes stock with an absolutely useless defensive rear-mounted Heavy Stubber (can help knock a flying monster out of the sky tho...), two Lascannons, and the AVENGER BOLT CANNON, which is basically half of a VULCAN MEGABOLTER. This means it packs SEVEN Megabolter and two Lascannon shots at BS4 for only 150 pts, to ruin the day of anything with less than AV14 or a 2+ armour save. And if it's not enough, you could fit additional guns, missiles or bombs under it's wings. Do you really need any other reason to buy it?
- Aquila Lander (Forge World): Who the hell designed this piece of shit? For 10 points more than Valkyrie you get an all around worse transport flyer with pathetic armor, weak guns and a claustrophobic transport capacity of 7. It could be taken as dedicated transport for a Company Command Squad, but without the "Command Vehicle" rule there is no reason to do so. Conversely, can be used as a very immersive (expensive) objective marker, along with the Arvus Lighter below, for an 'evacuation' scenario or similar.
- Arvus Lighter (Forge World): Oh, you thought the Aquila was a piece of shit? Meet the Arvus: No armor. No weapons. No supersonic. And no fucking role on the battlefield - it is quite literally the worst flier in the whole of 40k. It looks pretty however, so it's likely meant to be more of a shelf-warmer/display piece than anything you would actually bring onto the battlefield. Again, can also be used as a pretty objective marker for specific scenarios involving having to get people/objects off-planet.
 Heavy Support
- Leman Russ Squadron: Leman. Fucking. Russ. It's a big tank. Holds the proud title of best tank in the galaxy for its size and cost. Side effects include: Templates, lots of dice, lots of AV, lots of choices. As an addition, Knight Commander Pask can be added to any one tank that you field. He is a nice little upgrade to the BS, helps reduce drift, and he's a tank killer. Put him in a Demolisher, Vanquisher, Executioner or Punisher for the best bang for your buck. Though, nothing is wrong with putting him in a Battle Tank or even Punisher. In 6th edition, Leman Russ lost "Lumbering Behemoth" rule, and became a Heavy vehicle, instead. This means that you are limited to only 6 inches of movement. However, you can fire all your non-ordnance weapons at the same turn, as if you haven't moved, meaning that non-ordnance Russes (Exterminator, Punisher, Executioner, Eradicator, Vanquisher) are made even more rapetastic, at slight disadvantage of Ordnance ones (Battle Tank, Demolisher). Remember this, and kit out your tanks accordingly.
- Leman Russ Battle Tank: Though it comes in many flavors, the basic tank is the most useful. With its S8 AP3 72" gun and thick armor, it is good against anything for decent points. This is your runner-and-gunner, your go-to tank, and the majority of your Leman Russ pool at any time should be these or Executioners. Kit em out with heavy bolters all around, since you are going to be forced to snap fire non-cannon weapons, so up the volume of fire.
- Leman Russ Exterminator: Armed with a 4 shot twin-linked Autocannon means this thing is death incarnate for 4+ armour and light vehicles. Kit it with 3 extra Heavy Bolters for beautiful infantry shredding. If you feel like it, add Pask - and watch it destroy Predators and Falcon grav tanks with ease, while standing a chance to glance Land Raiders (!). While twice the points and not as long-ranged as a Hydra, it's got better front and side armor and isn't hindered by the lack of the Interceptor special rule (so it can shoot at things on the ground, where majority of enemy forces usually are). It doesn't have Skyfire or a Targeting Computer, so it may be lacking in roles usually occupied by Hydra, but you will still put a big dent on anything you do end up hitting.
- Leman Russ Vanquisher: A Melta (which always provides +1d6 armor penetration) with a devastating range. Thus a bit costly for 1 shot at BS3 (works well with Pask, but only useful against vehicles). Not very useful really considering the amount of melta you should already have, if you use it primarily against vehicles. Give it a Lascannon as well as Plasma Sponson - and you get a unit perfectly fit to fight against Heavy Infantry. Combine with Pask for instant Monstrous Creature solution. Because you are firing 4 guns that get reroll to Wound, at BS4. Don't forget to take a Heavy Stubber to remove that last wound off the enemy Trygon.
- Leman Russ Eradicator: Kind of a Hellhound that hits worse, is slower but better armored. And you can add a Lascannon for versatility. Strange tank that has a weaker version of Battle Cannon that eats your enemies' cover saves. Consider for Cities of Death games or when fighting cover-camping Tau/Eldar. Can be useful for gunline enemies hiding behind fortifications as well.
- Leman Russ Demolisher: For +15 pts. to the basic Russ you get a cannon that lays waste of everything on the battlefield and immunity vs S4 melee units - though sometimes 24" is too close to the enemy. The Demolisher is tried and true, and should ALWAYS lead the armored charge into the enemy. Works great alone, works even better in threes. You don't really need to upgrade it, since fucking DEMOLISHER CANNON doesn't get much assistance from other weapons, but being able to finish off the scattered survivors by hail of ill-aimed gunfire can also be useful.
- Leman Russ Punisher: Shares the cons but only few of the pros with the Demolisher (it does keep the additional back armor, which helps). Heavy 20 may sound cool, but on average, you end up with 10 S5 hits with no AP (making it difficult to even glance vehicles to death, but why would you target vehicles anyway?). Everything except Grots is butchered better with the cheaper and better ranged Battle Tank. However, unlike most Russes, it gets better if you sink the points in it: Kit one out with Pask and a full triple Heavy Bolter set and a Heavy Stubber, at which point the machine will reduce to dust anything, from Terminator Squads to full-size Ork Mobs every turn, and will stop 'Nidzilla in it's tracks through sheer dice output. Well, that or you'll be killed by the enemies anti-tank and waste 250 points on something the rest of your army should be doing anyway. Punisher can glance AV12 to death, if driven about by Pask, a fact that should not be lightly discarded. Also, by far the coolest looking Russ. Can also be a fun choice against fliers, if much less cost-effective than the Hydra or Fortifications' Emplacements.
- Leman Russ Executioner Oh hell... what devastation this brings. This thing lays waste to whole Terminator Squads and no matter what the enemy has - this one will hurt badly. The only problem might be that he is a bit costly and if the enemy has nothing with 2+, the Battle Tank is the better choice for points spent. Same might be true if the enemy has 2+ - the Demolisher (which can also, you know, demolish tanks) might be a more priceworthy alternative. However, if you have spare points - take one (and you should always have spare points for tanks). Even against those plasma-syphoning assholes take one and pray for the Emperor's blessing on your scatter dice. Give it Plasma Sponson, pray to Emperor that you won't overheat, and nothing will get in your way. This is also one of the Russes (alongside Battle Tank, Demolisher, and Eradicator) for whom it's best not to take Pask.
- Leman Russ Conqueror Squadron (Forge World): It's kinda light version of Leman Russ Battle Tank - Conqueror turret cannon comes with less range, less blast radius and less strength, but it is heavy and has in-built co-axial storm bolter to boost accuracy in the short range firefights. And unlike regular Lemans it's not heavy, meaning it is not slow as hell. Overall not a good choice, unless you have a lot of BLoS terrain pieces in the table. Though, due to its speed and non-ordnance nature of main gun it totally rick in Cities of Death missions, where regular Ruses tend to stuck in deployment zones doing nothing.
- Leman Russ Annihilator Squadron (Forge World): Another "non-heavy" Leman - this time with twin-lascannon turret. Just like his Predator namesake tend to be overpriced for what it do.
- Destroyer Tank Hunter Squadron (Forge World): IMMA CHARGIN MAH LAZOR! Ordnance 60" twin-linked lascannon seems tempting, but like LR Annihilator it's just too expensive. Just take Basilisk instead - its tank busting is almost the same, backed with indirect fire and ability to rape infantry blobs. Has a slight advantage over the Vanquisher against all armor values except 14, and is more durable (though significantly less flexible) than a Medusa with breacher shells. Cool and fluffy as hell, but not really worth taking in serious games.
- Thunderer Siege Tank Squadron (Forge World): It's Leman Russ chassis with hull-mounted demolisher cannon. Unlike LR Demolisher it has no front/side sponsons, but for some reason it's also NOT heavy - meaning you can move it 12" and even flat out another 6" to get round two shot. Obviously this is your Vindicator, and like all IG vehicles its all around better then his SM analog, due to the combination of superior armor and sufficient speed.
- Ordnance Battery: "Infantry win firefights. Tanks win battles. Artillery wins wars," or so the old saying goes. The Imperial Guard is noted for being able to bring really big guns to the battlefield, their firepower able to remove small sections of the opponent from the playing field. This said and done, the Imperial Guard artillery units are slow (sometimes outright static) and fragile for their cost due to being Open-Topped, a drawback which becomes increasingly noted should one wish to take artillery in a Squadron (and with the exception of the Griffon, Ordnance has the same cost issues with squadron up vehicles); this said, one can remove the Open-Topped Status. Artillery in itself will not make a Guard army due to its fragile nature, but they provide excellent firepower should the rest of the army be able to protect them. There are numerous artillery-pieces available, including the following:
- Basilisk: Jokingly called the penis-enlargement gun by veteran Guard Players, the Basilisk is noted for having a really big gun. This gun is also known for being long-ranged, having the option for direct or indirect fire, and having AP 3 (meaning it can kill Marines in the open, or pummel Crisis Suits). However, having the worst minimum-range requirements has the potential to often relegate the Basilisk to being a direct-fire weapon, a task the Medusa tends to do better in most cases for a marginal upgrade in cost; this said, the Basilisk's direct-fire does have a longer range than the Medusa. Unless it's apocalypse, you don't need more than 36" though, so get a Medusa, or a Leman Russ Battle Tank, which can do the same or even better job, considering that either way, you are dropping S8 AP3 Big Blast at the enemy within '72 at most.
- Colossus: Games Workshop has a checkered history when it comes to Marine-Killer weapons. Their emphasis on certain units being designed for killing Marines in the open, has lead to horridly inflexible units like Vespids, Flash Gitz, Thousand Sons, and now the Colossus. At first glance, the Colossus looks like a fun gun. With the ability to ignore cover, and Marine Power Armor saves, it will utterly devastate Marines should it land properly. On the other hand, having a wide minimum range and the inability to fire directly means the Colossus falters against a lot of Marine Armies. With the exception of some foot-slogging Space Wolf armies, many Marine armies are very fast, and noted either for operating as a mechanized army, fighting by Drop Pods, speeding forth towards your lines on Bikes, deepstriking in by Jump Packs, or otherwise excelling at fighting at short range. While the Colossus can be used for indirect-combat if kept isolated from the rest of the battleline with an infantry unit or two to watch over it, it isn't too popular in tournament armies for this reason.
- Griffon: The cheapest artillery-piece the Guard get, the Griffon is also the most accurate on most accounts; the ability to reroll Scatter Dice is a handy ability in most cases. Like the Colossus, the Griffon is unable to fire directly, yet its shorter minimum range makes it more usable against rapidly advancing armies. Should a player wish to take a Griffon (or a pair of them, which isn't as point-intensive as squadding other artillery), they work as part of a handy one-two combo for finishing off infantry from a destroyed transport, or in support of Hellhound-equivalents being used to Tank-shock enemy infantry into clustered formations.
- Medusa: A pure direct-fire weapon, noted for having Strength 10 and AP 2, the Medusa is arguably the most popular form of Ordnance on account of its raw firepower. While having the same issues with accuracy most blast weapons have, whatever it hits will suffer on account of it. For those who wish to trade accuracy and flexibility for raw tank-busting firepower, the regular firing mode can be replaced with Siege Shells, turning the Medusa into a heavy tank hunter. With an AP 1 blast template, and the normal Ordnance bonus replaced by rolling 2d6 for armor penetration, the potential to kill enemy vehicles is incredible, and the threat of losing multiple vehicles to a well-placed shot does a lot to intimidating opponents into spreading their vehicles out. This said, like with the Devildog's Melta Cannon, the accuracy issues inherent with the Medusa mean it tends to work best in support of, rather than being the primary source, of ranged anti-tank.
- Heavy Artillery Battery (Forge World): This is artillery variants of Basilisk and Medusa and in 6th edition, artillery is awesome (until someone charges it). They are immobile and need crew, which could be killed (though, they use gun's Toughness 7 against enemy shots), but they are also cheap. And for being non-vehicles, they can take orders. Earthshakers and Medusas with "Bring it down!" and "Fire on my target!" could make for miracles on the battlefield if used properly. Or die pointlessly, if used incorrectly. Oh, and don't forget that they only have ld7 with no Sergeant or Commissar options, so you NEED a Lord-Commissar or Kell to make them listen to your orders most of the time.
- Hydra Flak Tank: Back in 5th edition, Hydra was a relatively popular vehicle for a key reason: Providing dual, twin-linked Autocannons and a Heavy Bolter at an extremely efficient price, even before you take it's ability to ignore cover generated by Turbo-boosting or moving Flat-Out. However since the coming of 6th edition, Hydra became both very useful and useless at the same time. Increase in staying power of the fliers, Hydras are recommended to scare off those who try to exploit their new capabilities, since targeting computer rules still apply, making them an effective counter. Skyfire makes you snap-fire ground-targets, but you can still use it for it's intended role - destroying Skimmers, Jetbikes, and fliers. Or you can take an Aegis Defense Line or Bastion with Quad Gun/Icarus Lascannon instead, and get more range and firepower. Also you should notice that without interceptor rule Hydras cannot, well, intercept fliers. When a Necron croissant Fleet blast all your Hydras on turn two, you would realize, that Interceptor rule is REALLY a must for Ground-to-Air tank. However for 75 points, you really can't complain too much (not that you shouldn't, lack of interceptor IS bullshit). Jink Saves are annoying, you get to counter them, or Intercept. This is implied to be relevant to a thing called "Balance". So pick one.
- Manticore Launcher Tank: Mixed-bag. Good for the points, bigger blast range then hell, but can't deal with marines. Drop it back by your Basilisks or Heavy Weapons, since it's not gonna do much good at the front lines. Good points are simple: They're not open-top, compared to artillery. They have HUGE blast ranges and they can virtually ensure that you're going to be making people spread out their firepower - great for you to focus on one group at a time. Downsides are just as bad as the upsides, though. Limited ammo CAN be a problem (rarely, either because either Manticore or the enemy ends up demolished). If enemy is spreading their units out, it causes you to lose a lot of rocket's effectiveness. Seriously, it can only shoot 4 out of 5-6 turns (unless your opponent isn't retarded, in which case it'll be gone a great deal sooner). Overlooked a lot, but can be powerful on those first few crucial turns. On a high note, Manticores DEMOLISH Necron Warrior elements or Ork/Nid/Guard blobs.
- Forgeworld finally allow to squadron Manticores up to 3. Not like it's always a wise decision, as squadron must fire at one target, which can lead to overkill.
- Standard Storm Eagle rockets now can be swapped for Manticore Missiles and Sky Eagle Rockets - both come with 15 pts discount. First are the massive S9 AP2 7" blasts of pure rape, which is almost as devastating as Medusa, have Basilisk range, and one of the few 7"-blasts outside of Apocalypse. Second are crunch wise long range twin-linked ordnance lascannons - great for busting heavily armored flyers, otherwise almost invulnerable to Hydra fire.
- Deathstrike: The Deathstrike Missile Launcher tends not to be taken in a lot of tournament builds, being viewed as too unreliable a weapon. Its main selling point is that it (eventually) fires a Strength 10 AP 1 superlarge blast (to put this in context, while a normal Ordnance Blast has a 2.5" radius, a Deathstrike Missile has a radius of 4-6" depending on the luck of the die), ignoring cover, and operating at full Strength against any and all vehicles caught in the explosion; should it go off, it has a high chance of devastating the opponent. On the other hand, it's chances of properly firing are random at best, it won't be firing on turn 1, and the Deathstrike is a one-shot weapon. It mostly gets used either for casual games on account of this unreliability, as a gamble, or for psyching the opponent out into spreading his forces out. But if you're a favored champion of the dice gods, received the blessing of Admiral Awesome, the benediction of Lady Luck and have balls of ceramite, you might just hilariously wipe half of your opponent's forces early in the game. In 2k+ games, combine 3 Deathstrikes with 4 units of Demo Charge-packing Special Weapon Squads in Vendettas, and watch your enemy's face drop as he realizes the the might of pie plates - as he has to deal with either 3 nukes or 12 S9 AP2 large blasts + 12 twin linked Lascannons on turn one. Unless you get first turn of course, in which case he has to deal with 3 nukes having already been hit by 12 large blasts. And from then on, it only gets better...
- Gun Platforms: Short was our rejoicing with unstunnable and durable automated artillery - now they are back to AV10-round 2HP immobile vehicles, and suddenly all stops buying Hydra Platforms. Though there is still saving grace - platforms got cheaper camo-netting, so they can be nearly as tough as they was before if parked in thick cover or behind fortifications.
- Earthshaker Artillery Platform (Forge World): Cheaper Basilisks. Good as long as they are away from enemy, but if you don't feel enough tactical foresight to keep enemy in distance, stick with old mobile Basilisks.
- Hydra Flak Platform (Forge World): No more interceptor, so this is just more fragile immobile discounted Hydra. Low model height now become a big problem, as it would cause LoS problems, and when now you need to keep platforms in cover, you can not solve LoS problem just by putting platforms on top of the hill.
- Manticore Rocket Platform (Forge World): Unlike Regular Manticores, this comes stock with Manticore Missiles, and can only swap them for Sky-Eagles. Use them to spam 7" blasts of hell, as this platforms comes with the biggest discount. With such a devastating power it's even worth it to hide them behind Bastion for camo net improved 2+ cover save.
- Tarantula Sentry Gun Battery (Forge World): - You get a battery of three immobile twin linked Heavy Bolters, with the option to add three more and swap them for a Multi-melta for free, or pay for TL assault cannons or TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18" range, or 90 degrees at 36" range, so you're rarely going to be blasting things across the table with these things. Unlike gun platforms they remain to be automated artillery, but got their toughness lowered to 6. Overall a terrible choice, as while cheap it packs very little firepower yo don't even control, and competes with much more potent choices for HS slot.
- Rapier Carrier Battery (Forge World):- This IS the shit. Cheap in both points and money, it is treated as Extremely Bulky infantry like the Cyclops, but is a lot more fun. You DO want this in a Chimera, and you want it to fucking STAY there, because it can still fire its 36" S9 AP2 Ordnance 1 Laser Destroyer when inside. And the best part? The Destroyer is twin-linked. At 40 points and £25, why in the name of Slaanesh's self-removing pants are you not taking at least 1? You want to reliably kill tanks from inside a safe little Chimera?! Knock yourself out.
- Sentinel Power Lifter Squadron (Forge World): Assault sentinels... wooo! They are the cheapest of all sentinels and comes with basically close-combat autocannons. Funny and fluffy, but it's not really worth spending HS slot on them.
- Cyclops demolition squad (Forge World): Small kamikaze remote controlled tanks. They count as infantry (but extremely bulky), so you can put yo tanks in yo tanks, to play mech while yo play mech. For extra lulz find some homerules for Capitol Imperialis and put Chimera with Cyclops in it into Capitol. Not like it's a valid strategy - Cyclops are fragile and their operators are even more fragile (thank god, you can hide them inside Chimera). If you get lucky enjoy suicide-bombing cover-ignoring Basilisk shell into some Space marine squad, but otherwise stick with more conventional big guns.
- Aegis Defense Lines: In case you forgot to get a Hydra or chose to actually get Anti Air with an Interceptor rule, Aegis will help you out with the annoying fliers. In addition, you get a nice piece of cover for Guardsmen, which you can use as a forward assault base of sorts, or to hide behind (argue with your opponents that your Leman Russ gets a cover save as well). Pretty cheap point-wise, and can be a good choice if you want to have some basic foothold without turning into Gunline Guard.
- Skyshield Landing Pad: On one hand, you practically give your Guardsmen an Invulnerable Save(!) - on the other, you don't have many units that can Deep Strike. Could be worth it, if you have some Deep Striking allies. Park your basilisks or manticores on it, or alternatively a deathstrike missile launcher if you feel your trollface isn't getting enough use.
- Imperial Bastion: Ridiculously cheap, can mount a Quad Gun that can pop transports and flyers, gets 4 free heavy bolters which can be legally placed all on one facing, gives your men the advantage of height and cover, and if you play air cavalry the Comms upgrade is a must, letting you modify your reserve rolls by +1. Place Veterans inside and use it to overlook most of the battlefield, while the rest of your army is moving about/shattering enemy's sky.
- Fortress of Redemption: Expensive both in points and actual cost, this huge model doesn't exactly bristle with guns as you would expect. But now, you are able to dominate everything on the table - tanks will be sniped with the '96 lasgun, fliers will be decimated by BS4 AA guns (you did garrison Veterans in there, right?), and everything else will have to eat Heavy Bolters. And that thing launches Missiles (frag and krak). Oh, and all Imperial units get various buffs and saves, meaning that this thing is the ultimate say in the world of Gunline Guard. On the negative side, this thing turns the field into a giant clusterfuck the moment at least one of it's sections breaks apart.
- Note: If i read the rulebook correctly fortifications are
3+ cover faqqed to 4+. There is apparently nothing anywhere ever that counts as fortifications. (cover chart pg 18 rulebook) Turns out the stuff you buy with points that's named fortification is actually equal to ruins and ruined fortification in terms of cover. Huray.
 Super Heavy
- Marauder Bomber: Flying Fortress of 40k. Imagine the massive bombers that dropped massive amounts of bombs on cities during the Second World War - the Marauder is basically the same thing, but with much bigger and less dinky and useless guns (for the setting). It also happens to share the same name as one too. It's not good for its point cost though, even in apocalypse. Those bombs just don't hurt tanks, and that's something you need to be able to kill. Does come with the ability to switch out the heavy bomb payload for two Hellstorm Bombs, big Inferno templates full of Str7 Ap3 goodness. Useful for when that annoying guy brings a whole company of Space Marines and you want them to DIE NOW. Unfortunate side effect is the tiny payload size. Oh well. As per new Apoc rules super heavy tend to explode in hilariously high range (with D strengths in the 5" epicenter) you can just keep this thing zooming above enemy forces and dare him to kill it.
- Maurauder Destroyer Heavy Attack Plane. While the standard Maurauder is the Imperium's B17, this one is the AC-130. Regardless, with a load out like this it's more akin to the bastard forbidden love child of a Manticore and a Hydra flak tank that's trying too hard, since it's armed with six massive rocket on the wings and three twin-linked autocannons in its nose. Instead of bombing, this sucker flies in and strafes anything unlucky to be on the ground, with hellstorm of fire, and then flies away. Better than the bomber in every way (looks,
armor values, possession of actual AA mounted guns and glorious bombing runs).
- Baneblade: The Baneblade is one of the most feared tanks the Imperium and Chaos posers have to offer. Sporting a Baneblade cannon, co-axial Autocannon, Demolisher Cannon, two Lascannons, three twin-linked heavy bolters, optional pintle mounts, AND optional Hunter-killer missile, its a rolling fortress of death. Comes standard with three structure points, AV14 front, AV13 side, and AV12 rear in the Apoc book. Can be commandeered by a Commissar to REALLY motivate your troops. With the Escalation expansion, IG players can take one Baneblade or one of its variants.
- Hellhammer: Baneblade without the Baneblade cannon. The Hellhammer cannon is shorter ranged but has a smaller template, better strength and AP. But why take this when the Stormsword right down the corner is so much better?
- Banehammer: Holds great potential for fun in trolling Mech armies with it's Tremor cannon. With a 60" range and S8 AP3, the Tremor cannon may not seem like much - but that's when it's special rule "Earthshock" comes in. Everything within 4d6" of it's 7" blast gets caught within a shockwave zone which is treated as dangerous terrain to vehicles and difficult to all else. Not the best super heavy to take, but is fun. Shoot it at hordes and force your opponent to forgo moving phase for the sake of own sanity.
- Banesword: Designed especially to reach out and ruin someone's day. With a range of 180" on it's main cannon (called the Quake Cannon) as well as S9 AP3, Barrage, and 10" Blast, someone is going to have a really bad day. And for shits and giggles, you can kill that annoying Tau player's army 2 tables over, instead of wasting the shots of your Deathstrike Missiles.
- Stormsword: Best at street fighting and siege warfare, what this bad boy lacks in range (a sort of pathetic (for Apocalypse) range of 36") is made up for in firepower. Its cannon launches a enormously painful S10 AP1 10" blast primary weapon shot which denies cover saves and instagibs vehicles on a 3+, at the very least ripping off a weapon. It will also turn anything with less than T6, inside out. So, in other words, it's a great way to say "Screw you!" to that annoying Vindicare Assassin, who is camping in the ruins. The blast template is in fact so huge that it is actually physically incapable of missing it's original target with its main cannon - which is awesome. Firing this thing once can wipe it's cost in units off of the gameboard, which is even more awesome. Pretty much everything you love about the Leman Russ Demolisher is taken up to eleven on this baby. If you can get these guys in range, they will never fail to impress with the incredible amounts of destruction they will unleash upon the enemy.
- Doomhammer: This super heavy isn't sure if it's supposed to be a scary ass tank or dedicated transport... so it does a decent job as both. With a transport capacity of 25 models, it certainly isn't too shabby, especially with it's fire points (well, fire point, really) allowing 10 models to blast away from it. It also counts as open topped for (dis)embarking purposes. Its primary cannon (named the Magma Cannon - yeah, it's the Volcano Cannon's baby brother) has a range of 60" and is S10 AP1 5" blast. So yeah... Something caught between a Stormsword, Stormlord and a Shadowsword. For a jack of all trades, this is a decent choice (though the Baneblade is probably better at it).
- Shadowsword: Much alike the Baneblade, but instead of a turret and hull weapon, mounts a huge Volcano Cannon (yes, it is as powerful as it sounds). The Volcano Cannon stats are simple: 120" S:D AP2 Large Blast. Yup. It is the Titan Killer and is possibly one of the most useful Baneblade-based vehicles.
- Stormblade: Taking the Shadowsword chassis and sticking the Plasma Cannon from a Titan on it. (They call it a Plasma Blastgun, but that sounds pathetic.) Allows for two firing modes: Rapid and Overload. Rapid gives you 2 shots at 72", S8 AP2 with a 7" Blast and Overload drops it down to 1 shot with 96" range S10 AP2 Apocalyptic Blast. So if you need to clear out a horde of non-super heavy tanks at range, this'll be high on your list.
- Stormlord: It's a Shadowsword chassis with Vulcan Mega bolter instead of Volcano cannon (Yes, the Mega Bolter is as insane as it sounds: Imagine a Vulcan Minigun with Heavy Bolters for each barrel), the Mega Bolter is: 60" S6 AP3 Heavy 15, AND if the Stormsword doesn't move, it can fire twice at different target or the same target! However, the most lulzy thing about this beast is that it can transport FORTY troops. 20 of which can fire from a rear mounted firing platform. To really maximize its epic lulz potential, team up with a Space Marine player and let him shove 20 devastator Marines in it. For obvious reasons, this thing will then be chucking out more fire than an entire Imperial Guard regiment. This is highly acceptable.
- Malcador: Basically a bigger Leman Russ, half the size of a Baneblade. Like the Russ, it has a Battle Cannon, but has the option for Sponson Heavy Stubbers or Sponson Lascannons (Hint: This is the correct choice). Malcadors have a limited turret traverse, due to their weird design.
- Malcador Defender: Instead of a Battle Cannon, has a bunker on the top with five Heavy Bolters and a Demolisher Cannon in the hull. Use it to transports Conscripts or smaller Combined Squads.
- Malcador Annihilator: Has a twin-linked Lascannon turret weapon, and a hull-mounted Demolisher Cannon. May feel a bit schizophrenic despite seeming like a mainly anti-vehicle platform.
- Malcador Infernus: Take a Malcador, throw out the turret, and give it a Titan-sized Inferno Cannon. It's a GIANT flamethrower tank, like a Hellhound on steroids. Also has Sponson weapon options, which is good to finish up the burned up squads.
- Valdor Tank Hunter: Like a smaller Shadowsword, or specifically, like a bigger Destroyer Tank Hunter. It has a massive laser cannon. Has a single sponson mounted awkwardly on one side, firing arcs make it only useful for self-defense. Suffers slightly from the Vanquisher Syndrome of not being able to target enough things fast enough and having only has BS3. It does possess primary weapon which vastly increases chances of successful penetration, and AP1 highly increases chance of of the enemy vehicle being destroyed outright.
- Minotaur Artillery Tank: Basilisk on crack. Carries two Basilisk cannons on a Malcador hull. Don't ask why. Ask: "Why not?"
- Macharius Heavy Tank: Comparable to the Malcador, except with moar gunz. Standard Macharius has two sponsons and a TWIN. LINKED. BATTLE. CANNON. Unlike the Malcador, the Macharius has a full 360-degree traverse, so it can fire in any direction from its position. Also has hull-mounted twin linked Stubbers in the front.
- Macharius Vanquisher: TWIN. LINKED. VANQUISHER. CANNONS. Also has sponsons on either side. Hull-mounted Heavy Stubbers also. Hilarious anti-tank firepower. Also experiences Vanquisher Syndrome.
- Macharius Vulcan: Mother of god. For ultimate cheese, get a Stormlord with Vulcan Mega Bolter, and get a couple of these to roll with it. This Macharius has a Vulcan Mega Bolter on its turret, plus the sponsons and hull Heavy Stubbers. Removes Tyranid players from the Apocalypse games in the radius of a few miles.
- Macharius Omega: A Macharius assault tank, basically. Has no turret for its PLASMA BLASTGUN. Has sponsons weapons also. Burns through bio-titans and monstrous creatures like they're nothing.
- Gorgon Assault Carrier: The ultimate party bus. The Gorgon can transport entire platoons instead of just a single squad. Has two twin-linked Heavy Stubber turrets on the very back, and has the option of either sponson-mounted weapons or twin-linked Mortars. One thing to note is that the Gorgon is permanently open-topped. This can be good or bad, depending on how many Ogryns you packed inside. Also, you should notice AV10 rear armor, which means it would die like bitch to krak grenades or thinks like Deffkoptas. Sadly, passengers cannot fire out of Gorgon, may be because AV14 transport with 8 3-man heavy weapon teams would be totally broken.
- CRASSUS ARMORED ASSAULT TRANSPORT: Picks up where the Gorgon slacked off. Has two Heavy Bolters (which you
could should replace with better guns) on its nose, sponson weapons and it's completely closed. Carrying capacity of 35 (compare to Gorgon's 50). The main reason you should prefare CRASSUS ARMORED ASSAULT TRANSPORT is speed. It's 12". For super-heavy vehicle. It's pretty much the IG's equivalent of a Land Raider (it costs exactly the same point-wise), and like the Predator vs Leman Russ, the CRASSUS ARMOURED ASSAULT TRANSPORT is more powerful, more durable, and generally better at it's job, which is also hilarious when you think about it.
- Praetor Armored Assault Launcher: CRASSUS ARMORED ASSAULT TRANSPORT with its transport capacity replaced with huge rocket launcher. Like the Minotaur is a super-Basilisk, the Praetor is a super-Whirlwind. Its backside houses a Multiple-Rocket Launcher, armed with either brutal S8 AP3 pie plates, less powerful horde-eating 7"-blasts, or anti-air krak missiles - in all modes its fire two twin-linked missiles per turn. And you can choose armament at the game starts, making Praetor very versatile. It also has two sponsons on the nose, just in case.
- Dominus Armored Siege Bombard: Another Crassus-with-huge gun. This time it packs a battery of three giant mortars on its back, which could fire only one S10 AP3 pieplate on move or three of them while static. It could be much more cost-effective and durable artillery than a squadron of Basilisks, but only if you keep it stationary. Worth noting, there is still no model of this thing.
- Vortex Deathstrike Missile: While not technically a superheavy, firing one of these off will lead to an ass-kicking usually reserved to only the heaviest of guns. Literally, nothing in the game hits as hard as this. Basically a Deathstrike missile launcher with the plasma warhead replaced with an intercontinental-sized VORTEX warhead. While being fragile in the extreme, unable to go off in turn 1, having to take a lord commissar and an entire infantry platoon to keep it safe, and a single shot wonder, it is still completely worthwhile. A 10" blast of fuck-any-and-all-types-of-saves-or-get-out-of-death-free-cards will remove anything it touches. Even baneblades and gargantuan creatures will be seriously ass-fucked when this bitch says hello. Take only if you think your balls are as brazen as an imperial guardsmen
- Titans: TITANIC GOD-MACHINES OF PURE RAPE. They pack awesome firepower on ungodly durable platforms, but hell they are expensive. One thing you should remember: Titans are NOT indestructible. Despite being TITANS they are quite fragile for such point cost. Their void shield could soak a lot of anti-tank shooting, but they work only against shots from 12" and more, not to mention close combat. KEEP YOUR TITANS AS FAR FROM ENEMY AS POSSIBLE - a lot of things could kill them if they come close enough. Meltaguns are problem. Hummershield/chainfist terminators are big problem. Warscythe Lychguards and Scarabs are massive problem. Daemon lords and Revenant Titans with swords are death. Hell, I once saw a single veteran squad with meltabombs grav-shuted near a Reaver titan and kill it in one turn. Also, keep in mind that all titan weapons (except Mega Bolter) are blasts, so they cannot hurt fliers (yes, even Manta).
- Warhound Scout Titan: Buy three!!! Can equip two arm weapons: Give it two Turbo-Laser Destructors and watch the fireworks as it kills everything else on the field.
- Reaver Battle Titan: Buy one! Gets two warlord-class arm weapons and one warhound-class carapace weapon or giant Rocket Launcher/Vortex Missile on its back.
- Warlord Battle Titan: MAKE ONE!!!!!11111!!!!!11!!1!!!!11!!!!!11!!!!111 One of these, will obliterate it's cost in say, Predator Annihilators or Baneblades, without a single scratch. It mounts two of the Warhound's weapons on its back and two of its own weapons on its arms, which pack more range and fire more shots each turn.
- Imperator Battle Titan:If you play against one of these, just give up... I mean, the other Titans scale up by adding on guns, but this God-Machine carries six carapace weapons (use the Warlord's weapons for that, there's not point using the Warhound's), it has two arm weapons - and even it's weakest arm gun will at the least let out 6 strength 8 AP3 shots. There is no safe place against it, its weapon's range allows it to hit anything 36" away and beyond. Even if the enemy team fills every square inch of the board with anti-tank weapons, this thing will come out on top without taking so much as a glancing hit to it's armor, with all the void shields they need to get through first. Load up on Laser Blasters for the carapace and Vengeance Cannons for arms and this can let loose an insane TWENTY-SIX destroyer shots. You still should beware close combat monsters and meltahouses - with minimum fire range of 36" Imperator cannot shoot down any approaching TEQ's, scarab swarms, or those overpowered deepstriking corsair Fire Dragons (unless you put some good fire support units into his leg-bastions, which you really should). You will never get a model for this thing, not in a thousand years, but you can proxy one, just ask your two meter (seven foot) pal over and get him to cosplay.
And remember - chicks dig giant robots You're not fooling anyone Princeps.
Note that Tau have some really nasty Apocalypse fliers which are due for an update soon and already seem designed to destroy anything you can field. See [] for details.
Tactics for the Imperial Guard have been expanded upon through out the years resulting in a plethora of different stratagems. First to explain a few of the different rules of the IG and their different uses. As well as some army compositions and strategies.
The order system, though new to guard, has become one of the most important and most raged about addition to the IG codex. When you are about to declare a Ld check for an order, get your troll face on. The fact is, is that sisters are only decent now because of faith points. In a few years the same will be said about guard and the orders system. With orders your lasguns become 30-50% more effective. You get rerolls for cover and armored/monstrous enemies. When you go to ground with an order, you go to ground like no other son of a bitch. Your run move is guaranteed to be decent. Some call it broken, but you can not give orders to those inside vehicles. So the most broken list of guard currently, can not make full use of them. Anyway, orders are the shit. And you don't even need lady luck on your side. With the right vox system and use of other leaders Ld *COUGH* commissar *COUGH*, you should be able to roll a savings grace.
The orders are as follows:
- Bring it Down! - Allows an ordered squad to count their weapons as twin linked when engaging a Monstrous Creature(s)/Enemy Vehicle(s). Best used for Heavy Weapon Teams and Forge World artillery, especially if they use scatter weaponry.
- Fire on my Target! - Allows you to force the enemy to reroll cover saves. Not very useful unless you are fighting against basic Ork boyz mobs or Tyranids, who usually have to live and swear by cover.
- Get Back in the Fight - Let's you basically get an assaulted squad back in the fight. May get you a lucky extra shot, or force the enemy to waste their assault against a leftover squad rather than another, juicier target. Useful when you are not taking Commissars for the squads. Also hilarious when used to instantly recover units from going to ground, making your guard more survivable and going to ground more viable!
- First Rank, FIRE! Second Rank, FIRE! - Your most frequently issued order, Rank Fire basically gives you guardsmen an additional shot. This however only affects standard lasguns, so every other weapon shoots normally. Still, there are few things that match the expression of the opponent's face when you get to roll 28 dice at the same time, which means that even at BS3 and Strength 3, the enemy is in the sea of possible pain. Use with combined squads for extra hilarity, and don't forget to ask your opponent if you can borrow his dice.
- Incoming! - Turns your normal 5+ cover save into a 3+ and Aegis/ruin 4+ cover into 2+. Sit on an objective and make Death Guard jealous. Off course, your guys would shoot only snap fire, but who cares?
- Move! Move! Move! - Practically gives you the 4 inches of running. Useful when you really need to relocate your troops in response to the enemy.
- For the Honour of Cadia! - Creed's special Order. Throws the ordered unit into combat with additional special rules applied to them for the turn. Really, this is only useful to send Rough Riders to their deaths more efficiently. Or to furious-charge vehicles with rear AV10 and glance them to death, not that you will get that opportunity often.
- Like the Wind! - Practically let's you run and shoot. Not as useful in 6th edition, but is still able to provide sufficient annoyance to the enemy.
 Army variants
Blob Guard is a rather simple concept: Have more bodies than your opponent has bullets. The fact is, IG has access to Guardsmen that can be as cheap as 4 points(Conscripts, lots of conscripts). You will overwhelm them in model count, in deaths a turn, in shots fired, you will have at least twice as many Heavy Weapons as they will. All of their Anti-Tank weaponry that was meant to take out the 150 point Leman Russ? It killed a few guardsmen with lasguns, good job. The problems that come with such an awesome army composition is the lack of speed and how effective the enemy Anti-Infantry weaponry will be against you. A decent thousand point list might consist of 2 20 man Combined Squads with a Commissar and Priest each, about 9 or so Heavy Weapon Units, and your three or so Command Squads (2 Company Command/1 Platoon Command) loaded out with Special Weapons. Works best in a Cities of Death games: All that cover, all those cover saves, your men will live a bunch longer, and confound the enemy to no end.
Mech explores the wonders of armored vehicles. The core of the army would be a Company Command Squad and 2 squads of Vets, all in Chimeras. And the rest would consist of anything from Leman Russ tanks to Vendettas, to artillery, Fast Attack choices, or more troops in Chimeras. There are few sublists:
Leman Russes. Leman Russes of all kinds, everywhere. If it exists, there is a Leman Russ created specifically to murder the ever-living shit out of it. Punishers and Exterminators reap infantry blobs. Vanquisher removes tanks from the battle. Eradicators make cover useless. Executioners melt terminators into slag. Demolishers and Battle Tanks are omnivorous in their diet of destruction. Oh, and you can mix and match tanks within their respective squadrons. Kit out each tank for their respective role. Remember to place Pask in one of the tanks (Exterminator, Punisher or Vanquisher preferable), as for 50 points, you will get quite a payoff. Remember to point your front armor towards the opponent, do not get flanked, don't get too close to melta, and enjoy removing parts of the enemy army every turn. You can keep at least one Heavy Support slot for the sake of Hydras, or if you feeling ballsy, just rely on the Aegis Defense line.
You will confuse your opponent when he realizes that on turn one, you will have little more than Company Command Squad and Veterans in Chimeras. Maybe you'll shoot an Artillery Strike during your turn. But that doesn't matter. Because, once the second turn comes in, you roll three dice, look at your opponent, smirk, and turn on the music. Enjoy the cheese of 9 flying, twin-linked LasCannons. You should be able to get 9 Vendettas in under 1500 points. You can either place more Veteran Squads inside Vendettas or get some Artillery/Hydras in to support your airborne forces. This strategy is not highly effective against hordes, for a rather obvious reason, but in that case you can take Valkyries with Multiple Rocket Pods. Take Bolter Sponsons and watch your opponent's mouth start foaming in futile rage.
Put Vets in Chimeras. Give them Meltas. Fill up Force Organization chart under Troops. Do same with Company Command Squads and Storm Troopers. Despite what you may think, you shouldn't really use Gunships for this, since you can't employ the melta drive-bys with them.
This army is for those who can't choose between the two. A main force hits head on, while supported by tanks and artillery, and Vets come in from a supporting side. As they say, hit from the air, sea, and ground. A list might include, a Company Command Squad, along with a squad of Vets in a Chimera, A squad of 20-30 Guardsmen with a Commissar and Priest, a Leman Russ variant, and a Basilisk.
Take a few infantry squads with just standard guardsmen, say around 20-30 troopers, do not upgrade at all, these are meat shields. Fill up your remaining points with the Imperium's single most destructive medium, Basilisks, "But wait!!" you say "Baneblades/Titans/Shadowswords are more destructive". And yes, you'd be right, HOWEVER, when you have, say,
10 1000 10000 1,000,000 (Billion) Basilisks per Battle Titan, well - you get the picture. Whilst your enemy is dossing around trying to kill your infantry, your numerous Basilisks pound them into dust. AP3 and large blast means all standard infantry fall like chaff to these bad boys, whilst S9 means most man-sized units suffer instant death. This mind-blowingly massive amount of firepower is, however, completely useless if the crew is being hacked to pieces by deep striking terminators or some other such buttholes. So this formation is best for large, pitched, foot-slogging battles, where your foes will be lucky to even reach your infantry lines if you've spent half your points on Basilisks. So, enjoy crumpling Space Wolves.
- "Time to introduce them to little Hansel"
Take Whatever You Want, but when it comes to the heavy support slot take the following. Ordnance Battery(ies) One Griffon Heavy Mortar and two Colosus Siege Mortars. The Griffon is to fire First. Don't like the scatter roll? ReRoll it. Follow up with the Colosus shells. Str 6 Ap 3/4. Aegis Defense Line? Bitch please. Power Armour? I think I came. Asuryan? Yo' face is stupid, allow me to show you why the galaxy belongs to man.
While this army is very, very difficult to pull off right, it can lead to some very entertaining trolls. This army bases itself off of the IG's two biggest trolls: Creed and Al'rahem. Take a Company Command Squad, throw in Creed and an Astropath (and Kell if you so desire). Next, take an Infantry Platoon, throw in Al'raheim, and tell them to outflank. After this, throw in a squad of Leman Russ Vanquishers with extra armor, Plasma Sponsons, and Pask. Note that Devil Dogs can save points, but Vanquishers are a sure-fire kick-ass. After this, take a Vet squad for your last troop spot, outfit with Camo Cloaks, Sniper Rifles, and a Lascannon. Take a squad or two of Ratlings and you have your base SURPRISE, MOTHAFUCKA! army. Use any extra points left over to deck out your CCS with a Lascannon, Camo Cloaks, and maybe a Master of Ordnance or a couple of Bodyguards. If you still have points left over, give Al'raheim and his platoon Commissars and Vox Casters. When you begin your game, use Creed to outflank your tanks and Al'raheim to outflank his platoon. Hide your CCS and Veterans behind cover, then infiltrate your Ratlings into some cover in the middle. Fight a war of attrition against your opponent while you wait for your outflankers to come in. When they do, say this. When done correctly, this can lead to extreme lulz and/or rage. Just as planned.
While certainly entertaining, the above list is mediocre at best. Going all out with outflanking troops is a much better idea. So try this on for size:
CCS - Creed, Astropath, camo cloaks, lascannon.
Lord Commissar with basics.
2x Priest with Evisorators.
2x Infantry Platoons - Ok heres where the pain comes in. Have one platoon take Al'rahem, slap 50 man blob togrther with meltaguns, krak grenades, and a sarge with a power sword and melta bombs. Then take conscripts, loaded out at 50 men. In the other platoon, take Chenkov, give the cons SITNW, and pack in another 50 man blob, loaded the same. Any other points through into vendettas for antitank or artillery. Now use creed to ouflanks chenkovs 50 man blob, and alrahems cons and 50 man blob MUST outflank, and thus does not count agaonst units in reserve. Attach a priest to the cons and the Lord Commissar to any Platoon blob. Hide all the units not outflanking behind buildings, and on turn two roll two dice, and laugh as 150 guardsmen swarm in from both sides. Double points for losing the conscripts and having them outflank AGAIN. May FAQ gives alrahems cons a 50-50 chance of outflanking everytime they are destroyed. Upon successful execution of outflanking, play this while making long speeches of your imminent revenge for all those previous games lost using this slightly above mediocre list.
With 6th edition rules, any Imperium army can ally perfectly with Guard. (Except Grey Knights, which can still ally but nobody likes them. Ha. However, it's more likely that the Grey Knights hate everyone else.) Every single Space Marine (all variants) and Sisters of Battle unit is available to back up your Guard, and Grey Knights, Eldar, Tau, Orks, and Chaos (in case you're feeling heretical) can be used as well, but no one likes them. You can also ally with Necrons if you're don't care about logic and just want to make opponents cry at the amount of firepower you're going to put out every turn.
So far as allies go, divination has some fuckawesome powers for use with guard, so using any battul bruthars with divination capabilities is a pretty good idea.
- Blood Angels--nice because you can get death company to go rip people's head off while they're at it. Stick a chaplain in a blob and they're fearless (not cause of the chalice, but because the chaplain is fearless)
- Dark Angels-
SWEET MERCIFUL EMPRAH, AZRAEL Ahem, if you're feeling particularly trolltastic, you can attach Azrael to a 50-man blob of guardsman for 50 4++ invul saves and furious-motherfucking-charge. Then just grab some deathwing termies (or ravenwing if you're kinky like that) and deepstrike them behind enemy lines, and watch the madness ensue. Also buy a librarian with Prescience for your 50-man blob. This cheese has officially upped Dark Angels to the number one allies for IG (in this writer's opinion at least).
- Spess Puppies--if you don't mind the yiffing, they've got some nice firepower to add. A possible tactic is x-hibitz's gunline--bubble wrap fo yo bubble wrap. Rune priests are, of course, the big draw here.
However, the best source now has to be new Inquisition. Why?
- You only need to take an Inquisitor minimum in the detachment, it may as well be like selecting special and generic characters from this Codex.
- He's absurdly cheap for what he does, a psychic Inq. with Force Sword coming to just 55 points.
- He's able to take powers from the divination tree.
- He has a ton of absurdly useful goodies, including: Servo Skulls that shut down USR's that increase mobility like scout while reducing scatter on your pie plates by D6 when shooting at units within 12 of them, the Liber Heresius which can give your blob hilarious shit like splitfire so you can have a unit which can devastate two other enemy units at once, or have split roles in its lasguns and getting heavy AT guns. There's also the Psyoccolum for giving an ENTIRE UNIT OF 50 GUARDSMEN BS10 when shooting at units with Psykers inside, so say fuck you to Joe Schmoe with the Daemon Prince.
- The henchmen selection is mental and incredibly varied, allowing for a warband that pumps out enough firepower to drop jaws. Up to 3 Servitors with Multi Meltas, a Jokaero Weaponsmith, 3 SW Acolytes, Preachers that can also take SW's and give the squad re-rolls to wound in shooting with War Hymns or re-rolling armour saves/invulns.
People who can't give you divination but might be worth a look:
- Black Templars: cc. Command squad with termies. Customizable and cheap. Need I say more?
- Grey Knights: If all you want is tough marines, Deathwing Termies (from the Dark Angels) are probably better since they can reliably hit the field on turn 1 or 2, and they're more gun-tastic anyway, after CC has been nerfed so much by 6th edition.
- Spess Mahreens: The new suppliments there are alot more things you can do.
- Sisters of Battle: Cool, but tricky. Acts of faith are always fun.
There is a very, very unfriendly way to do allies: from the FAQ on Forgeworld, any type of Guard can ally with each others with Battle Brother level, which means Codex Guard can now allies with Death Korps of Krieg: Siege Regiments, Death Korps of Krieg: Assault Brigade or Elysian Drop Troops and as well as... Death Korps of Krieg: Armoured Battle Group and Armoured Battle Group to get a maximum of 8 more tanks! Use this as your advantage so you can field bunch of artilleries in your Codex IG FOC while another bunch of tank in your ally ABG FOC in high point battles. Beware this may result in a loss of friends in your local community.
 What to buy
The battle force. This gives you two squads of 10 and a leader pack, as well as heavy weapons and a sent. This will be helpful if you are going blob or mech. You can make them vets for a quick 500pt army. You can even save the heavy weapons for vehicle modifications later when you buy tanks of you go for mech.
Next thing would most likely be a Leman Russ and two chimeras if going mech,and another battle force if you are going blob.
Also if you dip, or one of your friends dip, ask them for the metal lids to the tobacco containers. These are the exact size of the heavy weapons base. Making it extremely easy to take advantage of all the heavy weapons in the pack. Just use the bending knee for the dude shooting, and put the other dude as a standing man. Green stuff some sandbags or a wall to take place of the tripod stand.
As far as organizing your army, you ought to know better that you don't have to pimp out every platoon FULL of men. Usually, two large Platoons decked out will do the job, BUT you can take smaller platoons in order to get more Junior officers on to the table for more orders. That all said, let's calculate the body count if you spammed every slot.
HQ: CCSx2 (24 models; Commissar, Chimera, and all Advisors, including Officer of the Fleet and Astropath, which are MANDATORY)
Techpriest x2 (With 10 servitors. Give 'em ALL plasma cannons. Because you can.)
Elites: Stormtroopers all around, bitches (30 models)
Troops: 6x FULL Infantry platoons (6x6-man PCS + Chimeras, 30x11-man Infantry squads + Chimeras, 30x6-man Heavy squads (it's two guys on one base, be glad I'm not counting the gun model), 12x6-man Special squads, and 6x50-man Conscript squads. 954 models, bitch)
Fast: 3x Rough Rider squads (30 models)
Heavy Support: 9x Leman Russ EXECUTIONERS WITH FULL PLASMA-SPONSONS (STFU. You want them)
Grand total: 1064 models, INCLUDING Chimeras. Yes. You can have one-thousand models on the table. THIS IS THE GUARD. OUR INFANTRY ARE BLOBS.
Want MORE INSANITY? For an extra 500 points you can make those 300 Conscripts UNDYING MONSTROSITIES! This is also mandatory, no exceptions.
But unless you're a millionaire or you've been in the Guard since 2nd edition, you aren't pulling this off. ALSO IT COSTS 13295 POINTS TO FIELD ALL THIS SHIT JESUS
Things get even more ridiculous with the new 2000+ double FOC change in 6th edition!
HQ: 4x CCS + advisors + chimeras, 10x Priest, 4x techpriest + servitors
Elite: 6x 10-man stormtroopers + chimeras
Troops: 12x Infantry Platoons
Fast Attack: 6x 10-man Rough Riders
Heavy Support: 18x Leman Russes
Total: 1850 troops, 100+ tanks (72 Chimeras, 18 Leman Russes)
That's right, a non-apoc IG can and WILL run your ass over with a megaton of tanks and bodies!!! That's a true fucking RAPETRAIN! (If you have 24,700+ point games that is)
Ideal generalized army list that you should start with:
HQ: 1x CCS
TROOPS: 2 Infantry platoons of two Infantry squads each
FAST ATTACK: Scout Sentinel x2, Valkyrie and Hellhounds if you wish.
Once your army has reached this point, start looking at where you want to go with it. You'll have a decent base for starting the typical MechVet army that is shining right now. If you want to get Leman Russes, get three, split between two Battlecannons and a Demolisher. Max out melta. It's the best thing in the game currently. Just do it.