Switch Theme:

Guard tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sinewy Scourge




Boulder, Colorado

ok, so I just watched the movie the hurt locker while I was painting some of my Imperial Guard, due to the military nature of that movie, I started thinking about my guard, and the overall tactics I can use that are inspired by the US military.

such as intervening lines of fire and deadzones, how could I use these types of things to hurt my opponent. Using these with the speed of guard (or lack thereof) should work, but also can be difficult, as currently, I am mainly playing one of the fastest armies in the game, dark eldar.

sorry if the question doesn't make sense.

happy wargaming,

-Mikey

   
Made in gb
Killer Klaivex




The dark behind the eyes.

Traditionally, questions are phrased with a "?" at the end.

Anyway, I'd like to offer some advice... but unfortunately I really suck with guard and haven't won a match with them in over a year (not that I've played them much, but still).

The best advice I can offer is that you really have to think about where you'll be moving after deployment. I say this because I also play Dark Eldar and, when I switch to guard, I usually struggle to get it into my head that my vehicles are slow and can't just jump over each other (and terrain). So, I frequently end up with a big mess of tightly-packed vehicles, that get in the way of each others weapons and arcs of fire.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Dakka Veteran




Eacute cole Militaire (Paris)

Modern military tactics dont work with Guard due to the 40 k rulework.
But when thi king about such things maybe Look at some lets plays with dkok on yt

Do not kill. Do not rape. Do not steal. These are principles which every man of every faith can embrace.
For if you do, one day you will look behind you and you will see us And on that day, you will reap it,
and we will send you to whatever god you wish.  
   
Made in au
Missionary On A Mission




Australia

Guard tactics rarely evolve beyond 'throw more bodies and/or tanks at the enemy while drowning them in artillery fire!' There's not usually much finesse, just application of brute force firepower and an overwhelming amount of bodies.

Whether or not it translates that well to the tabletop is another matter. Non-skimmer vehicles are at somewhere near the bottom of the heap in this edition of 40k, rendering basically the entire Leman Russ catalogue as sub-par. Large Infantry Platoons can have a surprising amount of resiliency considering they're made up of T3/5+ models, but unfortunately their damage output leaves something to be desired. The Guard codex is clearly designed towards the brute force/large numbers approach but the current rules of the game don't support that style of play well at all.



 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

The trouble with Guard is their inherent lack of mobility, facing off against increasingly mobile opponents. Shooting hasn't improved much for the Guard through successive editions, but mobility has more than doubled. [Think about a super sonic flyer moving flat out -> 72" in one turn, vs 24" for a Fast Skimmer in 4th edition]

Without mobility, you're relying on your opponents to leave you suitable targets to shoot. If you move fast, you can hop from terrain to terrain, denying LOS. You can also co-ordinate massive damage on one section of the board, wiping it out, denying any kind of retaliation.

Plenty of ignores cover wipes out your infantry. Non-Russes have weak side armour, allowing those fast units to easily HP our tanks to death. [I like the HP rules, just not our flimsy tanks!]

So an unreliable means of protection [cover] coupled with an inability to quickly capitalize on a vulnerable unit... we're cooked in this edition. Just the way. Someone's always got a weak codex, and right now, we're one of them.

This message was edited 1 time. Last update was at 2015/08/09 07:03:49


 
   
Made in gb
Guard Heavy Weapon Crewman






Grimsby, UK

You could try having some of the shorter ranged russ variants on one flank of the board. Then the enemy might think "Ha! I can avoid these guys by staying out of range on the other flank." Then you hit them with deep striking or fast stuff.

   
Made in ca
Junior Officer with Laspistol





London, Ontario

Deep Strike = Scions = Poor value, hard to play effectively.

Outflank = Scout Sentinels = 2hp with paper armour = Weak "alpha strike" followed by quick destruction. Weak BS and no CC ability make for poor support.

Fast = Vets in a Valkyrie = Flyer with no ability to fight other flyers, with weak Anti-Infantry firepower. Expensive. Then your Vets get out, with little to no support, and get assaulted / swept by 5 tactical marines.

Or

Fast = Evil Mutt tanks = Mediocre value


Our mobile options are expensive or ineffective, and draw away from our "strength" in low mobility, high firepower.
   
Made in gb
Humorless Arbite





Hull

The trick is to force them to come to you, to counter our mobility problems.

Bring heavy artillery they can't afford to ignore (Manticore, Deathstrike etc). Bubble wrap it and have your men defending it... then when they come for it, they are bringing themselves into range of your own forces.

I personally use a FOR behind which I hide a Basilisk and a Deathstrike. That and the FOR's missile bunker is a pretty dangerous collection of gribblies.

In effect, I'm suggesting gunline... and gunline hard. What the guard are good at.

   
Made in us
Dakka Veteran




Dont forget our ole friends the rough riders. Mobile and fragile
   
 
Forum Index » 40K General Discussion
Go to: