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Made in gb
Hardened Veteran Guardsman




Warrington

Hi All,

I have been a long time IG player and I am a bit sick and tired of people saying Guard cannot compete in 7th edition, so I have decided to put together a series of videos on how to a make IG work in 7th edition with a focus on competitive play

My only hope is to restore some positive feeling in the Guard community and maybe pass on what I have learnt over the last 12 years.

++++ DISCLAIMER: Some strong language used in the videos. ++++





Automatically Appended Next Post:
Hi Everyone, here is the next video in the series.

I thought it best to double up the videos in per thread so that even though I wont be getting as many views probably, I wont be spamming the tactics page as bably.

Warhammer 40k Tactics: Infantry are the Key to Success
"Mech Guard is dead, Mass Infantry is the only way to remain competative in 7th for a Guard Commander."




For Part 2 in the series please follow the link below:
http://www.dakkadakka.com/dakkaforum/posts/list/706667.page

For Part 3 in the series please follow the link below:
http://www.dakkadakka.com/dakkaforum/posts/list/707107.page#8994318

This message was edited 8 times. Last update was at 2016/11/02 20:17:15


6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in no
Regular Dakkanaut




Excellent video, a couple of things i disagree on.

Big fan of conscripts, but the regular platoons really feel overpriced at 5 points per model. The new platoon formation makes you max out those platoons and dosnt allow taking priests. I have been using them as allies to get wyverns, conscripts and priests into my list and some of the forgeworld artillery. The rest of the choices in the book dont have much appeal from a competitive point of view.

CAD seems more appealing as you can have more conscripts and less guardsmen, something like:

Platoon
5 Platoon command
20 guardsmen 2 autocannon
50 conscripts

5 Platoon command
20 guardsmen 2 autocannon
50 conscripts

5 Platoon command
20 guardsmen 2 autocannon
50 conscripts

Or is it important to have mass 10man squads for layering vs deathstars? Havent tried the new Cadia formations, are they worth it? I usually just throw in 70-80 bodies as allies since they usually are useful.
   
Made in gb
Hardened Veteran Guardsman




Warrington

Remtek wrote:
Excellent video, a couple of things i disagree on.

Big fan of conscripts, but the regular platoons really feel overpriced at 5 points per model. The new platoon formation makes you max out those platoons and dosnt allow taking priests. I have been using them as allies to get wyverns, conscripts and priests into my list and some of the forgeworld artillery. The rest of the choices in the book dont have much appeal from a competitive point of view.

CAD seems more appealing as you can have more conscripts and less guardsmen, something like:

Platoon
5 Platoon command
20 guardsmen 2 autocannon
50 conscripts

5 Platoon command
20 guardsmen 2 autocannon
50 conscripts

5 Platoon command
20 guardsmen 2 autocannon
50 conscripts

Or is it important to have mass 10man squads for layering vs deathstars? Havent tried the new Cadia formations, are they worth it? I usually just throw in 70-80 bodies as allies since they usually are useful.


Firstly, thank you for watching the video!

Yes, sometimes it does feel like the regular guard are over priced, but when you run a pure infantry army like myself (which I think is the only competative way to run guard these days) you need them to bring the big guns. If I could take conscripts on their own I would do, because I will still easily be able to get to the sweet spot in terms of numbers (200+) but I would also have so many points left over that I could still afford tanks and other heavy hitters.

In terms of death star counters, I tend to find that having a 3-4 big blobs backed up by 5-6 small 10 man squads works well. The death star will wipe a blob every turn or two but allyour little squads will be able to rn around and grab objectives/maelstrom points.

Regarding the new formations, please check out this post I made about a month ago: http://www.dakkadakka.com/dakkaforum/posts/list/0/702835.page#8910749

I took the Infantry Company to a highly competative tournement and kicked some butt

Just to let you know I am in the middle of making a whole series of videos on Guard tactics in 7th, so feel free to check them out and hopefully it will answer your questions in a bit more depth

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

Your tournament report did inspire me to take an infantry heavy list to a tournament. I looked long and hard at the Cadian formations, but in the end couldn't commit to them as I found the loss of objective secured too much.

I ended up taking:

big blob with autocannons
big blob of conscripts
1 unit of quad launchers
1 unit of earthshaker carriages
a knight Acheron
Elysian CAD with vets and a vulture.

I went 2-2-1. I faced 4 death stars and the Big Mek Stompa backed up by bully boyz. Split my games against the death stars and tied the orks. The two games I won, objective secured was crucial for end game objective holding (we played ITC). I think next time I would probably drop the knight and take the Librarius Conclave to boost my shooting.
   
Made in gb
Hardened Veteran Guardsman




Warrington

bogalubov wrote:
Your tournament report did inspire me to take an infantry heavy list to a tournament. I looked long and hard at the Cadian formations, but in the end couldn't commit to them as I found the loss of objective secured too much.

I ended up taking:

big blob with autocannons
big blob of conscripts
1 unit of quad launchers
1 unit of earthshaker carriages
a knight Acheron
Elysian CAD with vets and a vulture.

I went 2-2-1. I faced 4 death stars and the Big Mek Stompa backed up by bully boyz. Split my games against the death stars and tied the orks. The two games I won, objective secured was crucial for end game objective holding (we played ITC). I think next time I would probably drop the knight and take the Librarius Conclave to boost my shooting.


Thats awesome to hear! 2-2-1 with a Guard army is a very respectable score, so a big well done I don't have much exp with ITC format so you probably made the right call going with the CAD.

Quick question:
Did you find the arty in your list useful? Against invis deathstars I would have thought it would have been frustrating not being able to shoot them.

With the Cadian formations I advise if you take them to go all in and take as much Infantry as possible. They only really shine when you really dedicate to them. The ESIP is not very good, but the ESIC is amazing and is my go to tourny list now

This message was edited 2 times. Last update was at 2016/10/26 05:57:39


6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

 FatBoyNoSlim wrote:


Thats awesome to hear! 2-2-1 with a Guard army is a very respectable score, so a big well done I don't have much exp with ITC format so you probably made the right call going with the CAD.

Quick question:
Did you find the arty in your list useful? Against invis deathstars I would have thought it would have been frustrating not being able to shoot them.

With the Cadian formations I advise if you take them to go all in and take as much Infantry as possible. They only really shine when you really dedicate to them. The ESIP is not very good, but the ESIC is amazing and is my go to tourny list now


The artillery units were the stars of the show. I got first turn against one seer council player and managed to severely deplete the council and his lone seers before they got the buffs up. Against an Iron Hand star I managed to snipe out the apothecary from the command squad knocking down his insane 2+ FNP (he didn't have psychic backing).

Even if I didn't have that luck, artillery is always useful in the ITC. The ITC FAQ turns invisibility from snap shots to always shooting at BS 1. So templates still do work on invisible units.
   
Made in us
Rough Rider with Boomstick






Watched your first video, going to watch the second when I find time. Overall I'm liking the concept, I have a thing for infantry en mass (nothing quite like seeing your opponent's face when you place 80 guys on the board.)

Never tried running majority/full infantry (at the moment short on models...)

I might add my own twist to it though, Psyker spam via Inquisition as support

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in ca
Regular Dakkanaut




Listening now, very good video so far. Do you think I can make a decent 1850 infantry list with 70-80 infantry? I have tons of vehicle support I can add but in terms of infantry I am limited to about 2 platoons of 30 men each, so with special weapons, command squads and such probably about 70-80 guardsmen. Do you think this is too few men?


Automatically Appended Next Post:
I can of course add supplemental veteran squads to this number.

edit: I've reached the point where you recommend 100 men minimum. Alas.

This message was edited 2 times. Last update was at 2016/10/27 01:29:36


 
   
Made in gb
Hardened Veteran Guardsman




Warrington

Cothonian wrote:Watched your first video, going to watch the second when I find time. Overall I'm liking the concept, I have a thing for infantry en mass (nothing quite like seeing your opponent's face when you place 80 guys on the board.)

Never tried running majority/full infantry (at the moment short on models...)

I might add my own twist to it though, Psyker spam via Inquisition as support


Thank you for watching and I hope you enjoyed it.
You should see my opponents face when I set down 200+ infantry! The psychological factor alone has won me a few games as often the other player gets so focused on trying to kill as many men as possible they forget about the objectives.
Psyker spam + mass infantry = very powerful. Go for it!

ExFideFortis wrote:Listening now, very good video so far. Do you think I can make a decent 1850 infantry list with 70-80 infantry? I have tons of vehicle support I can add but in terms of infantry I am limited to about 2 platoons of 30 men each, so with special weapons, command squads and such probably about 70-80 guardsmen. Do you think this is too few men?


Automatically Appended Next Post:
I can of course add supplemental veteran squads to this number.

edit: I've reached the point where you recommend 100 men minimum. Alas.


Thanks for listening and for the positive feedback.

70-80 infantry can still work, but I would recommend trying to increase that to 100-120. If you have lots of vehicles, I recommend 3x 30-40 man platoons and 2-4 vehicles to back up each platoon. Instead of having 1 big “parking lot” have 3 smaller pockets and use the infantry to bubble wrap the tanks and have the tanks do the killing.

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
 
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