Quantity has a quality all it's own

In Part 1 of my IG tactica, I talked about some general principles to use with the Guard and examined the armylist. I want to add some more specific tactical suggestions now, before we get on to army selection and deployment. Not all of these points will be useful to every Imperial Guard army, but they are useful tips, so just check the appropriate ones as you go.

Against hordes, such as Tyranids or Orks, fire with the furthest squads back first, and work your way forwards. They will remove casualties from the back, and still be in range of your nearer squads.

HK missiles on Sentinels can be a very effective way of increasing that important first turn of shooting. Being walkers, they can move and shoot up to two weapons at once.

Improved Comms, according to the official FAQ, can be used from reserve, so you don't have to put them on a Sentinel.

Adding assault prowess to squads is fairly easy, though expensive, if you use Priests and Commissars. Keep in mind that these are not Independent characters, and therefore cannot be specifically targeted in close combat. Since they cannot be specifically targeted, don't worry about buying them Refractor Fields or Carapace armor or a Rosarius.

To add assault prowess to a squad that cannot normally get a Commissar or Priest, (such as Hardened Vets or Ogryns) consider a Techpriest Enginseer (without Servitors) with a Powerfist to add to the squad. In addition, an Honorifica Imperialis will give him the statline of a Heroic Officer, which will give him +1WS and BS, +2W, +2Attacks and +1Leadership.

Reserve missions can be very hard on the Guard. To turn it into an advantage, use the correct army list. Really pump up one Troop choice so that if you get a mission where you only start with one Troop choice on the board, you know exactly which platoon it is!! In addition, remember that your Sentinels always start on the board, no matter the scenario, which will help get you the advantage. Finally, make sure one of your vehicles has Improved Comms so that everyone can get there sooner.

Use your terrain! When you have the opportunity, set up inside difficult terrain, such as forests. Ideally, set up about 5" in, so you can see out, still get cover saves and any assaulters not only will have to be assaulting into cover (go last) but will have to get a 5 or better on their difficult terrain check to actually make it to you! (not to mention the whole 1 in 6 jumppackers or bikers getting killed on the terrain bit-this last will likely become more important with new vehicle rules coming into effect and limiting vehicular assaults.)

Don't give the enemy something to assault right away. Remember that vehicles can be assaulted as well. Even if the enemy cannot hurt it, they can still assault it, getting closer to you. Once you are inside their assault range with a squad, consider advancing, shooting and then assaulting them. The injury you do by shooting and taking away their charge bonus will be added to the insult of keeping them further away from your other troops.

Now, on to Army Selection and Deployment. I'll start with a completely shooty list, then cover a shooty list with an Armored Wedge, then finally cover an assault list for those who dare.

All Shooty, All the Time!

81 HQ Burn Unit (Junior Officer, 3xPlasma Rifle, Medic)

500 Troops: 1st Platoon
Burn Unit
Lascannon and Plasma Squad
4x Squad w/Auto Cannon+Flamer

332 Troops: 2nd Platoon
Burn Unit
Lascannon and Plasma Squad
AC+Flamer Squad
AC squad (no special weapon)

166 Troops: Armored Fist Squad (Chimera w/MultiLaser Turret and Heavy Bolter, Squad w/AC+Flamer)

46 Fast Attack: Sentinel w/ML, Searchlight
46 Fast Attack: Sentinel w/ML, Searchlight

173 Heavy Support: Leman Russ w/HB, Extra Armor, Smoke, Searchlight, Improved Comms
153 Heavy Support: Leman Russ w/HB, Ex. Armor, Smoke, Searchlight
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1497pts

Selection I have selected this army to be as shooty as possible, but with the firepower spread out, as opposed to keeping all my eggs in one basket, like a Fire Support Squad. You will have large numbers of bodies to soak up casualties and lots of transport-killing heavy weapons to, well, kill transports. The Burn Units are there to rapid fire against any assaulters that get to the lines, though they can also be used to take down enemy transports with their S7 shots. The Tanks and Sentinels get Searchlights to help even the odds in case of a Night Fight. Finally, I've pumped up 1st Platoon to the maximum size possible, to help in reserve missions.

Deployment Deploy this army using the Split Deployment concept. Put the HQ, 1st Platoon, 1 Sentinel and the Leman Russ with the Improved Comms on one side of your Deployment zone and put the rest on the other side, leaving a large open area between them. Try to deploy the Sentinels to the inside edges of your groupings, since their weapons have a slightly shorter range. Place an AC Squad w/Flamer in front of each group, with 3-4 inches of clearance between it and the next squad, if at all possible. (If you need to place a Leman Russ forward to force the enemy to deploy further back, make sure you will have clear line of sight past it, or provide it an area to move into that will get it out of the way, but still give it line of sight.) For convenience, we'll refer to one grouping as A and the other as B. The idea is to have two groupings capable of supporting each other. (A can fire at B's attackers, and vice versa.)

At this point, you force the enemy into a choice. Do they split up so they can hit each force at the same time, or do they stick together to smash each part separately?

If they try to concentrate on one side (let's say it's side A,) simply use the other side to shoot at them, concentrating all useful fire on vehicles. (Fire Ordnance last, however, remember the principles I wrote about last week? That way you can take advantage of any troop concentrations spilled out of enemy transports that get blown up.) Once you have taken out any vehicles, then target fast troops (Bikes, Jump Packs, cavalry, etc.) The enemy army will hit side A. Be prepared.

Your front squad should attempt to advance and use their flamer and lasguns at short range, then charge, if they have the opportunity. Not only will this cause damage to the enemy and take away some attacks, but it creates a better opportunity for Sweeping Advance fire. This is why you tried to get that space between the first squad and the others, in case they don't get the charge. If the enemy finishes off that front squad during the enemy turn, then they basically have to stand around and pick their noses while you shoot your entire army at them. (Unless you didn't have a gap and they consolidated into your next squad.) If you think your squad will fall during your turn, don't hesitate to send an extra squad in. They will perish that others may live, use that sacrifice well by rapid-firing everything you've got into the enemy.

If the enemy has few powerfists or Monstrous Creatures, the Sentinel will be able to tie them up for a while as well. (Preferably after the first squad's valiant sacrifice.) While all this combat is going on, the other side is shooting at unengaged models (assuming all transports and fast troops are gone, keep that fire discipline!) to cut down the numbers. When they have finished off Side A and turn to Side B, they should no longer have any transports or fast troops, they should be much fewer in numbers, they will have to cross a large killing zone, and it will probably already be turn 4 or 5. Ultimately, that means that even if they do stand a chance of making that crossing, they don't also have time to wipe out Side B.

On the other hand, if they split up to attack both sides, you get to make the choice. Which side will be your sacrifice side? Let's go with side B this time (it's about 100 less victory points, but they are, intentionally, pretty close.) Okay, all the guns in side A blaze away at the attackers on Side A. All the useful guns (those with proper range and that can affect the appropriate targets) in Side B blaze away at those same attackers. Once again, transports first, yada yada yada.

Side A will probably have very little, if any, enemy that reaches it's lines. Side B, on the other hand, will get hit pretty hard. Use the same tactics I mentioned above with the front squad and then Advance Fire and tie up with the Sentinel. With only half of the enemy army against Side B, it should be a much harder fight for the enemy and will likely cost them a bit more time and casualties. While this is going on, of course, Side A will be firing at those unengaged models, as above. Once Side B is finished, there should be only a few, mangled units looking across the board into Side A's guns, with little or no time left to run across the killing zone and assault!

Shooty Guard with Armored Wedge

127 HQ: Command Squad with Sentinel w/ML, HK Missile, Searchlight
Burn Unit (Junior Officer, 3xPlasma Rifle, Medic)
Sentinel w/ML and Searchlight

500 Troops: 1st Platoon
Burn Unit
Lascannon and Plasma Squad
4x AC+Flamer Squad

243 Troops: 2nd Platoon
Burn Unit
2xAC+Flamer Squad

115 Fast Attack: Hellhound
115 Fast Attack: Hellhound
46 Fast Attack: Sentinel w/ML, HK Missile, Searchlight

173 Heavy Support: Leman Russ w/HB, Ex. Armor, Smoke, Searchlight, Improved Comms
153 Heavy Support: Leman Russ w/HB, Ex. Armor, Smoke, Searchlight
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1492pts

Selection I selected this army list primarily for shooting, following many of the concerns of the previous list. I selected the two Hellhounds because they are well-armored and their weapons are highly destructive to enemy troops, so they can make quite a nuisance of themselves. In addition, the two Sentinels (two separate units, so they can fire at different targets and not have damage to one carry over onto the other one, plus go two separate directions) are capable of harrassing fire and can be great for anchoring an enemy assault unit in place, unless it has high strength attacks.

Deployment The Armored Wedge is designed to create a distraction for the enemy army. Put the Hellhounds and Sentinels in a small group on one side of your Deployment Zone. The rest of your army will set up to the middle or the far side of your deployment zone, depending on terrain. With this army, it isn't as important to have as much clear space between your forces, as they don't need to directly support each other.

Your armored wedge will move up to a position flanking the enemy. Use this position to fire into their flank, getting good side and possibly rear shots with the Multilasers and hitting troops with the Inferno Cannon. The objective of the wedge is to cause enough damage that the enemy has to do something about it. Not only will they be hindering the enemy advance, they will be pulling forces away from the main line of attack. If there are assault forces sent toward your wedge, continue flaming and shooting, but be prepared. Once they close, if they have no high strength close combat attacks (such as Powerfists, rather than Meltabombs) tie them up with the Sentinels while your Hellhounds continue to light up the enemy. If they do have such attacks, lead them on a merry chase, possibly splitting up and even moving further away from your lines.

Assault, not just for Marines anymore!

305 HQ: Command Section in Chimera w/HFlamer Turret and HFlamer Hull
Senior Officer w/Pfist, pistol, Ref. Field, Carapace armor
Commissar w/Pfist
4xGuardsman with pistol and CCW
Priest w/Eviscerator

218 Elites: Hardened Vet squad in Chimera w/HFlamer Turret and HFlamer Hull
235 Elites: 6xOgryn in Chimera w/HFlamer Turret and HFlamer Hull

243 Troops: 1st Platoon
Burn Unit (Junior Officer, 3xPlasma Rifle, Medic)
2x AC+Flamer Squad

166 Troops: AF Squad (Chimera w/ML Turret and HB, AC+Flamer squad)
173 Heavy Support: Leman Russ w/HB, Ex. Armor, Smoke, Searchlight, Improved Comms
153 Heavy Support: Leman Russ w/HB, Ex. Armor, Smoke, Searchlight
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1493pts

Selection This army list was selected for solid assault capability, with a strong firepower punch as well. The ACs will keep the enemy from using transports to reinforce the flank or to attack your firebase. The Battle Cannons on the tanks will blow large holes in the enemy formation, so you can help deter the reinforcement, dividing the enemy by fire. Finally, while the Command Section offers an impressive number of Powerfist attacks, it doesn't have enough bodies to keep going. The Ogryns, with their extra wounds and heavy attacks, should help this. In addition, the hidden Powerfist along with 9 other Hardened Vets and the Armored Fist squad add up to a good number of reinforcing bodies. To keep the Senior Officer alive, remember to charge him against a non-powerweapon enemy, while the rest of the squad or squads takes on the others. It is even more effective to get the Advisors to go toe to toe with enemy Independent characters, since the ICs can be targeted, but your Advisors cannot!

Deployment Deploy the 4 Chimeras together on one side of your force. This is your Battle Group. Deploy the rest of your army with careful 3-4" separation between squads and good line of sight.

During the first turn, everyone plants their feet and shoots. If you are fighting an assault army, kill their transports and fast troops as usual, but focus on the area directly across from your Battle Group. Against a shooting army, just focus on the area across from your Battle Group.

On turn two, get the Battle Group underway, racing toward the enemy. At this point, shift all fire to the center of the enemy formation.

During turns 3 and 4, the Battle Group should be driving up, shooting and assaulting the enemy lines. Use the vehicles to block line of sight and reinforcing moves by the enemy and to do drive-by flamings and tank shocks (or, as The Commissar likes to call it, "Blood Sledding.") During this time, continue firing at the enemy center, blowing huge chunks out of it. You are seeking to block off effective reinforcements from the victims of your Battle Group's attention.

In the final stage of the game, shift fire to the final portion of the enemy while the Battle Group loads up again to carry the assault to them. Only let up enough for them to bring the Emperor's Justice to the enemy with their blades and bayonets.

As an aside, although the Guard army is not usually strong in assaults, the firepower here is intended to make up for that, and the surprise factor of a mechanized assault by Imperial Guard should also contribute. A good variation on this theme replaces one of the Leman Russ Battle Tanks with a Leman Russ Demolisher Siege Tank. This time the tank will get front placement in the Battle Group and will spend the first turn moving forward full throttle and firing it's smoke launchers. After that, it squats there and fires it's pie plate, obliterating enemy squads right and left. Meanwhile, the rest of the Battle Group comes out from behind it and starts doing that voodoo they do so well.

Well, that about does it for my Imperial Guard tactica. I'd like to leave you with a final bit of advice. Try things, experiment with different ideas, use balanced lists, use extreme lists. Don't just use the same thing all the time. Every once in a while, get out something totally off the wall and see what you can do with it. The variety available in the Guard can be fun, make use of it. Oh, and remember that everyone laughs at a lasgun, everyone fears 40 of them.

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