Warhammer 40,000 Armies - Part 4, Imperial Guard
Date: 11 Dec 2009
Today's army review is the men of His Imperial army: The soldiers of the Imperial Guard.Imperial Guardsmen are faced with a problem similar to the Orkz: They don't appear to be good at anything on their own, but when you have 50 or so of them all working towards one purpose, then they're going to be very hard to stop. They're also supported by some of the best tanks in the entirety of the 40kverse.
Led by commanders who can issue Orders to individual squads, giving them the capability to perform various tasks to help sway the battle in their favour. Orders such as Bring It Down! allow a unit to re-roll To Hit rolls against Monstrous Creatures or vehicles, and Get Back In The Fight! can rally running units.
So, pros and cons time:
Pros:
- Large number of troops capable of laying down a lot of firepower
- Powerful tanks and lots of ordinance
- Orders to help turn the tide of battle
- Cheap, points-wise
- Easy to assemble and paint
Cons:
- Easily out-matched statlines
- Vulnerable to enemies with a large amount of heavy weaponry
- Not good in close combat
A well-played IG army is quite capable of annihilating an enemy flank by turn 2 and then using Valkyries to drop in anti-tank support to ruin an enemies chances of doing the same back, but of course, if the dice are working against you then you could just as easily be the player who finds themselves with a huge gap in their defences. Letting the enemy get to close can also be devastating for certain IG builds. Try to keep the enemy at a distance whenever possible.
So, that's my run-down of the Imperial Guard. Tomorrow: Something a bit gribbly.
