Wednesday, February 23, 2011

Imperial Guard: A Love, Hate relationship.

If you are a frequenter of CnC you'll probably know I am currently finishing a Nurgle themed traitor Guard army (among other projects)you can find links to my Nurgle Guard project here.  I have been building, but mostly painting, the army while playing it in an escalation league at our FLGS and have found there are aspects of playing Imperial Guard that I love and aspects I really hate.  One thing I really like about the Imperial Guard is the play style and army builds fit with the fluff.  The Guard are a shooting based army not an assault based army and that shows through in the Codex and the army builds that are dominant.  One thing I really hate about the Imperial Guard is they are a shooting based army with very little to offer in the ways of assault.  I have found that I much prefer hybrid codices to one sided ones but I think the Imperial Guard may be able to break me of this.  More after the break.

Those of you who follow this burgeoning Wargaming blog have probably heard me deride my old Ork army.  One of the things I couldn't stand about Orks was the lopsided feel of the army.  The shooting phase took a huge back seat and the assault phase was in the fore.  Now the IG codex is the opposite but I feel it is a bit more fun for a few reasons.

1. Guardsmen shoot better than Orks.
2. Guard have lots of big blast templates which are always fun.
3. They create massive devastation in the first 2 turns.
4. Vendettas and Valkyries.
5. Ork assaults were always large and bit of a headache, especially when you pulled off the multiple assaults.
6. I find the IG, in particular my Nurgle Guard, to have more character than my Orks.

Another thing that keeps me interested in the Imperial Guard are tanks.  I have always been a huge fan/student of tanks and armored battle.  The IG codex gives you a better platform from which to build lists with massive amounts of armor.  Lets take a look at the specific things I like about playing Imperial Guard.

1.  Tanks.  Vehicles are fun to use in games of 40k in my opinion.  I like firing large cannons at the opposing forces and watch them wither away.  I also find running up with tanks and dumping squads of men out to rapid fire into enemy units and again,

2.  Large Blast templates.  Throwing pie plates around the battle fields of the 41st millennium can be pretty satisfying.  Especially if those pie plates are making a MEQ army disappear.

3.  Diversity.  You can build all sorts of different vehicles and army lists using C:IG.  From the multiple Leman Russ variants to the Ordnance selections C:IG really has a weapon for everything.

4.  Weaken Resolve.  Hands down one of the best Psychic powers in the game.  In my opinion Lash, Jaws, and Weaken Resolve are the 3 best powers available.
Rough Drawing of "Fragile Weak Things"
by Wacky Artist Neil Camera
There is no denying that the Imperial Guard codex is one of the most competitive around but even with all the things in the codex I love, there are still things I can't stand.  Because this articles seems to be all about lists...  Let's keep that theme going.  That I hate about Guard:

1. Useless Assault phase.  Face it, the IG aren't supposed to get into close combat that's what Space Marines are for.


2.  No real option for a counter assault unit.  Ogryns are too expensive and pretty ineffective and Rough Riders are definitely an offensive unit that is only good for the first round of combat as long as they charge.

3.  If you go first you win; second you lose syndrome.  IG and Dark Eldar both suffer from needing to go first.  Depending on the types of units you take in your IG list going first or second may not be that different, but for the most part IG players need to go first so they can get more long range shots in.
In case of losing the roll to go first; Break Glass.
Luckily I don't find IG to be as boringly 1 dimensional as I found Orks to be.  I know that playing more I will either grow to love the IG codex or grow to hate it.  I am a MEQ player through and through so playing IG can be a major challenge for me because I am constantly tempted to play my Nurgle Guard as if they are Marines, or worse yet Plague Marines.  Stay tuned for another article about the Nurgle Guard armies' progress, with a special emphasis on transports and tanks.

4 comments:

  1. So... Would this fall under opinion piece? Just Kidding. Nice article I thoroughly enjoyed the read. Do you think you could write a little more about the 3Ms though? I would be interested in seeing if you would add Missiles into the Ms.

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  2. In regards to the 'go second and lose' bit, why don't you consider an astropath with one of your company command squads and holding everything in reserve? Alpha strike lists aren't the only viable IG list out there.

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  3. if you need to go first to win, you are playing or deploying completely wrong. this applies to any army.

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  4. I don't know about that it seems like a lot of competitive shooting armies like dark eldar, tau, and mech imperial guard rely on a make or break 1st shooting phase. As a tyranid player who plays a deepstrike list having a good shooting phase for me is dropping a spore full of 16 devilguants and unleashing 48 stregth 4 leadership reducing shots at 18 inch range and hoping to wipe an expensive unit out before losing the glass cannon unit next turn.

    Or having a zoanthrope brood pop a land raider with a good psychic rest. Gotta love that 18 inch warp lance of doom.

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