The Specialists - Too expensive to be good. Too good to be bad...
Yes, that’s right every army has these. The Super-Spiffy, Oh-so-nifty, Splendifferific Shiny Bitz I call Specialists. Here is perhaps the one place that the Guard are no different then any other army. Spend too much here and you’re doomed to fail. Choose wisely and you’ll never fail to get your points back.
Hardened Veterans
There’s a neat little Designer’s Note that reads “…we’ve really included them to allow players to practise their skills at making a really unique and individual unit.” Sure they’re talking about modeling, but Imperial Guard commanders need to apply it across the board with Hardened Vets. Even at minimum strength (5) they cost as much as a full squad of infantry and then you have to pay nearly double the cost for your special weapons. Not good. By all means model a squad up for those REALLY huge games or just for display, because they’d look really cool and add some character, but leave them home when it comes time to fight the average battle.
Storm Troopers
These guys are just like the Veterans with a rather major change. They can both Infiltrate and Deep-Strike. If you know either of these is going to be allowed in the scenario you are playing, then go for it. Just keep them out of close combat, where they will remind in a very ugly fashion that, nifty weapons and snazzy outfits aside, they’re still just Imperial Guardsmen. For this very reason, I recommend a pair of Plasma Guns over meltaguns. First, it’ll save you from the urge to get close enough to use the meltas. Second, it’ll keep you firing at Infantry targets where the rest of the Squads firepower isn’t wasted. It’s definitely worth the points to upgrade the Sgt to a Plasma Pistol as well for that extra burst of fire if someone gets to close.
Great uses for Storm Troopers include dropping in behind the enemy’s line, the last place they expect you and you can fire your plasma weaponry at the weak rare armor to compensate for not taking melta weapons; sealing a flank – with a decent cover save your storm troopers should be able to hold out for quite awhile while taking pot-shots at the Side Armor of the enemy vehicles and/or denying enemy infiltrators a choice piece of the board; and seizing table quarters via Deep Strike late in the game. Really bad uses include, treating them like an ordinary Infantry Squad, they’re way too expensive and don’t have a heavy weapon, and assaulting, they have wonderful weapons and skills at using them - but none of this helps if they can’t shoot.
Ratling Snipers
My personal favorite of the bunch, Ratling Snipers can be the bane of any enemy you face once you get three things straight. One, Sniper Rifles have a 36” range. There is no need to be closer to the enemy by… Two, Infiltrating. By all means take advantage of the Infiltration Rules to disguise where you’ll be placing your annoying little buggers and keep the enemy guessing, but don’t infiltrate them forward. They work wonderfully in your own back lines where they can take advantage of a Command Platoon’s leadership to get over… Three, a leadership of six. The final nail in the coffin with regards to why not to place these guys forward. Once they break, and they will break, out on a flank there isn’t a Fallen’s chance on the Rock that they will rally long enough to actually get a shot off. Deployed near the back of your lines, the enemy will need to shoot through your entire army to get to these guys, not gonna happen.
The other complaint I’ve heard is that Sniper Rifles don’t hit hard enough. Without exception, these comments come from folks that field no more then six or seven of the lads. You need to max ‘em out, the difference of those extra three or four shots are huge. For example, the infamous marines… With six shots you have five hits and only two or three wounds - no biggie, they’ll generally save. Up to ten shots and they eat 8 hits and four wounds. That’s an almost guaranteed failed save and associated pin check - big difference. Also pick your targets carefully. Aim for High Toughness, multi-wound critters (Wraithlords, Tyranid Beasties, Bikers) and troops you can’t pin or that have better then a 3+ save. After a few practice runs you’ll have the hang of it and your opponents will loathe your Ratlings, even the marines.
The Hell Hound
Ah how I love and loathe this vehicle. I came close to including this beast in the list of Counter-Punch units because its Inferno Cannon can turn a pending assault into a rout in one gout of flame, but unfortunately in most cases you’ll find it’s just that side of too expensive for it’s limited usage. The biggest handicap is the “no glancing hits” rule. Take that away and you could hold the Hellhound back until you needed it and then rush in for the kill. Instead you’ll find that a passing shot from a unit with no other viable targets will generally spell the end of your Hellhound before it gets to spit fiery death. I think you’ll also find that there are better places to spend your points. But, hey, I own a pair of these bad boys for the big games when I need to fill out my Detachments and there will be more then enough to distract the enemy away until it’s too late.
So that wraps up the first aspect of leading an Imperial Guard Army, choosing your weapons. That’s a lot of choices, let me sum it all up as best I can...
6-7 Anti-Transport Units 2-3 Counter-Attack Units 4-6 Anti-Tank Units 2-3 Big Guns 4-5 Late Game Offensive Units 0-1 Specialist Unit
Looks like a lot, and it is, but bear in mind that you may get more then one use out of a single choice. The best example of this is the Armoured Fist Squad, which fills 2 Anti-Transport spots and 2 Late Game Offensive Unit spots. Once you’ve got your whole army sorted out and ready to roll your half way there. As my wife says, “Knowing is half the battle. Killing is the other half.” Now, on to the tactics of the Battlefield…
Part 6 - Deployment – “I knew I shoulda made that left turn in Albuquerque!”
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