Imperial Guard

Emperor's Guard

DaPowerTaylor's guide to all imperial protection. It gives you the individual break-down of your unit and tells you everything you can't find in the game, like guts and type of damages. Against the backdrop of the 40-k cosmos, the Imperial Guard is the primary power protecting the Empire from extraterrestrials, heresies, and just about anyone holding a grudge against the Emperor.

In fact, the number of guards in the emperor's ministry is at some point just not known. There are too many to keep up with. Emperor Guard takes the overpowering mass fire power policy at a distance and pursues it with huge mass attacks of soldiers or tanks to defeat the enemies, and this is very similar to how they are playing in DOW.

Now, while I wouldn't recommend loading crowds of guards into battle with Spaces Marine, I recommend 110% to keep your foe in reach and overwhelm him/her with crowds of cannon. IG Ingame may have the best synergies with all types of cars. You get to the only T1 car in the match and the Basic Guardsmen groups can cure any car they come across or hide in, like the muddy pussies they are.

Combining this with the most shooting-oriented horded armies in the match gives you a one-of-a-kind win. He' s one of a kind in that he is the only commanding officer in the pack with more than one ship, and every upgrades expands the entire team. In the Battleground Global Ablities:Imperial Guard BunkerDeploys a garrisonabunker.

It can be converted into a medicinal shelter to heal and strengthen the infection, a maintenance shelter to auto fix cars, or an explosives unit to refuse the enemy's use. The Basilisk crewing barrage off-map basilisk fires a shaft of 7 artillery rounds, each moving in the area of your choosing, causing 40 blast damages and 40 backlashes in a 10 series.

Heavyduty Tower A heavyduty tower fitted with a Vanquisher gun, which can be used against all types of target, especially cars. It can substitute an Executioner gun, which is less efficient against cars, but more efficient against fleets. Every Valkyrie launches 7 missiles along a line of length 40, each causing 50 explosives and retaliating in a 10-circle.

Equip the General and his two guards with mortars efficient against fixed and fixed fleets. Movement! Skill that will increase the velocity of the near infrared foot. Grant fire to my mark! Ability to increase near-intel gun ranges. Equip the General and his two guards with Meltagun, short-range weaponry that can be used against all types of enemies, especially vehi.

Gives the "Fight Harder" skill, which improves the speed of weapons fire. Provides the capability "Stand Firm" and makes the near-infrantry resistant to oppression. Gives the skill "Back in Battle" and will heal the near infrared infection over the years. Gives the Inbound capability, which reduces the amount of harm taken by the near-infanfare. Add a Sarge to the Lord General's entourage who bestows the Distribute Medi-kit capability, which will heal an ally.

Add a commissar to the Lord General's entourage, who grants the Refractor Field capability to reduce in-depth range combat damages. It also raises the commando's losses by 15%. Add a Vox operator to the Lord General's entourage that provides the capability of call enhancement that strengthens allies. The Lord General expects to support his soldiers in a defense mansion, which means that you should never try to attack hostile troops in melee unless you know 100% that you can slay them ("aka: SM Scouts and Eldar Guardians").

He' s much more useful in an annoying and lazy command ing capacity, especially equipping mortars and Carapace armor to efficiently pester at great distances and breaking through oppressive crews with your guards. Later, if you need to clear some of the building, go to a meltagon ist for antiarmor or the sharpshootergun.

Its " unique " worldwide capabilities are to get some of the best IG entry; The turret offers some much needed anti-tank to Tier 2; the creeping barrage is the best hand down interruption and Knockback capability in the match and Airdrop a leman Russ anywhere for no energy cost is great pleasure.

In short, an efficient commanding officer for a defense style of play. He is the Imperial Guard's "tank" close combat officer and is the best commandant for this part. It is characterized by the fact that it binds with its shields opposing troops for your spongy guards and disturbs at the same time oppressive troops and other legion.

Later, it is a useful anti-tank force that strengthens and strengthens your infinites. If used correctly, his abilities'None shall fall' and'Wrath of the Emperor' are probably among the most overwhelmed commands in the match. Imperial Guard BunkerDeploys a Garrisonabunker on the battle field.

It can be converted into a medicinal shelter to heal and strengthen the infection, a maintenance shelter to auto fix cars, or an explosives unit to refuse the enemy's use. Each unit within the torch 30 has a 50% reduction in weapons ranges. Every mine causes 20 blast damages and 500 moth damages in a 7 radial.

Inspire your target troops to battle more fiercely when they are losing men. Every a member's target loses a cadre, their harm and physical condition are improved by 25% for 12 seconds. Every Valkyrie launches 7 missiles along a line of length 40, each causing 50 explosives and retaliating in a 10-circle.

Equip a Powerfuust that is efficient against all objectives. Equip a mythical powerful hand and give the None Shall! capability that inspires local soldiers to battle it out.

Replace the Inspire Bravery skill with Inspire Terror, which allows Commissioner Lord to kill opposing forces to overcome their will. Substitutes Inspire Determination for Inspire Courage and adds defense and movement to Inspire Courage's attacking bonus. Whenever the Commissar Lord is struck by an assault, the Alliance will be cured in 25 for 8 life.

In 1, 10, 20 and 30 Alliance model allies within a 25 or 25 mm range, Commissioner Lord's harm is enhanced by 25/50/75/100% and he is cured every 12/6/4/3 seconds for 10% of his MH. Gives the Offmap artillery capability, which invokes three basilisk laps from the Off View. An indispensable tool for the early Imperial Guard gameketeer, the Lord Commisar later becomes an infatry supporting device through the use of his war machines and global.

which, to my knowledge, is the longest skill in the field that makes troops immune to life. Emperor's Anger is also very well suited to kill troops that get a strike when they strike the mark directly. Mine dropping can further improve defense in an area, while the Off-Map Basilisk Flare is also one of the most underestimated skills in the hand, as its effect of reducing the opponent's reach can be used very effectively in a battle as well as in its classical mating with the manticore.

An emperor's assistance to the Imperial Guard and "Spellcaster" commandant, the Inquisitor is an efficient, early disrupter and pursues him with powerful skills and weaponry that can be used against most goals with the ability to become invincible, to make your men unseen and block hostile forces on the spot. Imperial Guard BunkerDeploys a Garrisonabunker on the battle field.

It can be converted into a medicinal shelter to heal and strengthen the infection, a maintenance shelter to auto fix cars, or an explosive device to refuse the enemy's use. When a Hellfury Strike rocket hits a Valkyrie, it fires a Hellfire rocket at the destination, dealing 10-burner fire to every single one of its objectives within a 10-barre number.

The fiery prometetheum remains within the circle causing additional harm per second for 15 seconds. Bane Wolf is a short-range attack car against infrastructure and building. Aims hit by the chemical gun are cut by 40% for 4 seconds. Every Valkyrie launches 7 missiles along a line of length 40, each causing 50 explosives and retaliating in a 10-circle.

Equip a transverse gun against fleeing foot. It also provides the capability of Volley Stunner, which immobilises and damage the opposing army in an area. Equip an improved close combat rifle that is efficient against massive fleets of warriors. Gives also the Holy Pyre skill, which harms and weakens an area. Equip one gun that works against all objectives.

The Judgement skill, which deals serious harm to a particular goal. Allow the Inquisitor to penetrate an enemy friendly footage. Gives the capability "attack", which immobilises, represses and destroys a goal over the years. Gives Purgatus the power to release a flame ring that numbs and harms foes.

Gives the Inquisitor the capacity to absorbe harm at the expense of power. Gives the capability "attack", which immobilises, represses and destroys a goal over the years. Gives the impenetrable capability that makes the inquisitor invincible and moves faster. Inquisitor is the commandant of the Imperial Guard, who fills a part that would not otherwise be there.

It is a very early interruption and anti-infantry force that develops either into a speciality in anti-infantry and combat with the help of the Liber Heresius and the Crossbow or a melee battle vehicle with the help of the Inquisitorial Mandate and the Holy Brazier. It expands this versatility with its unparalleled overall forces, the Hellfury Blow is very powerful against fleets and building, can be used anywhere, is great for rapid anti-tank and is also the only commandant to gain entry to the Bane Wolf, which is probably the best purely anti-fantry armor in the field, which has great synergies with guards and heavy weapons teams.

Now I will create an index of all normal entities that you can use in the same way as above, ordered by Tiers. Fundamental range combat device, efficient against other long-range powers, but feeble in close combat. Extends the team with two more guardman styles, providing a free add-on when one is strengthened.

Flames are efficient against building, indoor or outdoor devices and lightweight fleets. Extends the team by 2 additional guardman-types and provides a free additional version if one is fortified. Gives the Summarizing Execution capability, which interrupts an ongoing withdrawal. Plasmacannons are efficient against heavy armor.

Covering will block opposing close combat forces and provide coverage to the forces behind them (heavy/green). Construction period varies depending on the number of guards (up to 6 models). Construction period varies depending on the number of guards (up to 6 models). Not working on biology devices. The Guardsmen Infantry Squads are the spine of every T1 IG force and while they are individually frail, they are high in group.

For a fully equipped guarding crew with plasmacannons has a similar exit similar to plasma-armed space marines, do not overlook the benefits of upgrading. The turrets and usable covers provide the spine of your defense and the reparability brings great profits with the Sentinel. However, guards are highly susceptible to explosives and/or AOE and hand-to-hand combat, making shell and hand-to-hand combat troops a primary goal for early play.

Perfect as a contribution to long-range combat or for kitesurfing close combat teams. Power does not recover, but rather absorb 5 damages per point of power. Questioning rockets are efficient against fixed and mass infantries, while Krak rockets are efficient against cars and fortifications. Sentinel strikes the floor causing 20 infantrymen in area 7 to inflict close-combat combat and weapons recoil.

Aims will be anaesthetised for 5 seconds. Sentinel is one of the best troops an early Imperial Commandant has entry to, not only because he is quick with a proper weapon, but also because he is a wanderer who can be shattered through the grounds to refuse coverage to opponents, decapitate points and, more critically, shield your guards from hand-to-hand combat troops by using his Ground Pound spear.

An additional benefit, since it is only a unique repairable cast, is that you can use your Guardian to suck up hostile fire and just fix the Guardian damages, which means that the Guard gets very little for his work. Later, you can equip the sendinel with a rocket thrower that works against armor and fleets, as well.

Experienced melee fighter, who also bear a variety of range guns. Able to spot unfiltrated devices. Allows you to use pocket loads that are efficient against all armour styles. Gives also the capability "smoke grenade". This sarge has 225 life points and bears a Meltas pistol, effectively against cars and all infantries.

It also provides the cloaking capability that allows the devils to penetrate at a standstill. Fire a devastating scattergun that causes 200 Mutschaden and arms recoil in a 90 degrees and 20 radii taper. Fire a salvo of three shells, each causing up to 40 strangleholds in a 4-circle.

Devices hit by Ol' Reliable will attack all objectives in area 5. In the event of a blast, the blast causes 60 blast damages and capability setbacks in range 3 and a further 120 blast damages in range 6. This reduces both the distance loss and the distance loss by 80% and reduces the suppressed distance loss by 90%.

The Catachan Devils are the'go to unit' when it comes to handling oppression crews and close range infantries and are generally efficient against all opposing forces. They' excellent at interfering with squash guard squad formation and keep troops away from your square guards, they' re not push-hovers in battle either, have close range drag and decent damages.

Heavier weapon team Fitted with a heavier bolter that oppresses large groups of infantrymen, has a restricted shooting bow and needs set-up times. Auto Cannon: Add an auto cannon to the group that gives all targets more reach and harm, but does not provide silencing. Lexcannon: Expand the team with a Lexcannon that is efficient against cars.

Add a sargeant to the crew to allow them to "entrench" themselves when their weapons are up. Enttrenched squads are resistant to repression and knockbacks, and the heavily armed enemy will take -50% range combat harm. Not working on biology devices. The Imperial Guards are the Imperial Guards going to the repression force, and it is unparalleled that it has four fundamental members and can be equipped with a guide to improve survival.

Its weapon palette is also very versatile and can be readily adapted to handle both large infants and trucks. However, the unoccupied cannon is buggy and as such, choosing a goal with the group can lead to them jumping into hand-to-hand fighting, as they place the group in a building or simply let the AI do the work.

Transfers troops across the field of battle and enables troops to be reinforced in the vicinity. Power does not recover, but rather absorb 1 failure per point of energ. One of the most versatile IG players have, the Chimera has decent velocity, fire power and the capability to carry guards across the warfield.

Since they can also strengthen from there, it is very useful to keep the guards in the combat plane longer and allow them to move quickly. Fire a huge outbreak of chemical that leaves a 15 second long poisonous spot on the floor, which reduces the rate of infection by 60% and causes 10 damages per second.

One missile causes up to 180 manticore missile and a 10th-clearance missile. Manticore is characterized by placing pain over extremely long distances, although it uses its Storm Eagle capability, which is able to seriously harm or kill opposing troops in a precise strike. élite long distance infrared fighter squad.

Overload the hell rifles of the assault troops, increase the firing distance by 40% and increase the firing time. Trade the troops hell guns for Meltagun, short-range guns that will work against all objectives, especially cars. The Melta Bomb also provides the capability to decelerate and destroy cars and other large target. Partial uncovered entities have suffered 20% less loss.

It can be fully detected by detection devices by conquering points or getting too near opposing devices. Drop a Melta shell on an hostile car or a beast. Meltas do 200 Meltas, reducing velocity by 60% for 15 seconds. Storm troopers can be used in a situation where casting normal guards would not work, such as flanking a tower, secret panzer hunt or quick alternator robberies.

They have two upgrade options that allow them to specialize in handling either fleets or cars, and they do both very well, just keep in mind that there are only four of them in a team, and they can't take as much harm as even a guardsman team. Ogryn's Ogryns are tenacious, ogre-like bullies that stand out in hand-to-hand battle and can destroy opposing legion.

Add a bon'ead' to guide the Ogryn group, activating the Use yer'ead! capability, which will increase the velocity and allow the Ogryns to defeat adjacent troops. For 7 seconds, the group is first charged, its velocity is increased by 3, all obstructions on its path are crushed, and weapons in the 6-circle are repelled every 5 seconds.

Ogyrn's are an extremely efficient hand-to-hand combat interrupt device that can do considerable harm and take a reasonable blow. They' re very useful for driving your guards out of close combat troops and attack hostile groups to give your guards the ante. However, they are a great troopers' goal and as such they will quickly concentrate when they see how they get directly to their oppression group.

Do not use Ogryn's unless they are backed up by other entities. It can be equipped with more powerful weaponry than fleets or cars. Power does not recover, but rather adsorbs 1 harm per point of loss. Replace the master gun with an Executioner plasmacannon, a rifle with a much longer gunner' s gunshot.

It' efficient against all types of target, but it' s perfect for fighting fleets. Replace the cannon with a Vanquisher gun, a rifle with a longer reach and higher level of attack but without spray mishap. Powerful against all objectives, but perfect for fighting cars. Leman Russ is the "Go to Unit" when you have to go on an attack with the Imperial Guard, effectively against just about anything your enemies can toss at you once it has been armed, the Russ can also absorb an enormous amount of fire power, especially if it is mended by guards.

Look at additional armor for another defense raise, but be careful that it is not the quickest armor in the match, so handle it with caution. Fire the Baneblade gun at the enemy and deal up to 450 explosives in your area. Single-gun strikes attack all objectives in area 4.

Fire the destroyer gun at the targeted location and cause up to 400 explosion damages in area 10. Gun-fire attack all objectives in area 4. The Baneblade, which has the most long distance fire power on any armor in play, is distinguished by shooting down all foes that are enough to be within reach of their major rifles.

While it can take a violent strike, it is VERY sluggish, so consider fixing it with you Guardians to keep it in combat, its abilities also have a minimal reach, so keep the troops around to assist the Baneblade and especially keep foes out of close combat with it. I' ll quickly go over general, non-bred based strategies and important things to look out for when you play as an IG, and also emphasize some building samples that can help you pep up your play and guess your opponent.

AOE Arms Spam: When your opponents begin setting up many flames, shells and other weapons that generally do not try to bring them together one for one within a certain range, they mean that you should be able to mechanize more quickly and get hold of troops like the Chimera that totally deny this benefit.

Always aim to target vulnerable knots of might, especially when the opposing forces are already in action. Storm troops and armed guards make great raids and less hostile might means less weaponry to kill your guards. The protection of your own anti-personnel landmines is also of utmost importance, and even the use of an air-ropped mine or a multilazer tower can fend off most lightweight raids.

Late match against tank spam: A lot of locals really dread T3 imperial protection tanks and as such no uncertainty there will be a lot of focus there armies in an anti-vehicular roll. Use this by applying non-Orthodox methods to isolated and quickly eliminate hostile troops, such as infiltrate assault troops and then maneuver by line of sight. 2.

Especially useful for the Lords General or Commisar is this command, which stresses the massive amount of soldiers and long distance assist. The focus of this builds is early infrared assistance in the shape of a Leman Russ/Baneblade. For being VERY aggressively built as an IG players, this is an concept that moves large quantities of Infantry around that by T 2 can employ everything quite exactly.

Perfect for use against most fractions, but especially against Orcs or Eldar. The goal of this builds is to upgrade quickly and take advantage of the amazing armor and armor to which the Imperial Guard has direct orbits. At an early stage you should aim to grasp as much as possible while pillaring on the squeeze with your sentinel(s) while playing out a leman Russ ASAP later.

So I would only use this Build if you are already happy with IG and agree that your most likely early match will be cremeed up, but later match will come quickly for you. Useful in 3v3's and especially against Tyranids, Orcs, IG and Eldar when they use large amounts of infantry.

Put your hands on the squeeze with repression groups, manticores and globalists to destroy hostile troops before they get a shot at what struck them. The focus of this builds is to equip the Imperial Guard so that it is a very efficient early match, and to suppress and disrupt hostile troops so that they cannot take a crucial edge.

A heavier weapons crew that covers one point and then places another behind it, which covers the original crew, is an efficient opponent to the close combat troops, while 2 mantics fight against orcs and Eldar-gamers. Establish a killing area in front of you by killing any guard or manticore you find and target close combat and jumping before they can interfere with you.

Cards also change from match to match and personal brainpower is an indispensable prerequisite. The Space Marines are a tough affair for Imperial Guard gamers as they can change between long-range and sea superiority very well. There are three main ones you should avoid, like the Nurgle plague:

  • S-m scouts with shotgun/grenade combinations: Enhanced shrapnel/gun-scouts only like to load up large quantities of guards and blow up with explosives and shells and at least blow up and destroy them. Attack Marine's will do absolutely EVERYTHING to get them into battle if their Imperial Guard (even Ogryns, if used properly) and as such the kill of any troops you see is an absolute MUST.

Frankly, unlike the distances between troops and with a Sentinel/Catchans close by to use the abilities, the only true defense play is to sit back, you' re waiting until they've stepped in, you' re hitting them with a tamp or grenade barrier fire and then concentrate on everything that's possible. Subsequent toy vehicles like Chimeras and Leman Russ cause them serious trouble, but even then they have Melta-ombs.

THE Dreadnought/Venerable: They' re frightening enough, but they're characterized by their ability to kill infants like guards and armour, and because they're equipped with a flamethrower default, they can cause massive problems in the middle of the pack because they lack armor repulsions. Gardists are virtually pointless against these armored giants, and as such assault troops with rifles from Meltas are the first port of call.

When possible, use unseen troops or flare to detect static troops and also throw mantilators at them to cause as much harm as possible. Fighting Spaces Marine is all about focussing fire, preventing mele fights and destroying warriors. Spacemarines are NOTORY expensively built with small entities as such, even slaying a singles group can make the match resonate your path.

  • Turbo Touch of Nurgle (Plauge Marine) overall ability: In its current state, as I guess, this skill can slay any fully armed guard in less than 8 seconds. Anything you can do to stop this capability is to use car boosts from a Chimera/Medi bunker (which will cost a TON) or the Lord Commisars''None shall drop! capability to prevent troops from die.

This ability is a very long range that the Lord gets in T 2, and my promise is that there will be lightweight Traashes troops, if possible, to prevent bundling troops and withdraw if your troops are struck too weak. Make sure that the flame remains on the floor so that the troops are still damaged in the fall.

Noise Marines: Armed Noice Marine commands with blaster masters do great harm to everything they have openly struck, be it armored craft or densely loaded squad. The fight against Chaos Space Marines is very similar to the fight against normal Marines, just be careful with the much more hazardous close combat skills and the large arsenal of area-damaging aggression.

Focuss fire to destroy troops and don't be afraid to loose modells in a group, if it means destroying hostile groups, you will always be winning a battle of weariness. Each Chaos Navy you assassinate is valuable about 5-6 guards. I would say from my own experiences that orcs are the most danger races you can play against with the Imperial Guard just because they work in a very similar way to you with large numbers, but with great hand-to-hand combat AND firing inst.

Orcs ( "together with tyranids") are the fractions in the match against which you will not be able to defeat a Wars of Weariness, and as such you must get very filthy using your own armoury of AOE assaults, abilities and supreme vehicles. Here are a few more sessions to keep an eye on:

Muchtimes I went into an area I was htough free early play, got oppressed and then flooded with slowgaboys and stupboys. Through this I refer to 3-4 shoota boysz units with buttons and large shootas that move around in a tight'blob' smashing groups at the range through use of there equalizability and WAAAAAAAGH.

You can outsmart even a large number of guards, coerce them with a Manticor or beat them with Ogyrns/Embarked guards in Chimeras. Ork Nobs: Ork Nobs are a very heated subject as many a time a lone group of Nobs has won the match for my opposite half in T3 as I have just been incapable of dealing with them.

Superbly powerful fleets moving at the same rate as slug gas when WAAAGH'ed, AND with the capability to destroy the suppression and become invincible? Orcs are the Antichrist, when you play as IG, shoot down EVERYTHING that looks distant like his doing for hand-to-hand fighting with you and use the pillboxes and building to refuse light killings to orcists.

I would strongly recommend a repression squad and any other weapon that does area damage, such as flames and grenade launcher on the Lord General, if he takes action against you early. Late play go for Leman Russes with plasma cannons for ultimative orc slaying.

Tyranides are a very challenging fraction to defeat when it comes to harm, either an entire pack of mele troops that would frighten most orc troops to subjugation, or a long-range battleshorde that is easy to outsmart even IGunlines. Acting as such, when you fight tyranides, be careful what your enemies builds and builds to do.

Warriors can select either a ranged repression squad or a hand-to-hand battle squad that can deal severe harm to most enemies, and as such watch their model, a large gun on the medium level means repression and you will need catacres and guards, additional talons means hand-to-hand battle and a separate repression squad is useful.

Tyrant Guards: Armored tyrants, able to suck up ALL the fire power and also regenerate your sanity super-fast, need bulk fire power (preferably armored plasmacannon guards) and one or two Melta troops to kill them, not particularly perilous to themselves, but it is Excel's way of interrupting weapons crews and guards who take advantage of other tyrants' inlets.

Sporemines: Usually only a nuisance for most fractions, sporemine droplets can really spoil your days, as they do and suppress modest harm to your infinites. Slaying tyranides is definitely tough, as AOE is needed for the small animals and big firearms, as such I would recommend to start any match against tyrants with two flame-guards and a guard, in Catachans and either a repression squad or a swift chimera. Later you should get a few plasma guards and a manticor or a swift plasma leman Russ and concentrate on slashing and with them first.

There are, however, entities that are highly dependent on each other and as such only limit a singular part in the string, you can shred them as easy as they can. - GUARDIAN: Sentinels are literally the term "glass cannon," causing astonishing harm, moving very quickly with a naval of feet, and gaining entry to plasm shells that can even assassinate children.

A lot of Eldar gamers begin a match by building three of these mass firefighting troops and they can very quickly destroy everything an IG match has, even a sentinel. Be on your guard for shells, try stomping your sentinel and get Catachans out as quickly as possible when you see a'blob' from these boys, faint but VERY dangerous in reach against all infantries, but also almost pointless against armored vehicular.

Wraith Guard: Wraith Guard are very annoying troops IG can handle, they have long-range raids that can crush both children and armour with lightness, and they are extremely tough for an Eldar team. Being such they meet with large quantities of fire power and do not try to group troops to form close alliances, many gamers keep several overwhelmed wraith guard teams and as such I would recommend your powerful overall skills such as running basalisks and hell fever strikes for groups of them.

Fire Prism: The fire PRISMA is able to kill both vehicle and foot soldiers very lightly when you play as Imperial Guard, and uses its velocity to avoid retaliation once it has fired a few laps. They are very powerful when they work together, but become very fragile and suffering from general lower armor, in some cases even more so than your guards.

Being such AOE guns as Flamers and the Manticor are very effective against Evar troops, just be careful with retaliation, as Evar are EXTREMELY portable, through the use of WEWAY GATTS and Unit/Global capabilities. but I can't ignore how good they can be at stamping guards into the floor.

In particular, the Use Yer Sad! capability makes it VERY efficient when it comes to keep a large number of guards at a safe distance. ÿ The Use You Youad....ÿ Utilize your own abilities to keep them down and keep them focused while they're in reach. Fortunately, assault troops with Melta rifles are THE perfect force to chase a manticor behind hostile contours, and it should be your primary goal if you know the enemy has one.

You should know that the Lema Russ is an efficient assassin of practically anything if it is correctly armored, and as such in front of one of your most powerful guns can be very problematical for an IG force, which is generally missing in anti-tank option. Ironically, your best defense against any opposing IG armor is a Leman Russ Vanquisher, but with Lanscannon crews, Melta storm troops and manticore blitz.

Lean Russians are hazardous, but often deprived of mobility as they get entangled in large numbers of guards. In the fight against yourself, it's about understanding and using your strengths and shortcomings equally, using AOE guns and explosive against an opponent's IG game, and focusing on any armor you might encounter with Strom Troopers and Lascanon team.

The earliest possible death of the opposing sentinel is also a top of the list. Hopefully you now have at least one fundamental concept on how to efficiently perform the Imperial Guard in the competing on-live game, but to be honest, the best instructor is experiencing. So the more matches you are playing, the better you will become and as such you will try more complicated unit arrangement, strategy and skill.

While the Imperial Guard may be one of the most one-of-a-kind fractions to be played on-line, the rewards for their mastery are well deserved, as they are more than able to fight and win against any fraction on a 1:1-base.

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