The Imperial Guard Roll out For Warhammer 40K 6th Edition
July 12, 2012 by beerogre
Andy and Darrell take up what they think is now the top Codex out there for the new Warhammer 40K rules, but what do you think. Will the guard flatten all challengers or do you think there something that the guys have missed?
Check out the Gothic Ruins from the Battlefield in a Box Range:
The hydra was FAQed, the targeter rule is now replaced with “target units cannot claim a jink save against shots fired by the hydra” so yeah, flyers are pretty much done for.
I just found the first addition to my force…
They also gained the skyfire rule, but not the interceptor rule, so they only snap fire to everything thats not a skimmer, flyer or flyer monster, and jetbikes are not included on that target category.
It´s a little nerf but I think it´s ok to keep it from being overpowered.
Exactly. Yes, the Hydra can easily shoot down a flyer, but flyers can shoot Hydra’s, too. All flyers have to start in reserve, which means the flyer will usually get a shot at the Hydra before the Hydra gets a shot at the flyer. And, if you have half a brain, the first thing your flyer will target is enemy AA. What’s scarier for flyers are the Icarus Lascannons on the Fortress of Redemption and Quad Guns on an Aegis Defense Line, because they have Interceptor, which allows them to fire at incoming Deep Strikers, Flyers, and ground troops. And… Read more »
I agree with rissan4ever. The Ork Dakka Jet can move on 36 inches — fire 19 twin link shots (with the WAAAAGH) at 30″ range. Better bring two Hydras or one Quad gun and one Hydra.
Here’s my Imperial Guards log:
http://www.beastsofwar.com/groups/imperial-guard/forum/topic/my-imperial-guard-army/
The army was built with 5th edition in mind so I will have to make some changes, I think. Thanks for the advices, guys!
But since the Hydra Autocannon doesn’t have the Interceptor rule (it only has the Skyfire one) it can only do snap shots at targets that isn’t a flyer, skimmer or flying MC.
So no more rhino popping, still amazing against Eldar thou.
Remember the Hydra is Twin-Linked as well, so it’s not entirely useless against ground targets.
it also means that you may as well move (6″+) when engaging ground targets, if you’re forced to snap fire. So you can circle around them or better yet, drive out to meet them as they go for your Leman Russ Battle Tanks… after the flyers are dead of course! 😉
Hydra Flak Tanks at 75pts a pop, are a lot more disposable than Leman Russ at 150pts+
I’m soooo with you Andy. Hydras are king on the table.
Hydras can still shoot at land based unties at full bs, following the NORMAL rules for how far it moved. The fact it has not got interceptor only means it cant fire at units that enter reserve during an opponents turn. So against infantry.. or against vehicles it could still pew pew as per normal
You may want to re-read Skyfire rule.
The primaris psyker has suddenly got a lot better when combined with the psyker battle squad.
If you replace one of his powers with the basic telepathy power ” Psychic Shriek” and use the full psyker battle squad with weaken resolve to reduce the targets LD to 2, you then get 3 dice to roll and every point you beat their LD by, you cause a wound. Average of 10 wounds and it ignores armour and cover too!
Cheese much? I like it 🙂
@eddrock … That’s the flavour of cheeze that @darrell likes best!
Imperial Guard just keep getting better in 6th Edition! 😀
True…
Though you can’t really call it cheese, it’s bit like the necron tricks in 5th Ed: they’re combo’s, like you see in Warmachine all the time.
Funny he didn’t noticed… C’mon, Darrell, don’t go to a half-time job in the Cheese Mine!
Think of how well it pays off!
for all interested thats the original article about it :
http://natfka.blogspot.de/2012/07/harnessing-warp-with-primaris-psyker.html
I found that combo as soon as I read the Telepathy rules. Just nasty. The best thing about Telepathy is that you can automatically get the base power. And Telepathy is less random for a Primaris Psyker than other diciplines since it can only get 4 powers and so you may have a better idea of what you will get. All those powers combine great with guard and specially with psyker squad. For example “Terrify” makes target lose “fearless” and take a morale check, imagine with LD2 =D. “Dominate” makes target take a LD test every time they want to… Read more »
Ops, just checked the article, it´s stating what I just said.
Personally I don’t see IG making a comeback as their own army, but I can see them being taken as allies by most people. Even with them as allies you can still get loads of guardsmen, up to 3 russ’s and up to 3 vedettas. I can’t see a reason not to take them as allies (my SW already have)
@bloodhunter … the IG are great when you use them as your primary army and ally with Space Marines (vanilla flavoured). Marine Scouts replace your need for Ratling Snipers or Veteran Forward Sentries and Thunderhammer Terminators are the hard hitting melee unit the Guard lack. As an HQ you can take a Chapter Master for another formidable blast weapon. The Terminators can hover around your Leman Russ Battle Tanks that are lurking at the back of the board, ready to take on any tasty infiltrators or battle fast moving combat units trying to get to your tanks. It’s a win… Read more »
actually that does sound better, but why not have an assault marine squad near the russ’s instead? that way your termies can go near the front to smash stuff up there instead.
@bloodhunter … because 2+ armour saves are king now!
Those Thunder Hammer/Storm Shield Terminators are insanely tough, all the biggest guns simply put them on a 3++ save, everything else is 2+… monstrous!
Terminators are great, but a bit too pricy. You won’t be able to slug it out anyway, so strengthen your strengths and rely on cheap tar pit units for CC while the rest of your army is spamming blasts. Divination is the only psy discipline guard cannot get, and it has very nice synergies with big infantry blobs that work as a tar pit. However, 100 Points for a power armor psycher is also too expensive, considering you also have to take some of his overpriced troop-fellows. I’m quite optimistic: – Company Commander got slightly better because of Astropath (quite… Read more »
I wonder if taking Nork Deddog is good
In theory he works the same way as a bodyguard, but he has 3 wounds and will take a flakey and do D6 S6 hits on whatever takes off his last wound in close combat, and since he has look out argh that could be whatever challenged the officer, unless look out sir rolls cant be made in a challenge…
He’s not worth the points. Better off simply getting two body guards for 30 pts. Also, I think Ogryn took a hit simply because they can get shot up assaulting with ‘overwatch’. They might be good to help defend an objective or strategic point but you probably aren’t going to charge them into the fight as much. And for that — not worth the points.
because basic rapid fire weapons are so much better now, even facing normal platoons of guys can be scary.
Maybe not best flyer, how about necron night scythe as the new best transport? Twin linked tesla destructor, can transport troops up to 36 inches and they can still disembark…Only armour 11, but when zooming that shouldn’t matter quite as much as with other vehicles.
Not to mention that if the night scythe does go down, the unit inside isn’t dead from the crash.
Ratlings are now properly amazin, assumin they have presision strike 😛
Hi all, slightly off topic here, but I’ve just spent over a thousand quid on flights back to the UK so I can attend the Throne of Skulls event in October, and their website says they’re sold out. If anyone has a ticket they want to sell for a huge profit, I’d be grateful to hear from you.
Cheers for the video – guess I’m buying some hydras to go with my mobile IG. Just wished you would have made some suggestions on who to take for challenges … still waiting for my 6th ed to try and figure it out. Any suggestions welcome.
can you guys make a chaos + daemons army with the cheese that chaos daemons ( chaos sm) can dp and assault the same turn and would this effect daemons ( normal daemons) as well?
A Primaris psyker with psychic scream and a psyker battle squad can be devastating with weaken resolve. If you can get that combo off on a nasty assault unit and they survive, you can always take some sniper shots and pin the unit.
I’ve gone up against this combo and it was devistating.
Yeah Vendetta’s all the way, I dont doubt that the IG are now a top codex (even though they already were) but… I still think the necrons better, they have more tactical options to deal with anything better than what the guard can do. Don’t get me wrong the guard are great, but I think necrons are better. Also I think any flyer will take any flyer – It will just come down to which Flyer comes onto the board 2nd, and I bet new Eldar ones are going to have some flying tricks. I do wonder who will be… Read more »
I expect Eldar and Dark Eldar flyers will have Vector Dancer or some such.
Thats exacty what I referring to 🙂
Yeah, I agree with chadeptus. Although the points about Guard are good ones, in my opinion Necrons have got a better boost than them. Take these into account: 1) Tesla on Overwatch is painful, having your troops treble any 6’s with S5 weapons is gonna hurt anyone on some level. 2) Deny the Witch is a 4+ to anyone within 3″ of a Canoptek Spyder with Gloom Prism effectively. 3) Tesla Destructors mounted on the Night Scythes/Doom Scythes can potentially make a mess of any enemy AA, that’s not even considering the Death Ray. 4) Mindshackle Scarabs in a challenge… Read more »
I think Scout Sentinels still have value with Outflanking. That’s a cheap model with a heavy flamer that can come in and toast those jokers hiding in the back trying to pick off my tanks or holding an objective.