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Tactics advice for a newbie.


stev

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Having always wanted to try guard and getting some good deals 2nd hand have managed to put together a small force. Its taken a long while to get round to them but finally put them together. Ideally I intend to use them as allies for some other forces but I'm gonna have my first game soon just running them solo. Its only gonna be around 700 pts I think.

 

Like I said they were intended as allies for my more assaulty armies to sort of hold my back field, provide supporting fire, claim objectives etc. As a mainly World Eaters and Nid player the guard playstyle seems pretty alien to me and would appreciate any tips/advice/dos&donts for my first game, especially since I will be going solo guard.

 

My force will be roughly as follows:

- Company Command Squad

(Camo gear for all, bolter, vox, medic, lascannon)

 

- Platoon Command squad

(Bolt pistol, vox, flamers, heavy flamer, maybe a medic?)

 

- infantry squads x2

(Both have vox, one with flamer, one with grenade launcher)

 

- heavy weapons team

(3 mortars)

 

- chimera

 

- leman russ with battle cannon

 

- a sentinel (havent built this yet- possibly armoured with missle launcher or autocannon- the options are all a bit overwhelming! )

 

 

My opponent will prob be necrons or datk angels and is gonna bring a fairly balanced force, nothing uber competitive.

 

So...what do I do? How do I win? ;)

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Welcome to the Guard :) If you want tactical advice, best start with the Tactica Generalis as a primer on starting out with Guard - in general it's a numbers game, either in model or dice (ideally both!). They key thing to remember is that Guard are not a static army and gun line doesn't work in modern 40k, so you need mobility. I always build my armies to get in as much as I can, so that's the mantra of "boys before toys" so I try to keep unit costs down - especially on smaller/weaker ones like Command Squads.

 

Chimeras are good for that, as well as protecting your troopers - they also offer an enviable amount of fire power ;) If you want to mechanise the best candidates are Vets, CCSs and if you want even more PCSs. These units can field a lot of special weapons to jump out and shoot with (or two from the Chimera's firing hatch) and in the first two cases BS4 which makes a big difference :)

 

Russ ranks are solid, and can handle almost anything with their various chassis and sponsons. I usually recommend specialising them if you only have one/a few. Mortars are fun but are in most cases outclassed by a couple of Wyverns. No Guard army is complete without a couple of Wyverns these days! Sentinels are useful too, but can have a few roles from fire support to harassment so that impacts your decisions there. Autocannons are always a good default, good for tackling a range of foes and cheaper too.

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