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Imperial Guard HQ

In this section we will be looking at the Imperial Guard HQ tactics. As usual, you will need a copy of the Codex to make best use of this information.

Company Command Squad Tactics

An Imperial Guard army is normally lead by a Company Command Squad. For the points the command squad is very good value.

The Command Squad has a Ballistic Skill of 4. The means that they are as good as Space Marines at shooting. This being the case is worth wile tooling them up with better weapons. I highly recommend upgrading to a Lascannon team. The only reason not to is if you want to have an extra mobile or close combat squad (city or jungle fight?).

Despite the improved Ballistic Skill, I would be very nervous about upgrading to Plasma guns. If you do take plasma guns, take the carapace armour upgrade too.

Unusually, there is not minimum or maximum number of Company Command Squads that you can take.

Orders

The Company Commander can issue orders. As the army commander the Company Commander has the greatest range of available orders and the best range in inches that he can project these orders.

Bring it Down!

This is a useful order to give to heavy weapon squads, or squads with a lot of fire power. If the squad takes the command the twin-linked shootiness that the squad gains will mean that the squad will hit 3 in 4 times (75%) instead of the 50% that they usually do.

This means that the higher the points value of the squad, the better value you get from issuing this order. For this reason you may want to set up you heavy weapon and/or veteran squads near the HQ.

Fire on my Target!

Get Back in the Fight!

Junior Officer Orders

The

First Rank, Fire! 2nd Rank, Fire!

Incoming

Move! Move! Move!

Regimental Advisers

The Company Command Squad can take Regimental Advisers.

Astropath

The Astropath my be an advantage if you have reserves. If you don't have reserves, the Astropath is a waste of points.

Master of Ordinance

The Master of Ordinance is a very good value ordinance weapon. For 30 points you get a unlimited range Earth Shaker Cannon. Highly recommended!

Be aware that the ordinance will scatter more than the normal ordinance weapons, so be careful which targets you choose.

The Master of Ordinance needs line of sight to call down a barrage strike, so get him the best view of the battlefield possible.

Officer of the Fleet

Bodyguards

Body Guards are above average close combat troops compared to the other Imperial Guard. This does not mean that they have game winning skills, but if you want to create a close combat HQ choice, then they are useful.

Commissar Lord

Warhammer 40k Imperial Guard Commissar Yarrick

You can have your army led by a Commissar Lord, It is more usual to have then as a second HQ choice.
Lord Commissars have the highest Weapon Skill and Ballistic skill of the whole Imperial Guard Army, they also bolster the moral of the troops around them. These skills make the Lord Commissar very desirable if you think that there will be close combat fighting. A Lord Commissar attached to a Ogryn squad makes for a formidable close combat unit. Remember that Imperial Guard close combat squads are best used to 'mop up' after the heavy weapons have shredded the opponent.

Primaris Psyker

Imperial Guard Primaris Psyker

A Primaris Psyker can be chosen to lead you army, but they are usually taken as a second HQ choice. The main reason to add a Psyker to your army is for their psychic powers, and the Primaris Psyker as a couple of good ones.

Lightning Arc

The Lightning Arc psychic power is a formidable mid-range shooting attack. You have to roll a psychic test as well as a ballistic skill, but if you hit then you get 2D6 S6 hits. This could be used against light vehicles but works much better against squads of troops.

Night Shroud

You can only use one psychic power per turn, so if you think that you will be receiving a lot of incoming fire, then this may be useful. This power works against the opponents leadership value, so it will work better against the more feeble minded.

Ministorum Priest Tactics

Warhammer 40k Imperial Guard Priest

Ministorum Priests can not lead an army because they do not take up a HQ slot. The advantage of this is that you can always take Priests as an addition to your army (points permitting).

Priests are independent characters so you can attach them to a squad. The best squads to attach them to are close combat squads especially veteran squads.

 

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