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Guardsman infantry against intercessors is a complete non-start. Lack of invuln on his tanks, weak infantry, and his only real firepower being limited to a few tank commanders basically forced me to bring "weaker" stuff in order for it to be an even match. Even in the middle of 8th when Marines were garbage tier, I never had much trouble against him. I'm an Ultramarine player whose best friend plays guard. Tank Commanders are there to hopefully mulch a bunch of intercessors and make their points back or close to it. I've always found it hilarious that with move move move infantry can outmaneuver their transports but that is a key factor in this list.īasilisks are there to pinpoint and eliminate key threats to other things (enemy anti-tank, enemy artillery, enemy snipers etc.). This gives you tons of indirect fire (forcing your opponent to either DS and deal with them or put them on a clock to get pounded out), tons of the aforementioned str 8+ multidamage, and tons of disposable bodies to keep a healthy DS denial screen and play for objectives.
IMPERIAL GUARD VS SPACE MARINES FULL
What I'm projecting to run is 3x TC (bouncing between BC, executioner, and demolisher), 3x Basilisks (one, maybe even two with full payload), then fill out the rest with as many obsec bodies I can with complimenting officers to try and get some good orders through. You want enough Str 8+ multidamage weapons to mulch intercessors and enough bodies to essentially keep throwing them onto the midfield. I think a better plan for the play the objective type lists are a combination of threat saturation and the imperial tide. Guardsman stand pretty much 0 chance of surviving a whole turn on a midfield objective.Ĭhimera spam is good in theory but oh boy are they overcosted (and I love them too. You can stick beefy units on it only to be out obsecd. The crucial midfield objectives (to get that more than 1/2 secondary) are hard life. Backfield objectives are pretty easy, stick some sentinels back there or guard squads in cover etc. Not to be all doom and gloom but it is much harder for guard to play objectives in 9th due to scoring being at the START of your turn. I agree with most of your points (having played Guard since 4th/5th edition). Certainly far better than trying to outshoot the game's most shooty army. Create a wall of LOS blocking Chimeras and Marine squads stuck in CC against high-T units.įar from a guaranteed win or even fair odds, but the best chance you have. Turn 2 you disembark, further move up those vehicles and try to pull off as many charges as you can with everything except the Russes. Turn 1 you move up the board and pop smoke. Don't try to go for kills, simply play the objective game while denying your opponent mobility and shooting. Your strategy is simply: charge those vehicles while saturating his anti-vehicle weapons with high-priority targets. You can add small Scion Plasma drops to suicide against priority targets such as the Eradicators or some artillery for indirect fire or simply spam more Chimeras.
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For 500 pts sprinkle in 3 cheap Russes, and I mean cheap: no Tank Commanders, no sponsons, Battle Cannons or Demolishers only. 9 Armoured Sentinels is 54 T6 3+ wounds for a mere 315 pts. But you can drop 4 Chimeras filled with Guardsmen for 540 pts. Sure, Eradicators are OP and will easily munch a Leman Russ. There is one thing the Guard still does better than anyone, and that is spam vehicles. My suggestion would be to play against more fun and less unbalanced factions, but if you must face Primaris: mechanize. You can't keep your characters safe from Eliminators as long as they're on board. They excel at killing hordes of Guardsmen, so that option is out. Guard superheavies are a big "I want to lose" sign.Įven the Guard can't outshoot Primaris with their undercosted units and ever-present reroll everything auras. Bullgryns have been nerfed significantly by no longer being able to mix saves at will. Autocannons aren't cost-efficient to spam in sufficient numbers. Plasma Scions will die after a single shooting phase. Most of this advice is really bad and clearly shows people who don't actually play Guard.