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By Ross Watson
The first time I encountered Storm Troopers, I was playing with
my Dark Eldar army against a friend's Imperial Guard. I noticed
that there were these funny-looking guys in masks standing around
defending one of the mission objectives. Pointing towards the strange
models, I asked "Who are those guys?" The answer came
back quickly: "Those are Imperial Storm Troopers," he
replied with a smug grin.
"Storm Troopers?" I scoffed, thinking of certain other
Imperial Stormtroopers who wear white armour and can't hit the broad
side of a barn with a blaster rifle. Then I charged in with the
Warp Beasts and the Beastmaster. Suffice to say, the Storm Troopers
turned my Beasts into hamburger and forever stood in my mind as
formidable warriors.
Storm Troopers fill a great number of roles in an Imperial Guard
army. They are able to out-shoot and outmaneuver many of their fellow
Guardsmen. Storm Troopers are able to Deep Strike as well
as Infiltrate, and have the option to purchase a Chimera
transport. In addition to their rapid mobility, Storm Troopers can
take up to two Special Weapons and already come equipped with Frag
and Krak grenades, Hellguns, Targeters, and Carapace armour. Finally,
Storm Troopers are highly skilled, possessing a base Leadership
8 and a BS4. Special skills, transport vehicles, lots of equipment
and a great statline what's not to like?

Deep Strike
Paying 1 extra point per Storm Trooper (raising their base cost
to 11) allows your unit to Deep Strike if the mission permits.
Representing the Storm Troopers' ability to deploy via grav-chute,
the Deep Strike special rule gives your Storm Troopers the
opportunity to land behind enemy lines or next to a vulnerable target.
Storm Troopers equipped with Meltaguns often use this tactic to
destroy enemy tanks. When you have the option to Deep Strike,
carefully consider your opponents capabilities. A force that
is strong at close combat is one you dont want to drop next
to when you Deep Strike. Deep Strike means that sometimes
you can lose your entire squad either due to an unlucky Scatter
roll or to incoming enemy assaults if you land in a bad spot. Generally,
Deep Strike works best when you have specific target objectives
or when your entire army Deep Strikes. Your armys doctrines
may also have some impact on your decision whether or not to include
this ability. Storm Troopers do not qualify as Guard Infantry, so
many doctrines have no effect on them. If your army has the Drop
Troops doctrine, for example, you will need to purchase the
Deep Strike ability separately for your Storm Troopers in order
for them to Deep Strike along with the rest of your forces.
Infiltrate
The ability to Infiltrate also costs 1 point per Storm Trooper,
just like the Deep Strike ability described above. A Storm
Trooper unit that can Infiltrate can set up closer to the
enemy after most or all of your opponent's forces have been deployed.
Thus, Infiltrating Storm Troopers can respond to enemy deployment,
putting their firepower where it is needed most. The ability to
Infiltrate is highly useful when trying to capture objective
markers or set up a firebase where the Storm Troopers' Hellguns
and BS4 Special Weapons can pummel enemy forces. Infiltrating
is almost always a good idea, as doing so allows your Storm Troopers
to get into more desirable tactical positions. Of course, when you
dont want to be closer to the enemy (such as when you are
facing World Eater Space Marines, Tyranids, or Orks) or when there
is very little terrain, the ability to Infiltrate isnt
very useful. Much like the Deep Strike ability above, deciding
whether or not to pay points for your Storm Troopers to Infiltrate
may be influenced by your armys doctrines. An army that has
the Light Infantry doctrine, for example, will probably want
to purchase this ability
so that the Storm Troopers may Infiltrate alongside the regular
troopers.
Chimera
Storm Troopers can ride in a Chimera as their transport, although
doing so eliminates any possibility of taking the ability
to Deep
Strike or Infiltrate. Since Storm Troopers carry no
Heavy Weapons, they can easily embark and disembark from their
transport
to get from place to place on the battlefield. Their mobility,
armour, and leadership make Storm Troopers a viable alternative
to an Armoured
Fist Squad. In addition, the Chimera can make up for the one thing
Storm Troopers lack: heavy weapons fire. The Chimera can provide
a Storm Trooper squad with some serious firepower in the form of
the Multi-Laser turret and Heavy Bolter hull weapons. An army
that
finds itself short on points to spend, however, should probably
skip the Chimera these transports are effective but not
cheap. Also, as mentioned above, you cant Deep Strike or Infiltrate
if your Storm Troopers are mounted in a Chimera. Inquisitional
Storm Troopers or Storm Troopers taken with the Grenadiers doctrine
cant Deep Strike or Infiltrate anyway, so
these two kinds of Storm Troopers are generally the best candidates
for
a Chimera transport.
In my own Imperial Guard army, I liked
the mobility of my Storm Troopers so much that I always purchase
a Chimera to chauffeur them around the battlefield. Its difficult
to find a better fast-reaction force for the Imperial Guard than
some Storm Troopers! I have found that the Chimera lets the Storm
Trooper squad respond to the enemys deployment and get to
whichever part of the battlefield they are needed in most.
Special Weapons
Storm Trooper squads can have up to two Special Weapons and can
select from a group of four: Flamer, Grenade Launcher, Plasma
Gun,
and Meltagun. Generally, Storm Troopers perform well when optimised
for a particular mission, from close-in support (where Flamers
excel)
to tank hunting (Meltaguns suit this mission perfectly). Mixing
types of special weapons inside the same squad rarely proves
as
effective. Just like anything else having to do with the Imperial
Guard, more is always better! Although Storm Troopers possess
a
fairly reliable BS 4, you cant count on that accuracy to
prevail every turn of the game. Thus, having a backup in the form
of a second
Special Weapon of the same kind is usually a good idea.
The Flamer is the cheapest option, although it is also the weakest.
Primarily used for hitting multiple foes, the Flamer does best when
Storm Troopers employ it as part of a mobile unit, such as those
units in mechanized assaults. Twin Flamers can make jumping out
of a Chimera and taking on an enemy unit much more feasible!
The
Grenade Launcher is also cost-effective, but much more versatile
than the Flamer. Able to fire both Frag and Krak grenades, the Grenade
Launcher combines antipersonnel and light antitank capability in
one weapon. The Grenade Launcher also has a good range, firing up
to 24" with no penalty from movement. The Grenade Launcher
is a fantastic weapon for a stationary firebase of Storm Troopers
and serves mobile Storm Troopers extremely well.
The
Plasma Gun is more expensive, but also more powerful (and more
dangerous
to the user). The Plasma Gun combines impressive firepower with
a decent range (as a rapid-fire weapon). The downside is, of
course,
that the Plasma Gun can overheat and kill the gunner! While this
threat is much less among the carapace-armoured Storm Troopers,
you
should still be aware that a couple of poor shooting rolls can
cost you a 20-point model. Stationary Storm Troopers will find
the Plasma
Gun a powerful addition to the number of shots they can fire downrange,
but mobile Storm Troopers or squads that are looking to save
some
points should consider a different weapon.
The
most powerful Special Weapon available to Storm Trooper squads is
the Meltagun. While possessing a short range of only 12", the
Meltagun can destroy any vehicle and many multi-wound models with
one shot! The Meltagun is excellent for fast-moving Storm Trooper
squads, giving them the capability to deal with nearly any enemy
they encounter. Storm Troopers who go tank-hunting find the Meltaguns
armour-penetrating ability invaluable. A Storm Trooper squad with
two Meltaguns also makes a good headhunter squad, targeting
any multi-wound characters or monstrous creatures they can engage
with these powerful weapons. The Meltagun is also expensive, however,
and can quickly drive up the overall cost of the squad.
Meltabombs
An optional squad upgrade, Meltabombs are fantastic for destroying
all kinds of vehicles. When combined with the Chimera transport
or the Deep Strike or Infiltrate squad abilities,
Storm Troopers with Meltabombs can be a real threat to any tank.
The drawback, of course, is that the Meltabombs are extremely expensive,
costing 4 points per model. An alternative is to buy Meltabombs
for the veteran sergeant, cutting down on overall costs but keeping
some of the hitting power. If you decide to go this route, keep
in mind that even if the Veteran Sergeant fails to do any damage
with his Meltabombs, the rest of the squad can still make attempts
with their free Krak grenades!
Hellguns
While not much more impressive than the standard Lasgun, Hellguns
do have an AP value of 5. This benefit gives Hellguns enough
power
to punch through lightly armoured infantry, such as Dark Eldar
Warriors, Eldar Guardians, Orks, Kroot, Lost and the Damned
traitors and mutants,
and many Tyranid organisms. Thus, the Hellgun is far more effective
against certain enemies than its weaker cousin. Storm Troopers
armed
with Hellguns can lay down impressive amounts of accurate fire,
and can be devastating when employed against some of the aforementioned
foes.

Targeters
One of the best reasons to include a Storm Troopers squad in any
Imperial Guard force has to be the Targeters. Part of the standard
Storm Trooper's equipment, the Targeter allows you to pre-measure
ranges before opening fire! This advantage is priceless, since you
can infer from the ranging just how far away any assault-oriented
enemy units are as well. Targeters remove the guesswork you
don't have to think you know how far away the enemy is with
a targeter, you know for certain.
Carapace armour
Also part of the standard Storm Trooper equipment, Carapace armour
provides a 4+ armour Save. A 4+ is a great armour Save to have, as
it gives your troop a 50-50 chance of surviving most basic weapons
and hand-to-hand attacks, and it does not get modified by even Khornate
Chainaxes or Choppas. Heavy or Special Weapons are necessary to
punch through Carapace armour, meaning that a unit of Storm Troopers
has a better-than-even chance of surviving a given Shooting Phase!
It's a rare Imperial Guard unit indeed which can boast equivalent
protection.
Grenades
All Storm Troopers carry both Frag and Krak grenades, adding yet
another layer of versatility to these already capable soldiers.
Frag grenades allow the Storm Troopers to assault units in cover
without suffering any penalties, and Krak grenades can be utilized
to damage or destroy light to medium vehicles. Storm Troopers are
suited to nearly any battlefield task, and the grenades they carry
make any assigned mission that much easier.
Inquisitorial Storm Troopers
Occasionally, an Imperial Inquisitor will call upon units of fanatically
loyal Storm Troopers to assist in an investigation. Inquisition
Storm Troopers have even more choices than their Imperial Guard
brethren; they can select a Rhino instead of a Chimera as
a transport,
and the Veteran Sergeant can choose items from the Daemonhunters
armoury. A powerful counter-assault combination includes a
Storm
Trooper squad upgraded with a Veteran Sergeant who is armed with
a Thunder Hammer and transported inside a Rhino.
Roles
Storm Troopers typically excel in one of three battlefield roles.
If a Storm Trooper squad is tailored to fit a particular role, they
will often perform impressively. Listed below are some of the ways
in which Storm Troopers can be utilized to full effectiveness.
Fire Support. Fire support is one of the missions that Storm
Troopers are almost ideally suited for. The high Ballistic Skill
and special equipment (Hellguns and Special Weapons) of the Storm
Trooper mean that they make their shots count much more effectively
than your average Imperial Guard squad. As discussed above, the
Storm Troopers have many ways to get into position on the battlefield,
and once in place, can reliably hold that position against nearly
any enemy they encounter. In addition, a Storm Trooper squads
firepower can support the advance of another unit or slow down the
enemys approach, whichever you prefer.
In my own army, I prefer to send my Storm Troopers ahead of the
main force, utilizing them both as a firebase (where their Hellguns
can threaten enemy infantry) and a mobile reserve. Should I need
their help elsewhere, the Storm Troopers mount up in their Chimera
and drive to the trouble spot.

Objective Claiming. Many scenarios involve an objective,
such as table quarters (in the Cleanse mission), objective markers
(as with the Rescue mission), or a strategic piece of scenery (such
as Take and Hold). Storm Troopers are among the best troops available
in the Imperial Guard to capture and keep such objectives. Although
they dont move quite as fast as Rough Riders or a Hellhound,
Storm Troopers have the manpower and firepower to make your opponent
think twice about trying to take away the objective. The various
mobility options (described above) go far to make the Storm Troopers
competitive with speedy enemy units like Chaos Space Marine Bikers
or Ork Stormboyz. When added to the respectable firepower, armour,
and leadership that Storm Troopers possess, these options make Storm
Troopers a difficult nut to crack when it comes to taking or defending
a mission objective.
My own Imperial Guard army has two units of Storm Troopers, both
of which operate as objective-claiming units. I send my Storm Trooper
squads to claim or contest table quarters or objective markers in
order to discover the Rescue missions prize. So far, they
have never let me down!
Counter-Assault. Although Storm Troopers are not as impressive
in hand-to-hand fighting as Rough Riders, Ogryns, or other dedicated
close combat units, they can hold their own in an assault. Dont
forget that a Storm Trooper Veteran Sergeant can purchase a Power
Weapon for only 5 points! Also, the Storm Troopers Carapace
armour and high Leadership means that they can slow down most assault-oriented
foes for at least a few turns, giving you the opportunity to prepare
a properly warm reception for your unwelcome guests.
However, Storm Troopers should only use this assault role as
a fallback,
being far better at shooting the enemy or defending a strongpoint
on the battlefield. Most of the time, you should only consider
Storm
Troopers as close combat troops if it is crucial to hold the line
or plug a hole in your defences.
My Storm Troopers dont seek out close combat, but if they
are drawn into an assault, I know I can rely on them to keep the
enemy bogged down for a little while. As I generally send my Storm
Troopers ahead of my main battle line, I have to keep in mind the
possibility that they may have to serve as assault troops should
I be outmaneuvered. Fortunately, since I mount my Storm Troopers
in Chimeras, I usually have the option of driving away from foes
who get too close!
Send in the Storm Troopers!
In closing, let me suggest to all the Imperial Guard commanders
out there: don't be afraid to field some Storm Troopers. They're
rock-solid soldiers who can do just about any job you assign to
them. Properly equipped, deployed, and supported, Storm Troopers
can have a decisive effect on any given battle or mission. I'm not
trying to say that Storm Troopers are the best choice or the only
choice, but I am going to say that Storm Troopers can and will surprise
you and your opponent with their battlefield prowess.
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