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By Ross Watson
Squig-at-Large
While I was designing my Imperial Guard army (see BG4 and BG5 for
more on that process), I began to look at the various options for
equipping my squads and commanders. Looking over the new Codex:
Imperial Guard made me realize that there are a great number
of choices, and I began to consider how each selection can change
the way a unit fights.
As a relatively inexperienced Imperial Guard commander, I was unsure
at first how I wanted to equip my forces. I knew from reading through
the Codex that the Imperial Guards strength primarily lies
in the number of heavy and special weapons it can field.
Point for point, the Imperial Guard can field more special and
heavy weapons than nearly any other Warhammer 40,000 army. In addition,
the Imperial Guard benefits from a wide selection of firepower,
ranging from the common (such as the Heavy Bolter) to the unique
(like the Mortar). Each weapon has a particular use to which it
is best employed. When these weapons are combined with new selections
in the IG wargear list, the Guard becomes a deadly foe indeed.
Lets take a tour of the arsenal that can give your IG army
the edge you need. Also, we will explore the battle decorations
in the Wargear section of the Codex that can have a large impact
on the performance of your Guardsmen.

Each Infantry Squad can field one special weapon. Special Weapons
Squads and Command Squads can field even more of these useful weapons,
as can Storm Troopers and Hardened Veterans. Generally, special
weapons can add firepower to a squad or tailor it towards a specific
purpose. For general purposes, good special weapons include the
Grenade Launcher and the Meltagun. However, the best special weapon
depends on the specific intended purpose of the squad. If the unit
is intended to close with the enemy, choose Flamers. If you prefer
to have the unit stand and shoot at range, the Grenade Launcher
or the Plasma Gun are your best choices. If you are aiming to destroy
tough opponents or vehicles at short range, pick the Meltagun. Remember
that for Imperial armies, the more the merrier. Dont think
that one Meltagun or Grenade Launcher will see you through
three,
four, or even more are usually required to accomplish the goals
you set for your weaponry.
The Flamer
I like the Flamer quite a bit
anything that hits automatically
is good in my book. The only disadvantage is that you have to be
practically shaking hands with the enemy by the time you can fire
it, so the use of the Flamer always seems like more of an art than
a science. Ultimately, I decided that the Flamer was a good choice,
but not one I had room for in my Penal Legion
yet. At some
point I may end up with an infantry Command Squad with nothing but
promethium-fueled flaming death ready for any foes careless enough
to get in range!
Mobile
units that will eventually get very close to the enemy will find
the Flamer to be an invaluable tool. The Flamer has many things
going for it: its cheap, accurate, and hits lots of enemy
models. Costing only 6 points, the Flamer is the best option for
those wishing to conserve points. Since the Flamer is a template
weapon, the Imperial Guards average accuracy (BS3) is less
of an issue, and the template can hit several models with one blast.
However, the Flamer has an extremely short range (around 8),
and has a Strength only slightly higher than that of a Lasgun. While
Str 4 AP5 is appreciable, the Flamer is the weakest of the special
weapons. Dont discount the Flamer, however
its template
is highly useful in situations where one-shot special weapons are
not. Keep in mind that cover saves (such as the protection offered
by Eldar and Space Wolf psychic powers and the jungles where the
Kroot and Catachans like to hide) are useless against a Flamer!
As I said above, multiples of any weapon are good in the Imperial
Guard, and a group of three or four Flamers can sometimes wipe out
a tightly packed enemy (like most Orks tend to be) in one blast.
The Grenade Launcher
For me, I find the humble Grenade Launcher to be the most attractive
of all the special weapons. It fits the background of my army very
well, as a prison planet would likely keep several on hand to control
riots or blast open locked cell doors. Secondly, its highly
versatile for only 8 points I have a weapon that can either
blast infantry formations or threaten vehicle armour. What a great
value! Lastly, I just like the thought of fielding Grenade Launchers
since
no other army gets to carry them, sometimes opponents just dont
know how to respond. I ended up selecting the Grenade Launcher for
my army
23 of them, in fact!
To
support a squads firepower, destroy groups of tightly clumped
enemies, wound tough opponents, or destroy light vehicles, the Grenade
Launcher is very useful. Like the Flamer, the Grenade Launcher is
not very expensive, costing only 8 points. It is a versatile weapon,
being able to fire both Krak and Frag grenades. The Grenade Launcher
has a good range (24") and, as an assault weapon, can be fired
to full effect even when on the move or falling back. The Krak grenades
hit hard, striking at S6 and AP4, while the Frag grenades can, on
a good day, hit up to three or more models. The Grenade Launcher
has one more great advantage over the other special weapons
no other force in the galaxy can field them! Occasionally, you might
find a combi-weapon with a Grenade Launcher, but as a stand-alone
special weapon, the Imperial Guard is the only army that has the
privilege to choose this weapon. The Grenade Launchers only
downside is that it is not as strong as most of the other special
weapons. The Krak grenade is powerful, but does not have the tank-busting
capabilities of the Plasma Gun or the Meltagun.
The Plasma Gun
I dont normally hesitate to arm my Space Marines with Plasma
Guns, but I have noticed that I tend to roll a lot of 1s when
trying to hit the enemy. With that luck, even thinking about giving
Plasma Guns to my Imperial Guardsmen just seems downright cruel!
Not only will they miss more, theyll end up getting barbecued
by their own weapon. On the other hand, a Plasma Gun-armed Guardsman
is cheaper than a Space Marine, and you can get a lot more Guardsmen
as part of the bargain. Still, I eventually decided that the Plasma
Gun was too expensive and complicated a piece of equipment for my
chain gang troopers. Its hard for me to imagine anyone who
would really trust a prisoner with a plasma weapon!
As
a powerful weapon that is good against both troops and light
vehicles,
the Plasma Gun is a weapon both loved and feared by Imperial Guard
commanders. Plasma Guns hit hard (S7 and AP2), slicing through
heavily
armoured troops and monstrous creatures with ease. As a rapid-fire
weapon, the Plasma Gun can add considerable firepower to a static
infantry squad and can still be fired up to 12" while on the
move. The Plasma Gun is one of the few weapons in the Imperial
Guard
arsenal that can deal with foes such as Terminators or Necrons.
However, the Plasma Gun has many disadvantages. First, the Plasma
Gun is expensive, costing 10 points per weapon. Secondly, the Plasma
Gun is the only weapon that has a chance to kill your own men! It
is strongly recommended that you keep a Medic in the unit containing
a Plasma Gun just in case it overheats. Thirdly, Plasma Gunners
do not gain any benefits from the Sharpshooters Doctrine (something
to keep in mind if you are using that Doctrine in your army). Still,
the Plasma Gun is a valuable weapon as long as you are willing to
pay the cost.
The
Meltagun
Mmmm, I love the smell of Meltaguns in the morning. Meltaguns are
really good for eliciting fear in your opponent. An expensive Chaos
Lord, a tooled-up vehicle, or even a rampaging Dreadnought can all
be put down with one well timed Meltagun blast. Like the Flamer,
the Meltagun is really strong close up but requires a skilled hand
to be employed to its fullest. Like the Plasma Gun, the Meltagun
represents a certain advanced technology and power that just doesnt
feel right for my convicts. With regret, I decided to pass up the
Meltagun as a possibility for my forces. Maybe if I add another
Stormtrooper squad down the line
The mightiest special weapon available to the Imperial Guard is
the Meltagun. Weighing in with S8 and AP2, the Meltagun can kill
nearly any multiple-Wound model and can destroy vehicles and walkers
with one shot. Like the Plasma Gun, the Meltagun is expensive, costing
10 points per weapon, and its short range of 12" makes it a
risky prospect against assault-oriented armies. However, if you
want your target to stay down, you cant beat the Meltagun.

Much like the special weapons, each Infantry Squad can field
one heavy weapon. Heavy Weapons Squads and the squads attached
to the
Command Squad (such as Fire Support Squads, Anti-Tank Squads, and
Mortar Squads) can all field multiple heavy weapons to give
the
enemy a taste of the Imperiums might. As always, the more
heavy weapons you can fire at the enemy, the better. Since the
average
Guardsman has only a BS3, you can never count on getting in a lucky
Lascannon shot to take out an enemy tank, for example. However,
if you have six Lascannons, the odds quickly grow in your favour.
You can tailor your choice of heavy weapon for the role you wish
the unit to play, whether it be tank-hunting with Lascannons to
taking out waves of enemy troops with the Heavy Bolter. Good general-purpose
weapons include the Heavy Bolter, the Autocannon, and the Lascannon.
If firing at long range, the Missile Launcher, Lascannon, and
Autocannon
will serve you well, while the Heavy Bolter and the Autocannon
put out the greatest amount of shots (which can mow down groups
of infantry).
The
Heavy Bolter
At three shots per turn, Heavy Bolters provide the highest rate
of fire of all the heavy weapons available to the Imperial Guard.
This storm of firepower works extremely well in conjunction with
the Sharpshooters doctrine and also helps eliminate groups of infantry.
The Heavy Bolter is extremely good against Troops, with a high Strength
that will wound nearly any opponent (S5) and chew through most armour
(AP4). The Heavy Bolter is also cheap, costing only 10 points for
an Infantry Squad and slightly more (up to 15) in a Fire Support
or Heavy Weapons Squad. Unfortunately, the Heavy Bolter has a shorter
range than most heavy weapons at 36", and cannot damage any
but the lightest vehicles.
The first must have on my list of heavy weapons, the
Heavy Bolter is almost unrivalled in its ability to dismantle enemy
infantry. A Fire Support Squad with Heavy Bolters can darn near
hold a section of the battlefield all by themselves. And, as always,
the more dice you throw for the Imperial Guard, the better! My completed
army list features no less than five Heavy Bolters for anti-personnel
firepower.
The
Autocannon
A good all-around heavy weapon, the Autocannon provides Imperial
Guard squads with the ability to destroy both high-Toughness troops
and light to medium vehicles. The Autocannon has a good rate of
fire, shooting twice per turn, and has an excellent Strength (S7
AP4). Anyone not in power armour (which includes most of the alien
races such as the Orks, Tau, Kroot, Eldar, and Dark Eldar) will
certainly have to be cautious in the face of an Autocannon, although
the weapon is not powerful enough to threaten the thickest of vehicle
armour (AV14). One further advantage to the Autocannon is that it
is rarely seen outside of a few vehicles or specialized units in
other armies.
While I really like the Heavy Bolter, I feel an even stronger liking
for the Autocannon. Just like the Heavy Bolter, Autocannons can
tear apart footsloggers but can also rip through most transport
vehicles. Being able to blow apart a Rhino or Devilfish is a great
advantage! Plus, firing twice a round, Autocannons are almost guaranteed
at least one hit, even when fired by the relatively average gunners
of the Imperial Guard.
The Missile Launcher
Missile Launchers are very versatile heavy weapons, able to engage
both groups of enemy infantry with Frag missiles and can burst
open
the most heavily armoured tank with Krak missiles. Krak missiles
can kill multiple-wound models at S8, and AP3 makes sure that
even
Necrons dont usually stand up again once hit. The Krak missile
can even threaten AV14 vehicles! Frag missiles use the blast template,
meaning that large groups of infantry can be targeted for elimination.
Both missiles can be fired out to 48", allowing the Missile
Launcher to fire at very long range. However, the Missile Launcher
gets only one shot per turn, so the Imperial Guard needs to be
lucky in order to get the missiles on target.
At first, the Missile Launcher looked like the perfect heavy weapon
for my Penal Legion. It could hit hard with the Krak missile and
take on groups of infantry with the Frag missile. I eventually ended
up replacing my Missile Launcher choices with Autocannons, but I
can recommend that a good place for a Missile Launcher lies in Anti-Tank
Squads. The ability to fire both anti-tank and anti-personnel missiles
makes a group of three Missile Launchers a very well rounded firebase.
The
Lascannon
Lascannons, striking at S9 AP2, are the most powerful heavy weapon
available to the Imperial Guard. Even heavily armoured vehicles
fear
a well placed Lascannon shot, and Lascannons can easily deal with
nearly any model in the game. All this power comes with a price
the Lascannon is also the most expensive heavy weapon, costing
25 points. Also, the Lascannon fires only once per turn, which
means
its effectiveness is highly dependent on your rolling. In my opinion,
Lascannons are well worth their cost
although I would caution
against placing them all in one spot without any protection,
such
as in an exposed Anti-Tank Squad. Lascannons can intimidate your
opponent, especially one who wants to protect his armour, and
so
they may draw quite a bit of enemy fire. Nevertheless, the Lascannon
remains the king of heavy weapons in terms of raw power.
The new Lascannon heavy weapon teams look fantastic. I knew that
I would have to pick up at least a couple for my Imperial Guard
army. Looking over the specs on a Lascannon, I saw that they would
be ideal for tank-hunting, and with good backup from the Heavy Bolters
and Autocannons, my Lascannons should be able to destroy heavy armour
in pretty much every Shooting Phase!
The
Mortar
Mortars provide Imperial Guard squads with indirect fire capability.
No other heavy weapon can fire without a line-of-sight to the enemy,
which makes the Mortar ideal for squads that do not want to be exposed
to enemy counterattacks. Mortars can fire in barrages, laying down
groups of templates that can target entire enemy units in 1 turn.
Barrages can also potentially send the enemy scurrying for cover
and force the unit to take a pinning test. However, these barrages
are not very accurate, requiring a guess and a roll of the scatter
die. In addition, Mortar blasts are weak and do not penetrate armour
effectively (S4 AP6), making them the weediest of the heavy weapon
options available. Also, Mortars are another heavy weapon rarely
seen outside of the Imperial Guard few other forces can field
them. Lastly, Mortars really shine in psychological warfare. Few
things can put the fear of god into your opponent like templates,
and dropping groups of three on him at once will always make him
sweat!
Next:
Imperial Guard Decorations.
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