(And they also queue up faster, which means that economically you should have no problems getting more troops than the enemy and faster)ħ) They have powerful range fighters but their weakness is melee fights Hellhound - powerful anti-infantry, attacks with fire and ruins morale Santinel - powerful anti-vehicle, a pack of 3 of them can disable an enemy vehicle in no time)Ħ) Their army is cheaper than other races', but their buildings cost is average. Basilik - the most powerful altilery in the game. And you also have a lot smaller, auxiliary but still badass vehciles. (Is a excellent long-range tank, and paired with 2 Leman Russes they become a force hard to much, just make sure they're not the ones taking the damage. (Their anti-infantry turrets are the most powerful in the game, and they can garison troops in buildings in case of an attack, and the Heavy Weapons Team is also badass)ĥ) They have the most powerful super-unit in the game: The Baneblade. the most powerful relic unit in the game, if kept at a safe distance)Ĥ) They are the most powerful race on defence in the game. (A maxed IG army with comamnders attached and grande launchers is truly a force to reckon with and the baneblade. (Commisars have execution that restore morale and improve the fire-rate of all IG around them, Priests improve health and have Fanaticism that makes a squad imune, don't attach Psykers unless they're about to die or it's imperative that you keep them alive eg: enemy has infiltrators)ģ) They are weak early game, but are hard to stop late game. (Because your army is cheap, you can outnumber the enemy in most cases)Ģ) They have commanders that improve the squads they are attached to. There is no retreat!” - General Sturnnġ) They are weak in small numbers, but powerful in big numbers. “ Tell them we win this day or we die trying. Builder units are also curiously strong in combat and fast in repair, making them perfect for fixing defenses under fire. As for Imperial buildings, most of them allow units to garrison inside, which makes for an interesting new twist to base defense. the best relic unit in the game, when used correctly, he is ranged and should be kept at a distance from the enemy. The Leman Russ is a great all-rounded addition.Īnd the Baneblade. The Basilisk, "basi" for friends, is the best altilerly in the game. The Sentinel (which looks like AT-ST from Star Wars) is a great anti-vehicle and Hellhound is a great anti-infantry, both of them working the best in packs, just as the infantry works best in numbers with officers. The Chimera transports up to three squads and allows them to shoot out the window. Not only that, but the variety of Guard commanders available and the abilities they endow upon the rank and file are a blast! By far, my favorite is the Commissar's "Execute" ability.Īs for the vehicles, they are extremly useful.
And when you start utilizing your officers, your forces become a fighting machine. Your army is very cheap and thus you should have no difficulties outnumbering the enemy. Your army doesn't have the strength at it's side, however, numbers more than make up for this. Without good numbers and proper command, your forces are doomed to die. The Imperial Guards army is build around numbers and command structure. Instead, they're weak, scared guys with small guns and no armor. Your troops aren't walking big damage tanks like the elite fighters of the Space Marines or other races. The whole premise for the Imperial Guard guard army is different from that of other races. Many call Imperial Guards a "turtling" race, but don't be fooled, the Imperial Guard can be vicious on the offense too. a ranged army with numbers, outnumbering. This guide is only a summary, I only took the essential parts from there and posted them here because it's much more user-friendly than pointing out directions "read this, this and this for esentials only" to someone who only wants to know the basics without taking the time to read all that long guide. There's nothing here that isn't in "An in-depth Guide to Imperial Guards". For more advanced stuff go to "An in-depth Guide to Imperial Guards". This guide will teach you the Imperial Guards basics, so that you'll eventually become good and beat the campaign, beat the Insane AI and hold your ground in multiplayer with some practice. When players first encounter Imperial Guards they notice how low their infantry's health and damage is compared to Space Marines or other races, which leads them to believe that Imperial Guards are a fundamentally weaker race, nothing could be further from truth, the Imperial Guards just work on different principles than other races, if used correctly they are a force to be reckon with, one of the best in fact.