Let’s talk through the units available to the Imperial Guard in 10th edition and how they’re faring in the current game!
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0:00 Intro
0:54 Strongest Guard Units?
2:18 Tier 4
6:39 Tier 3
15:30 Tier 2
31:22 Tier 1
44:45 Lord Solar Tier
45:58 Outro
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Is there an actual good reason why all the heavy weapons teams and the field ord battery have bs5 now? I have yet to get a decent answer that wasnt just "Guard bad, lol". I swear…GW could f*!k up a wet dream.
I feel a little better about the future of my mechanized guard army
TL:DR it’s not good.
Shoutout to my boys who got to play like 3 games with our 9e codex. That was a fun like 6 months.
… I can hardly believe what Sentinels have turned into. They were an utter joke for so long. Multiple entire editions of armor 10/11 and multilasers.
Is there EVER going to be an edition where Ogryn and Bullgyrn are good?!
Weird ya used a picture of a krieg commissar instead of a pic of the death korps marshall/
Dem Ogyrns are pretty Orky.
I think only the marshal and the castellan can even fit inside the chimera to use its ability, with its capacity and the requirements of platoon command squads and leader attachments.
Death Corps of Cringe are too cheap for what they do, paired with the reinforcements strat.
That free wargear really hurts most of the units
There's a separate universe where nobody gives a fuck about Cadians and Catachan is the main force of the IG model range. In that universe I'm a Guard player.
Wait can valyrie come in turn 1? I thought all flying had to come in turn 2
Most of my army is tier 3. 😅
The Ogryn Bodyguard is actually not bad if you're facing a lot of Precision in your meta as Guard commanders are super important.
I just wish the lord solar model didn’t look so dumb
Gaunt's Ghosts >>>>>>>> Snikrot + Kommandos. I'm sad.
It seems that in most editions of 40k the forge world options are commonly over-costed.
I have always considered this a purposeful trend meant to discourage their use.
What do you think?
I hate having to run a stupid named character in every army. I hate naked characters in general as they ruin my immersion but I can tolerate them if they’re not overpowered as hell compared to everything else in the army. Leontus is actually the fucking worst. He’s better than anything else in the army at everything and there’s no reason not to take him, so every guard army has the exact same golden guy on a horse in every engagement. It just destroys any sense of immersion and personal connection to the army for me, as if it was a generic character I could name them, give them a personality etc but instead it’s a super important character in the lore or whatever who just so happens to be in every single minor battle the trillions of guardsmen fight every day? Great. Fuck named characters.
Personally I love Kasrkin and use them as one of the teeth units of my army. Admittedly a bit of an investment but a Kasrkin Squad with 2x HS Volley Guns, 2x Plasma Guns and an attached Castellan can put out a lot of MEQ mulching dakka for 170 points. Putting them in a Taurox is pricy at 235 but worth it with how the rules stack.
1.) Kasrkin have Scout 6" which can either apply to them or their dedicated transport, giving the Taurox a turn one movement potential of 18". Combine that with the Kasrkin's native 6" movement and you've got a potential for a 24" movement range with the Kasrkin, while the Taurox's Rapid Deployment lets the Kasrkin move and shoot as normal in the same turn they've disembarked, letting them put out a goodly amount of firepower as detailed below, especially if you can get the Kasrkin into cover or on a building. Depending on how small your map size is, the Taurox can then fire it's guns into an advancing enemy unit (the shooting isn't great but it's not terrible. Think of it as a bonus), then charge into the opponent's units to tie them up in close combat or be in a position to do that the next turn. Don't expect the Taurox to really survive but if you get lucky, you can use it to tie up an enemy ranged anti-armor or anti-infantry unit with poor melee in melee for awhile. Then finish it off with Deadly Demise D3.
2.) Unless I've misread the wording or misunderstand how the rules interact (very possible given how I generally only play casual narrative games with friends), Kasrkin's Warrior Elite ability allows them to chose in the command phase to just have an order that affects them natively, for free, for the duration of that turn. I personally always choose "Take Aim!" to make them go from a BS 3+ to a 2+. This stacks with the Cadian Castellan, who can then order them to use "FRFSRF", resulting in a massive output from the (using base profile here for each weapon so add 1 to Rapid Fire) Rapid Fire 1 HS Lasgun, Rapid Fire 2 HS Volley Gun (which is just a straight upgrade to the HS Lasgun), and Rapid Fire 1 Plasma Gun.
The Cadian Castellan grants the Kasrkin Sustained Hits 1 to make their shooting hurt all the more. Additionally, since getting the full use out of the above requires you to be within 12" (the Rapid Fire range for Plasma Guns and HS Lasguns, though that also lets your two Plasma Pistols contribute), you're likely to get charged if only to tie up the unit from shooting again. You'll have two power swords in the fight (one from the Sergeant and one from the Castellan) and then the Castellan grants you Get Back Into The Fight, which will allow the Kasrkin unit to fall back out of melee and then shoot again in that same turn.
3.) The HS Marksman Rifle is generally not worth it in this setup, as it requires you to give up yet another HS Lasgun which reduces your rapid fire output, plus it's only alright as a character hunter in my experience. It is however a very nice model and I've been using it to proxy a Vindicaire for my own amusement. Also for added giggles, mark the target with a Scout Sentinel beforehand to reroll hits of one while shooting with a BS 2+ unit (either natively with the Vindicaire or with the Kasrkin's Warrior Elite).
Definitely check with your fellow players to get a second opinion, as I am not a tournament player. It's a very "Death or Glory" strategy but it amuses me immensely. In a 1200 points list (narrative with RP expansion, though you could probably pull this off in a 1000 point list) I bring two and cackle maniacally. It's not points efficient but it's fun. Add two infantry squads for backline objectives and HWT support (I do missiles but I'm also doing a narrative theme for my army, also 65 points each), a pair of scout sentinels for marking targets with Daring Recon (50 points each, plus you may as well bring Lascannons), a Manticore for indirect fire that can ignore the indirect penalty as long as they shoot at units marked with Daring Recon (though be aware that the Manticore's Furious Barrage Ability, which lets you reroll hits on a unit of five models or more, does not stack with Daring Recon's ability to reroll ones to hit or a command point reroll), a Vindicaire and a tank commander (not super great, bring the Demolisher Cannon as you're inherently paying for it anyways, though an Exterminator Autocannon is not a bad second choice) to get an army that is a lot of fun to play and has about 55 points left over to play around with.
Regimental attaches are auto include for competitive. 40 points! The ordinance is obvious since a competitive list goes heavy on indirect artillery. The fleet guy, whatever. Extra wound on a krieger brick. Astropath! That’s worth 80 points. Stops enemies from deploying 12” from him. If you parking lot the arty. Biggest threat is reserves and deep strike. With astropath and clever deployment it ain’t happening.
Also servitors are awesome, for the same reason forge world tarantulas are as well. Only 35! Points. If you are just throwing bodies to screen out and defend space, go cheap.
Need lots of scouts. Solid bricks of Kriegers to move up. A big blob of regular infantry with 2 mortars and Ursula, Sola. That infantry will indirect fire what you want dead. Ursula CP fields of fire. Arty deletes. With cheap tarantulas servitors and astropath back field and main army is secured and safe.
Kriegers push and hold. Scouts body block midfield while targeting for arty.
The Commissar doesn't autopass a battle shock test unfortunately, he removes battle shock at the beginning of any phase. Because of the timing of this he can't actually be used to quickly flip an objective. He can be used if you suddenly need to use a stratagem on a unit that is battle shocked though.
I think spamming large death Korps squads (with marchals) and sentinels is viable here haha, with lord solar as well 😉
I've been looking for the death korps marshal because I've been thinking about getting into 40k, but can seem to find his miniature anywhere forge world or games workshop. living in canada if anyone can point me in the right direction
I would disagree that all Guard flyers are bad. Voss Lightnings or Avenger Fighter seem decent for 130 Points…and they profit from the "useless" Attache 😊
I think rapier laser destroyers are tier 1, 30 pts for 2 twink linked lascannon shots is amazing. They also have attillery keyword so benefit a lot from the overlapped buffs and can be taken in squads of 3 to make good use of take aim
I really have no idea why games workshop nerfs the valkyrie every edition
Is it just me, or is the Lord Solar not on any of these lists? I would think he’s Tier 1
Where are the faqs for 10th edition? When you check downloads on the warhammer community page there is nothing there
awesome video
I feel like all progress we have in 9th just got reverse back to 8th in 10th
Thank you for this insightful video about the Imperial Guard!
Storm sword king
Someone mentioned that Element Games Tournaments (I think?) allow Creed to use her ability on reinforcements since the unit “dies” but isn’t removed before it’s ability triggers, similar to how a model “dies” but stays on the field to check if deadly demise goes off”
Valkyrie is about 80 points of ability. 200 is your joking.
Thanks,
Comment for the Skull Throne
I‘m new to this and I don‘t get how the guard used to be pretty good right after their new codex dropped now I bought a couple of units and tanks but there‘s no codex anymore, just index cards and they‘re sh*t again?
I'm confused, in an earlier video you praised Nork because you could put a command squad and Nork together in an infantry squad, Nork could stop all the hits with his invulnerability save, if he does take any wounds the medic would be able to heal him to full health. Making him a huge wall to break before the officer or infantry could be harmed. What gives?