Friday, October 26, 2012

Imperial Guard in 6th Edition, a new series

Hello once again ladies and gents, up here in grand ol' Michigan we have started diving in more and more into the world that is 6th edition. The more we dig in, the more I at least realize things have changed. I do not mean that the entire thing has been turned upside down, but some units have becomes far more viable, and some less so.

With this new insight, and new exciting look into the army itself, I really felt that it was time to revisit my old series in which I went through the various units of the Imperial Guard codex, attempting to go section by section, unit by unit. It will provide us with some unique insight not only from my own eyes, but from yours as well. I find that feedback from the readers can definitely provide new ideas and helpful rules questions.

So the question becomes, do we start with the most basic of things in the troop selection? Do we start with the leader of your army in the HQ? Or perhaps you build your army around the Heavy slot and want to start there? Fast? Elite? I would like to see what the readers want most of all and go from there.

Personally I start -all- my lists with what I want out of my heavy slots. From there the rest of your army will easily take shape for imperial guard. The heavy slot decides if you are a sit back and shoot with artillery  trudge forward and bring down the pain with some Leman Russ Demolishers, or a combination of both or none.

So what do you guys want to start with?

Also, if you readers have any other topic you would like me to cover in a post (I recommend Imperial Guard questions but hell I will give any subject a shot as long as it pertains to wargaming) shoot me an email at

Until next time, burn some heretics, kill some mutants, and do it always.....



  1. I say start with the compulsories, either HQ or Troops, then hit up Heavy Support, followed by Elite and then Fast Attack. Just my two cents.


    1. Your two cents are always welcome Dave! I think it might be HQ starting off, I have been really reinvigorated with the the 6th edition HQ choices guard has.

  2. I'm throwing my vote to the troops. I used to do the other first but would always over spend and now in 6th troops are more important than ever.

  3. Heh, that is pretty much how I build my Tau list.
    1) Heavies
    2) Fast
    3) HQ

    After that I pick 6 MSU troop choices, and see how much I have left for elites and HQs.

    If I had a guard army I guess I'd do the same...

    1. You build a marine list starting with heavies? I mean I get that from a Wolves list but everyone else seems a bit strange... cool though

    2. He actually said Tau, which I can actually see, especially in the last couple editions.

    3. Ahh i thought he meant Marine Standard Units by the MSU, must have been my quick look over due to being at work

  4. I'd be interested in what you think are the best options for Allies for IG, and whether you even think they are necessary at all.

    I have used Blood Angels infantry to try and strengthen my midfield and to fight for objectives, but they are quite expensive and obviously limit the amount of artillary, tanks and flyers you can select from the IG codex.

  5. I've got about 2k worth of guard and I was wondering if you could cover an odd topic but something I've been struggling with.

    How can one build an army list that is both fun to play with and against. One of my biggest issues with the way I play guard is that I just sit back and shoot. I love my other codex's because I'm constantly moving, weighing options but my current Guard list is just so...sit there and shoot, target priority being the only real skill I have to use.

    So I guess the topic I'd like to see is. "How to make a dynamic guard list that works with the unique nature and strengths of the codex without parking lot.

    I hope this makes sense. I never like to make my opponent feel disengaged from the battle and am a strong believer in the 'social contract'.