Close to perfect, very collectible. Lightly used, but almost like new. May show very small spine creases or slight corner wear.
Absolutely no tears and no marks, a collectible condition. Very Good. May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc. Complete and very useable. Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc.
If you have any questions or comments regarding grading or anything else, please send e-mail to contact nobleknight. Share This: Link Copied! Add to Cart. Add to Want List. Sell Us Yours. Product Info Title. Games Workshop. Warhammer 40, Description This is the codex for the 5th edition rules of Warhammer 40, This page Warhammer 40, Codex contains all the rules you'll need to field an Imperial Guard army, as well as detailed background information, bestiary, accompanying artwork and a full-color 'Eavy Metal showcase.
Just added to your cart. View Cart 0. Continue Shopping. Just added to your want list. View List. Related Products. Tactics for the Imperial guard have been expanded upon through out the years resulting in a plethora of different stratagems.
First to explain a few of the different rules of the IG and their different uses, as well as some army compositions and strategies. The order system, though new to Guard, has become one of the most important and most raged-about addition to the IG codex.
When you are about to declare a Ld check for an order, get your troll face on. The fact is, is that Sisters are only decent now because of faith points.
In a few years the same will be said about Guard and the orders system. When you go to ground with an order, you go to ground like no other son of a bitch. Your run move is guaranteed to be decent. Some call it broken, but you can not give orders to those inside vehicles. So the most broken list of Guard currently, can not make full use of them. Anyway, orders are the shit. And you don't even need lady luck on your side. Blob guard is a rather simple concept.
Have more bodies than your opponent has bullets. The fact is, is that IG has access to guardsmen that can be as cheap as 5 points. You will overwhelm them in model count, in deaths a turn, in shots fired, you will have at least twice as many heavy weapons as they will.
All of their anti-tank weaponry that was meant to take out the point Leman Russ? It killed a guardsman with a lasgun, good job. The problems that come with such an awesome army composition is the lack of speed and how effective the enemy's anti-infantry will be against you.
A decent thousand-point list might consist of 2 man combined squads with a commissar and priest each, about 9 or so heavy weapons, and your three or so command squads loaded out with special weapons. Works best in a Cities of Death game, all that cover, all those cover saves, your men will live a bunch longer and confound the enemy to no end.
Mech explores the wonder of armored vehicles. The core of the army would be a command squad and 2 squads of vets all in chimeras. And the rest would consist of anything from Leman Russ tanks to vendettas, to artillery, fast attack choices, or more chimeras.
Put vets in Chimeras. Give them meltas. Fill up Force Organization troop chart. This army is for those who can't choose between the two. A main force hits head-on while supported by tanks and artillery, and vets come in from a supporting side. As they say, hit from the air, sea, and ground.
A list might include a command squad along with a squad of vets in a Chimera, a squad of men with a commissar and priest, a Leman Russ variant, and a Basilisk. Take a few infantry squads with just standard guardsmen, say around troopers, do not upgrade at all: these are meat shields. Fill up your remaining points with the Imperium's single most destructive medium, Basilisks. Whilst your enemy is dossing around trying to kill your infantry, your many Basilisks pound them into dust.
AP3 and large blast means all standard infantry fall like chaff to these bad boys, whilst Str 9 means most man-sized units suffer instant death. This mind-blowingly massive amount of firepower is, however, completely useless if the crew is being hacked to pieces by deep striking terminators or some other such buttholes. So this formation is best for large, pitched, foot-slogging battles, where your foes will be lucky even to reach your infantry lines if you've spent half your points on Basilisks.
If you're still using the now-old Codex: Witch Hunters or Codex: Daemonhunters and you want to use allies, good god do so. For the price of a fully-kitted Veteran squad, you can have an entire woman Sisters squad with all their needed gear PLUS the cost of a Rhino for them. If you're lacking punch for some reason, consider using the old Allies rules.
Sisters and Grey Knights can introduce a world of hurt most people don't expect from a Guard army. This writer knows from experience that Valkyrie-borne Sisters plus a Canoness make a superior, cheaper alternative to expensive Veterans or Stormtroopers doing the same thing. The battle force. This gives you two squads of 10 and a leader pack, as well as heavy weapons and a Sentinel.
This will be helpful if you are going blob or mech. You can make them vets for a quick pt army. You can even save the heavy weapons for vehicle modifications later when you buy tanks if you go for mech. Next thing would most likely be a Leman Russ and two chimeras if going mech, and another battle force if you are going blob.
Also if you dip, or one of your friends dip, ask them for the metal lids to the tobacco containers. These are the exact size of the heavy weapons base, making it extremely easy to take advantage of all the heavy weapons in the pack. Just use the bending knee for the dude shooting, and put the other dude as a standing man. Green stuff some sandbags or a wall to take place of the tripod stand. As far as organizing your army, you ought to know better that you don't have to pimp out every platoon FULL of men.
0コメント