Imperial Guard wip page


This is will be RTSC's Imperial Guard guide page. It will progressively grow and expand into a fully fledged army guide. Eventually.

Note: not at all familiar with IG. In 1.4 they were too easy to evaporate foes; in 1.5 and 1.51, they were very, very hard to play - lost every game competitively. Know bugger all about them, apart from some sandboxing AI skirmishes trying to work out what everything does. In DC - they feel awesome. Nice challenge. Heavy Weapon Teams (HWT) are worth the admission price alone. Guardsmen feel, for want of a better word: just right. Weak cannon fodder that progressively gets more powerful as you try and keep them alive and tech up. They huddle behind tanks and fortifications. Curious about the Guardsmen themselves: do a little data file study and mess with them.

My DC experience with IG is down to only four or five Auto matches at the barrel bottom scraping end of the Ladder. Three losses, one guy dropped out before the game started, and the last victory was one of those classic SM Landspeeder spams that caught me stupidly off-guard. (I was expecting WA style Marine Mass) Lose all my TechPriests, most of my Guardsmen, quite a few LP's. Half a dozen Landspeeders and the first of a line of Dreadnaughts eat their way towards my base. To my utter amazement, I was able to swat them all back like flies - It's Sentinels kiddies. True, my opponent was a bit of a newby and did nothing to stop my Take & Hold. But Sentinels rock!! The easiest comeback I've ever done under such conditions - and I still don't quite know the Guard. I think I like 'em!!

The Imperial Guard (IG) are the Human Imperium's regular army, and are the fifth force to be added to game in the Winter Assault expansion. What's notable about these guys is that they actually look human, with human proportions and scaling, making them stick out on the field when pitted against all of Warhammer's other oddballs.

In Dark Crusade 1.0, they seem about... "right". (At least to this Orky player, anyway!) Earlier versions of the Guard were so "busted" it almost left a sour taste scoring cheap wins with them, now they're a satisfying challenge - and you can have lots of fun with their artillery, turrets and heavy weapons, too! Early on, its easy to push the Guard around; but once their heavy ordinance appear, the tables can turn fast.

Unlike all other armies, the IG only have basic Guardsmen and a number of attachable Heroes to last them for the first two Tiers of the game. Their serious infantry doesn't appear until Tier 3. Guardsmen are normal, weak humans, conscripted cannon fodder, prone to breaking at the drop of a hat and being killed in waves. The IG huddles within bunkers and behind turrets, and rely on their armoured vehicles and artillery to swing the fight. Nearly all their buildings can be garrisoned, and garrisoned squads can shoot through the windows. Infantry can also tunnel between buildings, disappearing into one structure and reappearing in another.

Imperial Guardsmen
IG annon fodder
Imperial Guardsmen pic goes here!
Squad Details templaye
Squad 5-9 Guardsmen + Sargeant + attachable mini-Boss
5-12 Guardsmen + Sargeant + attachable mini-Boss Tier 2
Can have up to 3 Heavy weapons
Cost 160 base squad
20 to reinforce (max 450)
20/15 each Grenade Launcher (max 60/45)
35/15 each Plasma Rifle (max 105/45)
Build times 20 seconds to build 7 seconds to reinforce
Armour class 150hp inf_med (light infantry armour)
165hp (Death Before Dishonour Research +15hp)
206hp (Battle Amour Research +25%hp)
231hp (Will of the Emperor Research +25hp)
+0.5hp/s regen
Morale 100
+100
Death before Dishonour
+150
Will of the Emporer
+50 Sergeant
+200 Commissar
+3 morale/s regen
+5 morale/s regen (Death Before Dishonour)
Breaks at 30.
broken for at least 12 sec
Charge ? range

Imperial Guardsmen are the mainstay of the Imperial Guard. They're also the weakest characters in the game, starting with the lowest health points and morale with the possible exception of Heretics and Grots. You'd better get used to that, because they're pretty much all you have as an IG force for most of the game.

Guardsmen squads are very expensive for what you get early on, but their 20 Req reinforce cost makes up for it. Provided you can keep the squad alive through overwatch, then you sort of get your money's worth. However, with

When the Imperial Guard were first introduced Winter Assault (version 1.4) they almost felt broken: the humble Imperial Guardsman seemed indestuctible. They had a curious armour bonus that gave them 120% armour (as distinct from regular armour of 100%, shared by every other unit and structure in the game) that effectively made them impervious to harm. They could take on giant Marines and wipe them out with few losses. With Commissar mini-bosses attached, they not only gained morale but healed up so fast that sometimes they gained heath in a fight. The infamous "Commie Rush" was basically unstoppable. In 1.41 they were reined in a little, but still overpowering. After a long (and frustrating) delay, the 1.5 patch finally arrived, restored their armour bonus to 100% and reining them in further; Guardsmen became so brittle that only the leading competitive players seemed able to succeed with them. Things were a little more normalised by the surprise arrival of 1.51 a few weeks(!) later. This patch marked a radical change in Relic's relationship with the fans, becoming a lot more open and responsive on the RelicNews fora. In particular, Relic's rep Buggo arrived on the scene... and the rest is history.

Prerequisites Perks Pros Cons

Settlement or Infantry Command

Death Before Dishonour: +100 morale, +2 morale regen, +15hp

Battle Amour: +25% hp

Will of the Emperor: +150 morale, +25hp

Satellite Targetting Resolution: +20% range Lazgun & Plasma Gun.

Weapons Specialization: 200% attack bonus for Heavy Weapons

Cheap to reinforce.

In large numbers, surprisingly effective - even early.

Cost effective (of sorts) - provided you don't lose the whiole squad.

Can be built up into a potent force by Tier 2 with upgrades, attachable bosses and heavy weapons.

Upgraded Plasma Guns are an excellent anti-Bezerk/Kroot defence

Even when broken, Guardsmen with Grenade Launchers never seem to miss and still do tremendous harm to their enemies.

At the start of the game, a disaster of a squad.

Breaks at the drop of a hat.

Dies at the drop of a hat. To just about everything.
Psykers and Priests don't add Morale to a squad.

 


Imperial Guardsmen Weaponry ***TEMPLATE***
Guardsmen
KNIFE

Blunt potato peeler with bayonet mount
Pretty damn useless most of the time. They get whipped in hand to hand against everything - except other Guardsmen (which might explain the lack of morale damage). But at least it never misses!
DAMAGE
per smack
13-15/0?
Min Damage 1
Range hand to hand
Rate 1 jab every 1 second
  Accuracy base DPS
stationary 100% 14/0
Armour piercing (approx) against...
50% builders
55% inf_med
46% inf_high
30% marines
37%
terminators
30% commanders
18% daemon
0% God monsters
5% light vehicles
9% vehicles
0% God vehicles
10% building_low
7%
buildings
0% HQ's
Guardsmen
LAZGUN

a.k.a. The Flashlight
The best description is: mostly harmless. However, in numbers the tables start to turn. Run your troops into a wall of these things and you'll feel it. Their range is their best asset.
DAMAGE
per shot
10-12/2.5 per shot
Min Damage 1
Range 27
32 (Satellite Targetting)
Rate 1 shot every 0.5 seconds
  Accuracy base DPS
stationary 50% 11/2.5
moving ?10% 2.2/0.5
Armour piercing (approx) against...
50% builders
50% inf_med
50% inf_high
50% marines
35% terminators
11% Commanders
27% daemons
0% God monsters
15% light vehicles
8% vehicles
0% God vehicles
20% building_low
15% buildings
0% HQ's
 
Guardsmen
GRENADE LAUNCHER

Yipes! Duck! Bugger that! RUUUNN!
Here's a classic example of how misleading DPS can be. Early Grenade Launchers eat most early forces for breakfast. Guardsmen Launchers have exceptional range, and a habit of dropping an entire salvo onto one spot at the same time with lethal effect. (Cultist grenade launchers tend to be more distributed). In Tier 2 and Weapons Specialization, these things get downright evil. Area effect... noiice.
DAMAGE
per fiery blast
113-147/15 area effect
226-294/15 (Weapon Spec.)
Min Damage 10.5
Range 45
Effect Radius 2.5
Rate 1 shot every 3 seconds
Setup 3 second
  Accuracy base DPS Weapon Specialization
stationary 70% 30.3/3.5 60.7/3.5
moving - - -
Armour piercing (approx) against...
44% builders
60% inf_med
55% inf_high
50% marines
24% terminators
3% commanders
23% daemons
0% God monsters
16% light vehicles
15% vehicles
5% God vehicles
20% building_low
10% buildings
0% HQ's
 
Guardsmen
PLASMA GUN ADD-ON

LOL IG sux - hey! where'd me Zerks go?!
Not a bad little zapper by any means, but unlike most heavy weapons this has shorter range than your average Guardsmen flashlight! Good against Tier 2 close combat troops.
DAMAGE
per fiery blast
34-54/15
68-108/15 (Weapon Spec.)
Min Damage 5.6
Range 22
26 (Satellite Targetting)
Rate 1 shot every 0.5 seconds
  Accuracy base DPS Weapon Specialization
stationary 65% 57.2/19.5 114.4/19.5
moving ?10% 8.8/3 17.6/3
Armour piercing (approx) against...
55% builders
51% inf_med
45% inf_high
40% marines
36% terminators
8% commanders
35% daemons
10% God monsters
15% light vehicles
11% vehicles
0% God vehicles
25% building_low
15% buildings
0% HQ's

Know your techs!
Unlocked by the Tactica Control
Aspiring Champion
Sergants and Guardsmen Heavy Weapons unlock!
Stormboy Speed Boost Research
Death Before Dishonour: (Keyboard shortcut: M) The first of the Guardsmen morale upgrades, and its a swag of small perks indeed. All early Guardsmen squads gain +100 Morale, and their morale regeneration is boosted from a pissy 0.5m/s to 2.5m/s. And, just for kicks, they score a very small +15hp bonus. Whoo. At 75/15 a modest early upgrade for relatively little.
More Choppy Research
Battle Armour: (Keyboard shortcut: H) All Guardsmen squads score a 25% hp bonus, pushing their meagre health to 187, while Sergeants gain +150 hp. Somewhat expensive for a modest boost at 100/50.
More Choppy Research
Will of the Emporer: (Keyboard shortcut: ?) The second of the two Guardsmen morale upgrades. Guardsmen squads gain +150 morale and +25hp, again, all for 75/15. Little by little they grow in power...


Back to the Space Marines The Space Marines
Chaos On to Chaos
Top of page Top

Page last modified Thu, Nov 16 2006 by Lindsay Fleay