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.
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Imperial Guardsmen
IG annon fodder |
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Imperial Guardsmen pic goes here!
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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)
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| 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 |
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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.
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Prerequisites |
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Perks |
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Pros |
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Cons |
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Settlement
or Infantry Command |
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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
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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.
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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.
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Know your techs! Unlocked
by the Tactica Control |
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Sergants and Guardsmen
Heavy Weapons unlock! |
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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. |
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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. |
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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... |
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