Hell yeah, this is what I’m talking about! Nothing makes me zealous in my faith in the Emperor quite like a battle line of infantry and armor supporting each other. Space Marines, Shace Sharines; The Guard is where it’s at!
Bolter sarges all the way man, I've never ever regretted taking them. If a bolter sarge kills a freaking scout marine, hes made his points back for 11 bolter sarges. In one of my recent games, bottom of turn 6, me and my opponent were set to be tied. I had an infantry squad with just sarge and one trooper still alive, my opponent charges 2 assault marines into them. Sarges lands both his overwatch shots, wounds both and opponent fails his saves, getting me kill more that turn and the game by one point.
Had my first game with my friends recently. It was a 2v2, 500 point's because we had all just started collecting and just wanted to get a feel for the rules. I was the last to jump in and only had the start collecting box when we did this, so I actually had something closer to 300pts whereas my mates had the full 500 pts (two of them could have fielded 1k armies but we wanted to start small to keep things moving). My ally was orks and our opponents were both Space Marines. I am pleased to report that I took zero, yes zero, casualties in this battle. My friends grossly underestimated the power of the humble Russ with Battle Cannon (as a Tank Commander) and promptly had their Venerable Dreadnaughts blown to pieces and their tactical marines had to cower in fear as their missile launchers basically did jack all. My Infantry squad's basically hid behind a rock the whole game, only popping out in the final rounds to blast away some tactical marines that strayed into a awful position, and finishing off one of the previously mentioned Venerable Dreadnaughts with a Krak Grenade.
@@diamlee I've done It twice that I can think of, first time failed to wound but second time did wound a death guard Rhino slightly. Eventually just finished it off with the Leman Russ Eradicator tank because my lasguns weren't wounding it at all.
Indeed Russ with Battle Cannon ( and as a Tank Commander) is underrated. It was the Russ that taught my friends (Grey Knights, Orks, and T'au players) that the Guard is not to be fucked with. They all now have a healthy dose of respect for that beast of a vehicle.
From experience, mixing upgraded and barebones squads in the list works best for me. When I have run all upgraded squads, I have found my force too slow as I am staying stationary to maximise heavy weapon shooting. When I eventually move, it’s usually too late. Barebones squads are fantastic for board control, it that’s really it. It also segments your army rather fatally. If all your shooting is in the tanks, it makes it very easy for your opponent to pick on that, leaving you unable to take out heavy units. I like first and second wave units to screen so keep them barebones. The third wave is then loaded up for fire support. Giving them autocannons, missile launchers, lascannons and grenade launchers keeps them cheap, but still a threat to the enemy. It also gives you a safety net to continue threatening tough units even when your tanks are gone.
I seem to be one of the few players that take heavy weapons in all of my squads. For 15 points now you can take a Lascannon giving the squads duel roles. Now they are a very serious anti-tank threats as well. And if you need to move them, or use them as a screen, then again, you've only paid 15 points for the heavy weapon...so it shouldn't be too painful to see them slaughtered or suffer the -1 to hit after moving. In combination with the orders (and being Cadian...naturally), these buried heavy weapons can be very accurate! My opponent then has to take out my tanks/artillery AND all of the guardsman squads if they want to eliminate all anti tank threats. Basically, in all of the games I've kitted out my infantry squads like this, I've never had the problem of running out of heavy weapons...and is such a blessing when facing large amounts of heavy armour! Great video, mate. Looking forward to more from the Guard.
Thank you, for acknowledging the change in the META and how that has changed the battlefield role of infantry. Many streamers seem to be spewing the same old message without realizing it no longer applies in the new reality that is Space Marines. Thank you.
Not to mention that they can spend a CP to make your high strength weapons like battle cannons wound on 4+, then they can get a cheap invuln and by their turn they're rerolling all hits and wounds now that big Bobby g got a pts reduction.
Yeah I was all about massed infantry in early 8th, it's just not strong enough to be the primary damage dealer any more sadly, but they're still hands some of the best troops in the game (perhaps THE best)
Great to see you covering Guard units! You seem like a guy who knows his stuff, and it is great to have a new source of insights on YT. Keep it up man!
No matter what question I have, no matter what army I start, there is an Auspex Tactics video that helps me out. Once the pandemic is over I’m gonna bump to the next patreon level for sure.
flamer can be good for your first line screen and overwatch (auto-hit). love sergeants + bolter. i find that the grenade launcher is good bang for buck. sprinkle some plasma guns in. hvy weapon squad in backfield with mortars for obsec and contribute 3d6 lasgun shots w/o LOS - put Bring Em Down on for harder hitting with Plt Cmdr nearby
I understand the sentiment for not taking Vox Casters, however I usually do end up taking them in mine as they are required to use the Stratagem "Fire on my position" which I've used to deal a mortal blow that finished off 2 Howling Banshee squads that decimated my single Infantry squad.
I think Catachan Sergeants can potentially benefit from melee weapons quite a bit. A power sword at AP-3 and S4 is great against Space Marines. I have had a ton of success with power axes on my Catachan Sergeants, but now that they are Legends I am not sure how well that option will work going forward in some games (on a side note the whole lack of power weapon diversity in the Guard Codex really frustrated me, especially after I converted all my Sergeants in 6th and 7th to have power axes).
I only play Age of Sigmar (as bretonnia or wood elves) and I still enjoyed this video a lot. That said, I do play dawn of war 1/2 and guardsmen squads were always my favourite so I was quite interested to learn about what they are like on the tabletop. I think you did a great job! I was most suprised that they only cost 4 points per model, how do IG players even transport their armies?! My carry case only takes about 120 peasants, but IG can easily field far more infantry than that, it sounds intense and a logistical burden (but fun once in game!)
In a bigger match, with enough cp, some cover, and primaris psykers,you can push a consolidated squad of 20 Infantry into a 2 up save with Take Cover and a psychic power. If you want your blob to ignore morale, make them Valhallan and stick a Commissar with the Relic Bolt pistol to make them super hard to shift off any position. Bring another Primaris Psyker for Nightshroud, and watch as your opponent has to choose between ignoring the very clear FRFSRF about to savage any infantry that waltz near them, or expend too much effort shooting/charging/psykering to remove them if they even can.
I've been playing guard since 7th, and it's definitely night and day. Infantry squads with an aegis and lord commissar can actually be pretty stubborn. Still a shame we've gotten and continue to get more nerfs, especially considering the sheer scale of space marine buffs lately
Yo great video I love the long format because I use these videos as a sort of talk radio. And btw bring it down is not mathematically the same because you will almost alway miss some shots. Therefore you will almost always have more shots to reroll than wounds to reroll.
Cheers man, glad you enjoyed. It IS the same though in terms of damage output - both RR1s to hit and wound each add +17% damage output to any normal weapon if you actually run the numbers. I know it's counter intuitive, I'd have expected the hits to be more valuable too before actually doing the maths on it :)
Did the nerf orders or something? Vox Casters are vital in my army keeping order on my frontline while my commanders are relatively safe in my middle line
5 лет назад+5
I wouldn't count the Scions out. I've heard that they will probably make an appearance at the LVO by some of the more unorthodox top players.
I agree that they're definitely a competitive choice now. I'd still not use them as a main battle line unit, but cheap and effective deep striking threats / obsec have a ton of value :)
I was battling in a doubles 500pt tournament that I was fielding Cadians of 3 Infantry squads with Vox Casters, Grenade Launchers and Lascannons with a Leman MBT commander and a Lord Commisar with the additional order trait. I was playing along side a Death Guard army and our opponents were fielding Mordians and Necrons. My team mate played the stratagem that makes so only the plague marines could be targeted unless something was closer and my opponents Necrons had the walker with the Shield that metigates multi-wound damage if rolls than the damage amount. I decided to use the guard squads alone to plink at the walker using bring it down and Over whelming fields of fire I managed to kill the walker in the first turn. He just got really unlucky with his saving throws and the Lascannons each dealt 4/4/5 wounds and he rolled 6’s for each one of those. Laughs all around and then it exploded killing half a Mordian squad hiding behind a ruin, a Regiment commander and an Astropath.
I am counfused with a rule. It says that ONE guardsman can take a special weapon. Why does the box art feature 2 guardsmen with special weapons, and people seem to give them that loadout on pictures i see.
nice work love the channel but when you where going through carictors you did not mention Creed is ability relay help backfield tagged with Kell make Cadian infantry squads a real threat i have had great success with "Castle Creed" im looking forward to the vids great work
Mostly good mate, just a pointer though and I expect someone else has commented this before. You said "3 or 4 battalions, or 90 guardsmen. 90 guardsmen would be 3 small platoons. A battalion, would normally be 4 companies ( consisting of 3 or 4 platoons each) and so a battalion would be about 400 men
can, space marines be a troop choice for IG? im getting back into it, and have not heard a clear answer, a space marine tactical squad as one of the 2 (forced origination) troop choices, ordo you have to bring them in as a elite choice. if true do you have to use elite spacemarine elite troops,? I guess something like a dreadnaught could be used as a elite choice?
Correct me if i am wrong, but you cannot recombine an already combined infantry Squad. Si you would never have a Squad bigger than 20. Great video as allways man, thanks, and keep them comming! 😃
1 mistake i see guard players do is move their units forward to rapid fire with frfsrf then getting charged the next turn. Its better to keep moving back as much as much as possible frfsrf and only when your going to get charged or can't move back anymore then move into rapid fire range.
Elysian Drop Troops all come with Krak grenades. Move! Move! Move! to 6" Grenadier Strat 10+ krak hits on elite infantry and vehicles (account for friendly character buffs) Yummy yummy yummy!!!
For me, grenade launchers and missile launchers aren't that great. Do note that I play against Marines and such. The grenade launcher is ok, but I'd much prefer the flamer or plasma gun. The flamer and help my squads be scary when they punch to take objectives, and protect them from charging infantry. Plasma gun, while expensive, does help eat everything you point it at. Missile launchers are decent, but that BS 4+ AP -2 really kills them for me. You're most likely to miss, and when you hit on any tough target, you're not going to penetrate most the time. Could be me, but that's what I see with my guardsmen. I prefer auto cannons to launchers, as they have similar stats and two shot instead of one. In mass, auto cannons tear most things apart. If you're going to use a missile launcher (or even lascannons) I highly suggest making those squads veterans to increase your odds of actually hitting the target.
For 1 CP you can combine 2 infantry squads. You could do this to an already combined squad, but it’s very CP intensive and can only be done once a turn.
Hi good video I'm building a guard army now just wondering do U do army lists to we play 1250pts at our club can U do a list something at the moment I got four tanks and 60 guard for my army.
@@auspextactics i was half joking i know there are so much to cover on the armies you are covering already to add more to your plate. If you did itbwould be awesome tho lol. Great work keep em coming bro :)
You can really tell how you’re getting more comfortable making videos, this channel is bound for success if you keep it up
Cheers man, thats really encouraging. Trying to keep up slow improvement while still churning out the vids
Hell yeah, this is what I’m talking about! Nothing makes me zealous in my faith in the Emperor quite like a battle line of infantry and armor supporting each other. Space Marines, Shace Sharines; The Guard is where it’s at!
Holding the line against the xenos and traitors without the help of fancy genetics and power armour :)
@@auspextactics for 10,000 years
Bolter sarges all the way man, I've never ever regretted taking them. If a bolter sarge kills a freaking scout marine, hes made his points back for 11 bolter sarges.
In one of my recent games, bottom of turn 6, me and my opponent were set to be tied. I had an infantry squad with just sarge and one trooper still alive, my opponent charges 2 assault marines into them. Sarges lands both his overwatch shots, wounds both and opponent fails his saves, getting me kill more that turn and the game by one point.
nice
Had my first game with my friends recently. It was a 2v2, 500 point's because we had all just started collecting and just wanted to get a feel for the rules. I was the last to jump in and only had the start collecting box when we did this, so I actually had something closer to 300pts whereas my mates had the full 500 pts (two of them could have fielded 1k armies but we wanted to start small to keep things moving). My ally was orks and our opponents were both Space Marines. I am pleased to report that I took zero, yes zero, casualties in this battle. My friends grossly underestimated the power of the humble Russ with Battle Cannon (as a Tank Commander) and promptly had their Venerable Dreadnaughts blown to pieces and their tactical marines had to cower in fear as their missile launchers basically did jack all. My Infantry squad's basically hid behind a rock the whole game, only popping out in the final rounds to blast away some tactical marines that strayed into a awful position, and finishing off one of the previously mentioned Venerable Dreadnaughts with a Krak Grenade.
The guard's start collecting box is one of the best deals you can get. 3 of them plus a command squad box will get you to 800 points easily
you HIT with a krak grenade?! this is unheard of
@@diamlee I've done It twice that I can think of, first time failed to wound but second time did wound a death guard Rhino slightly. Eventually just finished it off with the Leman Russ Eradicator tank because my lasguns weren't wounding it at all.
Indeed Russ with Battle Cannon ( and as a Tank Commander) is underrated. It was the Russ that taught my friends (Grey Knights, Orks, and T'au players) that the Guard is not to be fucked with. They all now have a healthy dose of respect for that beast of a vehicle.
From experience, mixing upgraded and barebones squads in the list works best for me. When I have run all upgraded squads, I have found my force too slow as I am staying stationary to maximise heavy weapon shooting. When I eventually move, it’s usually too late. Barebones squads are fantastic for board control, it that’s really it. It also segments your army rather fatally. If all your shooting is in the tanks, it makes it very easy for your opponent to pick on that, leaving you unable to take out heavy units. I like first and second wave units to screen so keep them barebones. The third wave is then loaded up for fire support. Giving them autocannons, missile launchers, lascannons and grenade launchers keeps them cheap, but still a threat to the enemy. It also gives you a safety net to continue threatening tough units even when your tanks are gone.
I seem to be one of the few players that take heavy weapons in all of my squads. For 15 points now you can take a Lascannon giving the squads duel roles. Now they are a very serious anti-tank threats as well. And if you need to move them, or use them as a screen, then again, you've only paid 15 points for the heavy weapon...so it shouldn't be too painful to see them slaughtered or suffer the -1 to hit after moving. In combination with the orders (and being Cadian...naturally), these buried heavy weapons can be very accurate! My opponent then has to take out my tanks/artillery AND all of the guardsman squads if they want to eliminate all anti tank threats. Basically, in all of the games I've kitted out my infantry squads like this, I've never had the problem of running out of heavy weapons...and is such a blessing when facing large amounts of heavy armour! Great video, mate. Looking forward to more from the Guard.
Phew, just finished 40 guardsmen.. looking forward to them dying on the tabletop.. I mean playing a game with them
Thank you, for acknowledging the change in the META and how that has changed the battlefield role of infantry. Many streamers seem to be spewing the same old message without realizing it no longer applies in the new reality that is Space Marines. Thank you.
Worst part is eliminators are so cheap and hyper fang rounds can find company commanders wherever they are.
Not to mention that they can spend a CP to make your high strength weapons like battle cannons wound on 4+, then they can get a cheap invuln and by their turn they're rerolling all hits and wounds now that big Bobby g got a pts reduction.
Yeah I was all about massed infantry in early 8th, it's just not strong enough to be the primary damage dealer any more sadly, but they're still hands some of the best troops in the game (perhaps THE best)
Great to see you covering Guard units!
You seem like a guy who knows his stuff, and it is great to have a new source of insights on YT.
Keep it up man!
Cheers man, yeah I've been playing guard consistently on-and-off since 5th through to now
No matter what question I have, no matter what army I start, there is an Auspex Tactics video that helps me out. Once the pandemic is over I’m gonna bump to the next patreon level for sure.
Will you be covering the forge world regiments like death corps and drop troops
This ^
In a word yes. But will be focusing on the core of the codex first
flamer can be good for your first line screen and overwatch (auto-hit). love sergeants + bolter. i find that the grenade launcher is good bang for buck. sprinkle some plasma guns in. hvy weapon squad in backfield with mortars for obsec and contribute 3d6 lasgun shots w/o LOS - put Bring Em Down on for harder hitting with Plt Cmdr nearby
I understand the sentiment for not taking Vox Casters, however I usually do end up taking them in mine as they are required to use the Stratagem "Fire on my position" which I've used to deal a mortal blow that finished off 2 Howling Banshee squads that decimated my single Infantry squad.
Why though? You could just buy those squads a plasma gun for those points instead. You don’t need to waste CP that way either.
I think Catachan Sergeants can potentially benefit from melee weapons quite a bit. A power sword at AP-3 and S4 is great against Space Marines. I have had a ton of success with power axes on my Catachan Sergeants, but now that they are Legends I am not sure how well that option will work going forward in some games (on a side note the whole lack of power weapon diversity in the Guard Codex really frustrated me, especially after I converted all my Sergeants in 6th and 7th to have power axes).
I only play Age of Sigmar (as bretonnia or wood elves) and I still enjoyed this video a lot. That said, I do play dawn of war 1/2 and guardsmen squads were always my favourite so I was quite interested to learn about what they are like on the tabletop. I think you did a great job!
I was most suprised that they only cost 4 points per model, how do IG players even transport their armies?! My carry case only takes about 120 peasants, but IG can easily field far more infantry than that, it sounds intense and a logistical burden (but fun once in game!)
In a bigger match, with enough cp, some cover, and primaris psykers,you can push a consolidated squad of 20 Infantry into a 2 up save with Take Cover and a psychic power. If you want your blob to ignore morale, make them Valhallan and stick a Commissar with the Relic Bolt pistol to make them super hard to shift off any position. Bring another Primaris Psyker for Nightshroud, and watch as your opponent has to choose between ignoring the very clear FRFSRF about to savage any infantry that waltz near them, or expend too much effort shooting/charging/psykering to remove them if they even can.
Trim the primaris psykers for a pair of astropaths. 15 points each, can also help your boys ignore cover when they get close.
There are some really fun options with consolidated squads. they take buffs well :)
I've been playing guard since 7th, and it's definitely night and day. Infantry squads with an aegis and lord commissar can actually be pretty stubborn. Still a shame we've gotten and continue to get more nerfs, especially considering the sheer scale of space marine buffs lately
Yo great video I love the long format because I use these videos as a sort of talk radio. And btw bring it down is not mathematically the same because you will almost alway miss some shots. Therefore you will almost always have more shots to reroll than wounds to reroll.
Cheers man, glad you enjoyed. It IS the same though in terms of damage output - both RR1s to hit and wound each add +17% damage output to any normal weapon if you actually run the numbers. I know it's counter intuitive, I'd have expected the hits to be more valuable too before actually doing the maths on it :)
Did the nerf orders or something? Vox Casters are vital in my army keeping order on my frontline while my commanders are relatively safe in my middle line
I wouldn't count the Scions out. I've heard that they will probably make an appearance at the LVO by some of the more unorthodox top players.
I agree that they're definitely a competitive choice now. I'd still not use them as a main battle line unit, but cheap and effective deep striking threats / obsec have a ton of value :)
nce reivew but why are the other videos private
New player here building up a guard army.. This video will be quite handy.
What do you mean be Cadian “twin linking”?
the mortar increase was uncalled for.
Cadia Stands! This day shall be a glorious one for the Emperium!
I was battling in a doubles 500pt tournament that I was fielding Cadians of 3 Infantry squads with Vox Casters, Grenade Launchers and Lascannons with a Leman MBT commander and a Lord Commisar with the additional order trait. I was playing along side a Death Guard army and our opponents were fielding Mordians and Necrons. My team mate played the stratagem that makes so only the plague marines could be targeted unless something was closer and my opponents Necrons had the walker with the Shield that metigates multi-wound damage if rolls than the damage amount. I decided to use the guard squads alone to plink at the walker using bring it down and Over whelming fields of fire I managed to kill the walker in the first turn. He just got really unlucky with his saving throws and the Lascannons each dealt 4/4/5 wounds and he rolled 6’s for each one of those. Laughs all around and then it exploded killing half a Mordian squad hiding behind a ruin, a Regiment commander and an Astropath.
oooh. ok. *that's* the loyal 32. I was looking online for a box of 'loyal 32'. XD Hurr durr. That makes more sense.
I had no idea sergeants could take boltguns!
Could you do a series on GsC? Your videos are awesome but I’m starting to drift back towards the genestealer cult
I am counfused with a rule. It says that ONE guardsman can take a special weapon. Why does the box art feature 2 guardsmen with special weapons, and people seem to give them that loadout on pictures i see.
Watching this and looking at my boxes of 300 men and praying to the emperor 9th keeps them cost effective 🤞
nice work love the channel but when you where going through carictors you did not mention Creed is ability relay help backfield tagged with Kell make Cadian infantry squads a real threat i have had great success with "Castle Creed" im looking forward to the vids great work
Will have to cover that pair at some point. Cheers for the thoughts, yeah tons of orders are great!
Why more than half your guard vids private
What are you referring to when you mention Cadian Twin Linking order? Is this the combo of take aim and not moving to re-roll fails?
Yeah that's right, apologies it's language hang over from the last edition. Will try and be clearer in future
thank you for this very helpful!
Mostly good mate, just a pointer though and I expect someone else has commented this before.
You said "3 or 4 battalions, or 90 guardsmen. 90 guardsmen would be 3 small platoons. A battalion, would normally be 4 companies ( consisting of 3 or 4 platoons each) and so a battalion would be about 400 men
Can someone tell me what he means by twin linking? I’ve heard it in other videos but I don’t see it on BattleScribe.
Grenade launcher, bolter all Talarn all the way for outflanking and tanks that can move and fire when bad touched.
I like tallarn, mobility is often under rated
@@auspextactics and it often wins games.
Another great video!
Nice!!! thank you for the great Content! i really like the stile of your videos
Cheers for the encouragement, I'll try and keep them coming!
can, space marines be a troop choice for IG? im getting back into it, and have not heard a clear answer, a space marine tactical squad as one of the 2 (forced origination) troop choices, ordo you have to bring them in as a elite choice. if true do you have to use elite spacemarine elite troops,? I guess something like a dreadnaught could be used as a elite choice?
Great info thank you!
Correct me if i am wrong, but you cannot recombine an already combined infantry Squad. Si you would never have a Squad bigger than 20.
Great video as allways man, thanks, and keep them comming! 😃
1 mistake i see guard players do is move their units forward to rapid fire with frfsrf then getting charged the next turn. Its better to keep moving back as much as much as possible frfsrf and only when your going to get charged or can't move back anymore then move into rapid fire range.
Yeah that's solid advice, flexibility and a counter attack is great
Elysian Drop Troops all come with Krak grenades.
Move! Move! Move! to 6"
Grenadier Strat
10+ krak hits on elite infantry and vehicles (account for friendly character buffs)
Yummy yummy yummy!!!
For me, grenade launchers and missile launchers aren't that great. Do note that I play against Marines and such. The grenade launcher is ok, but I'd much prefer the flamer or plasma gun. The flamer and help my squads be scary when they punch to take objectives, and protect them from charging infantry. Plasma gun, while expensive, does help eat everything you point it at.
Missile launchers are decent, but that BS 4+ AP -2 really kills them for me. You're most likely to miss, and when you hit on any tough target, you're not going to penetrate most the time. Could be me, but that's what I see with my guardsmen. I prefer auto cannons to launchers, as they have similar stats and two shot instead of one. In mass, auto cannons tear most things apart. If you're going to use a missile launcher (or even lascannons) I highly suggest making those squads veterans to increase your odds of actually hitting the target.
please do Mordians next, as they are the true Iron without Iron within and basically give you a free commissar.
Will have a full regiment review vid out within the week :)
Excellent tactics
Are you able to combine them with other guard squads? or is a 10 man squad the max?
For 1 CP you can combine 2 infantry squads. You could do this to an already combined squad, but it’s very CP intensive and can only be done once a turn.
Hi good video I'm building a guard army now just wondering do U do army lists to we play 1250pts at our club can U do a list something at the moment I got four tanks and 60 guard for my army.
Could you do a Valkyrie video, pretty please?
Sure, maybe look out for one next monday ;)
Should have watched this before giving all my sergeants pistols
Now do Kreigmen lol
Will get round to them. Looks like Mordian Glory's got you covered in the meantime though!
@@auspextactics i was half joking i know there are so much to cover on the armies you are covering already to add more to your plate. If you did itbwould be awesome tho lol.
Great work keep em coming bro :)
I prefer plasma guns and meltguns
Men, affix bayonets! Glory to the first men to die!
20 pts for conscripts and 60 pts for veterans
Sniper rifle seems really garbage, 36 range is not that good and S4 D1 mean it won't be doing anything great
Be careful with taking vids with the datasheets in them. GW may come calling and delete your video.
Like the content but at times you are speaking too fast.
Yeah that's fair was rushing this a little. Will try and be clearer :)
Auspex Tactics excellent