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Imperial Guard are really vulnerable to armored vehicles like Dreadnaughts and Predators, as their only dedicated anti-armor unit is the Sentinel, which is very lightly armored itself and massing Sentinels means they can't employ a lot of tanks themselves. Whirlwinds work well against large infantry groups as well, though the IG's basilisks outdo them.
Grey Knights and Assault Terminators are honestly overkill, as they're better suited for killing heavy units.
Basic tactical marine squads with 2 missile launchers and 2 heavy bolters, backed up with a few Dreadnaughts will do you well.
Build as many scout marine squads as early in the game as you can, and make sure at least 3 in each squad are equippedd with sniper rifles. This gives you a devestatingly effective anti infantry combination, that's also capable of infiltrating (imperial guarrd doesn't have to many detector options and even fewer infiltration capable units, only sanctioned psykers and the scanner from the headquarters, with the vindicare assassin as the only infiltrator; and it's basically just a longer ranged, more powerful sniper scout in mechanics) Position them nearby, but not on any points you can, and sendd stock space marine squads to capture said points, witth servitors inn ttow to build listening posts as soon as humanly possible.. Tech up everything you can in the chapel barracks, as early as you can.
Once you've got a decent perimeter set up (IE, fully upgraded listeningg posts, which will actively thinn out infantry squads trying to reach your base) max your squad sizes on the marines, and equip as many as you can with heavy bolters. Always get the seargent upgrade, and consider attaching your forrce commander, apothecaries, or the chaplain to any units that will be doing heavy fighting.
Once you've done that...
Attack, focusing on anything around the likely location of the main base. The guard wwill have the advantage in numbers, but your marines are tougher, faster, and more accurate, and more importantly, don't die quite as easily in melee range; if you can demorralize the squads ahead of the attack, once your squads get to assault range, they'll tear the guardsmen apart rather easily, with the exception of the guarrd's one melee semi specialist unit, the Ogryn squad. Keep in mind many of the lower tier imperial guarrd vehicles, like sentinels can actually be killed fairly easily, even with seemingly infantry specialized weapons, like plasma guns or heavy bolters.
Once you've teched up, build a few land speeders to support your infantry squads, and if you really feel it necessary at this point, a few anti vehicle specialized space marine squads as a supporting element, though in a lot of cases, a scout sniper squadd can be used to chip awway at a vehicle's health from out of it's range, and send it looking futilely for the attackers.
Always try and have your scout marinne squads infiltrated and go ahead of the main force , to demoralize or take out difficult squads in advance of your force's main support elements.
As long as you can do that, you do to much damage for the guard to recover tech wise, or even to prevent them building vehicles to begin with.
But generally: Heavy Bolters destroys Guardsmen.
If they use grenadelaunchers against you, then sniper scouts, Assault Marines or the ultimate infantrycounter, The Hellfire Dreadnought ;..;
Jerry, seems like underestimate Hellfire Dreadnoughts, I use them extremely rarely