I've put together some advice and a couple of optional rules for Michael Major to try out in his game this weekend. I have to say that I get the impression that Michael is too fond of the 2nd edition rules to really enjoy the 3rd edition, but you never now! Seriously though, our own experience has shown that it takes about 3 or 4 games to really get to grips with the new system, and overcome the initial shock at how differently the game plays. Assuming Michael is willing to give the game this much of a chance (and I get the impression he is), then I think that in the end he'll really get to like the new system. It really does provide for a much more tactically challenging game than the old rules.
OK, the first thing that Michael needs to know is how platoons work. Basically, a platoon consists on 1 Command Section and from 1-5 Squads, and these count as one choice against the number of Troop units in the army. It's up to you if you take a few large platoons or several smaller ones (i.e. you don't have to take a platoon with 5 squads before you start a second platoon). In my experience a platoon with 3 squads is about the optimum size, and for a normal sized game (say about 2,000 points) you'll take two such units. Its worth taking plasma guns and/or grenade launchers as weapon upgrades, but leave the heavy stuff for the specialist support squads. (As an aside, we'll be doing a new plastic IG box next year, at the same price as the new SM and Dark Eldar battle squad sets, with 16-20 models per box, so that you'll be able to bulk up the platoons in your IG army as easily as possible).
When using Imperial Guard infantry platoons, I favour keeping them on a tight frontage, generally with two squads up front and the third squad and a command section forming a second line 4-6" behind the first line. Reserves are very important in the new rules, and by having a second line you'll find that you'll be able to slow an enemy assault with the first line, and then counter-attack it with the second. Michael should make sure that he reads the rules for sweeping advances very carefully, especially the part that allows troops to fire on an enemy that made a sweeping advance in their previous turn. You'll find that this will allow you to shoot assaulting troops to pieces, even though they'll chew up some of your front line squads before you do so (oh well, you can't make an omelette without breaking eggs...) Anyway, form the infantry platoons in this formation and then advance on the enmy until you're within 24". Then stop and start shooting at them! If you've kept the line in a tight skirmish formation you'll pack a lot of guns on a narrow frontage, and should be able to outshoot almost anything in front of you. Think of late ACW infantry tactics, or that old IG painting by John Blanche, and you'll get the idea. The main thing is to keep the formation quite tight, and _not_ to spread out looking for cover.
As well as infantry platoons you should try to include a couple of armoured fist squads in the army. You need to be careful with these units, as their speed allows them to get into trouble very easily. They are best employed on the flanks, to sieze objectives and good defensive bits of terrain. Unlike the platoons, you should hug cover with these guys as soon as they deploy, and its worth giving them heavy weapon teams as they probably won't move much once deployed. Use the Chimera to give extra fire support, but get it hull down if you can.
Unless you've got a *lot* of them then Rough Riders are best used as a reserve and a counter-attack force. Under the new rules they are really to vulnerable to be used up front or against a fresh enemy, but can perform very well at finishing off a weakened foe. Be careful with them, though, otherwise you'll ending performing your own version of the Charge Of The Light Brigade! If you use them you might like to try out this rule which will be in the IG Codex:
"Rough Riders may move at a trot. Declare this in the movement phase before moving the unit. Rough Riders that move at a trot move up to 9" in the movement phase, but may then only charge 9" in the assault phase. Rough riders moving at a trot may only shoot with pistol weapons, and may not enter or cross difficult terrain."
Imperial Guard tanks and armoured artillery are slow, lumbering things under the new rules, and because of this are best used to provide fire support to your infantry platoons from further back on the battlefield. They are *very* good at this task (all those battle cannons!). Players in the Studio are pretty much split on the usefullness of side sponsons under the new rules. Warwick doesn't bother with them for his Leman Russ, using the hull mounted weapon if he's on the move and the battle-cannon when stationary. Other players feel that the extra points are worth it for the extra flexability. The answer may lie halfway between these two extremes, with some tanks being the 'armoured pillbox' type with lots of guns, that rarely if ever move, and others with fewer weapons being used to move forward with the infantry. (BTW, the IG Codex includes Leman Russ varients with weapons other than battle cannon in the turret). Make sure that you leave some troops behind to look after the 'pillbox' tanks and armoured artillery, as a wise opponent will attempt to get some of his fast moving troops behind the tanks in order to asault them or shoot at their weaker side and rear armour. I generally use the armies command HQ and its heavy weapon squads to back up the tanks, although Rough Riders can perform the task too.
The IG include a number of specialised troops, all of which have their uses. Personally the ones I like the best are good old Storm Troopers, whose BS of 4 can be really helpful, especially if they are firing special or heavy weapons. Ratlings are good at annoying the hell out of an enemy, and Ogryns are good (if rather slow) assault troops. Hellhounds can be deadly, but have a tendancy to end up on their own deep in enemy territory, which quickly leads to their demise. (BTW, in the IG Codex Hellhounds can fire the Inferno Cannon even if they moved over 6", and you may want to try this in your game. It does make them just that little bit more mobile). Sentinels can perform many of the functions of the Armoured Fist troops, especially in wooded terrain.
And that's it for my whistle stop tour of basic IG tactics. The main trick with the Guard as a whole is to learn how to get the most from your infantry, and to remember that it is now a combined arms force that relies on defensive tactics. This doesn't mean that the army can't attack or move about, just that it will win by getting itself into good fire postions that allow you to exploit the Guards heavy firepower, and which will force the enemy to make costly assaults into the teeth of your guns.
Good luck, and have fun!
Jervis Johnson