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===Elites=== *'''Ogryn Squad:''' Big meaty men things with pretty awesome assaulting guns, <s>Terminator</s> <s>Marine</s> Nob equivalents of sort. Assaulty wall of meat that crumples most things it collides with, including blobs and tarpits. Lovable to the end, which will be soon, seeing as these guys are a firing magnet and usually don't fit into Chimeras - expect them to footslog if you take a full squad. Keep them the fuck away against anything that could Instant-Death them, and get them into melee as soon as possible. However, even there they might have some problem against opponents like Necron Warriors, but at least they will be keeping them busy and away from glancing your Leman Russ tanks into scrap. Apparently priests war hymns now effect Ogryn so attaching one can now potentially grant Ogryn reroll to wound, reroll to save or smash for the preacher. This makes a high toughness squad tougher (a reroll of a 5+ save is considered more or less the same as a 3+)and better in combat, while granting potential access to smash. For a relatively cheap preacher it could go some ways of improving some of the issues with Ogryns. Namely lack of AP close combat weaponry. **Also worth noting are the special rule changes. On the one hand, Ogryns are still Stubborn (Not Bad) and they've gained Hammer or Wrath but they're now Very Bulky and have lost Furious Charge (Fuck). This means that Ogryns can't gib T3 models on the charge anymore. It also means that Ogryns can't use transport reliably. If you know you will be up against Tau, NEVER bring Ogryns. They will be shot to pieces and with not cost effective way of getting them to charge Tau, Ogryns just can't kill them like they used to. **If you do want to take Ogryns, it's best to take a squad of 6 Ogryn total (which is a total of 250 points - so use them wisely and carefully), <strike>fit them into a Chimera you jacked from a Platoon Infantry Squad</strike> nope, Ogryns are very bulky so max 4 in a Chimera, and rush them towards the enemy, hopefully through some cover. Drop Ogryns next to their goal, torch the designated squad/secondary squad that supports your designated target, and let the Ogryns crumple their way through. With toughness of 5, most of the infantry weapons will have hard time wounding, provided they do hit (which can be a godsend against Tau). Remember that once you win the combat, Ogryns can be fired at, so try using the Chimera to catch bullets. **Or have a ten Ogryn blob with 2 Primaris Psykers (Biomancy and/or Divination) and watch them kick the enemy's ass so hard, that their grandchildren are gonna feel it. Mind you, at such point cost it's likely that the enemy could do quite a bit of damage before you get to them. *'''Bullgryn Squad''': The Ogryn Squad's more melee-oriented relatives if equipped with mauls and brute shields or mobile cover with grenade launchers and slabshields. Enhanced with a 4+ armor save and comes with Hammer of wrath, relentless, and very bulky. Their slabshields gives +1 to cover for anything behind them and improves their armor save by one if they are in b2b with another model from the unit. Mobile Aegis line. Use them to give your advancing armor column, which of course has camo netting, a 3+ cover and screen incoming enemies. The power maul version is for smashing skulls. **With our new access to divination, this squad can become quite the melee deathstar they should be! Take a 6 man bullgryn squad, add a cheap priest and a ML2 primaris psyker and roll on divination. Bam, for 380 points, you have a fearless, 3+ armour (when stacked), hopefully 4++ invul save unit with 24 T5 wounds, puts out 25 S5 attacks on the charge, that rerolls hits and can either reroll armour and invul saves or wounds. This unit in combat will NOT die. *'''Ratling Squad:''' Your dedicated snipers. Bump up the squad to 10 BS4 Sniper Rifles for 100 points, and you'll get a pretty good payoff. By simple statistics, you should land at least 6 shots, and at least one rending shot that you can choose to allocate to certain targets. Use this to take out high-point, low-numbered enemy squads. Despite what AP6 may make you think, shooting Gaunts and Grots is just a waste of time. To lessen the problem of T2, place ratlings into Ruins for a 4+ cover save, but try to have them cover as much firing area as possible. Don't send them into close combat - they don't have a Close Combat Weapon, so their pistol does not give them an additional attack. Place them on a second floor of a ruined building and laugh how enemy keeps scattering off harmlessly into the air. Finally, don't buy the silly metal hobbit models, but make a kitbash of some small models with Guardsman bitz. They can also run after shooting, so you can run them from cover to cover. Ratlings do have another usage other then just snipers. Placed these halflings on a aegis defense line or Bastion. Their BS skill of 4 is pretty average for the weapons they will be manning. More importantly, is their cost. At 30 points for a three man squad with BS 4, this is practically a steal. Granted you won't be using much of their running ability. *'''Wyrdvane Psykers:''' Their usual powers gone (so no more Weaken Resolve gimmickery sadly), Wyrdvane Psykers make up for it by being able to select from the Biomancy, Divination, Pyromancy and Telekinesis disciplines. Have the potential to be a decent supporting unit, especially as they are now much cheaper (120 points for ten - the cost of a Leman Russ Eradicator). ** Side Note: Just don't bother. There is nothing these things can do that a Primaris Psyker can't do better. Taking these guys is like trying to BBQ water. It's just dumb unless you absolutely want to have Prescience in your army SIX times. *** Side Note to the Side Note: Why not have Prescience SIX times, hell, why not have it EIGHT times by allying two inquisitors. Prescience ROCKS for guard armies. ****Side Note to the Side Note to the Side Note (yo dawg):Prescience is great, but instead of allying on inquisitors just to get 2 more pskyering done, just spent the points on something that benefits something else in your army. Use dem points on some camo. **If you really, really want to use them, consider sticking 7 of them in a Chimera and driving them around. 6 of them shoot through the lasgun array and one of them throws Smite from the rooftop. You can even stick a Primaris Psyker with other witchfire powers in there to share that fun fire point of 2. And then, after you pat yourself on the back and tally up the points cost, compare what else you could have spent those points on and <s>punch yourself in the face</s> tell the Commissar what you have done. *''' Tempestus Scions Platoon ( AKA, ''Storm Trooper Squad'' ) :''' Everything has changed. They've got the same stats, but now come in platoons, if you so choose. They lost infiltration, but kept deep strike and move through cover and they got 4 points cheaper. And they can take orders. Yeah. First Rank Fire, Second Rank Fire with hot-shot lasguns. Hell yes. (Adam Troke future proofed it.) Also, now can take a power fist, but at an increased cost (and the troopers no longer carry pistols and CCWs with their lasguns, making them less viable for CC).They can take a Chimera, a Taurox, or a Taurox Prime. Now, whether or not they are actually useful, remains to be seen, but a Taurox Prime makes them fast (if you need that for a Deep Striking shooty unit) and gives them a hell of a punch. But it'll cost you. *'''Tempestus Command Squad :''' Like Platoon Command Squad, but with stormtroopers: can issue Junior Officer orders in a 12" bubble, but also Deep Strike, Move Through Cover and has BS4 and Carapace Armour AND can pack four special weapons (but cannot increase it's size). May give stormies the support they always lacked or threaten dug up units with four meltas/plasmas. Has potential. *'''[[Hades Breaching Drill]] (Forge World):''' Recent update hit it hard. No more S10 goodness, no more melta cutter shots, and if it fails to wreck a vehicle or the building its popping from under, it would just die. You can no longer ride vets (and therefore score objectives with them) using Hades - it comes with its own shotgun-armed veteran team, and they even cannot charge from the hole it leave behind. On the bright side, Hades is no longer lumbering, meaning it actually can ram something, and it gets Chimera armor instead of Rhino. *'''Field Artillery (Forge World):''' Immobile artillery. Dirt cheap and durable. Heavy mortars are what you expect them to be - stronger mortars with bigger blast. Like ones on Griffon, but without accurate bombardment. Quad guns on the other hand spams enormous amount of weaker anti-infantry blasts with extra -1Ld for pinning test penalty (for total -2). 12 S5 blasts would kill a ton of bugs/orks/other guard (especially under «fire on my target»), and have a good chance to pin down heavier infantry (like, say, terminators). Take them to nostalgia about the passed times of Thudd Guns. *'''Salamander Command Vehicle (Forge World):''' Fast scouting open-topped vehicle with Chimera armor. It can burn some infantry with flamers, but it's not a Hellhound - the main reason to use command Salamander is it's ability to reduce enemy cover save by one. This works great with heavy tank/artillery lists. *'''Atlas Recovery Tank (Forge World):''' Basically Leman Russ tractor - this thing is designed to tow immobilized tanks and help Techpriests in their field repairing attempts. Towing is fun but mostly useless, but double repair rolls per turn is good in heavy mech list.
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