Editing
Warhammer 40,000/7th Edition Tactics/Imperial Guard
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Assault==== *'''Flamer:''' Guaranteed to wreck the shit of mass infantry (Orks, I'm looking at you). It doesn't roll to hit so the 1 option a basic infantry squad can use better while veterans usually can take much more effective gear to capitalize on BS4. Also allows for some very painful Overwatch. Minimum of one should be taken in multi-squad blob. *'''Heavy Flamer:''' Only Platoon/Company Command Squads and Veterans can take them but I'll leave this here. S5 AP4 template weapon which makes Orks and Tyranids cry as their infantry fall like a house of cards in the wind. As with the flamer, superior BS of CCS and Veterans is wasted here unless you have a specific plan for them (like anticipating hordes, and lots of them). The Heavy Flamer takes up one of your 3 special weapons choices nowadays, so it stands as an effective niche choice. However, it is a powerful "surprise barbecue" choice if you kit your PCS with heavy flamer and flamers and drop them from a vendetta among enemy infantry. *'''Grenade Launcher:''' Basically a smaller, lighter missile launcher, grenade launchers can throw boltgun-ranged pain at both blobs and light armor with either an S3 AP6 blast frag grenade or an S6 AP4 krak grenade. A good all-rounder choice for infantry squads that either need to stay mobile, or if you're just not sure exactly what they're going to be going up against. *'''Meltagun:''' As with all Imperium Armies, it's your close range anti-tank or anti-TEQ if you don't have plasma. Always remember to check if the vehicle is 6" away so you can use the melta rule (Roll 2D6 for vehicle damage if you're within 1/2 the gun's range, applies to Multi-melta too). *'''Demolition Charge:''' It's Special Weapons team exclusive or comes with the Demolitions Doctrine. Pricey and powerful; it's an S8 AP2 large blast, and one of the few sources of high-AP blasts that isn't artillery or plasma. Used to soften up tanks with the Demolitions doctrine, since strangely enough it's an Assault weapon, so you can get stuck in with meltabombs afterwards; also, it's not specified as a grenade, even though it does have 'throw' range, meaning if you give a special weapons squad 3 of them they can use them ''all at once''. Hilarious if it scatters back onto the user's squad. Also, it's expensive as shit at 10x the cost of a sniper rifle.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information