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===Unit Archetypes=== *'''Cannon Fodder For Cannon Fodder''': Wet tissue paper. Useful to occupy space and be cheap enough to let you spend enough points elsewhere. Usually it's not good to spam them, since they are so weak that even throwing waves of them at the enemy is not worth it. Examples of this are Grots, Nurglings, Spore Mines... (T1 and T2) *'''GEQ:''' Guardsmen EQuivalent. A lightly armoured infantry unit with weak attacks and little staying power on the board, but that can be spammed very easily. Examples of these are imperial guardsmen, admech skitarii, chaos cultists, Eldar rangers, tau fire warriors, Tyranid termagants... (S3 T3, W1, Sv between 6+ and 4+). *'''MEQ:''' Marine EQuivalent. A moderately armored unit that has a decent amount of defense and power and usually multiple wounds. It can't be spammed as easily as GEUs, but its improved staying power makes up for that. Examples of these are space marines, chaos space marines, ork nobs, and Tyranid Genestealers... (S4 T4 1 or 2 wounds, Sv4+ to 3+) *'''GREQ?:''' Gravis EQuivalent. The mid-ground between MEQ and TEQ, usually has slightly higher toughness and/or more wounds than MEQ but lacks a FNP or invulnerable saves so not soo protected against anti-MEQ weapons as TEQ. Examples of these are space marine Gravis armor, Plague marines, ... (S4 T5, 2 or 3 wounds, Sv4+ to 2+). *'''TEQ:''' Terminator EQuivalent. A higher toughness and heavily armoured unit with increased defense and power, usually with either FNP or invulnerable saves. Considerably expensive but much more difficult to take down. They are also slower due to all the armour. Examples of these are space marine terminators, chaos space marine terminators, or Crisis suits... (S4 T5 or 6, 2 or 3 wounds, Sv3+ to 2+). *'''Character:''' _ *'''Bikes:''' Motorized infantry that can move fast and are slightly tougher than their regular infantry equivalents. They are good for taking ground from the beginning, but they usually will need fire support to deal with most enemies. It's important to take into account that even though these units are riding bikes, they don't count as vehicles; thus, they can't be healed by units that can repair vehicles but can be healed by medics. *'''Light Vehicle:''' A lightly armoured vehicle, usually to accomplish a scouting or skirmish role. Its main strength will be speed and maybe a single big weapon but otherwise will fall against anything that can deal with above-average (infantry?) toughness and 3/4+ saves. If they can transport stuff, expect them to be quite limited in unit amount and transportable class. Examples of these are land speeders, imperial guard sentinels, admech walkers... *'''Vehicle:''' Sturdier vehicles, much tougher and stronger than their lighter counterparts. Vehicles are very varied in their use and function, though we can probably distinguish between tanks, artillery, transports, and a mix between the three. **'''Tanks:''' Combines a good mix of speed, firepower, and toughness to deal with most units. Usually focused on either maximizing damage per shot or anti-spam. Usually around T10 and slightly above 10 wounds. Examples of these are the space marine predator, the Leman Russ Tank... **'''Artillery:''' Sacrifices mobility and toughness for range and sheer firepower. Usually, they are slow (or even static) vehicles that can shoot practically anything on the map, but they'll be fucked if something gets into melee range, especially deepstriking units. **'''Transport:''' Sacrifice firepower in order to bring units to the frontlines. Mostly used to take slow or vulnerable units to close combat, since they would otherwise be wiped out before coming in contact with the enemy. Because of this, transports can only offer fire support and nothing else, baring some examples like the [[Tunneling_Transport_Vehicles#Termite|fucking drill]]. Examples of transports are the Rhino, the Chimera... **'''Hybrids:''' A mix between the previous three. *'''Superheavies:''' Massive vehicles of war, incredibly tough and resilient, that can wreak havoc on anything they attack, but require a big point investment. They will usually be the vehicle that spearheads their army so that they will attract a lot of the enemy's firepower. *'''Titanic:''' The ultimate step in war vehicles. With more weapon platforms than proper vehicles, these things are ridiculously tough and powerful. Takes the concept of the superheavies to its ultimate conclusion, but there are more moderate versions of titanic units so as not to spend 2000p on a single model. *'''Aircraft:''' Flyers with supersonic speed. It's important to take into account that not all units with the {{WH40Kkeyword|FLY}} keyword are aircraft, just like {{WH40Kkeyword|Bike}} units aren't {{WH40Kkeyword|Vehicles}}. Usually, they'll need to move every turn following certain move restrictions, but in return, regular units have a -1 to their BS against them.
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