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!
=====Special Characters===== *'''[[Commissar Yarrick]]:''' Awesome, fluffy man. Costs quite a bit but far less than what he cost in 5th ed codex, making him fairly cheap for what he brings. Very close combat oriented. He can come back from the dead... a lot. He has some nifty gadgets. He has a Stormbolter for shooting up stuff before charging, comes with Preferred Enemy: Orks, and confers it to any unit he joins. Yarrick also has a reputation of being nasty as crap in close combat; he can take on Ghazghkull Mag Uruk Thraka one-on-one and have a fighting chance of coming out on top. He's got an official Power klaw, a decent WS, he's got Eternal Warrior and his come back from the dead bullshit, and is a senior officer. Additionally, his Baleful Eye (counts as an Heirloom) now acts like a hotshot laspistol, and he carries a power field for a much-needed 4+ invulnerable save (also an Heirloom). However, he is no longer Fearless (and doesn't get Stubborn in return) and can be overrun in close combat with some bad Ld rolls. But if he is your warlord he has the Draconian Disciplinarian warlord trait, negating somewhat the loss of the ''Fearless'' rule. Furthermore, he can now issue orders like an officer. However, as per the FAQ rough draft for Imperial Guard, Yarrick '''cannot''' be the warlord if there's another model in the army with the Senior Officer special rule, but to get around that you take Creed as well, as he has a different rule. He can also Summarily Execute (not that it fits his fluff, but whatever), so use that to your advantage as well. If you take Yarrick, you'd better take him as a warlord. Otherwise he ends up as an expensive Commissar with few of the perks of a Commissar. ** A good unit to place Yarrick in is the Platoon command squad. Give the squad a medipack and vox caster, and watch as Yarrik spews orders and keeps on fighting. Adding the standard and las pistols is nice, but not necessary. I say this because Yarrick is good in both defensive and offensive builds. Do you have him sit back and issue orders, protecting himself if attacked, or do you have him charge forward into assault, ripping enemies to shreds? Either way, Yarrick with a platoon command squad will please. *'''[[Creed|Ursarkar E. Creed]]:''' For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for a couple of things now, although he can't do his classic Tactical Genius-ing any longer (at least, not without the right Warlord Trait). Instead, he can issue 3 orders per turn, AND gets two Warlord Traits (which he can roll on two different charts for), ''AND'' rerolls all failed orders. His two hotshot laspistols now mean that he benefits from Gunslinger. Do note that since a roll cannot be rerolled more than once, his special rule prevents him from benefiting from vox-casters. Thus, if you have no other officer in your army (full vet or mechanized), from his cost of 80 can be deducted the cost of all the vox-casters you would have taken, making him fairly cheap in this configuration. **'''Sergeant Kell:''' Kell now can only be used by a force that already contains Creed and acts more like a bodyguard than a support unit. He can still allow units to use his leadership (8 - useful when trying to order squads without leaders that wouldn't otherwise benefit from a commissar, like special/heavy weapon teams, Conscripts, or ratlings) in an Order test and he now automatically succeeds LoS! rolls if the wound is allocated to him instead of another member in the unit (i.e. Creed). He can also auto-pass Glorious Interventions (which he must perform when possible). His cost includes a Regimental banner,a power fist and power sword, and 2 wounds. *'''[[Colonel "Iron Hand" Straken]]:''' The new Codex gave Straken a couple of nice buffs with Monster Hunter and Smash he can now hold his own against armored units and MCs, and all units within 6 inches of him gain Furious Charge and Counter-Attack. ''(Keep a few Ogryns or Bullgryn near him to make the most of this bubble.)'' With 3+1 attacks basic, at S6, I3 and AP2: Straken makes Hammernators crap their metal pants. Of course, he is unlikely to survive unless his squad is optimized for such an occasion, so it would be a good idea to have 3-4 Melta Guns (being able to bring down some terminators before an assault far outclasses the extra attack from the pistol), a Ministorum Priest, and Nork Deddog to accompany him. Alternatively with Implacable Determination, his command squad has Relentless (allowing Relentless Snipers/ Plasma Gunners or a Relentless Lascannon/ Autocannon for some dakka then charge action, or better yet, a master of ordnance for a Baslisk blast before charging!) This way, you can charge most CC units and get away with it. Eldar, Dark Eldar and Necrons may give you trouble though. Also, you may have to bite your tongue if you come up against a squad full of power weapons, i.e Grey Knights, Howling Banshees, Incubi. Instead, pull back, shoot them to pieces, and then throw a pie plate on top of them because otherwise, you'll be forced to challenge them and he's not gonna survive that. Don't forget you can always measure their threat distance to be sure. *'''Nork Deddog:''' Nork is one o' da smartest Ogryns. He and da commanda have a bond. When he dies, he attacks every bad guy trying to hurt the commander. If your command squad is going to be in the fray of battle, take this somewhat expensive body guard. Now gets along well with Commissars (although using Summary Execution in a CCS is a VERY bad idea) to the point they can never execute him. Now he also gets FnP, HoW, Stubborn, and can sacrifice his regular attacks (including the ones he gets when he dies) to perform a headbutt that has a profile of S+3, AP3, and Concussive. Yes, this means he can now ID a Space Marine Captain. Like Kell, he also has to make Glorious Interventions and automatically passes them. However due to majority unit toughness his toughness is essentially 3 so don't expect great things from him, except if you expected him to not die from S6 shot. *'''Knight Commander Pask''': The Guard's tank ace has some new tricks that give whatever tank he's riding in a bigger boost than that of a basic Tank Commander. Pask's tank can reroll to penetrate armour, and it also gains additional bonuses depending on the tank: **Leman Russ, Vanquisher, Demolisher, and Eradicator can reroll to-hit rolls. In the case of all but the Vanquisher, this will be the scatter dice. **Exterminator and Punisher gain Rending. A rending Punisher ( 20 S5 shots, benefitting from Pask even more if he's warlord) with him is so popular it is known as a Pasknisher. **Executioner gains an alternate firing profile: 36" S7 AP2, Heavy 1, Large blast, Blind, Gets Hot! **Just be warned, what ever his Tank is, make sure he is ''used''. If you search forums and all the Facebook groups and shit there is a 99.9% chance that it has Pask as the warlord in army lists. He's an extra 40 points on top of the points you already paid for a generic Tank Commander, plus the Russes you must buy. He'll bloat the cost of a squad so it cannot be emphasized enough; make sure you get your point's worth!!! **Friendly reminder! When in a Vanquisher, firing against an AV14 opponent, pask has a 72% chance of doing damage to it. **Murder machine that he is, FAQ has restricted Pask's inclusion in formations. He can only be taken if a formation ''specifically says he can be taken in it;'' since there aren't any that say this at the moment, in practice this means he'll only show up in CAD's, Ally detachments, and as the Battle Group Command choice in a Cadian Battlegroup. *'''General Myndoras Odon (Forge World):''' Patton of 40k, updated in the new Doom of Mymaera. Killed a bunch of Eldar on some ice ball then died next campaign when his transport flipped (Patton died in a car crash after the war). Now costs 55 to replace a senior officer in a command squad, but at least the squad is now fully customisable. He's sorta a poor man's Creed. With the same standard orders, the same Ld & can give up to 3 orders per turn. He's not a tactical genius but he re-rolls Seize the Initiative if he's the army warlord. To further compare him to Creed, despite being armed with a power fist he is only wearing flak armour, so he's far less likely to survive a game than Creed too, but he's still a flat upgrade to a regular company commander, just be aware that's 55 points for an extra order and a power fist, when you already had the commander in your squad. If you have points to spare, give whatever you plan to order a vox. Oh & he can take a dedicated Chimera or VALKYRIE! Take the Valk & let some vet/spec wep squad jack it. Take him as one CCS & Creed/Kell in another for two massive order bubbles with bubbles of re-roll morale/pinning. **There's a slight rules collision with him; he has the same special rule as Creed, ''Supreme Commander'', but the FW's version only allows him to issue two more orders (up to three, somehow), and lacks the "is a Senior Officer" and "can re-roll any failed orders" parts. If you go by RAW, he's worthless, if you don't, then he's a cheaper Creed with a predetermined Trait in place of ''Tactical Genius''. *'''Colonel 'Snake' Stranski (FW - IA1, 2Β°E):''' Mechanised, scoring Company Command Squad. 225 points for the Colonel, 4 vets and their Chimera (Heavy Flamer turret, hull mounted Heavy Bolter, extra armour) and, as above, you can't choose the upgrades for the squad or transport (Med-pack, vox operator and 2 meltaguns). The Colonel has a nice little rule - when firing from the Chimera, his 2 plasma pistols count as Twin-Linked. He also doesn't block models from using the Chimera's fire points by using the top hatch...but that's back from when Chimeras had 5 firing points, so... (albeit his CCS's 2 meltaguns should mean this is aimed to let them all shoot...but [[Derp|FW]]). **Note: It's IA, his rules are outdated as hell. He can't issue Orders because he doesn't have the 'Voice of command' rule (but he's a CCS, assume he has it). His WT 'Scoring' means nothing in 7th Edition, it'd become 'Objective Secured' at best. So, if your opponent feels he's being lenient enough to let you use FW and says he won't concede anymore then he has no Warlord Trait and can't issue Orders, being completely dependent on gentlemant agreements.
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