Editing
Warhammer 40,000/8th 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!
===Ranged Weapons=== ====Basic==== *'''Autogun:''' A Lasgun that cannot FRFSRF, costing the same 0pts. Previously only available to Ministorum Priests, now Veterans can take these for [[Derp|some reason]]. *'''Laspistol:''' A lasgun Pistol. More of a placeholder than anything else, but it's free. Just about anything in your army that can take something better should, but some things are stuck with one, like the Master of Ordnance. *'''Lasgun:''' Your trusty flashlight hasn't changed. What changed is the way strength rolls against wounds, allowing it to wound T5 on a 5+, and T7+ is no longer immune to them. Paper stats aside, with FRFSRF ordered, treat these as S3 Storm Bolters. *'''Boltgun:''' 1pt allows your sarge/Character to actually contribute to a firefight instead of merely looking cool. *'''Bolt Pistol:''' 1pt for a real pistol. Only advantage over the boltgun is that it can be fired in close combat, if you expect your squishy meatbag Guardsman to be fighting there for some reason. Usually worse than another option, like the laspistol, but there are specific cases where you might contemplate taking one as a deliberate choice, such as on a Tempestor. *'''Hot-shot Lasgun:''' Available to Scions and {{W40Kkeyword|Krieg}} Sergeants and Grenadiers. Still sacrifices 6" of range for AP-2, but as the AP system itself changed this bad boy is ever so slightly worse at MEQ hunting now. However, due to that same change, it is now much better at taking apart TEQ, and the change to how cover works also means against low-save armies it comes in handy. A short 18" range makes it unable to rapid-fire right after a deep strike natively, even though its most common carriers love deep striking. Considering the number of mobility options available to users of this weapon though, as well as new regimental rules, and this downside can quickly be mitigated. AP is perhaps the single most important defensive stat (or wounds) in the game and being able to strip it away en masse is awesome. **Hot-shot weapons are ''much'' better on models riding a Valkyrie, so you can deliver them into range. ** Post-Greater Good and various point drops, the Hot-Shot Lasgun is a rightly feared weapon. Whether that is it becoming AP-3 or having lasgun range, you have ways and means of making the HSL one of the best infantry killers of any base infantry gun, if not the best. *'''Hot-shot Laspistol:''' What it says on the tin, but only 6" range means you may not even get to shoot it before a charge. Creed has two, [[Awesome|just because]]. Avoid this if you can on the Tempestus Scions and Tempestors that tend to carry these, because you can't deep strike and hit anything with these, but your hand may be forced. If you find yourself within the 6" range to fire it, you may as well just throw a krak grenade instead. *'''Plasma Pistol:''' An actual officer's weapon. Plasma can now be fired safely at S7 AP-3 to deal with infantry, and can be supercharged to S8 and D2 to deal with heavy infantry and even vehicles. However, a Gets Hot now outright slays the shooter, so reserve overcharges for your disposable sergeants instead. ''No longer overcosted at 5pts'', so it's actually worth considering now. *'''Shotgun:''' Still a 12" Assault 2 lasgun that cannot FRFSRF, it now gains Str4 at 6", so it behaves like a bolter when a squad "GBitF!", or when {{W40Kkeyword|Vostroyans}} shoot them in melee with "Repel the Enemy!". Available to your Commanders (via the Index) as well as to Veterans, with whom they go well alongside their plethora of flame weapons. ====Grenades==== *'''Demolition Charge:''' Available to Special Weapon Squads (via the Index), Krieg Combat Engies and Death Rider Commanders, this is a brutal single use weapon, letting you make ''D6'' S8 AP-3 DD3 attacks at the standard 6" range. While a no brainer take on the later two, it's more of an alternative side choice for SW Squads, since they keep their lasguns and give up their other weapon options to take them and can only chuck one at a time. Unless, of course, you use the Grenadier stratagem. Sorry, but it's been been placed under Warhammer legends now. *'''Frag Bomb:''' Big 'nades for big boys, these are your Ogryn's choice of grenade. It's a Frag that hits like a Boltgun; while inferior to the Ripper gun, it will allow melee built Ogryn Bodyguards and Bullgryn actually to do something in the Shooting phase. *'''Frag Grenade:''' You know what this does and damn near every Infantryman in the Guard carries them. D6 lasgun shots at 6" of range. **Note on the maths: if you're able to issue FRFSRF, you're statistically better off taking the flat four lasgun shots over the average 3.5 shots a frag gives you. However, your sergeant will never do worse with a frag when compared to his laspistol. *'''Krak Grenade:''' A bit of a rarity in the guard. Available only to Scions, Kriegers, and Elysian Vet Squads and a few characters. A single S6 AP-1 DD3 might not sound like much, but it'll do a better job than a Frag against tougher multiwound {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Vehicles}} and can be brutal when combined with the Grenadiers stratagem. ====Special==== *'''Flamer:''' An assault 1d6 S4 that autohits from 8" away. You cannot depend on this weapon alone to beat hordes like it used to with its average 3.5 shots. Still, being an assault weapon that always hits, there's no penalty for advancing and firing, especially for Special Weapon Squads. It's also pretty useful insurance against charges as it always auto-hits during Overwatch and cautious opponents will position their charges at least 9" away to ignore its 8" range, thus degrading their odds of making the charge. Flamers are most effective when taken in {{W40Kkeyword|Catachan}} special weapon teams of 3 because they can reroll their D6 shots with ''Burn Them Out!''. *'''Grenade Launcher:''' Not bad, but there are better things available. Krak grenades in particular took a big hit, with insufficient strength, AP and shot volume. Apart from being an assault weapon, you're not getting much besides the frag and krak grenades discussed above. *'''Hot-shot Volley Gun:''' A {{W40Kkeyword|Militarum Tempestus}}-exclusive, replacing their access to the Sniper Rifle (also mounted on Taurox Prime APCs). Essentially a bigger Hot-shot Lasgun at Heavy 4 24" S4 AP-2, and Scions have enough BS to hit on 4+ on the move. It cannot be boosted by FRFSRF, but its longer range allows it to more easily proc {{W40Kkeyword|Storm Troopers}}' extra shots. This, and not the flamer, is ''the Scion's response to hordes''. *'''Meltagun:''' Good against ''anything with lots of wounds'', not just vehicles. 12" Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma and safe. If you manage to get to within 6" and fire it, you roll 2D6 and take the highest. This improves the average damage to 4.47 from 3.5 and also providing more consistent damage output. As of Chapter Approved 2018, you're paying 10 points for regular guardsmen and 14 for anyone with BS of 3+ or better. **Note on the maths: On a model with 3+ BS, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range against T8/3+ targets and TEQ-characters. Guys with a BS of 4+ are almost always better off with plasma (it helps that regular guardsmen are, regrettably, extraordinarily expendable when the gun gets hot). **The choice between plasma and melta should be based on what you want your infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is probably a better choice. If you are getting your men close to murder tanks, big monsters, and/or armored characters melta can be the better option. *'''Plasma Gun:''' See the Plasma Pistol, but in Rapid Fire. You only need to supercharge against [[Grey Knights|mean]] [[Tyranids|bastards]], but against mean [[Chaos|bastards]], you ''need'' to supercharge. Given that you have a *huge* variety of ways to re-roll 1's ('''"Take Aim!"''', '''"Born Soldiers"''', '''"Harker's Hellraisers"''', '''"Hero of Hades Hive"''', etc.) casualties from supercharging can be easily minimized. **Given it has the same 24" range and Rapid Fire profile as Boltguns and Lasguns, Plasma Guns should be the default special weapon choice in most squads. Remember, it is 7 points on BS4+ models (Chapter Approved 2018 only made it 11 points for models that do not have a 4+ BS). As for BS 3+ units (vets, Scions, etc.), there is some room for debate between plasma and melta (see subpoints under Meltagun). *'''Sniper Rifle:''' May target enemy characters even if they aren't the closest model, but with its mediocre bolter-tier stats they're really fishing for Mortal Wounds on 6s to wound. Cannot be taken by rough riders. **At just a measly 2 points, it's the cheapest special weapon your squads can buy, but Ratlings can have 5-10 of them, <s>don't have to buy them</s> , and have the special abilities to get the most out of them, so if you ''really'' want sniper rifles you might as well just get them with the hobbits, or not at all. **Command squads with these can be Ordered, which in combination with Cadian 'Take Aim!' makes them hit about 89% of the time. Not as good as Ratlings, since they're vulnerable to return fire and can't scarper back out of LoS, but command squads are more accurate this way. This is, of course, a rather inefficient use of orders, but you may have orders to burn. ====Heavy==== *'''Autocannon:''' 48" Heavy 2 S7 AP-1 D2. Its two S7 AP-1 D2 shots make it not awfully potent. The heavy bolter is generally the superior choice against infantry and the lascannon is the go to for anything with high toughness and multiple wounds. Compared to the also versatile missile launcher, which basically does other weapons' jobs but worse, the autocannon's awkward profile actually does give it a slim band where it's sometimes the best weapon for the job. It's a decent choice for medium toughness units with high invulns like Eldar vehicles and larger Daemons, and it's at its best against 2 wound targets like various bikes and jetbikes, nobz, hammernators etc. **Because Guard has access to cheap platforms for weapons, it may be good to specialize your units. However, having a few autocannons can let your dakka focus on the infantry, your lascannons focus on the big guys so you aren't wasting those two on the intermediate targets. And should your enemy not have any medium units, it still won't be left as flatfooted as more specialized weapons would be if they go swarmy or tanky. Chapter Approved 2018 also happened to reduce the cost of these guys. **Unbelievably efficient at killing venoms and sky weavers. *'''Heavy Bolter:''' 36" Heavy 3 S5 AP-1 D1. It's still standard on every vehicle in your motor pool, and it's better than the Autocannon against T5 and less (1 W targets), but especially against T4 and T2. The heavy bolter is alright, but nothing to write home about. **Interestingly, the AP-1 over the Multilaser makes a double Heavy Bolter Chimera a strong contender now. *'''Heavy Flamer:''' 8" Heavy 1d6 S5 AP-1 D1. Can only be taken by Command and Veteran Squads, but doesn't take up two Guardsmen. This almost strictly better than a Flamer, with the only downside that it can't advance and fire (outside of {{W40Kkeyword|Tallarn Titanic Vehicle}}s) and it is more expensive(at 14pts). *'''Lascannon:''' 48" Heavy 1 S9 AP-3 DD6. The ever-reliable Imperial tank-buster. The improved strength over Missile Launchers is critical, meaning krak missiles wound on 4s while the Lascannon wounds on 3s. The extra AP doesn't hurt, either. Well, it hurts the enemy, but that's kinda the point, right? At only 15 points it is a considerably effective option. *'''Missile Launcher:''' 48" Heavy D6 S4 AP0 D1 or 48" Heavy 1 S8 AP-2 DD6. Still the Jack of All Trades, still the Master of None. Chapter Approved 2019 dropped the cost to 10 points a launcher. **The Krak profile is as point efficient as a lascannon against T8 targets with 5++ saves (like Knights) and generally more point efficient if the target is T7, which is mostly of benefit to the cheap heavy weapons teams. The missile launcher is also without doubt better against hordes compared to the lascannon. Also more useful than the autocannon against a foe who's using one extreme of either swarmy or tanky in an attempt to nullify half your firepower. **As of CA2019, this has become very efficient. Only one point more than the Mortar and two points more than the Heavy Bolter, yet much better against vehicles. Five points cheaper than the Lascannon, yet better against hordes. *'''Mortar:''' 48" Heavy D6 S4 AP0 D1, and may fire indirectly. Down in cost, and along with the nerf to the Wyvern this brings it back into the realm of 'good' choices. Because of the revision to the way AP works it's in direct competition with the Heavy Bolter and many vehicles in your motorpool. Becomes extremely valuable in games using a lot of scenery or buildings since it doesn't need LoS to hit its targets. ** CA2019 has raised its cost to 9 points, an increase of 80%. It is now more expensive than Heavy Bolters and only one less point than a Missile Launcher. It still has a place but it is no longer one of the most effective choices for Guard. ====Vehicle==== There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. Note, this list is currently incomplete. *'''Inferno Cannon:''' Standard issue on all Hellhounds. 16" Assault 2d6 S6 AP-1 that automatically hits its targets. A bit more of a gamble than the Leman Russ Punisher's consistency, but if luck of the dice is on your side, or you're running Catachans for Brutal Strength, it'll straight up murder any GEQs and pile the saves on most MEQ. **Also a fine candidate for pushing unsaved wounds on things for Cadia's '''"Overlapping Fields of Fire"'''. *'''Multilaser:''' The multilaser comes stock on both the chimera and both the sentinel variants. Good at laying down fire on just about anything (wounding T5 on 3+), but the lack of AP makes it underwhelming unless focused ''en masse'' on a single target (spamming {{W40Kkeyword|Tallarn}} scout sentinels, for instance). *'''Multi-Melta:''' 24" Heavy 1 S8 AP-4 DD6. If you're within 12" of the target you roll 2D6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they'll take a penalty for firing on the move if they're not {{W40Kkeyword|Tallarn}}. Cost is unchanged from 7th, at the same 15 point cost as a missile launcher but cheaper than a lascannon, but because it's so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you're usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against <-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don't want to be fighting infantry hordes with either weapon - and it's not like you can rely on your opponent leaving his T8 at home. Plus, Multi-Meltas are hurt ''far'' more by invuln saves than lascannons are. They are certainly cheaper, which is a bonus. **{{W40Kkeyword|Vostroya}} is better able to deal with its range issues, thanks to its Regimental Doctrine. Its "roll 2d6, drop lowest" range is also increased, since that's defines as happening at half range and the range of the weapon is what goes up. *'''Plasma Cannon:''' 36" Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. ''Someone found the manual!'' Optional for your Leman Russ sponsons or as an Armored Sentinel's main weapon. Of course, a reckless guardsman can still overcharge it, getting the more powerful statline, but a 1 on the hit roll will destroy the poor Sentinel or have your Russ eat a mortal wound; so make sure you want the target dead at all costs. Like with all plasma weapons, be careful firing on the move or against things with negative hit modifiers; the -1 to hits stack and make the weapon burn the bearer on higher rolls than just 1s... **When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn't matter. In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don't mind losing - heavy weapons teams - can't carry it. That's a whopping 29.78% chance to lose the wielder without the buff, incidentally. On top of all this, its ''only'' advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing ''less than half'' of what a plasma cannon does. ====Leman Russ Weaponry==== *'''Annihilator Twin Lascannon''': You know it, you love it. Twice the cost of a Demolisher Cannon that trades the flexibility against infantry for a reliable number of shots and twice the range. More exciting then most of the other Imperium forces' versions due to Grinding Advance and Tank Orders, amongst other things. Works wonders as a {{W40Kkeyword|Cadian}} tank! *'''Battle Cannon:''' The main gun of your standard Leman Russ. The Heavy D6 S8 AP-2 DD3 profile combined with the being able to fire twice when moving at half speed with no penalty turns these into scary good weapons. While inefficient against hordes, it is able to inflict a respectable amount of damage on basically anything. Grinding advance averages you 7 shots and its profile is verstile enough to threaten just about anything. The Battle Cannon is very much a generalist weapon able to do most battlefield roles but will lose out to more specialised weapons. The main downsides are the variable damage, as you are relying on RNG against low multi-wound models whom you'll either kill outright or scratch them to death in a nonstop battle of attrition, and that it struggles against invulnerable saves which negate the cannon's AP advantage. *'''Conqueror Battle Cannon''': A Battle Cannon with less range that costs more. However, the gun itself is not important; it's the co-axial Storm Bolter and the associated ability that is the real selling point here. When shooting the main gun at the same target as the Co-axial, you may reroll any and all hits made with the cannon. This makes the Conqueror the most potent and flexible Russ variants this edition. So much so you should be asking yourself 'Why SHOULDN'T I take a Conqueror?' Just keep in mind your Storm Bolter's range is half your cannon's, so you gotta get up close and personal to make the most of this; still though, you'll be performing identically to the battle cannon from 24-48", and significantly better inside of 24". **Remember, with a 4+ BS rerolling misses raises your average accuracy from 50% to 75%; a big deal when you are putting out an average of 7 S8 AP-2 shots. This is probably the best all-rounder turret option for your Leman Russes. **As a side note, Forge World no long sells these turrets so you'll need to kitbash. The easiest (albeit not at all the cheapest) way is to saw off the barrel of a Vanquisher Stygies VIII Conversion Kit. Alternatively, you could just cut down a storm bolter and attach it to a regular battlecannon turret. *'''Demolisher Cannon''': Statistically the best tank-buster of all Russ cannons, and easily the most powerful of all the Leman Russ options. At 20 pts, the Demolisher is S10 AP-3 dealing '''D6''' damage. And, as of the latest errata, it is now Heavy D6 at all times, regardless of the number of models in the target unit. The caveat? It has the same range as a lasgun, a 24" bubble of pure unadulterated murder. If you have to choose it's best taken on a Leman Russ rather than a Baneblade/Hellhammer (which won't benefit from '''"Grinding Advance"'''). ***{{W40Kkeyword|Vostroya}} Demolishers improve the cannon's range to 30". ***{{W40Kkeyword|Catachan}} Demolishers are probably your best bet as they reroll their D6 shots with '''"Brutal Strength"'''. Before hit modifiers, the average jungle boy demolisher will reliably average 9+ wounds on anything T9 3+ or lower. *'''Eradicator Nova Cannon: ''' Often overlooked. For less points than a Battle Cannon, you lose 36" of range and only hit at S6. In exchange you ignore cover bonuses, ensuring power armor saves on a 5+. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, ''Imperial Guard'', etc). Perhaps the best at straight-up ''murdering'' GEQs in cover (wounding on 2+ with no save), its extra 12" range edging out the Demolisher Cannon. *'''Executioner Plasma Cannon''': A plasma cannon with nearly double the rate of fire even before you use Grinding Advance to shoot twice and without a movement penalty. If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily because of its improved AP and consistent dammage. The Executioner - when supercharged - is actually in direct competition with the Demolisher Cannon in terms of anti-tank. The Demolisher's only improvement against most targets is +2S, which is of dubious utility, given that it costs more and has 66.67% the range. The Demolisher is, point for point, better against heavy targets, but the Executioner is probably the second best all-rounder turret choice (first place being the Conqueror turret, see below). *'''Exterminator Autocannon:''' Costs less than the Battle Cannon and has a consistent four shots instead of the Battle Cannon's 3.5 average. The Exterminator is ostensibly just a pair of autocannons on a Russ. It is inferior against T4, T7, T8, anything with a 5+ or better save, and anything without exactly 2 wounds. The Exterminator Autocannon is an extremely niche choice. *'''Vanquisher Battle Cannon''': The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics. It performs worse against heavy armor than every Leman Russ turret except the exterminator, (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles, S9, or flat 2D6 damage instead of 2D6 drop the lowest, itβd perform better against most vehicles than other Russes. While it is bad, it is the cheapest turret options available. **'''Stygies Vanquisher Battle Cannon''': Forgeworld's crack at trying to make the Vanquisher usable. They... did not completely fail. With +1 BS if the tank did not move this turn and a Co-axial Storm Bolter or Heavy Stubber to reroll Hit rolls, it ''technically'' has the highest theoretical damage against enemy armor, though only outdoing the Demolisher and Annihilator by virtue of it's Co-axial mount. Even then only under the perfect storm conditions of all your bonuses going off. *'''Punisher Gatling Cannon''': Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. However, consider grinding advance. While the range is short you will be putting out *40* S5. Virtually no {{W40Kkeyword|Infantry}} units in the game can withstand that level of firepower. Additionally, because of the way AP works in 8e the sheer volume of fire can do decent damage against targets that might not immediately come to mind when thinking about a minigun on steroids. This is particularly true if you can get a punisher to hit more that 50% of the time... Looking at you Pask! ** If you're running {{W40Kkeyword|Cadian}} Punishers then the punisher cannon is amazing at causing unsaved wounds for use with the '''Overlapping Fields of Fire''' stratagem. Drown the target in dice! ====Flyer Weaponry==== The following weapon options are exclusively available to the flyers at your disposal: *'''Hellfuries:''' Anti-infantry missiles that are expensive for the amount of shots you get. They haven't found their niche yet. *'''Hellstrike Missile:''' Technically different than the Forgeworld Index. These are the go-to for anti-armor for the Forge World flyiers like Lightnings and Marauder Destroyers. *'''Hellstrike Missiles:''' Hell yeah strikes! Does a good job against any armor, at a cost of 12pts. Heavy 1, S8, AP-2, roll 2d6 pick highest for D, which means at an average of 4.47 damage for each unsaved wound, this is the go to monster/tank/aircraft killer for the Valkyrie. *'''Multiple Rocket Pod:''' Anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter(and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You're putting these on a flier, so a 36" range really shouldn't be a problem. *'''Skystrikes:''' Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes' 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits. *'''Tactical bombs:''' Pretty cool. They are cheaper than the missile options and do some serious damage. May be a valid option on a aircraft that can hold its own without extra missile firepower.
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