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====Regimental Specialists==== 0-3 of each of these units that don't take up any slots. All are independent characters. *'''Primaris Psyker:''' Can upgrade to Mastery Level Two, comes with free force weapon, cheap and has access to Divination. Whats not to like? Keep in mind that the new Force Staff rules make the Psyker strike at Strength 5, with AP 4, and with Concussive Force (Thunder Hammer rules). Gone are Lightning Arc and Nightshroud making him even more of a support character. Oh, and now he gets access to Divination. Enjoy your twin-linked everything. Gets executed in case of Perils of the Warp if there is a Commissar(-lord) in the same squad, so no FnP save and the fact he has 2 wounds ( His stats are surprisingly good, maybe because GW forgot to change them with the step down from the HQ FoC slot ? ) won't save him. Also, don't forget he's Ld 9. If you fancy using Heavy Weapon Teams, but [[Rage|hate]] how often they ignore your orders, just attach and [[Troll|enjoy]]. '''Alternate Tactic:''' Take the man in a 50-man Conscript Squad, and give him Malefic Daemonology. Create the ultimate tarpit by conjuring Plaguebearers, try out a hammer-and-anvil tactic with Bloodcrushers or Plague Drones,or woe betide the enemy who finds a Primaris Psyker with Sacrifice killing 3-point Conscripts to summon Heralds of Tzeentch. Cue brutal psychic dakka for minimal cost. *'''Ministorum Priest:''' These guys are your cheap unit buffers. They are Zealots (Fearless and Hatred) and they can use war hymns in the assault phase to additionally augment their unit (reroll to wound, reroll failed saves, or grants the Preacher Smash, which is hilarious, albeit for the most part impractical). Rerolling Saves in assault is really handy in fact, since re-rolling 5+ saves is nearly equivalent to power armour, anything without a Power Weapon (Orks without Choppas / Berserkers without Chainaxes) will find the Guardsmen tough to shift. The hymns now affect Ogryns - and bullgryns. These guys are best used in an offensive units, since Fearless does prevent you from going to ground (don't put them in a blobs hiding in cover with objective or units behind aegis lines). A source for yet another plasma gun in your list. Just beware Ld 7. Don't rely too heavily on those hymns. Note however that because of the exact wording of the hymns, he can try using an hymn at every assault sub-phase he is '''locked''' in combat, not '''engaged'''. Thus, as long as his unit is fighting in assault, he gets to throw an hymn at '''every''' sub-phase. *'''Techpriest Enginseer:''' Like your Basilisks, Hydras and any other vehicle? Then the Enginseer is a must have. The Techpreist Enginseer has gone from being the least valid HQ in the codex, to an auto include for many builds. His main strength is his ability to "fix" immobilized and weapon destroyed results. Oh, and he can also give vehicles Hull Points if they've lost any... FUCKING AWESOME! The only real down-side with him is that he has a little problem keeping up with some faster moving units (Hell Hounds and Chimeras mostly) but he can always run his little mechanical legs or if you want, buy him some fucking transport. Servitors are also better; and by better, we mean half the price, nice. Take him with 4~5 servitors and watch "Robe"o-Cop (see what I did there?) <s>kick some ass</s> Fix things to kick ass for him; still pretty bad ass. **The Enginseer can now skip its shooting phase to grant a vehicle Power of the Machine Spirit for one turn. Hilarity ensues if you use this with a Baneblade. Does that actually do anything? Allows Leman Russes with Ordnance primary weapons - Regular & Demolisher - to fire one more weapon at full BS, as opposed to snap shots. This would allow these LR to truly - or at all - benefit from a hull-mounted Lascannon or Heavy flamer - Or sponson Multi-Meltas/plasma cannons, but only one out of two would be affected <s>No. Leman Russ are heavy tanks. This means they fire ALL GUNS at full BS including your ordinance weapons.</s> Ordnance weapons make you fire all other weapons as snap shots. Heavy allows you to always count as having remained stationnary, which allows it in no way to ignore the Ordnance restriction - if it would, the same would apply, in a lesser extent, to any other type of vehicle, which would make the rule totally useless. However, a Vanquisher can now slap on a trio of heavy bolters and, thanks to PotMS, actually do what you'd think it naturally would. Put the right guns on the right targets. **'''Trojan Support Vehicle (Forge World):''' This ammo carrier can be purchased as Techpriest's dedicated transport. It has cardboard armor despite being built on Chimera chassis, and is armed with only hull mounted heavy bolter. But that's not the point. The point is that it can bestow Preferred Enemy (Everyone!) rule to a single tank or artillery model in 6". This works best with things which pack a lot of dakka - like Leman Russ Punisher. Also good for re-rolling gets hot on plasma Russ. *'''Commissar:''' Not ''exactly'' 0-3 like the other advisors, nor are they Independent characters, however you get one per '''Company''' or '''Platoon''' Command squad in your army for 25pts. He can be attached to pretty much any squad other than Ratlings or Psykers but has to stay there for the entire battle. He grants the squad Stubborn (so don't bother with Ogryns) and can '''OPT''' to summarily execute a squad member to automatically pass a Ld test after rolling for one. The freedom to put them in any unit you like gives you the flexibility to add a little melee / morale boost to any squad that you might not put a different advisor in. Don't forget that Commissars can swap their bolt pistol out for a bolter. Unless you want your Commissar getting an extra attack in melee, adding to the squad's ranged dakka isn't a terrible idea.
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