Warhammer 40,000/10th Edition Tactics/Imperial Guard: Difference between revisions

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Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit.
Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit.
*'''Cadian Shock Troops:''' Cadia's finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you'll always put on the sergeant), but you can't pick the same one twice without doubling up on the unit's size.
*'''Cadian Shock Troops:''' Cadia's finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you'll always put on the sergeant), but you can't pick the same one twice without doubling up on the unit's size.
**Regardless of size, the Cadians remain valuable bodyguards, being able to accompany two leaders (regardless of size), provided that only one of them is a {{W40kKeyword|Command Squad}} unit.
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you'll be needing that bit of security as you press on the offense.
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you'll be needing that bit of security as you press on the offense.
*'''Catachan Jungle Fighters:''' [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don't get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword, they're even in the fucking kit.]]
*'''Catachan Jungle Fighters:''' [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don't get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword? They're even in the fucking kit.]]
*'''Death Korps of Krieg:''' Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they're below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can't be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.
*'''Death Korps of Krieg:''' Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they're below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can't be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.
*'''Infantry Squad:'''
*'''Infantry Squad:'''

Revision as of 02:48, 15 June 2023

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This is the current 10th Edition's Imperial Guard tactics. 9th Edition Tactics are here.

Why Play Imperial Guard

Unlike the Mary Sues, Guardsmen go to war wielding nothing more than the standard-issue T-shirts, Flashlights, and Adamantine Balls.

Pros

Cons

Faction Rules

  • Voice of Command: Every Command phase, your Officer units can issue out a number of orders as noted on their datacards to units within 6" of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.
    • Move! Move! Move!: The ordered unit adds +3M.
    • Fix Bayonets!: The ordered unit improves the WS of its melee weapons by +1.
    • Take Aim!: The ordered unit improves the BS of its guns by +1.
    • First Rank Fire! Second Rank Fire!: The ordered unit adds +1 additional attack to any Rapid Fire attacks it has. Because Rapid Fire now adds attacks instead of multiplying, order doesn't matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3. Note that going from 4 shots to 5 shots is usually worse than +1 to hit because most of your army is BS4+, but if you're BS3+ they break even and BS2+ or better going to 5 shots is better, and that's after special rules like Sustained Hits, which work like additive improvements to BS/WS for interactions like these.
    • Take Cover!: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.
    • Duty and Honour!: The ordered unit improves its Leadership and OC by +1.

Detachments

Combined Regiment

Special Rules

Stratagems

  • Armoured Might (2 CP): One Vehicle reduces the damage they take from any guns by 1.
  • Expert Bombardiers (1 CP): Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren't battle-shocked gain +1 to hit the marked unit with any Indirect Fire guns for the phase.
  • Fields of Fire (2 CP): Pick one Platoon or Squadron unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they're battle-shocked.
  • Inspired Command (1 CP): One Officer unit that isn't battle-shocked can immediately issue an order during the enemy's Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.
  • Reinforcements! (2 CP): Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov's wisdom has managed to reach every commander's handbook.
  • Suppression Fire (1 CP): When an Infantry unit fires on an enemy unit that isn't a Vehicle or Monster, that enemy takes a -1 to hit rolls until the end of their next turn.

Equipment

  • Vox-Caster: Lets a squad roll 1d6 whenever you use a stratagem on them, with any Officer units within 6" of them adding +1 to the roll. On a 6+, 1 CP is refunded.

Unit Analysis

Characters

  • Platoon Command Squad: Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you're planning on taking a heavy weapons team. They also have a 6" bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.
  • Primaris Psyker: While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, which is kind of a slap in the face since non-Hazardous Psychic Tests were supposed to have been removed. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with Blast and Devastating Wounds, though using the Focused profile adds Hazardous for a few extra attacks.
    • As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.

Epic Heroes

  • Lord Solar Leontus: As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of Tactical genius from an old legend) and gives an extra CP every turn where he's alive. While he join the Rough Riders as you'd expect, he can surprisingly join any squad of infantry despite going much faster than them.

Battleline

Note that all these units can take 2 attached units, provided that one and only one of them is a Command Squad unit.

  • Cadian Shock Troops: Cadia's finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you'll always put on the sergeant), but you can't pick the same one twice without doubling up on the unit's size.
    • Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you'll be needing that bit of security as you press on the offense.
  • Catachan Jungle Fighters: Sadly still absolute shit, they gain +1 S and +1 AP on the charge but are still S3 base and don't get anything other than a Laspistol on the Sergeant, not even a chainsword! Would it have killed GW to let them take a Power Fist or Power Sword? They're even in the fucking kit.
  • Death Korps of Krieg: Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they're below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can't be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.
  • Infantry Squad:

Infantry

  • Heavy Weapons Squad: Don't seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18" Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they'll be firing for overwatch (4+ if they're on an objective) and the Heavy keyword lets them fire on the move while sitting still lets them hit on a 4+.
    • They can take the following heavy weapons
      • Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it'll be.
      • Heavy Bolter - 3A S5 AP-1 D2
      • Lascannon - 1A S12 AP-3 Dd6+1
      • Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast
  • Ratling Snipers: Nimble little pests with S4 AP-2 D2 Precision sniper rifles. Thanks to Infiltrators, they can set up wherever you need them to shoot and Stealth offers a bit of protection wherever they go. While Heavy only gives benefit if they don't move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.

Vehicles

  • Wyvern:
  • Basilisk:
  • Leman Russ: Good ol' reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it's mediocre BS gets a bit a help with reroll 1's which spikes to full rerolls if what you're attacking is on an objective you're not controlling.
  • Baneblade: The big boss clearly benefited from the edition change, as it's now at a monstrous T13 W24. Hell, now it's big enough that it can count as cover for any models hiding behind it.

Walker

  • Scout Sentinels:

Dedicated Transports

  • Chimera: Any Officer units inside this unit are still able to issue orders. Useful if you're running an infantry-heavy force since you'll be able to keep them at their best.
  • Taurox: Upgraded, it can now carry 12 Infantry models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won't matter much since Guardsmen aren't usually keen on actually fighting up close.
    • Has only two weapons to consider: The Storm Bolter if you want more shots with Rapid Fire 2 or the high-powered Twin Autocannons with Twin-Linked.


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