Warhammer 40,000/10th Edition Tactics/Imperial Guard
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This is the current 10th Edition's Imperial Guard tactics. 9th Edition Tactics are here.
Why Play Imperial Guard
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 +3" to their movement.
- Fix Bayonets!: The ordered unit improves the WS of their 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. Presumably, this is before accounting for Rapid Fire's boost.
- 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
- 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. Chenkov's wisdom has managed to reach every commander's handbook.
Equipment
Unit Analysis
Characters
Epic Heroes
- Lord Solar Leontus:
Battleline
- 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, but you can't pick the same one twice without doubling up on the unit's size. This doubling-up confirms the fears that unit sizes will now be fixed like in AOS, but unlike that game, you're not stuck in a specific budget for making bigger units.
- Regardless of size, the Cadians remain valuable bodyguards, being able to accompany two leaders, provided that only one of them is a Command Squad unit. Any sort of officer is useful even outside of the squad, as buying a Vox-Caster lets the squad roll roll 1d6 whenever you use a Strat on them and any Officer units within 6" of them add +1 to the roll so you can refund the CP spent on a 6.
- Shock Troops makes 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.
Infantry
Vehicles
- 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.
Dedicated Transports
- Drop Pod:
- Rhino:
- Repulsor:
<tabs>
<tab name="10th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
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Imperium (8th) |
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Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>