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 +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
- 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.
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 (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. 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 (regardless of size), 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 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 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.
- Death Korps of Krieg: alternate troopers. Masicists, by nature, They get more acreate the more they are decimated, and medic revies D3 troopers.
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
- 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: 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.
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