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==Orders== You now have '''three''' sets of orders to choose from. So there's more tools now, but unless it's the Lord Solar, Officers can often only use one set (and the authority to order only some units), listed on their datasheet. Still, bringing officers is cheap enough, and there's many ways to give officers/tanks/''Baneblades'' options to access other tables. Of note is that, albeit officers now issue fewer orders, they can potentially order even more units than before by bouncing orders off units with the '''Regimental Tactics''' ability: {{W40kKeyword|Platoon}} units within 6" of another unit issued Regimental or Praefectus(*) orders can also be affected, same for {{W40kKeyword|Squadron}} units within 6" of another unit targeted with Mechanized orders. Orders have a range of 6", unless a Command squad's Master Vox issues them at someone with a Vox Caster, in which case range is 24". Do note no one but Command Squads have access to a Master Vox. Mechanised orders have a range of 12" instead. Units are only affected ''by the last order that targets it.'' This can lead to some interesting things depending on what you want to do. You could bounce orders past their range so long as all recipients are within 6" of the original; you could individually target 3 units to activate Ms. Trunchbull's +1 S to shooting, then rewrite the order (but keep the buff) with the last order (imagine her literally nagging them all, karen-style), and so on. Also, this counts as your monofaction bonus. Yup, that's it. No Round 1-2-3 space book/army-wide canticle progression, it's just ''a fraction'' of your army going "monkeigh see monkeigh do". On ''your'' turn. On the plus side, if you soup, that's all you lose. Orders are declared in your Command phase, but Officers in transports can still issue orders when they disembark (or one from inside a Chimera) as to not miss out. However, ''they will not be able to bounce orders off when disembarking'', meaning [[Fail|using transports destroys your monofaction bonus]]. So get the measuring tape, to see who is in range of who. Also a big "???" for Tempestus, who will be in deepstrike until the end of your movement phase: do they follow the transport's restrictions in that case? The answer is "it doesn't matter; 10th Edition is coming soon anyways". Mind your keywords here, because {{W40Kkeyword|platoon}} and {{W40Kkeyword|Squadron}} keywords determine who obeys what: <tabs> <tab name="Regimental"> Issued by Regimental officers, these orders apply to anyone with the {{W40Kkeyword|platoon}} keyword. Do keep in mind this also means {{W40kKeyword|Sentinels}} this time: #'''First Rank, Fire! Second Rank, Fire!:''' Your bread and butter. The ordered unit's Lasguns and Hot-shot Lasguns become Heavy 3. #*A bit of a downgrade compared to the old Rapid Fire 2 when within 12", especially when moving. Mathematically equal beyond RF range *whilst* moving (2 BS4+ RF2 shots = 3 BS5+ H3 shots = 1 hit), but better when staying still beyond RF range (3 shots vs 2), which helps squads contribute to the fight whilst keeping their distance or from backfield objectives. #*Do take in mind that a lot of an infantry squad's damage output comes from its heavy/special guns, which aren't affected by 'FRFSRF'. <u>'FRFSRF' works better than 'Take Aim' when using the range advantage</u>; if you're at close range/moved, 'Take Aim' may help you better. #'''Fix Bayonets!:''' +1 to hit and -1AP for Melee Attacks. ''For when you can't escape melee'', as unlike 'Take Aim!' this will also be active during your enemy's turn. #'''Move! Move! Move!:''' The ordered unit gets M+2" for Normal Moves only, ''or'' they can Advance and get an automatic 6 instead of rolling. ''The First Axiom of Victory is to be other than where the enemy desires you to be''. #*Normal flamers and meltaguns are the only assault weapons from among the units who can obey this order. This is for repositioning. #'''Suppression Fire!:''' In your next shooting phase choose an enemy {{W40Kkeyword|Infantry}} unit ''that is visible to this unit'' (so it's direct fire only for Mortar and Field Ordnance teams). The ordered unit may only shoot that enemy unit, no split firing. If 5+ hits are made, the enemy unit takes a -1 to hit until the end of your opponent's next turn. #*Powerful against big squads, trashing the aim of the entire enemy blob. #*This can also be used in conjunction with 'Set to Defend' (which does NOT stack with 'Fix Bayonets!') for melee, to hit the enemy on 3+ while they hit you on 4+. #'''Take Aim!:''' +1 to hit and -1 AP for Ranged Attacks. #*Unlike 'FRFSRF', this does affect the squad's special weapons (or HWTs). <u>Use it instead of 'FRFSRF' when the squad is in RF range OR if it moved</u>. #*Bonkers on Kasrkin and Scions, who end up hitting on 2+ with AP-3 Hotshots. Though with Armor of Contempt gone, even your basic lasguns can threaten armored targets, as the first point of AP is the most important one. #'''Take Cover!:''' Ordered unit immediately gains light cover (+1 save to ranged attacks), or dense cover (-1 to being hit) if you already have the former. </tab> <tab name="Prefectus"> It was weird that Commissars could execute people but not actually order them around, wasn't it? These orders can only be issued by someone who went to space military college, such as Commissars (on foot or on tank), Tempestor Primes with the order stick, and normal officers who took a semester of 'Superior Tactical Training' as their WT. It bears mentioning that, while these orders are issued to {{W40kKeyword|platoon}} units (remember {{W40kKeyword|sentinels}}), Commissars have the authority to issue them to {{W40Kkeyword|Abhuman}} and {{W40Kkeyword|Infantry Officer}}s (they won't bounce off them however). #'''At All Costs!:''' The selected unit gains ObSec, or counts as +1 model per model if it already has it. #*Clutch, and reason why you should always have a commissar. Makes Auxilia (Bullgryns) and Sentinels ObSec. Can also be used on and bounce off Scions and double-up troops. #'''Duty and Honor!:''' The selected unit can perform actions even if it fell back or advanced. Not only that, but they can also shoot without failing their action. Meaning your units can dash to the objective to start the action, or you could do actions with backfield HWTs without giving up their shooting. #'''Forwards, for the Emperor!:''' Ordered unit can move or advance and still shoot as if it didn't move. ''Run with heavy weapons!'' #*Better than 'Move! Move! Move!' for repositioning HWTs and Field Ordnance, should you need to. This also lets 'Parade Drill' regiments count as stationary at full sprint; it's a running parade. #'''Get Back in the Fight!:''' The selected unit can shoot or charge after it falls back in its movement phase, ''without penalty, unlike Ultramarines''. #'''Remain Vigilant!:''' Enemy reinforcements cannot set up within 12โ of the selected unit. In addition, they hit on 5+ in Overwatch. #* Orders can bounce to other units within 6" of the ordered unit, not the officer, so this means that if you position yourself right, you can get ''18" of denial'' just by bouncing the order, not even counting Vox range. #'''Show them Steel! Show them Contempt!:''' The selected unit gains +1 Ld and a 5+++ against any Mortal Wounds. #*This is one you'd actually use on Officers. FnP5+ vs MW helps against snipers/witches, and nearby 'Born Soldiers' will be affected by the officer's boosted Ld. It'd also help Plasma Sentinels not hurt themselves when they don't have access to re-rolls of 1s to hit. </tab> <tab name="Mechanised"> They have a range of 12" unlike the other orders, though there's also no target that has a Vox either. They affect ANY vehicle with the {{W40Kkeyword|Squadron}} keyword, not just other Russes. Meaning you can order a {{W40kKeyword|Sentinel}} and have it bounce onto both a nearby Russ ''and'' a Chimera. Commonly issued by Tank Commanders, a 'Superior Tactical Training' warlord could also use it on transports or nearby sentinels. #'''Blitz Them!:''' +1 to charges. After charging, you roll a d6 and deal d3 mortal wounds on a 4+. If the vehicle has a {{W40kKeyword|dozer blade}}, the result happens on a 3+. #'''Full Throttle!:''' +2" move and get to advance and count as stationary. #*Your Hellhounds aren't Assault anymore, and your Melta-sponson Demolishers could always use some help closing into range. Lets Sentinels get the effects of both Move! and Forward! at the same time. #'''Gunners! Kill on Sight!:''' The selected unit rerolls 1s to hit. This is the sole source of re-rolling 1s to hit outside the Commandant's aura. Can't really use vehicle plasma without it. #'''Pinning Fire!:''' A selected unit shoots at a ''single'' (no split fire) ''visible'' (direct fire only) enemy {{W40kKeyword|infantry}} unit. If 5+ hits are scored, that unit takes a -2" to move. #'''Pound them to Dust!:''' All blast weapons count the enemy unit as double the models in the shooting phase. Anyone with 1 extra marine in their MSU is guaranteed to get all of a Battle Cannonโs shots off. #'''Shock and Awe!:''' The selected unit gains ObSec. Great for 'Armoured Superiority' regiments, as vehicles counting as extra models does little without it. #*While the defensive use of this order is obvious (you weren't able to keep the enemy away from your stuff), it can also be used on the offensive, by activating ObSec on a speedy Sentinel unit and sending them to steal an objective. #*ObSec also matters for some Arks of Omens actions, being completed at the end of your turn instead of at the beginning of your next one. </tab> </tabs>
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