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==Secondary objectives== 9th Edition Warhammer 40,000 places emphasis on scoring and holding points, primaries will always be your most consistent source of points. You score 5 points per turn for holding an objective, 10 points for holding two or more objectives, and 15 points if you meet the other two requirements and hold more objectives than your opponent (4 points, 8 points, and 12 points in Nachmund or Nephilim) However, you can tailor your secondary objectives based on the scenario and the opponent's army composition. The following secondary objectives are updated with the new Nephilim book that axed and re-wrote a bunch of secondaries for matched play. Arks of Omen has added some new changes, along with the new detatchment, the "default" objectives- Assassination, Grind them Down, and Behind Enemy Lines- all grant CP if you achieve their conditions using a Troops unit. <tabs> <tab name="Purge the Enemy"> *'''Assassinate''': 3 VP for each {{W40kKeyword|Character}} you kill, +1 for their warlord. Not the best thing we've got going for us. Yes you can probably pick off an enemy if they over-extend, but we don't have the melee or sniping potential we need to make the greatest use of this. Side note, expect a lot of people to take this against you. **With Arks of Omen, now grants an additional CP if an enemy character is destroyed by a Troops unit. *'''Bring it Down''': 1 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 9 or less wounds, 2 VP for 10-14, 3 VP for 15-19, and 4 VP for 20+ wounds. Now this is more up our alley. The guard has plenty of ways to kill tanks, including a few tanks of our own, or the ever-reliable Lascannon. Side note, enemies will take either this or Assassinate against you for their PtE choice depending on your army composition. *'''For the Emperor! (Warzone Nachmund)''': Score a VP for each unit you kill to a max of 3. A very reliable pick, especially when Bring it Down isn't viable. *'''By Lasgun and Bayonet (Warzone Nephilim and Arks of Omen)''': Score a VP when you blast a unit off an objective. So-so. You'll want to try and do this anyways but you usually won't score too many points here. </tab> <tab name="Warpcraft"> *'''Psychic Interrogation''': This one is okay. However, your psykers are already going to be stretched fairly thin casting buffs or using Divination to farm CP, so this may not be a great option. With Arks of Omen, also gains a CP if your psychic test result beats the Ld of any enemy Characters within 24", giving some extra utility if you are running several psykers. *'''Abhor the Witch''': This isn't one you want to take much unless you plan on running Krieg. The main reason being that it can only be taken if you haven't brought any psykers, and even after the cost increase on astropaths, their buffs are still crucial for keeping your infantry on their objectives. If you want to leave your psykers at home, this is a great pick against Grey Knights, Thousand Sons, and Chaos Daemons. **On the other hand, Guard psykers are very expensive and limited by the fact that units are cheaps, so it may not be worth it to buff them. Just remember that not taking psykers gives you the option to take this objective. *'''Warp Ritual''': A Psyker character can attempt to do a WC4 Psychic Action if it is within 6" of the center; score 3 VP if done once, 7 if done twice, and 12 times if done three or more times. **Very few players actually bother with Warp Ritual because Psychic Actions can still be denied, and Stratagems like Khorne's '''Scorn of Sorcery''' can deny on a 4+ regardless of what you rolled. If you were planning on camping the center with '''Boots on the Ground''', an attached Astropath can attempt to do this for three turns while you score '''Boots''', but the risk of getting shut-down is far too great. </tab> <tab name="No Mercy, No Respite"> *'''Grind Them Down''': At the end of each round, you win 3 VP if you have killed more enemy units then the enemy killed your units. The worst secondary choice for this army, for the obvious reasons. Exception though if you're running an all Leman Russ detachment like a madman. Side note, expect a lot of people to take this against you. **With Arks of Omen, gain 1 CP if a troops unit destroys an enemy unit. *'''No Prisoners''': Essentially 1 VP for every 10 wounds worth of stuff you kill. An extra VP at the end of the game for 50-99 wounds destroyed, and 2 VP for 100+ wounds killed. Potentially a good pick against Orks and Tyranids if they lean into hordes of Boyz and Gaunts. Blows ass against Custodes, Imperial/Chaos Knight armies, and other elite builds. *'''Inflexible Command (Warzone Nephilim and Arks of Omen)''': Score two points if every {{W40kKeyword|Platoon}} unit is within 6" of an officer; {{W40kKeyword|Platoon Vox-casters}} within 24" of a {{W40kKeyword|Officer Vox-caster}} counts as being within 6", and if an {{W40kKeyword|Officer}} is embarked on a {{W40kKeyword|Transport}}, the Transport itself counts as an {{W40kKeyword|Officer}} (but doesn't say it counts as having a Vox) **Score another one if every {{W40kKeyword|SQUADRON}} is within 12" of any {{W40kKeyword|Officer}}. **Score 2 VP if a unit that took an order destroys an enemy unit for a maximum of five points a turn at the end of your turn. **Significantly easier now that you don't have to take Tank Commanders or upgrade a Rogal Dorn to gain VP off Tanks. Take Command Squads to spread the Vox-aura, and Commissars for ''anything'' guarding your flanks. </tab> <tab name="Battlefield Supremacy"> *'''Engage on All Fronts''': Score 2 VP if you have units totally within 3 table quarters and more than 6" away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6" away from the center of the table. Nephilim nerfed this, and Arks of Omen continues it, to only count if also more than 6" from other table quarters, making the "scorable area" much smaller. Look down at Boots on the Ground for the much better Guard option. *'''Linebreaker''': Replaced by Behind Enemy Lines in the GT books. 2 VP for one unit in the enemy deployment zone, or 4 VP at the turn's end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}). This doesn't play to our strengths quite as well unless you're running Scions. The Imperial Guard is a strong shooting faction, even if we do have nippy vehicles like our Hellhounds and buff Schwarzenegger men to go punch the enemy to death with. If you're punching the enemy back all the way to their deployment zone great! But by that point you were probably winning anyways, and hats off to you for beating those odds. *'''Behind Enemy Lines''': 3VP at the end of your turn if you have one unit in the enemy's deployment zone, 4VP if there are two or more (excluding {{W40kKeyword|Aircraft}} of course). Bonus CP if any of those units are troops in Arks of Omen. Still not a great choice for Guard, but '''Mechanized Infantry''' or '''Blitz Division''' could make this work if you're feeling up to it. *'''Boots on the Ground (Warzone Nephilim and Arks of Omen)''': One point for each table quarter you have an infantry unit in and possible point if a unit with a regimental standard is within 6" of the center, or wholly within the enemy's deployment zone. With the nerfs to Engage on All Fronts this is just better for us except for the fact it doesn't score on round 1. Even so easy points and outscores Engage on All Fronts post round 1. **Arks of Omen changed the central null zone from 6" to 3", allowing you to better contest the center. The {{W40kKeyword|Regimental Standard}} still only needs to be within 6" of the center, so could theoretically double-count this one. **Some synergy with '''Inflexible Command''', since a Command Squad with the Vox-Caster can (theoretically) camp the Center and still be within command range of Infantry squads. </tab> <tab name="Shadow Operations"> *'''Raise the Banners High''': Similar to Domination, this one is good if you plan on doubling down on take and hold. Guard is one of the best armies for these missions, as we've got plenty of bodies we can leave to handle the actions. Taking a single guardsman squad out of the action for a turn won't hurt us nearly as much as some armies, though most armies (due to power creep) have access to special abilities and stratagems that allow them to perform actions and shoot anyway. **We have those options now with the Prefectus Order Duty and Honour!, or using command squads for the action. *'''Retrieve Nephilim Data (Warzone Nephilim)''': One infantry unit performs an action on an objective you control that's not in your deployment zone and completes it on the turn, expunging it. End of game, one expunged objective earns you two points; two objectives, five; three objectives, ten; four objectives, 15. Only worth it if there's four objective markers in no man's land. Even then scoring the ten points will be as difficult as holding a middle objective. *'''Retrieve Battlefield Data (Arks of Omen)''': Now with a more generic name! Gives an action that an {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit can perform while wholly within a table quarter, 6" away from all other quarters, and in a quarter that this action has not been successful in. On completing, roll 1d6, -1 if a Troops unit. If the result is less than or equal to the number of models currently in the unit, add 1 to the retrieved data tally. At the end of the game, 2VP for 2, 8 VP for 3, 12 VP for 4. **Has some synergy with Boots on the Ground, although it does have more restrictions on where it can be scored. </tab> </tabs>
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