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==Stratagems== Standard stratagems pending updates for the 9th Edition Codex. <tabs> <tab name="Battle Tactics"> *'''Armoured Fist (1 CP):''' {{W40Kkeyword|CORE}} only. A Guard unit that disembarked that turn can reroll ''all wound rolls'' in the shooting phase, but they need to be shooting at the closest eligible target. **Save this for Kasrkin for that sweet AP-2. *'''Vengeance For Cadia (1 CP):''' Whenever a {{W40Kkeyword|cadian}} unit, or a {{W40Kkeyword|platoon}} unit within 6" of a {{W40Kkeyword|cadian officer}} attacks a {{W40Kkeyword|chaos}} unit, they gain +1 to the wound roll. **Even on 10 Kasrkin in RF range, this takes them from killing 1.5 marines to kill 2. <u>1 CP isn't worth *half a marine*</u>. Could help Sentinels, HWTs and Field Ordnance maybe, especially against chaos vehicles. *'''Cadia Stands! (1 CP):''' Pick a single {{W40Kkeyword|Cadian Infantry}} unit. Unmodified wound rolls of 1-3 fail regardless of the attacking weapon's abilities. Conditional Transhuman on Shock Troopers, the Cadian Command Squad and Kasrkin. Considering the ubiquity of weapons that wound T3 models on 3+, this is incredibly powerful on a linchpin unit in an important location. This must be why Conscripts got squatted, aside from GW's hatred of non-Xenos hordes it was probably to prevent buff/stratagem abuse. *'''Ingrained Precision (1 CP):''' BORN SOLDIERS proccs on 5+ rather than unmodified 6s, and all hits count as UMWR6s. **Bonkers on its own considering that a third of your shots are now autowounding and proccing any additional abilities, outright broken when combined with Overcharged Las-Cells (see its section) *'''Overlapping Fields of Fire (2 CP):''' In the shooting phase, when an enemy model is destroyed by a {{W40Kkeyword|Platoon}} or {{W40Kkeyword|Squadron}} unit from your army, your entire army gets to re-roll wound rolls of 1 and unmodified 6s to wound increase the attack's AP by 1 when you target that enemy unit. Stacks with Born Soldiers so unmodified 6s to hit increase AP by 1. *'''Volley Fire (2 CP):''' Used in the shooting phase. Pick an infantry squad that remained stationary in the movement phase - it can fire again. *'''Experienced Eye (1 CP):''' Kasrkin or {{W40Kkeyword|Elite Sharpshooters CORE}} units only. In the shooting phase, increase the AP of all ranged attacks by 1. On Kasrkin with Take Aim combines to AP -4, or gets them to AP -3 with FRFSRF. </tab> <tab name="Epic Deed"> *'''Relentless (1/2 CP):''' Used in the Command phase. A single vehicle is treated as being at its full health bracket until the next Command phase. Costs 2 CP if used with {{W40Kkeyword|Titanic}} units. *'''Field Promotion (1 CP):''' Can only be used once per game. When your warlord is slain, select a non-unique {{W40Kkeyword|OFFICER}} unit in your army and generate a new warlord trait. For the purposes of secondary objectives and missions, the new warlord is now considered THE warlord. Situational but useful for denying enemy secondaries. *'''Battlefield Surgery (1CP):''' A '''MEDIC''' unit regains 1d3 non-{{W40Kkeyword|OFFICER}} models. **This means you can return an Ogryn Bodyguard. *'''Vengeful Salute (1/2 CP):''' Used when a single vehicle unit in your army is destroyed but doesn't explode. It may fire any Turret Weapons it has before being removed as a casualty, but is considered to be Ballistic Skill 5+ (So hitting on 4s with the Turret Weapon). 1 CP for a final "Fuck you!" to your opponent. Costs 2CP, but only 1 for {{W40Kkeyword|Armoured Superiority}} or {{W40Kkeyword|battle tank}} units **Reminder that Hellhound turrets such as the Inferno Cannon and the Chem Cannon automatically hit; bypassing the 5+BS limitation. *'''Crush Them! (1 CP):''' When a single friendly vehicle unit in your army makes a successful charge, it becomes WS4+. {{W40Kkeyword|Armoured}} units become WS3+. In addition, all unmodified wound rolls of 6 inflict 1 mortal wound in addition to normal damage. *'''Fire on my Position (1/2CP):''' When the last model in a unit with a Vox-caster is destroyed, roll a d6 for every unit within 3". On a 4+, take D3 mortal wounds. Costs 1CP if used with a {{W40Kkeyword|CULT OF SACRIFICE}} regimental unit. </tab> <tab name="Requisition"> *'''Officer Cadre (1 CP):''' Standard "give a non-unique character a warlord trait that hasn't already been chosen" stratagem. *'''Imperial Commander's Armoury (1 CP):''' Standard "give a non-unique character a relic that hasn't already been chosen" stratagem. Also, specifically allows the Clarion Proclamatus or the Finial of the Nemrodesh 1st, so may slightly limit the relics you can take in total. *'''Battlefield Bequest (1 CP):''' Give a single Sergeant or Watchmaster the Legacy of Kalldus, Claw of the Desert Tigers, the Barbicant's Key, the Emperor's Fury, or Relic of Lost Cadia. </tab> <tab name="Strategic Ploy"> *'''Acceptable Losses (1 CP):''' "Use this stratagem in your Shooting phase. Select one Guard unit from your army that isn't within Engagement range, and one enemy unit. Until the end of the phase, your selected unit can target the enemy unit ''even if it within Engagement Range of other friendly {{W40Kkeyword|Platoon}} or {{W40Kkeyword|GRIM DEMEANOUR}} units'' but each time a model makes an attack against it, the hit roll cannot be re-rolled, and UMHR of 1 are resolved against the friendly unit it is engaged with. Resolve any attacks against your own units after resolving against the enemy. **The wording is needlessly complicated, but this isn't locked to {{W40Kkeyword|GRIM DEMEANOUR}} per se. Any regiment can use it whenever you have a {{W40Kkeyword|Platoon}} (so Regimental infantry) unit within engagement range, but if you're {{W40Kkeyword|GRIM DEMEANOUR}}, it can be any unit with the keyword (so tanks, who probably won't care being hit by a stray lasgun shot). **As always, feel free to cleanse the [[Cultist-chan|heretics]] with [[Catachan Jungle Fighters|fire]], or bathe [[Death Guard|them]] in [[Savlar Chem Dogs|industrial solvent]], because you'll never miss. *'''Orbital Interference (2 CP):''' Can only be used if you have an Officer of the Fleet in your army and on the battlefield. Pick a single enemy unit during the Reserve step of the movement phase. It cannot enter the Battlefield this turn. One use only, by the way. This is CP-intensive, but insanely powerful if your enemy forces are relying on timing. *'''Artillery Strike Requested (2 CP):''' Once per game only, used in the Command Phase. If your army contains a Master of Ordnance or an Officer with the {{W40Kkeyword|EXPERT BOMBARDIERS}} Regiment trait that's on the battlefield, pick a single spot on the battlefield. At the start of your next command phase, roll a d6 for all units within 6" of the marker. Add 1 if the unit is within 3" of the marker, subtract 1 if it's a character. On a 1 nothing happens, on a 2-5 the unit takes D3 mortal wounds, and on a 6 it takes D6 mortal wounds. **Same tricks that apply to new Deathstrikes apply here. Try and reduce a key enemy unit's move or place it on a critical objective to try and force a bad choice for your enemy. Unlike the Deathstrike, once the barrage has been called there's no Action to cancel it if you wish, it MUST land. *'''Maverick Maneuvers (1 CP):''' Once a Sentinel unit has resolved its shooting attacks, they may make a normal move of up to 6". Duplicate the Ratling's Move-Shoot-Move tricks for 1 CP. Has good potential, as usual with 9th Edition Nu-Sentinels. **Note that it can move in any direction, and remember that Armored Sentinels especially can be good for bullying an enemy unit off of an objective with their saw and a heavy flamer. *'''Mount Up!(2 CP):''' {{W40Kkeyword|Mechanised Infantry}} or {{W40Kkeyword|Tempestus Infantry}} can embark a Transport (with the usual caveat that every model should be within 3") immediately after shooting. **Doesn't say they can't jump back in an idling Valkyrie. *'''Vicious Traps (1 CP):''' Use in the opponent's charge phase, when an enemy unit finishes a charge move within engagement range of one or more Guard units that are wholly within terrain. Roll one d6 and apply the following modifiers: **+1 if they're Catachan or {{W40Kkeyword|veteran guerillas}} **+1 if they brought along their {{W40Kkeyword|melta mine}} **+1 if {{W40Kkeyword|[[Sly Marbo|Sly marbo]]}} is on the battlefield. **On a 2-5, the enemy unit suffers d3 mortal wounds. On a 6+, that enemy suffers 2d3 MWs. Having any one of these guarantees the roll, but so does just having Sly Marbo anywhere on the field, representing the fact that he can be anywhere, at any moment (even when he's taking the Swarmlord solo) *'''Feinting Strike (1 CP):''' Used when a Rough Rider unit falls back. It may shoot and charge this turn. I mean, Rough Riders die to a stiff breeze but if they survive for some reason, then keep them useful. Like the Blood Angels say, Always Be Charging! *'''Flakk Barrage (1 CP):''' Intercept stratagem performed by a single Hydra unit in your army. Target an enemy Aircraft unit the instant it shows up from Reserves. *'''Shield of Flesh (1 CP):''' Used in the enemy shooting phase. If an Infantry unit is targeted by an enemy attack and is within 3" of an Ogryn unit, they can claim -1 to hit. </tab> <tab name="Wargear"> *'''Smokescreen (1 CP):''' If a unit with a smokescreen is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them. Give a Baneblade smoke launchers and keep slapping -1 to hit on it once the enemy turns on it. *'''Overcharged Las-Cells (1 CP):''' Used in the shooting phase. Pick a single {{W40Kkeyword|Militarum Tempestus}} or {{W40Kkeyword|Kasrkin}} Infantry unit, until the end of the phase all Hotshot weapons in the unit deal 1 mortal wound in addition to any normal damage on UMWR of 6, and up to a maximum of 6 mortal wounds proceed this way. Again, the basic Born Soldiers will greatly help max out MW output, on Kasrkin only. [[Fail|Scions don't ever benefit from it,]] but they at least get exploding 6s to hit to maximize the number of wound rolls you're making. **RAW, you can split fire against multiple units to procc as many MWs as you can. Considering how many shots you can deal with hotshots and volleyguns, splitting fire is a legitimate tactic. Combined with Ingrained Precision, your Kasrkin are dealing MWs with a third of their shots. Because of the potential for absolute cheese, there's a chance it'll be nerfed in the future, but who knows how. *'''Ablative Plating (2/3 CP):''' Used when a friendly {{W40Kkeyword|Battle Tank}} or {{W40Kkeyword|Armoured}} vehicle unit is the target of an attack, subtract 1 from the damage characteristic of all wounds allocated to the vehicle to a minimum of 1. Costs 3 CP for Super-Heavy and Rogal Dorn tanks. Worth it **Can further combine with the Armoured Tracks/Cockpit benefit to grant an additional +1 to the armor save. </tab> </tabs> ====Rulebook Stratagems==== Just in case you forget, the following stratagems can be just as crucial as the ones above, if not more so. 9th Edition changed up some stratagems, while adding in several new ones. Prepared Positions was deleted. *'''Command Re-roll (1 CP):''' Changed up a bit from 8th Edition. Re-roll a single Hit roll, Wound roll, Damage roll, Saving throw, Advance roll, Charge roll (this means you re-roll both dice), Psychic test, Deny the Witch test, or a roll to determine the number of attacks made by that weapon. It's much more narrow in its application, as you can tell. No more re-rolling shrugs or objective-based rolls. *'''Counter-Defensive (2 CP):''' Used in the combat phase after an enemy unit that charged has fought. Pick one of your units to immediately attack. *'''Cut Them Down (1 CP):''' Used when an enemy unit Falls Back, before models are moved. Roll a dice for each model in your army that is within Engagement Range (0.5") of that unit. For every roll of a 6 that enemy unit suffers 1 mortal wound. *'''Desperate Breakout (2 CP):''' Used in the movement phase. Pick a single unit in your army that is within Engagement Range of an enemy unit. Roll a dice for each model in your unit. On a 1, the model is slain. Then, they may make a fall back move, passing through enemy models as if they weren't there. At the end of the unit's fall back move, if any models still remain within Engagement Range of an enemy unit they are automatically destroyed. The remaining unit may not perform anything else this turn, even if they have an ability to do so. So, you cannot give them the Prefectus Order "GBITF". The value is in freeing up the enemy unit for the rest of your army to shoot. *'''Emergency Disembarkation (1 CP):''' Used when a Transport model in your army is destroyed. You can set up disembarked units within 6" of the Transport model, but now are destroyed on a 1 or 2. Again, wager a 1/3 chance of dying (risky but acceptable) vs being auto-deleted by a bubble-wrapping horde unit (which is quite infuriating) trapping you inside of your transport. *'''Insane Bravery (2 CP):''' This stratagem can only be used once per game. Used at the start of the Morale Phase. Automatically pass a morale test for a single unit of your choice. *'''Overwatch (1 CP):''' Used in the Charge Phase. Pick a single unit that an opponent's unit declared as the target of a charge, it may fire Overwatch. It's now a stratagem, goodbye shenanigans.
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