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==Secondary objectives== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> 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. However, you can tailor your secondary objectives based on the scenario and the opponent's army composition. <div class="mw-collapsible-content"> <tabs> <tab name="Purge the Enemy"> - Assassinate : 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. - Bring it Down : 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 (if pricey) Lascannon. Of course your enemy needs to bring enough tanks to max this out. - Titan Slayers : This is probably our best pick from this category. Between the aforementioned abundance of AT we can potentially bring, Old Grudges allows you to declare "fuck that thing in particular" on any titanic unit to reroll wounds. - Slay the Warlord : This is almost never a good idea, simply because if you're able to do this, you probably could have made more points with another secondary. </tab> <tab name="Warpcraft"> -Mental Interrogation : This one is okay. However, your psykers are already going to be stretched fairly thin casting buffs on your swarms of infantry, so taking a power off to cast this can be a serious drain on your casts. -Psychic Ritual : This is an interesting one. Guard can hold their ground, particularly if you brought bullgryns and have relatvively cheap psykers, meaning it won't be the end of the world to allocate one to the ritual. It's a serious risk, but has serious reward. -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. - Pierce the Veil : Potentially a good one considering you should have at least one Astropath near your expeditionary force. </tab> <tab name="No Mercy, No Respite"> - Thin their Ranks : This is one of the better ones for guard. Between Blast, flamers, and good old massed flashlight fire we have plenty of ways to clear lots of light infantry, and have enough big guns to bring down something big enough to be worth 10 points if we ever see it. - Attrition : Not a good one for guard. It is said that guardsman lives are like amunition, a valuable resource, but one that should be expended without hesitation. Guard specialize in MSU and we lose guardsman squads like anyone near the bloody magpies lose relics. - While We Stand, We Fight : An interesting one to be sure. Our most valuable units are more often than not literal tanks, and can be screened quite nicely by guardsman squads and bullgryns. Worth considering if you plan on playing your tanks like its 8th edition. - First Strike : Did somebody say 600" range with no need for line of sight? Guard arty is some of the best at punching down squishy units on the other side of the field. Furthermore, this makes it easier for us to consider the other half of the secondary, killing more than we lost. If you're up against a melee army that comes online in the 2nd or 3rd round, this can be an almost certain 8 points. </tab> <tab name="Battlefield Supremacy"> - Engage on All Fronts : Considering the standard guard tactic is to drown the enemy in your own blood, this one seems made for us. With an aggressive army like the Catachans and cheap troops to spread the field, it isn't difficult to cover the board in bodies. - Linebreaker : This doesn't play to our strengths quite as well. The Imperial Guard is a strong shooting faction, even if we do have nippy vehicles like our newly buffed Hellhounds and buff schwartzenager 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. - Domination : Pick this one if you plan on going with a more elite, more defensive army using bullgryns and probably cadians. Otherwise Engage on All Fronts is better. </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 (looking at you Custodes) -Investigate Sites : This one is tricky, as it means we not only need to take the center of the board, but also clear it and keep it clear long enough to pull it off. However, we've got plenty of tarpits and roadblocks to slow the enemy down, and as stated, enough MSU to not be hurt by losing one for a turn. - Repair Teleportation Homer : This is probably the worst out of these for us. It's not that tricky to slingshot a unit of Guard into the back line, but keeping them there through the entire enemy turn is another matter entirely. Guardsmen are versatile, surprisingly deadly in large numbers, and have the biggest balls in the galaxy, but they do die remarkably quickly without some serious support. </div></div> </tab> </tabs>
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