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===Regiment=== ====Battleline==== Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit. *'''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. **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. *'''Catachan Jungle Fighters:''' [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don't get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword? They're even in the fucking kit.]] **Only theoretical use is using that 6" scout with a dedicated transport for an early objective grab. **Only hope is to cross your fingers that this is only a placeholder for a future kill-team box. *'''Death Korps of Krieg:''' Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (who dual wields a plasma gun and a lasgun, for some reason); their Sergeants can carry bolters, if you want to count those as special weapons. Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they're below half-strength. **Sadly, while they have a rule for a medi-pack so they can resurrect d3 trooper models (the sergeants can't be brought back, nor can anything attached) each turn, [[40K Rules Blooper Reel|they can't use it, because it's a Wargear rule and none of them carry the item or can purchase it]]. Easily one of GW's dumbest rules errors coming into 10th, HOPEFULLY expect an obvious errata soon. *'''Infantry Squad:''' Classic choice with all the special and plus heavy weapon teams guards are known for. Come with the ability to gain cover while near an objective. **Because GW can't write rules, RAW their current weapon loadout is strange since they are allowed to take one vox-caster and one special weapon per 10 models, but if you add heavy weapons to the squad, then it's a 9/18 model unit, so you can't take 1/2 special weapons if you take 1/2 heavy weapons. ====Infantry==== *'''Heavy Weapons Squad:''' Don't seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18" Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they'll be firing for overwatch (4+ if they're within 6" of another PLATOON unit) and the ''Heavy'' keyword lets them fire on the move while sitting still lets them hit on a 4+. **They can take the following heavy weapons *** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it'll be. ***Heavy Bolter - 3A S5 AP-1 D2 ***Lascannon - 1A S12 AP-3 Dd6+1 ***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast *'''Kasrkin:''' [[List of 40K Cheese|Goodbye 32 MWs, we hardly knew thee.]]. Their special rule now lets them be under the effect of two orders, one chosen at the start of the phase, and the other issued from an officer. **Their high volley of rapid fire weaponry combined with increased AP from a stratagem can still make them a force on the field as they fire 22 Hotshots at 12 inches with -2 AP to slowly whittle down MEQs if ordered both FRSRF and Take Aim. *'''Tempestus Scions:''' Even though their only thing in 9th was Exploding 6s (literally SUSTAINED HITS, and given out by thier Command Squad), their rule has now changed to re-rolling 1s to hit or re-rolling all hits if the opponent is holding an objective. While this leans into their role as Objective takers, you're still only bringing 4-9 OC 1 (2 with an attached standard) bodies. =====Artillery===== *'''Field Ordnance Battery:''' Bumped up to T5, a single FOB model has the same amount of wounds as a HWS unit, but with better T and Save (4+). The FOB can now also benefit from Orders, and if ordered (and remaining stationary), the unit gains ''[Sustained Hits 1]''. **The FOB's best use is either as a dedicated AT platform (that's four S14 Lascannon shots with d6+1 versus the 3 S12 of the HWS) or as a better Mortar with the Field Gun. *'''Earthshaker Carriage Battery <sup>IA</sup>:''' A slower and weaker Basilisk. While no longer subject to any ''[Anti-Vehicle]'' tactics, it's now weak to any ''[Anti-Infantry]'' *'''Medusa Carriage Battery <sup>IA</sup>:''' While the cannon is pretty much made to demolish light tanks and force survivors to take battle-shock tests, but it's just as vulnerable to any antics that demolish other Infantry. ====Mounted==== *'''Attilan Rough Riders:''' *'''Death Rider Squadron:'''
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