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===Vehicle Equipment=== On top of the standard dozer blade, smoke launchers, extra armour and pintle mounted weapons, the guard also got some neat new wargear for vehicles. *'''Smoke Launchers:''' A one use, instant 5+ cover save vehicles can use instead of shooting. Good for Rhinos, but in a Guard army, unless you’re using the Strike and Shroud! order or being targeted by something you can’t shoot back at, you probably won’t use it much. Smoke Launchers are available from the vehicle wargear list, but most Guard vehicles already have them, so unless you want to use them twice, this is only really relevant to the Taurox, Sentinel, and Hellhound. *'''Augur Array:''' Basically prevents deep striking units from scattering around the vehicle. Considered how little the guard has in the way of deep striking units and the cost of the equipment, this can be a pass. If you do take it, put it on a vehicle that has [[Leman Russ (tank)|good armor]] or [[Hellhound Tank|can move fast]]. Useful if you have a [[Dark Angels|deep strike heavy]] [[Blood Angels|ally detachment]] or you play LOTS of Scions in your list. *'''Camo netting:''' Gives the vehicle a +1 to cover saves. Useful on just about everything. Put on a Leman Russ to maximize the survivability of tank. Also note that cover save is no longer restricted to just staying still. Note that it stacks both with Stealth and Shrouded, meaning that Psychic mindfuckery can lead you to 3+ cover on open ground. It also stacks with the 5+ cover save from the smoke launchers, giving you a 50% chance of the shots missing. Must have for all your vehicles, no excuses. *'''Enclosed Crew Compartment:''' A must for your arty. Makes open-topped vehicles no longer open-topped. Your Basilisk is no longer one hit by a missile launcher! ...Wait why did you have your Basilisk out in the open? Stuff it behind rocks ASAP! *'''Fire Barrels:''' This is a neat piece of wargear. Basically gives the vehicle a one time use flamer against charging units. At the low cost of 10 points, the barrels will generally not disappoint, although the lack of Soul Blaze is interesting. Sentinels can't take them. Meh on the longer ranged Leman Russes. Autoinclude on Hellhounds (specifically if you opt for Heavy Flamer) and other Hellhound variants. *'''Hunter-Killer Missile:''' This is basically a one shot krak missile with unlimited range at ten points. This is useful since its an alpha-strike option for mech/tank guard that needs some additional long range firepower to take out enemies vehicles. In fifth edition it helped established Imperial guard as king of mechanized armies since it could potentially destroy enemy [[Metal_Boxes|MEHTAL BAWKS]] at turn one. Now it's often overlooked option since it shoots only ONCE at guards mediocre ballistic skill, and the [[Wave_Serpent|thing you would like to target the most]], has a cover save (damn those jink saves) with AV12, meaning to reliably destroy it you would need around 20 missiles. That said it is still viable option for flanking Sentinels or Chimeras to take out other key transport or MC, and can give short range Russes something to do for turn one. Pask gets better mileage out of it than anyone else, with his BS4, preferred enemy and reroll to pen. *'''Recovery Gear:''' For 5 points, you get a 1 in 6 chance to make a vehicle no longer immobilized. Take it, do not even argue. Watch your opponent's face when your Demolisher tank he just immobilized comes back into action. Use with tech priest to get a second (if not worse) chance to get the vehicle moving again. With how many vehicles the guard has, a 1 in 6 chance is better then no chance. Be warned that it does not restore a Hull Point. Still useful if you have some points to spare and can't plug in a Techpriest with a couple of Servitors. *'''Relic Plating:''' 3 points for Adamantium Will, protecting your tanks from annoying Technomancy psychic powers like Subvert Machine, Machine Curse, Fury of Mars, or Machine Flense. Except that only one vehicle DOES receive the rule - but RAW, other vehicles get to benefit from it as well. Still a auto-include on any mechanized unit that you're sinking points into, particularly LR squadrons with Pask or a generic tank commander. If vehicles are used in squadrons, best to give all tanks the upgrade. Having the squadron rely on one vehicle to have Adamantium Will is risky, as that tank will be automatically singled out for attacks. *'''Pintle Weapons:''' Though not an auto-include, the pintle weapons do need to be noted. For 5 points, most vehicles (meaning everything but sentinels) can take either a storm bolter or a heavy stubber. Avoid getting the storm bolter. Heavy stubbers have an extra attack, longer range, and cost just the same as a storm bolter. Yes, storm bolters have better AP, but is AP5 really worth more over range and number of attack? Also, pintles are only really worth having on Chimeras and Leman Russes. Putting a pintle weapon on a Basilisk or Emperor forbid, a Deathstrike missile launcher is a waste of points. The only reason you would put a pintle on those vehicles is to avoid losing the main weapon to weapon destroyed rolls. If that is the case, just take camo netting instead. *'''Mine Plough:''' - Dozer Blade on steroids. Not only does it help passing dangerous terrain on any speed, it also allow you to smash a few unlucky soldiers with tank shock. Though, its nowhere near destroyer blades or the (formerly, Defrollas got nerfed in 7th) almighty defrolla, with S2 and only D3+1 hits. Costs different points for different vehicles: 10 points for Chimera; 15 points for Hellhound, Devil Dog, and Bane Wolf; 10 for Leman Russ and variants; 5 for the Hydra, Atlas, and Trojan.
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