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===HQ=== *'''Company Command Squad:''' This squad provides leadership to the many. It orders around those who can order around others.This unit gets orders. It gets an ample selection of gear, and extra dudes. This includes a 30pt template weapon, penalize the enemy reserve rolls and bonuses to your own. This unit can have its leader switched out with other named leaders with awesome powers and gear. This should be your HQ of choice. The only sad part is that you can only take two of them. **'''[[Creed|Ursarkar E. Creed]]:''' For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for being able to use a lot of douchebaggery with his Tactical Genius special rule. But he should be known for his massive 24" command bubble and his 4 orders per turn. Seriously. You don't have to use his ability to run a Leman Russ into their flank, you can also send your tanks in with a Scouts rule BEFORE MOVEMENT. No one expects it, and it can help you get the drop on enemies or even force someone's hand. If you have the first turn, you can position your Leman Russ tanks to do some serious damage to the enemy line, or even move your Heavy Weapons squads into a position. Technically, after they get their scouts moves, they can fire. Creed might be fun for being a dick, but when you're running a solid force, he is an excellent asset for any force that might need a bit more mobility in their army list. But outflanking with a [[Warlord Battle Titan|Warlord Titan]] certainly helps too. **'''Sergeant Kell:''' With him at Creed's side, all squads can use Creed's leadership (10) for any orders he issues to them. Kell himself is kinda tough too, and comes with a Power Fist. You shouldn't take Creed without Kell. **'''[[Colonel "Iron Hand" Straken]]:''' Is frighteningly good at close combat - in fact, he's the best that the Imperial Guard has - even Yarrick is not this balls-out powerful in close-combat. Strength 6 with no initiative penalties and strikes as a Chainfist, makes any squad he's in Fearless and any squad he's near gets both furious charge and counter-attack. He's also a senior officer, and is the only goddamned special commander other than Creed and Yarrick who gets a refractor field. He's also the only goddamned unit that isn't a Techpriest with Power Armor. Straken alone will seriously make enemies think twice about getting anywhere NEAR his squad, and his ability to bolster his squad's close-combat capability can make armies that otherwise might be willing to charge into close-combat against shooty squads (most infamously Raptors and Assault Marines) give pause; Guardsmen may not be hugely effective, but when you throw furious charge and counter attack on the sons of bitches, that many close-combat attacks is going to fuck some shit up. Recommended. Alternatively, whack him in a Valkyrie, scout move, disembark and charge on 1st turn. Watch as your opponent goes ape-shit looking for a rule saying you can't do this (you can and should). **'''Nork Deddog:''' Nork is one o' da smartest Ogryns. He and da commanda have a bond. When he dies, he attacks every bad guy trying to hurt the commander. If your command squad is going to be in the fray of battle, take this somewhat expensive body guard. Doesn't get along well with Commissars, so be careful if you take them both. ** '''COMPANY COMMAND ADVISORS''' (WHO THE HELL FORGOT THESE?!) ***<b>Bodyguard:</b> He's just a little Sergeant, but if you want to wreck shit with an suprising-as-hell assaulty command squad, add two of these to Straken (if you don't take Nork) and watch the other player's reaction when the little man-things suddenly start whipping everything else. Comes armed with a close combat weapon and laspistol, basically being a sergeant without any extra options. ***<b>Officer of the Fleet:</b> <u>Why <b>AREN'T</b> you using these?!</u> Officer of the Fleet is a great asset to add to a command squad. The Officer forces a -1 on enemy reserve rolls, and could seriously jeopardize their well-thought schemes. However, he won't stop drop pods and if the enemy doesn't reserve anything you've wasted the points. In combat, the Officer is as good as dead. A massive fuck you towards Daemons players. ***<b>Astropath:</b> <u>Why <b>AREN'T</b> you using these?!</u> The Astropath is the best advisor, along with the Officer of the Fleet, and the two added together make for serious [[troll]]ing. While the Officer of the Fleet forces the enemy's reserve rolls to be higher, the Astropath makes YOUR reserve rolls lower. So while the enemy is butthurt about not getting his precious reserves, suddenly yours are arriving on the table much more easily. If you take Storm troopers, you NEED this guy. In combat, the Astropath is as good as dead. ***<b>Master of Ordnance:</b> This guy is like a tiny Basilisk. Once per turn he is able to call down a Basilisk-type attack on the enemy, subject to scatter. Not very good unfortunately, but can be fun for spamming pie plates. However, since the bombardment has an unlimited range, if you place Master of Ordnance correctly, it can be used to troll Ork and Tyranid swarms with a Strength 9 plate of instant death. *'''Lord Commissar:''' Lord Commissar is a Independent buffed out Commissar, the key ability of him makes everyone around him LD10 and Stubborn. And that is [[awesome]]. The main issue is that he is a kill point himself and he takes away a slot of HQ for more Company Commanders. Let it not be said that he doesn't have his own uses, though. You want a blob-platoon to do REALLY well? Bind 'em into one giant squad, put a Lord Commissar in there and run it all over the place killing everything in sight. Seriously. 30 guys means 3 Sergeants with Power Weapons, 60+ attacks on the charge and a Lord Commissar with a Power Weapon as gravy. It's also Stubborn, so watch your friends complain about how the squad is still coming at them despite missing half of the people once in it. If you're feeling particularly threatened, equip him with a camo cloak and attach him to a fifty-man squad for instaStealth. *'''[[Commissar Yarrick]]:''' Awesome fluffy man. Costs quite a bit. Very close combat oriented. He can come back from the dead... a lot. He has some nifty gadgets. Yarrick also has a reputation of being nasty as crap in close combat; he can take on Ghazghkull Mag Uruk Thraka one-on-one and have a fighting chance of coming out on top. He's got a power-<s>fist</s>klaw, a decent WS, and he's got Eternal Warrior and his come back from the dead bullshit. Due to a technicality, the Fortress of Arrogance, alongside Old Man Yarrick, is available to Chaos forces in Apocalypse. *'''Primaris Psyker:''' Puts out fucking good punch in the form of Lightning Arc, has a decent stat-block, and all for a nice low price. Solid overall stats with minimal upgrades needed out-the-box, which makes him damned efficient. While considered to be at its best in small games, where a player can take two and run them around firing 4d6 S6 lightning blasts everywhere, the real punch in the Primaris comes from his cost and the availability of Nightshroud, which can protect critical units for a turn and help fuck with enemies trying to damage mission-critical targets like artillery vehicles or commanders. Also offers a Force Weapon, for dissuading CQC attackers, since players will be hesitant to send a killy IC into combat against a squishy guard unit if it means they could lose it to a Force Weapon strike. Like the Lord Commissar, the Primaris frequently isn't as useful as a standard Command HQ, but can still be fuck-mothering useful if you use its abilities to their fullest. *'''Ministorum Priest:''' This guy is somewhat iffy. His abilities are mostly all effective, but he costs 60 points when he is at his peak. Put this guy in a huge squad of Guardsmen. Make them stubborn as shit, and for the low cost of 15 points, you can be the new owner of a two handed giant chain-sword counted as a Chainfist, very useful for a blob squad that can only have power weapons. Still, not as effective as a Lord Commissar in this regard, but he doesn't take an HQ spot and can help your guardsmen to not get stomped in a single charge. *'''Techpriest Enginseer:''' Sadly, not that many people use it. There can be a point to bring a techpriest and some servitors if you have a mech-heavy list, but most cases than not, he won't see any action, as he can't really keep up with vehicles, is pretty vulnerable to incoming fire, and more expensive than he's really worth. His biggest use is actually when he's paired up with a squad of gun servitors; they count as carapace armored and it's a reasonably cheap way to get a plasma cannon onto the field. It's not terribly points-efficient, but is a useful method to get some extra heavy weapons if you absolutely, positively need them, so don't forget about 'em. They can alternately work as a close-combat squad, but the squad itself is small and tends to be vulnerable - so it's generally better to load it up for fire support if you wanna use one.
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