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Warhammer 40,000/7th Edition Tactics/Imperial Guard/Armoured Battlegroup
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==Special Rules== ===Armoured Battlegroup Arsenal=== It's Imperial Guard tanks! They are big, boxy and gothic, so they need big, boxy and gothic upgrades. Armoured Battlegroup delivers. *'''Mine Plough:''' - Dozer Blade on steroids. Not only does it help passing dangerous terrain on any speed (why does this even matter, DBs don't care about vehicle speed anyway), 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. *'''Artificer Hull:''' - +1HP. Only available on certain HQ vehicles. ''(and the Commissar tank, which was named "Ablative Armour" but has been fixed by the FAQ)'' Will help if your opponent tries to glance your tank to death, but near useless against melta and railguns. *'''Armoured Track Guards:''' 4+ save against immobilization. Cheap and they work. Take them if you're cross terrain driver and "just" mine plough just isn't doing it for ya. *'''Improved Comms:''' Extra 6" of order reach. With 24" already you won't need it, unless you have some devious plan, which include outflanking Demolisher squadron (for which you need to roll a random warlord trait anyway). **Was also FAQ'd to include a +1 to reserve rolls when rolling for the unit that bought it, seeing as how a +6" command radius is useless to EVERY other unit that has the option of taking it. *'''Anti-grenade Mesh:''' 5+ invuln against grenades. Good on short range tanks, which get krak grenaded a lot, but again useless against melta. Actually, pretty useful against haywire grenades, but you should smack yourself on the back of the head if you allowed enemy troops to close on your softly rear-armored tanks anyway. *'''Anti-aircraft-mount heavy stubber / storm bolter:''' As a weapon, it's garbage. Only can be useful for ''maybe'' glancing AV10 flyers and lucky-wounding FMC-s but your units can't split fire so using it means your tanks aren't shooting at ground targets. Real anti-aircraft firepower can be found elsewhere in the list. That said, it is certainly useful as another way to keep a useful weapon from being destroyed if you get a bad result on the Vehicle damage table, ask Space Marines about why they buy storm bolters for their Vindicators. ===Specific tank upgrades=== Special munitions available to your Company Command Tank or your Commissar Tanks. Think of these as your special issue wargear options that characters get in other armies: *'''Illum Shells (all LR's with shell cannons):''' Big blast searchlights. Not really worth it, considering you have searchlights on Chimeras and Hellhounds, and that you should sacrifice main gun shooting in order to use this shells. *'''Augur Shells (LR Conqueror):''' [[Necrons|Entropic Touch]]! Woo! Well Kinda... it's far worse. Works only on pen/glance rather than hit and the gun itself is just S8, so it can't be used to drop almighty AV14 down. It also has ''Gets Hot!'' so there's a risk of you glancing yourself to death while using them. Finally, it loses its blast template, so you can only hit a single target and you may miss ''(though this is mitigated by BS4 and the co-axial weapon)''. **Considering the FAQ: Conqueror Cannons were upgraded to S8 AP3 Blast anyway, so Augur Shells have turned into 20 points of "meh" *'''Infernus Shells (LR Battle Tank):''' Big blast of heavy flamer hits. Make those Hellhounds cry in tears of jealousy. By taking these rounds you basically get standard Leman Russ with a Leman Russ Eradicator built-in. *'''Beast Hunter Shells (LR Vanquisher):''' Instant. Fucking. Death. Known to fuck Tyranid and Daemon armies (even more). Bonus points for one-shoting Mephiston, Dreadknight or the Swarmlord. This is the bane of Eldar Wraithknight manbarbie spam, though it has suffered with the Wraithknight becoming a Gargantuan Creature. *'''Co-axial Heavy Stubber (LR Vanquisher):''' Coaxial bonuses are great. Take it! There is also a stormbolter variant, but with lower range and fewer shots. Since you're only using it to pick out targets for your main gun you'd need to be a lobotomized idiot to prefer a bolter over a stubber. ===Orders=== ====Vehicles==== Like in regular IG regiments, your officers can issue orders on their units, but only for Leman Russes, Thunderers, Salamanders, Destroyers and Hellhounds. ''(NOT Artillery, Transports or Hydras)'' They work on a flat dice roll of 4+ which is not great, but if you roll a 6 then you can attempt to roll another order as well, and your order bubble has a 24" range which IS awesome. *'''Concentrated Fire:''' Force opponent to reroll cover saves, almost doubling average kill count of your low-AP big blast tanks. It's your main order, and outside of Eradicators and heavy flamers your only real way around cover on your tanks. Use it. Cherish it. *'''Erratic Maneuvers:''' Force opponent to reroll to hit rolls in melee against the ordered squadron. Errata dictates that only one meltabomb/haywire grenade may be used per squad per phase. Your tanks won't evaporate in melee now, and this order doubles their survivability. Consider it. *'''Full speed ahead!:''' Extra D3 of flat out move. This order is mostly useless now, since Leman Russes can't flat out, and Hellhounds are Fast, meaning they flat out 12" already, which is more than enough. The only vehicles this is really useful for are the Thunderer, Salamander, and Destroyer Tank Hunter. ====Infantry==== Just like in regular guard armies your HQ infantrymen can issue orders. Though your basic command squad is only a junior officer unless you upgrade it. Still requires you to pass a leadership test in order to successfully use them. There are two special rules for rolling doubles of certain kinds: *'''Inspired Tactics:''' Roll 2D6 like you would for any Orders test. On a double one, all Orders for the rest of the turn automatically pass. *'''Incompetent Command:''' Roll 2D6. On a double six, you cannot issue orders for the rest of your turn. It is not pretty when a blob squad fails to issue remaining orders when Genestealers/Boyz/melee deathstar units are bearing down on you. The orders are as follows: *'''Bring it Down!''' - ''Senior Officers only''. Grants a squad Tank Hunters/Monster Hunters when engaging a Monstrous Creature(s)/Enemy Vehicle(s). *'''Fire on my Target!''' - ''Senior Officers only''. Grants a squad ignores cover ability. Suck it Tau, Orks, and Dark Eldar! Due to the specific wording, [[Cheese|it also applies to Jink saves]], because a Jink save just gives a vehicle a 4+ cover save. Dark Eldar Cardboard boxes, Jetbikers, and Eldar Skimmers can kiss their asses goodbye. *'''Get Back in the Fight!''' - ''Senior Officers only''. Lets you basically get a squad that's falling back or gone to ground to instantly regroup. If the unit was falling back, it does not make a 3" move like it normally would. *'''First Rank, FIRE! Second Rank, FIRE!''' - Your most frequently issued order, Rank Fire basically gives your Guardsmen an additional shot if they are using Lasguns or Hot-Shot Lasguns. There are few things that match the expression of the opponent's face when you get to roll 28 dice at the same time, which means that even at BS3 and Strength 3 (and possibly AP3 in the case of hotshot lasguns), the enemy is in the sea of possible pain. Use with combined squads for extra hilarity, and don't forget to ask your opponent if you can borrow his dice. *'''Move! Move! Move!''' - The targeted squad must Run, and chooses the highest result of three dice when doing so. For example, you want to run with a big blob and contest an objective? Your odds of making it within 3" are now better. *'''Smite at Will!''' - The Targeted Squad makes a shooting attack with the Split Fire special rule. Useful if you forgot to make a separate Heavy Weapon Squad with a specialized weapon set. *'''Forwards, for the Emperor!''' - The Targeted Squad makes a shooting attack and must immediately Run after making it. This is how you move those heavy weapon teams and still get their regular shots. Alternatively, move your guardsmen out of the way of your Tank so an enemy unit cannot declare 5+ cover from intervening models, squeeze off shots with this order, then bubble-wrap the tank again with the run move. *'''Suppressive Fire!''' - The Targeted Squad makes a shooting attack with the Pinning special rule. Due to the new Ork Mob rule and their horrendous Ld7, you are now matched with Eldar for anti-Ork capabilities by combining this order with your lasguns. Otherwise, all other armies have fearless or too high Ld for Pinning to really work. *'''Take Aim!''' - The Targeted Squad makes a shooting attack with the Precision Shots special rule. With 7th edition, it has been clarified to need a 6 to land a precision shot. Useful for piling up large amounts of wounds on a sergeant or model with a special weapon you don't want near your stuff, or pick out Chariot drivers in case someone was playing Daemons and thought that seeker cavalcade was a good idea.
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