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====Forge World==== *'''[[Sentinel|Drop Sentinel Squadron:]] (Forge World)''' Scout Sentinels lack of survivability with Armored Sentinel point cost. Why? Because they can deepstrike! Or for even more hate, ride on Sky Talon Valkyrie. Skip all weapon choices and take Multimelta - Scout Sentinels and Tauroses are better at killing things with fire. *'''[[Tauros]] (Forge World):''' Dirt cheap buggies with a heavy flamer and Scout USR. If you want to scout flamer sentinels to ruin someone’s day, this guys would do it much better, for they are faster and deadlier for only +5 pts each. Though, don’t expect them to survive any longer: with AV10 all-round, open-topped and only two Hull Points, they are dead men riding. The Tauros can be upgraded to a Tauros Venator, adding two extra wheels, +1 front armor and a twin-linked [[Multilaser]] or [[Lascannon]]. You are likely to be able to trick enemies into running after you, while you are blasting a Lascannon at them. Then you die because even AV11 is still laughable. *'''Centaur Carrier Squadron (Forge World):''' Fast small transports, they can fit only 5 men inside each, and are designed to quickly move immobile artillery and it's crew through the field. Thanks to them being open topped these are your only assault transports outside of the LoW slot, and are dirt cheap too, unfortunately Ogryn squads won't fit so you probably won't ever use these for assault. Sadly,you don't need to move your artillery carriage that often and keeping a squadron of towing machines totally compromise a whole point of ''cheap'' ordnance. *'''Salamander Recon Squadron (Forge World):''' Fast scouting tanks, they comes with AV12/10/10, Autocannon and HB. Being Fast, they can fire both on cruising speed, so a squadron of them can threaten any light vehicle in great range. Being Scout and Fast they as well as AV12 they can do Sentinel job - but unlike sentinels they are better riding in the open rather then wandering through terrain. **'''[[Valkyrie|Valkyrie Sky Talon (Forge World):]]''' Dedicated flying transport for Tauroses and Drop Scout Sentinels. For 70 pts each they are cheapest fliers in the entire game, and they don't even take any force chart slots, as they are treated as dedicated transports. Swap their rockets for MRLs, and mow down infantry. Just remember, that you probably should not deploy them with their cargo inside. **'''[[Valkyrie|Vulture Gunship (Forge World):]]'''Essentially a 40k Apache Gunship, comes with strafing run USR, nose mounted heavy bolter, and 4 wing pylons that are divided into two sets of 2 pylons that give space for one twin-linked weapon (one pylon on each side) and one set of missiles. This machine is very modular, able to adapt to ANY situation; Green Tide getting you down? Well, instead of two twin-linked weapons, you can actually attach a twin-linked punisher cannon! The ammo boxes do take up the other missile pylons, but twin-linked and BS4 against ground targets means 18 shots hit instead of Leman Russes 10 (on average without Pask). I would personally recommend <s>buying</s> spending too much on all possible weapons and not gluing them in place - maybe use magnets or some other such method, just make sure you can change the Vulture's armament easily to ensure it is never left wanting in a battle. Because the main strength of the Vulture is its adaptability. **'''[[Thunderbolt Fighter]] (Forge World):''' The Imperium's standard for Fighter craft, this workhorse of the Imperial Small Craft Fleet is meant to be able to do any job asked of it, whether it be bombing, ground attack, interception, or air superiority. But it is a bit pricey, and properly kitted Vendetta or Vulture could do ONE of it's jobs better. But this neglects the true strength of the Thunderbolt, sheer immediate versatility, while the Vulture can claim to be versatile, it's likely going to be kitted out to do one role on the battlefield, while a Thunderbolt can do four simultaneously. But the place where Thunderbolts really shines is in Apocalypse, where they are the bane of superheavy fliers (be wary of Harridans, they'll laugh at your Autocannons and the Lascannons are at best only going to take one wound off.) **'''[[Lightning Fighter]] (Forge World):''' A nippy little air fighter, it defines the trope of "fragile speedster" with a small armament, paper-thin armor and only two HP. It is supposed to the cheaper and longer ranged companion of the Thunderbolt, carrying more missiles to compensate for a fewer number of guns to allow it to (briefly) pack the same amount of firepower, it does however, has serious survivability issues, and even the Big Shootas on an Ork Bomma will send one crashing down. And of course once it blows it's missile load it's firepower drops dramatically, but hey - do you expect this thing to last for much more than one turn? (Alternate take) This fighter once again suffers from people not realizing it's purpose on a battlefield. It's not designed to be a knock down-drag out fighter, it's meant to zip in, kill something, and zip out. In order to do this, it has a few special rules that help it in it's job, specifically Deep Strike, Flare and Chaff launchers, and Agile. If an enemy flyer is giving you grief, deep strike this guy right behind it. Since it is a flyer, it ignores all models and terrain below it (and thus, can't mishap due to terrain or enemy models), so typically you will get a shot on the enemy's rear armor with Sky strikes (TL against flyers thanks to heat seeking), the autocannon, and your lascannon (TL). A solid 4 shots at 7 and 1 at 9 is usually enough to force an enemy flier to jink (rendering it mostly useless) and could quite easily kill it. If not, you are in the perfect position to A: Fly off the board and try again or B: dogfight with the knowledge that 90% of fliers don't have rear or side facing weapons (unless they have vector dancer, then all you have to worry about is snap shots). In your defense, you have the 3+ agile jink save, and a one use 4+ invul against missile weapons (take that seeker missiles!). While it's true you are vulnerable to lucky shots or bad rolls, everyone in the game is. This little guy just happens to have a better shot at survival than most. **'''Aquila Lander (Forge World):''' Who the hell designed this piece of shit? For 15 points less than Valkyrie you get an all around worse transport flyer with pathetic armor, weak guns and a claustrophobic transport capacity of 7,but also supersonic. It could be taken as dedicated transport for a Company Command Squad, but without the "Command Vehicle" rule there is no reason to do so. Conversely, can be used as a very immersive (expensive) objective marker, along with the Arvus Lighter below, for an 'evacuation' scenario or similar. **'''Arvus Lighter (Forge World):''' Oh, you thought the Aquila was a piece of shit? Meet the Arvus: No armor. No weapons. No supersonic. And no fucking role on the battlefield - it is quite literally the worst flier in the whole of 40k. It looks pretty however, so it's likely meant to be more of a shelf-warmer/display piece than anything you would actually bring onto the battlefield. Again, can also be used as a pretty objective marker for specific scenarios involving having to get people/objects off-planet. *'''Mukaali Rough Rider Squad: (Forgeworld)''' Objectively better Rough Riders for two main reasons: '''1:''' they have Toughness 4 which means that they have a 50% chance of surviving being punched by a space marine rather than a crappy 33% chance that normal rough riders get. and '''2:''' they have two wounds each, which practically doubles their survivability on anything S7 or less. Of lesser note, they do have a S5 Hammer of Wrath attack which means that charging is with them is slightly improved, they fall back shorter distances, which will rarely factor into anything and their Initiative is lowered to 2, but that means nothing since Hunting Lances always strike at I5. They still suffer the same downsides as regular rough riders though, such as paper-thin armour that won't help against the majority of weapons out there and their hunting lances only work once, so they still have no use after the very first charge. Their cost is appropriate for 2-wound cavalry though, just don't build your strategies around them, they will still die against any half-decent melee unit.
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