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===Lords of War=== Thanks to the Escalation rules and Forge World, Guard have more Lord of War choices than any other army. Most of these can be found in Imperial Armor, Volume One (2nd edition), and they start at the surprisingly cheap price of 235 points (though by no means do they ''stop'' there...this is the army that allows you to take Imperial '''titans'''). You can still only take one per Combined Arms Detachment, so choose wisely. ====Malcador family==== These are the Guard's entry-level super-heavies. They're cheap enough that you could reasonably bring one to a 1850-point game, and you (probably) won't even lose any friendships over it. *'''[[Malcador Heavy Tank|Malcador]]:''' At first glance, the vanilla Malcador doesn't seem to stack up well against a Leman Russ. You're spending 50% more for similar armament and less armor; worse, the battle cannon is in a weird limited-traverse casemate, and the sponsons can't train forward. Sure, it's got twice the hull points, but still, why would you buy this stupid thing?<br />''You'd buy it because it's a super-heavy, dumbass.'' It can fire each of its guns at different targets with full BS, it can't be immobilized, and Rams/Tank Shocks are terrifying. It also ignores most of the Vehicle Damage Table, and an Explodes! roll just strips more hull points instead. It's also cheap enough to fit into reasonably-sized games where you'd usually forget you even HAVE a Lord of War slot. *'''Malcador Defender:''' Instead of a Battle Cannon, has a bunker on the top with five Heavy Bolters all around and a Demolisher Cannon in the hull. *'''Malcador Annihilator:''' Has a twin-linked Lascannon turret weapon, and a hull-mounted Demolisher Cannon. May feel a bit schizophrenic despite seeming like a mainly anti-vehicle platform. *'''Malcador Infernus:''' Take a Malcador, throw out the turret, and give it a Titan-sized Inferno Cannon. It's a GIANT flamethrower tank, like a Hellhound on steroids. [[Great Crusade|Back in the day]], the [[Solar Auxilia]] knew how to make this bad boy fire Torrents; in modern times, the Adeptus Mechanicus has, appropriately, forgotten what 'torrent' means. Undaunted, the tank's machine spirit steps up its game and performs ''better'' than a Torrent weapon; instead of using the Torrent rule, the weapon's description instructs you to place the enormous S7 AP3 Hellstorm template up to ''18"'' from the gun's muzzle, with the wider end no closer than the narrow end. AP3 not good enough for you? Swap it out for the chemical variant for the same Hellstorm attack but at AP2 with Poisoned 2+. This thing is a nightmare for your opponent, but will justifiably draw fire due to its lower-than-a-Russ armor values. If you can maneuvre it well, however, it will earn its relatively low points cost back in a heartbeat. Also has sponson weapon options, which are good for finishing up the burned up squads. *'''[[Dohohoho|Valdor]] Tank Hunter:''' Like a smaller Shadowsword, or specifically, like a bigger Destroyer Tank Hunter. It has a massive laser cannon. Has a single sponson mounted awkwardly on one side, firing arcs make it only useful for self-defense. Suffers slightly from the Vanquisher Syndrome of not being able to target enough things fast enough and having only has BS3. It does possess primary weapon D3 which vastly increases chances of successful penetration (Or Primary weapon 1 if you go by IAA rather than IAIG2nd), and AP1 highly increases chance of of the enemy vehicle being destroyed outright. *'''Minotaur Artillery Tank:''' Basilisk on crack. Carries two [[Basilisk]] cannons on a Malcador hull. Don't ask why. Ask: "Why not?" Its blast is 7" and twin-linked with the drawback of being unable to fire directly (meaning 24" minimum range always). Also is [[Derp|built backwards]] meaning it has higher rear armour than on its front or sides, perhaps one of the few examples of Imperial technology which implies retreat is a valid tactic. ====Macharius family==== A step up from the Malcador, and not quite so full of weird quirks. About twice as expensive as a Russ, but you could make a reasonable argument that they're twice as powerful. *'''[[Macharius Heavy Tank]]:''' Comparable to the Malcador, except with moar [[dakka|gunz]]. Standard Macharius has two sponsons and a [[rape|MASSIVE. BLAST. BATTLE. CANNON.]] Unlike the Malcador, the Macharius has a full 360-degree traverse, so it can fire in any direction from its position. Also has hull-mounted twin linked heavy Stubbers in the front. If you somehow can afford a 50 pts increase you should seriously consider buying the Macharius Vanquisher below instead, as it can fire in exactly the same way [[Awesome|PLUS]] it can also fire like a twin-linked Vanquisher. *'''Macharius Vanquisher:''' TWIN. LINKED. VANQUISHER. CANNONS. Also has sponsons on either side. Hull-mounted Heavy Stubbers also. Hilarious anti-tank firepower. It can fire either like a twin-linked Vanquisher or like a 7" blast battle cannon; making it by far the most versatile of the Macharius variants. *'''Macharius Vulcan:''' Mother of god. For ultimate cheese, get a Stormlord with Vulcan Mega Bolter, and get a couple of these to roll with it. This Macharius has a Vulcan Mega Bolter on its turret, plus the sponsons and hull Heavy Stubbers. Removes Tyranid players from the Apocalypse games in the radius of a few miles. *'''Macharius Omega:''' A Macharius assault tank, basically. Has no turret for its PLASMA BLASTGUN. There are no hull-mounted heavy stubbers but it can take autocannon sponsons. It is also an open topped vehicle and therefore more vulnerable to enemy fire. The main gun can either fire 3 plasma pie plates at 60" or one massive 7" blast at S9 and 72" but at the risk of Meltdown (like Gets Hot but with D3 Glancing hits/wounds). Burns through bio-titans and monstrous creatures like they're nothing. Also great of taking out squadrons of medium/light armour or hordes of TEQs. *'''Gorgon Assault Carrier:''' The ultimate party bus. The Gorgon can transport entire platoons instead of just a single squad. Has two twin-linked Heavy Stubber turrets on the very back, and has the option of either sponson-mounted weapons (four of 'em, two forward and two rearward) or a one-shot mortar array. It's tough as nails; AV14 on the front and sides, and the solid ceramite prow gives you a 4+ invuln on the front facing. In short, this thing will NOT be killed from the front. But not so fast - the rear plate is AV10, and the Gorgon is Open-Topped (with no fire points...no, really, you can't fire out of it), so if it gets caught in melee it's pretty much scrap metal. It's also the ''only'' IG Assault Transport aside from the Centaur Tractor (by RAW, anyway; see below), by virtue of being Open-Topped. Pack two 8-man squads of Bullgryn into it and add a Priest to each; the Gorgon has the capacity to transport ''fifty'' models, and can disembark two at once. Then scratch your head in wonder at what sort of game could possibly require ''fifteen hundred points'' worth of melee and transportation. *'''[[meme|CRASSUS ARMORED ASSAULT TRANSPORT]]:''' Picks up where the Gorgon slacked off. Has two Heavy Bolters (which you should replace with better guns) on its nose, sponsons with more bolters and it's completely closed. Carrying capacity of 35 (compare to Gorgon's 50). It's pretty much the IG's equivalent of a Land Raider (it costs exactly the same point-wise), and in grand Guard tradition, the CRASSUS ARMOURED ASSAULT TRANSPORT is more powerful, more durable (in terms of hull points, but ''not'' in terms of armor; the rear armor is still the Guard Super-Heavy standard of 12), can carry more than ''three times'' as many models, and is generally better at its job. ''This'' is how you get your Ogryn into melee; with all the transport capacity, you can fit a full squad (with up to ''five'' additional characters), or, since it's a Super-Heavy, a squad of five ''and'' a squad of six, both with Ministorum Priests. '''Get stuck in!''' **'''Note:''' The one advantage the Land Raider has over this sexy beast is that it's been updated in the last two editions, so it actually knows what the Assault Transport rule is. The CRASSUS ARMORED ASSAULT TRANSPORT doesn't ''specifically'' have the rule, and unlike the Gorgon it's ''not'' Open-Topped and thus doesn't have it by default, so by RAW your boys can't charge right out of the door, but ''come on.'' Do I need to write the name a fourth time? Discuss this with your opponent, of course. *'''Praetor Armored Assault Launcher:''' CRASSUS ARMORED ASSAULT TRANSPORT with its transport capacity replaced with a huge rocket launcher. Like the Minotaur is a super-[[Basilisk]], the Praetor is a super-[[Whirlwind]]. Its backside houses a Multiple-Rocket Launcher, armed with one of three types of ammunition; in all modes it fires two twin-linked Primary Weapon missiles per turn. You're required to choose armament at the game start, but this is after all the models are on the table, allowing you to choose the best loadout to counter your opponent, making the Praetor very versatile. Facing the Flying Circus? Load Pilum SAM's and introduce them to the dirt. Lots of blobs? Load Firestorm missiles and eat cover saves for breakfast with a side of your opponent's tears. Enemy Super-Heavies got you down? The Foehammer is ready to smack a bitch up. It also has two sponsons on the nose, just in case. *'''Dominus Armored Siege Bombard:''' Another Crassus-with-huge-gun. This time it packs a battery of three giant mortars on its back, which could fire a S10 AP3 pieplate on the move or three of them while static. This thing is ''mean''; compared to a Basilisk, it has better minimum range (and unlike a Colossus, has no restriction against firing within it; presumably the mortars can be aimed straight up), better strength, and is ''much'' more durable; if kept still, it's more cost-effective than an entire battery of Basilisks, and this is probably the only place in 40k you'll see that written. Worth noting, there is no model of this thing, nor is there any official art; get kitbashing! ====Baneblade family==== Thoroughly awesome, but very pricey, at least in terms of points. Ironically, they cost less ''money'' than the smaller super-heavies because you get them from GW instead of Forge World. *'''[[Baneblade]]:''' The Baneblade is one of the most feared tanks the Imperium (and Chaos posers) have to offer. Sporting a Baneblade cannon (which shits out 10"wide lascannon pie plates at six feet), co-axial Autocannon, Demolisher Cannon, two Lascannons, three twin-linked heavy bolters, optional pintle mounts, AND optional Hunter-killer missile, its a rolling fortress of death. Comes standard with nine hull points, AV14 front, AV13 side, and AV12 rear armor. Can be commandeered by a Commissar to REALLY motivate your troops. With 7th edition, IG players can take one Baneblade or one of its variants. **'''Fortress of Arrogance:''' This special Baneblade gets to cart Yarrick's ass along for a hefty 940 pts (even counting the old man's cost), which he can embark and disembark like an open-topped vehicle without any of the damage penalties. It's armed with lascannon sponsons, a Hunter-Killer, heavy bolters on the sponsons and hull, and a storm bolter (For Yarrick to shoot out the single firing point). In addition, this is made for Ork stomping by halving Ork charge ranges while giving all Guard units within 12" of him Ld10. **'''Baneblade 212 "Arethusa":''' A special Baneblade from IA1, this is a BS4 Baneblade with a co-axial autocannon with the main cannon, TL Heavy Bolters with the Demolisher cannon, two sponsons with Lascannons and TL Heavy Bolters, and a pintle heavy bolter (yes, ''heavy'' bolter; herr Weissman doesn't believe in anything less than AP4). While the ability to ignore Shaken and Stunned on a 4+ is nice (though the new 7th ed 'Invincible Behemoth' rule makes it redundant), the main gift is the ability to make one weapon TL every turn, which with BS4 makes it irresistible (this stacks with the Co-Axial rule on the autocannon, which ''Arethusa,'' having its own statline, retains). Seriously, the only caveat is that you can't use it on stuff that's ''already'' twin-linked, so that means a twin-linked Demolisher ''and'' A TWIN-LINKED BANEBLADE CANNON. It's 75 points more than a plain one, but DAMN if it doesn't make you moist. Play it using the shorter Mars-Pattern FW model for more easily-acquired cover saves for extra fun. *'''Hellhammer:''' Baneblade without the Baneblade cannon. The Hellhammer cannon is shorter ranged and has a smaller template, but better strength and AP, ''and'' it ignores cover. But why take this when the Stormsword right down the corner is so much better? Well, unlike all of the other Baneblade variants, the Hellhammer has a turret. The extra flexibility offered by being able to engage any target while keeping the thicker armor pointed towards the main threat could swing your decision. **'''Traitor's Bane:''' the king of Hellhammers, found in Warzone: Pandorax, this is a [[Catachan]] superheavy. On top of all the usual Hellhammer kit it comes with two extra sponson guns with lascannons as a matter of course and all heavy flamers are "Synched", which are still twin-linked, but are also S6 AP3, so when this tank gets close to things short of TEQ they are all dead. As an added bonus, it is a [[Derp|Stealth Tank]]!!! Which gives it a 6+ cover save when not in cover, and when against aircraft or flying creatures it gets Shrouded instead! *'''Banehammer:''' Holds great potential for fun in trolling Mech armies with it's Tremor cannon. With a 60" range and S8 AP3, the Tremor cannon may not seem like much - but that's when it's special rule "Earthshock" comes in. All surviving models under its 7" blast gets caught within a shockwave zone which forces them to immediately take a dangerous terrain test after the normal damage from the blast is doled out. Not the best super heavy to take, but is fun. Shoot it at hordes or any large clusters of enemy models. It can also cart around 25 models, 10 of which can fire from the troop bay. *'''Banesword:''' Designed especially to reach out and ruin someone's day. With a range of 180" on it's main cannon (called the Quake Cannon) as well as S9 AP3, and 10" Blast, someone is going to have a really bad day. And for shits and giggles, you can kill that annoying Tau player's army 2 tables over, instead of wasting the shots of your Deathstrike Missiles. In previous versions, the Quake Cannon was a Barrage weapon, making this variant the largest artillery piece a Guard player could field without resorting to titans. Sadly it's lost that magic, but kept the minimum range, so it's not the best choice for a super-heavy; you're probably better off bringing an entire ''battery'' of Basilisks (which ends up being ''cheaper...''). *'''Stormsword:''' Best at street fighting and siege warfare, what this bad boy lacks in range (a sort of pathetic (for Apocalypse) range of 36") is made up for in firepower. Its cannon launches a shell that packs roughly the same destructive power as a Deathstrike Missile's plasma warhead; an enormously painful S10 AP1 10" blast primary weapon shot which denies cover saves and instagibs vehicles on a 5+ (which goes to ''3+'' vs those annoying drop pods). It will also turn anything with less than T6 or Eternal Warrior inside out. So, in other words, it's a great way to say "Screw you!" to that annoying Vindicare Assassin, who is camping in the ruins. The blast template is in fact so huge that it is actually physically incapable of missing it's original target with its main cannon - which is '''awesome'''. Firing this thing once can wipe it's cost in units off of the gameboard, which is even '''more awesome'''. Pretty much everything you love about the Leman Russ Demolisher is taken up to eleven on this baby. If you can get these guys in range, they will never fail to impress with the incredible amounts of destruction they will unleash upon the enemy. *'''Doomhammer:''' This super heavy isn't sure if it's supposed to be a scary ass tank or dedicated transport... so it does a decent job as both. With a transport capacity of 25 models, it certainly isn't too shabby, especially with it's fire points (well, fire point, really) allowing 10 models to blast away from it. Its primary cannon (named the Magma Cannon - yeah, it's the Volcano Cannon's baby brother) has a range of 60" and is S10 AP1 5" blast. So yeah... Something caught between a Stormsword, Stormlord and a Shadowsword. For a jack of all trades, this is a decent choice (the Baneblade is probably better at it, but it can't transport people). *'''Shadowsword:''' Much alike the Baneblade, but instead of a turret and hull weapon, mounts a huge Volcano Cannon (yes, it is as powerful as it sounds). The Volcano Cannon stats are simple: 120" S:D AP2 5" blast. Yup. It is the Titan Killer and is possibly one of the most useful Baneblade-based vehicles, due to the combination of power and it's massive ''ten-foot'' range. Only Vortex Deathstrike missiles and titans can send the D farther afield than this baby. Can trade a pair of lascannons for targeters to boost its BS by one (not so useful, since you're shooting a blast weapon, and most of the time you'll be aiming at such a large target that you'll only miss on an 11-12" scatter anyway). This is a very useful unit, especially when combined with lots of tanks in a non-apocalypse game, because it becomes the king of distraction carnifexes in this configuration : 120" range D weapon, 9 HP, rather cheap by Baneblade variant standards, and needs heavy firepower to bring down; even in melee, krak grenades will only barely damage it. For just over 1000 points, you can get yourself 3 Demolisher russes and this baby : Either your opponent focuses the russes and gets blown off the table ( If you bought the targeters, it has over 50% chance to hit its initial target, almost certainly bringing it down with Strength D), or he/she tries to get the Shadowsword and gets in range of the Demolisher cannons, and that deepstriking unit not being that useful as they will strike against AV12 backed by 9 HP and most likely suffer a nasty retaliation. *'''Stormblade (FW):''' Taking the Shadowsword chassis and sticking the Plasma Cannon from a Titan on it. They call it a Plasma Blastgun, but that sounds pathetic; what it ''does,'' however, is not. The gun allows for two firing modes: Rapid and Full (power, presumably). Rapid gives you 2 shots at 72", S8 AP2 with a 7" Blast, and Full drops it down to 1 shot with 96" range S10 AP2 Apocalyptic Blast; either way, anything without an invuln save will melt. All attacks are Primary Weapon, so enemy vehicles will feel the pain, too. Also one of the few sources of plasma these days that won't Get Hot; Mars builds shit right. *'''Stormlord:''' It's a Doomhammer chassis with more transport capacity and a Vulcan Mega bolter instead of a Magma cannon (Yes, the Mega Bolter is as insane as it sounds: Imagine a Vulcan Minigun with Heavy Bolters for each barrel), the Mega Bolter is: 60" S6 AP3 Heavy 15, AND if the Stormlord doesn't move, it can fire at two different targets or twice at the same target! However, the most lulzy thing about this beast is that it can transport FORTY models. Don't get too worried about this, as the rules say it only counts as open topped '''ONLY''' for embark/disembark purposes, so you can not ally with some nasty melee units like assault terminators and get an awesomely massive charge out of it, sadly. However, up to twenty models can fire from the top-bay on the top, so you can also count this as a mobile firebase for your shooty infantry, though moving the tank still counts as movement for your units ''(though pivoting doesn't, when you want to point that Vulcan cannon at stuff).'' ====Marauder family==== The [[Imperial Navy]] will occasionally lend the Guard a hand with these big-assed bombers. *'''Marauder Bomber:''' Flying Fortress of 40k. Imagine the massive bombers that dropped massive amounts of bombs on cities during the Second World War - the Marauder is basically the same thing, but with much bigger and less dinky and useless guns (for the setting). It also happens to share the same name as one too. It's not good for its point cost though, even in apocalypse. Those bombs just don't hurt tanks, and that's something you need to be able to kill. Does come with the ability to switch out the heavy bomb payload for two <b>Hellstorm Bombs</b>, big Inferno templates full of Str7 Ap3 goodness. Useful for when that annoying guy brings a whole company of Space Marines and you want them to [[Exterminatus|DIE NOW]]. Unfortunate side effect is the tiny payload size. [[Deal with it|Oh well]]. As per new Apoc rules super heavy tend to explode in hilariously high range (with D strengths in the 5" epicenter) you can just keep this thing zooming above enemy forces and [[Troll|dare him to kill it]]. *'''Maurauder Destroyer''' Heavy Attack Plane. While the standard Maurauder is the Imperium's B-17 (if thats a B-17, I would love to the imperium's lancaster. imagine a bouncing demolisher shell!!!), this one is the AC-130. Regardless, with a load out like this it's more akin to the bastard forbidden love child of a Manticore and a Hydra flak tank that's trying too hard, since it's armed with eight massive hellstrike missiles on the wings and three twin-linked autocannons in its nose. In addition to bombing, this sucker flies in and strafes anything unlucky to be on the ground, with hellstorm of fire, and then flies away. Better than the bomber in every way (looks, <s>armor values</s>, possession of actual AA mounted guns and glorious bombing runs). ====Titans==== '''TITANIC GOD-MACHINES OF PURE RAPE'''. They pack awesome firepower on ungodly durable platforms, but hell they are expensive. One thing you should remember: Titans are NOT indestructible. Despite being TITANS they are quite fragile for such point cost. Their void shield could soak a lot of anti-tank shooting, but they work only against shots from 12" and more, not anywhere near close combat. KEEP YOUR TITANS AS FAR FROM ENEMY AS POSSIBLE - a lot of things could kill them if they come close enough. Meltaguns are problem. Hummershield/chainfist terminators are big problem. Warscythe Lychguards are a massive problem. Daemon lords and Revenant Titans with swords are death. Wraithknights and Imperial Knights will chop you into little bits of metal confetti. Hell, I once saw a single veteran squad with meltabombs grav-shuted near a Reaver titan and kill it in one turn. Also, keep in mind that all titan weapons (except Mega Bolter) are blasts, so they cannot hurt fliers (not even Manta - snapshots or not, blasts cannot hit flyers, guess that's why the Tau used aircraft as their main anti-titan weapons). *'''[[Warhound Scout Titan]]:''' <s>Buy three!!!</s> Make three (if you want your titan to look stupid)!!! Can equip two arm weapons: Give it two Turbo-Laser Destructors and watch the fireworks as it kills everything else on the field. *'''[[Reaver Battle Titan]]:''' <s>Buy</s> Make one! Gets two reaver-class arm weapons and one warhound-class carapace weapon or giant Rocket Launcher/Vortex Missile on its back. *'''[[Warlord Battle Titan]]:''' BUY ONE <s>(if you want your titan to look stupid)</s> shut up, it's [[awesome]]!!! OR SCRATCH BUILD TO SAVE YOURSELF $2500USD (or buy it from China)!!! One of these will obliterate its cost in, say, Predator Annihilators or Baneblades, without a single scratch. It mounts two of the Reaver's weapons on its back and two of its own weapons on its arms, which pack more range and fire more shots each turn. *'''[[Imperator Battle Titan]]:'''If you play against one of these, just give up... I mean, the other Titans scale up by adding on guns, but this God-Machine carries '''six''' carapace weapons (use the Warlord's weapons for that, there's no point using the Warhound's), it has two arm weapons - and even it's weakest arm gun will at the least let out 6 strength 8 AP3 shots. There is no safe place against it, its weapon's range allows it to hit anything 36" away and beyond. Even if the enemy team fills every square inch of the board with anti-tank weapons, this thing will come out on top without taking so much as a glancing hit to it's armor, with all the void shields they need to get through first. Load up on Laser Blasters for the carapace and Vengeance Cannons for arms and this can let loose an insane TWENTY-SIX destroyer shots. You still should beware close combat monsters and meltahouses - with minimum fire range of 36" Imperator cannot shoot down any approaching TEQ's, scarab swarms, or those overpowered deepstriking corsair Fire Dragons (unless you put some good fire support units into his leg-bastions, which you really should). You will never get a model for this thing, not in a thousand years, but you can [[proxy]] one, just ask your two meter (seven foot) pal over and get him to cosplay. <s>And remember - chicks dig giant robots</s> <s>''You're not fooling anyone Princeps''.</s> FUCK YOU I CAN TRY! Note that Tau have some really nasty Apocalypse fliers which are due for an update soon and already seem designed to destroy anything you can field (which they kind of were in fluff). See [[http://1d4chan.org/wiki/Warhammer_40,000/6th_Edition_Tactics/Tau]] for details. Counter with Praetor Armoured Launcher using Pilums
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