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===Troops=== You get four different options for Troops: Infantry Squads, Cadians, Catachan, and Krieg. And yes, all of them get to benefit from your chosen Regimental traits. A note on scions: You will need to take all Scions in order to use them as troops, so for now, they will stay in [[{{PAGENAME}}#Militarum_Tempestus|their own section]]. *'''Cadian Shock Troopers:''' Revealed in the 35th Anniversary celebration, with the upcoming Box Set including 20 of them, the sons and daughters of lost Cadia are becoming their own units. What differentiates them from the basic guardsmen squad? These guys can carry two special weapons per 10 guys (no Sniper Rifles though) at the expense of having no heavy weapons, and on unmodified 6 to hit with a lasgun or laspistol, they score an additional hit that didn't hit on any particular number, which is equivalent to +1 to hit. That makes these guys the best target you have for FRFSRF. **The {{W40Kkeyword|CADIAN}} keyword opens them up for a lot of stratagems, including transhuman. **All their options are still free, though, so you will be taking these guys for special weapons: two troopers can take special weapons, but only one of each. **Their Sergeant can take either a drum-fed autogun or a pistol/phainsword combo where the pistol is a laspistol or bolt pistol. ***Always take the autogun so he can actually contribute: you're not going to do anything in melee anyway. If for some reason you're taking a pistol, the laspistol gives exploding 6s; BORN SOLDIERS also means the difference in S between a las and bolt pistols matters a lot less. *'''Catachan Jungle Fighters:''' You get exploding 6s in melee, but your special weapons are locked to up to 2 flamers and nothing else, all for five points more than the Shock Troops or generic infantry. Only take these if you're running a thematic list with Infantry Squads with the Veteran Guerilla and Brutal Strength regiment traits. **[[Derp|While clearly intended to be the melee to the Cadian ranged, the Sergeant can't take any options like Power weapons]]. [[Fail|He doesn't even get a chainsword, just a laspistol]]. *'''Death Korps of Krieg:''' They all get mini-transhuman (Unmodified Wound Rolls of 1-2 always fail), and you can buy a med-pack to shrug the first failed save and spend CP to bring models back. Would have been a lot better if you [[whiteshield|had more models]] or a [[Kasrkin Armour|usable save]]. **The Krieg Squad is the weirdest example of out-of-the-box syndrome: each squad comes stock with a Plasma Gun, and the Plasma Gunner can only switch his gun for a Lasgun+Vox; besides him, two more guys can pick up a special weapon. As of the March 1st/23 FAQ, you are limited to 1 of each special weapon per squad, however that does still mean you can have more special weapons (3) than Cadians. However, the 2 who pick can't carry plasma, and if you want plasma you have to give up your vox-caster, so don't be surprised if you end up taking 1 plasma and 2 other specials and shoving yourself forward into the enemy. ***The reason why the Plasma gunner is singled out is because the melta, plasma gun, and the Vox-Krieger's (purely cosmetic) flare gun [[DERP|all share the same fucking elbow]] and it's a real bitch to kitbash because of the way the gun is positioned. **Mini-transhuman won't come up that often considering that most anti-chaff weapons are massed S4/5, so it will almost never actually be worth it. In fact, being Cadian lets you pop a stratagem for ''actual transhuman'' which nullifies the advantage of S4+ (so everything that's not a guardsman weapon). **They ''don't'' inherently have {{W40Kkeyword|Cult of Sacrifice}}. *'''Infantry Squad:''' Ten men, nine and a half guns. These guys are the meat and potatoes of any infantry list, and at 6.5 points apiece, they're pretty efficient. That base 5+ save isn't great, but they can be surprisingly resilient in cover. Unlike the Cadian Sergeant, their Sergeant can upgrade to a boltgun and chain/power sword; always take the boltgun and chainsword. The plasma pistol and the power sword are the only weapons that cost you, so just keep them standard. ** One Guardsman can take a voxcaster, one can take a special weapon, and two guardsmen can combine into a single Heavy Weapons Team. The best part? These will not affect the unit's cost - it's 65 points for the unit now, regardless of model count or weapons, so go ham. As for the exact loadout these guys will use, it depends on their Regimental trait and the role they'll be playing. ** If you're planning to take heavy weapons in your squads, consider buying the Brood Brothers box to get the option of adding a heavy weapon team into your squad. If you buy five of them you'll get 5 infantry squads with a heavy weapon and a additional squad made up of the left over guardsmen that come with the boxes (along with a few extra pieces to spice up your squads a bit). In addition, you'll also save money buying 6 Brood Brother boxes compared to buying 6 Cadian Shock Troop boxes and 2 Cadian Heavy Weapon Squads.
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