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====Militarum Auxilla==== *'''[[Ogryn#Bullgryns|Bullgryn]]s''': T5 W3 with -1 to D taken (min 1) and your choice of Sv4+/4++ or Sv2+. You're going to take the latter, since that invuln will only matter once they're hitting you with dedicated TEQ-killing AP-3/4, and those will still be inefficient because of inbuilt -1 D; a 2+ save will also get better in cover, and will better tank the massed low AP 1D shots **These are even harder to shift than Ogryn at the cost, baseline, of worse damage output: 18" Assault 1d6 S4 AP-1 D1 at BS4+ with their Grenadier Gauntlets (and the same AP-2 frags Ogryn get), with only baseline melee at A4 WS3+ S6. **Never take the gauntlets - instead, spend the 5 points per model to give them mauls, for A4 WS3+ S+1(7) AP-1 D2. [[FAIL|They can't be buffed with a Regimental Preacher]], but Prefectus Orders work on them just fine, for durable ObSec that hits back quite hard when something shoves into melee to contest. You can also bring the Lord Solar to give them +1 to hit and -1 AP *'''[[Ogryn]]s''': T5 Sv5+ W3 with -1 to D taken (min 1), these thiccies are really hard to shift now. They can be ordered by Commissars or by the Lord Solar to become ObSec, so they will most likely have to follow them around. Their Ripper gun is 18" Assault 3 S5 AP-2 D2 at BS4+, but can be fired like a Pistol (i.e. while Engaged at the Engaging units). The gun also rocks a bayonet at A4 WS3+ SU(6) AP-1 D1, which is pretty decent (the sergeant is A5). They also have AP-2 frag grenades, called "frag bombs", but you're never going to choose them over your Rippers in practice. *'''[[Ratling]]s''': The same pint-size sniper unit as before with many improved abilities. They retain an infiltrate and a stealth/cover skillset (-1 to be hit with ranged attacks, Light Cover takes them from 6+ to 4+), but their ''Shoot Sharp and Scarper'' ability is now a normal move after shooting 1/turn, rather than a random D6" run; if you use this after Overwatch, the charging unit can change targets. Their movement is 5", but that still means a 10" total scarper thanks to their ability. Hilariously, because Heavy Weapons only impose a -1 shooting penalty for firing after a move, and Ratlings are BS3+, this lets the Ratlings still move-shoot-move. With a bit of planning and positioning around LOS-blocking cover, these little gits can snipe away enemy characters with impunity. Just beware their terrible defenses. T2 W1 Sv6+ Ld5 is underwhelming; anything stronger than a stiff breeze will fold them like a deck of cards despite their 4+ in Light Cover and -1 to be hit at range. **Their Sniper Rifles are BS3+ 36" Heavy 1 S4 AP-1 D1, ignore Look Out, Sir, UMW 6 inflicts +1 MW. That means against a MEQ Captain (Sv3+/4++) you're looking at 0.28 wounds lost per Ratling, or 4.17 for a full set 3 units of 5 each (15 shooters) - and they cost 10 ppm, or 150 for the full set. If you use the Move-Shoot-Move trick, you're looking at 3/4 that, or slightly less than 0.21 per model (3.125 for the whole set). By comparison, a Kasrkin with a Hot-Shot Marksman Rifle is BS3+ 36" Heavy 1 S4 AP-2 D3, ignore Look Out, Sir, UMW 6 inflicts +1 MW, ''with access to Born Soldiers, Regimental Orders, and {{W40Kkeyword|core}} buffs'', all on a model that's also 10ppm. Each one deals 0.61 wounds to our MEQ Captain baseline, up to 0.88 with Born Soldiers, or 1.83 up to 2.625 with 3 shooters. 3 Born Soldiers Kasrkin units properly kitted out for the job (2 plasma guns, 2 hot-shot volley guns or meltaguns depending on how you think you'll use them) with a Castellan to support them (re-rolling 1s to hit from Senior Officer and +1 to hit, -1AP from the Take Aim! order) will net you 3.6 total damage dealt to our MEQ Captain with just the 3 snipers (drops to 3.06 on the move), while the other guns ''are also supported''. ***tl;dr:As Auxilia, they don't benefit from Born Soldiers. That's bad enough, except you're also desperate for space in the Elites slot (are you ''really'' going to take Ratlings over Kasrkin or Bullgryn, or even an Enginseer?). *'''Regimental Enginseer:''' Now a purely guard unit since it can no longer repair AdMech units, which is the way this edition has been going anyway. Has two excellent abilities for supporting vehicles. Between them, you'll likely want one for each Baneblade variant or Rogal Dorn you take. **The first lets it choose an {{W40Kkeyword|ASTRA MILITARUM VEHICLE}} within 3" during the command phase, and give it a 5++ until your next command phase. Basically a limited but more guaranteed version of Psychic Barrier. **The second is the traditional 1d3 wounds repaired at the end of the movement phase. **The Imperial Guard codex kept the Tech-Priest as an Elite choice and allows you to bring in Servitors with it as a single Elites choice. With the new Arks of Omen detachment and its Character Elite slots, this means that the Tech-Priest isn't competing with Kasrkin or Bullgryn for slots. *'''Munitorum Servitors:''' 4 Guardsman bodies which are slower, have a poor BS of only 5+, and have a 4+ save. Two of them can take a Heavy Bolter, Plasma Cannon, or Multi-Melta. If a Tech-Priest is babysitting them, they increase their BS to 4+ and Leadership to 9. **Even though they are still bad, they can still be a source of bodies for Actions, similar to Cryptothralls. At about 2/3rds of the price of the Infantry Squads, they aren't nearly as good of a deal as they are for Space Marines, and you're not hurting for cheap squads for actions. *'''Regimental Preacher:''' The Priests, renamed of course. Lost the old War Hymns and now have a few new special rules. Their prayers now work like Space Marine Chaplain litanies, roll a die in the Command phase and on a 3+ a prayer of your choice goes off. Can only target 1 {{W40Kkeyword|CORE}} or {{W40Kkeyword|INFANTRY CHARACTER}} unit with each prayer (each gets 1), and targets must be {{W40Kkeyword|astra militarum}}. **Your prayer choices are +1 to charge rolls and re-roll melee hits, which you'll only care about on Catachans, whoever else you give the '''Brutal Strength''' trait to, and Rough Riders (no more Ogryn/Bullgryn buffing or trying to get a Battle Tank crew chanting), or a 6++ and immunity to Maledictions (any Maledictions on the unit fall off and new ones can't affect it). ***The 6++ is best on Death Korps of Krieg, who are the most interested in improving their terrible saves, but in practice the best use of the power is controlling your opponents' ability to debuff you, assuming your opponent has leaned into Psychic debuffs. **Unlike every other priest in the game, Regimental Preachers don't actually use the Priest prayer rules per se, they use their own bespoke set that also specifies a 3+. The reason this matters is that their bespoke version ''doesn't'' say anything about picking prayers you haven't attempted - you ''can'' use multiple Preachers to spam the same prayer, either for more reliability or to spread the buffs
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