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===Imperial Guard=== '''[[Warhammer_40,000/Tactics/Imperial_Guard(8E)|Imperial Guard during the first year of 8th Edition]]'''. Remember Eldar and Tau in 7th Edition? [https://youtu.be/heLjS0_vcSY?t=129 That was the Imperial guard of the early 8th (though Eldar soup was still better).] Between blobs of dirt-cheap Conscripts flooding the board (which was so bad they had to be nerfed hard into being near-useless), sheer volume of fire in rapid fire range will handily whittle away big targets, or deep-striking Scions shoved full of Plasma or Melta as well as the best tanks in the game, and most point efficient troops choice in the game in the Infantry Squad. Oh, and Guilliman buffs the guard like nobodies business. Hell, you can leave the smurfs at home and just enjoy a 12" reroll 1s and spam plasma for days; Let us see the highlights of 8th ed Guard codex: *Bullgryns in general. They changed the wording for slab shields - instead of giving the unit a flat 2+ armour save, they give you +2 to all your save rolls. So if you field A Custode Vexilla, who has an aura that gives 5++ invuln, slab shields improve it to a 3++. So now they are a 2+/3++ unit. And you can take it further, with the psychic power psychic ward they get an additional +1 saves so now they are at 1+/2++ and finally with the 1CP stratagem Take Cover they get an additional save in the enemy shooting phase. Enjoy your 0+/1++ (it is important to note that ones always fail, however) Bullgryn-Custode deathstar of doom that requires two Smites per Bullgryn to wear down. Good luck getting anywhere though. **It is worth it to mention that Bullgryns have almost the exact same statline as the Custodes, proving who the true Emperor's finest are. **This has been updated by the FAQ. Bullgryn slab shields only give +2 to armour saves. You can still stack the psychic power (which, remember, you have to actually get off in the first place) and the Take Cover! stratagem (which costs CP). *HQ units can take a Relic that lets them regain spent CP on a 5+. Remember that the Imperial Guard is second to Chaos Daemons in cheapest Brigade Regiments in the game so if you are somehow below 12 CP you are optimizing your list wrong (or just realize that you will never spend all the CP that you have). Remember, on the other hand, that IG's characters are the frailest in the game, t3/5+/5++ won't save you. **The Tactical Restraint rule has capped how many CP can be refunded per turn, so this is not as cheesy anymore. *'''Cadians.''' General Rerolls of 1 for standing still, having a 2 pt stratagem that boosts their hit rate by 1 for targeting one thing of your choice so amazing for Superheavies and 40man boy squads, and then there are the Leman Russes, as not only do they also get rerolls of 1 but also have Pask who for only 10 Points more than a regular Tank Commander can do an additional order, including one for the tanks that allow them to re-roll the number of shots they get with the turret, hits on fucking 2s. **Pask is no longer 10 points more expensive than a standard Tank Commander, though this is because they got a points cost, not because Pask got a points increase. * '''Mordians:''' The Mordian Strategem "''Volley Fire''" is written similar to other abilities that grant exploding 6s to-hit, but due to bad RAW, lets you shoot your weapon again instead of getting an extra shot. This means that a Mordian Guardsman under FRFSRF can "potentially" get 20 shots. However, the real fondue occurs when said Guardsmen are being assisted by a Forgeworld Searchlight, which grants a unit a flat +1 to hit (meaning shooting again on 5+s); enjoy watching your Guardsmen throw out a truly insane amount of dice. They also have an Order that lets units with lasguns target characters directly. *Valhalla can [[Skaven |fire into melee combat without any penalty other than hitting friendly units on a 1 to-hit]]. Flamers don't roll to hit. Or you could just issue the order to a heavy Weapons team and use your Conscripts like Skavenslaves... [[Commander Kubrik Chenkov |Conscript blob died? You can spend 2CP to bring them right back]] in an army where you are guaranteed a Brigade detachment for most games. It was FAQ'd and you have to spend reinforcement points to do this in Matched Play, so absolutely useless as of post-FAQ. *Vostroya has an order that allows them to shoot any weapon in close combat. They this includes Grenades, Flamers, you heavy Weapons teams...Oh, and they can spend CP to add +1 to their hit rolls in the shooting phase meaning that all Plasma Weapons are safe to supercharge. How didn't you wipe a squad of Guardsmen in a round of close combat though? *Crusaders, teamed up with a Primaris Psyker and Ministorum Priest, packed into a Valkyrie. This combo will have them dumped as far as 29 inches away (though no closer to enemy models than 3 inches), essentially giving you a virtually guaranteed first turn charge. Furthermore, when buffed by a priest they will have 3 attacks each, rerolling hits on the charge. A full squad will be delivering an average of 27 hits per turn (though at only Strength 3). They also have significant staying power with Psychic Barrier adding 1 to all saves, giving these guys a 2++ save.if you fail the psychic power you can also use Take Cover! to get the 2++ from shooting attacks. Use a Command Point Re-Roll and Grand Strategist re-roll to save the couple casualties you may eventually take or just heal one back next turn with AoF. No doubt [[Robin Cruddace|He]] had a part in this. Unlike all the other cheese in 8E, the Guard were successively FAQed into the ground. The fact that they were still a decent choice for the rest of the edition demonstrates just how awful it was to play against in the first few months of 8E.
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