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===Dedicated Transports=== ====Regimental==== *'''[[Chimera Transport|Chimera]]:''' Slower than the Taurox, but has space for 12 rather than 10, which gives you some flexibility for Ogryns, or packing a Castellan, Commissar, and/or Preacher in with a squad. **Another advantage it has over the Taurox is the '''Mobile Command Vehicle''' rule, which lets ''one'' embarked Officer issue ''one'' order while embarked. The 2023 FAQ further clarifies that this order is ''distinct'' from the numbers of orders your Officer can normally issue: using Straken as an example, he can order once from inside during the Command Phase, then order two more times when Disembarking. This means Ursula can order ''four'' times (and potentially spread 4 +1 S buffs), and that a Tempestor Prime can potentially find the most use in a Chimera rather than a Taurox Prime. Note that a vox-caster in the command squad ''will'' work as normal, letting you issue the order out to 24" away. **The Lasgun Array (RF 6) can be shot even when empty, and BORN SOLDIERS loves those 6/12 extra shots. **The turret weapon now has Turret Weapon, allowing it to fire at 3+ or out of melee. The multilaser has also been buffed to Heavy 4 S6 AP-1 D1, so there's at least some decision making to do for what goes in the turret since all three choices are the same price (but to be honest you're always going to take the Heavy Bolter if you're using Born Soldiers). *'''[[Taurox]]:''' Cheaper than the Chimera but still comes stock with Armored Tracks ([[Taurox|to make up for their shitty design]]), the virgin version of the Taurox finally found a use. It still works with Mechanised Infantry for letting squads pop out and officers to give orders; throw in either industrial efficiency for full Armageddon, or even Armoured Superiority to support your troops in grabbing objectives. The 10-model capacity means that you can't fit an {{W40Kkeyword|OFFICER}} in with a squad, but at 20 points cheaper than a Chimera with armored tracks, there's definitely a use for rapid objective grabbers or mass mechanization. **The only option is a storm bolter. No Hunter-Killer, no Dozer Blade. That said, two autocannons isn't terrible, although they don't get Turret Weapon. **Remember that Kasrkin squads get an extra Doctrine, so a single MECHANIZED squad in a Taurox can be a relatively inexpensive (170 points) aggressive push. *'''Hades Breaching Drill<sup>Forge World</sup>:''' While listed as a transport choice and being able to fit in the same FOC slot as a Combat Engineer squad, they aren't really transporting the engineers in any way. Instead, when they arrive from reserves, both the engineers and drill pop out from the same point. From this point all it can do is run around, smashing through buildings and tanks with impunity because it has a melta drill. It's decently tanky with W7 T7 and a 3+ save, but it's got no guns. Melee is slightly better with a 4++ save. *'''Trojan Support Vehicle<sup>Forge World</sup>:''' The only real unit it can transport is a command squad of some sort and an extra character (maybe a Techpriest to keep it running) to fill out that spare slot. Aside from that, it can restore a wound to a nearby vehicle within 3" each turn as well as restore any single-use weapons like Hunter-Killers. ====Militarum Tempestus==== *'''[[Taurox#Taurox Prime|Taurox Prime]]:''' The Taurox's bigger, angrier brother is available exclusively to Scions and Commissars, but man is it worth it. With improved BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won't last long with that toughness, but it'll make back its points in the meantime. **For weapons, you should always be taking the Gatling Cannon and Volley Gun combo, especially now that they've been boosted in 9th: the sheer number of AP-1 shots the gatling cannon puts out makes it dangerous against most targets, though the Heavy 2 STR 8 AP-2 Dd6 Missile Launcher outperforms it against T8+. The Taurox-version of the Hot-shot Volley Guns are also RF3 ''each'' now, which are always better than the Autocannons. **Because of 2023's Flyer Nerfs as well as the order changes, Taurox Primes come with the advantage of letting your boys come out earlier while still benefiting from orders through the disembarking rule. **'''Note''': This vehicle is finicky about who can get on it, not just who can bring it; only {{W40Kkeyword|Militarum Tempestus}} and {{W40Kkeyword|Officio Prefectus}} infantry (and, of course, the Inquisition, using their special rule) can board it. This is ''theoretically'' to avoid the scenario where a Commissar, who in the fluff has the authority to command entire ''armies,'' should the need arise, can't board a simple armored car. **You should only ever consider taking the Battle Cannon and/or Autocannons if you for some reason need extra range.
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