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===Cadian Battle Group Detachment (Warzone Damocles: Mont'Ka)=== The Imperial Guard now get a Decurion-style Detachment of their very own. Unlike those that have come before, the Cadian Battle Group leans heavily on its chain of command, as your 1 Command choice is both your unlocking choice and your limitless choice. Each Battle Group Command Formation you take unlocks up to 3 Core choices, so cannon fodder or tanks, which in turn grant you up to another 3 Auxiliary Choices. Your ''Battle Group Command'' Company Commanders can shout [https://www.youtube.com/watch?v=XbGs_qK2PQA&feature=youtu.be&t=265 faster and louder] than most Company Commanders, issuing up to three orders and doubling their command range to 24" when commanding units from the Battle Group. On top of that, [[AWESOME|all orders issued by any officer in the detachment to any unit in the detachment is always tested on 3d6 drop highest]], which certainly works on Creed (in fact, '''ANY''' officer, including PCS ones). To add onto this, everyone re-rolls 1s to Hit with Lasguns and Hot-shot Lasguns, because years of live-fire drills make Cadians better shots. Your Command choice has to be this: ====Battle Group Command (1+)==== '''Note:''' You theoretically have an unlimited number of command choices. As hilarious as an entire army of plasma or melta spewing CCS is, an unlimited number of BS4 Punisher or Exterminator Leman Russ tanks can be even more trollsy. *A '''Company Command Squad''', optionally with '''Creed''' and/or '''Kell'''. Note that only this squad benefits from the BGC Command Benefit (3 orders at 24"); the other CCSs do not. **'''A note on Relics:''' As you can see on the table below, while the TART benefits any CCS, added to a BGC CCS it raises your odds of Inspired Tactics to greater than 1 in 5; unfortunately, because the BGC benefit drastically increases your odds of double ones, it also means you are far more likely to lose your TART. Remember that it costs 25 points, and make your decision accordingly; Volkov's Cane is better, at only 10 points, out to 6 inches, but only out to 6 inches. * A '''Tank Commander''', which may be '''Pask'''. * A single '''Lord Commissar'''. Nothing too fancy, but remember that the Lord Commissar ''is a valid Order target'' and will propagate orders out to any unit he is attached to, due to a combination of the wording of the rules on orders and the FAQ clarifying that a mixed Faction unit has every Faction of every unit member. This means you can ally a BGC into any Imperium army, strap the LC to any unit you want to buff, and have the CCS issue that unit orders! In addition, both the LC and the CCS have access to the relics list; aside from the obvious, if you brought Cawl or Celestine, there are some choice options you may want to strap to your LC to get them into the unit. {| border=1 cellspacing=0 cellpadding=4 align=left style="text-align:center;" class="wikitable sortable" |+ Order Probabilities ! rowspan = 2 | Modifiers !! rowspan = 2 | LD !! rowspan = 2 | Success !! colspan = 3 | Inspired Tactics !! rowspan = 2 | Incompetent Command |- ! TART Retained !! Tart Lost !! Total |- ! rowspan = 4 | Base | 7 || 58.33%|| rowspan = 4 colspan = 4 | 02.78% |- | 8 || 72.22% |- | 9 || 83.33% |- | 10 || 91.67% |- ! rowspan = 4 | Battle Group Command (BGC) | 7 || 80.56% || rowspan = 4 colspan = 3 | 07.41% || rowspan = 4 | 00.46% |- | 8 || 89.35% |- | 9 || 94.91% |- | 10 || 98.15% |- ! rowspan = 4 | Volkov's Cane (VC) | 7 || rowspan = 4 | 97.22% || rowspan = 4 colspan = 4 | 02.78% |- | 8 |- | 9 |- | 10 |- ! rowspan = 4 | Tactical Auto-Reliquary of Tyberius (TART) | 7 || 58.33% || 05.56% || rowspan = 4 | 02.78% || 08.33% || rowspan = 4 | 02.78% |- | 8 || 72.22% || rowspan = 2 | 08.33% || rowspan = 2 | 11.11% |- | 9 || 83.33% |- | 10 || 91.67% || 11.11% || 13.89% |- ! rowspan = 4 | BGC + TART | 7 || 80.56% || 10.65% || rowspan = 4 | 07.41% || 18.06% || rowspan = 8 | 00.46% |- | 8 || 89.35% || rowspan = 2 | 13.89% || rowspan = 2 | 21.30% |- | 9 || 94.91% |- | 10 || 98.15% || 15.74% || 23.15% |- ! rowspan = 4 | BGC+VC | 7 || rowspan = 4 | 99.54% || rowspan = 4 colspan = 3 | 07.41% |- | 8 |- | 9 |- | 10 |}<br style="clear: both; height: 0px;" /><br> ====Core(0-3 per Command)==== *'''Emperor's Shield Infantry Company:''' Made up of 3 '''Emperor's Shield Infantry Platoons''' (see the Auxiliary section) plus a Company Command Squad, which means 170 Guardsmen and 3-27 Sentinels, along with whatever support units you want from the Infantry Platoon entry in the Codex. Man, that's a lot of dudes: 900 pts ''bare bones''. In addition to the buffs from the Emperor's Shield Platoon (see below), this formation's CCS can order any number of units from the same formation to FRF!SCF! on a single order. Before you start ordering all your units at once keep in mind two things: the ordered units must shoot ''at the same target'', and 300 S3 BS3 shots that reroll ones only translate into ~19 MEQ wounds, is that the best use of +750 pts of infantry? 40 guardsmen in rapid fire range can deliver enough dakka to delete a 10 marine squad - there's no prize for overkill after all. *'''Emperor's Fist Armoured Company:''' A Tank Commander (not Pask) leading 3 Russ squads, and 1-3 Enginseers. The TC has a 12" aura of BS 4 for his Russes, and Enginseers keep things running by forcing Pens on Russes within 6" to be rolled twice and have the lower applied, no "keep the last result" bullshit. The more Russes run things over, the stronger the buffs gets: Toughness units are more likely to run (-1Ld per Tank after the first when resolving Tank Shock), while enemy armour crumples the same (+1 to ramming Str for each subsequent ramming Tank, which is great, as this will buff your S8 ram to S10.) That is, if you manage to ram using these lumbering behe-''WHAT YOU CANNOT CRUSH WITH WORDS YOU CAN CRUSH WITH IMPERIAL TANKS''. No transport provisions for the Enginseers but they don't need that, because Russes can't move more than 6", and the bonus works near Enginseers, not near transports carrying them. Still, their Trojan DTs from IA1 are always useful because it's a cheap way of giving your tanks Preferred Enemy. **If you're on a budget or want to fill up on more Auxiliary formations take note this is the cheaper Core choice: 670 minimum, but a Kabe's Herald would be recommended so those Tank Orders aren't wasted, plus the compulsory Command formation takes the cost up to 750 pts, much more manageable than the ESIC's 1005 pts without anything better than S3 (plus 3 Sentinels, ''ugh''). ====Auxiliaries (0-3 per Core)==== *'''Emperor's Shield Infantry Platoon:''' 1 Infantry Platoon (5 Infantry squads minimum, no DTs) supported by 1-3 Sentinel units, either Scout or Armoured. The platoon has Move through Cover within 9" of the Sentinels and the PCS can issue "Fire and Advance!", making them shoot while counting as stationary, which is ultimately a reverse, more reliable version of 'Forwards, for the Emperor!'. He can issue this for free, meaning he still has an order left for a 'FRF!SRF!' or something. ** On Regimental Specialists in the Cadian Battle Group: FAQ states that Ministorum Priests, Primaris Psykers and Enginseers can't be added to formations, while the Commissar unit entry states "You may include on Commissar for every [CCS] or [PCS] in your <b>army</b>." Exception proves the rule, where the exclusion of Commissars in that FAQ of specialists implies that they can be added per their usual 1 per CCS/PCS rule. *'''Infantry Platoon:''' Regular Infantry Platoon, to make ends meet, which is an important thing. If you want to use more than one Commissar or Conscript squad while still having some points for Russes this could be it. Otherwise pay the ESIP's "+1 Sentinel & +3 Infantry squads" tax and get the bonuses. *'''Superheavy Support Element:''' Baneblade Variants. Or Lots of Baneblade variants, via Emperor's Fury Super-Heavy Company (did Baneblades just become legal for tournaments?). *'''Emperor's Fury Super-Heavy Company:''' [[Apollo Diomedes|IT IS THE BEEEHNBLEDS!]] '''3 Baneblades''' (or its variants), plus an attending Enginseer, who gains +2 to his repair rolls. If the enemy is hit by 3 Primary weapons it tests Ld on 4D6 unless it has gone to ground, and enemies within 12" of the formation move as if they were in difficult terrain, for they cannot withstand the sheer awesomeness of so much imperial armour. And that's all. Yeap, those special rules suck, because if something is hit by 3 Baneblades, it's probably dead or fearless anyway; the ''real'' reason this formation exists is so you can have 3 baneblades in your army (or AS an army, since as a Decurion-style detachment all choices within the Cadian Battlegroup are formations on their own). ''Now this is where you want a transport so your lone, unprotected Engie doesn't slow the formation (Superheavies move up to 12"). A Trojan can confer PE to a vehicle. It won't matter much on Primary weapons, but those other 12 barrels will notice it''. *'''Emperor's Blade Assault Company:''' Aka "The MechVet" formation. A Company Command Squad joins 3 Veteran Squads (all four units mounted in Chimeras or Tauroxes) and 1-3 Hellhound Squadrons (of any kind). They get PE against enemies within 6" of an objective, and the infantry gets '''Objective Secured''', your only source of it. PE makes this formation scream "Plasma Vets!", although with Hellhound support it can also lend itself to melta or flamer spam. All in all, a sound alternative to Emperor's Shields, and a formation worth running standalone. ''I came, I saw, I burned''. *'''Emperor's Spear Aerial Company:''' 3 Valkyrie or Vendetta squads in any combination, so the entire formation rolls as one squad for reserves. Also, at the start of Movement they can declare a Low Altitude drop, where they lose Jink and have to test dangerous terrain when flying over obstacles 3" high, but units disembarking through Grav Chutes won't scatter. Sadly, thanks to the recent FAQs and Errata, you can no longer put your battle brothers in these. *'''Ogryn Auxilla:''' 1 Commissar leading 2 Ogryn squads and 2 Bullgryn squads, that gain Fearless while within 12" of the Commissar, and they inflict HoW at S7 if they charge a squad who has been succesfully charged by another Ogryn/Bullgryn of this formation. Leading with Slabshield Bullgryn makes this nasty. Remember though that Ogryns and Bullgryns are still overpriced. Are you ready to pay that much for a footslogging mob almost every dedicated melee unit will crush? **'''Alternate Take:''' While most dedicated melee units will crunch these guys in CC, the ogryms/bullgryns have some pretty decent anti infantry firepower, especially the ripper guns. If this whole group (in bare minimum numbers) manages to get a turn of shooting in before CC, you'll still inflict roughly 9 wounds on MEQ's. And then they'll charge you, then the enemy melee unit will have to deal with the other 3 squads charging in retaliation next turn. **1 word: '''Gorgon''' Even with being open-topped, this is the perfect set of units to go riding around it, for those times when you just want to crush something. *'''Emperor's Wrath Artillery Company:''' 1 CCS in a Chimera or Taurox commanding 2 chosen artillery units (Basilisk, Hydra, Wyvern) and 1 unit of either Manticores or Deathstrikes, and supported by 1-3 Enginseers. The CCS can issue "Smite at Will", "Suppressive Fire" and "Fire on my target" to the vehicles of the formation (they count as Ld8). Furthermore, the formation gains Twin-linked against an enemy unit spotted (in line of sight, within 18") by a friendly unit with a Vox caster. ''This is one of the best formations in the whole book. Twin-linked Ignores Cover Basilisks, anyone? Maybe Jink ignoring Hydras if you're going against a flyer-heavy list, but meh, bring moar Basilisks.'' **'''Alternate Take:''' Your CCS can only issue two orders, so a good setup for this formation might be a squadron of wyverns and a squadron of basilisks. The basilisks and the manticore get orders and twin-linking, while the wyverns happily beat everything they see into dust without the need for support. Or you can order them to have pinning. Because that's totally better than a twin-linked, cover-ignoring manticore. *'''Emperor's Talon Recon Company:''' 6-12 Sentinels of either flavor. They all gain Outflank, and PE against a unit chosen at the start of your first turn for the whole game. Furthermore, one Sentinel becomes a Character that can issue "Take Aim!", "Forwards, for the Emperor!", or "Move! Move! Move!" to units from the Formation, at Ld 8. **'''Alternate Take:''' A fast nuisance is a good nuisance. Also, with "F,ftE!" they become akin to Crisis Suits with JSJ, but more resilient. Not to mention they can Outflank and put the hurt on their PE target, or pummel it with HK Missiles at any range. For a fun twist that no one expects, you can make the command sentinel your warlord ,and due to him gaining the character keyword, he can have a trait. That's right, with the cadian detachment rules you can have a BS 5 Sentinel and BS 4 escorts. *'''Psykana Division:''' 1 Primaris Psyker leading 3 Wyrdvane units "[[Blam|supported]]" by 1-3 Commissars. The Primaris knows any powers known by Wyrdvanes of the same division within 12", and receives +1 to his mastery level for each 5 Wyrdvane models in the same distance, until the end of your psychic phase. This doesn't cause him to generate more powers, but does generate more charges. Scared by their attached Commisars, the Wyrdvanes harness charges on a 2+, but if they fail the psychic test, one Wyrdvane model is blammed ({{BLAM|mutant AND incompetent!}}). If they Peril, one of them is blammed BEFORE the peril actually manifests, which is nice. Outright means that when combined with Daemonology, you can get free warp charges AND harness them on 2+, ignoring perils. *'''Militarum Tempestus Platoon:''' Vanilla Tempestus Platoon. Just don't. They'd do better in an Allied detachment, where they get OS and MT orders. Only take it if you can't take second detachments. **'''Alternate Take:''' Umm, in order to take them as allies, you'd have to run an HQ and at least a troop of them. While a cheap commissar isn't bank breaking, it's still a waste of points and an easy kill at best. This formation is just a simple way to pop in a deepstriking melta squad or three, or some extra-accurate Hotshot rounds if you're feeling saucy. Don't forget that the Imperial Guard Scion Platoons DO NOT need a Command Squad or Commissar. Take a cheap squad for popping expensive enemy targets. And don't forget they can be issued AM orders (and the 24" Order range means you might actually get to order them), so feel free to ignore jinks with those deepstriking meltas.
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