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===Fast Attack=== *'''Armoured Sentinels:''' The thicc sentinel benefited a lot from <s>the codex</s> [[Games Workshop|new model syndrome]]. An extra attack, wound, and point of toughness, plus all the Keywords you could ever need: {{W40Kkeyword|CORE}}, {{W40Kkeyword|PLATOON}}, and {{W40Kkeyword|SQUADRON}}, making it compatible with stratagems and all flavors of orders. And you can still take them in 3s. The advantage of the Armored Version is a 3+ save, {{W40Kkeyword|ARMORED}} plating for +1 save against D1 and a Keyword stratagem to reduce damage **It might be better to take the Armoured version if you're '''Recon Operators''': scout deploy and the pre-game move is mutually-exclusive, but a pre-game moving t6 3+ and D1=+1 Save is very decent. *'''Scout Sentinels:''' The skinny sentinel benefited a lot from <s>the codex</s> [[Games Workshop|new model syndrome]]. An extra attack, wound, and point of toughness, plus all the Keywords you could ever need: {{W40Kkeyword|CORE}}, {{W40Kkeyword|PLATOON}}, and {{W40Kkeyword|SQUADRON}}, making it compatible with stratagems and all flavors of orders. And you can still take them in 3s. The advantage of the Scout Version gets 12" of movement and Scout deploy. **With the new 80mm bases, both kinds of new sentinels can be very good for bouncing orders using Regimental Tactics. Ordering a central 3-strong unit of Sentinels can bounce orders to units just short of 25.5 inches apart. *'''Hellhound:''' The medium tank of the Guard motor pool was improved in 8th, and its improvements continue into 9th. It has the {{W40Kkeyword|Squadron}} keyword, [[Awesome|so it can receive Tank Orders]]. [[Fail|However, we're no longer able to take squadrons of up to 3 Hellhounds per FA slot]]. It now explodes on 5+ instead of 4+ which is a bit of a nerf, but its main weapon profiles have been even improved even more: **The Inferno Cannon is an 18" Heavy auto-hitting 2d6 S6 AP-2 D1. Extra point of AP and 2" extra range over its 8th incarnation. By the way, this and the other main guns got the Turret Weapon rule so it can shoot out of combat. The best part? This and the Chem-Cannon auto-hit so we don't care about -1 to hit. **The Chem-Cannon is now 12" Heavy auto-hitting D3+3 S2 AP-3 D2, and always wounds non-vehicles and non-titanic units on a 2+. It auto-hits like the Inferno Cannon, and now has an improved range and more consistent auto-hit count. A damage increase to flat 2 does wonders, and AP-3 makes it brutal against MEQ's. **The Melta Cannon is a 24" Heavy D3 S9 AP-4 D6+2 Blast gun that does D6+4 damage if its target is within half range. Gained an extra pip of strength and even more consistent damage. The Turret Weapon rule makes you hit on a 3+ if you're not in Engagement Range. ***If youre taking this, taking the Hull Multi Melta is mandatory. **You can't overwatch for free anymore, but why let them charge you? Plow right into the Intercessors sitting on that objective and remind your opponent that he better kill you or eat a pile of automatic hits - falling back won't save him. And even if he does, there's that tasty hellhound explosion roll... *'''Rough Riders:''' HOLY FUCKING SHIT THESE THINGS FINALLY GOT NEW MODELS. 12" S/T4, +2S on the charge, 2W 2A and a 4+ save, theyre tougher than before, but don't expect them to last long. **Their hunting lances are now capable of multiple modes, with either AP-1 frag tips that deal two *additional hits* or S+2 AP-4 D3 melta tips to handle light vehicles. They also have frag grenades, laspistols, and lasguns. *** Most Heavy Vehicles aren't getting away without some pain either from the Melta tip. Yes, the Melta tip is only a +2 S, but remember that you get that sweet +2 S to the unit on a charge, easily making this a '''S8 AP-4 D3''' attack per lance! **One model in five (which can be the Sgt) can take a Goad Lance for more-efficient tank hunting S+2 (S8 on the charge), AP -3, 2 damage, two hits on a successful attack roll, and does an automatic mortal wound to vehicles with every hit allocated. The SGT can take a Power Sabre- +1, AP-3, 2 damage chainsword, this doesn't replace anything so he can take it with the lance. Don't forget that the Sabre hits at S7 on the charge. **They are CORE, PLATOON, and benefit from Doctrines. They also ignore all movement modifiers while naturally hitting on 3s, with potential for more hits. What does this mean? They are fast as hell and can receive a wide range of orders and buffs, meaning if you can get them in the right position they can do tremendous damage. This comes at a cost of 100 points for 5 and 200 points for 10, but if built for and utilized well they can smash into anything short of a Titan and remove it. **Order them to fix bayonets and charge a Superheavy. They'll die to a stiff breeze but if they get into combat, it's game over for whatever they charge. ====Forge World Fast Attack==== Good luck actually finding any of these for sale. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Death Rider Squadron<sup>Forge World</sup>:''' Slightly weaker than the command squadron with fewer attacks. As with the other Krieger cavalry, these horse-like mounts also get a 5+++ save and two S4 AP-1 swipes as well, while the riders are stuck with AP-1 lances that upgrade to S+2 AP-3 D2 on the charge. They can also be used for outflanking moves. **Is there a reason to take these instead of just proxying your horses as Rough Riders? Honestly not much. Their lances are inferior to the versatile lances your codex counterparts get, but in exchange you get horses that provide a FNP save, an outflanking move and some extra attacks. *'''Artemia-Pattern Hellhound<sup>Forge World Legends</sup>:''' An option for the Hellhound now. +20pts to replace the inferno cannon for the Artemia inferno cannon (16", heavy 2d3, S6, AP-1, D2, automatically hits). *'''Salamander Scout Tank<sup>Forge World Legends</sup>:''' Cute little light tank, loaded up with an autocannon and a heavy bolter, plus the usual HKM plus storm bolter or heavy stubber options. If you were planning on taking an autocannon Sentinel, this is worth considering; faster, beefier, has more guns, and has the 9" post-deployment move from the Scout Sentinel. ** Two autocannon Sentinels or either flavour will cost you 90pts, whereas this runs you 75pts. ** Given that Forge World doesn't make the Salamander model anymore, a good proxy is a Chimera hull with an autocannon turret converted from a Heavy Weapon Team. *'''Tauros Assault Vehicle<sup>Forge World Legends</sup>:''' A cool little dune buggy scout vehicle. At first, you might think they're just more expensive (and OOP) Scout Sentinels, but there are a few neat advantages here. They're M15", keep their T5, W6, Sv4+ profile, and their Galvanic Motor gives them a 5++ invulnerable if they advance. If they advance, they can't fire their heavy flamer but they can fire their Tauros grenade launcher (36", assault 2d6, S3, AP0, D1, blast or 36", assault 2, S6, AP-1, Dd3) after advancing. These guys do NOT have the Vehicle Squadron rule so many other Vehicle units have, so they have to stay in coherency if you take more than one in the same slot. It also means any unit-wide buffs you can hand out, such as Psychic Barrier, affect the entire group. ** Yet another discontinued Forgeworld model, but thankfully there are a few options for kitbashing here - the GSC Achilles Ridgerunner compares well size-wise so just take the twin stubbers off. Also consider the wonderful range of Ork buggies, especially if you're looking for a more scratch-built appearance (feral world regiment anyone?) *'''Tauros Venator<sup>Forge World Legends</sup>:''' The bigger Tauros, but has the same stats and points cost... Wow. The only difference is the weapon options, with a twin multi-laser for 0pts or a twin lascannon for +30pts. The lascannon option isn't great, since you can't advance for the 5++ and fire the lascannons, plus it's an expensive points cost for a single model that's as tough as a Scout Sentinel. </div>
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