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===Heavy Support=== The Imperial Guard's Bread and Butter, if you're playing Guard, this is where you'll spend a lot of your points. To ease up on bloat, all Forgeworld variants are in expandable sections and the Leman Russ is its own section. *'''Heavy Weapons Squad:''' Three Heavy Weapon Teams, at an absolutely ''ruinous'' cost. 55pts nets you three T3, W2, Sv5+ models, each of which has a lasgun and a heavy weapon. ** With a defensive statline like that and no additional bodies to act as a bullet sponge, if these guys get caught by anything more energetic than a gretchin's sneeze they'll die. A single cut-rate commander can order every single heavy weapon squad you have (as long as they're within 6" of each other). ** Now that Arks of Omen has re-shuffled the slots economy, Heavy Weapons Squads with mortars have demonstrated some use in tournaments. While they don't do damage efficiently, they are cheap and can still throw out some damage while providing backline screening against deep strikes and objective holding. More importantly, this only costs 165 points for three of them, leaving plenty of slots and points for Kasrkin and tanks. **Modelling note: they're on 50mm bases now rather than 60mm. You don't have to rebase if you have the old 60's, but being 50mm lets you hide them a lot better. *'''Hydra:''' The OG AA, blessed with actually good stats now. 72", Heavy 8, S7, AP-2, D2, gains +1 to hit rolls against {{W40Kkeyword|AIRCRAFT}} targets (so +2 because Turret Weapon, but because of the modifier cap this only cancels out the Hard-To-Hit rule Aircraft has) and when attacking {{W40Kkeyword|AIRCRAFT}}, [[DAKKA|make two hit rolls]] instead of one per attack (so functionally Heavy 16). Two of these will ensure that no enemy {{W40Kkeyword|Aircraft}} models will last more than two turns. *'''Field Ordnance Battery:''' These are bigger, thicker Heavy Weapons Squads. At T4, W6, Sv4+ per 65pts, they're a bit tankier than an HWS per point but will still fold to anything stronger than a stiff breeze. They're also {{W40Kkeyword|Artillery}} rather than {{W40Kkeyword|Infantry}}, so they can move and shoot at no penalty but good luck getting them a cover bonus. They are also {{W40Kkeyword|Platoon}} and {{W40Kkeyword|Regimental}}, but they are NOT {{W40Kkeyword|Core}}. At 130pts for the unit, they come in pairs with two lasguns, frag grenades, and one of the following per model: **Heavy Lascannon: 48", Heavy 2, '''S10, AP-4, D3+d3'''. Looks like GW finally realized why the lascannon was kinda shit compared to the multi-melta. This gun is the only reason to field a FOB. ***Don't forget this is 65 points; the 55-point (i.e. ''cheaper'') HWS equivalent is effectively 48", Heavy 3, S9, AP-3, Dd6, so with worse S and AP. The FOB pays some points for durability. **Bombast Field Gun: 48", Heavy d6, S7, AP-2, D2, Blast, Indirect Fire. It's a budget Basilisk, woohoo... Never take this; a real Basilisk is significantly better. **Malleus Rocket Launcher: 48", Heavy 6+d6, S6, AP-1, D1, Blast. It's a budget Wyvern, woohoo... Never take this; a Wyvern offers more utility per point. ====Battle Tanks==== {{W40Kkeyword|Battle Tank}}s qualify to be Tank Aces. '''Leman Russ Battle Tank:''' The Iconic Guard Tank, if not the iconic 40k tank. Every Guard player should have at least three. M10/8/6, BS4+/5+/6+, WS6+, S7, T8, W13 A6, Sv2+, optional upgrades for +1 to armour saves when hit by D1 weapons and ignoring M modifiers. It has the {{W40Kkeyword|squadron}} keyword for Order Support from the tank commander. *'''Turret Weapon:''' Your turret weapon has +1 to hit (so starts out at BS3+) and can shoot out of melee while still suffering the -1 to hit penalty vehicles normally suffer when firing heavy weapons in melee. You must have one, and your options, sorted by range, are: <tabs> <tab name="Battle Cannon"> 72", Heavy d6+3, S8, AP-2, D3, Blast. The starter gun for your Leman Russ, it is one of the best guns around thanks to its range and reliability, it is able to take on anything and deal at least ''some'' damage. Though do keep in mind it will probably struggle trying to crack heavier armour (a Vanquisher it is not), plus besides its range it doesn't really have any huge advantages against several of its other competitors. Still a reliable choice however. </tab> <tab name="Vanquisher Cannon"> 72", Heavy 1, S14, AP-5, Dd3+6, ignores invulnerable saves, successful wound rolls inflict an additional d3 mortal wounds. My god did this thing receive the glow-up it needed. It deals the most damage against single targets at the safest range. * It now actually outperforms the Battle Cannon and overcharged Executioner Plasma Cannon against Knights! It generally won't outperform a Demolisher Cannon in pure damage and only barely outperforms an Executioner against a Knight, but will outperform an LRBC against Land Raiders and Knights, and it's operating at LRBC ranges. Which shows its true advantage against the Demolisher and Executioner, it can threaten anything those variants can but at much safer distances (especially so in the case of Demolisher) thus avoiding as much enemy return fire. Though keep in mind this variant is definitely more specialised than more generalist ones like the Demolisher. So best make sure it is hitting its preferred targets. * This is one you'd want to use the Tank Ace Upgrade to give it an extra regiment trait with Experienced Sharpshooters to re-roll that hit roll. Make that one shot count! </tab> <tab name="Exterminator Autocannon"> 48", Heavy 6, S8, AP-2, D2. If you're thinking this is just a triple autocannon, you'd be right. More consistent than the battle cannon in number of shots, and now has equal Strength and AP to the Battle Cannon. You're still not taking it because AP-2 and D2 compared to the other options here is laughable. The battle cannon does everything better and with how cheap your vehicle heavy bolters are, you're not short on D2 guns. </tab> <tab name="Eradicator Nova Cannon"> 36", Heavy D3+6, S6, AP-2, D2, Blast, ignores light cover. Yeah, it's a bad option still; half the range and less S and D than the battle cannon just to gain ignores cover. It does poorly fill the niche of melting GEQ's and MEQ's that rely on cover saves, but it'll reliably underperform an overcharged Executioner plasma cannon. '''Never take this.''' </tab> <tab name="Executioner Plasma Cannon"> 36", Heavy d6+3, S7, AP-4, D2, Blast, may gain +1S and +1D but hit rolls of UM1 inflict a mortal wound on the bearer. When overcharged, it outperforms the battle cannon thanks to better AP but suffers from worse range, it outperforms the demolisher cannon thanks to higher number of attacks and better AP but suffers from worse damage. If you're willing to risk the mortal wounds (or at the very least have some provisions in place to lessen the MW damage). Overall still one of the best options for turret variants and can threaten just about anything in the game. </tab> <tab name="Demolisher Cannon"> 24", Heavy d6, S10, AP-3, Dd3+3, Blast. Another GW classic, the demolisher cannon hits as hard as it always has. The short range puts you in range of more enemy weaponry that may kill you, so like the Executioner Plasma Cannon, you're trading higher risk for higher reward, only the risk with this gun is needing to get close. Even when close, will underperform an overcharged Executioner against many targets. Think of it as a short-ranged Vanquisher against the same targets (high T and high W single targets), but with the ability to do something useful against blobs of heavy infantry. </tab> <tab name="Punisher Gatling Cannon"> 24", Heavy '''20''', S6, AP-1, D1. Tank-mounted BRRRT is definitely your best friend against GEQ of any option here, even against units of size 11+. Realistically not a bad choice against MEQ's either, but you've got no shortage of D1 attacks from Infantry Squads loading up on FRFSRF. </tab> </tabs> *'''Hull, Sponson, and Pintle Weapons:''' You must have a hull weapon. Optional pintle weapon and pair of sponson weapons are available too. Previously you wanted all your weapons to cover the same job, as units had to fire their weapons at the same target. However since 8th editions targeting changes and 9th's addition of Turret Weapons, your biggest concern is making sure your weapons share the same range. If you've got plenty of Russ's you can spread the anti-tank and anti-infantry weaponry evenly amongst your army. <tabs> <tab name="Heavy Bolter"> Hull and Sponson, 5pts each. The default hull weapon. Now that sponsons are so much cheaper, also the default sponson option for any Leman Russ because of how cheap they are. You're taking these at a minimum. </tab> <tab name="Heavy Flamer"> Hull and Sponson, 5pts each. 12", Heavy d6, S5, AP-1, D1, automatically hits. Best used as the weapons on a short-ranged Russ that you expect to be in the enemy's face anyway. It will outperform the heavy bolter against targets within its range and will outperform everything in overwatch thanks to the automatic hits. </tab> <tab name="Lascannon"> Hull only, 5pts each. A classic Imperial anti-tank weapon that will never not do its job well. At the same price as the other hull weapons, is a great choice for a backline tank like a Vanquisher or Leman Russ. </tab> <tab name="Plasma Cannon"> Sponson only, 10pts each. 36", Heavy d3, S7, AP-3, D1, Blast, may gain +1S and +1D but hit rolls of UM1 inflict one MW on the user. Don't even consider it; it needs blast to trigger to try and keep up with multi-melta sponsons, and you're risking wounding yourself - plus, these can't be fired in melee ''at all''. Just don't. At longer ranges, it still needs Blast ''and overcharging'' to outperform heavy bolters in general. </tab> <tab name="Multi-melta"> Sponson only, 15pts each. 24", Heavy 2, S8, AP-4, Dd6, +2D at half range. Multi-meltas are the best Imperial weapon in 9E, and you usually can't go wrong spamming them. The Leman Russ is no exception to this. Like the heavy flamers, best used on a Russ that will already be getting in that close, but beware the massive bullet magnet that your tank will become. Excellent with +4" range from Heirloom Weapons. * Beware though; spamming these on your tanks gets expensive quickly (30pts for the pair), makes them a massive target, and only fires at BS4+ unlike your turret weapon. </tab> <tab name="Heavy Stubber"> Pintle only, 5pts. 36", Heavy 3, S4, AP0, D1. Absolute garbage; costs as much as a heavy bolter for a tiny fraction of the output, and reduces your damage per point against absolutely everything. Don't take this. * Alternate opinion; yes these are expensive compared to the heavy bolter, but useful when taken on tanks that make up the vast majority of your army's points value. A few heavy stubbers firing on a target might be the last push you need to finally wipe an enemy unit when you've got minimal infantry. </tab> <tab name="Storm Bolter"> Pintle only, 5pts. 24", Rapid Fire 2, S4, AP0, D1. Similar to the heavy stubber, this is only potentially worth it against GEQ and MEQ within 12", so choose accordingly. </tab> </tabs> '''Rogal Dorn Battle Tank:''' The new Rogal Dorn is GW's answer to your tanks getting slagged turn 1. It is a T9, W17, Sv2+ monster and gains +1 to armour saves when hit by D1 weapons. It has the {{W40Kkeyword|squadron}} keyword for Order Support from the tank commander, and can be upgraded using '''Vaunted Praetorian''' to become one ''and allow it to order itself''. * Turret Weapon: Your turret weapon has +1 to hit (so starts out at BS3+) and can shoot out of melee while still suffering the -1 to hit penalty vehicles normally suffer when firing heavy weapons in melee. Your options are: ** Twin Battle Cannon: 72", Heavy 2d6, S8, AP-3, D3, Blast. Disappointing, would be worth the consideration if it was heavy 2d6+6 like actually having two battle cannons. Due to the way Blast works, has inferior scaling to two actual battle cannons. Because all turret weapons currently have the same cost, never take this. **Oppressor Cannon + Co-axial Autocannon: 90", Heavy d6+3, S10, AP-3, D4, Blast. With S10 threatening enemy T5 Infantry (Astartes Bikers/Gravis, most Death Guard and Orks, Tau Crisis/Broadside Suits) and T8 Vehicles (almost every Army's Battle Tank, Knights), this is already the better option for what your main gun should be aiming at compared to the TBC above. Also has an autocannon. *Hull Weapon: Unlike with your turret weapon, there's a genuine choice to be made here. Tanks should have their weapons kitted out for the same thing. **'''Castigator Gatling Cannon:''' 24", Heavy 12, S5, AP-1, D1. This is going to be your overwatch buddy and tarpit remover. Can actually be fired in melee thanks to not having blast. **'''Pulveriser Cannon:''' 24", Heavy d6, S8, AP-2, D3, Blast. The randomness of the shots is the let down, but surprisingly solid thanks to blast. Useful against TEQs that tried to deep strike nearby but failed their charge roll. *Additional Weapons: You've got a pintle heavy stubber by default (featuring one unlucky bastard who has to stand on the OUTSIDE of the turret to shoot it), two optional nipple guns and two optional sponson guns. **'''Nipple Heavy Stubber:''' 10pts for two heavy stubbers is shocking when you pay the same for two sponson heavy bolters, but the additional chaff clearance may come in handy against armies that want to try to swarm you. The additional ranged dakka will also help Guard Armies that are low on lasgun fire because you wanted to Blitzkrieg your opponent. **'''Nipple Meltagun:''' 10pts for two meltaguns is harder to justify when you consider just how little you want your 260+pts model within 12" of a worthwhile target for a melta weapon. **'''Sponson Heavy Bolter:''' 10pts for two heavy bolters is not a bad deal to add some additional anti-infantry support, especially with the prevalence of W2 models. **'''Sponson Multi-Melta:''' 24", Heavy 2, S8, AP-4, Dd6, +2D at half range. 30pts for two multi-meltas is an excellent choice. You pay the same as the Leman Russ, but are on a much more survivable carrier. ====Artillery Vehicles==== If you're going Artillery heavy, you should really consider taking the Regimental Doctrines to support them; Expert Bombardiers + Mechanised Infantry to shove spotters into position while your parking lot hides behind LOS-blocking terrain and uses Pound Them to Dust! to murder your enemies can be a decent plan, although remember Deathstrikes don't roll to hit or wound, so this won't help them at all and neither will Born Soldiers. Barring the main weapon, all Artillery Vehicles are functionally the same. BS4+/5+/6+, T7, W11, Sv3+, wargear options are: hull heavy bolter or heavy flamer, dozer blade, hunter-killer missile, armoured tracks. *'''Basilisk:''' An Imperial Guard classic that is as brutal and point-efficient as ever. 240", Heavy d6+3, S10, AP-3, D2, Blast, Indirect Fire. 9th Ed. has been good for the Earthshaker. S10 and AP-3 makes it stronger than the Manticore against MEQ's, T5, and T9 targets. You're no longer re-rolling the number of shots, but having some consistency is also helpful. *'''Manticore:''' Storm Eagles are no longer the big fuck-off missiles of 8th. 120", Heavy d6+3, S9, AP-2, D3, Blast, Indirect Fire, can only be used four times per battle. The Manticore has more Damage, which is only ''usually'' better against units [[Iron Hands|with FNP]], [[Death Guard|Damage Reduction]], [[Adeptus Custodes|3W models and those with an invuln]]. If you're using Born Soldiers, of course, the S difference matters less. *'''Wyvern:''' If the Basilisk is death-from-afar, the Wyvern is death-from-not-as-far. 48", Heavy 4d6, S5, AP-1, D1, Blast, Indirect Fire. Because of the wording of the Blast rule, you don't get any benefit when firing against units with fewer than 11 models (6 with Pound Them to Dust!), which is unfortunate. Strictly inferior to its 8th edition rules set, it lost re-rolling to wound. It's still a premier anti-chaff weapon against any T3/4 models. *'''Deathstrike:''' This it is. The Big One. No longer a traditional weapon with an effect, firing it is as complicated as the fluff. 1) Pick a missile when deploying. 2) Start an Action in your Command Phase that completes at the end of your turn. 3) Upon completion of said action, place a marker anywhere on the battlefield. 4) In your next turn, either repeat step 3) or in the Shooting Phase, launch your selected missile at the marker and resolve the effects. ** The Set-Up: This army has a lot of movement-degrading abilities that can slow your opponent down enough to keep them within blast radius's: Mental Shackles (WC6 Psychic Power) and Pinning Fire Tank order (requires 5 or more hits, which is easy to do with heavy bolters/stubbers). Together, you're reducing their movement by 4" and a model will have to move up to 3" + blast radius to escape the blast zone, with typical numbers being less than that. Otherwise use the marker to hold off chokepoints. <tabs> <tab name="Godspear Warhead"> Roll a d6 for every unit within 3" of the marker. 2-3 inflicts 8MW's, 4-5 inflicts 12MW's, and 6 inflicts 16MW's. Because this is so easy to escape, the only practical way to deliver this shot is by physically stopping the enemy from fleeing it - you can't really use it to force an enemy off an objective, as detailed below. What you ''can'' do is use the marker defensively; park a unit on an objective marker to claim it, then put your warhead marker about 4" away from your unit where you expect the enemy to charge in from ([[Death Korps of Krieg|or closer]] if you're willing to [[Valhallan Ice Warriors|sacrifice your dudes]] and your enemy knows it). Now your opponent is risking a lot of damage if they try to simply clear you off the point in melee. * The blast range is measured from the centre of the marker, which means you only have 3" to work with. If you place this on an objective (40mm standard) which measures objective control '''from the edge''', any savvy player can move their units to the far edge of that control aura [[Fail|and they'd be safe from getting Nagasakid to oblivion]] because the range to contest the objective is about 3.79" from its centre. *The other option is quantity. Three Godspear markers spread evenly around an objective marker creates an exclusion zone such that even the smallest bases in the game, 25mm circles, can't contest the objective without being within the blast radius of at least one warhead marker </tab> <tab name="Plasma Barrage Warhead"> Roll a d6 for every unit within d3+6" of the marker, adjusting by -1 for {{W40Kkeyword|infantry character}}s. 2-3 inflicts d3+1 MW, 4-5 inflicts 2d3 MW's, and 6 inflicts d3+3 MW's. This is one for more MSU-built armies to take bits and chunks out of each unit. * Drop this on an enemy model with and Aura ability to force it to move. Auras are usually 6" radius and encourage MSU, and this warhead will nickel-and-dime MSU units for generally 1-3 dead models from it. </tab> <tab name="Vortex Warhead"> Roll a d6 for every unit within d3+3" of the marker ''at the end of the Shooting phase'' (it deals no damage when you initially "shoot" it) and do not remove the marker. 2-3 inflicts d3 MW's, 4-5 inflicts d3+1 MW, and a 6 inflict 2d3 MW's. Then roll another d6; on a 1-3 the marker goes away, on a 4-6 the marker stays on the battlefield but cannot be moved using the action to move Deathstrike markers, so the marker has a 50% chance of staying. This process (roll for radius, then mortal wounds, then to see if the marker evaporates) recurs at the end of each of your shooting phases. * This does help to choke off points of the battlefield, but speedy enemy units will be able to breeze right over the marker in their turn without suffering any damage. * The changes are nice because they let you have more control of where and when to shoot, but you're still ultimately playing a chimera with a single-use nuke and that's on the front lines of a much smaller battlefield. You can't always rely on having LOS blocking terrain, and the best use you'll get from Deathstrikes is against other horde armies/castles who can't move enough models out of the way in time, but even then, the Deathstrike is very swingy. Two of the missiles still need to roll for blast radius, rolling a 1 means you managed to miss with a nuclear fucking missile, and then you still have to roll for variable MWs. Even the straightforward 16MW nuke can be avoided simply by moving 3.1" away from the centre of the objective, unless you actively build a list to stack movement penalties. </tab> </tabs> ====Forgeworld Heavy Support==== For those of you with more money than sense, Forgeworld models tend to be either too squishy or too expensive (points and money-wise) to be worth building an entire army around. '''Forgeworld Artillery''': Armageddon-Patterned vehicles and crewed artillery. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Armageddon-Pattern Basilisk<sup>Forge World</sup>:''' 15 points up on a standard Basilisk with a lack of options for armoured tracks or dozer blade. Not worth it, especially since its statline is the exactly the same. *'''Armageddon-Pattern Medusa<sup>Forge World</sup>:''' Your only mobile source of the Medusa siege cannon, which is a Demolisher cannon with additional range: 36" heavy d6 S10 AP-3 Dd6, blast and ignores line-of-sight. Combining the statline of a basilisk with its ability to hide behind blocking terrain for excellent durability. * '''Artillery Batteries<sup>Forge World</sup>:''' Not a model per-se, but lumped together for readability. 1-3 Artillery Batteries, with the crew counting as being part of the model. T6, W7, Sv4+ makes this one of the lightest artillery pieces, but it doesn't have a degrading statline unlike the rest. Also have {{W40Kkeyword|Vehicle}} not {{W40Kkeyword|Infantry}} so can only be ordered by tank commanders, sadly. Gained [Platoon] and [Regimental] keywords with the 01/2023 FAQ, meaning they gain regimental traits and can be targeted by Regimental orders, meaning you can give your artillery batteries "Take Aim" for the juicy +1 to hit and AP **'''Heavy Mortar:''' 48" heavy d6 S6 AP-1 D2, blast and ignores line-of-sight. This is a Colossus Bombard but worse - don't take it. **'''Earthshaker Cannon (Basilisk):''' 240", heavy d6, S9, AP-3, Dd3, roll 2d6 when determining the number of shots and discard the lowest result and does not require line-of-sight. If you were going to camp your Basilisk (which you SHOULD be doing anyway), consider using this unit instead. It's cheaper and does not lose what little accuracy it has when it get damaged. **'''Heavy Quad Launcher:''' 48" heavy 4d6 S5 AP0 D1, blast and ignores line-of-sight. This is functionally a Wyvern but slightly better: 90 points is exactly appropriate for losing the ability to re-roll wounds like a Wyvern used to, but then you also give up mobility and durability. Does however have an extra point of strength. Who says not being updated is always a bad thing? **'''Medusa Siege Cannon:''' 36" heavy d6 S10 AP-3 Dd6, blast and ignores line-of-sight. Hits hard, but is consequently expensive. The short range and immobility means it may not always be in range of its desired targets, though. *'''Colossus Bombard<sup>Forge World</sup>:''' What happens when you stick artillery on the T8, W12, Sv3+ Leman Russ chassis, the Colossus siege mortar is a truly huge gun; 240" heavy 3d3 S6 AP-2 Dd3, blast, ignores line-of-sight, and ignores cover. A damn fine piece of artillery for fertilising the countryside with Infantry. * '''Artillery Batteries<sup>Forge World Legends</sup>''': Not a model per-se, but lumped together for readability. 1-3 Artillery Batteries, they are different from those that can be found in the Imperial Armour: Compendium. For comparison, they are T7, but no WS or A. Is it worth trading five WS4+ S3 attacks for +1T? Yes. They also have a weak explodes rule, affecting units within 3" with one mortal wound on a 6. From a modelling perspective, just grab the relevant weapon and T-shaped platform from the model kit and slap it on a relevant base. **'''Basilisk:''' 240", heavy d6, S9, AP-3, Dd3, roll 2d6 when determining the number of shots and discard the lowest result and does not require line-of-sight. **'''Hydra:''' 72", heavy 8, S7, AP-1, D2, gains +1 to hit rolls against Fly targets and -1 to hit rolls against all other targets. **'''Manticore:''' Four storm eagle rockets (120", heavy 2d6, S10, AP-2, Dd3, ignores line-of-sight) can be fired at a rate of one-per-turn and are naturally one-use only. *'''Rapier Laser Destroyer Battery<sup>Forge World</sup>:''' The slowest model in your army, barring actual immobile models. M4", T5, W4, Sv3+ are the prominent stats. The laser destroyer is beastly, with 36", heavy 3, S10, AP-4, Dd3+3. Relatively cheap and good at its job, but vulnerable to a single lascannon or krak missile wiping it out. **This is technically out of production (though thankfully not in Legends - ''yet''), but the Space Marine Rapier Laser Destroyer kit Forgeworld still sells for Horus Heresy is the exact same model, just with Space Marine crew. So long as that kit's still available, if you want a GW-legal Rapier, slap some gubbins on two Guardsman bodies, swap them out for the Marines, and call it a day. </div></div> '''Forgeworld Heavies''': Heresy-era vehicles, an assault gun Leman Russ, a couple of fun toys and a remote controlled bomb. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Carnodon<sup>Forge World</sup>:''' A Heresy-era fossil that got a new coat of paint ten thousand years later, they can be thought of as a Diet Leman Russ. They still have W12 and Sv3+, but they're M12"/9"/6", T7, and lose Grinding Advance. Turret weapons can be picked from twin autocannon, twin lascannon, twin multi-laser (36" heavy 6 S6 AP0 D1), or a volkite culverin (45" heavy 4 S6 AP0 D2, wound rolls of unmodified 6 inflict an additional mortal wound). Sponson weapons are very similar; two autocannons, two heavy flamers, two heavy bolters, two lascannons, two volkite calivers (30" heavy 2 S5 AP-1 D2, wound rolls of UM6 inflict an additional MW), or two multi-lasers. They have an optional hunter-killer missile, but no access to any other equipment or pintle weapons. **Carnodons fill a similar role to the Guard's fast attack units. Tactics used for Sentinels and Hellhounds are more applicable to Carnodons. **{{W40Kkeyword|Tallarn}} makes these guys pretty effective cavalry tanks. They can quickly redeploy to deliver whatever firepower the brought to bear. *'''Cyclops Demolition Vehicle<sup>Forge World</sup>:''' Bonus points for painting a Kamikaze headband on the model. M10" T6 W4 and Sv3+ means a flock of these models should get to where they want to be going. The demolition charge they carry hits hard, with 6" heavy 2d6 S9 AP-2 Dd3, blast. When this model attacks, it makes attacks against ''every'' visible unit (friendly ''and'' enemy) within range (including engaged ones) and is destroyed afterwards; RAW, this makes it one of the best Character-killers in the game. It cannot complete actions or capture objectives, but it ''can'' fit in a Transport while taking up the space of six models and cannot shoot in a turn it disembarks. It is also more likely to explode, going off on a 5+ and inflicting d3 MWs on all units within 6". **NOTE: The Cyclops doesn't need to be within engagement range to shoot, but it does have a rule on it letting it shoot while engaged (which it couldn't otherwise do, as its gun has Blast). That said, with only 6" of range, don't expect this thing to actually make it into range - instead, use it as a Distraction Carnifex, as you can safely assume your opponent will either just walk away from it or just shoot it, and either way they haven't put work into other things you care about more (presumably objectives or more precious models). *'''Thunderer<sup>Forge World</sup>:''' A Leman Russ Demolisher but worse, it has extremely similar stats but ''only'' a demolisher cannon (that it can't fire twice) with optional hunter-killer missile and heavy stubber/storm bolter. Unless you can't spare the ~50pts, get a Leman Russ Demolisher. It's a funny model: 1 Leman Russ hull, 3 holes for exhaust, intake, and human insertion, then a huge cannon barrel smack in the middle. *'''Valdor Tank Hunter<sup>Forge World</sup>:''' The first of your Titanic units, T8, W20, and Sv3+ shows why. The main gun is the Valdor neutron laser, which is a 48" heavy 3 S12 AP-3 Dd6 tank killer that becomes D6 if it didn't move. The consistent number of shots and the (potentially) consistent damage makes this one of your best anti-tank weapons in a Militant-General's arsenal; the problem is the model's cripplingly high cost (you could afford 2 Leman Russes for less). For a hull gun, you have an autocannon (unique), lascannon (gels well with the main gun), heavy bolter, or heavy flamer. You also have the option for a hunter killer missile and heavy bolter/storm bolter. Like the Baneblade family, you also have the Steel Behemoth rule. What you DON'T have this edition is the Valdor's infamously unstable neutron reactor - good thing too, since unlike a Hellhound, it's too expensive to use as a suicide tank - though it retains its 2d6" blast radius and d6 damage output when it DOES explode. *'''Malcador<sup>Forge World</sup>:''' T8, W18, and Sv3+ but NOT a Titanic Vehicle. Extremely well-armed, as described in detail below. Hunter-killer and heavy stubber/storm bolter options as standard. <tabs> <tab name="Malcador"> The vanilla Malcador. Battle cannon and three heavy bolters, any of which can be swapped for autocannons or lascannons. Basically a stock Leman Russ but worse. </tab> <tab name="Malcador Annihilator"> For peeling open tanks like tin cans. Demolisher cannon, twin lascannon, two heavy bolters that can be swapped for two autocannons or two lascannons. A Leman Russ Demolisher but worse. </tab> <tab name="Malcador Defender"> MAXIMUM DAKKA. Much improved version a regular Malcador, even if the cannon is shorter ranged. A demolisher cannon and a whopping ''seven'' heavy bolters, with two heavy bolters being able to swap for two autocannons or two lascannons. Straight-up outperforms the Macharius Vulcan, and even the Stormlord (unless you upgrade it, or put troops in it), and at a significant reduction in price - and it isn't even a Lord of War! Unfortunately, costs so much you're still better off with its weight in Leman Russ Demolishers. </tab> <tab name="Malcador Infernus"> Touting one of the biggest flamers in the Imperium, the inferno gun is an 18" heavy 3d6 S7 AP-2 D2 automatically hitting wall of hellfire. D2 and a large number of attacks means you should melt a Marine unit per turn, but beware of overkill. Don't be shy to use it on Vehicles, though - it hits slightly harder than an autocannon. As sidearms, it has two heavy stubbers that can (and should) be swapped for two autocannons, two heavy bolters, two heavy flamers, or two lascannons. </tab> </tabs> *'''Sabre Weapons Battery<sup>Forge World Legends</sup>:''' A tougher heavy weapon team, but not by much. T4, W4, Sv4+ and Skyfire (+2 to hit rolls against Aircraft) is certainly an improvement though. Unit size is 1-3 and weapon options are twin heavy bolters, twin heavy stubbers (awful), twin autocannon, twin lascannon, or a defence searchlight; one <Regiment> Infantry unit or <Regiment> Sabre Weapons Battery gains +1 to their hit rolls against one unit within 48" of the searchlight. *'''Stygies Destroyer Tank Hunter (FW Legends):''' Leman Russ stats with W10. The Stygies laser destroyer is 72", heavy 2, S12, AP-4, Dd3+3, making it rather good at knocking out light Vehicles or small Monsters in one turn or taking a large chunk our of something bigger. </div></div>
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