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==Veteran Guardsmen (Octarius)== ===Why Play Veteran Guardsmen=== *'''Pros''' **Kill Team is where the variety of the Imperial Guard can ''really'' shine, allowing you play obscure or custom regiments (those fancy conversions shown off in the codex for example) that would be too troublesome to convert or too expensive to buy for a full 40k army. Veterans in particular are perfect for representing super characterful Guard teams like the Last Chancers or Gaunt's Ghosts. **Assets allow you to be more flexible with your tactical choices with an option between artillery or some spare bodies. **Your Orders do not take up CP, unlike the Compendium guardsmen. **Confidants give you a little breathing room so that your order-eggs aren't all in one basket. **Real men's guns! Sergeants and Confidants can both bring boltguns, giving you some extra shooting power and letting your officers contribute to the fight if you'd rather keep them away from danger. **Between hand axes, confidant, bruiser and hardened veterans, you have quite a few more melee options than Compendium guard do. *'''Cons''' **Your entire army is pretty much guardsmen with their less than effective 5+ saves. **Still no heavy weapons. **Just like in real life, your assets are rather inaccurate compared to your lasguns. ***Speaking of, your lasguns remain the same flashlights as ever, meaning you'll need to mass fire if you want to nail things like marines. **Even with more melee options, your guardsmen are nothing spectacular up close and personal, and heavy hitting options like power weapons are still coming from your main source of orders. **Vets lack the numbers of regular guardsmen and the armor of tempestus. **You can't bring as many special weapons as regular guardsmen, and are stuck with just one of each while they can double up with their second fire team. ===VG Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Boots on the Ground:''' At end of a Turning point and subsequent turning points after revealing it, you gain a 1VP you have more operatives within Pentagon/6" of both drop zones. *'''Stand Fast:''' At end of a Turning point's reveal Tac Ops step and subsequent end of turning points after revealing, you gain a 1VP you control 2+ objectives and control more than your opponent. *'''Glory in Death:''' At end of a game, gain 2VP if your operative was incapacitated but earned more VP from mission objective. </tab> <tab name="Spec Ops - Victory or Death"> ''Note - This counts as the Honor-Bound Spec Op for terms of repeating'' #''In Life, War'': Win six games. Unlike most Spec Ops, you need to actually WIN your games, though you have free reign on Tac Ops. #''In Death, Peace'': Finish one last game where you win VP through the Glory in Death Tac Op. Completing this Spec Op scores 1 XP for all operatives who took part of this last match, 1 XP for all operatives who died in this game, and an additional 1 XP if they got downed after completing any objective actions or controlling an objective. Any operatives that pass their recovery checks can gain all 3XP from these commendations, regardless of any limitations applied to XP gain because of being incapacitated. *Doing this will demand that you actually pick winning goals for the first step, but if you pull it off, you'll manage to score hefty XP gains for each operative in the team. Just hope you've got everything in order to win. </tab> <tab name="Spec Ops - Grand Offensive"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Secure Approaches'': Finish five games where you scored VP from the Boots on the Ground or Stand Fast Tac Ops. Both require your guardsmen to cover ground quickly and get their goals quickly. #''All-Out Offensive'': Finish one last game where you score VP from the Plant Banner Tac Op. Finishing this Spec Op scores you 3 RP and the option of either a piece of rare equipment or improving your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Capable Under Fire:''' When this operative is using the Conceal order and hiding behind Light cover, enemies can't shoot them - even when they're sitting on a vantage point. Snipers are now not gonna be able to wipe out your sniper or other key operative while being protected. #'''Brash:''' When this operative receives an order, you can make them use a completely different order than the rest of their teammates. Especially helpful for someone like the Bruiser or Confidant who won't focus as much on shooting. #'''Siege Specialist:''' One of this operatives' guns gains No Cover. Now that flashlight is now one that can ALWAYS plink off the enemy, regardless of what's in the way. #'''Grit and Determination:''' While this operative is within 2"/circle of an objective, they gain +1 to their defense. If you need to keep ana objective out of enemy hands, you might as well be the tankiest mofo there is. #'''Decorated Veteran:''' This operative improves their BS by +1 to a max of 3+. The most basic of Battle Honors and also one of the most effective. #'''Final Litany:''' When this operative dies, you can use the In Death, Redemption tactical ploy on them for free - doing so also improves their WS and BS to 2+ so you can guarantee that they go down swinging. </tab> <tab name="Requisition"> *'''Unending Manpower (1 RP):''' Whenever at least one of your operatives fails their casualty test and dies, you can use the Operative Assigned Requisition action to replace each dead guy with a fresh Veteran Guardsman. This unfortunately means that if you lose an operative, you'll need to spend that extra requisition to get their replacement on board. *'''Field Promotion (1 RP):''' You can turn an Ace, Grizzled, or Revered-rank Trooper Veteran into a different operative that isn't a Veteran Sergeant. They even get to keep the XP they had before the promotion, allowing you to pick out new Battle Honors. While this can somewhat compensate for Unending Manpower's lack of specialists, you likely won't be seeing this until you've gone for quite a while in a campaign. *'''Accolade of Distinction (1 RP):''' When an operative reaches Revered rank, you can give them a special Battle Honour rather than using the list(s) they'd normally be using. This new Battle Honour improves the operative's APL to 3, which gives you a whole load of options in setting them up. If you stack this with the Focused Battle Honor, you can even cap points from under a Custodian's nose. </tab> <tab name="Assets"> *'''Preliminary Bombardment:''' When setting up your models, you can mark one piece of terrain with Heavy; nobody can be set up within 1"/triangle of it on account of all the artillery that just shelled that place. However, this forces you into using the Fortify action during the scouting phase unless you set up a Spotter Veteran on the board. *'''Munitorum Supply Lines:''' During the first turn, you gain +1 CP. Feel free to spend it as you wish. *'''Expanded Engineering Bay:''' Incidentally doesn't need the basic one from the CRB. If you pick the Fortify option during the Scouting phase or set up a Demolitions Veteran, you can place a Fortify marker within 6"/pentagon of your DZ. Any time an operative Dashes, they can't cross within 3"/square of this token, and even operatives that fly can't land within that same range. Any operative that charges within 3"/square of the token must take 2"/circle from their charge distance, and operatives that fly still suffer that penalty if they land within that range. You now have a total no-fly zone that keeps your enemies from charging through an exposed venue. </tab> <tab name="Rare Equipment"> #'''Relic Sidearm (2 EP):''' One laspistol or bolt pistol gains +1 to BS and attacks, making it a bit more accurate and more than just a sidearm. #'''Prized Saber (1 EP):''' One power weapon gains the Balanced rule, giving a bit of reliability...which is also possible using the CRB. Only take this if you spent Perfectly Balanced on a chainsword. #'''Vid-Capture Relay (2 EP):''' Comms Veteran only. This expands the range of their Signal ability to infinity, letting you further manage AP to operatives at any part of the table. #'''Litany of Sacrifice (3 EP):''' Zealot Veteran only. The bearer gains a special action that motivates a friendly operative within 6"/pentagon of them, giving them the ability to reduce one critical hit they suffer into a normal hit. #'''Regimental Heirloom (2 EP):''' Whenever the bearer does not shoot during an activation, they count their APL as +1 higher and halve any damage they suffer until their next activation. This is especially handy for melee veterans as this makes them incredibly tanky for a guardsman. #'''Diagnosticator (2 EP):''' Medic Veteran only. Their medkit now restores 3+d3 wounds rather than 2d3 and allows you to re-roll two casualty tests. Both of these are incredibly handy as it gives a major boost to the survivability of your troops. </tab> </tabs> ===Guardsman Orders=== Whenever you use your ploys in the Strategy Phase, you can also have your {{W40kKeyword|Leader}} operative issue an order to fellow operatives within 6"/pentagon of them. This order remains in effect for the rest of the turn. *'''Move! Move! Move!:''' Your operatives get +1"/triangle to their movement. Double up with the dash or charge action to cover greater distances. *'''Take Aim!:''' Your operatives can re-roll 1s to hit while shooting. However, this does nothing for assets nor can it be used on the remote mine or mortar barrage weapons. *'''Hold Position!:''' When the enemy fires upon your operatives while they're in cover, they can re-roll save rolls of 1. This comes with the drawback of barring your operatives from using the Dash or Charge actions. *'''Fix Bayonets!:''' Your operatives can re-roll 1s to hit when fighting. ===VG Wargear=== *'''Hot-shot Capacitor Pack''' (2 EP): The bearer's lasgun and laspistol adds +1 to all damage dealt. This will help almost everyone except for the sniper, who instead uses the incompatible long-las. *'''0-1 Rosary''' (2 EP): Once per game, the bearer can trigger this to ignore the damage dealt by one hit in shooting or combat. While this means the bearer will still be kicking after a bad hit, any critical effects like Stun or Rending will still be in effect. *'''Hand Axe''' (2 EP): A slightly stronger melee weapon with 3/5 damage, so crits mean more. Perhaps useful for any operative meant for combat and a useful target for a zealot veteran to boost. *'''Trench Shovel''' (2 EP): While within your DZ, this operative can count as if they are in light cover when shot at by enemies further than 2"/circle away, making for a decent fortified position for a sniper or spotter veteran. However, the instant this operative moves, that trench is gone, so you'd best make sure that this cover is used to its fullest. *'''Frag Grenade (2 EP)''': A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds. *'''Krak Grenade (3 EP)''': Stronger than the frag grenade with higher damage and AP1, but still limited by range. *'''0-1 Chronometer''' (3 EP): Once per game, you can re-roll your initiative die. Useful if you really need that first hit on the turn. *'''0-1 Topographical Chart''' (3 EP): During the Scouting step, you can pick a second option to use alongside your initial choice. However, your initiative is still determined by the first choice. ===VG Units=== This Security fireteam is composed of the following: *1 Sergeant Veteran *9 of the following: **0-9 Trooper Veterans **0-1 Confidant Veteran **0-1 Zealot Veteran **0-1 Medic Veteran **0-1 Comms Veteran **0-1 Demolition Veteran **0-1 Bruiser Veteran **0-1 Hardened Veteran **0-1 Sniper Veteran **0-1 Spotter Veteran **0-4 Gunner Veterans (Each weapon can be selected only once) *'''Sergeant Veteran (Combat, Staunch, Marksman):''' Comes with an extra wound and the vastest selection of loadouts short of the gunner. As your sole means of issuing Orders, the sarge's survival is paramount to ensuring your team's survival. **Unlike your guardsmen, your sergeant can go fully ranged by grabbing a bolter. While you can't overcharge it like your lasguns, it offers a bit of extra damage. **If you plan to go more melee, you have options. The laspistol is a shorter-ranged lasgun (and thus can't be overcharged), the bolt pistol offers bolter-tier damage at shorter range, and the plasma pistol does the most damage and comes with AP1 (as well as an option for AP2 at the risk of triggering Hot). For melee, your chainsword offers bolter-tier damage and Balanced for a re-roll to hit while the power sword does big damage with Lethal 5+ to guarantee crits. *'''Trooper Veteran (Marksman, Scout):''' Each of your guardsmen remain modestly durable, with 7 wounds allowing them to take about 2-3 bolter rounds before exploding. However you can grab a bunch of them and they have GA2 to let them swarm around the enemy, especially if you grabbed extra troopers from the Ancillary Support. *'''Sniper Veteran (Marksman):''' Comes with a long-las, a special lasgun that does 3/3 damage on a 2+ BS. While this looks like the damage remains constant regardless of whether or not you crit, it also has MW3 so you can score some lasting damage on a lucky shot. Also interesting is that this doesn't come with Heavy, meaning that you have some very mobile snipers. Also helping is that if they remain stationary, their gun also gets Silent so they can fire while using the Conceal order. *'''Gunner Veteran (Marksman):''' The gunner is your only means to get guns that aren't that flashlight, so be sure to pick your weapon choices with care. The flamer is short-ranged, but Torrent allows it to cover crowds of enemies fairly easily. The grenade launcher doesn't have any way of circumventing cover, but has the option between frag's Blast to pop mobs or krak's high damage and AP1 for tough targets. The plasma gun deals a lot of damage with AP1, but you can risk Hot in order to make it AP2 and nail high-save units like space marines with ease and use the Take Aim! order to mitigated that risk. The melta gun is your extreme measures gun, dealing insane amounts of damage with AP2 as well as dealing MW4 on critical hits, but at very short range. *'''Confidant Veteran (Combat, Staunch, Marksman):''' As the second in command of the detachment, your options for the confidant almost mirror the options available to the sergeant. Indeed, if your {{W40kKeyword|Leader}} operative ever dies, you can make this guy take their place and gain the ability to issue orders. If they aren't made the {{W40kKeyword|Leader}} operative though, they can mark a friendly operative within 6"/pentagon of them to immediately activate after them (though they act as if their GA is 1 so you can't nominate a base trooper and have two of them immediately move), giving you a means to further assert your numbers superiority. **Going full ranged gives them two options: the basic guardsman's lasgun (enabling them to use the overcharge ploy) or the sergeant's stronger bolter. **For melee, your only melee option is the chainsword, a decent tool with Balanced for a re-roll. Shooting gives you either the laspistol or the bolt pistol, without the sergeant's option for a plasma pistol. *'''Demolition Veteran (Staunch, Scout):''' This guardsman's special tool is the remote mine. Using 1 AP, they can plant the mine anywhere within 1"/triangle of them and then immediately make a Dash move out of the way. At any point afterwards, the operative can detonate the mine, attacking any operatives within 3"/square of the mine for incredible damage and AP1. As this is an indirect attack, this has Silent so you can trigger it while using the Conceal order. *'''Zealot Veteran (Staunch):''' The ballsiest of all guardsmen, gaining the ability to re-roll all their saves thanks to their faith in the Emperor. In addition, they can spend 1 AP to inspire a friendly operative within 3"/square, letting them score crits on a 5+ regardless of whether they fight or shoot. This makes for especially good times for weapons with high crit damage like the gunner's or special crit effects like the bruiser's. *'''Medic Veteran (Staunch, Scout):''' A guardsman whose duty is to save lives. Once per turn they can immediately save a friendly operative within 3"/square who just went down, putting that operative at 1 wound and then sending them scurrying away for the cost of 1 AP for both the medic and the patient. Unfortunately, this ability can't be used while in engagement range with the enemy, which limits their uses. In addition, on a turn where they didn't already resurrect an ally, they could also spend 1 AP to heal a friendly operative by 2d3 wounds, which is handy for those who are on death's door or to counter the injured status. *'''Comms Veteran (Staunch, Scout):''' This guy is likely to be an auto-take just because of their effects on orders. If this operative is issued an order, they can spend 1 AP to broadcast it, making it spread to ALL operatives on the board. On top of this, they can transfer 1 AP to a friendly operative within 6"/pentagon to give a means of compensating the limitations of APL2. *'''Bruiser Veteran (Combat, Staunch):''' A trooper with a trench club, a slightly stronger weapon compared to the bayonet with Stun to knock aside one attack. Interestingly, this operative has the ability to ignore the damage dealt by one normal hit made against them in combat. This might just amount to surviving a random swing, but it's one more turn you can have this guy make their worth. *'''Hardened Veteran (Combat, Staunch):''' A guardsman with a bionic arm, making for a powerful melee weapon AND a badass fashion statement! Even better is that this guy has a 5+++ FNP on any wounds lost and ignores APL modifiers, allowing them to keep on fighting as long as possible. *'''Spotter Veteran (Scout):''' This guardsman gets both a mortar and a pair of magnoculars to spot for his comrades. The mortar's not much more dangerous than a lasgun and Unwieldy makes it impossible to use on overwatch, but it's got Barrage to ignore most cover and Blast to hit crowds of foes. Silent also helps the spotter by letting them hide while shooting. The magnoculars are used for a special action costing 2 AP, letting you mark an enemy operative and a friendly operative with GA1 within 2"/circle. Your friend can now treat that target as if they have the Engage order on their next activation, ignoring any attempts to be sneaky. ====Ancillary Support==== Alongside your troopers, you can also choose one of the following options based on what you think you'll need for the fight.. *'''Trooper Veterans:''' Four spare {{W40kKeyword|Trooper Veteran}} operatives, all ready to go and open fire in His name. *'''Veteran Guardsmen Tactical Assets:''' Rather than any manner of troops, you gain two artillery/bombardment options you can trigger once per battle each. You activate one of these assets in place of one of your operatives, which also means that your enemy can immediately fire back after you go and use it. **''Artillery Barrage:'' You open fire with something like a mortar, using one of your operatives to draw line of sight. While the damage isn't spectacular, Barrage and Indirect let it ignore most forms of cover while Blast lets it hit groups of foes. **''Marked Air Strike:'' A friendly bomber blasts a location, using one of your operatives to draw line of sight. The attack is slightly better with a 4+ BS and better damage, but sacrifices Indirect. Aside from that, it remains a good way to flush out creeps hiding behind a wall with Blast and Barrage. **''Guided Missile:'' Guessing one of your guys got a single-use rocket launcher. This is another shooting attack using one of your operatives to draw line of sight. This option deals the most damage out of all your assets and AP1 lets it demolish enemy armor. However, cover is an issue for them and you're only targeting one enemy. **''Strafing Run:'' Your operative first has to mark an enemy to target. Then they have to place a strafing run token anywhere on the map, so long as it's not closer to the table edge than the mark is. Then draw a line from this token to the target, firing upon them and any other operatives in light cover (Drawing LoS from the token). While this isn't more powerful than the artillery barrage, it can hit a very wide swathe of foes with the right positioning. ===VG ploys=== <tabs> <tab name="Strategic Ploys"> *'''Overcharge Lasguns (1 CP):''' Your operatives can pick a new statline for their lasguns, giving them a means for AP1 on those flashlights but risking Hot in order to get them. It's best to save this option only for taking down marines or units that have ways to improve their AP while in cover as it doesn't improve the lasgun's damage. *'''Take Cover (1 CP):''' Operatives shot at while in cover improve their saves by 1. You'll be needing that because of how weak your save is. *'''Into the Breach (1 CP):''' Operatives in your DZ can make a free Dash action, but that movement has to push them closer to the enemy DZ than your own. Especially favorable for your melee operatives or for gunners with limited range. *'''Clear the Line (1 CP):''' When your operatives fight, they can immediately score one hit without rolling. </tab> <tab name="Tactical Ploys"> *'''Inspirational Leadership (1 CP):''' When your {{W40kKeyword|Leader}} operative is activated, they can issue a second order, allowing you to adapt a little faster to a sudden change in the situation. *'''In Death, Atonement (1 CP):''' If your guardsman dies, they won't leave the board until the end of your next activation and will ignore the injured status for this single moment. *'''Combined Arms (1 CP):''' After one operative fires, you can use this to make sure another operative firing upon the same operative your first one did hits by letting them re-roll all their hit die. As ever, the wall of guns remains the guardsman's best strategy. </tab> </tabs> ===VG Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''VG Strategies:''' <div class="mw-collapsible-content"> </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing '''against''' this faction go here </div> </div>
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