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====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.
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