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====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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