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===Lords of War=== TL;DR Forge World has given us a lot of Superheavies, but a lot of the superheavies suck. They don't really fare well when GW-main has given ''everyone'' a plastic heavy support option with lots of guns and weaponry. Plus, a lot of them look very derpy and not at all like tanks. Most of them have the Steel Behemoth rule, allowing the vehicle in question to shoot and charge normally if it's fallen back that turn, fire heavy weapons with no penalties to hit, fire twin heavy flamers or twin heavy bolters into melee combat as if they were pistols, and fire the larger guns normally even if there are enemies within 1" (but not at those same enemies). You won't be able to use Regimental Doctrines for these in a Superheavy Auxiliary Detachment, which means that in order to pull off this level of cheese, you would need to take a Superheavy Detachment. In other words, if you want a Lord of War that benefits from a Doctrine you'll need to take several Lords of War, all with the same {{W40Kkeyword|<REGIMENT>}} keyword. ====Baneblade Variants==== You know, you love them. [[Vance Stubbs|Take a hundred]], just don't let them go [[Blood Ravens|missing]]. Each Baneblade is movement 10-6" S/T 9 with a 2+ and a 4-6 BS. All the transport variants are 28W, while the Gun variants are 30W. They all come stock with their signature cannon (which is always its Turret Weapon, even if it's fixed), a single pair of sponsons (Las cannon + Twin Heavy Bolter/Flamer), and Adamantine tracks (S9 AP-2 D2) to make 9-3 WS 5+ attacks with. They can be ordered only by another Baneblade upgraded by tank ace, or by the Lord Solar himself. *'''Baneblade:''' The OG eleven barrels of hell. Hull twin heavy bolter, hull demolisher cannon (24", heavy d6, S10, AP-3, Dd6, blast), the once-again-co-axial autocannon (Turret Weapon), and the mighty ex-pie-plate Baneblade cannon (72", heavy 3d6, S9, AP-3, D3, Turret Weapon). The high shot count compared to many other variants gives the Baneblade a little more flexibility by being able to effectively shoot at Infantry after you inevitably destroyed all Vehicles/Monsters. *'''Banesword:''' The Quake cannon is not as swingy as before, being 96", heavy D6+6, S14, AP-4, D4. Also is the cheapest of the Baneblade variants, and at D4 can one-shot anything lighter than a Paragon Warsuit. *'''Hellhammer:''' One of the few variants to keep its special effect. It's a Baneblade but replace the Baneblade Cannon with a Heavy 3D6+6 S7 AP2 D2, ignoring the benefits of light cover. More expensive than the basic Baneblade, so really wants to be up against T3 or 6 enemies that gain additional benefits from light cover. *'''Shadowsword:''' Arguably the most famous aside from the Baneblade itself and with a +1 to hit for the cannon from the turret rule, the 'Titan-killer' mounts the incredibly powerful volcano cannon; 120", heavy d3+3, S18, AP-5, D12, turret weapon. Still capable of one-shotting Land Raiders even in an edition rife with tough Vehicles and Monsters. Great if there's a target that can actually take 12 wounds, but otherwise is wasted. *'''Stormsword:''' If the Banehammer's Tremor Cannon lobs earth-shattering [[Brummbar|HE shells]], the Stormsword cannon makes big holes in things and [[SU-152|kills everyone hiding behind it]]. It's a [[Gork|subtle]] [[Mork|difference]]. The Stormsword carries the Stormsword siege cannon which is 60" Heavy D6+6 S12 AP4 D3+3D, ignoring light cover. *'''Stormblade<sup>Forge World</sup>:''' One of the few variants without a twin heavy bolter stock, this one comes with a plain heavy bolter instead, as well as a plasma blastgun; 72", heavy 2d6, S9 AP-4 D3, blast, and like all Imperial plasma, it has the option to gain +1S and +1D, but hit rolls of unmodified 1 inflict three mortal wounds against the bearer. Supercharging is going to be overkill against most targets, though almost every army has at least one unit where supercharging would be more effective and worth the risk. **Notably has ''not'' been updated with the recent FAQs, so it remains T8 and W26 and lacks Armoured Tracks like its codex brothers. Probably stoppable for that simple reason. *'''Arkurian-Pattern Stormhammer<sup>Forge World Legends</sup>:''' Easily the strangest variant, this is the only one that can't take the standard sponsons and it hasn't got a hull-mounted heavy bolter at all. It instead has a Stormhammer cannon (60", heavy 2d3, S9, AP-3, D2d3, blast), twin battle cannon (72", heavy 2d6, S8, AP-2, dd3, blast), a lascannon, and ''seven multi-lasers''. Each multi-laser can be swapped for a heavy bolter (this is the least you should do), a heavy flamer, or a lascannon. **Between Legends, Forge World, not getting the statline upgrade with the rest of the Baneblade variants, and an early 8th edition style variable number of shots and damage, you'll never use this unless your Solar Auxilia got lost. Transport Variants can all transport 25 models (2 slots for HWTs, 3 for Ogryns), except for the Stormlord, which transports 40. The firing deck now allows only a single unit to shoot every turn, with the usual caveats that if the {{W40Kkeyword|TRANSPORT}} moves normally, advances, or falls back, the embarked units are considered to have done the same, and that they can only shoot pistols if engaged. Put some Kasrkins and Bullgryn in them, it'll be great. *'''Banehammer:''' The Banehammer used to be a support superheavy that reduced the movement of things it shot; it doesn't do that anymore, with the Tremor Cannon now being a superheavy version of the Obliterator. 36" heavy 2D6+3, S10, AP-3, 3D. Anything it hits will feel it, and as the second-cheapest variant, it's not too difficult to fit into your list. *'''Doomhammer:''' The Magma cannon is 40" Heavy D6+3 S10 AP5 D-D6+2 that becomes D6+4 within half-range. *'''Stormlord:''' Gork and Mork (or was it Mork and Gork?) cry tears of pure joy when this arrives on the field. With a troop bay that holds ''40'' models ([[Fail|but only one unit may fire out]]) and the vulcan mega bolter (60", heavy 20, S6, AP-2, D2), this monster can put out more dice than any non-titan model. ====Macharius Variants==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The middle child of the super-heavy tanks, the Macharius family doesn't have the firepower or durability of the Baneblades above, but is still tougher than the Malcador and Leman Russ. 8th edition made the regular and Vanquisher variants useless in comparison to their Leman Russ cousins, but 9th edition has probably been kinder to them than any other unit the Guard have. All Macharius tanks still have Steel Behemoth and adamantium tracks like the Baneblades above, so they're not totally tarpitted in melee. *'''Macharius<sup>Forge World</sup>:''' Comes with a twin battle cannon (72", heavy 2d6, S8, AP-2, Dd6, blast), two heavy stubbers, and a twin heavy stubber. It's unclear whether the Dd6 is a typo or not; if not, this version may actually be worth it. The two heavy stubbers can and should be replaced by twin heavy bolters or twin heavy flamers. *'''Macharius Vanquisher<sup>Forge World</sup>:''' Your new best tank hunter, unless you target Titanic units then the Shadowsword gets that award right back. The Macharius twin vanquisher cannon is 72", heavy 2, S16, AP-4, ''D9'', gains +1 to hit rolls against Monster or Vehicle targets. Jesus Christ. Want to one-shot a Carnifex? Still has the heavy stubber and options as the regular version. For some reason this gun totally outpaces even the Fellblade. Confusing it may be, it is damn good. *'''Macharius Vulcan<sup>Forge World</sup>:''' A significant nerf this edition, as the vulcan mega bolter can no-longer fire twice if it hasn't moved. That being said, it's still a 60", heavy 16, S6, AP-2, D2 gun that will eat Marines and light Vehicles for lunch. Still has the heavy stubber and options as the regular version. *'''Macharius Omega<sup>Forge World Legends</sup>:''' A great plasma cannon, even if this model is OOP. The plasma blastgun is 60", heavy 2d6, S8, AP-3, D2, blast, and may gain +1S and +1D, but hit rolls of unmodified 1 inflict a mortal wound against the bearer. Your best option against Marines, since Terminators and Bikers graduated to W3 and the little guys went to W2, this allows you to take on all comers and deal massive damage. It lacks the heavy stubbers of the other three, but has the option for two heavy bolters, two heavy flamers, or two autocannons. </div></div> ====Other Forgeworld==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''[[Crassus Armored Assault Transport|Crassus]]<sup>Forge World</sup>:''' Effectively the Guard Land Raider. If you're strapped for points and don't want the massive fire magnet that is a Stormlord, this rolling bunker is half the price. Adamantium tracks and Steel Behemoth seems to be the IG Titanic Vehicle standard. Also has four heavy bolters as the "main" weapons. T8, W20, and Sv3+ will get your Imperial guard models (all 35 transport capacity of them) across the board to where they need to go. There's space for a full Ogryn/Bullgryn Squad, Nork Deddog, and a Primaris Psyker and Priest for buffing. **Also, if you're bringing a Baneblade variant or two and are looking to fill up a Superheavy Detachment to get those sweet, sweet Regimental Doctrines on your Shadowsword, consider using this as your second or third Lord of War choice. It's the cheapest LoW choice the Guard have, as the absolute most this thing will cost you is 290 points. *'''Dominus Armoured Siege Bombard<sup>Forge World Legends</sup>:''' STILL doesn't have a model, but the Praetor is a decent enough counts-as. The Dominus triple bombard has two profiles, depending on if it moved or not. The stationary profile is 60", heavy 3d6, S10, AP-3, Dd6, blast, and does not require line-of-sight, whereas the mobile version is 36", heavy 2d6, AP-2, and Dd3 instead. *'''[[Gorgon Armored Assault Transport|Gorgon Heavy Transport]]<sup>Forge World Legends</sup>:''' The bigger Crassus transport, somehow. T8, W22, Sv3+/5++ against shooting attacks. Equipped with two twin heavy stubbers and two gorgon mortars (48", heavy 2d6, S5, AP-1, D1, blast and targets do not gain the benefits of cover) that can be swapped for four heavy bolters, four heavy flamers, or four heavy stubbers. Sacrifices a bit of transport capacity in exchange for the firepower though, as it can "only" carry thirty Imperial guard Infantry models. *'''[[Marauder Bomber]]<sup>Forge World</sup>:''' 40k's version of the B17 'Flying Fortress' and probably one of the largest flyers in the game (and one of the largest you can actually afford). Two twin heavy bolters and a twin lascannon make up the fixed wargear, alongside Airborne, Supersonic, and Hard to Hit from the Flyer section. You then have a choice of two heavy bombs or two inferno bombs. Both are one-use and one-per turn, but you select a point the model moved over to be the target. With heavy bombs, roll a d6 for each unit within 6" of the target point and subtract one if that unit is a Character; On a 4-5, those units suffer d3 mortal wounds, rising to d6 mortal wounds if the result was a 6. Inferno bombs are slightly different, with you rolling for each unit within 9" and subtracting one if the unit is a non-Vehicle or non-Monster Character unit and inflicting d3 mortal wounds on a 4+. It should be noted that this affects ALL units, not just enemies. In general the bomber should be avoided. Half the time a bomb does nothing, and then of that half the time the bomb might do 1 damage. From a 320 point lord of war: you can not afford that kind of low damage out put. *'''[[Marauder Destroyer]]<sup>Forge World</sup>:''' Now this...this is the flying lord of war you want. A slightly tweaked Marauder Bomber, for when you want moar dakka instead of moar bombs. She carried a marauder autocannon (literally a heavy 12 autocannon), twin heavy bolter, twin assault cannon, a single heavy bomb, and an optional hellstrike missile rack (72", heavy 2, S8, AP-2, Dd6+2). In a single turn of shooting the Destroyer Spit's out 32 shots from it's various guns: 14 of which are of strength enough to cut open light vehicles. This is an infantry and light vehicle muncher and even Land Raiders does not want to be under that kind of focused fire. If your getting a destroyer you definitely want an officer of the fleet to reroll those one's. Of course the question is: for 350 points is that enough dakka to be worth the point investment? At just a hair more then the price of two russes with heavy bolter sponson's and a similar save and wound count to two russes it passes first inspection so this is one that might be worth experimenting with. *'''Minotaur<sup>Forge World</sup>:''' The super-Basilisk that is significantly different from its 8th edition entry. T8, W22, Sv3+, and AP-1 attacks count as AP0, if your opponent bothers attacking thing this with any AP-1 attacks at all. Still has adamantium tracks, but the main take is the Minotaur twin earthshaker cannon with 240", heavy 2d3+3, S9, AP-3, Dd3, blast and does not require line-of-sight. *'''[[Praetor]]<sup>Forge World</sup>:''' Following on from the Crassus platform, it swaps the transport capacity for the mighty praetor launcher. Both profiles have blast and do not require line-of-sight to use. Foehammer missiles will cripple tanks, at 12-120", heavy 2d6, S9, AP-2, Dd6 whereas Firestorm missiles will root out entrenched enemies with 12-120", heavy 3d6, S6, AP-2, D2, and targets do not gain the benefit of cover. Both profiles are excellent for their job, especially as you can mix-and-match per turn as opposed to locking yourself into one-or-the-other at the start of the game. </div></div>
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