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====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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