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====Regimental==== *'''Command Squad:''' Only one can be taken for each {{W40Kkeyword|Officer}} you have on the field. Essentially 4 Veterans who can all be outfitted with special weapons or laspistols+chainswords, or you can give each one your choice of [[#Other Infantry Wargear|Medi-Pack, a Standard, or Vox-Caster]]. The Medic ain't no Apothecary, and his shit only works a 4+. He also can't revive anything with more than one wound, but he ''can'' heal characters, which is probably his best use. The Standard is worse than a Lord Commissar, although it will buff Catachans or Mordians to LD'''9''' so long as they also have an officer within 6"/have at least 2 unit members left to stand back to back. The Vox-caster should typically be carried by an Infantry Squad. You can also swap out two of these guys for a Heavy Weapons team. It's points efficient to give these guys two special weapons and a heavy weapon or just four special weapons, but they're very likely to get shot off the table, whereas a Veteran Squad at least has some expendable bodies before you start losing special weapons. **For some slightly rage-inducing shenanigans, use an Ogryn Bodyguard/Nork to tank wounds for your Characters, and then use the medic to heal the Ogryn. **While it remains an unFAQed mystery what exactly happens if you take a medi-pack and target a majority 1-wound unit with a heavy weapons team, you can ''certainly'' take a medi-pack and 3 plasma guns, then use the medic to try to bring back dead plasma gunners, though this is not a competitive option due to the cost of the medi-pack and its 50-50 success rate **It should be noted, Company and Platoon Commanders are not the only {{W40Kkeyword|Officer}}s you can bring. Tank Commanders have the officer keyword and therefore unlock access to an additional command squad. *'''Master of Ordnance:''' The Master of Ordnance (MoO) has two things going for him: a one use Basilisk-class artillery salvo and he confers an aura of reroll 1s to nearby {{W40Kkeyword|<regiment>}} {{W40Kkeyword|Basilisks}}, {{W40Kkeyword|Deathstrikes}}, {{W40Kkeyword|Manticores}}, and {{W40Kkeyword|Wyverns}} as long as their targets are more than 36" away (because he can't really help if the gun is direct firing, apparently). Take this guy for his re-roll ability; that way, you're pleasantly surprised if the artillery strike does something instead of basing your strategy around an unreliable, one-use attack. **Obviously, don't take him if you're {{W40Kkeyword|Cadian}} or brought another buffer with the same effect like Harker or Yarrick. **As of the change he can now support an Armageddon Pattern Basilisk, but he still inexplicably cannot support the other Forge World variants, like Medusae (vehicle or either Battery), or the Battery variants for Basilisks, Manticores, or Wyverns (that last meaning Heavy Quad Launcher Batteries). *'''Platoon Commander:''' Now an individual model, broken off of his Command squad. This is one of your options for orders, capable of giving one per turn and he has a 5+ invulnerable save. *'''Veteran Squad:''' Rather boorishly [[PROMOTIONS|<s>promoted</s>]] demoted to the Elites slot, vets are guardsmen with a 3+ BS, three special weapon slots, and more weapon options than basic Infantry Squads. **The key to getting the most out of vets is taking the most advantage of their unique weapon combinations and superior ballistic skill. They can take up to three special weapons, a heavy flamer, and a heavy weapon team, and lasguns can be replaced with shotgun if you desire. Build them with a plan for how you are going to use them. If you're going for close-range assault, go with heavy flamers, meltaguns, and maybe some shotguns. If you're running a gunline, plasma and heavy bolter, lascannon, or mortar team depending on whether you need anti-tank or anti-infantry. Avoid standard flamers on these guys (and look at the Special Weapons Squad below instead); it's a total waste of their main advantage over Infantry Squads. **Special consideration should be given to these guys when packing plasma guns, particularly when using {{W40Kkeyword|Mordian}} or {{W40Kkeyword|Armageddon}} regiments. Armageddon allows you to get 3 plasma guns firing two shots each at 18โ, while the Mordian special order allows you to target Characters with Rapid Fire weapons. Veterans in this configuration along with a Platoon Commander with the Dagger of TuโShakh can make an excellent 2nd turn execution force. {{W40Kkeyword|Vostroyans}} will make plasmas and heavy weapons 6" longer in range. 30" plasma never hurt anyone...well except your enemy...Or the person firing the gun. *'''Special Weapons Squad:''' Like Heavy Weapons Squads, the base cost of this unit is absurdly cheap - 24 points for 6 guys before you have to give 3 of them Meltas, Flamers, Plasma, or the like. A few teams of supercharged plasma gunners are a pants-shittingly powerful option of dealing with TEQs and MCs. All of your soldiers **will** die, but you're playing the Guard: do you really care? You can do fun things like giving a squad 1 demo charge and 2 flamers and running them in a chimera with Scion buddies, preferably with meltas. And if you don't add the 6th scion, you can toss in a Lord Commissar or Primaris Psyker. That's a whole lot of fun in one transport. Fun fact: Demolition Charges got even cheaper, but don't take 3 as you can only throw one a turn."cough" "cough", Grenadiers, "cough", "cough" **Point for point, a Special Weapons Squad with plasma guns/demo charge is one of the most effective options at clearing out Primaris targets - consider throwing 2 squads in a Chimera and/or the Disciplined Shooters regimental doctrine to get the shots to their targets. =====Forge World===== *'''Atlas Recovery Tank:''' Believe it or not, this thing is almost useful now. It's a standard "battle Chimera" tank (T7 W11 and a hull heavy bolter) with S7, but rather than a battle gun, it has an enginseer's ability to heal a vehicle (but not itself). Compared to the enginseer, it's more expensive (both in points and money), but more mobile and less vulnerable to sniper fire. Unfortunately, while being a tank means it can't be picked off by snipers, it's not a character, so it ''can'' be targeted by anything else. Still too expensive for what it does, but a lot better than what it used to be. **''Important note:'' Unlike the Enginseer's Master of Machines rule, the Recovery Vehicle rule doesn't stipulate that a given vehicle may only benefit from it once. If you have a Lord of War on the field and want it to stay alive, an Enginseer and a few Atlases can give it a serious survivability boost. Highly situational, but potentially useful. *'''Hades Breaching Drill Squad:''' A vehicle with a squad of "Veterans" (who all have Sergeant grade LD, but none of whom have Veteran grade BS, all with shotguns, AKA crazy... or very unlucky) that emerges anywhere more than 9" away from enemies. Once it shows up, the Drill and Veteran Squad become separate units entirely. The Hades Drill itself is a big 'fuck you' machine, with 1d6 WS3+ S10 AP-4 D1d3 melee attacks (D1d6 against {{W40Kkeyword|Vehicles}}), and it has a 4++ invul in the fight phase thanks to its whirling blades. With T7, W7, and Sv3+, it's pretty durable, too. The Veterans are significantly worse than normal Veterans at shooting, with limited special weapons access on top of their nerfed BS, in that they can only take 2 special weapons in the squad, with no heavy flamer or heavy weapons team; the squad amounts to a tax on the drill, because it is so much worse than your other options, but it can still do ok with a pair of flamers. Makes for a delightful Distraction Carnifex; cackle with glee as your opponent shits himself trying to kill this thing before it crawls up his Stompa's ass and cores it like an apple! **You're probably going to want to take these guys and their death machine as {{W40Kkeyword|CATACHAN}}. The Vets are going to be within pissing distance anyways and are all but guaranteed to see close quarters fighting and while the Hades doesn't benefit from the Doctrine (it specifies ranged weapons), it CAN benefit from Straken, since unlike Priests and Krieg Regimental Standards, his +1 Attack Aura specifies UNITS, not {{W40Kkeyword|INFANTRY}}! *'''Salamander Command Vehicle:''' Don't get excited - this isn't a command vehicle, and you can't issue orders from inside it. It's not even a Transport, although it ''is'' an Ld8 Chimera chassis. It's also not a member of the Salamanders Space Marines Chapter. Instead, as a Salamander Vehicle, it has Scout, so it gets a 9" move after the first round begins but before the first turn begins. More importantly, during Shooting, a single friendly {{W40Kkeyword| <regiment> <vehicle>}} within 6" gets +1 to hit rolls, so you can finally shoot plasma safely from a Leman Russ, Arkurian Stormblade, or Macharius Omega (the Leman Russ is ironically the most efficient option, because the latter two can't take plasma sponsons). Incredibly expensive, at 132 points with just the guns. Much too expensive for what it does in a competitive game.
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