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===[[Warhammer 40,000/9th Edition Tactics/Imperial Guard|Imperial Guard]]=== *After a long arduous journey of being the only army with 8th edition rules, our friendly neighborhood treadhead has finally been bestowed abuse-worthy cheese. With the roll of 2 dice, Primaris Psykers can easily give any unit a trans-hit effect, while Cadian units (which are now available for all regiments) can easily pop a stratagem that gives them the transhuman effect as well. What could possibly go wrong? *'''Kasrkin.''' That’s how. Given that they’re the fresh hot ""new"" unit of the Guard, they were given a whole bunch of rules that [[Games Workshop|invalidated the Tempestus Scions that replaced them]]. **First off, they can have an additional regimental trait along with the ones you picked for your whole army. **Second, they have stratagems for dealing mortal wounds on every wound roll of 6 (Keep the [[Cadia|default Regiment]] and [[Leagues of Votann |every 6 to hit counts as UMWR of 6]]), increasing the AP on your lasguns, the aforementioned transhuman rule, and one that triggers their autowound on a 5 instead. **Most importantly, they can be given orders: Take Aim! Gives them '''2+ to hit''' ''and'' more AP, giving you a total of -4. With just 3 CP (more on this later) and fishing for [[what|5+s to hit]], your hotshots have the [[FATAL|penetrating]] power of a melta gun, while being tankier than half the tanks in the game thanks to flat 50% chances to fail in boh hitting and wounding **Equip your command squad with the '''Finial of Nemrodesh 1st''' to ignore every hitroll modifier, and any rule to ignore wounds on an enemy unit. This will ensure even C’Tan shards and Abaddon cannot hide behind wound caps against your wall of guns. **Using Ursula Creed to issue orders will give a +1 S to your lasguns and turn your basic flashlight into a S4 -2 (-4 with Hotshots) GEq killer that can go up against even MEqs and TEqs! [[FAIL|In a single edition, the basic guardsman squad has proven stronger, tougher, and more devastating than a superhuman tactical marine squad with boltguns]] *All of the above implies you've gone basic bitch Cadia. One of the casualties of the 9th Codex is all the variation of the various regiments; you have slightly more relics than a Custom Sept or Dynasty, but nowhere near in total. Some Regiments have had their specialties locked to KEYWORD stratagems that are part of your chosen doctrine, but theoretically any army can use all the stratagems [[Fail|but limited only on specific KEYWORD specialists]]. **But remember the boys [[Cadia|who are so]] <s>special</s> '''[[Imperial Guard|badass]]''' that they can pick their own special snowflake traits? Yeah, it's the Kasrkin again. Not only are they targetable for all CADIAN strats, they're also often specifically worded to be able to do some Regiment/Tempestus specific traits, like UMWR6 are MWs (tempestus only before) and better AP. Whatever they cant do intrinsically can be given as the extra trait. **Give the Kasrkin MECHANISED INFANTRY and they can pop out of transports after it moves; the keyword gives them access to the ARMOURED FIST strat for reroll all wound rolls. All that cheese above with AP and Wound Rolls gets even cheesier when you reroll all wounds. And you can pop them back inside the Transport just for fun. This also means you have wasted all your CP. But whatever they've fired on is gone. *As a Guard Player, you have the Supreme Commander that gives you an extra CP, a trait for regaining CP on a 5+, another HQ that lets you CP reroll twice a phase, a psyker that farms CP, and a relic to make your opponent pay more CP. **Does any of this make up for the fact that you're penalized the most for taking more than 1 detachment? No. Is this funny and let's you fuck with the opponent? Yes. *Leman Russ owners will be laughing all across the battlefield with the wide variety of tools given by the rules team that can make them a very threatening bunch of treads. To ensure your tanks never lose, give your army the regimental traits '''Armoured Superiority''' and '''Mechanised Infantry''' so all your vehicles count as multiple models while allowing infantry within Chimeras to disembark immediately. Having multiple tanks advance into the center with a primaris psyker in a transport, one can easily have a large unflinching tank with the same trans rules as any other unit and more! Armoured Tracks gives your units a better save against D1 damage, smoke launchers adds more troubles to the hit roll, and leaving Leontus around can ensure your tanks have a plethora of orders to choose from including ObSec to said tanks or a 5+++ FNP against Mortal Wounds.
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