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===Dedicated Transports=== *'''Chimera:''' The old king of metal boxes has fallen. And risen reborn. With the loss of Amphibious, Mobile Command Vehicle, and its fire points, the Chimera has been thoroughly nerfed. On the other hand, it's much tougher, and the improved transport capacity over your other transport options makes it the go-to option for transporting Ogryns and Bullgryns (it can hold 4, while the Taurox can only hold 3), especially now that all vehicles are assault vehicles. Additionally, Chapter Approved 2018 did give it a much needed price drop. The primary benefit of a Chimera over a Taurox is the critical 2 extra transport slots, with the very slight additional benefit of +1 Toughness, and the somewhat more substantive benefit of better wargear options, since Tauroxes are stuck with twin autocannons, which suck, and the only Vehicle Equipment they can take is a pintle storm bolter/heavy stubber. Which vehicle you should take, and what you should put on it, depends both on your {{W40Kkeyword|regiment}} and what you intend to put in it - Tauroxes imply you're using vox-casters to get your orders through, while Chimeras imply you're having a Platoon Commander or other support character tag along. **Take the twin heavy flamer option with track guards at 100 points for brawling and making your dedicated transport pull double duty as a poor man's Hellhound, especially if you're running {{W40Kkeyword|Catachan}} - their Doctrine benefits that loadout the most, and they want a Platoon Commander along more than other regiments for the leadership buff. With Heavy flamers going to 12" this will become a very useful transport, always moving 12", always shooting 2D6 heavy flamer shots (and potentially whomever is shooting the RF6 lasguns) and always hauling 12 models ***When used in conjunction with the rapid redeploy stratagem from the new formation you have a transport that can advance and shoot whilst still autohitting and a guardsmen unit inside that can disembark after moving to shoot and charge. A Brutal combination that few opponents will anticipate. **{{W40Kkeyword|Tallarn}} wants a triple heavy bolter Chimera (Gryphonne-Pattern, see below) in a big way - their Doctrine is the only one that lets you concern yourself with letting the transport meaningfully contribute to shooting on the move, and that's hands down the most efficient points-per-wound option available. They also like the double heavy bolter option with Track Guards - it's less efficient at murder, but more efficient at maintaining mobility as you zip around. Either can be combined with a heavy stubber. **{{W40Kkeyword|Armageddon}} likes these in general- the extra toughness and added transport slots synergize well with their unique order and Stratagem, as well as the boosted resilience against AP-1 weaponry. **Note that the Lasgun Arrays are no longer Fire Ports that let models shoot lasguns out of the vehicle. They are now a pair of 3-shot Lasguns that ''may only be fired if a unit is embarked''. While this isn't a major change, it has the funny effect of allowing a single [[Jokaero|monkey]] to somehow fire the equivalent of 2 Multi-Lasers at once. Er no. Six lasguns. **The Multi-laser was really hurt by the rules changes in 8th Edition. Consult the table below to see which weapon you should be using. It can be seen that the Multi-laser is better against specific toughnesses and low saves, but for those you really should just sell your soul to the [[Forge World|resin gods]] and take an Autocannon. Or use the heavy bolter from the box for zilch. One more shot over the autocannon is probably better if you want to move and shoot the thing. {|class="wikitable" border="1" cellpadding="4" cellspacing="4" style="width:100%" ! colspan="2" rowspan="2" | ! colspan="6" |Save |- !2+ !3+ !4+ !5+ !6+ !7+ |- ! rowspan="11" |Toughness !2 or less | colspan="6" style="text-align:center"|Heavy Bolter |- !3 | colspan="5" style="text-align:center"|Heavy Bolter | style="text-align:center"|Both |- !4 | colspan="6" rowspan="2" style="text-align:center"|Heavy Bolter |- !5 |- !6 | colspan="4" style="text-align:center"|Heavy Bolter | style="text-align:center"|Both | style="text-align:center"|Multi-Laser |- !7 | colspan="6" rowspan="3" style="text-align:center"|Heavy Bolter |- !8 |- !9 |- !10 | rowspan="2" style="text-align:center"|Heavy Bolter | colspan="5" rowspan="2" style="text-align:center"|Multi-Laser |- !11 |- !12 or greater | colspan="6" style="text-align:center"|Heavy Bolter |} *'''Taurox:''' The student has learned well. With its twin autocannons and a good move speed of M14, the Taurox makes a strong contender for the new Guard motor pool. It's faster and cheaper than the Chimera, too. Its cheapness, high firepower, and 10 man cap make it ideal for carrying basic infantry squads or dropping 3-man Ogryn/Bullgryn squads where they need to go. **For the more mathematically inclined, a Taurox is 70 points after its guns. For another 28 points you get a double flamer Chimera with track guards, which can fire on the move, is tougher, and can haul 2 more models. Taurox like to sit and shoot, Chimera like to get in the thick of it. Depends whether you want a cheap ferry with some bonus fire support or a line breaker. ** The main job of any transport is simply to get from Point "A" to Point "B" in one piece. In practice the Valkyrie does a better job than either the Taurox or the Chimera, but if you only want to move your army across the table as quickly (and cheaply) as possible the Taurox delivers. ====Forge World==== *'''Centaur Light Carrier:''' "Light" is sort of an understatement - with only a 5-man capacity and two heavy stubbers as its weapon, the thing is barely a transport. Its real role is to haul around your otherwise-immobile {{W40Kkeyword|<regiment>}} {{W40Kkeyword|artillery}} batteries, taking them along for its move. The artillery in question can't fire that turn, but it's useful enough to keep them out of range of opponents. Best used for 4-man command squads with their Officer; its big benefits are that it's cheaper than any other transport you have access to, and while it has -1S, -1T, -3W and -1A compared to a Chimera, but you don't care about the S or the A. One benefit of the lower wound count is that it carries the vehicle below the threshold for stat deterioration, which is a huge boon in 8th. After suffering 5 or 6 wounds, the Centaur actually has higher M (assuming the Chimera hasn't got Track Guards) and BS than a Chimera, and equivalent A. It's pretty even, as by the point a Centaur would be dead, a Chimera's so crippled it doesn't matter anyway. *'''Chimera, Gryphonne-Pattern:''' Replaces the Multilaser with a Twin Heavy Bolter for extra dakka, or an Autocannon (per FAQ); it can't take an Augur Array, Dozer Blade, or Track Guards, although Track Guards are the only one of those you'll miss. Supplementing the Heavy Bolters with the one on the hull can turn this into a surprisingly nasty bullet-hose, while the Autocannon can provide some extra light anti-tank (but is probably surpassed by the THB loadout against just about everything but T10). It's not as strong in the fire support category as a Taurox Prime (see below), but it's tougher, and offers better transport capacity. This Chimera variant is your friend if you're Cadian - it packs the most long-range heavy firepower, so it can sit pretty on objectives in your half of the board and provide fire support while enjoying the Cadian reroll-1s doctrine. It's only an 8.33% accuracy bonus, but with fixed shot counts and no need to move, it's certainly worth considering. **You'll need to kitbash the twin heavy bolter turret since only the autocannon one is sold these days, but this is pretty easy to do, even for a novice kitbasher. Also, it's worth mentioning that the Baneblade THB miniturret uses the same turret ring size as Chimeras, so if you got a Baneblade variant of some kind, you have a THB turret for a Chimera on those days you don't feel like breaking out the Lord of War. ***The Gryphonne Chimera with 3 HB costs 21 points more than the normal Chimera with 2 HB. A HB for 21 does not sound like a very good deal. *'''Trojan Support Vehicle:''' This Forgeworld model was updated to be effectively a very cramped (Transport Capacity 6) Chimera for a rather stunning increase to the original base cost to a painful minimum of 98. In return, however, it brings the one and only source of full failure re-rolls in the Guard, granting one {{W40Kkeyword|astra militarum vehicle}} within 6" re-rolls to hit in the shooting phase. Pairing this adorable little box with a Lord of War is a match made on Holy Terra - if you're not using it as the portable [[Elf Slave, Wat Do?|love slave]] of your Stormlord or Shadowsword, you're doing it wrong. **To go from 'wow' to 'what the fuck why' pair this with a Salamander Command Vehicle. The abilities stack, taking your buffed vehicle from a 50% hitrate to an 89% hitrate. A Shadowsword with this sort of buffage is absolute horror - its Volcano Cannon will hit on ''2s'' versus Titanic units, wound on 2s versus anything smaller than a Warhound Titan, and ''rerolls everything except damage.'' We're talking enough power to, with a bit of assistance from the sponsons, bring down a ''Knight Castellan.'' Use wisely. ***And that just got easier thanks to the April 2019 FAQ stating that a Knight's maximum invulnerable save is 4+. Enjoy.
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