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==Regiments and Regimental Doctrines== [[what|{{W40Kkeyword|<Regiments>}} are no longer specific subfactions, so that means all the subfaction-specific add-ons are gone]]. Instead, you will now have the default trait {{W40Kkeyword|BORN SOLDIERS}}, which can be replaced with a custom combination of two different Regimental traits (which also means you can treat Born Soldiers as a custom trait that costs double). The new traits will apply to all {{W40Kkeyword|REGIMENTAL}} units, and some will also give additional {{W40kKeyword|keyword}}s for Stratagem use. The stratagems themselves are either locked to certain units or to certain keywords, so take note who has what. <div class="mw-collapsible-content"> *Each of these traits can only be taken by themselves, i.e. they cost double what the others do. **'''Born Soldiers:''' Unless you change your trait, this is the one your army starts with (which is also a thing in Crusade). Unmodified ranged Hit Rolls of 6 auto-wound (and count as Unmodified Wound Rolls of 6 when doing so). All officers get to pass on their Ld to {{W40Kkeyword|PLATOON}} units within a 6" aura. ***{{W40Kkeyword|Born soldiers}}: The keyword enables the use of the 'Ingrained Precision' stratagem (1 CP to improve the auto-wounding ability so it procs on unmodified 5+ to hit). You do not have Magnarails, but you do have stratagem and combo cheese... **'''Trophy Hunters:''' Attacks against monsters or vehicles gain +1S. ***The only time you'd use this is if you break its own rule by taking it as an extra Regimental trait for Kasrkin or the Veteran Commander Tank Ace on top of whatever you already have. +1S is a conditional +1 to wound against specific targets when your Str is right on the break point for the wound roll. The most important break points are for Str 7 weapons (plasma, autocannons) against medium vehicles letting you wound Rhinos and Chimeras on a 3+ rather then a 4+ and heavy vehicles letting you go from wounding a Land Raider, Leman Russ or Knight on a 5+ to 4+ and Str 8 (melta, battle cannons) letting you wound the aforementioned russ and knight on a 3+ and a lot of lord of war on a 4+. As for the rest of your lasgun-wielding army, only against the T6 Dark eldar papier mache monsters and kites would +1S take them from wounding on 6+ to wounding on 5+. This does also buff your melee troop force, and while the guard are not a melee army: Rough Riders with this trait on the charge go to strength 9 against vehicles with AP 4 which can be a nasty surprise to even Baneblades. So go out there and [https://en.wikipedia.org/wiki/Tent_pegging peg] some monsters! *You can take any 2 of the traits below. **'''Armoured Superiority:''' The doctrine for your Armoured Fist lists! Makes {{W40Kkeyword|sentinel}} models count as 3 for capping points, makes {{W40Kkeyword|titanic}} models count as 10, and makes all other {{W40Kkeyword|vehicle}} models count as 5. ***{{W40Kkeyword|Armoured Superiority}}: The keyword makes the Vengeful Salute stratagem cost 1 CP rather than 2. That lets you shoot with turret weapons when you die at BS5+ **'''Blitz Division:''' Not quite the sort of thing to emulate the [[Elysian Drop Troops]]. When you reach turn 2, your non-{{W40Kkeyword|sentinel}} {{W40Kkeyword|vehicle}}s can deploy as if you were in turn 3, helping out with surprise assaults. You halve the power level of all units for the sake of CP costs when throwing things into reserves. Unless you play with Arks of Omen (''you do''), as that doesn't need CP for Strategic Reserves, making half of this trait meaningless. Yep, [[Fail|the codex is already outdated]]. Reminder that this is the second edition in a row claiming to fix Codex creep... **'''Brutal Strength:''' This is where the Catachan trait went. {{W40Kkeyword|Infantry}} ignores penalties for moving with Heavy weapons and also gains +1S on the charge. ''"Why yes, give me that Heavy Bolter to go"''. Also lots of synergy with FRFSRF!, since it is now Heavy 3. ***As with last ed, you're still just Guardsmen, <u><b>''[[Tau|you don't want to be in melee]]''</b></u>. That being said, you could combine this trait with the following, to enhance the melee on your effectively relentless army: ****Characters: Straken gives +1S to the ordered unit and punches like a fucking devil, on top of giving re-rolls of 1s to hit for being a COMMANDANT. The Catachan named characters already have their S bonus baked into their profiles, but they can still benefit from this plus any other trait you pick. Regimental Preachers can give a unit +1" to charge and full melee hit rerolls. Even Command squads can help by having lots of chainswords and useful gizmos. Furthermore, they all have access to Ogryn bodyguards, some relic blades and the 'Frontline Commander' WT. ****Fix Bayonets! for +1 to hit and a pip of AP. Do remember {{W40kKeyword|Sentinel}}s can take {{W40kKeyword|platoon}} orders, and they have big chainsaws now. ****Kasrkin squads: They have 2A base, and their hot-shot lasguns are the best gun to order FRFSRF on. Outside of characters, their 3A sergeants are the best wielders of the relic blades. ****Catachan infantry squads: Kinda for the theme. A troop with extra hits on 6s to hit in melee can be useful ****Ogryns and Rough Riders don't benefit from the doctrine, but you should consider them if you're going to melee. **'''Cult of Sacrifice:''' The [[Death Korps of Krieg]] doctrine and gives all units a keyword of the same name. Any unit below starting strength gets +1 to hit. Having models die is a fairly common occurrence. Your enemy can simply focus on completely destroying your units one at a time in order to deny the survivors (oft the special guns) the buff. However, that alone is already a benefit; you'll use stratagems on bigger units instead of using them on mauled survivors, and it can make your opponent waste damage in overkill. ***{{W40kKeyword|Cult of sacrifice}}: Makes the 'Fire on my Position' stratagem cost 1 CP instead of 2. That's the one that lets you output an average of 1 MW to each unit (friend or foe) within 3" of a dying vox-caster or master-vox model. **'''Elite Sharpshooters:''' Units with this trait can re-roll one hit. While the Guard relies on massed fire, infantry squads get an important part of their damage output from one or two special guns in the squad, which is where you'll use the re-roll on. Especially noticeable on single shot weapons like lascannons, but it can also save a lucky plasma gunner from blowing up, as the ONLY source of re-rolling 1s to hit ''for infantry'' comes from the SINGLE COMMANDANT in your army (if at all). Also useful for Vanquishers cannons. ***{{W40Kkeyword|Elite sharpshooters}}: Non-Kasrkin {{W40Kkeyword|core}} units with that keyword can use the 'Experienced Eye' strat, paying 1 CP for -1 to ranged AP. **'''Expert Bombardiers:''' All {{W40Kkeyword|Artillery}} units gain +1 to hit when shooting an enemy within 12" of a {{W40Kkeyword|Vox-Caster}} or {{W40Kkeyword|Sentinel}} unit. Easy to use, as sentinels are agile and vox-casters are now literally free, though all your non-artillery units will gain is front row seats to an explosion. ***{{W40Kkeyword|Expert Bombardiers}}: The keyword lets your {{W40Kkeyword|officer}}s use the Artillery Strike Requested stratagem as if they were Masters of Ordnance. **'''Grim Demeanour:''' Taken from the [[Valhallan Ice Warriors]]. All units ignore penalties to combat attrition checks. ''The Commissar can't be everywhere, I gue-{{BLAM}}''. ***{{W40Kkeyword|Grim demeanour}}: The keyword lets the Acceptable Losses strat work on non-{{W40Kkeyword|platoon}} units, aka Tanks, which won't mind a few stray shots. **'''Heirloom Weapons:''' The [[Vostroyan Firstborn]]'s trait. Your non-relic guns get +4" range. That means: ***Squads get an easier time using 16" flamers and meltas (and pistols), and melta range grows to a more manageable 8". ***Rapid fire range grows to 14", making enemy charges a bit more difficult. Or have 28" range lasguns and outrange most infantry. ***Russes armed with "long range" 28" Demolisher cannons with 28" Multi-melta sponsons. **'''Industrial Efficiency:''' Taken from the [[Armageddon Steel Legion]]. Negates the AP of any AP-1 attacks and stacks with Armoured Tracks (+1 to save against D1 weapons). With the number of AP-1 anti-infantry weapons out there, this will let your infantry pretend they're survivable. **'''Mechanised Infantry:''' Troops with this trait can disembark after their transport has made a normal move. Neither the disembarked unit nor the transport can move again or charge after doing this move. Can use transports to slinghshot your infantry to objectives (and your flamers/melta to your enemy's face). Obviously, completely useless without transports. ***{{W40Kkeyword|Mechanised}}: Allows non-{{W40Kkeyword|militarum tempestus}} to use the 'Mount Up!' strat, which lets you pay 2 CP to embark one unit after shooting. **'''Parade Drill:''' A doctrine best trying to emulate the [[Mordian Iron Guard]]. If this unit did not move on this turn, their lasguns and hot-shot lasguns become Heavy 2 for extra efficiency in firepower. Useless for tanks and artillery. ***This trait is redundant when you have FRFSRF to turn lasguns to Heavy 3. So INSTEAD use your orders on HWT/Field Artillery. Or use 'Take Aim'/'Supression Fire' on the squads that didn't move, order 'Forwards For The Emperor' to squads that did move, and let unattended squads show you they can still be disciplined without a nanny, freeing your officers. **'''Recon Operators:''' Your {{W40Kkeyword|infantry}}, {{W40Kkeyword|sentinel}}s, and {{W40Kkeyword|cavalry}} that start the game wholly within deployment get a pre-game Normal Move of 6", [[FAIL|regardless of the model's M]]. ***Because this adds a flat amount of movement, better on your 6" infantry than your 12" cavalry; terrible on 12" scout sentinels because their built-in deployment ability is better, but remarkably useful on your 8" armoured sentinels because they have {{W40Kkeyword|squadron}}, allowing for rapid expansion of your order bouncing like scout sentinels are good for, but on a more durable chassis. ***It's also worth noting that there are missions that prevent you from scout-moves and scout-deploying, which is a pretty big situational fuck you. **'''Swift as the Wind:''' {{W40Kkeyword|infantry}} and {{W40Kkeyword|artillery}} units gain +1" M, everything else gets +2" M, and all units gain +1 to Charge rolls. ***Bit of a nerf, though it can be combined with other traits like Mechanised or Brutal Strength, as well as further increase the bonuses with a Regimental Preacher or the 'Move Move Move' order. **'''Veteran Guerillas:''' Their attempt to emulate the [[Catachan Jungle Fighters]] and grants a keyword of the same name. All {{W40Kkeyword|Infantry}} and {{W40Kkeyword|sentinel}}s ignore cover when shooting enemies within 18", which can make those walls of flashlights very annoying. ***{{W40Kkeyword|Veteran Guerillas}}: Non-{{W40Kkeyword|Catachan}} units gain a +1 to the roll to see how many MWs the 'Vicious Traps' strat deals. There are options for many interesting themed lists, but Born Soldiers is likely to remain the standard all-comers option. However, Kasrkin can get an additional doctrine, and you can give one to a tank with the 'Veteran Commander' Tank Ace, so keep that in mind.
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