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===[[Catachan Jungle Fighters|{{W40Kkeyword|Catachan}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Hailing from the Death World of Catachan, the Jungle Fighters specialize in particularly gritty theatres of war. On the tabletop, they hit harder than the usual guardsmen, both in terms of their strength of 4 and their usually better shot output from vehicles. The death worlders also posses some of the best characters and officers, most of which lore wise slay Tyranid type monsters with their bare hands (use caution on the tabletop). <div class="mw-collapsible-content"> '''Regimental Doctrines-Brutal Strength''': {{W40kKeyword|INFANTRY}} units with this doctrine gain +1 Strength (i.e. S4), plus '''+1 Ld''' too if they are within 6" of a friendly {{W40kKeyword|Catachan Officer}}. Furthermore, '''each''' time a {{W40Kkeyword|Catachan vehicle}} fires a weapon with random shot volume, you may re-roll one die when determining the number of shots that weapon gets. Grinding Advance Russes, dual-flamer Hellhounds/Chimeras, Basilisks etc. are now quite a bit nastier - and remember, [[Awesome|overwatch counts as firing a weapon]]. *Space Marines can do melee because they're heavily armoured, hit hard, often and can get close surprisingly fast. You merely punch hard - still a shooty army. That being said, what you ''do'' have is hordes of infantry with a ''better wounds-to-points ratio'', and can boost them with Straken, Ministorum Priests and "Fix Bayonets!". As in, all those three at once. Now that's proper Catachan melee, and supported by better vehicles, not some [[Warhammer_40,000/Tactics/Renegades_And_Heretics(8E)|Renegade rabble]]. *A note on the math - you re-roll only one die, and it's a re-roll, not an additional unkept die, so assuming you do the sane thing and only re-roll 3 down on a 1d6 and 1 on a 1d3, your expected values go from 3.5 to 4.25 and 2 to 2.33, respectively (and if you use a vehicle with multiple dice, the value of the benefit plummets, of course - in those cases, you always re-roll the lowest die, obviously). Earthshaker, Stormsword Siege, and Twin Earthshaker cannons are special; the way you should fire ''them'' is to roll the full number of dice, then re-roll the one lowest die, no matter what it is, ''then'' drop the lowest dice. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Every example of this Doctrine's effect on vehicle rate of fire (listing an example weapon), assuming you only re-roll when you ought to: <div class="mw-collapsible-content"> *4D6 (Wyvern Mortar): 14 -> 15.79 (x1.13) *3D6 (Deathstrike Missile): 10.5 -> 12.06 (x1.15) *4H2D6 (Twin Earthshaker): 9.34 -> 9.93 (x1.06) *2D6 (Twin Heavy Flamer): 7 -> 8.24 (x1.18) *2D6 (Inferno Cannon): 7 -> 8.24 (x1.18) *2H1D6 (Earthshaker Cannon): 4.47 -> 4.96 (x1.11) *2H1D6 (Artemia Inferno Cannon): 4.47 -> 4.96 (x1.11) *1D6 (Heavy Flamer): 3.5-> 4.25 (x1.21) *3D3 (Volcano Cannon): 6 -> 6.70 (x1.12) *2D3 (Neutron Laser Projector): 4 -> 4.56 (x1.14) *1D3 (Plasma Cannon): 2 -> 2.33 (x1.17) As you can see, the greatest impact is on 1d6 weapons - a Leman Russ Battle Cannon's rof*damage goes from 7 to 8.5, while a Demolisher Cannon against a single target goes from 4 to 4.66. </div> </div> '''Warlord Trait- Lead From The Front:''' The Warlord has a 6" Heroic Intervention (double in range and distance as normal). In addition, if your Warlord was charged, did a Heroic Intervention, or was charged himself, then they re-roll failed hit rolls until the end of the turn. While rerolling failed hit rolls is powerful, especially for low WS models, you should remember that you are playing Guard and even with this, you are comparatively weak in assault even if you have a Warlord like Straken in the fight. '''Relics - Mamorph Tuskblade:''' Replaces a power sword. A reskin of the Blade of Conquest at S+2 AP-3 D2, so guaranteed 2D instead of having to roll for it, in case you decide to use a mortal to hunt Primaris. Works similar enough, and you do have Straken. *Better than the Blade of Conquest against targets with 2W, the same against other stuff. The worse AP isn't that much of a factor. ** Something to keep in mind is this is a Catachan relic, meaning the wearer Will be S6, something to keep in mind if fighting something like Tyranids. '''Orders - Burn Them Out!:''' The ordered unit can re-roll the dice when determining the number of shots a Flamer or Heavy Flamer has. In addition, enemy units targeted by the models with these weapons in the ordered unit lose the cover bonus to saves for the rest of the phase. Better than ''Bring it down!'' on the relevant weapons, but it doesn't buff the other weapons in the squad (other than ignoring cover, which they will on the unit(s) the flamer(s)/heavy flamer targets), which is an issue on squads other than Special Weapon and Command squads, like Veterans. Worth considering if you want to gamble stacking orders with the Laurels of Command, though. *Note the effect on saves; you don't need to wound, or technically even hit, if the targeted unit has some miraculous way to avoid being hit by a Flamer/Heavy Flamer, for the targeted unit to lose the cover bonus to saves for the rest of the phase. You can use this to turn off cover on something relying on it for durability, like Scout Marines, then actually kill it with the rest of your army. You can remove cover from multiple units at once, too, as you can target more than one unit. '''Stratagems - Vicious Traps(1CP):''' Use this Stratagem when an enemy unit finishes a charge move within 1" of a {{W40kKeyword|Catachan}} unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds. ====Special Characters==== '''HQ'''<br> *'''Colonel Iron Hand Straken:''' At 75 points, Straken is a considerable investment over a standard Company Commander, but he might just be worth it if you're looking to run an assault army. For one thing, all {{W40Kkeyword|Catachan}} units within 6" of him get an extra attack, which can turn even a Conscript squad into a nasty tarpit. His '''Been There, Seen It, Killed It''' rule makes him great for charging and finishing off wounded {{W40Kkeyword|Monster}} units. He also gets S6 (effectively S7, assuming you take him in a purely {{W40Kkeyword|Catachan}} detachment, where he also boosts unit Ld by +1 for being an {{W40Kkeyword|Officer}}) and T4 in addition to W5, so he's a bit harder to put down. Consider running him with a Ministorum Priest. *'''Sly Marbo:''' All memes aside, unfortunately, Sly Marbo is not even remotely competitive. While he has the ability to appear 9" away from an enemy and trigger one of three special rules (immediately shoot, which lets him snipe {{W40Kkeyword|Characters}}; make a small move and add 2 to his attacks if he charges; or trigger concealed explosives that have a 50/50 shot of dealing mortal wounds), his lack of durability and lackluster weapons (not a single one has any AP) makes him a poor choice overall. He can disappear if there are no enemy units close to him at the start of the Movement phase, but you will never get to use this rule because he will most likely die and also fail to clear out the enemies he charges anyway. If he debuffed enemy leadership, had some way to mitigate armor saves, and could be reasonably expected to stick around for more than a single round, he might be worth it, but he's not. Another view point. Will most effective way to us Sky Marbo is if you have alliance Militarum Tempestus detachment. Militarum Tempestus able with help Stratagems to get their foot soldiers 6 inch opponent lines means when he deep strike he not be closet model and pistol wounds get six shots and wounds 2 by average going to kill something 2 space marines turn. Doing that two turns make points back and them some. Ideal you have commission Yark with him. Which is likely best way to us him. Were Catachan provide artillery support with Militarum Tempestus will being aim to destroy vehicles. There other ways using him to. Back other units charging or hide behind them and shooting. '''Elites'''<br> *'''Sergeant Harker:''' Sgt. Harker totes around his Assault 3 Heavy Bolt, Payback, and has a pretty decent statline for a guardsman, think a platoon commander on miral shark steroids. You don't take him for his cool gun or stats though. Harker allows all friendly {{W40Kkeyword|Catachan}} units (himself included) within 6" oh him re-roll 1s to hit in the Shooting phase. Every {{W40Kkeyword|Catachan}} list should include Harker since he can buff any {{W40Kkeyword|Catachan}}, from the lowly Conscript to the mighty Baneblade! '''Tactical Objectives'''<br> '''Tactics''' </div></div>
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