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===[[Valhalla|{{W40Kkeyword|Valhalla}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, lasguns are cheap but lives are cheaper.<br> The other Space Russian regiment, these ones are based on the Soviet Union and, more specifically, the Soviets during WW2.<br> On the tabletop, they often use infantry squads in combination with their doctrine and Relic to lessen or even ignore morale. Their stratagem is amazing in Open or Narrative play, but not worth it for Matched.<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Grim Demeanour''': {{W40Kkeyword|Infantry}} units with this doctrine halve (rounding up) the number of models that flee if they fail morale tests, which makes them safer to use without a Commissar, especially Infantry squads with their smaller number and better Ld than Conscripts. Infantry heavy lists will have the flexibility to deploy forces all across the board, and squads with special weapons will be a nuisance until wiped out. {{W40Kkeyword|Valhallan Vehicles}} with this doctrine that have damage tables instead count their remaining wounds as double their actual value for the purposes of determining what their characteristics are, meaning you remain at full operational ability for ''much'' longer. *Some wound tables are affected more than others, but 11 wounds goes from 1-2/3-5/6-11 to 1/2/3-11 (meaning a repair on an injured model ''always'' improves it), while 26 goes from 1-6/7-13/14-26 to 1-3/4-6/7-26 (meaning you never need more than a full 3 repair to make it better). '''Warlord Trait - Tenacious:''' Warlord gains 5+ FNP, 6+ if it's a {{W40Kkeyword|Vehicle}}. ''Outright replaces the BRB warlord trait, Tenacious Survivor''. Makes the Field Medic's and Ogry Bodyguard's jobs a bit easier. Effectively makes your Tank Commander W14, but there are often better things to do with your warlord trait. '''Relics - Pietrov's MK 45:''' The bearer may replace its Bolt Pistol with a better, AP-1 D2 Pistol 2 (as of Spring 2019 FAQ) Bolt Pistol, and prevents friendly {{W40Kkeyword|Valhallan}} units within 6" from losing more than 1 model per morale check, effectively ''turning your Company Commander into a Commissar'', reducing your army's dependence on them even further. *Useful on Conscripts, since your doctrine already diminishes most of the effects of morale on the smaller Infantry Squads in normal circumstances. A damn fluffy Chenkov though. Remember it doesn't affect non-Regimental units like a real Commissar does. Also after FAQ its the ''only'' way of getting a pre-FAQ commissar in your army. A solid choice now - a Company Commander with this and Master of Command can walk 120 conscripts across the board and be an ''incredible'' pain in the жопа for everyone involved. '''Order - Fire On My Command!:''' The ordered unit can shoot at enemies that are within 1" of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This order can't be issued to a unit which is itself within 1" of an enemy unit. <b>Kill them all; the Emperor will know His own</b>. ''Funnily enough, flamers are safe to use since they don't roll to hit. Told you Emps knew His own''. *Tie up a problematic unit with disposable Conscripts, then order your Heavy Weapon Squads to fire on your command...[[Commander_Kubrik_Chenkov|and then you bring the Second Wave]] - ''Iron Warriors, eat your hearts out''. <u>This order shines when it's YOU who is on the offensive</u>, tying up the enemy with Bullgryn and Crusaders who ''actually want to be in melee and can't "Get Back in the Fight"''. Those squads are, in fact, so well armoured (3W/2+ and 1W/3++) ''they can tank a few Heavy Bolter misses better than Space Marines can tank successful hits''. For other non-melee units, just Fall Back; "Take Aim!" and "FRFSRF" do more damage than shooting on allies if the latter's melee isn't anything out of the ordinary. *Did you notice it only says "friendly units"? THEY DON'T EVEN NEED TO BE '''YOUR''' UNITS: Reivers and Infiltrators can ''easily'' survive a stray lasgun shot while still spooking -1Ld off the enemy squad, and Vanguard's Rad Saturation lets you hit a weakened enemy (especially if they are next to a {{W40Kkeyword|Graia}} warlord), which you can't do otherwise. Multiple detachments! Apologize to your friends! Yay! *Watch out for supercharged plasma: not only will the firing model be slain by the 1, but a friendly unit will ''also'' be hit. Do keep in mind, though, that Crusaders have a 3++ and one can revive on a 2+. Especially useful against Primaris. '''Stratagems - Send In The Next Wave! (2 CP):''' Use this stratagem at the end of your movement phase. Select a {{W40Kkeyword|Valhallan Infantry}} unit (no Characters or Consolidated squads) that has been destroyed earlier in the battle. Set it up wholly within 6" of your table edge and more than 9" away from enemy models.This would be amazing, but in Matched Play, this ''does'' cost reinforcement points. This is crippling - you have no tactical reason ''ever'' to hold back a unit you've already paid for, especially if it only arrives once a friendly identical unit has been destroyed and ''especially'' if it only shows up in your deployment zone. A dead crap stratagem that is a gimmicky reserves rule? '''Special Characters''' '''Tactical Objectives''' '''Tactics''' </div></div>
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