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| This is the upcoming edition's tactics. The previous edition's tactics can be found [[Warhammer 40,000/Tactics/Imperial Guard(8E)|here.]]
| | #REDIRECT [[Warhammer_40,000/Tactics/Imperial_Guard_(9E)]] |
| == Why Play Imperial Guard==
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| When recruits are inducted into the Imperial Guard, they are given four things: their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason,) their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor,") a large stack of toilet paper (which the recruiters refer to as the "Imperial Infantryman's Uplifting Primer,") and a regulation extra large wheelbarrow that allows them to cart their ''massive brazen balls'' into battle.
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| === Pros ===
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| *Versatile and strong vehicles.
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| **Versatile and strong vehicles that can shoot into close combat, and are finally free of the burden of the Heavy keyword.
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| *Dirt cheap hordes of infantry that can be fielded among multiple force multipliers such as Company Commanders, Commissars, Astropaths, and more.
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| *Combining the above two points means you'll have an easy time filling the Brigade core detachment.
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| *Your strength is in versatility, you're never reliant on a single gimmick.
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| *Tanks can now shoot at units that are trying to tap them out in engagement range. Your Leman Russ Punishers and Hellhounds just got a million times scarier to enemy hordes.
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| *The morale phase overhaul means morale is significantly less daunting if you take a severe amount of casualties. Compare a 1/6 chance for a given guardsmen to flee compared to the older battleshock system. In addition, [[Awesome|a natural roll of 1 will always pass morale checks regardless of your losses.]]
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| *You have way more opportunities to make your army look distinctive than most other armies. Space Marines might get to make themselves feel special by slapping different colors of paint on their armor or putting different emblems on their pauldrons, but you've got entirely different model options for your guardsmen. This is pointed out in the Codex, with Guard/Admech/Genestealer Cult kitbashes now being canon (as well as Chris Peach’s Empire chaps from White Dwarf).
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| *The Imperial Guard are the true heroes of Warhammer 40,000.
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| === Cons ===
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| *Your infantry are dirt-cheap but very flimsy. Standard toughness is 3 with a 5+ save.
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| *Your infantry are vulnerable to close combat. 1 attack at S3 is still not doing you any favors.
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| *While your troops can fall back and shoot, your tanks can't. While the new "Big Guns Never Tire" rule mitigates this somewhat by letting tanks shoot at enemy units within Engagement Range of them, it still stops them from putting their guns into their ideal targets.
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| *In addition to the point above, Blast weapons can't be fired into combat. Guess what a majority of our Tank and Artillery weapons are?
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| *Playing Imperial Guard can be tedious. Whether its literally counting out hundreds of dice for shooting (bring bags, and expect to lose some) or spending more than half an hour just deploying your army (movement trays, learn to love them). Fortunately your turns will go by faster once you start piling up casualties.
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| *Overwatch being shifted to one of the core 7 stratagems means shenanigans are largely over with a few exceptions (Crusade narrative battle honour)
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| *Command point overhaul means you now have the exact same amount of CP your opponent does. Gone are the days of spamming brigades for tasty CP.
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| *You're not GW's favorite children, so not only are new models for your army very rare, but your infantry models are mostly outdated as fuck and are rarely in stock.
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| [[Category:Warhammer 40000 Tactics(9E)]]
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