Warhammer 40,000/3rd Edition Tactics/Imperial Guard: Difference between revisions
1d4chan>Ћ Professional |
1d4chan>Ћ Professional |
||
Line 46: | Line 46: | ||
==== Codex: Imperial Guard ==== | ==== Codex: Imperial Guard ==== | ||
*'''Armoured Crew Compartment''': | *'''Armoured Crew Compartment''': Gives your Sentinel, Basilisk, or Griffon a roof, [[Forgeworld|models available to buy]] at [[Rage|reasonable prices]]. Can only be fitted to '''Open-Topped''' vehicles, making them no longer '''Open-Topped'''. | ||
*'''Camo Netting''': | *'''Camo Netting''': | ||
*'''Crew Escape Mechanism''': | *'''Crew Escape Mechanism''': |
Revision as of 15:22, 22 June 2020
This is an old Edition's Imperial Guard tactics. The 5th Edition Tactics are here while the 2nd Edition Tactics are here.
Why Play Imperial Guard!
Because they get all the goodies. No, seriously, they're present in almost every campaign book, and thus've loads of different play styles. You want an army of rugged survivalists that make Space Marines look like sissies, you can do that. You want an army of nothing but tanks, you can do that. They also've a multitude of different product lines for your base infantry models, from Vostroyan Firstborn and Catachan Jungle Fighters to Cadian Shock Troops and Armageddon Steel Legion, so there's plenty of ways to make your force your own.
Special Rules
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Wargear
Imperial Guard Wargear
Codex: Imperial Guard, Codex: Catachans, Codex: Armageddon, Codex: Eye of Terror, & Chapter Approved
- Bionics: Your own version of I'll Be Back. If your dude with Bionics's killed, place their model on its side instead of just removing it, and roll 1D6 once the next turn comes around. on a 6 the model comes back to life with a single Wound, as the killing blow instead hits the Bionics and harmlessly ricochets off, but on any other result the model's removed as normal.
- Carapace Armour: 4+ Armour Save, makes you look like a Stormtrooper. The best Armour Save available to the 'Guard, you want Power Armoured Humans, go play Sisters of Battle.
- Combi-Weapons: A gun with two barrels, each capable of firing different ammunition, though one's only single shot, and you can't fire both at the same time. Comes in Flamer, Grenade Launcher, Meltagun, and Plasma Gun variants, all with a Bolter base.
- Comm-Link: If you issue your Command Section with a Comm-Link, then once per turn, one other Imperial Guard squad on the board may use the officer's Leadership value for a single test they need to take. The Command Section itself doesn't need to be on the board though, one of the few instances of a HQ's ability being able to affect units on the board whilst they're in Reserve.
- Hellguns & Hellpistols: Lasguns and Laspistols with AP5, makes you fight like a Stormtrooper. The pistol version's 1 point costlier than the Laspistol, and 1 point cheaper than the Bolt Pistol, which has +1S. You get what you pay for, but if you can afford the Hellpistol, you can usually afford the Bolt Pistol instead.
- Holy Relic: Doesn't specify what it is, so feel free to shamelessly steal some obscure but real one you found with a quick Google search. Can be dramatically revealed at any time during a battle, but the model carrying it must not move on the same turn it's revealed. Once the shroud's off though, all Guardsmen within 2D6" get +1A for the rest of the turn.
- Master-Crafted Weapons: An upgrade to a weapon you already have, gives one re-roll To Hit per turn. Can't be applied to grenades for some reason.
- Medi-Pack: In the hands of a Medic, this baby allows you to ignore the first saving throw their unit fails each turn. Doesn't work with Instant Death attacks or attacks that don't allow any saves, and can't be used if your Medic's in base contact with an enemy model, so you can't expect them to patch you up whilst they're busy punching someone, but then would you really want their attention distracted under the circumstances?
- Ogryn Close Combat Weapon: +1S for Ogryns.
- Power Weapons: Ignore any and all Armour Saves, watch your opponent cry as their Terminators're stabbed to death by Guardsmen.
- Refractor Field: 5++ Invulnerable Save. Whilst there's nothing in the book that officially says you HAVE to take it, you really do HAVE to take it.
- Regimental Standard: An upgraded Standard Bearer, can do everything the regular one can (see its unit entry), and in addition, for any Assault going on within 6" of the bearer, the owning side adds +1 to their Combat Resolution score. If the bearer's killed in close combat, the enemy model that killed them picks up the Regimental Standard and the ENEMY side gets the +1 bonus, and in order to get it back again you have to have one of YOUR models kill them in close combat, essentially creating a "capture the flag" minigame in the middle of your war.
- Scanner: An Infiltrator-detector with a range of 4D6", if a guilty party sets up within that distance, the bearer and any unit they're attached to either; A, all get a free shot each with whatever guns they're packing before the battle starts, or 2, sound the alarm in a Raid scenario.
- Targeter: This gadget allowes the model carrying it to pre-measure the distance between them and a single target unit, before they make their shooting attack. If you use a Targeter, then no weapons with Guess range in your army can be fired in the same turn.
- Trademark Item: Just like the Holy Relic above, this can be almost anything you can imagine and yet still model onto the miniature, though official suggestions include a Swagger Stick, a Smoking Cigar, a Billowing Cape, or Chestful of Medals. A character with a Trademark Item, and any squad they accompany, may re-roll all failed Morale and Pinning checks, but if the bearer's slain the unit've to pass a Morale test of fall back.
Imperial Guard Vehicle Upgrades
Codex: Imperial Guard
- Armoured Crew Compartment: Gives your Sentinel, Basilisk, or Griffon a roof, models available to buy at reasonable prices. Can only be fitted to Open-Topped vehicles, making them no longer Open-Topped.
- Camo Netting:
- Crew Escape Mechanism:
- Extra Armour:
- Hunter-Killer Missile:
- Improved Comms:
- Mine Sweeper:
- Pintle-Mounted Storm Bolter:
- Rough Terrain Modification:
- Searchlight:
- Smoke Launchers:
- Track Guards:
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Unit Analysis
Headquarters
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Special Characters
A.
Transport
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Elites
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Special Characters
A.
Troops
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Fast Attack
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Heavy Support
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Tactics
Codex: Imperial Guard
A.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
<tabs>
<tab name="10th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>