Warhammer 40,000/3rd Edition Tactics/Imperial Guard: Difference between revisions
1d4chan>Ћ Professional |
1d4chan>Ћ Professional |
||
Line 77: | Line 77: | ||
*'''1 Command Platoon''': | *'''1 Command Platoon''': | ||
*'''1 Command HQ''': | *'''1 Command HQ''': | ||
*'''0-2 Anti-Tank Heavy Weapons Squads''': | *'''0-2 [[Heavy_Weapons_Squad#Anti-Tank_Support_Squads|Anti-Tank Heavy Weapons Squads]]''': | ||
*'''0-2 Fire Support Heavy Weapons Squads''': | *'''0-2 Fire Support Heavy Weapons Squads''': | ||
*'''0-2 Mortar Heavy Weapons Squads''': | *'''0-2 Mortar Heavy Weapons Squads''': |
Revision as of 17:07, 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 Praetorian Guard 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: A Camo Cape for your vehicle, lets you deploy the vehicle anywhere in your deployment zone during missions using Hidden Set-Up Special Rules, instead of just behind suitable terrain pieces.
- Crew Escape Mechanism: A number of different modifications, such as Escape Hatches, which all help a vehicle when being evacuated, allowing a vehicle so-equipped to be replaced with 1D3 Crew Member models when it's destroyed, placed as a unit within 2" of the wreck. Each Crew Member has a basic Guardsman statline, and's armed with either a Lasgun or Laspitol at no extra points. The squad's counted as below half strength for Morale checks and claiming table quarters, and's worth no Victory Points, but their previous vehicle's only considered Damaged for Victory Points purposes whilst at least one Crew Member lives.
- Extra Armour: A number of different modifications, such as Loose Caterpillar Tracks, which all help a vehicle when being attacked, allowing a vehicle so-equipped to automatically downgrade Crew Stunned results to Crew Shaken results instead.
- Hunter-Killer Missile: One-shot Krak Missiles with unlimited range for your vehicles to give them a bit of anti-tank support.
- Improved Comms: A number of different modifications, such as Whip Aerials, which all help a vehicle when co-ordinating with Reserves, allowing a player with a vehicle so-equipped to re-roll a single Reserve roll per turn, and re-roll to determine enemy units or obstacles hit by Preliminary Bombardments.
- Mine Sweeper: A number of different modifications, such as Heavy Dozer Blades, which all help a vehicle when crossing Minefields, allowing a vehicle so-equipped to drive through Minefields unharmed, and any Minefield driven through's removed from the battlefield.
- Pintle-Mounted Storm Bolter: Another gun for you vehicles to fire to give them a bit of anti-infantry support.
- Rough Terrain Modification: A number of different modifications, such as Dozer Blades, which all help a vehicle when crossing Difficult Terrain, allowing a vehicle so-equipped to re-roll failed Difficult Terrain tests as long at it moves no faster than 6" that turn.
- Searchlight: Can only be used in missions using Night Fighting Special Rules, and indeed're only useful in those sorties. The bearer can illuminate one enemy unit with their Searchlight, allowing other Imperial Guard units to fire at that enemy unit as normal, but other enemy units can fire at the bearer as normal as well.
- Smoke Launchers: One-shot Grenade Launchers loaded with Smoke Grenades, that can be fired off after moving instead of firing any other guns, downgrading any Penetrating Hits scored by the enemy in their Shooting Phase into just Glancing Hits. The Codex suggests the smoke should be represented by Cotton Wool.
- Track Guards: A roof for your caterpillar tracks, they need love too. If a vehicle fitted with them suffers an Immobilised result, roll 1D6 and on a 4+ treat it as a Crew Stunned instead.
Codex: Catachans
A.
Codex: Armageddon
A.
Codex: Eye of Terror
A.
Chapter Approved
A.
Unit Analysis
Headquarters
Codex: Imperial Guard
- 1 Command Platoon:
- 1 Command HQ:
- 0-2 Anti-Tank Heavy Weapons Squads:
- 0-2 Fire Support Heavy Weapons Squads:
- 0-2 Mortar Heavy Weapons Squads:
- 0-5 Commissars:
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>