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==== Codex: Imperial Guard Version One ====
==== Codex: Imperial Guard Version One ====
*'''[[Leman Russ Battle Tank]]''': Funny, what's this doing outside of the [[Looted|Ork Codex]]? With the [[Leman_Russ|Primarch]] of the [[Space Wolves]] [[Troll|named after this thing]], it's gotta be good, right? And it doesn't disappoint, as an AV14 '''Tank''' it comes with a Battle Cannon and either a Lascannon or Heavy Bolter as standard, and it can also take a pair of sponsons packing Heavy Bolters or Heavy Flamers, giving it a lot of anti-infantry firepower to protect it from [[Lootas|those that might do it harm]]. The Battle Cannon has got a whopping 72" range, the second longest in the Codex, and gives everything caught it its '''Ordnance''' '''Blast''' a S8 AP3 hit, turning [[Space_Marine|MEQs]] into so much mulch you'll forget you're not fighting [[Hrud]].
*'''[[Leman Russ Battle Tank]]''': Funny, what's this doing outside of the [[Looted|Ork Codex]]? With the [[Leman_Russ|Primarch]] of the [[Space Wolves]] [[Troll|named after this thing]], it's gotta be good, right? And it doesn't disappoint, as an AV14 '''Tank''' it comes with a Battle Cannon and either a Lascannon or Heavy Bolter as standard, and it can also take a pair of sponsons packing Heavy Bolters or Heavy Flamers, giving it a lot of anti-infantry firepower to protect it from [[Lootas|those that might do it harm]]. The Battle Cannon has got a whopping 72" range, the second longest in the Codex, and gives everything caught it its '''Ordnance Blast''' a S8 AP3 hit, turning [[Space_Marine|MEQs]] into so much mulch you'll forget you're not fighting [[Hrud]].
*'''0-1 [[Leman Russ Vanquisher]]''': A more advanced version of the basic 'Russ, by which we mean it has a [[Slaanesh|bigger gun]]. Has all the same options as its [[Slaanesh|smaller]] sibling, but comes with a Storm Bolter as well by default, and can be upgraded to '''Veterans''' with one random Battle Honour rolled up at the start of each battle. Its '''Vanquisher Battle Cannon''''s loaded with [[Slaanesh|more powerful shells]] that lose '''Ordnance''' and '''Blast''', but roll against BS as normal and use [[Slaanesh|2D6 for Armour Penetration]].
*'''0-1 [[Leman Russ Vanquisher]]''': A more advanced version of the basic 'Russ, by which we mean it has a [[Slaanesh|bigger gun]]. Has all the same options as its [[Slaanesh|smaller]] sibling, but comes with a Storm Bolter as well by default, and can be upgraded to '''Veterans''' with one random Battle Honour rolled up at the start of each battle. Its '''Vanquisher Battle Cannon''''s loaded with [[Slaanesh|more powerful shells]] that lose '''Ordnance''' and '''Blast''', but roll against BS as normal and use [[Slaanesh|2D6 for Armour Penetration]]. You only get one of them though, because the [[Orks]] invaded the only [[Forgeworld]] with the blueprints.
*'''[[Leman Russ Exterminator]]''': A 'Russ which swaps out the Battle Cannon for a [[Twin-Linked]] Autocannon, and can't take Heavy Flamer sponsons, your dedicated anti-light vehicle killer.
*'''[[Leman Russ Exterminator]]''': A 'Russ which swaps out the Battle Cannon for a [[Twin-Linked]] Autocannon, and can't take Heavy Flamer sponsons, your dedicated anti-light vehicle killer.
*'''[[Leman Russ Demolisher]]''': A 'Russ which swaps out the Battle Cannon for a Demolisher Cannon, and can take Multi-Melta or Plasma Cannon sponsons, your dedicated anti-fortification killer.
*'''[[Leman Russ Demolisher]]''': A 'Russ which swaps out the Battle Cannon for a Demolisher Cannon, and can take Multi-Melta or Plasma Cannon sponsons, your dedicated anti-tank killer.
*'''[[Basilisk Artillery Gun]]''': A Chimera which swaps out the Multi-Laser for an 120" range Earthshaker Artillery Gun, which can be modified for '''Indirect Fire''', changing it to 36"-240" '''Barrage''' and allowing it to target units it can't see, so you can shoot people on the next table over.
*'''[[Basilisk Artillery Gun]]''': A Chimera which swaps out the Multi-Laser for an 120" range Earthshaker Artillery Gun, which can be modified for '''Indirect Fire''', changing it to 36"-240" '''Barrage''' and allowing it to target units it can't see, so you can shoot people on the next table over.
*'''[[Griffon#Warhammer_40,000|Griffon]]''': No Melta Shells for you. A Chimera which swaps out the Multi-Laser for a Heavy Mortar, which can be modified for '''Siege Shells'''.
*'''[[Griffon#Warhammer_40,000|Griffon]]''': No Melta Shells for you. A Chimera which swaps out the Multi-Laser for a Heavy Mortar, which can be modified for '''Siege Shells''', which fire like '''Blast''' instead of '''Ordnance Blast''' but're still treated like '''Ordnance Blast''', roll 2D6+5 instead of 2D6 and picking the highest for Armour Penetration against bunkers, and affect models inside said bunkers on a 4+ instead of 6+.


==== Codex: Catachans ====
==== Codex: Catachans ====

Revision as of 18:32, 26 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 Version One

A.

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Wargear

Imperial Guard Wargear

Codex: Imperial Guard Version One, 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 Version One

  • 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 Version One

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Special Characters

Transport

Codex: Imperial Guard Version One

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Elites

Codex: Imperial Guard Version One

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Special Characters

Troops

Codex: Imperial Guard Version One

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Fast Attack

Codex: Imperial Guard Version One

  • Hellhound: A Chimera without the transport capacity, swapping it for an Inferno Cannon, which has +1S compared to a Heavy Flamer, and automatically forces enemy squads wounded by it to fall back as if they had failed a Morale test, unless they ignored Morale checks entirely. It's Move 'n Shoot Special Rule allows it to move more than 6" and still fire its Inferno Cannon, but only that, and if it moves more than 6", it must fire the Inferno Cannon either to one side or behind it to prevent it hitting itself. It also has the Fuel Tanks Special Rule, which means it upgrades all Glancing Hits to Penetrating Hits thanks to its large reserves of Promethium onboard. Overall, this's a good unit for area denial, capable of forcing most enemy units to retreat from fortified position and out into the open, though it's particularly vulnerable to anti-tank weapons, so keep it away from the likes of Tankbustas and Havocs.
  • Sentinel Squadron: A squadron of between one and three Open-Topped chicken walkers, each armed with a single Multi-Laser or Heavy Flamer, and the Heavy Flamer's half-price compared to what other vehicles've to pay. Like most light vehicles, they're AV10 all around, and can punch as hard as Ogryns in melee with S5, though that's not really where you want them. They've got the Scouts Special Rule, allowing them to deploy on the battlefield at the start of a game even if not normally permitted by the scenario, and after deployment but before the first turn, they get an extra free move. Essentially, these guys're your more mobile, assault-oriented Heavy Weapons Squads, and should be used as such, to provide other lighter units with fire support. Whilst they can hold their own in a fight if needs be, don't go charging them off on their own into combat without backup, as they'll die to a stiff breeze.
  • Rough Rider Squad: Because what better way to deal with a Gargant than a bunch of madmen on Horses? Strangely, each model has an identical statline to a regular Guardsman, even though there're twice as many lifeforms on each base, and one's quite a bit bigger than the other. This means they're just as survivable as Guardsmen, at a third more expensive, and if equipped with Hunting Lances, everything on the table'll be gunning for them if they're at all familiar with them. Said Hunting Lances're an upgrade to their base Laspistol and CCW, and they can also take Frag Grenades and Lasguns too, as well as the standard Comm-Link and special weapons available to every squad, if you want to recreate the experience of a One Man Army, though fully kitting them out makes them even more pricey. The Hunting Lance's a one-shot melee weapons that can only and must be used in the first round of the first combat the squad engages in, giving each model a single Attack at double Initiative with +2S and ignoring Armour Saves. And whilst you're only WS3, a squad of ten'll still statistically score a few good hits. They're also Cavalry, with all the benefits that entails, and in addition can Trot, letting them move 9" in the Movement Phase as long as its not through Difficult Terrain, but limiting them to charging 9" in the following Assault Phase, and they can only shoot Pistols whilst Trotting.

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Heavy Support

Codex: Imperial Guard Version One

  • Leman Russ Battle Tank: Funny, what's this doing outside of the Ork Codex? With the Primarch of the Space Wolves named after this thing, it's gotta be good, right? And it doesn't disappoint, as an AV14 Tank it comes with a Battle Cannon and either a Lascannon or Heavy Bolter as standard, and it can also take a pair of sponsons packing Heavy Bolters or Heavy Flamers, giving it a lot of anti-infantry firepower to protect it from those that might do it harm. The Battle Cannon has got a whopping 72" range, the second longest in the Codex, and gives everything caught it its Ordnance Blast a S8 AP3 hit, turning MEQs into so much mulch you'll forget you're not fighting Hrud.
  • 0-1 Leman Russ Vanquisher: A more advanced version of the basic 'Russ, by which we mean it has a bigger gun. Has all the same options as its smaller sibling, but comes with a Storm Bolter as well by default, and can be upgraded to Veterans with one random Battle Honour rolled up at the start of each battle. Its Vanquisher Battle Cannon's loaded with more powerful shells that lose Ordnance and Blast, but roll against BS as normal and use 2D6 for Armour Penetration. You only get one of them though, because the Orks invaded the only Forgeworld with the blueprints.
  • Leman Russ Exterminator: A 'Russ which swaps out the Battle Cannon for a Twin-Linked Autocannon, and can't take Heavy Flamer sponsons, your dedicated anti-light vehicle killer.
  • Leman Russ Demolisher: A 'Russ which swaps out the Battle Cannon for a Demolisher Cannon, and can take Multi-Melta or Plasma Cannon sponsons, your dedicated anti-tank killer.
  • Basilisk Artillery Gun: A Chimera which swaps out the Multi-Laser for an 120" range Earthshaker Artillery Gun, which can be modified for Indirect Fire, changing it to 36"-240" Barrage and allowing it to target units it can't see, so you can shoot people on the next table over.
  • Griffon: No Melta Shells for you. A Chimera which swaps out the Multi-Laser for a Heavy Mortar, which can be modified for Siege Shells, which fire like Blast instead of Ordnance Blast but're still treated like Ordnance Blast, roll 2D6+5 instead of 2D6 and picking the highest for Armour Penetration against bunkers, and affect models inside said bunkers on a 4+ instead of 6+.

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.

Tactics

Codex: Imperial Guard Version One

A.

Codex: Catachans

A.

Codex: Armageddon

A.

Codex: Eye of Terror

A.

Chapter Approved

A.


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Warhammer 40,000 Tactics Articles (10th Edition)
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Votann

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