Warhammer 40,000/2nd Edition Tactics/Imperial Guard

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Revision as of 23:49, 6 March 2018 by 1d4chan>MagicJuggler (Veteran Skills)
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Why Play Imperial Guard

Special Rules

Reserves

Preliminary Barrage

Veteran Skills

You can pay extra points to note that a unit is trained in a Veteran Skill. Command HQs and Command Squads (both foot and mounted), Infantry Squads and Heavy Weapon Squads, Rough Riders, Ogryns and Ratlings are all eligible to purchase a Skill (and only one Skill) from the list below, while Stormtroopers *must* purchase a skill. Note that vehicles and vehicle crew may not purchase a skill, and neither Primaris Psykers nor Commissars may benefit from skills even attached to units possessing said skills.

  • Crazed: The unit starts taking break tests at 50% casualties instead of 25%. Ratlings pay double for this. This is crap compared to Grizzled and costs more. Pass.
  • Dead Eye Shots: When shooting a direct-fire weapon, you reroll misses. Solid on Ratlings, and decent on Stormtroopers.
  • Freedom Fighters: Hilarious. Arguably OP. Anytime an enemy model moves in a building or wooded piece that a Freedom Fighter unit is in, it takes an automatic Strength 3 hit. RAW-wise, it doesn't stack but it arguably doesn't need to. At 5 points, you could arguably do a lot worse.
  • Grizzled: This unit takes all Leadership checks on 3d6, dropping the highest roll. Halflings pay doublr Better than Crazed since it works on every type of Leadership check, and can combo with Lieutenant/Captain Leadership auras.
  • Guerillas: This unit can Run and Hide or Run and Shoot at a -1 to-hit penalty. Alas, Ogryns cannot use this as hilarious as it would have been to combo it with their Ripper Guns. It's amusing on a regular Command Squad, especially if you want to run it as a Flamer team.
  • Hardened Fighters: Cheap enough for your Rough Riders and Ogryns should you choose to field them, Hardened Fighters lets a model reroll a single attack die and disable's an opponent's parry. Use this to ensure your Hunting Lances go through.
  • Slick Crew:
  • Stealthy: This unit ignores penalties for difficult or very difficult terrain, gets +1 to close combat results in such terrain, and can see 4" through woods or ruins instead of 2". This is a cheap and powerful ability that is unfortunately not available to Ogryns or Rough Riders.
  • Street Fighters: If this unit is in cover, it's at -1 to be hit in addition to normal cover modifiers. This one is fun on Lascannon teams, especially when they're split up. Rough Riders cannot benefit.
  • Tank Hunters:

Unit Analysis

Characters

  • Command HQ:
  • Command Squad:
  • Rough Rider Command Squad:
  • Primaris Psyker:
  • Commissar:

Special Characters

  • Lord Solar Macharius:
  • Commissar Yarrick:
  • Nork Deddog:
  • Captain Al'Rahem:
  • Captain Chenkov:
  • Colonel Schaeffer's Last Chancers:
  • Stumper Muckstart, Ratling Sharpshooter:
  • Mogul Kamir:

Core

  • Imperial Guard Squad:
  • Imperial Guard Heavy Weapon Squad:
  • Rough Rider Squad:
  • Ogryns:
  • Ratling Snipers:
  • Rough Rider Squad:
  • Storm Troopers:
  • Leman Russ:
  • Leman Russ Demolisher:
  • Griffon Mortar: The Griffon Mortar was the general support vehicle for Guard in 2nd edition, and for most intents and purposes was similar to the mortar you may remember from later editions. However, the key was the fact that it had three different fire modes. Frag shells were a Strength 3" blast radius, Inferno Shells were Strength 5 and could set stuff on fire, but only had a 2" blast radius, but the Griffon's most notable ammunition type were Melta Shells. Yes, you read that right: Back in 2nd ed, the Guard decided that Meltabombs were good and all, but they needed to be delivered by artillery. Needless to say, this gives the Griffon all-purpose utility that it lacks in later editions.
  • Chimera:
  • Basilisk:
  • Sentinel:
  • Hellhound:

Support

  • Allies:

Tactics