Warhammer 40,000/2nd Edition Tactics/Imperial Guard
This is an old Edition's Imperial Guard tactics. The 3rd Edition Tactics are here.
Why Play Imperial Guard[edit | edit source]
Special Rules[edit | edit source]
Reserves[edit | edit source]
Preliminary Barrage[edit | edit source]
Veteran Skills[edit | edit source]
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, if nothing else. 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 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: The ability that folks remember when they remember 2nd Ed Guard. Slick Crew is 20 points, and in exchange lets all Heavy Weapon teams for that unit fire again if they hit on their first shot.
- 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: This unit ignores all Psychology tests caused by enemy vehicles, and may reroll any dice to penetrate enemy armor...but only with grenades. Unfortunately, only Stormtroopers can get a full unit of Krak Grenades and Frag Grenades lack the sheer oomph. Additionally, the RAI implies this should be for *thrown* grenades, as useful as this ability could have been for a Command Squad with Grenade Launchers.
Unit Analysis[edit | edit source]
Characters[edit | edit source]
- Command HQ:
- Command Squad:
- Rough Rider Command Squad:
- Primaris Psyker:
- Commissar:
Special Characters[edit | edit source]
- Lord Solar Macharius:
- Commissar Yarrick:
- Nork Deddog:
- Captain Al'Rahem:
- Captain Chenkov:
- Colonel Schaeffer's Last Chancers:
- Stumper Muckstart, Ratling Sharpshooter:
- Mogul Kamir:
Core[edit | edit source]
- 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[edit | edit source]
- Allies:
- Space Marines: Of course, you can take the poster boys of 40K as allies. Any troops from any of the codexes are free game.
- Imperial Agents: Mostly forces from the Codex Imperialis, but you could also grab Sisters of Battle and Assassins as well.
- Eldar: A bit of a departure, but you can grab some Eldar forces as allies...so long as you don't take the Avatar of Khaine. After all, it'd be hard to command a giant flaming war god.
- Squats: AHAHAHAHAHA-yeeaaaah, about that...
Tactics[edit | edit source]
<tabs>
<tab name="10th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
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Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>