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=====Chaos===== One hilarious strategy against Chaos in general is to run the Relic of Lost Cadia, and once per game drop the hammer on these bastards for what they did to Cadia. *'''Chaos Daemons:''' Khorne and Nurgle daemons will give you the most trouble. Khorne packs a punch in melee, and Nurgle's Disgustingly resilient rule will mean that you'll have to pull double time in order to tear chunks out of the daemons. Slaanesh daemons are much easier to kill, but you'll only have perhaps a single turn before they're in your midst doing unspeakable things to your infantry. Be prepared to make sacrifices to keep them off your guns. Tzeentch is the only daemon faction that is more ranged then melee, and against you it's to their tremendous disadvantage. They got hit hard by the nerfs to Smite spam, so throw more targets at them than they have powers to cast and drown them in lasfire. *'''Chaos Space Marines:''' Abaddon's still bad news, armless jokes aside. With the addition of Legion Traits, several builds can do a number on the guard's forces. The Alpha Legion has the same -1 to hit against ranged attacks outside of 12" that Raven Guard have, Night Lords make horrible leadership bombs that can scare off half your units even if they lose only one model in a turn, and Iron Warriors ignore cover with their weapons. Deal with them as you would their Loyalist equivalents. Get inside 12" of Alpha Legion units, and use Hell Hounds or Valkyries filled with flamers to do so. Against Night Lords? Remember to take a Regimental Standard, a Lord Commissar for Ld10 before the Ld bomb happens, and a Psyker with the Mental Fortitude Power for fearless on a unit of your choice. That, or just take the Valhallan relic pistol and get your old Commissar back. **As of Faith and Fury, Night Lords can spend a Command Point to prevent a tarpitted unit from falling back. I hope you're Valhallan to shoot into close combat. *'''Death Guard:''' Now given their own Codex, these guys are slow and very tough. Plague Marines are a bitch and a half to kill unless you brought a Leman Russ Demolisher to wound them on 2+ with S10, and force them to roll multiple Disgustingly Resilient saves with its d3 damage. Mortarion is horrible to deal with, since he dishes out d3 mortal wounds to all units within 7", and given the amount of units guard can field he'll very likely tear strips out of your bunched up units. That's before you get into his Scythe that can either do 18 S8 attacks to your infantry, or 6 S16 attacks against your tanks. In addition, he'll very likely receive the lion's share of the defensive buffs so he'll have -1 to hit against him, and perhaps even a re-roll of 1s on his Disgustingly Resilient saves on top of his 3+/4++ saves. *'''Renegades and Heretics:''' Generally speaking, this will play out much like a Guard mirror match, though a lot of the balls will be in your court. Regimental Doctrines are in general superior to Chaos Covenants, due to affecting your vehicles if nothing else. R&H have no stratagems or warlord traits beyond the basic ones and are completely missing relics. However, don't think for a second the poor madman on the other end of the table is just handing you a free win, the filthy traitors can still pull plenty of tricks out of their hat. Namely, unlike you, they can properly pull off conscript hordes in this edition. By combining enormous and LEADERSHIP IMMUNE hordes with the Slaaneshi Covenant, you can quickly find yourself drowning in screaming mutants. If you've got Ratlings or Elysian Sniper teams, this is where they will save your ass by pick off those linchpin Enforcers. *'''Chaos Knights:''' Hang on, this is gonna be a rough one. They're like the Imperial Knights, but you can play upon the degrading statlines of these buggers much more effectively by taking out bits and chunks of each tank and reduce their WS and BS. However, Chaos Knights are much more aggressive and tanky in their playstyle than Imperium-loyal Knights. Chaos Iconoclast Knights can pay 1cp before the game begins to take a Vow of Carnage which grants them an extra melee attack for every 10 models they destroy. If you're playing a guard horde, that spells bad news. Like, really bad news. On top of that, they can spend 2cps to give a different Knight of their choice the Vow of Dominance which gives them immunity to being wounded on unmodified rolls of 1, 2, and 3. That's a huge blow to your near-mandatory lascannons, and choice weapons such as the Demolisher cannon or the Shadowsword's weapons. Outside of that, they share some stratagems such as Full Tilt, the infamous Rotate Ion Shields, Chainsweep, and Devastating Reach. *'''Thousand Sons:''' Ironically Magnus the Red is no longer a completely OP psyker, he's now a close combat blender HQ. Tzaangor Enlightened are fairly annoying for your tanks since they automatically wound on 6s to hit (5+ if they're next to an Enlightened Shaman), bypassing the benefits of T8 on your russes. The good news is those cunts have the {{W40kKeyword|Fly}} keyword and your Hydras will laugh, and laugh, and laugh. The actual Rubric Marines and Scarab Occult terminators have 5+ Invulns abound and get +1 to all saving throws against damage 1 weapons, meaning they'll have Cataphractii-level resilience against your basic troops. But, you took Autocannons and supercharged your plasma guns like a good boy, right? Outside of that, the Cultists and Tzaangors often show up in big blobs and get either put in deepstrike reserve through Webway infiltration or warptimed in order to get close to a screen to clear it.
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