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==Stratagems== ===Universal=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Standard strategems that can be used by any and all Regiments. <div class="mw-collapsible-content"> *'''Aerial Spotter (2 CP):''' Use at the start of the shooting phase. A Wyvern or Basilisk can re-roll failed hit rolls in this phase. If you're sitting your artillery still like a good guardsman, this stratagem will bring your hit rate up to 75%. Just imagine a Wyvern with 75% of its average 14 shots hitting (especially since they already reroll failed wounds). *'''Consolidate Squads (1 CP):''' Use this stratagem at the end of your movement phase. Select two {{W40Kkeyword|Infantry Squad}} units within 2" of each other that share the same {{W40Kkeyword|<Regiment>}}. The selected units combine to form one big unit. Who didn't see this coming? Allows you to sort-of recapture the blob guard armies of yore and use less orders/get more out of buffs, but it'll now cost you command points. Also a good option to 'save' orphaned special and heavy weapons by adding them to less mauled squads. Use this properly and your opponent will tear their hair out trying to kill off the growing pile of heavy and special weapons you're rolling together like a meaty snowball of doom. Combine with your strong morale abilities to ensure special weapons survive all but the heaviest shooting, and fold them into the next squad down the line at your leisure. Them give the whole mass an order and clean up. *'''Crush them! (1 CP):''' Use this stratagem at the start of your charge phase. A Vehicle Unit may charge, even if it has advanced this turn. In addition, all attacks made by the vehicle will hit on a 2+. Remember how the Baneblade family has 9 powerful melee attacks that are reduced in effectiveness by WS 5+? This will fix that in an instant and make sure that even dedicated melee units won't want to get into its newly boosted charging range (Tallarn {{W40Kkeyword|Titanic}} units also have their heavy weapons count as assault if they advance... Just throwing that out there). Another clever use of this is to get Sentinels into melee with great reliability. No, they can't fight too good, but that's not the point - the point is its a T6W63+ model fighting, not your flimsy infantry! *'''Defensive Gunners (1 CP):''' Use this stratagem when a charge is declared against one of your vehicles. When it fires Overwatch for the rest of the phase, it hits on a roll of 5 or 6. {{W40Kkeyword|Mordian}} vehicle formations can serve as a literal [[Mordian Iron Guard|wall of iron]] in front of your infantry, as the enemy won't be able to slip through them without declaring multiple charges. And you thought charging a Wyvern was already a risky proposition. For further hilarity, use this on a Mordian Malcador Defender, and it will actually shoot ''more'' accurately then when it's normally shooting! *'''Fight to the Death (1 CP):''' Any Imperial Guard unit can take a morale test on 1d3 instead of 1d6. You've got plenty of morale improving abilities already, but it's cheap and could be useful in an emergency. Now that commissars got the nerf this one got a lot more useful. You might want to use this stratagem if you’re using infantry or vets and need them to survive morale, and don’t have anything else to buff leadership nearby. It’ll help them survive losing 3-5 guys at once much more easily. *'''Fire on my position! (3 CP):''' Use when the last model is slain from an Astra Militarum unit equipped with a vox-caster, before removing it from the table; for each unit (friend and foe) within 3", on a 4+ that unit suffers 1d3 mortal wounds. Note, specifies ''unit with a vox-caster'', not model (you use it when the unit dies, not the specific model with the caster), and if several models all die together, you can choose which is the last to be removed from the table, to maximize the potential victims of this stratagem. Useful if your squad was wiped by several MSU units and/or characters. *'''Go! Recon! (1 CP):''' Use this stratagem at the beginning of your shooting phase; select a unit of Scout Sentinels. They immediately move 2d6", but cannot shoot or charge this turn. Useful for getting a Scout sentinel to an unguarded objective or out of trouble, but only applies to one unit, and can't be applied to an Armoured Sentinel; sacrificing a turn of shooting makes it extremely situational, and it doesn't even benefit a unit with a chainsaw blade, as they can't charge, either. It does not however, prevent you from popping smoke, which given that you can't shoot anyways, you might as well. *'''Grenadiers (1 CP):''' Use this stratagem before an {{W40Kkeyword|Astra Militarum Infantry}} unit either shoots or fires overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so. {{W40Kkeyword|Vostroyan}}s are better off using ''Firstborn Pride'' with FRFSRF for offensive purposes, since it affects more than just 10 models, but this can be ''a powerful tool for any regiment in Overwatch'' on a roll of 3 or more (especially {{W40Kkeyword|Mordians}}). Bullgryn Frag Bombs can become a hail of bolter shots. **Extra powerful in Cities of Death, where grenades both reroll all failed wounds and get the maximum possible amount of hits. That's 60 for ten models. **Can also give Scions squads a nasty bite. Krak grenades will do a better job versus tanks than a hot-shot lasgun. 6 of them can supplement the squad's special weapons nicely, especially since scions are out of order range a lot more often. **Krieg Combat Engineers are white hot ''death'' with this stratagem! The whole squad carries Acid Gas Bombs, AP-2 DD3 Grenades that ''auto-wound'' non-{{W40Kkeyword|VEHICLES}}. That's not all though! Aside from the squad also carrying Krak Grenades, one can take a Demolition Charge and the Watch Master can also take Melta Bombs, so not even tanks are safe. For 1CP, it's possible to erase nearly any unit stupid enough to get too close. *'''Jury Rigging (1 CP):''' Use this stratagem at the start of your turn. Select a AM Vehicle in your army, that vehicle can't move, charge or pile in this turn but immediately heals 1 wound. Can only be used once per turn. Good for giving that little push into a better health bracket if an Enginseer isn't around (or it wasn't enough), and you can still shoot with the targeted vehicle. *'''Imperial Commander's Armoury (1/3 CP):''' One use only. Use "before the battle" and you may take 1 additional relic for 1 CP, or two additional relics for 3 CP; all relics must be different and given to different characters. **"Before the battle" means, surprisingly, ''"before the battle"''. Use it to get the Dagger of Outflank before deployment? It works. The Grand Strategist WT needs the Warlord to be already on the field (which won't happen until the deployment phase) to refund your CP, so that ''won't'' work. But enemy Kurov's Aquilas do work, since they only need to be written in the enemy's roster, not any "while this Warlord is ''on'' the battlefield" limitation. ''You spend CP and gain extra toys before the battle, simple as that''. *'''Inspired Tactics (1 CP):''' An officer can issue 1 more order. You can only bring so many Platoon and Tank Commanders, after all, and not everybody is Creed, Pask or Kell. *'''Mobile Command Vehicle (1 CP):''' Use at the start of a turn; pick a Chimera in your army and until the end of the turn, any embarked officers may issue orders to units outside the vehicle, measuring range from the vehicle. He is also treated as having access to a Vox. *'''Opening Bombardment (2 CP):''' One use only. After deployment but before the first battle round, each enemy unit on the battlefield suffers a mortal wound on a 1d6 roll of 6+. Like '''Fire on my position''', this can be useful against MSU, but less so if they hid themselves inside transports. *'''Officio Prefectus Command Tank (2 CP):''' Commissar Tank! Pick a Leman Russ at the start of the first round, before the first turn - it gives all Astra Militarum units within 6" of it Ld9 for the rest of the game. It also lacks the Summary Execution rule while granting a superior LD buff, so you should always consider taking this stratagem over a regular Commissar. ''"Drive me closer, I want to hit them with my sword!"'' *'''Splash Damage (1 CP)''': When attacking with the main weapon of any Hellhound subtype and the target is in cover, you can re-roll the wound roll. *'''Strike First, Strike Hard (1 CP)''': In the shooting phase of the first battle round, select a unit of Armored Sentinels or Scout Sentinels. Their attacks gain +2 to hit. That trio of lascannon Sentinels just got a lot more threatening. *'''Take Cover! (1 CP):''' Use this stratagem in your opponents shooting phase if they target one of your Infantry units. That unit immediately adds 1 to their armor saves until the end of the phase. *'''Tank Ace (1 CP)''': One use only, used before the battle begins. A vehicle from your army (Not a named one though, sorry Pask) gets a Tank Ace ability. *'''Vengeance for Cadia! (1 CP):''' Any Imperial Guard unit can re-roll failed hits and wounds versus {{W40Kkeyword|Chaos}} when shooting or firing overwatch. Scary, but keep in mind it affects {{W40Kkeyword|Vehicle}}s too. From the humble Sentinel to the mighty Manticore and Baneblade, the Stratagem's effects are far more powerful than its cheap cost would suggest. *'''Vortex Missile (3 CP):''' ''Nuclear launch detected'', for when targets require not so much strategy as a "fuck you". Use this stratagem when you ''get to'' fire a Deathstrike missile (pay after rolling the 8, before resolving the shot). You can re-roll all failed to-hit rolls with the weapon, and add 1 to the roll made to determine if nearby units within 6" of the target unit are hit (so a 3+, rather than a 4+). If a model is wounded but not slain by the attack, roll an additional die, on a 6 it suffers 1d6 additional mortal wounds. Makes the missile go from 5.25 mortal wounds dealt on the target + 1 to each nearby to 8.46 + 1.72 per each nearby, but the amount of variance is ''very'' high, and that assumes you're shooting a parking lot, as single-wound models won't trigger the stratagem's extra mortal wounds. </div></div> ===Psychic Awakening Stratagems=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Added in the Greater Good, these stratagems are useable by all Regiments. <div class="mw-collapsible-content"> *'''Concentrated Fire (1CP):''' Heavy weapons team gains +1 to hit and wound when targeting a single enemy unit. Cadian HWTs, especially when under orders, become ruthlessly effective! *'''Deft Maneuvering (1CP):''' Armored Sentinels can pop this when shot at, halves all damage inflicted. Make them the toughest 35 point model in the galaxy bar none! *'''Direct Onslaught (1CP):''' Wyvren or Manticore gains +1 to hit when shooting at a visible enemy. *'''Experienced Eye (1CP):''' When shooting with veterans improve AP of all ranged weapons by -1 for a single shooting phase. Up to 4 AP-1 lasgun shots per veteran? AP 4/5 plasma/meltas? AP 2 Autocannons? Don't forget shotguns! *'''Focused Bombardment (1CP):''' Master of Ordinance's artillery becomes 6 shots rather than D6. *'''Furious Charge (1CP):''' Ogryn models inflict 1MW on the charge for each 4+. Not bad on a bigger unit, since regular Ogryns are reasonably priced. Do not forget that bullgryns also have OGRYN keyword. *'''Hail of Fire (2CP):''' When shooting at an enemy VEHICLE a Leman Russ fires max shots with all multi-shot weapons. This seems to be pretty strong. A LR command tank with a Demolisher Cannon should be strong enough to destroy a Land Raider or damage a knight with its main gun only. Then again it needs to be in range for this. **Use this stratagem with the relic Battle Cannon, Hammer of Sunderance. A full payload of 12 shots that do 3 damage a piece? Unlike the short-ranged demolisher, you can do this from 72" away. Have fun! **Don't forget the Executioner with sponson Plasma Cannons or a Conqueror with triple Heavy Flamers! *'''Head First (1CP):''' +2" to charges after disembarking from a chimera. Useful for a few niche units like crusaders, Ogryns and their smaller cousins, Catachans. *'''Psychic Conclave (1CP):''' Used on a Primaris Psyker (note that this is using the keyword, not the unit name - Aradia Madellan has this keyword and is thus eligible) and Wyrdvane Psykers when within 6" of each other; 2+ to cast and able to manifest 1 extra power each. This is pretty good, as it makes extra smites all the more dangerous after you cast your standard Psychic Barrier and Nightshroud. It also can make Aradia's power go off fairly reliably. *'''Relentless (1CP):''' Non-TITANIC unit may use top bracket of damage table. This is a pretty strong stratagem. Your enemy (almost) destroyed one of your key units? I say fuck him, shoot with full BS anyway! Malcadors like this, as they are some of the largest non-titanic models. *'''Rolling Death (1CP):''' Taurox unit that shoots after moving 1/2 distance or less receives +1 to hit. <s>Better on Taurox Prime than a standard Taurox, obviously</s> It cannot be used on Taurox Prime, obviously. *'''Shield of flesh (1CP):''' Use on Bullgryn unit, when closer to enemy models and within 3" of an infantry unit, that unit is -1 to hit. *'''Splash Damage (1CP):''' Hellhound turret weapons gain reroll wound rolls if the target is in cover. Sadly, notably does not affect the Artemia Hellhounds, since it specifically names the standard variant's weapons. *'''Strike First, Strike Hard (1CP):''' An Armoured or Scout Sentinel unit gains +2 to hit for the first battle round. This might actually might make armored sentinels with Lascannons, Plasma Cannons and ''Hunter-killer Missiles'' actually useful! </div></div> ===Rulebook Stratagems=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Just in case you forget, the following stratagems can be just as crucial as the ones above, if not more so. <div class="mw-collapsible-content"> *'''Command Re-roll (1 CP):''' Re-roll any single dice. Simple, but probably THE most important stratagem of the game. *'''Counter-Defensive (2 CP):''' Used in the combat phase after an enemy unit that charged has fought. Pick one of your units to immediately attack. *'''Insane Bravery (2 CP):''' Used at the start of the Morale Phase. Automatically pass a morale test for a single unit of your choice. This is one you should save for a Conscript/Combined Squad. *'''Prepared Positions (2 CP):''' Use this at the start of the first battle round, before the first turn. Anything wholly in your deployment zone that isn't {{W40Kkeyword|Titanic}} counts as being in cover. Thanks to the vast hordes of infantry that Guard can field - if you're running a brigade then you ''will'' be fielding vast hordes - all too often you likely won't be getting first turn, so this is a big help - and remember {{W40Kkeyword|Vehicles}} benefit too! </div></div>
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