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==Specialist Detachments== Specialist Detachments are a type of Detachment added with the Vigilus Defiant campaign supplement and can be unlocked by spending commands points. These Detachments are custom made for specific sub-factions, which grant them access to additional Stratagems, Warlord Traits, and Artifacts through the use of a new, unique keyword. Only specific units within the detachment are affected, and a detachment can only be turned into one specialist detachment. Detachments that are customized for each faction that grant bonuses, [[Warhammer 40,000 7th Edition|does this remind you of anything?]] It seems fine thus far, though who knows how the future will unfold. Nothing seems like an obvious meta-breaking auto-take, but they all seem to have a place. Plus they don't really grant bonuses. They just unlock Stratagems, which still cost Command Points to use. ====General stratagems==== *'''Field Commander (1 CP):''' This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait. Usefulness may vary. ===Emperor’s Fist Tank Companies=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> All {{W40Kkeyword|Leman Russ}} tanks, including your {{W40Kkeyword|Tank Commanders}}, gain the Emperor's Fist keyword. Never has a keyword been so apt. <div class="mw-collapsible-content"> <big>'''Stratagems'''</big> *'''Unyielding Advance (1 CP):''' No matter how far you moved in the movement phase, the selected Leman Russ may have the full benefit of the Grinding Advance ability by firing twice. While few would think LRBTs needed a mobility enhancement, it does allow for strategic and tactical options without sacrificing firepower. Your short-ranged Russes (Punisher, Demolisher, Executioner) will thank you. Fireball Demolisher tank crews can now get in there and murderburn whole squads with triple heavy flamers and 2d6 Demolisher shells. Take two. Surprise attack with full Russ movement plus 8 inch flamer range. Especially good combined with {{w40kKeyword|tallarn}}'s tank order, since it adds about 5" of movement - you can either undo all of it with the 6" from the order if you just wanted the shot but not the positioning, or, of course, you can stack them for about 11" of threat. Also worth noting that Surprise! Russes set up via the Tallarn's Ambush stratagem are considered to have moved their maximum distance making them a good candidate for Unyielding Advance. *'''Steel Phalanx(1 CP):''' Choose an enemy unit. All Emperor's Fist units that charge the chosen unit cause d3 mortal wounds on a 4+ (net average 1 mortal wound, but with a lot of variance). This turns your tanks into pseudo-Carnifexes or Land Raider Crusaders/Redeemers. However, this is usually going to be less useful than Crush Them (although you can certainly stack them), regardless of whether you're trying to tarpit with a nearly dead Leman, or, far more likely, you're the one being charged. <big>'''Warlord Trait'''</big> *'''Unflinching Resolve:''' 6" aura, re-roll overwatch rolls for {{w40kKeyword|Emperor's Fist}} units. Wrap your commander with high volume shot units, Punisher wingmen? **Thinking about running a {{w40kKeyword|Mordian}} Emperor's Fist Tank Company? Good news and bad news, but mostly good. You get less relative benefit than everyone else does, because you don't need the ability to re-roll 5s, but the abilities ''do'' stack. Remember, it's re-roll, then modify, so when you roll a 5 to hit, choose not to re-roll. Then, when you add your +1 modifier, hey presto. Your Overwatch shots now hit 20/36 of the time (slightly better than half - i.e. better than BS4+ would, shooting normally!). ''Also'' stacks with the Defensive Gunners strat, due to the wording on the regiment trait - pop the strat, and your dice will hit showing 4-6 and you can just re-roll 1-3. <big>'''Heirloom of Conquest'''</big> *'''Hammer of Sunderance:''' Replaces a Battle Cannon profile with...a slightly more impressive Battle Cannon profile, with damage set to 3 (for a +1 or *1.5 benefit). Heavy 1d6 (shooting twice with grinding assault) 72" S8 AP-2 D3 can do a lot of damage assuming you don't get screwed by rolls. **Remember, this takes up a relic slot, AND you still have to buy the underlying Battle Cannon. Kurov's Aquila will just about always be better. The Laurels of Command (which will also force you to take Master of Command on your Tank Commander) depend a lot on your list, as they don't do nearly as much for Tank Orders as they do for Voice of Command (due to the limited pool - the combo lets your commander choose 1 Tank + 1 (Tank or Voice) each round, and both orders are Laureled). Relic of Lost Cadia is also usually better, but is {{W40kKeyword|Cadia}} only. So... it's ''alright''. Certainly, the game is full of better relics, but hey, it's something. Another thought: 1 CP for a 2d6 dam 3 with 72inch full table range? That’s average 7 shots, around 5 hits at 15 damage a turn at -2 ap? Finally, a good guard tank hunter option. Kills whole squads of primaris and terminators, can one turn destroy beasts and walkers. **'''Modeling tip:''' Use the best cannon you have in your sprue box to represent it! Go wild with a proper [[The Empire (Warhammer Fantasy)|empire]] cannon, or slap on it the big cannon of the [[Ogre Kingdoms]] in a proper custom turret lodging if you really feel that the enemy should taste ornate gothic obliteration. This Anon recommends the Leman Russ Incinerator from the Solar Auxilla line. A slightly cheaper option is to just use the Vanquisher cannon that you get in every battle tank Russ box because you definitely aren't running it as an actual Vanquisher in this edition. Consider the forgeworld Vanquisher turret. Fire! </div></div> ===Emperor’s Blade Assault Companies=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The mechanized formation, your standard troopers and transports, aka {{W40Kkeyword|Company Commanders}}, {{W40Kkeyword|Platoon Commanders}}, {{W40Kkeyword|Command Squads}}, {{W40Kkeyword|Infantry Squads}}, {{W40Kkeyword|Veteran Squads}}, {{W40Kkeyword|Special Weapon Squads}}, {{W40Kkeyword|Chimeras}}, and {{W40Kkeyword|Tauroxes}} all gain the {{W40kKeyword|Emperor's Blade}} keyword. This one just screams Steel Legion, doesn't it? <div class="mw-collapsible-content"> <big>'''Stratagems'''</big> *'''Rapid Redeploy (1CP):''' Disembark one unit at the end of the movement phase. It cannot move further that phase, though it can charge. Only Catachan would care about that, but it does combine with '''Head First''' for +2" Chimera disembark charges. **Positioning is good, but how badly do you need it, especially when it's limited to a single unit of mere mortals per turn? Armageddon may be the vehicle regiment, but Catachans '''Burn them out!''' order depends on short ranged flamers and removes the target(''s'') cover, making it vulnerable to the rest of your army. You could also use it on Mordian ''plasma snipers'' and '''Form firing squad!''' into Rapid Fire range, just don't disembark this unit alone. Or use it to get a unit into grenade range and use the '''Grenadiers''' stratagem to lob 10 grenades into the enemy(ies). *'''Mechanised Fire Support (1CP):''' A Chimera/Taurox within 6" of a charged infantry unit can overwatch and hit on 4+. ''Doesn't stack with the Defensive Gunners stratagem because that's a lesser boost''. **Keep those Mordian Chimeras near each other and it'll be hitting on a 3+. <big>'''Warlord Trait'''</big> *'''Mechanized Commander:''' Warlord can issue orders to {{W40kKeyword|emperor's blade}} units from inside a vehicle in the same detachment and counts as being within 3" of a vox. This right here makes the detachment pay for itself since it normally costs you one CP per turn to use the Mobile Command Vehicle stratagem to do the exact same thing, and unlike MCV this can also be used from inside a Taurox. ''Splendid synergy with Armageddon units''. <big>'''Heirloom of Conquest'''</big> *'''The Shield of Mortwald:''' A 3+ Invuln that cannot be re-rolled for any reason, and stops working the first time it fails. Essentially a weaker version of the Drukhari shadowfield, and like it, you can choose which save you use. Though the {{W40kKeyword|Emperor's Blade}} wearer will be hidden away inside a transport, so, it may not see actual use. </div></div> ===Emperor’s Wrath Artillery Companies=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Affects {{W40Kkeyword|Company Commanders}}, {{W40Kkeyword|Masters of Ordinance}}, {{W40Kkeyword|Basilisks}}, {{W40Kkeyword|Hydras}}, and {{W40Kkeyword|Wyverns}}. Looks like the Manticore is out of luck. Grant's the Emperor's Wrath keyword. Cadians and Catachans already love Artillery, so consider those two regiments for this specialist detachment. <div class="mw-collapsible-content"> If you are considering taking some guard soup to back up a combat army, you could do worse than adding a cheap Basilisk/Wyvern or 2 with this detachment for the sake of ensuring your guys get close enough to use their knives/bayonets/swords/axes/servitors, which is especially helpful to small, 1 wound melee units (here's to you Vanguard Veterans) with high damage output. Failing that, to keep it fluffy, you can do worse than charging in a squad of Arco-flagellants/Crusaders after using the suppressive fire strat. Also, remember that because the unit's movement speed is halved, they are less likely to be able to fall back from your next turn, keeping your combat units from being pew pew'd by enemy guns. Bonus! <big>'''Stratagems'''</big> *'''Suppressive Fire (1 CP):''' lets a Hydra, Basilisk, or Wyvern give up a turn of shooting to suppress an enemy infantry unit in range of one of its guns. Said enemy unit cannot Overwatch and halves is movement speed. This is great for locking down extremely fast units or protect that Ogryn squad from a painful round of Overwatch fire. *'''Pounding Barrage (2 CP):''' One weapon on an Emperor’s Wrath vehicle can shoot twice. Hello, Basilisks. Can combine with the Aerial Spotter stratagem for a healthy 'fuck you' to one target. Costs 4 CP, but it can be an excellent way to spend all those extra CPs you're swimming in when running brigades. Combine with the relic (see below) for some ''real'' ground pounding. <big>'''Warlord Trait'''</big> *'''Lord of Ordinance:''' 6" aura. To-wound rolls of 6 improve their AP by 1. Best used on Wyverns. Somewhat good on Hydras. Barely noticeable on Basilisks. <big>'''Heirloom of Conquest'''</big> *'''Agripinaa-Class Orbital Tracker:''' Pick an Emperor's Wrath vehicle within 6" of the bearer during the shooting phase. That vehicle ignores enemy bonuses to cover. If you use it on a Wyvern, you can relive the glory days of 7th Edition where it had ignore cover. This can make a surprisingly big difference, particularly when targeting Elite units with lots of shots, forcing your opponent to make 20 3+ saves on their hidden Dark Reapers a turn can be game-winning. Also a way to reliably dislodge Marines from cover - ap0 weapons let them make a 2+ save. An Agripinaa-boosted basilisk? ''6+.'' Have fun! </div></div> ===Emperor’s Conclave Infantry Companies=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Affects {{W40Kkeyword|Company Commander}}, {{W40Kkeyword|Platoon Commander}}, {{W40Kkeyword|Command Squad}}, {{W40Kkeyword|Infantry Squads}}, {{W40Kkeyword|Conscripts}}, {{W40Kkeyword|Priests}}, and {{W40Kkeyword|Crusaders}}. Makes your troopers into super zealots. If you somehow want to run melee guard, here you go. <div class="mw-collapsible-content"> <big>'''Stratagems'''</big> *''' No Quarter Given (2 CP):'''Used at the start of the fight phase. Models slain from target unit can pile in and fight or fight again before being removed. Just when that asshole with Genestealers or Orkboyz thinks he's got the better of that Conscript squad, you can try and take as many of them down as possible. You aren't gonna need the 2CPs for morale immunity when the entire unit is wiped, after all. Bear in mind that since it's declared before attacks are made, you can also pay 2CPs to interrupt if another charging unit goes first. *'''Sanctimonius charge (1 CP):''' Used in the Charge phase. Priests that make a successful charge move grant +1 to charge rolls of other Emperor's Conclave units within 12". Shame Ogryns can't benefit from it. <big>'''Warlord Trait'''</big> *'''Fiery Denouncer:''' Re-roll to hit rolls of 1 in the Combat phase for Emperor's Conclave units within 6". This is SCARILY good when combined with Straken and a Ministrorum Priest, even more so if you use a Consolidated Squad of 20+ Catachan troublemakers, instead of an unruly bunch of Conscripts. While this doesn't turn your puny dudes into killer machines, it still makes for a powerful deterrent. You're still a shooty army, but by Sebastian Thor, you WILL make things regret assaulting you. <big>'''Heirloom of Conquest'''</big> *'''Litany of the Holy Synod:''' Emperor's Conclave units within 6" roll 2d6 and use the lowest for morale. In addition, if the bearer dies, pick an Emperor's Conclave unit within 6". For the rest of the battle, they are immune to morale and have +1 attacks. </div></div> ===Militarum Tempestus Drop Forces=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Gives {{W40Kkeyword|Scions}}, {{W40Kkeyword|Scion Command Squads}}, {{W40Kkeyword|Tempestor Primes}}, and {{W40Kkeyword|Valkyries}} the Drop Force keyword. This detachment is all about flying around in the Valkyrie and dropping hot, sweaty plasma everywhere. Given point changes in Chapter Approved 2018 and the current rules shifting against Deep Strike, this detachment could become very common. <div class="mw-collapsible-content"> <big>'''Stratagems'''</big> *'''Precision Drop (1 CP):''' When models use the grav-chute to disembark from the chosen Valkyrie, they do not have to roll to see if they die. Two Command Squads escorting their Tempestor Primes around? They are safe from random death. **Utterly ''terrifying'' when combined with orders. Two Tempestor Primes, one of whom is the Specialist Warlord, with two Command Squads, falling out of the sky anywhere on the board within Rapid Fire range, rolling 2s to hit and re-rolling wounds against Monsters and Vehicles? You can drop eight melta shots, or '''''18''''' plasma shots (counting the prime pistols), and then hit on 2s with re-rolls to wound against Monsters or Vehicles. That's enough pain to bring down most Lords of War. Don't do this unless you hate your opponent. **Now fairly redundant: all Militarum Tempestus got a stratagem in psychic awakening - greater good that does this AND lets you drop within 5" rather than 9. ***There's a certain Commissar that got a point drop recently who lets you re-roll 1s, and a single Tempestor Prime is capable of issuing two orders for 5 points more... 97% accuracy with a 33% chance of generating an extra attack seems kinda nice... *'''Aerial Fire Support (1 CP):''' When a Tempestus Drop Force Infantry unit is charged whilst within 6" of a Drop Force Valkyrie, that Valk may fire overwatch and hits on a 4+ irrespective of modifiers. Whether this is worthwhile depends on what charges you. Big guys will fear Hellstrikes and Lascannons, horde units will rightly shit their pants at Multiple Rocket Pods and Multi-laser attacks backed by Heavy Bolters in either case. Generally speaking, if you can activate this stratagem you probably should, at the very least it gives one of your Valks a free shooting phase that's immune to modifiers, and at best it might just keep one of your Scion squads alive for another turn. <big>'''Warlord Trait'''</big> *'''Grav-Chute Commando''': Tempestus Drop Force infantry units that disembarked from a Valkyrie on that turn gain +1 to hit when they're within 6" of the Warlord. Trigger your extra shots with your 100% safe plasma guns on a 5+? Where do I sign up?!? <big>'''Heirloom of Conquest'''</big> *'''Cypra Mundi Null-Emitter''': If the bearer is targeted or affected by a Psychic Power, the Power can be nullified on a 2+. Useful only if you took extra relics and placed a Tempestor out front of your army against Grey Knights, 1K Sons, and Daemons to block Smites. You know, in case you don't have enough for a Culexus/Sisters of Silence squad who are slightly more survivable. Note that due to the wording, this does not count as denying a Psychic Power from being cast, you're just immune to its effects. </div></div>
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