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==Regiments== ===[[Armageddon Steel Legion|{{W40Kkeyword|Armageddon}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, what you cannot crush with words you will crush with the tanks of the Imperial Guard!<br> Armageddon takes strongly after the Wehrmacht of World War II, particularly the armored divisions. On the tabletop, Armageddon is your premier Armoured Fist Regiment. Most everything about them is dedicated to the fine art of piling out of a Chimera, evaporating some sorry traitor/xenos scum (Orks strongly preferred), hopping back aboard and zooming off to do it again.<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Industrial Efficiency''': {{W40kKeyword|INFANTRY}} units with this doctrine may double the number of attacks they make with Rapid Fire weapons (i.e. Lasguns, Bolters, and Plasma guns) at 18" instead of 12". {{W40kKeyword|Armageddon VEHICLES}} treat attacks against them with AP-1 as AP0. *18" is a distance that is almost impossible for enemy infantry to cover in a single move-and-charge, instead of the usual 12" that will get you in combat the next turn guaranteed. Increased RF range and good Chimeras will make you a master of positioning (which is paramount in 8E), and in turn you'll get almost double the use for lasguns (and Plasma guns!) than other regiments. Pretty darn solid. Or great, if you can pull off the fire and manoeuvre AFV tactics it calls for. If you can roar up mid board in with a pack of chimerae and hellhounds FRSRF first turn, and fall back holding down the lasgun triggers behind the flaming pillboxes of your flamer transports, pewpewpew murderburning half his troops before they can even make eye contact with any of your big guns or objectives. A bit like kiting, keep falling back so they can’t charge you. Pour on the lasguns. *While situational, the ability to ignore AP-1 is quite handy against autocannons which are common in take-all-comers lists, and will nicely insulate your light vehicles from attempts to weigh them down under heavy bolters. Light weapons are a joke against your 2+ armoured vehicles in cover. '''Warlord Trait - Ex-gang Leader:''' Add 1 to the Warlord's attack characteristic. In addition, add 1 to all wound rolls made for your warlord in the Fight phase. Outright superior to the BRB warlord trait Legendary Fighter, but of dubious utility since even with this ''and'' a Blade of Conquest, you won't be good enough in melee to excuse jumping into it; you'll get a ''lot'' more mileage out of combining Grand Strategist with the Armoured Fist stratagem. This, like many of the other {{W40Kkeyword|Regiment}} Warlord Traits, are trying to encourage you to make your generally shooty Warlord a more competent melee combatant which is often not a competitive choice, but it can be a fluffy one. '''Relics -Skull Mask of Acheron:''' -1 to enemy Ld within 3" of the wearer, -2 for Orks. ''Doesn't specify "Infantry" character''. *Fact is, since hordes (''like yourself'') have ways around morale, inflicting battleshock is better on expensive multiwound models, but those have a naturally high Leadership and -1Ld isn't good by itself. Thus, <u>combine it with your other Imperial stuff</u>: '''Terrifying visions''' inflicts -2Ld; {{W40Kkeyword|Metalica}} '''Sicaran Infiltrators''' allies provide another -2Ld (aura + stratagem) and appear where you need them while moving almost as fast as Rough Riders; while '''Reivers''' inflict -1Ld alongside -1 To Hit (Shock Grenades) and have a higher chance to a successfully charge out of a Grav-chute ({{W40Kkeyword|Black Templar}} Tactics, Combat squads). You could also use a Dark Angel's Termie Chaplain with the reivers, and blow a CP on another -1 with the eye of the unseen. One such separate detachment is cheaper than 6 Bullgryn, which are basically Maul Terminators now. Reaching '''-5Ld''' with {{W40Kkeyword|Metalica}} Infiltrators isn't too hard, up to -6Ld with the Reivers. Even Chaplain/Dark Apostle-boosted Primaris/Plague marines will become as cowardly as Conscripts, and they lack Commissars. Disregard the bit about orks, though. '''Order - Mount Up!:''' Targeted unit may shoot and immediately embark as long as they're within embark range and did not disembark in the movement phase that turn. *In 8E you may embark and disembark regardless of the transport's entry points - as long as it's within 3" you're good to go. This order allows you to use your extra-resilient 4.75-inch-long Chimeras for piggy backing more than 10" a turn without having to use FFtE instead, and it can be combined with both your {{W40kKeyword|Armoured fist}} Stratagem and {{W40kKeyword|Industrial Efficiency}} Doctrine : One turn you can '''Mount Up!''' within 3" of the front of your Chimera, the next one disembark (optional Stratagem) within 3" from the other side of it, ''then move 6"'' away from the enemy while you also move the Chimera so that it ends up on the other side of the squad. ''This way you can constantly keep the enemy 18" away'', which is extremely hard to cover in a move+charge for most squads, but precisely the range you can Rapid Fire from. *Also be sure to shoot the Chimera you just embarked on AFTER you issue this order. The Lasgun arrays on your Chimera can only be fired if a unit is embarked; nothing about WHEN that unit embarks. They’re often overlooked but it’s 6-12 extra lasgun shots. ''Shoot, jump aboard, shoot again.'' *This can also be away keep Plasma vets command teams safe for two turns just let fire then order them back into transport. While keep Commissar Yarrick near by for those re-roll ones. '''Stratagems - Armored Fist (1 CP):''' At the start of the shooting phase, select an {{W40Kkeyword|Armageddon Infantry}} unit that disembarked from an {{W40Kkeyword|Armageddon transport}} this turn. It can re-roll to-hit rolls of 1 until the end of that phase. Best used when coupled with the FRFSRF order. Or triple veteran plasma gun squads and sarge with a plasma pistol? Ooh yeah. Use your Armageddon order to blast away again next turn, to mount up and escape retribution. Great on flanks. Overcharge plasma and shoot up his artillery, dread, other thing you need to die. '''Special Characters''' '''Tactical Objectives''' '''Tactics''' </div></div> ===[[Cadia|{{W40Kkeyword|Cadia}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, worlds break before the Guard does!<br> Cadians are the most recognizable Guardsmen at a glance, and even after the destruction of their homeworld, they still make up a huge portion of the Guard forces.<br> On the tabletop, they benefit from sitting still, which makes them more accurate and has great synergy with Grinding Assault on Leman Russ tanks.<br>Their unique characters specialize in getting more orders out than normal Commanders or Tank Commanders. Cadia stands (still and gets to re-roll lots of dice)!<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Born Soldiers''': ''All'' models with this doctrine may re-roll 1s to hit ''during the Shooting phase'' if they did not move in the movement phase. If an {{W40kKeyword|infantry}} unit is issued the order "Take Aim!" and has not moved, they re-roll ''all'' failed to-hit rolls. Only infantry may reroll failed hit rolls, russes can only reroll ones... but so does your artillery. This means Cadia has almost ''no use for a Master of Ordnance''. *This makes Cadians second only to Catachans (see below) as the best artillery regiment. Basilisks that reroll 1s are really nice. However, if you're using heavy weapons teams, seek no one else - Cadian lascannons are the most point-efficient anti-tank in the game, and mortar teams can have your opponent wondering where you hid that Thudd gun. Also, plasma guns that didn't move explode less - turns out the secret was to not shake them. *Do not underestimate the advantage of rerolling failed hits for infantry who are static and ordered to take aim. Guard's greatest shortcoming is their generally meh ballistic skill. Rerolling misses effectively brings you basic guardsmen's 50% accuracy up to 75% - statistically better than having a 3+ BS! Cadians have the best static infantry gunline in the Guard, bar none. *Combining rerolling on ones with Pask's 2+ and ability to command himself and another russ to "Pound Them To Dust" means that you can mimic the catachan regimental doctrine AND have a 2+ reroll 1's (98% accuracy) all for just 55 pts more than a normal Russ. '''Warlord Trait - Superior Tactical Training:''' Roll a die every time your Warlord issues an Order; on a 4+, the order can affect an additional {{W40Kkeyword|Cadian}} unit of the same type within 6" of the warlord. *A high-risk, high-reward version of Master of Command, statistically multiplying a Commander's number of orders by 1.5. Keep in mind, however, that the rules are "copied" to another unit. This trait helps when you want the units to both FRFSRF, but when you want to issue ''different'' orders, then MoC's reliable higher number of independent orders will serve you better. *STT helps you better the more orders an officer can issue. As such, it's worse than MoC on a Platoon Commander or Tank Commander, statistically equal on a Company Commander, and superior if you have a way to get to 3 or more orders base, which currently requires named characters. '''Relics - Relic of Lost Cadia:''' One use only; unveil at the start of any turn. Until the end of that turn, all {{W40Kkeyword|Cadian}} units within 12" of the bearer re-roll both hit and wound rolls of 1; they re-roll ''all'' failed hits and wounds against {{W40Kkeyword|Chaos}} units. *Doesn't specify Infantry model either, so it can be given to your Tank Commander to widen the bubble and move it wherever you need to. *Given that Cadian units ''already'' get the primary effect of this relic if they haven't moved, you're primarily going to take it for the bonus effect vs Chaos. '''Tank Order - Pound Them To Dust!:''' Ordered vehicle can re-roll the dice for determining the number of shots for Leman Russ turret weapons until the end of the phase. Combine with Grinding Advance, and your Battle Cannons will be able to blow apart blobs and armor alike, just as they could in previous editions. Because there aren't any Leman Russ turret weapons that roll multiple dice for attack volume, this will behave like the {{W40Kkeyword|Catachan}} doctrine, only worse, since it will only buff the turret, not the sponsons; its efficacy depends on your loadout. *"Gunners Kill on Sight!" is strictly inferior on a Battle Cannon, Eradicator Nova Cannon, or Executioner Plasma Cannon; it is strictly superior on a Punisher Gatling Cannon or Vanquisher Battle Cannon. On a Demolisher Cannon, it is strictly inferior against a unit of 5 or more models, and statistically equivalent against smaller units. For a static Leman Russ, GKoS won't stack, so your best bet for a Russ you're planning on keeping static is an Executioner Plasma Cannon that's going to constantly overcharge, along with a lascannon and a pair of plasma cannons. If you want to keep your Leman Russ more mobile, it's a lot more involved. '''Stratagems-Overlapping Fields of Fire (2 CP):''' When a {{W40Kkeyword|Cadian}} unit causes an unsaved wound on an enemy unit, you may use this stratagem and ALL other {{W40Kkeyword|Cadian}} units add 1 to hit when firing at that unit. The +1 to hit [[Awesome|makes your supercharged army's plasma safe]] when aimed at the designated enemy. Useful for felling large centerpiece units like Knights or greater Daemons, or pretty much anything that essentially needs to die this turn. *Gets even better when you consider that this is only restricted by the {{W40Kkeyword|<Regiment>}} keyword. Basilisks smacking units from out of sight on ''3+, re-rolling 1s,'' is a glorious thing indeed. *Very valuable against plaguebearer spam as this means most your army will be hitting them on 5+ instead of 6+, with most your units rerolling 1's,2's and 3's. ====Special Characters==== '''HQ'''<br> *'''Knight Commander Pask:''' A flat upgrade to a Tank Commander, but a pricy one, plus with the fixed WT of Superior Tactical Training (which is less redundant on him than it is on Creed, assuming you brought at least three Russes including him). He has BS2+, which is '''awesome''', and even the underpowered Vanquisher cannon starts to look alright when he's firing it (not really). If you're going to upgrade any of your Leman Russes with extra sponson or pintle weapons or an HK missile, he's the guy to do it to, since he is much more likely to hit something. Probably best used when supported by a Techpriest and sitting still with one of the longer-ranged turret weapons, as he can benefit from re-rolling 1s, shooting his turret weapon twice, and even use the Jury Rigging stratagem if necessary to get back a lost wound. On the other hand, if you can keep him out of the line of sight, he's downright scary in a Punisher. *'''Lord Castellan Creed:''' Though MIA in the fluff (actually in Trazyn's collection, so he'll be back at some point), you can still field Creed as your Warlord, and you should do so if you're running Cadians and want to maximize your order potential and CP benefit. He's only about 25 points more expensive than a bog-standard Company commander, and he gets to give orders at 12" instead of 6" without a vox (and gets one more order a turn). You also get an additional 2 CP if he's your Warlord, which isn't bad. His shooting isn't impressive (two hot-shot laspistols), but hopefully, he never has to fire a single shot or swing his power sword. Unfortunately, gone are the days of outflanking Baneblades. He must take the Superior Tactical Training WT if he's your Warlord, which means he's going to pump out even more orders (and that's before you throw Kell into bodyguard for him). In small games, however, you probably won't have enough units to actually order to get the most of him. '''Elites'''<br> *'''Colour Sergeant Kell:''' KIA in the fluff (RIP, he will be missed), but usable in-game still like Aun'Va, Konrad von Carstein, Vlad von Carstein pre-End Times, and the like. If you have a lot of units on the field and not enough Commanders to give orders, consider taking Kell, as he lets one officer within 6" issue an additional order every turn. He can be taken without Creed now, but that's not fluffy, and you also waste his ability to bodyguard for Creed on a 2+. Also, Cadian units within 6" can re-roll failed Morale tests. Pretty solid, if pricey. **Creed always has Superior Tactical Training if he's your Warlord (and you'll ''always'' Warlord him, to avoid wasting Tactical Genius), so this brings his average order pool from, statistically, 6, to 8. **Now that Pask and Tank Commanders are {{W40Kkeyword|officer}}s, Kell can support them, too. This brings Pask up to 3 orders (statistically, 6 with Superior Tactical Training), or a regular Tank Commander up to 2 (3 with Master of Command, statistically 4 with Superior Tactical Training). **For ''maximum'' order output, the Laurels of Command are an order doubler, statistically, just like Superior Tactical Training, which can be combined on a Company Commander with Kell, bringing him from 2 to 3 (Kell) to 6 (STT) to 12 (Laurels), although remember that Laurels and STT proc in opposite ways (STT lets you order more units; Laurels lets you pile additional orders onto the same target, so scales less well without access to useful Fix Bayonets!). '''Tactical Objectives'''<br> '''Tactics''' </div></div> ===[[Catachan Jungle Fighters|{{W40Kkeyword|Catachan}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Hailing from the Death World of Catachan, the Jungle Fighters specialize in particularly gritty theatres of war. On the tabletop, they hit harder than the usual guardsmen, both in terms of their strength of 4 and their usually better shot output from vehicles. The death worlders also posses some of the best characters and officers, most of which lore wise slay Tyranid type monsters with their bare hands (use caution on the tabletop). <div class="mw-collapsible-content"> '''Regimental Doctrines-Brutal Strength''': {{W40kKeyword|INFANTRY}} units with this doctrine gain +1 Strength (i.e. S4), plus '''+1 Ld''' too if they are within 6" of a friendly {{W40kKeyword|Catachan Officer}}. Furthermore, '''each''' time a {{W40Kkeyword|Catachan vehicle}} fires a weapon with random shot volume, you may re-roll one die when determining the number of shots that weapon gets. Grinding Advance Russes, dual-flamer Hellhounds/Chimeras, Basilisks etc. are now quite a bit nastier - and remember, [[Awesome|overwatch counts as firing a weapon]]. *Space Marines can do melee because they're heavily armoured, hit hard, often and can get close surprisingly fast. You merely punch hard - still a shooty army. That being said, what you ''do'' have is hordes of infantry with a ''better wounds-to-points ratio'', and can boost them with Straken, Ministorum Priests and "Fix Bayonets!". As in, all those three at once. Now that's proper Catachan melee, and supported by better vehicles, not some [[Warhammer_40,000/Tactics/Renegades_And_Heretics(8E)|Renegade rabble]]. *A note on the math - you re-roll only one die, and it's a re-roll, not an additional unkept die, so assuming you do the sane thing and only re-roll 3 down on a 1d6 and 1 on a 1d3, your expected values go from 3.5 to 4.25 and 2 to 2.33, respectively (and if you use a vehicle with multiple dice, the value of the benefit plummets, of course - in those cases, you always re-roll the lowest die, obviously). Earthshaker, Stormsword Siege, and Twin Earthshaker cannons are special; the way you should fire ''them'' is to roll the full number of dice, then re-roll the one lowest die, no matter what it is, ''then'' drop the lowest dice. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Every example of this Doctrine's effect on vehicle rate of fire (listing an example weapon), assuming you only re-roll when you ought to: <div class="mw-collapsible-content"> *4D6 (Wyvern Mortar): 14 -> 15.79 (x1.13) *3D6 (Deathstrike Missile): 10.5 -> 12.06 (x1.15) *4H2D6 (Twin Earthshaker): 9.34 -> 9.93 (x1.06) *2D6 (Twin Heavy Flamer): 7 -> 8.24 (x1.18) *2D6 (Inferno Cannon): 7 -> 8.24 (x1.18) *2H1D6 (Earthshaker Cannon): 4.47 -> 4.96 (x1.11) *2H1D6 (Artemia Inferno Cannon): 4.47 -> 4.96 (x1.11) *1D6 (Heavy Flamer): 3.5-> 4.25 (x1.21) *3D3 (Volcano Cannon): 6 -> 6.70 (x1.12) *2D3 (Neutron Laser Projector): 4 -> 4.56 (x1.14) *1D3 (Plasma Cannon): 2 -> 2.33 (x1.17) As you can see, the greatest impact is on 1d6 weapons - a Leman Russ Battle Cannon's rof*damage goes from 7 to 8.5, while a Demolisher Cannon against a single target goes from 4 to 4.66. </div> </div> '''Warlord Trait- Lead From The Front:''' The Warlord has a 6" Heroic Intervention (double in range and distance as normal). In addition, if your Warlord was charged, did a Heroic Intervention, or was charged himself, then they re-roll failed hit rolls until the end of the turn. While rerolling failed hit rolls is powerful, especially for low WS models, you should remember that you are playing Guard and even with this, you are comparatively weak in assault even if you have a Warlord like Straken in the fight. '''Relics - Mamorph Tuskblade:''' Replaces a power sword. A reskin of the Blade of Conquest at S+2 AP-3 D2, so guaranteed 2D instead of having to roll for it, in case you decide to use a mortal to hunt Primaris. Works similar enough, and you do have Straken. *Better than the Blade of Conquest against targets with 2W, the same against other stuff. The worse AP isn't that much of a factor. ** Something to keep in mind is this is a Catachan relic, meaning the wearer Will be S6, something to keep in mind if fighting something like Tyranids. '''Orders - Burn Them Out!:''' The ordered unit can re-roll the dice when determining the number of shots a Flamer or Heavy Flamer has. In addition, enemy units targeted by the models with these weapons in the ordered unit lose the cover bonus to saves for the rest of the phase. Better than ''Bring it down!'' on the relevant weapons, but it doesn't buff the other weapons in the squad (other than ignoring cover, which they will on the unit(s) the flamer(s)/heavy flamer targets), which is an issue on squads other than Special Weapon and Command squads, like Veterans. Worth considering if you want to gamble stacking orders with the Laurels of Command, though. *Note the effect on saves; you don't need to wound, or technically even hit, if the targeted unit has some miraculous way to avoid being hit by a Flamer/Heavy Flamer, for the targeted unit to lose the cover bonus to saves for the rest of the phase. You can use this to turn off cover on something relying on it for durability, like Scout Marines, then actually kill it with the rest of your army. You can remove cover from multiple units at once, too, as you can target more than one unit. '''Stratagems - Vicious Traps(1CP):''' Use this Stratagem when an enemy unit finishes a charge move within 1" of a {{W40kKeyword|Catachan}} unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds. ====Special Characters==== '''HQ'''<br> *'''Colonel Iron Hand Straken:''' At 75 points, Straken is a considerable investment over a standard Company Commander, but he might just be worth it if you're looking to run an assault army. For one thing, all {{W40Kkeyword|Catachan}} units within 6" of him get an extra attack, which can turn even a Conscript squad into a nasty tarpit. His '''Been There, Seen It, Killed It''' rule makes him great for charging and finishing off wounded {{W40Kkeyword|Monster}} units. He also gets S6 (effectively S7, assuming you take him in a purely {{W40Kkeyword|Catachan}} detachment, where he also boosts unit Ld by +1 for being an {{W40Kkeyword|Officer}}) and T4 in addition to W5, so he's a bit harder to put down. Consider running him with a Ministorum Priest. *'''Sly Marbo:''' All memes aside, unfortunately, Sly Marbo is not even remotely competitive. While he has the ability to appear 9" away from an enemy and trigger one of three special rules (immediately shoot, which lets him snipe {{W40Kkeyword|Characters}}; make a small move and add 2 to his attacks if he charges; or trigger concealed explosives that have a 50/50 shot of dealing mortal wounds), his lack of durability and lackluster weapons (not a single one has any AP) makes him a poor choice overall. He can disappear if there are no enemy units close to him at the start of the Movement phase, but you will never get to use this rule because he will most likely die and also fail to clear out the enemies he charges anyway. If he debuffed enemy leadership, had some way to mitigate armor saves, and could be reasonably expected to stick around for more than a single round, he might be worth it, but he's not. Another view point. Will most effective way to us Sky Marbo is if you have alliance Militarum Tempestus detachment. Militarum Tempestus able with help Stratagems to get their foot soldiers 6 inch opponent lines means when he deep strike he not be closet model and pistol wounds get six shots and wounds 2 by average going to kill something 2 space marines turn. Doing that two turns make points back and them some. Ideal you have commission Yark with him. Which is likely best way to us him. Were Catachan provide artillery support with Militarum Tempestus will being aim to destroy vehicles. There other ways using him to. Back other units charging or hide behind them and shooting. '''Elites'''<br> *'''Sergeant Harker:''' Sgt. Harker totes around his Assault 3 Heavy Bolt, Payback, and has a pretty decent statline for a guardsman, think a platoon commander on miral shark steroids. You don't take him for his cool gun or stats though. Harker allows all friendly {{W40Kkeyword|Catachan}} units (himself included) within 6" oh him re-roll 1s to hit in the Shooting phase. Every {{W40Kkeyword|Catachan}} list should include Harker since he can buff any {{W40Kkeyword|Catachan}}, from the lowly Conscript to the mighty Baneblade! '''Tactical Objectives'''<br> '''Tactics''' </div></div> ==={{W40Kkeyword|[[Militarum Tempestus]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Elite shock troops of the Astra Militarum, they appear on the brink of massacre and turn it into a crushing victory.<br> On the tabletop, they drop in hot, distribute an unholy amount of plasma, and play in a fast and fragile balance of fire and trying to survive the incoming charge. Uniquely, they have further sub-Doctrines that make them close to being an independent faction in their own right. These guys behave like S3/T3 Marines and favor a very close range play style. They offer little in CC or tanks, but can smoke terminators with ease and favor constant air superiority.<br> <div class="mw-collapsible-content"> *'''Regimental Doctrine - Storm Troopers''': If a model with this doctrine is shooting a target at half range or less, they get an extra shot for each roll of 6+ to hit, which can't proc itself. Due to the Hot-Shot's range, you can't immediately use FRFSRF Rapid Fire Storm Troopers after an Aerial Drop (''more'' than 9" away) unless they dropped from a Valkyrie, so order '''Take Aim!''' instead. This is equivalent to a 7/6 modifier, like Cadia's re-rolling 1s to hit, but requires you to be within half range, rather than standing still. **This doctrine is ''vicious,'' but hard to get. If understood correctly, drop in with those favourite overcharged plasma and get free shots on sixes? A five man squad shooting two plasma guns and a plasma pistol will likely get one from 5 total shots. Make sure it’s dead.You get +16.67% hits on ''any'' unit for which it applies (e.g. it won't apply to weapons that automatically hit); this is not as good as Catachan's trait or Cadia's order to re-roll attack dice for weapons with 1d6 attacks, especially the auto hitting ones, but it's ''much'' more versatile than those due to its wide application. Also, it's worth noting that it always works during Overwatch. In exchange, however, you can't have ''any'' Fast Attack, Heavy Support, or Lord of War choices in a MT detachment, because those slots only contain {{W40Kkeyword|Regiment}} units. **Remember, you can use a custom regiment, such as {{W40Kkeyword|Savlar Chem-Dogs}}, to pick up this Doctrine, if you want it on general Imperial Guard stuff, but doing so will ''not'' get you access to the Militarum Tempestus Warlord Trait, Heirloom, Stratagem, or Order. If you do so, it's best on very long-range weapons, to ensure the target is within range for the buff, such as a Basilisk or Shadowsword or Mortar Team. Stacks with re-rolling 1s to hit or wound multiplicatively, just like those two do with each other, so if you want all three at once, you can combine Yarrick for re-rolling 1s to hit with an order source for re-rolling 1s to wound on an infantry unit (for obvious reasons, you'll want to do this on a heavy weapons squad - all three buffs combined are ''still'' worse than FRFSRF on lasguns). The percentage gains from these are 16.67% for any 1, 36.11% for any two, and 58.80% for any three (FRFSRF is a +100% gain, which you can add to the previous three if you're combining them - combining all four will require the Laurels of Command relic). *'''Warlord Trait - Faithful Servant of The Throne:''' Your Warlord can attempt to deny one psychic power per phase as if they were a Psyker. This can be useful, but it is very situational. Its usefulness is further questioned since Astropaths only cost 26 points as of Chapter Approved 2018 and won't break your regiment rules even if you're bringing a {{W40Kkeyword|Militarum Tempestus}} detachment. *'''Relics - The Tactical Auto-Reliquary of Tyberius:''' When the bearer uses Voice of Command, they may attempt to issue *'''one''' additional order; roll a die before attempting, and on a 2+, the order happens. **Can turn your Tempestor Prime into something like a Creed for your Scions. Up to '''four''' orders when combined with the Master of Command WT, '''5''' with Inspired Tactics. No Scion will go unordered. *'''Order - Elimination Protocols Sanctioned!:''' Ordered unit re-rolls ''all'' failed wounds, but only against {{W40Kkeyword|MONSTER}}s and {{W40Kkeyword|VEHICLE}}s. **This is situational, but ''very'' strong; Scions usually hit on 3s, so the more significant limiter on inflicted damage is usually weapon power (even meltaguns will only damage a tank half the time). Use on squads loaded with meltas (NOT plasma, as you'll be overcharging and you want that re-roll of 1s) to get some extra oomph on a tank or large creature. **This also pairs quite nicely with the {{W40Kkeyword|LAMBDAN LIONS}} Gifts from the Mechanicus stratagem. ====Ordo Tempestus Regiments==== Psychic Awakening has given our boys some new flavor. We can now add further extra rules based on specific Ordo Tempestus Regiments, which are accessed by picking one of the new Regiments from below. You can pick one of the following OR Storm Troopers. You may not get both. *'''{{W40Kkeyword|Iotan Dragons}} - Crack Shots''': +6" Rapid Fire (for normal guard, its not that big a deal; for Scions, it makes our guns actually useable on the drop, which is clutch). **'''Relic - The Emperor's Fury:''' 3-shot Plasma Pistol. **'''Warlord Trait - Precision Targeting:''' ID units within 6" ignore the bonus of cover against enemies within 18" of the warlord. **'''Stratagem - Drilled to Perfection (1CP):''' Overwatch on 4's for a single unit for an entire phase. *'''{{W40Kkeyword|Lambdan Lions}} - Prized Weaponry''': -1 AP to ''all'' weapons. This doesn't specify only ranged weapons. Hotshot lasguns now tear through MEQs and meltaguns bypass armor saves entirely, but it's ''most'' noticeable on your melee attacks suddenly being AP-1. **'''Relic - Refractor Field Generator:''' 5++ to all LL models within 6". **'''Warlord Trait - Keys to the Armory:''' LL units within 6" reroll 1's to hit **'''Stratagem - Gifts from the Mechanicus (1CP):''' 6s to wound for hot shot weapons inflict a mortal wound in place of normal damage for a single unit. *'''{{W40Kkeyword|Psian Jackals}} - Death From the Dark''': Each kill counts as 2 kills for the next morale phase. ''Terrifying against bigger units''. **'''Relic - Hound's Teeth:''' Chainsword with S+1 AP-2 +3 extra attacks and rerolling wounds vs knife ears. ''Why are you in melee, against Eldar of all people?'' **'''Warlord Trait - Skilled Tracker:''' Redeploy 3 Psian Jackal units prior to the start of the game. **'''Stratagem - Elusive Hunters (1CP):''' Used after a PJ unit is targetted, models shooting weapons from further than their weapons half range, get -1 to their hit rolls against that PJ unit. *'''{{W40Kkeyword|Iotan Gorgonnes}} - Resolute Heroism'''': 6s to hit at the closest enemy unit by {{W40Kkeyword|infantry}} score an additional hit. Usually worse than just being Thetoid Eagles or Iotan Dragons - Eagles in particular get this on their vehicles, unlike you. **'''Relic - Blessed Bolt Pistol:'''12" Pistol 2 S5 AP-2 D2 (D3 vs psykers), keep in mind that psykers are usually characters, food for thought. **'''Warlord Trait - Sanctity of Spirit:''' Enemy psykers witin 24" will Peril on any double. **'''Stratagem - Daring Descent (1CP):''' Infantry unit can drop 5" away from enemies; may not charge afterwards. Note that the unit is chosen when setting up in deep strike, not when deploying mid game.Use the stratagem in the movement phase. *'''{{W40Kkeyword|Thetoid Eagles}} - Predatory Strike''': Unmodified 6s to hit at half range score an additional hit. Better than Storm Troopers because it is a straight-up hit instead of a shot (and if you really can get both, they'll stack), and ''usually'' better than Iotan Gorgonnes, because you have more control over when it applies (on top of this one working on vehicles). While it can't trigger on 5+s it also can't be prevented from proccing at all either. If you liked Storm Troopers, this is better in everything but a Drop Force (and better for every round after the drop). **'''Relic - Fire of Judgement:''' 12" Hot Shot Laspistol, Pistol 2 inflicting mortal wounds in place of normal damage. Remember, their doctrine means that 6's proc an extra hit at half range. This thing has the potential to pump out 4 mortal wounds if you get lucky. **'''Warlord Trait - Uncompromising Persecution:''' [[Shuriken Catapult|Wound rolls of 6 made by TE units using hot shot weapons within 6" of the the warlord are AP-4.]] **'''Stratagem - Full Charge (1CP):''' Taurox Prime can reroll hit rolls when shooting at a unit within 12"'. *'''{{W40Kkeyword|Kappic Eagles}} - Mobilized Infantry''': Infantry models can move and shoot heavy weapons without penalty and +1 to hit after disembarking Transports. **The second half of this doctrine grants them +1 to hit after disembarking a transport. These guys do for free, what the stratagem can do for only Valkyries. Their WL Trait gives a 24" order bubble and can issue orders from transports. Drop your soldiers out of valkyries and enjoy their plasma shredding while benefiting from an order from downtown. This also gives your warlord a flying, -1 to hit, T7 box for protection. **'''Relic - Distraction Charges:''' When firing overwatch any KE unit within 3" of the bearer will halve the charge roll if they inflict 1 or more hit. **'''Warlord Trait - Master Vox:''' 24" order range, warlord may order units when embarked on a transport. **'''Stratagem - Tactical Misdirection (1CP):''' Use after one of your KE infantry units destroys an enemy unit. All other units suffer from a -1 to hit when shooting unless they target that KE infantry unit or if another unit is closer. ====Stratagems==== *'''Superior Intelligence (1 CP):''' Use this strategy immediately when your opponent has a unit arrive on the battlefield within 12" of a {{W40Kkeyword|Militarum Tempestus Infantry}} unit; they may fire at that unit as if it was their shooting phase, with a -1 hit penalty. It allows Tempestus to also work as guardians for your army. Volley gun squads sitting on your objectives, or babysitting your guard artillery? Let them try and sneak deepstrike those termites and it will cost. Even better for volley gun command squads with 16 shots s4 ap-2. Could be useful. *'''Point Blank Efficiency (1CP):''' A Scion unit gains +1 strength to ALL Hot Shot weapons when fired at half range or less. A Strength 4, AP-2 HSLG is literally a Space Marine nightmare. Pairs exceptionally well with Lambda Lions for additional AP or the Gorgonnes for the ability to double tap S4 HSLG out of deep strike. A Strength 5 AP-2 Volley Gun can be devastating. *'''Unquestioning Obedience (1CP):''' Auto pass morale for all scion units within 12" of Commissar or Tempestor Prime. *'''Precision Drop (2CP):''' A Scion unit that Grav-Chutes their way off of a Valkyrie or a Vendetta does not roll to see if they die, and may deploy 5'' away from the enemy instead of 9''. *'''Hammer Blow (1CP):''' Used after an AERONAUTICA IMPERIALIS model kills one or more models in a units; that unit halves all advance/charge distances and shoots at -1 to hit. Absolute solid gold cheese if you somehow manage to kill something with your Officer of the Fleet’s laspistol. *'''Advanced Countermeasures (1CP):''' Used before the battle, a Valkyrie can switch to hover without losing Hard To Hit for the entire battle. *'''Tactical Air Control (1CP):''' Add 2 for the roll for an Officer of the Fleet's Air Raid; range and LOS is measured from any Scion unit with a Voxcaster. *'''Progeny of Conflict (1CP):''' Gain a warlord trait for any non warlord Scion CHARACTER. Basically an auto-include if you don't already have Grand Strategist, since you get a re-roll fornyour CP and then the added effect of refunding yiur own CPs from stratagems on a 5+ basically for free. *'''Killing Zone (1CP):''' Use after a Scion INFANTRY unit kills 1 or more enemy models, for the rest of the phase all other Scion INFANTRY unit gain +1 to wound when targeting the damaged unit. Give your two battalion Primes plasma pistols and let them roast some measly Boy, with the safe firing mode if you wish. Next trigger this and let your other three, 10 man, quadruple volley gun squads roast another 20 or so. Dont forget orders and the +1 from the Drop Force WT and you stand a good chance of wiping the whole Boyz mob in one go! ====Special Units==== Special in the sense that you don't need the rest of the detachment to bring them, but then they wouldn't get their regimental doctrines. '''HQ'''<br> *'''Tempestor Prime:''' The Militarum Tempestus version of the Company Commander. Compared to a Company Commander, he has access to only one order (can be improved to two with a 5 pt piece of wargear), has a 4+ save, but loses his 5++, and only unlocks Militarum Tempestus Command squads. That said, he can deepstrike to follow his Scions wherever they go. Being a {{W40Kkeyword|Militarum Tempestus}} HQ, he lets you bring a separate Tempestus-only Detachment; this gives them access to their Storm Troopers special rule. Comes stock with a hot-shot laspistol you'll never fire, since it's the same range as his frag and krak grenades, and nothing in the game exists that dies faster to the pistol than it does to one of the grenade choices. You should ''always'' swap it for either a better pistol or, more likely, the aforementioned item for +1 order. '''Elites'''<br> *'''Militarum Tempestus Command Squad:''' Don't forget about these guys. Like the Veterans in the Command Squad, they have BS 3+ and can take 4 special weapons, but have a 4+ armor save and the old Deep Strike ability. Take 4 plasma guns, Deep Strike them 9" away from your enemies, get your Tempestor Prime to issue them an order and laugh when you overcharge and fire off 8 Strength 8 AP -3 Damage 2 shots in rapid-fire range. You can also load them up similar to the standard Command Squad (medi-pack, voxcaster, and standard bearer, with room for one special weapon), but you'll probably only take the Vox (although it's more efficient to simply land your Tempestor Prime next to a regular squad and use their Vox instead, as you're not giving up any special weapon options that way). The standard's bubble is too small to be worth it and the medi-pack isn't all that great considering you're giving up another special weapon. With that in mind another good loadout is three Volley Guns and a Vox. Drop them in cover alongside your Prime with command rod and issue two orders across the table with some decent long range punch. **Remember, just like with standard command squads, you are limited to one Tempestus command squad per Tempestor Prime. Additionally, you may keep your hot-shot lasgun in addition to the hot-shot laspistol and vox-caster/medi-pack if you wish to hold onto some firepower. You may not take a special weapon if you've done this. Note that regular Scions are unaffected by this change. **Modeller's tip: To create the voxcaster and still have the lasgun model, simply take the wrapped up lasguns that come with the sprue and glue them onto the model. '''Troops'''<br> *'''Militarum Tempestus Scions:''' Scions can be taken either as a 5-man team with two special weapons, or 10 man squad with four special weapons; you only get 1 sergeant either way, of course, but your sergeant is ''worse'' than the regular Imperial Guard get, as it has no access to a bolter - you'll usually end up taking a bolt pistol and chainsword, as a result. They have better BS and Sv characteristics when compared to a Guardsman and their standard issue Hot-Shot Lasgun is ''mean'' now. With its solid AP, it can threaten nearly anything. One squad member can take a vox caster and Hot-Shot Laspistol in addition to the standard hellgun. The Tempestor (sergeant equivalent) comes with a Hot-Shot Laspistol (which you'll always replace with a bolt pistol, except for when you really want a plasma pistol) and chainsword, but can take the usual sergeant armaments (except the boltgun). Now 7 points each! **Best taken in five-man teams (unless you're short on orders) while spamming as many special weapons as possible. Their special weapon loadouts should be focused - all plasma (including the Tempestor's sidearm), melta, or Volley guns. Mixing and matching reduces their combat effectiveness. ** Ten-man squads do have their place in terms of order efficiency and the ability to sustain losses without losing special weapons. The fun thing about Scions? Even with a standard loadout they punch very hard and aren't trivial to remove. 70 points for 10 deep-striking, BS3+, SV4+, AP-2 soldiers is pretty radical. Combined with your choice of effective regiment and Scions are extremely dangerous. **It's important to note that without the use of stratagems or one very specific regiment, your hellguns cannot deep strike or grav-chute into Rapid Fire range, your meltas can never deep strike into melta range, and hot-shot laspistols cannot deep strike into actual shooting range. The melta thing isn't so bad, but this is still worth keeping in mind. If you're not using the Daring Descent or Precision Drop stratagems, put your melta troops in a transport. '''Dedicated Transport<br> *'''Taurox Prime:''' The Taurox's bigger, angrier brother is available exclusively to Scions and Commissars, but man is it worth it. With improved BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won't last long with that toughness, but it'll make back its points in the meantime. For weapons, you should always be taking the Gatling Cannon, the sheer number of shots it puts out makes it better than both other options point for point (except against Land Raiders, where the Missile Launcher is -slightly- better). Similarly, the Hot-shot Volley Guns are always better point for point than the Autocannons. **'''Note''': This vehicle is finicky about who can get on it, not just who can bring it; only {{W40Kkeyword|Militarum Tempestus}} and {{W40Kkeyword|Officio Prefectus}} infantry (and, of course, the Inquisition, using their special rule) can board it. This is ''theoretically'' to avoid the scenario where a Commissar, who in the fluff has the authority to command entire ''armies,'' should the need arise, can't board a simple armored car, although they're not allowed to bring their Ogryn Bodyguards with them, unlike with a standard Taurox. **You should only ever consider taking the Battle Cannon and/or Autocannons if you for some reason need extra range. **'''NOTE:''' For Inquisition players looking for transports for their inquisitor and henchmen, this is is probably the shooty metal box you're looking for. '''Tactical Objectives''' '''Tactics''' </div></div> ===[[Tallarn Desert Raiders|{{W40Kkeyword|Tallarn}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, there's the quick and there's the dead. An anachronistic amalgamation of Laurence of Arabia, Rambo III, Dune, and the North African Campaign. <br> On the tabletop, they play fast and tactical; with your Ambush stratagem, you can for the most part control the board, or keep important units safe until the opportune time to strike. Just don't expect to have the damage output of our Cadian and Catachan brethren.<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Swift as the Wind''': {{W40Kkeyword|Infantry}} units with this doctrine can advance and still shoot all weapons except Heavy weapons, and do not suffer the penalty to hit when advancing with Assault weapons (which means they also won't suffer a penalty to hit with Rapid Fire, Pistol, or Grenade weapons after Advancing). Your infantry get to act sort of like eldar, because with you always advancing (and you should) the slowest you'll be is 7". No running about with lascannons, but the extra speed is appreciated. {{W40Kkeyword|Tallarn vehicles}} do not suffer the penalty for moving and shooting their Heavy Weapons, making them the only regiment worth considering for a variety of Vehicles (like Sentinels), but ''do not'' ignore the penalty for advancing and firing Assault weapons, which is relevant on both the new Hellhounds and the new Baneblade variants. {{W40Kkeyword|Titanic Vehicles}} that advance treat all their Heavy weapons as Assault, so everything on them except for storm bolters and that one lasgun can shoot after advancing at a -1 penalty. Assault Baneblade Cannons, anyone? '''Warlord Trait - Swift Attacker:''' Your Warlord and ''every'' {{W40Kkeyword|Tallarn}} unit within 6" can charge after Falling Back. This makes your melee screens ''infuriating'' to fight - start the turn, fall back an inch, Order the unit to Get back in the fight (Laurels for trolling) so they can shoot up the offender alongside the rest of your army, then charge back again if that wasn't enough (though they'll recieve Overwatch), keeping whatever they were in melee with locked in melee still, despite having pulled out for Shooting. It is important to note that this Warlord Trait effects all {{W40Kkeyword|Tallarn}} ''units'', not just infantry. Rough Riders benefit from this since they can use their hunting lances only on the charge and any vehicles you may want to charge can use the Crush Them stratagem every turn. This Warlord Trait can be very useful if you plan to be in your opponent's face. '''Relics - Claw of the Desert Tigers:''' Replaces a power sword; SUser AP-3 D2, and can make 2 additional attacks. Unlike the Mamorph Tuskblade, actually is interesting compared to the Blade of Conquest - taking a model from S3 AP-3 to S5 AP-4 is better than A3->A5 against T4 specifically, but worse against T3 or T5 - but you shouldn't be taking this, since Tallarn is all about running circles around your enemy and staying in a gun-battle. '''Tank Order - Get Around Behind Them!:''' The ordered unit can move up to 6" before or after firing, and this does not count against the range calculation for Grinding Advance (turret firing twice). ''Look at me, Tau: I am the Move-Shoot-Move now''. Or, shoot twice while maintaining nearly normal speed (by definition, infinitesimally less than 12"). This can be especially potent on boards with good line of sight blocking terrain; move your 5" from behind a building, do some damage, then retreat 6" back behind cover for a frustrating game of whack-a-Leman-Russ. It can greatly help extend the life of a tank commander, and makes you feel like a tactical genius. *The 6" movement is ''crucial'' here. Grinding Advance activates on movement 5" and under, so you're looking at an extra inch of movement '''after''' your Leman Russ' doubletaps. Use that extra inch to your advantage! As mentioned above, it could be used to retreat back into cover, advancing forward to an objective, squeeze yourself next to a screen, or [[Meme|even closing in on something you'd want to hit with your sword]]. '''Stratagems - Ambush (3 CP):''' Use during the deployment phase. You may set up to three {{W40Kkeyword|Tallarn}} units (only one of which can be a vehicle) in ambush. At the end of your movement phase, you may deploy them within 7" of the table's edge and more than 9" from any enemy units; they are treated as having moved their maximum distance. ''Outflank that Baneblade, you know you want to''. Some key things to remember with this stratagem; 1) Vehicle squadrons are a thing, 2) This can be used more than once during deployment, since it is an out of phase stratagem, and 3) Each unit does not need to be set up in any kind of coherency outside of unit and vehicle squadron coherency. Do with this info what you will, and have fun! '''Special Characters''' '''Fast Attack''' *'''Mukaali Riders:''' (Open and Narrative Play only.) Bizarre desert space lizard beasts with 2" less movement than traditional Rough Riders, but compensate with better Toughness, Wounds, and 3 extra S5 attacks from Stomping Feet replacing Trampling Hooves. '''Tactical Objectives''' '''Tactics''' *'''Tallarn Tank drive-bys:''' The Psychic Awakening updates have done a lot to buff the Leman Russ, but as with most Guard units, the lackluster 50/50 BS and lack of an invuln in an edition full of AP and multishot AT has made it so that the challenge isn't points cost or weapons, but making the most out of the unit before it inevitably blows up. For 22 points more, consider upgrading your Tank into a Tallarn Tank Commander for the ability to scoot-and-shoot (Using '''GABT!''') while still keeping the Commander's 3+BS. Spend another CP to give the entire detachment's tanks the Emperor's Fist Keyword, which gives access to a 1 CP Strat that will allow you to move your full 10 inches and still doubletap; Spend another 2 CP to use '''Hail of Fire''' from the new PA book to bypass the dicerolls on your multishot weapons to fire the '''''maximum number of shots(!)''''' and watch as Tau and Eldar players go green with envy. If you really want to take out that Leviathan or KEQ, give the Tank Commander Hammer of Sunderance for '''2 Heavy 6 Shots at S8 AP-2 and flat 3D'''. While this sounds like a big CP investment, well shut up, you're playing Guard, CP shouldn't really be an issue. **When compared to {{W40kKeyword|Cadia}}, Tallarn tanks are a lot more mobile and are a lot less likely to be sitting ducks. Sure,Pask stills hits on 2s and reroll 1s (with two orders), but you can only take one of him, while in a Tallarn list, you can have two Tank Commanders Fire and Fading on 3s. Giving a TC a Warlord Trait can also let them give that second order, if you want. </div></div> ===[[Mordian Iron Guard|{{W40Kkeyword|Mordian}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, discipline is the only thing keeping terror at bay.<br> From the night world of Mordia, the Iron Guard wear colorful parade uniforms and fight in carefully constructed formation. Don't be fooled by their colorful uniforms, for they can lay down punishing and well-disciplined fusillades of Lasgun fire.<br> On the tabletop, they benefit from keeping tight, defensive formations and are capable of assassinating characters with the right order to take out the enemy's chain of command.<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Parade Drill''': {{W40Kkeyword|Infantry}} units with this doctrine gain '''+1 Ld''' if all its models are touching the base of at least one other model in the same unit, and can add +1 to Hit rolls on Overwatch (and their Overwatch hits on 7s too). The same is true for {{W40Kkeyword|MORDIAN VEHICLES}} within 3" of each other. *Positioning is key when using this Doctrine, so put the Special weapons in the middle of the squad and remove the cornermost models of a unit when they suffer casualties, to avoid losing the bonus. For ease, use strips of packing tape sticky-side up; a serried squad of 10 fits perfectly on a strip about 6" long. As a bonus, once it's on the table it's generally quite hard to see; all you get is perfect ranks of blue, red and gold. This is also the one and only instance that using [[HERESY|square bases]] in a 40k game will not result in your immediate and violent demise via your own Shadowsword to the head. Incidentally, if you use the advice of taping your models together with packing tape, this will make your army faster to physically move your models then other Imperial Guard armies with heavy infantry cores. *Infantry squads in the formation and in Regimental Standard range get better Ld than a Commissar. Furthermore, since the wording is units have +1 Ld (unlike "add 1 to the Ld characteristic" like Catachans), '''it probably stacks with a Lord Commissar's Aura of Discipline''' (the unit uses his Ld9, and gets +1Ld on top of whatever Ld it's currently using). *''It makes supercharged Plasma safe when overwatching''. Hitting on a 5+ essentially <u>doubles the damage you do in Overwatch</u>. And then the '''Defensive Gunners''' Stratagem will let your vehicles overwatch on a 4+, hilariously letting Hydras hit more ground units with overwatch than with normal fire. '''Warlord Trait - Iron Discipline:''' Roll a die for every model that flees from any friendly {{W40Kkeyword|Mordian}} units within 6" of your Warlord. On a 4+, that model does not flee. Essentially an aura of {{W40Kkeyword|Valhallan Grim Demeanour}}. Mordians do have superior leadership compared to most of their counterpart regiments and Commissars are usable again as of the April of 2018 Big FAQ to further improve a unit's leadership. '''Relics - Order of the Iron Star of Mordian:''' The {{W40Kkeyword|Mordian infantry}} bearer gets a 4+ FNP, effectively doubling his wounds, lifting some of the workload from the Field Medic and the Ogryn Bodyguard. Of good use when you absolutely must ensure your Warlord's survival, as regular Company Commanders aren't that special by themselves. '''Order - Form Firing Squad!:''' All of a unit's Rapid Fire weapons (Lasguns, Plasma, and the sergeant's Bolter, if he has one) may target {{W40Kkeyword|Character}}s that are in range regardless of whether or not there are closer enemy units. *When comparing Ratlings to FFS for character sniping purposes, there's a number of things to consider. In favour of using the order all you need to do to use it is bring standard combat capable infantry you'd already want with officers to order them. Clean, simple, and versatile. Much more durable and deadly in close range. However, using Rapid-Fire involves getting your troops to within 24/12" of a character (and closer to its guards) and then firing ON the character using up an order. Using Conscripts involves risk of failure, Infantry poor output, combined squads eats a CP, and Vets are hard to get close enough. That's not to say they can't get the job done, but it will be messy, risks getting you stuck in melee, and is usually not the best use of the units and orders. Ratlings are much more likely to be able to get in range to hit a character without getting bogged down, but if hunted down WILL be destroyed, but at range, will require committing either long ranged weapons or putting units close and personal with your lines. Choose your units accordingly. One might consider using FFS and ratlings to complement eachother. FFS could be used to finish an enemy wounded by Ratlings. Or Ratlings could be used to help manipulate the enemy's behaviour, pushing the characters into the range of Firing Squads, baiting the enemy troops into an ambush, or drawing long ranged fire (usually overkill against them). Even if they're ignored, they'll usually earn back their points chipping away at targets of opportunity. *The best option is just to put a vet squad loaded for bear in a valkyrie or chimera and give them an officer. Or wait for your opponent's special snowflake characters to come to ''you'', and then melt them with a couple plasma squads. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Comparison table for Infantry/SWS/Vets/Commandsquad/Ratlings vs Commissar/LordC/SMLieutenant/SMCaptain. Militarum squads in the comparison have all the plasma guns they can bring, no Heavy Weapon teams (as to not lose the lasguns), and the sergeant (if available) has a boltgun. Ratlings that pop out of LOS-blockers lower their BS by 1, so they're listed near the Militarum squads that closed to Rapid Fire range. Numbers in '''bold''' indicate the target is killed. Keep in mind these numbers are for single squads: your Company Commanders issue two orders each (multiply number by 2), and Infantry squads can also form Combined Squads. ''Can be combined with Laurels of Command, but only Lasguns will be affected.'' <div class="mw-collapsible-content"> [[File:Mordian_SnipersC.JPG||center|]] </div> </div> '''Stratagems - Volley Fire (1 CP):''' Use before a {{W40Kkeyword|Mordian Infantry}} unit shoots in the shooting phase; EACH TIME you roll a hit roll of 6+ for a model in that unit, that model can shoot again at the same target, with the same weapon, and these extra attacks cannot proc additional attacks. Better than Stormtroopers since it's ''firing the weapon again'', instead of an extra shot from half range. ''You're SO combining this with FRFSRF''. *Sadly the September 2019 FAQ now changed it to "one additional hit roll". Still better than Stormtroopers since it's at full range, but we are now reduced to Orks, essentially giving us Dakka! Dakka! Dakka! for the price of 1 CP. And it is only on infantry. And it doesn't automatically hit. Yeah... On the bright side it doesn't specify unmodified hit rolls of 6, so if you really want to make use of the stratagem, you can take Aradia Madellan to give the unit +1 to hit and make it proc on a 5+. Or a Sabre Defense Searchlight, I guess. On the (grim)dark side, -1 modifiers to hit make the whole exercise pointless. '''Special Characters''' '''Tactical Objectives''' '''Tactics''' </div></div> ===[[Valhalla|{{W40Kkeyword|Valhalla}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, lasguns are cheap but lives are cheaper.<br> The other Space Russian regiment, these ones are based on the Soviet Union and, more specifically, the Soviets during WW2.<br> On the tabletop, they often use infantry squads in combination with their doctrine and Relic to lessen or even ignore morale. Their stratagem is amazing in Open or Narrative play, but not worth it for Matched.<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Grim Demeanour''': {{W40Kkeyword|Infantry}} units with this doctrine halve (rounding up) the number of models that flee if they fail morale tests, which makes them safer to use without a Commissar, especially Infantry squads with their smaller number and better Ld than Conscripts. Infantry heavy lists will have the flexibility to deploy forces all across the board, and squads with special weapons will be a nuisance until wiped out. {{W40Kkeyword|Valhallan Vehicles}} with this doctrine that have damage tables instead count their remaining wounds as double their actual value for the purposes of determining what their characteristics are, meaning you remain at full operational ability for ''much'' longer. *Some wound tables are affected more than others, but 11 wounds goes from 1-2/3-5/6-11 to 1/2/3-11 (meaning a repair on an injured model ''always'' improves it), while 26 goes from 1-6/7-13/14-26 to 1-3/4-6/7-26 (meaning you never need more than a full 3 repair to make it better). '''Warlord Trait - Tenacious:''' Warlord gains 5+ FNP, 6+ if it's a {{W40Kkeyword|Vehicle}}. ''Outright replaces the BRB warlord trait, Tenacious Survivor''. Makes the Field Medic's and Ogry Bodyguard's jobs a bit easier. Effectively makes your Tank Commander W14, but there are often better things to do with your warlord trait. '''Relics - Pietrov's MK 45:''' The bearer may replace its Bolt Pistol with a better, AP-1 D2 Pistol 2 (as of Spring 2019 FAQ) Bolt Pistol, and prevents friendly {{W40Kkeyword|Valhallan}} units within 6" from losing more than 1 model per morale check, effectively ''turning your Company Commander into a Commissar'', reducing your army's dependence on them even further. *Useful on Conscripts, since your doctrine already diminishes most of the effects of morale on the smaller Infantry Squads in normal circumstances. A damn fluffy Chenkov though. Remember it doesn't affect non-Regimental units like a real Commissar does. Also after FAQ its the ''only'' way of getting a pre-FAQ commissar in your army. A solid choice now - a Company Commander with this and Master of Command can walk 120 conscripts across the board and be an ''incredible'' pain in the жопа for everyone involved. '''Order - Fire On My Command!:''' The ordered unit can shoot at enemies that are within 1" of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This order can't be issued to a unit which is itself within 1" of an enemy unit. <b>Kill them all; the Emperor will know His own</b>. ''Funnily enough, flamers are safe to use since they don't roll to hit. Told you Emps knew His own''. *Tie up a problematic unit with disposable Conscripts, then order your Heavy Weapon Squads to fire on your command...[[Commander_Kubrik_Chenkov|and then you bring the Second Wave]] - ''Iron Warriors, eat your hearts out''. <u>This order shines when it's YOU who is on the offensive</u>, tying up the enemy with Bullgryn and Crusaders who ''actually want to be in melee and can't "Get Back in the Fight"''. Those squads are, in fact, so well armoured (3W/2+ and 1W/3++) ''they can tank a few Heavy Bolter misses better than Space Marines can tank successful hits''. For other non-melee units, just Fall Back; "Take Aim!" and "FRFSRF" do more damage than shooting on allies if the latter's melee isn't anything out of the ordinary. *Did you notice it only says "friendly units"? THEY DON'T EVEN NEED TO BE '''YOUR''' UNITS: Reivers and Infiltrators can ''easily'' survive a stray lasgun shot while still spooking -1Ld off the enemy squad, and Vanguard's Rad Saturation lets you hit a weakened enemy (especially if they are next to a {{W40Kkeyword|Graia}} warlord), which you can't do otherwise. Multiple detachments! Apologize to your friends! Yay! *Watch out for supercharged plasma: not only will the firing model be slain by the 1, but a friendly unit will ''also'' be hit. Do keep in mind, though, that Crusaders have a 3++ and one can revive on a 2+. Especially useful against Primaris. '''Stratagems - Send In The Next Wave! (2 CP):''' Use this stratagem at the end of your movement phase. Select a {{W40Kkeyword|Valhallan Infantry}} unit (no Characters or Consolidated squads) that has been destroyed earlier in the battle. Set it up wholly within 6" of your table edge and more than 9" away from enemy models.This would be amazing, but in Matched Play, this ''does'' cost reinforcement points. This is crippling - you have no tactical reason ''ever'' to hold back a unit you've already paid for, especially if it only arrives once a friendly identical unit has been destroyed and ''especially'' if it only shows up in your deployment zone. A dead crap stratagem that is a gimmicky reserves rule? '''Special Characters''' '''Tactical Objectives''' '''Tactics''' </div></div> ===[[Vostroyan Firstborn|{{W40Kkeyword|Vostroya}}]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, Cossacks get ornate lasguns and more range than your average Guardsman.<br> One of the two Space Russian regiments, this one is based on the Cossacks and noblemen of the old Russian Empire, with the bling to back it up.<br> On the tabletop, they have more range than other regiments, and are generally best used as a static or slow moving gunline, enjoying their increased range and strategems.<br> <div class="mw-collapsible-content"> '''Regimental Doctrines - Heirloom Weapons''': All units with this doctrine extend the range of all Rapid Fire and Heavy weapons with a minimum range of 24" or more by 6". '''30" RANGE MULTIMELTAS''', as well as Demolishers and Punishers. You also get 42" heavy bolters and plasma cannons, and 54" mortars and lascannons, but that's less impressive. This Doctrine has the greatest impact on 24" guns since the relative buff is greatest on them. Guns with abilities that are relative to their range (Multi-Meltas, Magma Cannons, Rapid Fire guns) end up getting +3" to their half-range profile, a consequence of +6" to their maximum range. Yes, Demolisher squadrons can be a thing. They had that 15 point price drop late 2019 down to around 140 points each? Take three. Always. Blow them up with 30in multimeltas on your tank commanders. Drive them out from cover to king hit counterpunch knights off their feet. '''Warlord Trait - Honored Duelist:''' Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. Again, a shooty character trying to be in melee. Not terribly competitive. '''Relics - The Armour of Graf Toschenko:''' The wearer gains Toughness 4 and Sv 2+, effectively giving your Company Commander Terminator resilience. Kit him out with Power Maul and Bolt Pistol, along with the Vostroyan Warlord trait and get yourself a cut-rate Terminator for only 35 points. Not a CQC monster by any means but he will hand any errant Sergeant-equivalent his arse on a platter. Though, the best defense is not being hit in the first place. '''Order - Repel The Enemy!:''' Targeted unit can fire any of their weapons at enemies within 1" of themselves, like Pistols can. Doesn't give the actual Pistol weapon type, only the ability; you can still only use one grenade per shooting phase (without spending CP). Get Back In The Fight will usually get the same job done, but sometimes you don't have the luxury of falling back, e.g. you don't have enough space or you would lose control of an objective. In those cases, this can be a lifesaver. *Combined with the Grenadiers stratagem, this can let a squad tie up the enemy ''and'' bite off their nose. A skilled opponent will often charge, wipe the front squad, and then consolidate into CC with the squads behind, ostensibly weakening your shooting. Pop this order, Grenadiers, and Firstborn Pride for good measure, and show him what's what. *You can also use this to allow infantry squads or veterans to fight alongside proper melee units. Rough Riders, Ogryn types and allies can find themselves wanting help with nothing but guardsmen nearby. You won't be able to use this ability until the turn after they charge, but it can turn a combined squad with flamers or plasmas (and maybe a priest) into decent budget backup, whereas shotgun vets with specials (while crap in melee) will be dangerous to ignore. '''Stratagems - Firstborn Pride (1 CP):''' Used at the start of the shooting phase. Select a friendly {{W40Kkeyword|Vostroyan}} unit; they add 1 to all hit rolls. Use this to <u>make your supercharged plasma weapons 100% safe</u>; static Russ Executioners are your best source of plasma. Or have your conscripts shoot like real men (an you can always buff them further to hit on 3s if you take a Defensive Searchlight). Is this the best guard stratagem? So good. Tank Commanders fully kitted? Can all hit on 2s now. Shadowswords? Can all hit on 3s now. '''Special Characters''' '''Tactical Objectives''' '''Tactics''' </div></div> ===[[Death Korps of Krieg|{{W40Kkeyword|Death Korps of Krieg}}]]<sup>Forge World</sup>=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, there is only death, atonement and trench warfare .<br> The Death Korps is a somber, fatalistic lot, based roughly on designs from WW1 and the Napoleonic Era. In lore, they fight grueling battles of attrition and slaughter to repay their debt to the Imperium.<br> On the tabletop, they enjoy shooting at close range and melee with a +3 WS. Additionally, they have access to a number of special weapons and wargear that other regiments do not. They also love artillery.<br> <div class="mw-collapsible-content"> ====Restrictions==== In addition to their special units and general non-{{W40Kkeyword|REGIMENT}} units like Commissars, Tech-Priests and Ogryn, the Death Korps of Krieg can ''only'' use the following units: *HQ **Tank Commander (bizarrely, there is no way for a DKoK Tank Commander to show up in a Mars Alpha Leman Russ. *Elites **Atlas Recovery Tank **Hades Breaching Drill Squadron **Master of Ordnance *Fast Attack **Hellhound **Salamander Scout Tank *Heavy Support **Armageddon Pattern Medusa **Basilisk **Colossus Bombard **Cyclops Demolition Vehicle **Earthshaker Carriage Battery **Heavy Mortar Battery **Heavy Quad Launcher Battery (though it is mistakenly called the Quad Launcher Battery) **Hydras **Malcador Annihilator **Malcador Defender **Malcador Heavy Tank **Malcador Infernus **Medusa Carriage Battery **Rapier Laser Destroyer Battery **Stygies Destroyer Tank Hunter **Stygies Thunderer Siege Tank *Dedicated Transports **Centaur Light Carrier ** Trojan Support Vehicle *Lords of War **Arkurian Pattern Stormblade **Baneblade **Gorgon Heavy Transporter **Macharius Heavy Tank **Macharius Omega **Macharius Vanquisher **Macharius Vulcan **Minotaur Artillery Tank **Shadowsword **Stormsword They are also unable to take sniper rifles as special weapons. ====Special Rules==== *'''Cult of Sacrifice:''' When taking Morale tests, ignore casualties inflicted in the Shooting phase. This applies to all Infantry units listed above, not just the Death Korps exclusive ones. This rule helps mitigate the punishing effects of morale, which is both fluffy and reduces their dependency on Ld-boosting aura effects. **Note that this is casualties inflicted in the ''Shooting Phase'' not ''By Shooting''. So DKoK ignore casualties inflicted by Gets Hot!, which is good for Plasma and Carcass spam. *Death Korps {{W40Kkeyword|OFFICERS}} and Watch Masters can take hotshot laspistols and hotshot lasguns in addition to the usual laspistol, bolt pistol, plasma pistol and boltgun (no Shotguns) as well as adding Chainswords to the melee weapons list in addition to the usual Power Weapons. Alternatively, they can take a pair of laspistols, hotshot laspistols or bolt pistols if they leave the melee weapon at home. Heavy Weapon Teams also have access to heavy flamers and twin heavy stubbers as heavy weapons. ====Weapons and Wargear==== *'''Acid Gas Bombs:''' One half of the nightmare that is the Combat Engineer Squad. Besides having AP-2 and DD3, it autowounds anything that isn't a {{W40Kkeyword|VEHICLE}} on a 2+; anything that is gets wounded on a 6+. Rumor has it they are filled with the delicious tears of Tyranid players who just had their Hierophant melted into sludge. *'''Krieg Combat Shotgun:''' The other half of the Combat Engie dream team. Has two firing modes: the first, Solid Shot, is as a standard Shotgun, except it's ALWAYS S4, not just within half range. The other half is what everyone came here for, Carcass Shot: +1D over regular shells AND it has the same autowound rule as the Acid Gas Bombs! The downside is that it acts like an overcharge Plasma Gun, killing the bearer on To Hit rolls of 1. Be sure to only use the Carcass shot against something you absolutely need to, like a Greater Daemon or a Carnifex, and strongly consider running Yarrick with the squad to keep them alive! *'''Melta Bomb:''' Reserved solely for the Combat Engineer Watch Master, it's a single 6" range Melta shot. It's dirt cheap at 3 points, a great choice for shoring up the squad's comparative weakness vs {{W40Kkeyword|VEHICLES}} and can damn near delete any single low wound model that is unfortunate enough to be within grenadeing range of a Combat Engie squad. *'''Mole Launcher:''' A Krieg Combat Engineer exclusive, courtesy of their [[Squats|short beardy friends]], this bad boy has half the range of a regular Mortar and can't attack {{W40Kkeyword|Fliers}}, but brings 1 more Strength and AP, along with the unique ability of outright preventing the attacked unit from Advancing. A touch situational but against a melee heavy enemy, this can be a life saver, especially against the likes of large blobs of Ork boys or Chaos Cultists. *'''Twin Heavy Stubber:''' You guessed it, its a 36" Heavy 6 S4 AP0 D1 and exclusive to Krieg Heavy Weapon Squads. Still 8 points despite regular Stubbers getting their price cut down to 2, but if this was 4 points you'd probably never even bother considering any other option. As it is, it's highly comparable to the Heavy Bolter, doing far better against MEQ hordes and evenly vs MEQs, but falling off against super heavy infantry. If you were going to take Heavy Bolters, you're probably be better off taking this instead. Besides, the model looks ''fantastic''. ====Orders==== The Death Korps of Krieg has a different roster of Orders compared to standard guard and can order '''Cavalry''' as well as '''Infantry'''. *'''Re-roll Orders''': Death Korps lose Take Aim! and thus only have Bring it down! as a Re-roll Order. However, except in the case of Gets Hot!, Bring it down! has the same effect as Take Aim! **'''Bring it down!''': Ordered unit re-rolls to-wound rolls of 1 until the end of the phase. *'''Movement Orders''': Same as standard Guard. Death Korps are mostly footsloggers, so a fluffy army will find these more useful. **'''Forwards, for the Emperor!''': Ordered unit can shoot, even if it advanced in the movement phase. **'''Get back in the fight!''': Ordered unit can shoot, even if it fell back in its movement phase. **'''Move! Move! Move!''': Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge. *'''Special Orders''': Death Korps lose First Rank fire! Second Rank fire! and gain the orders Duty Unto Death! and Without Mercy! **'''Without Mercy!''': Lasguns and Hot-shot Lasguns become Pistol 2. While lacking in the sheer number of shots FRFSRF can bring out, it can be quite effective at surprising a melee-happy opponent when your gunline can keep on shooting even in close combat. ***This is basically your equivalent of FRFSRF, and unless you're under 12", actually gives the same firepower - no range change so you get 24" Pistol 2. ***However, because you still have access to Get back in the Fight!, overall you're usually ''worse'' with these weapons than stock Guard - FRFSRF+GBITF together solve most problems as well as or better than Without Mercy + GBITF. This order is primarily useful on Objectives, where you dare not Fall Back or you'll cease to contest. **'''Fix Bayonets!''': May only be issued to units within 1" of an enemy unit. Ordered unit may immediately fight as if it were in the fight phase. ***This is more useful for Death Korps, as it can be given to their superior dedicated melee units, namely Death Riders. **'''Duty Unto Death!''': Any {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Cavalry}} model in the affected unit slain in the Fight phase makes one last attack. Helps to wring out one last bit of usefulness from a unit that's losing a melee fight. ***The primary benefit this has over fix bayonets is that it can be used on a turn in which you charge. Still not the strongest order. ***With Fix Bayonets AND Duty unto Death you can get some/all models in that unit to fight 3 times, which can make consolidating into even a basic infantry unit scary for the opponent. 10 horms dead, 5 genestealers (3.5 with catalyst), 6 bloodletters, 1 Sanguinary Guard, and almost 2 Death Company marines... is a decent use of laurels on a screening unit to hold a line. ***When using death riders, Duty Unto death is the only way to get extra attacks with the lances. Fix Bayonets can not be used the same turn you charge (shooting is before charging and thus you are not within 1"). Duty Unto death *can* give some extra attacks if some death riders are killed. Otherwise stick to the other orders ***[[Forge World|Due to the poor wording of this rule]], one could technically argue that it does not end. However, this will result in a [[Talk:Warhammer_40,000/Tactics/Imperial_Guard(8E)#Duty_Unto_Death_unlimited_duration|full blown argument]] on rules, so we advise you avoid doing this if you want to actually play the game. '''Warlord Trait''' '''Relics ''' '''Stratagems''' '''Tactical Objectives''' ====Units==== =====HQ===== *'''Death Korps Marshal:''' The equivalent of a Company Commander doesn't come stock with a chainsword (but can take one for free, so he might as well) or shotgun, but he does come with a Krak Grenade and a higher armor save. Additionally, the Momento Mori he can buy forces all weapons that normally roll for damage to treat the roll as a 1, giving him a bit more staying power than normal. **'''Marshal Karis Venner:''' Your named Character for the Death Korps, he comes with a hot-shot laspistol, powersword, and Momento Mori. He can issue three Orders per turn and lets friendly units within 12" to use his Ld value unless their own Ld is higher. With that Ld aura, you can combine Venner with a platoon and regimental standard for an '''Ld 11''' bubble 12"+ in diameter (depending on what size base you put him on). Basically gives your guys fearless. A little something to remember: RAW states that '''all''' friendly units can use Venner's Ld,'''(within 12")''' which means that all units in your army use his. That's right. Terminators with Ld 11? Yes, please. ***If you really want to be cheesy, get him to sit on an Imperial Defence Line for another +1 to his Leadership. This will result in units that need to take at least 7 casualties (and, if they're Death Korps, those loses can't be in the Shooting Phase) to even have a chance of losing models to Morale and, even after taking 9 casualties, will still have a 50% chance of the remaining model holding the line. Finally, if you use the Fight to the Death stratagem, they '''become immune to Morale completely'''. And remember, this applies to all friendly units. Have fun with those Leadership 12 Space Marines. *'''Death Korps Field Officer:''' The Platoon Commander equivalent, though he shares the improved armor save with the Marshal and comes with a Marshal's Ld score as well. At 23 points base, possibly the cheapest HQ choice in the game (other regiments have to spend a precious Elite slot on their version of this guy). *'''Death Korps Death Rider Squadron Commander:''' A Field Officer on a horse, with a boost to Toughness and Wounds to go with it. Having the same Augmented Mount ability as other Death Riders helps to increase his durability, and for obvious reasons he's the best choice for getting Orders to your cavalry. =====Troops===== *'''Death Korps Infantry Squad:''' An odd change to basic Guardsmen, Kriegers lose the option to take Heavy Weapon Teams and their Watchmaster uses a lasgun like the regular troops (though he can exchange it for a chainsword and laspistol for free, so it's a non-issue). They also all have WS3+ and can buy a Platoon Standard which buffs all Kriegers within 6" LD by 1. They synergize particularly well with the Death Korps' unique orders - especially when dogpiling on an objective or bubblewrapping precious artillery pieces. Kriegers also come stock with Krak grenades; with the '''GRENADIERS''' stratagem you can throw 10 of them at once (though this tactic is more impressive when used on <s>Grenadiers</s> (no acid grenades for the grenadiers) or Combat Engineers' acid grenades). **Oddly enough the Watchmaster also has BS3+.(not so odd when you remember that all watchmasters serve in the grenadiers before returning to be promoted.) *'''Death Korps Grenadier Storm Squad:''' A Tempestus Scion squad with deep striking replaced by Cult of Sacrifice and no access to hot-shot volley guns. Unlike with Scions the number of Special weapons Grenadiers can take does not depend on the number of models in the unit so they can unfortunately only have two Specials max. Now with the FAQ update they can take Heavy Stubbers as special weapons, as well as the ability to form a Heavy Weapons team to tote around a Heavy Flamer. **Not as good as Combat Engineers in terms of points per wound, but they can get Objective Secured which is probably worth their extra points cost and loss of acid gas grenades. Fundamentally fantastic MSU style, with a heavy flamer, 2 special weapons (probably plasma, maybe melta), and a Watch Master taking up 4 spots in a transport and costing very little points. Shove three squads in a Valkyrie and drop them onto an objective. *** OR, if you don't want to spend the points on a Valkyrie, chuck these mean machines in a centaur. They are suprisingly mobile, thanks to the 9" scouting move you can do before the game starts. And a bare-bones centaur is only 50 points! **Hot-shot laspistols are nice, but your other options are better and two of them cost the same, so ''always'' have the Watch Master swap out his weapon - your best bet is probably a hotshot lasgun or bolter (the las has shorter range, but will outperform the bolter unless your target has an invuln save that's equal to their armor, or only one point worse than armor in the case of T6/7), unless you want to fucking commit and get a plasma pistol. =====Elites===== *'''Death Korps Command Squad:''' No heavy flamer, medi-pack, or heavy weapons teams in this command squad, but what you do get is the ability to use the Regimental Standard. It only affects Cavalry and Infantry, but grants an additional attack on top of the Ld bonus, making your troops more effective in close combat. **These guys are surprisingly underwhelming compared to Combat Engineers, since you pay the same cost per model and don't get a 4+ save or acid gas bombs; furthermore, they obey the same 2 special weapons per unit limit as the Engineers. Even if you do spam them, you're not going to achieve anything you couldn't achieve only better with Combat Engineer spam, since their standard won't work on Conscripts, they're too slow to keep up with Death Riders, they can't be Medics.... really, there's just about never a good reason to field these guys over Combat Engineers. *'''Death Korps Combat Engineer Squad:''' Shotgun infantry with decent armour. Overall not super inspiring until you see their shotguns have Carcass Shot, which wounds anything (except Vehicles) on a 2+. Carnifex? 2+ Wound. Ogryns? 2+ Wound. You lose the model if you roll a 1 on the hit roll. BUT buff them with a nearby <s>Guilliman (gross, or don't and have some class. You are a Guard player after all, not a WAAC Tau reject left over from 7th)</s> Yarrik and say hello to rerolls of 1 to hit. Carcass Shot vs GEQs, MEQs and TEQs is basically a Plasma Gun with AP 0. **These guys are ''incredible'' - they cost a point ''less'' than Grenadiers for what amounts to the same model with the addition of an acid gas grenade, although they are Elites and hence cannot get Objective Secured. You can keep their shotguns, which, unlike hot-shot lasguns, are worth spending a point on, or swap out for special weapons to demonstrate superiority over Grenadiers - 2 plasma gunners, a boltgun on the sergeant, and a heavy flamer team will get you the same output as a Grenadier squad with the same loadout, except your guys also have acid gas grenades and cost ''less''. The plasma gunners can carry meltaguns instead, of course, and either way can be stuffed in a Valkyrie and dropped in sets of 3 squads directly into your enemy's lap. **A bit of MathHammer shows the following averages: 864pts of Combat Engineers will put out 216 shots, hitting on 3s and wounding GEQs, MEQs and TEQs on 2+ with a 5+/3+/2+ save respectively and 2 wounds, killing 640pts/160 models of GEQs, 1040pts/80 models of MEQs and 960pts/20 models of TEQs; while losing 288pts/36 Engineers in return. Thus, ignoring other factors the kills to deaths ratio will always be in your favour by a factor of 585:1300, 360:1300 or 390:1300 respectively and Carcass Shot is most productive when used on MEQs. *'''Death Korps Commissar:''' A basic Commissar. Given all the buffs to Ld you can get with the Death Korps along with their Cult of Sacrifice rule, you can skip him. The models are pretty nice though. ** As of April 2018, the cost of a Death Korps Commissar has gone down to 15 points, from 30. This makes their base cost the exact same as a normal Commissar as other regiments would take, but with krak grenades, cult of sacrifice, and of course the aura of discipline normally reserved for Lord Commissars. They’ve become a pretty handy Ld buffer for melee. **Despite what would be common sense, taking 2 Pistols does not let him [[Blam]] twice as many units. *'''Death Korps Death Rider Commissar:''' See above, but with a horse. Forge World doesn't seem to make these models anymore so you'll have to kitbash them. **While the Death Korps Commissar and the other Forge World Commissars were FAQed to have the new Summary Execution Rule, the Death Rider Commissar was overlooked. While this is an obvious RAW interpretation, [[That_guy|the Death Rider Commissar therefore still only allows a maximum of 1 model to be lost to morale.]] ** Same as the foot-slogging Death Korps Commissar, this Commissar got a point reduction to 35 points. They’ve become useful, if not viable, as your Death Riders will be getting stuck into melee. **Note: both Death Korps Commissars have the {{W40Kkeyword|Officio Prefectus}} and {{W40Kkeyword|Commissar}} keywords, and a Summary Execution rule that targets {{W40Kkeyword|Astra Militarum}} units, meaning they can be taken in non-Death Korps armies without denying those armies their regiment rules, and can still proc a Psyker's "it's for your own good" rule. However their aura of discipline is Krieg specific so they won't be giving other regiments or auxiliaries ld8. Due to the amount of equipment options Death Korps Commissars have over regular ones (hotshots, dual wielding pistols, carrying grenades that are worth using, and of course being able to mount up) there's a decent argument to be made for taking one of them over a standard Commissar in a non-Krieg army, and absolutely no argument to take a regular codex Commissar in a Krieg army. *'''Death Korps Quartermaster Cadre:''' This is where the Command Squad's Medi-pack went. One creepy guy and up to 4 servitors wielding scalpels that wound non-vehicles on a 2+ and get buffed to WS/BS 4+ and Ld 9 as long as they stay close to him. They also grant nearby Infantry and Cavalry the ability to ignore an unsaved wound on a 6+, making it mutually beneficial for them to stay close to a big squad of infantry. *'''Death Korps Death Rider Command Squad:''' A must-have for any list focusing on Death Riders. Taking this squad along allows them and up to 5 other Death Rider units to deploy via outflanking at the end of any movement phase. Use in combination with the Death Rider officer, above, and a few squads of Death Riders, below, to outflank an entire detachment! Aside from this they're the same as an understrength Death Rider Squad, as they lost the ability to take a Standard. **As of the current FAQ, you may only bring one Command Squad or a Rider Command Squad per Death Korps officer, but any type of officer will do. =====Dedicated Transport===== *'''Death Korps Storm Chimera:''' The Krieger approach to warfare is obvious in this armored vehicle's loadout. It gets an autocannon as its turret gun and the option to buy improved armor, which gives it a 2+ save vs weapons of S4 or less and lets it ignore the effects of land mines on a 4+. It's a price hike on the standard Chimera, but it's worth it. Note that it doesn't necessarily have to be used with Death Korps; although it has the {{W40Kkeyword|Death Korps OF Krieg}} keyword instead of {{W40Kkeyword|<REGIMENT>}}, it specifically says it transports {{W40Kkeyword|Astra Militarum Infantry}}, and even mentions it can take Ogryn, so RAW, it's legal to use these to transport regular guardsmen, or even storm troopers. *'''Death Korps Centaur Light Assault Carrier:''' Hoo-boy. This little bugger is magnificent. Sure, it's not as tough or as shooty as a Storm Chimera, but if you pop 5 grenadiers with some meltas or flamers, or 4 (how are you getting a squad of 4 grenadiers? Min is 5(ruled as written, a Grenadier Weapons Team doesn't take up two slots in the vehicles. Only Heavy Weapons Teams are mentioned.)) with heavy flamer/melta or flamer/melta or flamer/sergeant and, optionally, a fifth rider of your choice, such as an Astropath or Primaris Psyker for Smite, you can send this off towards the enemy up to 9" before the game even starts. Imagine your opponent's face when they see this little bundle of hurt rolling towards them. They can ignore it, and have some grenadiers kick them in the arse, or shoot it and ignore the vast majority of your army. **Pretty cheap, at 54 points, and 6 wounds in it's still Movement 12, unlike a Chimera, which has dropped to 8 by then. Plus, like the DKSC above, this transport carries any Imperial Guard infantry, not just {{W40Kkeyword|<REGIMENT>}} ones. =====Fast Attack===== *'''Death Korps Death Rider Squadron:''' A big step up from the basic Rough Riders. +1 to WS, T, A, and Sv, although the +1A evens out in the wash when you don't charge, as you lack chainswords; regardless, you're ''much'' less likely to die before you reach your target, particularly since the Augmented Mount special rule gives you 5+ FNP against S4 weapons and below. Your steed gets 2 extra attacks instead of one and hits as hard as a bolter; this is particularly noticeable when not charging, giving you 4 attacks to a normal Rough Rider's 3, and 2 of those are at +1S. While you don't get a chainsword, you ''do'' get krak grenades, which will benefit one model in the unit. While you cannot outflank with this unit (unless you take the Death Rider Command Squad), it is not slowed when charging through terrain, making it easier to attack cover campers. With no access to special weapons, they're much better suited as frontline brawlers - with access to orders, they can be just mean with Fix Bayonets! and Duty Unto Death! (although Fix Bayonets is better in basically all circumstances). Like with most DKoK, they have Cult of Sacrifice as a morale buff. **The fact that Death Riders trade their Chainsword for +1 Attacks is a bonus, because they can hit twice with their lance on the charge, instead of the one lance and one chainsword hit that standard Riders get. **Use Duty Until Death when you charge, because that's the only order you will get use out of by doing so. If your opponent decides he doesn't want to get slowly pounded down by hard to kill horsies, use Fix Bayonets! to make him understand that melee guardsmen just work. **Rough Riders cost 10 points apiece, compared to the DKoK Death Rider cost of 16, which pays for itself in the improved attack volume alone, let alone their many other improvements, like ability to obey orders; their only substantive downside is their inability to take special weapons. Even their sergeant is buffed, as he drops his lance to buy a melee weapon if you want to change his melee up, as opposed to stock, which is forced to carry both a lance and a power weapon if you want that. Consider said swap, as a power axe brings the sergeant pretty close to the lance, but usable in the event you get stuck in. Fix Bayonets!, and you're possibly hitting 6 times with that axe in one turn. Ouch. =====Heavy Support===== *'''Death Korps Heavy Weapons Squad:''' Other than the higher WS, Krak Grenades, and Cult of Sacrifice, they're identical to the vanilla HWS - with the additional option to take heavy flamers. You might need to bring a couple along anyway though since you can't take heavy weapons in your regular infantry squads. **Heavy Flamer teams are drastically the most cost effective way to get heavy flamers into your army, so much so that they are actually competitive with flamers (which does not usually happen, due to a heavy flamer costing more than two flamers). This gives them a radically dofferent role from what HWSs are used to, but they can be very effective when carried in a Valkyrie. **Heavy Bolters and Twin Heavy Stubbers may compete with each other, as they both cost 8 points each, and are both direct-fire anti-infantry options. Against TEQs (T4 2+), Heavy Bolters win (0.9801 wounds on average vs 0.765 wounds on average). Against MEQs (T4 3+), either option is viable (1.485 wounds on average). Against GEQs (T3 5+), Twin Heavy Stubbers are better (3.9204 wounds on average vs 2.4948 wounds on average). Ultimately, Heavy Bolters are better against enemies with better saves, and Twin Heavy Stubbers are better against enemies with worse saves. The models for either weapon choice are very nice, so you can't lose there. **A full squad of mortars actually costs 3 pts ''less'' than it does in the AM Codex, although sadly they don't really benefit from Krieg's doctrines *'''Death Korps Leman Russ Mars Alpha Battle Tanks:''' Your favorite battle tank, customizable into any configuration of Russ as you see fit (though the Vanquisher Cannon comes with a heavy stubber instead of a storm bolter as its coaxial weapon), but now with the ability to trade the stock hull-mounted heavy bolter for a multi-melta or a plasma cannon. As an added bonus, its armour save becomes a 2+ against weapons of S4 or lower, so bolter shots won't even faze you. Aside from these things, they're exactly the same as the variants up top. ====Tactics==== *'''Outflanking Death Riders''' *Deathriders are perhaps the single greatest edge you have over any other IG regiment, Rough Riders simply cannot compare (although they do make excellent tank hunters). Use '''Flanking Maneuvers''' to put up to ''50'' horses in your opponent's backfield for every Deathrider Command Squad in your army. An all Deathrider army is perfectly feasible and highly competitive, though it works best when supported by a horde of infantry and mortar artillery. *Combat Engineers' ''Carcass Shot'' and Acid Grenades make splinter rifles look tame by comparison. If your Engineers get locked in melee (and with a 12" threat range it's going to happen) fall back 6", '''Get Back In the Fight!", and then use the ''Grenadiers'' stratagem to lob ''10'' Acid Grenades at your opponent. **Your Engineers will need a transport, either a Centaur if you're running them in MSU or a Chimera for a full squad and a Field Officer. A Field officer with the The Dagger of Tu'Sakh with a full squad of engineers coming in behind the enemy is very powerful. Just say they tunneled up from below. *Kriegers are practically fearless thanks to '''Cult of Sacrifice''' which makes them immune to morale tests caused by shooting. Put Marshal Karis Venner in range of a regimental standard - he becomes LD10...and so does every infantry/cavalry model within 12" of him. This makes '''Consolidate Squads''' not such a terrible idea as morale tests are irrelevant if you're fighting a shooty opponent (Tau, IG, etc). *Krieg is perhaps the best IG regiment when it comes to melee (other than Catachans). You are also one of the toughest - ultra-high LD + '''Cult of Sacrifice''', Storm Chimeras, Deathriders, and (relatively) cheap infantry hordes mean Kriegers are surprisingly hard to table even against horde-optimized armies. *Krieg excels in games with heavy terrain like few other armies. Deathriders aren't impeded by charging through cover while mortar artillery ignores cover saves completely. And Combat Engineers are even in better in Cities of Death where they can benefit from '''Fire In the Hole'''.*'''Tunneling Engineers''' the other great unit we have is engineers, these guys are king at deleting enemy units. Give a field officer the relic dagger (or shovel) and pop up from the flanks and let an enemy unit eat your carcase shot, even taking losses to it overheating its still worth it since you can take out a 200point Terminator squad for only 103points. Scared of losses to 1s you can just put them in a valkrye or chimera with Yarrik, a commisar wl with master of command or an inquistor for that re roll 1s to hit goodness. By far the best way to use them is to get close and use their acid grenades using the grenadair stratagem if you can get them close enough. </div></div> ==={{W40Kkeyword|[[Elysian Drop Troops]]}}<sup>Forge World</sup>=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, some times the only way forward is feet first into Hell.<br> Elysians Drop Troops are the paratroopers of the 41st millenium. Guardsman life expectancy is short as is, and Elysians even more so, but its a job that needs to be done and glory never dies. On the tabletop, Elysians are your airborn support. While they lack heavy armour, their heaviest unit being the Tauros Venator, they make up for it with tactical flexibility and the ability to deploy anywhere they damn well please. <br> <div class="mw-collapsible-content"> ====Restrictions==== In addition to their unique units, Elysian Drop Troops can only take the following: *Elites **Officer of the Fleet *Fast Attack **Tauros and Tauros Venator ***Gains aerial drop. *Heavy Support **Cyclops Demolition Vehicle **Tarantula Battery *Fliers **Avenger Strike Fighter **Lightning Strike Fighter **Thunderbolt Heavy Fighter **Valkyrie **Vendetta **Vulture The following weapons cannot be taken by Elysian Drop Troops: *Autocannon *Lascannon *Power Axe *Power Maul *Sniper Rifles are carried by specific 2W 2A Elysian Sniper Squad models, who, like their cousins in the Death Korps not actually named Heavy Weapons Teams, curiously only occupy 1 transport spot on a Valkyrie. ====Special Rules==== A few rules that are unique to Elysians and have widespread effects concerning many or most units in the army. *'''Aerial Drop:''' You can deep strike any Elysian Drop Troops model, including any kind of Tauros. Just don't forget the limits of doing so in matched play. **Remember, this applies to ''every'' model with the {{W40kKeyword|Elysian Drop Troops}} keywords, which is everything with either {{W40kKeyword|Aeronautica Imperialis}} or {{W40kKeyword|<REGIMENT>}} you can take, i.e. every in-faction model for you, including e.g. turrets and flyers. Elysia apparently follows Maxim 11: ''"Everything is air-droppable at least once"''. **Note the wording on this rule and who gets it is rather strange, the unit list states that all {{W40kKeyword|Elysian Drop Troops}} units have this rule, but then adds that Tauros units with the {{W40kKeyword|Elysian Drop Troops}} keyword also get it. Tauros getting aerial drop should have been implied by the first clause of the rule, unless they meant to say that the other units you have in common with regular guard don't get aerial drop. Expect an FAQ, and discuss with opponents before you start deep striking sentry guns and cyclops bombs. **With deepstrike rule change, Aerial Drop can't be used until turn 2, so have some durable allies to be your anchor. *'''Iron Discipline:''' All Elysian officers have an aura buff that gives you the ability to re-roll failed morale. Talk about hardcore soldiers when even junior officers of the Elysian army are inspiring enough to make your guys as brave as space marines. Squads that come with a sergeant will be at ld 8 so the enemy will have to inflict some pretty fucking serious casualties before you start suffering significant losses due to morale. *'''Strafing Coordinates:''' This is the officers of the fleet target designation rule. He picks a target within 18" and friendly ELYSIAN DROP TROOPS FLYERS shooting at that target gets to re-roll hit rolls of 1. Not as amazing as before due to only affected FLYERS. ====Weapons and Wargear==== *'''Auxiliary grenade launcher:''' Comes built into your lasgun and boosts the range of frag and krak grenades to 24". It's free, so why wouldn't you take it? *'''Breacher charges:''' Some Elysian squads can take breacher charges. This is what we get instead of demolition charges. Unlike demolition charges, which are powerful, cheap grenades, breacher charges are 5 times as expensive melee versions which don't let you use your ballistic skill. They do cause mortal wounds, but to be frank, if you do the math, the average damage output of these one-shot weapons is not good. Even assuming you get into melee intact, 6 of these (from, say, 2 special weapon squads armed with 3 each) will put out an average of 10.5 mortal wounds. That won't even kill a rhino, and if you want consistent charges, you'd better be willing to invest in a Valkyrie for those two squads. If you don't, you have to realize that your chance of making a charge out of aerial drop is only 10/36 or about 28% chance. If you do invest in the Valkyrie, you are now spending 260-288 points for a one-shot assault unit that does not even do that much damage; you are substantially better off with meltaguns against absolutely anything durable enough to make you reach for breacher charges in the first place. **Breacher charges could have been a fun and iconic piece of wargear for Elysians this edition. If they had been 5 points each, or at least auto-hit, they probably would have. Now, instead of throwing a few breachers around your army, making it sort of threatening sometimes in melee, one quickly realizes that a piece of one-use wargear that costs more than 3 plasma guns must have a lot more impact on the game than breacher charges do. Two breacher charges are roughly the same cost as a command squad with plasma guns, and 4 charges are as expensive as a veteran squad with 3 plasma guns and a plasma pistol. *'''Lascutters:''' Elysian Drop Troops can take lascutters (an S9 AP-3 D1d3 ''melee'' weapon which can only make 1 attack) as ''special'' weapons. From a competitive perspective, these are neither worth the special weapons slots nor the points. Charging from deep strike is about a 28% chance, and charging from Valkyries is expensive. Even if you get your veterans (or whatever squad you put these on) unharmed into melee, it is very hard to imagine a scenario where this would outperform some shooting with a melta or plasma gun. If efficiency is not something that concerns you, it can be quite a bit of fun. Theoretical cool setups include 10 veterans with 3 lascutters, a breacher charge, and a power fist, or 3 command squads with 12 lascutters, or 2 special weapons squads with 6 lascutters. *'''Shotgun:''' Same as the normal kind, but notable for being a special weapon choice you can take. ====Orders==== Like the Death Korps of Krieg, Elysians have two unique orders. They give up: *'''Forwards, for the Emperor!''': Ordered unit can shoot, even if it advanced in the movement phase. *'''Fix Bayonets!''': May only be issued to units within 1" of an enemy unit. The ordered unit may immediately fight as if it were in the fight phase. They gain: *'''Hold the Line!''': The targeted unit ignores models killed during both the Shooting and Fight phases for the purposes of the Morale phase until the next Movement phase. This makes commissars even less useful for Elysians, though you will, in most cases, use the other orders, since your company commanders already grant a re-roll. *'''Move and Fire!''': All of an {{W40kKeyword|Elysian INFANTRY}} unit's weapons become Assault weapons until the end of the turn. Similar to Forwards, for the Emperor! but also allows Heavy Weapons to fire and move without the normal penalties for doing so. Note that this will make Rapid Fire 1 weapons Assault 1, which is unfortunate, but Heavy, Pistol, and Grenade weapons all get a nice buff. That last is particularly important, given how widespread access is to frag and krak grenades - other regiments have to pay a CP to throw ten frag grenades, you can throw ten frag, krak grenades and a lasgun shot for free! ====Units==== =====HQ===== *'''Elysian Company Commander:''' Compared to the basic company commander, the Elysian version loses the shotgun and chainsword but gains an extra point of Ld and allows friendly Elysian Drop Troops within 6" of him to reroll failed morale tests. ** You will be forced to take these guys to fill out HQ slots. He is a superior choice to the commissar in most cases and is a damned fine buffing character. We can also assume that he unlocks command squads for us which are quite points efficient. Elysian orders are good and these guys will spread them around to your troops. Has the benefit over Tempestors of both giving two orders and taking a plasma pistol. ** There are two approaches to taking Company Commanders, take as few as possible or take a lot of them. The first approach gives you more "real" units to aerial drop. The second gives you more command squads and better saturation of orders. I have tried both and will usually land somewhere in between though I think going for a few commanders is probably better. *'''Elysian Lord Commissar:'''This Lord Commissar loses the Power Sword (which is an upgrade, since he can still buy one if you wanted it, and can swap his bolt pistol out for a boltgun), and like the Company Commander he allows friendly Elysian Drop Troops within 6" of him to re-roll failed morale tests as an extra defense against morale checks. ** Not great for us and you will rarely see any one take a Lord Commissar. He is more expensive than a normal commissar lord but the problem is we do not have conscripts. Since our Company Commanders offer ld re-rolls in addition to being cheaper and giving out orders he is a natural choice. The biggest unit size Elysians have are 10 man squads and while it is quite easy to create theoretical scenarios where a commissar would be better as morale buffing char than a commander it will rarely impact the game in practice. This is especially true when you consider Elysian commanders have a morale buffing order they can drop in a pinch. ** As with Death Korps Commissars, he can technically be taken by any regiment rather than just his own, of course once again his aura abilities won't affect anyone, not from Elysia, but he can still BLAM regular guardsmen or mercy kill exploding psykers. Probably not worth it considering that, unlike with the Death Korps Commissar, regular Commissar Lords actually do have a non-regiment aura of discipline, and to make matters worse he was not FAQ'd to have the same reduced cost as the codex version, meaning you'll pay almost double the points for him, but if for some reason you wanted a deep striking Commissar with krak grenades and a shotgun, he's here for you. =====Troops===== *'''Elysian Drop Trooper Squad:''' More expensive than basic Guardsmen and also lack heavy weapons access, but have an extra point in Ld and the whole unit can take krak grenades for free. The sergeant can replace his laspistol with a lasgun since the faq. **'''The problem with breacher charges:'''Breacher charges are super cool but expensive and ineffective, even when we get to use them. 25 points is a ''lot'' for a piece of equipment, especially when that equipment is one use only (faq 1.0). Remember that the entire base cost of the squad is only 50 points. Even when we get to use them they don't do that much damage. Since they only work 50% of the time they will score an average of 1.75 mortal wounds on vehicles, buildings, or monsters, and only 1 on everything else. Combined with the abysmal likelihood of making the charge after aerial dropping in, we can only expect to land 0.5 wounds on a vehicle with an infantry squad. **'''Alternate opinion:''' Our infantry squads are not very tempting compared to other options. If you are going to take them to keep them dirt cheap and expendable because they will not have the punch of veterans or special weapon squads. If you want to have something aerial dropping and killy in the troop slot take some scions. A cheap unit of infantry can be very useful in 8th edition. You can drop them on to objectives, this is especially relevant in progressive scoring missions. You can deploy them as a screening unit for your long-range shooting, and it's not like you can take Conscripts since they're not allowed in the army list. =====Elites===== *'''Elysian Special Weapons Squad:''' Like the vanilla counterpart, but swaps the demolition charge option for breacher charges, and, ''critically'', takes their special weapons ''in addition to'' their lasguns - a 6-man vanilla squad is 3 lasguns and 3 specials, but an Elysian Squad is 6 lasguns and 3 specials, all of which can fire in 8E. Good as suicide melta units. Also effective for getting plasma guns into Rapid Fire range; plasma spamming is probably the best option for them if you want to deep strike them, though running them with flamers and meltaguns isn't a bad move either. A cheaper alternative to Veterans if you can ignore the lower BS. **Remember, a 3-flamer unit is 6 lasguns and 3 flamers, and ''very'' cheap. **'''Alternate opinion''' This squad suffers badly from sharing a slot with Veterans and Command squads. They have 1 worse BS and can't take heavy flamers. The two things that make this unit unique is the squad size and the ability to take more than one breacher charge. The first is kind of nice if you consider putting them in valkyries or have plenty of elite slots to spare (which is surprisingly rare when making lists at 2k+). If you are putting them in valkyries they get expensive quickly, though. And get the stupid idea of taking two squads with 6 breacher charges in a valkyrie out of your head right now; that is an insane amount of points, and even if you get to dump 6 breachers onto a vehicle, it's only an average of 10.5 wounds. 10.5 wounds and you spent 150 points on breachers, another 60 for the men, and the valkyrie on top of that. Buy something reasonable instead, like melta guns or flamers, if you want to run them in a Valkyrie. **If you're spamming aerial drops, this unit is far cheaper than a Veterans squad, making it more efficient for drop-plasma, even after accounting for the Veteran's other benefits, assuming no orders are being handed out to the dropped units; while it is simply worse than a Command Squad, it's also not constrained by Commander count, which Command Squads are and is BS 4+, so Plasma Guns are cheaper. That makes these great in any context where you want to simply drop in some suicide plasma. *'''Elysian Veteran Squad:''' Lost their most important option, ''forward sentries'', so now you longer have any source of homing beacons in the entire codex. Identical to vanilla veteran squads (statline is the same but options/orders differ), but gain deep strike. These guys can take four flamers and jump from a transport into a horde, giving you 3d6 flamer and d6 heavy flamer overwatch hits, or you know, just burn the fuckers if they don't charge you. Giving them shotguns can also be surprisingly effective, especially given how Move and Fire turn grenades into Assault weapons RAW. Note that since the faq the sergeant can take a lasgun and replace it with a shotgun if you want to (fw has confirmed the shotgun swap through email). **If you're taking these guys to cram them into a Valkyrie or Vendetta, remember that their Weapons Team ''does not'' have '''Heavy''' anywhere in its name, so the model only takes up one slot on a Transport, allowing you to fit the entire unit plus ''three'' more people on, if you take the Team. Also, a Team with a Mortar ends up running you 2 points ''less'' than the pair of Veterans it replaces, which can improve efficiency, although the Team goes from 6 weapons to 1 when pulling off the Assault order trick, which is seldom worth it on its own. **Heavy Weapons choice should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and Anti-TEQ. **Lascutters + breacher charge + power fist is cute and could be fun to play, but the range weapons will put out more damage and can put out that damage reliably. Remember rolling a 9+ to charge is not very likely (you will roll 9 or more in only 10 out of 36 cases) and the breacher charges are crazy expensive for a one-use item that only works in melee. Besides, even when you get there it only deals an average of 1.75 mortal wounds against vehicles, buildings, and monsters, and an average of 1 to everything else. When factoring in the chance to charge out of deep strike this becomes a sad 0.28 mortal wounds on average against infantry. The lascutters are not great either. Str 9 is impressive and so are the d3 wounds. But after taking into consideration your lower chance to hit a melta gun is more reliable, keeps you out of melee (if you want to be in melee you can charge after firing the melta gun) and does more damage. **'''Alternate Opinion:''' Mathematically, this unit is great at doing aerial drops with 3 plasma/melta + plasma pistol. I would advise staying away from superfluous equipment like breacher charges and taking things like missile launchers and heavy flamers on them without thinking about it. Keep them focused on a task and fairly cheap and they will serve you well. I would also keep them out of transports in general. It is quite tempting to put them with full flamer load out inside a valkyrie but as soon as you do that the price of putting the unit on the board goes through the roof. With the potential of rerolling 1s to hit and to wound from a commander and officer of the fleet, this unit is second in efficiency only to command squads in putting out deadly plasma fire at a cheap price. *'''Elysian Sniper Squad:''' A two wound BS3+ squad with a sniper plus deep strike for seven points each? Quite possibly the best value sniper unit in the game. May have lost the breacher charges and magnoculars for D-99 but got a crazy point reduction so it worked out well. Works wonders with "Move and Fire" (why would you waste your orders on a 21 point unit?) giving you assault snipers negating the move penalty of heavy weapons, combine that with deep strike and you can put these snipers exactly where you want them and dominate the table with them. Feel free to spam vanguard detachments with these guys, a company commander with three units of snipers is 103 points, a great beginning to any Elysian list this edition. You probably have to in order to take a decent amount of them, the Elites slot in your case is crowded as hell. **These guys are not bad for the points comparing them to other snipers in the game. Keep in mind though that killing high wound characters with good saves will take a lot of these guys. Roboute won´t lay down just because half a dozen of these squads shoot at him (a bog-standard Astartes captain will take 23 or so sniper shots to bring down). Something like a Commissar on the other hand is possible to kill with a few units. A reasonable expectation of snipers is for them to be annoying for your opponent, sit on objectives, and allow you to aerial drop more veterans. **Each of these is like a heavy weapons team (2 wounds, carries an extra lasgun, etc), but because it isn't called that anywhere in its keywords, it will only occupy 1 capacity in a transport, which may be worth remembering. **Aerial Drop three units of snipers (9 teams) and 1 officer of the fleet into your opponent's deployment and have a field day as you fuck with his characters with snipers plus an air raid. *'''Elysian Command Squad:'''Super cheap and deadly, the best configuration is generally going to be 4x plasma/melta, with the first being cheaper and generally more useful. Most of the time you are forced to take at least 3 company commanders and you should pretty much always take the maximum allowed of these guys. **As of the most recent FAQ, these are now limited to 1 per officer, like all other Command Squads. *'''Elysian Platoon Commander:'''Gets to take melta bombs for free which is cool. Though with only one order and competing with officer of the fleet for the slot you would be hard-pressed to actually find a place for these guys. Officer of the fleet is cheaper, a better buffer in most cases and drops some mortal wounds on the enemy for you. He does unlock more command squads, though, and is passable if you don't intend to run a deep-strike intensive force. *'''Elysian Drop Sentinels:''' They are more expensive than regular guard sentinels but can aerial drop. It's super cool to have your guys dropping in via grav-chutes but beyond the narrative etc applications it's hard to fit them in a list. A better idea is probably taking the regular guard version unless you are dead set on pulling off distracting charges from deep strike. They don't get the cc weapons of normal sentinels though and if you are thinking of investing in a Sky Talon to get them in Ogryns seem like a better choice. ** '''Alternate Take:''' You're deep striking a Multi Melta for 55 points now, which is pretty good. Having 6 wounds on T5 means they are gonna get killed, but a unit of three can force your opponent to completely change their strategy, allowing you to counter their movements. What makes these useful is their ability to stay out of anti deep string bubbles while still firing at full effect, and they will require your opponent to prioritize them. They also possess the scout vehicle rule, allowing you to deploy them on the board and strike hard and fast if you need to. Otherwise, using them as tough(ish) suicide Multi Melta units seems to be the only useful role for them. =====Fast Attack===== *'''Tauros Assault Vehicle:''' BS4+ with either a twinned grenade launcher or a heavy flamer, same stats as the Venator which has worthwhile weapon options. Pass. **Another way of looking at it is that in a pure Elysian force this is the cheapest fast attack choice we get. The grenade launcher is no doubt horrible (priced as a lascannon) but the heavy flamer can make for a mobile cheap-ish unit that lets us reserve more veterans and be annoying for the opponent. To be fair, though, taking regular AM scout sentinels is probably a better idea. *'''Tauros Venator:''' Either a twinned multilaser or a twinned lascannon; multilasers can actually annoy 5+ or worse infantry as the laser is S6. Lascannons will usually hit once with BS4+. Ignores movement for Heavy weapons, which means that achieving the 5++ for moving minimum 10" is now worthwhile. Is this Jink brought back in 8th, you ask? Maybe. Three of these pump out the same amount of shots as a Vendetta while being able to move and shoot, as well as having a 5++, for 48 more points. Consider these if you want something meatier than infantry but you can't fit in a flyer. Don't bother putting these in a sky-talon; with the range of these weapons, you want to stay back and harass from a distance. **These suffer from the standard problem of anything with twin lascannons, which is that Forge World decided every weapon ''except'' lascannons deserved to be less than twice as expensive when twinned due to the inability to fire it at multiple targets - meaning the twin multilaser ''does'' cost less than two multilasers, which has a tendency to modify the math on which weapon loadout is the most efficient. At 18 points, the twin multilaser is surprisingly good at busting up TEQs and other 3++ targets where the lack of AP basically doesn't matter, as it delivers a lot of shot volume for the cost. =====Heavy Support===== *'''Cyclops Demolition Vehicle:'''Funnier than when other Regiments take it because unlike them, you can drop this right next to the enemy. You can't drop it close enough to actually threaten them, since it won't explode past 6 inches and you'll be more than 9 inches away, but it's still a very disquieting 60 point ball of worry - and, of course, if you drop it next to some enemy ''melee'' units, they ''really'' won't want to deal with it themselves. *'''Elysian Heavy Weapons Squad:''' Like Vanilla counterpart, but you gain deep strike, so they become even better. You lose lascannons and autocannons compared to vanilla guard, but with deep strike, you get some free positioning without resorting to transports. Mortars are for blobs and missile launchers deal with armour and monsters. Heavy bolters are meh since tarantulas do the job of two heavy bolter teams but for the double, the wounds, better toughness, and armour save, for three points cheaper in exchange for having to shoot the closest infantry squad, though you were probably using the turret as a distraction anyway. "Move and fire" order combos well, giving you assault missile launchers or mortars. Parking these squads in cover will do worlds of good for them as all three weapons have decent enough range. These will be common as infantry squads lost heavy weapons and vets will be used to deliver melta/plasma/flamers into close quarters environments, where heavy weapons will be a tad out of place. **Weapon selection should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and TEQ. **Mortars are dirt cheap, missile launchers are not. While most opponents will cringe at the idea of throwing their precious shooting at mortar squads (especially when they are hunkered down) engaging missile launchers is a much more palatable activity. From my experience mixing squads to contain 1 missile launcher and 2 mortars seem to work best. Mortars try to deploy out of line of sight while the missile team try to be minimally exposed. Once you start taking fire you can remove the mortars first (or the missile launcher if you have no need for krak missiles). It makes the missiles more cost effective as far as resilience goes. *'''Tarantula Battery:''' Astoundingly cheap, and while you can't give it orders, you ''can'' drop it right next what you want it to shoot. It will take the movement penalty to shooting the turn you drop it, of course, but so would a dropped heavy weapons team. The sheer number of twin heavy bolter turrets you can simply drop in your enemy's way is fantastic. These things pack a lot of T5 wounds, providing excellent anchors and speed bumps for whatever your enemy throws at you. Naturally, bait your opponent, then clean house with your dedicated firepower. They are small and ''love'' cover. =====Flyers===== Your flyers are all very tanky, due to Airborne and Hard to Hit, so they are ideal anchors (aside from their cost) - stick them on the table during deployment to soak up and avoid enemy fire, and get ready to surprise your enemy with presents containing violence. *'''Avenger Strike Fighter:''' *'''Lightning Strike Fighter:''' *'''Thunderbolt Heavy Fighter:''' Slight callout here, as it's your only 15 wound plane and has a 6+ regen, so it's definitely your tankiest plane. *'''Valkyrie:''' *'''Valkyrie Sky Talon:''' Fewer options than a basic Valkyrie and you can't take them in squads, but they can transport either a Tauros or 2 Drop Sentinels. Previously you could spam these guys alone, however with their new points increase valks are generally better value. It should be noted that you ''can'' use these to shove Heavy Flamer sentinels down your opponent's throat..... but since your sentinels already have both Scout and Aerial Drop, it seems dubious that it would be worth the points. Also works on Heavy Flamer Tauroses, of course, but..... ''why''? **If you're planning on taking Multi-Laser and Rocket Pod Valkyries, take Heavy Bolter and Rocket Pod Sky Talons instead. For 2 points less they will kick out an average of 10 Heavy Bolter shots, and a Heavy Bolter is better than a Multi-Laser point-for-point. *'''Vendetta:''' *'''Vulture:''' ====Tactics==== </div></div>
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