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===[[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>
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