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===[[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>
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