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==={{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>
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