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===[[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>
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