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==Unit Analysis== ===HQ=== *'''Company Command Tank:''' Your command vehicle, the company command tank has the ability to give orders to your other tanks in the same way that infantry command squads do, allowing them to better smash the enemy. Your command tank can be any of the standard Leman Russ variants, and comes with an improved BS. However it is expensive, so donβt go overboard giving it upgrades. **Armoured Company command/commissar tanks can bring their own special BS4 version of the Vanquisher, with a co-ax Heavy Stubber giving TL BS4 shots out to 36", and '''Beast Hunter Shells''', a S8 AP2 small blast causing '''instant FUCKING death''', and an extra hull point. You're allowed to ally an AC list to Codex IG: - Bring one Vanq command Russ (req HQ), one Vanq commissar Russ (opt Elite - plus '''all''' IG units within 6" of hull have Ld10. Stop your cowards fleeing off the objectives), and then use your required troop slot on that other Russ you were going to bring anyway... but with better upgrade options. Now you have 3 Russes with all of your Heavy Support slots free for some interesting alternatives. (Super mega-death loadout: BS4, 4HP, TL Beasterhunter/AT Vanq shells, Lascannon, 2 Multimeltas. 250pts but you will fuck any goddamn tank or MC that looks at you sideways. Just don't get shot up the arse. Place commissar tank (Ld10 bubble) near cowardly heavy weapons teams in a defence line fortification for a maximum dakka outpost) *'''Armoured Fist Command Squad:''' It's a Platoon Command Squad in a Chimera. You can also upgrade it to be a Company Command Squad, but with no option for a medic or any regimental advisors. Comes with the Senior/Junior Officer rule so you can issue "normal" orders to those infantrymen you brought with you to shore up your objectives. *'''Salamander Reconnaissance Commander:''' It's fragile and poorly-armed, but it's not designed to shoot or be shot at. What it ''is'' designed for is causing massive amounts of [[Not as Planned]]. In particular, you can use its built-in auspex to reduce enemy cover saves, then order concentrated fire to mess with them even more. Suddenly those [[Tau|weaboo]] 3+ cover save tanks aren't that imposing. ====Special Characters==== *'''Captain Obadiah Schfeer:''' A contradiction. He's riding in a Vanquisher, but he doesn't have Beasthunter Shells and his Warlord Trait penalizes enemy Leadership tests in a 12" bubble, which makes him an expensive command tank that's outperformed by specialized command tank builds. *'''Colonel 'Snake' Stranski:''' A Command Squad in a Chimera, which counts as Scoring, and the Colonel can fire his twin-linked plasma pistols without using up one of the tank's fire points. Cool, but not really worth the cost, especially as he lacks the Senior Officer rule and is thus unable to issue orders. *'''General Grizmund:''' Fantastic. Very expensive, but he can give a Troops Russ squadron BS4 for no additional cost and friendly tanks within 12" reroll the first missed roll to hit every Shooting phase (note that this only really affects Vanquishers and Punishers; every other tank either rolls ''scatter,'' meaning the ability doesn't work, or they're already twin-linked on the primary gun). Park him and some friends in a spot with good vision and blast the living daylights out of anything that pokes its head above ground. He combos best with Vanquishers; Master-Crafted BS4 will score a hit almost ''90%'' of the time. With a 6-foot range, your squadron of can openers can turn any vehicle on the board inside out. ===Elites=== *'''Commissar Tank:''' Basically a CCT with orders replaced with Lord-Commissar-esque Leadership bubble. Actually, it's ''better,'' since Lord Commissars only affect Morale, Pinning, and Fear tests; this guy just makes everybody within 6" LD10. Even without orders BS4 Russes are great. See Command Tank entry for details of extreme 'Nid destruction, and useful ways to hold your home objectives with the Ld10 bubble these guys give. **'''Tactical Note:''' In addition to orders, there are several Imperial Guard units that roll against their personal Leadership stat to activate a special ability (Ministorum Priest's War Hymns, the Master of the Fleet's reserve roll trickery, et cetera; because their attached ''unit'' isn't making the test, they can't use the Ld of other, 'braver' models), and this big hunk of Commissariat steel is the only way to boost them. Keeping a Commissar Vanquisher in your gunline can work wonders. *'''Destroyer Tank Hunter Squadron:''' Destroyers aren't ''bad'' per se. They have a Strength 9, 72" range, Ordnance cannon (well, laser array), which ''will'' demolish most of what it hits in one shot. The problem is in comparison to the Leman Russ Vanquisher, which has the same range and only Strength 8, but also gets an extra d6 of armour penetration and sponson weapons. Oh, and they have Lumbering Behemoth, which means they can keep up a decent pace while laying down a large amount of firepower. And you can take a lot more Vanquishers than you can Destroyers. Of course, although Vanquishers are the more efficient tank hunting choice. **Mathematically the Vanquisher is around 2-3%~ less likely to destroy vehicles AV13 or worse, but has a greater chance of destroying AV14, without even factoring in the possibility of the coaxial re-rolls. With the introduction of Rapier Batteries DTH's small edge has dulled considerably as you can get basically the same gun, but in a T7 W2 3+Sv package that costs 40 points and is twin-linked. *'''Atlas Recovery Tank:''' Ironically, the Atlas is kinda terrible at what it's made to do, which is towing tanks. Basically, you can tow an immobilized tank d6+2", or d3+2" if it's a Heavy vehicle. You can also tow immobile gun platforms and the like. For 85 points, this is basically counter-productive. Sure, you can get into better positions, but it's not like you'll get there very fast. Also, both tanks can only make Snap Shots while towing, not to mention you're putting another potential kill point on the table while lessening the possibility of killing something. **However, there is one really big caveat that makes it worth considering: Tech-Priest Enginseers within 6" can reroll failed Blessings of the Omnissiah repair rolls, ''and'' they can make a second repair attempt, which can be on a different tank than the first one. This makes Enginseers incredibly efficient, but you're still dropping 85 points on a fairly pointless tank. Unless you are fielding super-heavies, in which case it's good idea to glue a tech-priest with Atlas and 2 servitors to the superheavy's rear armorplate for those 2 recovered hull points per turn. *'''Armoured Fist Storm Trooper Squad:''' Stormtrooper squad with a Chimera. However, unlike Scions they don't ''Move Through Cover'' or ''Deep Strike'' ''(this was amended in the FAQ, now they're a 140 point sink for five men)''. Consider allying in Scions if you want these guys as you're wasting Elite slots which could otherwise be spent on cooler tanks. **This can be a good option if you just want some AP3 goodness without the HQ tax. However, any "tax" for Scions is incredibly low. The points cost for a single commissar and a squad of Scions is 95 before factoring in upgrades. That's already a 55 point saving on the "free" Chimera that the Armoured Fist Troopers get have to fork out for, while allowing you to Deep Strike. *'''Tech-Priest Enginseer:''' Here to fix your shit. Hide him behind a tank wall, give him servitor retinue and pair him with Atlas for maximum effectiveness. You can get two per FOC, and they do not steal your Elite slots. That and they can take a Trojan which buffs your tanks. **'''Trojan Support Tank:''' It's basically a 35 pt. Chimera with AV 10 on all sides and only six transport slots. It also has the Support Vehicle special rule; a single Tank or artillery model within 6" gets the Preferred Enemy (Everything!) USR. It's cool and all, and definitely a good way to tow your Enginseers around, so it definitely merits inclusion, but it's not such an amazing force multiplier as to be an auto-include. Except again, unless you have super heavy that could use some preferred enemy rerolls, namely dual-turbo laser Warhound Titan and Stormlord and suchlike. Also if you have Destroyer weapons remember that Preferred Enemy lets you reroll those annoying "get out of jail free" 1's when resolving Destroyer attack table results. For a list with Leman Russ Executioners, a tech-priest in one of these can allow you to happily melt Terminators without too much worrying about glancing yourself to death. ===Troops=== *'''Battle Tank Squadron:''' AV-10-rear type of Russes. Squadroned. In troops. See IG tactica for details. *'''Siege Tank Squadron:''' AV-11-rear type of Russes. Squadroned. In troops. See IG tactica for details. Note that these tanks include the Vindicator on Stereoids (also called as Thunderer Siege Tank) which makes Spess Marines cry tears of jealousy. Grab it while you can, lads! Also it includes the demolisher at the 6th ed IG cuodex point cost - a *big* improvement, and the Executioner, while more expensive at 170 points basic, loses Gets Hot! on the main gun, which is much more better. *'''Armoured Fist Squad:''' Guardsman in Chimeras. Here to score your objectives. Protect them, because you can't spam a lot of warm bodies like regular guard. Altho if you really want warm bodies, then just ally with standard Imperial Guard for those infantry blobs. It's 7th edition and no one plays single armies anymore! *'''Armoured Fist Veterans:''' Starting out as FIVE "better" guardsman with either a Centaur or a Chimera as a transport. However, if you're just looking for MSU then regular Armoured Fist squads are five points cheaper for five extra pairs of boots on the ground. What veterans offer is better customisation and with proper upgrades they can protect themselves and even dish out some hurt. Now gain Tank Hunters for free with new FAQ, making plasma guns even more deadly. ===Fast Attack=== *'''Scout Sentinel Squadron:''' Dirt cheap mobile outflanking guns on legs. Die the moment your opponent looks at them, so be sure to use their shots wisely. *'''Armoured Sentinel Squadron:''' Less cheap mobile guns on legs, but this time with solid AV12 on front. They die too, but not as fast as their scout brothers. Can also be useful for screening your tanks, in case you don't want to hide them behind an Aegis line. *'''Imperial Navy Gunship Squadron:''' Vendetta or Vulture squadron. Only one per FOC, so choose carefully. Basically auto-include. These are the classic Vendettas at 125 pts and 12 transport capacity aka 50 pts cheaper and twice as good as the 'modern' versions from the IG Codex . You also get access to Navy upgrades such as flares/chaff granting a one off 4++ and 'Distinctive Paint Scheme' allowing one unit to reroll a failed leadership test once per game. *'''Tauros Strike Squadron:''' <strike>Not</strike> a fluffy choice for Armoured Battlegroup (ever seen a scout humvee?), however Hellhounds/Infernus shell Battle Tanks tend to be better at burning the shit out of cover campers. Lascannon equipped Venators with HKMs can be good at vehicle sniping though, but you've got more then enough anti-tank in this list *'''Salamander Recon Squadron:''' This thing combines the outflanking tricks of Tauroses/Scout Sentinels with Chimera-level armour and weapons. Overall a good choice, useful for glancing opponents' artillery and vindicators side/rear armor to death. *'''Hellhound Squadron:''' It's Hellhounds, Bane Wolves and Devil Dogs. Nothing has changed, so use them as vanilla ones - to kill things with fire, melt down cover camping MEQ's and evaporate TEQ's or tightly packed vehicles respectively. ===Heavy Support=== *'''Hydra Flak Tank Battery:''' The most cost-effective ground-based anti-air in the game. Love it. Use it. Park it in cover, because enemy flyers WILL try to blast it the turn they come from reserve. Yeah, the lack of Interceptor sucks, but you can't complain for 75 pts. *'''Ordnance Battery:''' Vanilla Basilisks and Medusae. *'''Griffon Strike Battery:''' Cheap, but in this case you get what you pay for. Grossly underarmed by comparison to the rest of your artillery. Still, they are very accurate as they basically get Twin-linked for free. *'''Colossus Bombard Battery:''' Powerful shot (AP3 and Ignores Cover on a Large Blast), but expensive and comes with a crippling minimum range of 24". Use carefully. S6 and ordnance so it has the potential to explode light vehicles, glance heavy vehicles (barrage weapons hit side armor) and cause massive amounts of tears from certain somebody as his beloved ultrasmurfs explode without chance to save or take cover. Remember to yell "DANGER CLOSE" as you fire at an enemy who is 6" away from your own meatbags for extra dramatic effect. *'''Armoured Fist Heavy Weapons Squad:''' Three Heavy Weapon teams and a Chimera. You can't hide them inside a combined infantry squad unfortunately. but you can get Skyfire on the missile launchers and you can also buy a Vox Caster for in case you brought a Command Squad HQ choice. **There are a few errors with the unit entry which haven't been corrected in the FAQ: Like the ability to buy Frag Grenades when they already have them. But also the fact that although they start with Mortars, the text says you '''must''' arm them ''(not replace)'' with another heavy weapon. Which if taken RAW means each team gets two weapons. Remember even if you are argumentative enough to get your opponent to agree to it, the team is still just one model and can't actually fire both weapons from the same base in the same turn. *'''Armoured Fist Cyclops Demolition Squad:''' Slow and squishy. Don't bother. Unless you play in cityfighting scenario against eldar or space marines, in which case take some for the lols. *'''Imperial Navy Air Support:''' Standard Thunderbolt, Lightning, and Avenger. They can all be kitted out to take down flyers or infantry fairly effectively, plus they come with Deep Strike to get into just the right fire arc. Note that lightning gets shot down the moment when someone looks at it so maximize the first strike potential. ===Lord of War Units=== * '''BANEBLADES!!''' Also Weismann. Standard issue Baneblades and variants. Hellhammer for cityfighting, Shadowsword to pop LoW units etc **'''Maximilian Weisemann:''' Comes with the custom [[Baneblade]] ''Arethusa'', which he grants BS4, the ability to ignore Crew Stunned and Crew Shaken results on a 4+, and the ability to twin-link one of the weapons. Seeing as the main cannon already has a coaxial autocannon, this can mean a twin-linked Baneblade Cannon and a twin-linked Demolisher Cannon if you're feeling lucky. Expensive, but if you're shelling out for a standard Baneblade it's not that much more. * '''Malcador Battle Tank''' Good Leman Russ 2.0 for 100pts extra cost. Serves best as scare and bait for the enemy since it basically has the same firepower as regular Russ. * '''Malcador Infernus''' Don't take this thing. Only [[That Guy]] fields these. Basically Hellhound that sweeps entire city blocks. While not extremely overpowered, it costs only 280 points which is nothing compared to the carnage it easily causes when it fires. * '''Macharius Battle Tank''' Malcador 2.0, or Baneblade 0.5.1. Does not get a Demolisher Cannon, but gets 5" blast ordnance 2 twin-linked Battle Cannon. 6hp tho so can be squishy. * '''Macharius Vanquisher''' For only 50 extra points, it is basically better than the standard Macharius in every way. Can fire its twin-linked Vanquisher cannon with a Battle Cannon profile or a Vanquisher profile, making it far more flexible. Probably the best variant overall. * '''Macharius Vulcan''' Mounts the Vulcan Mega Bolter, which is just as cool as it sounds. Fires 15 S6 AP3 shots, and if it doesn't move it can fire twice at two different targets. Even at BS3 this will cause serious problems for light vehicles and footslogging MEQs. Tyranids hate this thing. * '''Macharius Omega''' Mounts the Omega pattern plasma blastgun. Basically a more dakka version of the Executioner, the Omega can fire its main weapon as one of two profiles: S7 AP2 Ordnance 3 Large Blast with a maximum range of 60", or S9 AP2 Ordnance 1 Massive Blast Gets Hot! with a maximum range of 72". The only Macharius with an open-topped profile, so park it in cover and melt away. ** '''Valdor Tank Hunter''' Destroyer Tank Hunter on steroids. Twin-linked but suffers from the Vanquisher syndrome. * '''CRASSUS ARMOURED ASSAULT TRANSPORT''' What the fuck do you need something with a transport capacity of 35 for, in an army where everything has a dedicated transport? * '''Crassus Mobile Missile Artillery''' A.K.A nuclear gatling artillery. Chooses from 3 types of ammo at the start of the game. Just don't let anything hit it. * '''Dominus Siege Bombard ''' the win button. 3-hit Strength 10, AP 3 Apocalyptic Barrage that can hit anything in a 45Β° arc in front of it if it sits, or a single Large Blast between 12 and 36 inches away if it moves. Comes with a sponson. Great for forcing Reanimation Protocols and mowing down Canoptek Harvests. * '''Gorgon Armored Assault Transport''' Just No. If it could carry Demolishers, maybe . * '''Minotaur Siege Artillery''' If you find a genuine model, pat yourself to the back. [[Basilisk]] with extra cannon for [[dakka]] purposes. Might not be worth LoW slot but it's nostalgia so who cares! * '''TITANS''' you know titans. If you don't, you bring dishoneruu to familyy and must immediately commit sudoku.
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