Warhammer 40,000/10th Edition Tactics/Imperial Guard: Difference between revisions

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*'''Rogal Dorn Battle Tank:'''
*'''Rogal Dorn Battle Tank:'''


====Indirect Fire====
=====Indirect Fire=====
*'''Basilisk:''' Just don't - this is a Manticore but worse.
*'''Basilisk:''' Just don't - this is a Manticore but worse.
*'''Deathstrike:'''
*'''Deathstrike:'''
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*'''Wyvern:'''
*'''Wyvern:'''


====Walkers====
=====Walkers=====
*'''Armoured Sentinels:'''
*'''Armoured Sentinels:'''
*'''Scout Sentinels:'''
*'''Scout Sentinels:'''

Revision as of 13:36, 15 June 2023

This article is a stub. You can help 1d4chan by expanding it

This is the current 10th Edition's Imperial Guard tactics. 9th Edition Tactics are here.

Why Play Imperial Guard

Unlike the Mary Sues, Guardsmen go to war wielding nothing more than the standard-issue T-shirts, Flashlights, and Adamantine Balls.

Pros

Cons

Faction Rules

  • Voice of Command: Every Command phase, your Officer units can issue out a number of orders as noted on their datacards to units within 6" of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.
    • Move! Move! Move!: The ordered unit adds +3M.
    • Fix Bayonets!: The ordered unit improves the WS of its melee weapons by +1.
    • Take Aim!: The ordered unit improves the BS of its guns by +1.
    • First Rank Fire! Second Rank Fire!: The ordered unit adds +1 additional attack to any Rapid Fire attacks it has.
      • Because Rapid Fire now adds attacks instead of multiplying, order doesn't matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3. Note that going from 4 shots to 5 shots is usually worse than +1 to hit because most of your army is BS4+, but if you're BS3+ they break even and BS2+ or better going to 5 shots is better, and that's after special rules like Sustained Hits, which work like additive improvements to BS/WS for interactions like these.
      • More importantly, it's now ANY Rapid Fire weapon, not just Lasguns. This means it's almost always going to be better than Take Aim if the ordered squad has one or more Plasma Guns and is shooting MEQs, as they tend to be the majority of the squad's damage output in this instance.
    • Take Cover!: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.
    • Duty and Honour!: The ordered unit improves its Leadership and OC by +1.

Detachments

Combined Regiment

Special Rules

  • Born Soldiers: Back from last editions, the unit's guns gain [Lethal Hits] on any turn where they stand still.

Stratagems

<tabs> <tab name="Battle Tactic">

  • Fields of Fire (2 CP): Pick one Platoon or Squadron unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they're battle-shocked.

</tab> <tab name="Epic Deed">

  • Inspired Command (1 CP): One Officer unit that isn't battle-shocked can immediately issue an order during the enemy's Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.

</tab> <tab name="Strategic Ploy">

  • Expert Bombardiers (1 CP): Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren't battle-shocked gain +1 to hit the marked unit with any [Indirect Fire] guns for the phase.
  • Reinforcements! (2 CP): Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov's wisdom has managed to reach every commander's handbook.
  • Suppression Fire (1 CP): When an Infantry unit fires on an enemy unit that isn't a Vehicle or Monster, that enemy takes a -1 to hit rolls until the end of their next turn.

</tab> <tab name="Wargear">

  • Armoured Might (2 CP): One Vehicle reduces the damage they take from any guns by 1.

</tab> </tabs>

Enhancemnents

All enhancements are exclusive to Officer units.

  • Death Mask of Ollanius: When the bearer's unit is battle-shocked, their Objective Control is reduced by 1 rather than set to 0. Won't mean much to many troops, but it lets your Battleline troops and tanks still get to score objectives.
  • Drill Officer: When the bearer's unit sits still, they score critical hits on a 5+.
  • Grand Strategist: Bearer can issue an additional order.
  • Kurov's Aquila: Once per game whenever the enemy uses a stratagem, you can force them to make any further uses of that strat costs an additional CP.

Wargear

  • Vox-Caster: Lets a squad roll 1d6 whenever you use a stratagem on them, with any Officer units within 6" of them adding +1 to the roll. On a 6+, 1 CP is refunded.

Unit Analysis

Characters

  • Cadian Castellan:
  • Commissar:
  • Ogryn Bodyguard: An ever-loyal slab of meat, granting the Officer models he joins a 5+++. However, if that officer is ever hurt, the big guy gets +1 to hit and wound in melee.
    • Surprisingly, there are good reasons to stick to the gun+knife mode for this guy, mainly that the knife is your strongest melee weapon out there. Similarly, the stock Ripper remains the most powerful gun of the two with its high firepower thanks to Rapid Fire 1 while the grenade gauntlet just gives a bit of anti-GEQ crowd control. The Bullgryn Maul isn't a bad weapon, mind, and the two shields give an extra wound and a 4++ respectively, but those buffs will only matter to the Ogryn and not to any officers he wants to protect.
  • Primaris Psyker: While the shared 4+++ against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, which is kind of a slap in the face since non-Hazardous Psychic Tests were supposed to have been removed. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with Blast and Devastating Wounds, though using the Focused profile adds Hazardous for a few extra attacks.
    • As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.
  • Regimental Attachés: Where your Astropath, Master of the Fleet, and Master of Ordnance ended up, a separate unit that must join a Command Squad unit. The Astropath comes with a more dangerous force weapon, but remains unfitting of any place in the front; instead, use him for his 12" bubble of reinforcements denial. The Master of the Fleet can mark any enemy within 30" and give all Aircraft a +1 to hit that unit. The Master of Ordnance can mark another enemy within 30" and give any Artillery unit that attacks the enemy [Sustained Hits 1].
  • Tank Commander:

Command Squads

  • Cadian Command Squad:
  • Platoon Command Squad: Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you're planning on taking a heavy weapons team. They also have a 6" bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.
  • Militarum Tempestus Command Squad:

Epic Heroes

  • Lord Solar Leontus: As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of Tactical genius from an old legend) and gives an extra CP every turn where he's alive. While he join the Rough Riders as you'd expect, he can surprisingly join any squad of infantry despite going much faster than them.
  • Gaunt's Ghosts:
  • "Iron Hand" Straken:
  • Sergeant Harker:
  • Nork Deddog
  • Sly Marbo:
  • Ursula Creed:

Regiment

Battleline

Note that all these units can take 2 attached units, provided that one and only one of them is a Command Squad unit.

Infantry

  • Field Ordnance Battery:
  • Heavy Weapons Squad: Don't seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18" Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they'll be firing for overwatch (4+ if they're on an objective) and the Heavy keyword lets them fire on the move while sitting still lets them hit on a 4+.
    • They can take the following heavy weapons
      • Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it'll be.
      • Heavy Bolter - 3A S5 AP-1 D2
      • Lascannon - 1A S12 AP-3 Dd6+1
      • Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast
  • Kasrkin:
  • Tempestus Scions:

Mounted

  • Attilan Rough Riders:

Infantry

  • Bullgryn Squad:
  • Ogryn Squad:
  • Munitorum Servitors:
  • Ratling Snipers: Nimble little pests with S4 AP-2 D2 Precision sniper rifles. Thanks to Infiltrators, they can set up wherever you need them to shoot and Stealth offers a bit of protection wherever they go. While Heavy only gives benefit if they don't move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.

Vehicles

Squadron

  • Hellhound:
  • Hydra:
  • Leman Russ: Good ol' reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, its mediocre BS gets a bit a help with re-roll 1s, which spikes to full re-rolls if what you're attacking is on an objective you're not controlling.

<tabs> <tab name="Leman Russ Battle Tank/Classic"> </tab> <tab name="Demolisher"> </tab> <tab name="Eradicator"> </tab> <tab name="Executioner"> </tab> <tab name="Exterminator"> </tab> <tab name="Punisher"> </tab> <tab name="Vanquisher"> This has been bad in every edition, index or codex, and nothing has changed with the 10E index. Just don't. </tab> </tabs>

  • Rogal Dorn Battle Tank:
Indirect Fire
  • Basilisk: Just don't - this is a Manticore but worse.
  • Deathstrike:
  • Manticore: R120(Indirect Fire) Ad6+1(Blast) BS4+(Heavy) S10 AP-2 3 and it re-rolls hits against units with 5+ models.
  • Wyvern:
Walkers
  • Armoured Sentinels:
  • Scout Sentinels:

Dedicated Transports

  • Chimera: Any Officer units inside this unit are still able to issue orders. Useful if you're running an infantry-heavy force since you'll be able to keep them at their best.
  • Taurox: Upgraded, it can now carry 12 Infantry models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won't matter much since Guardsmen aren't usually keen on actually fighting up close.
    • Has only two weapons to consider: The Storm Bolter if you want more shots with Rapid Fire 2 or the high-powered Twin Autocannons with Twin-Linked.
  • Taurox Prime:

Titanic

  • Baneblade: The big boss clearly benefited from the edition change, as it's now at a monstrous T13 W24. Hell, now it's big enough that it can count as cover for any models hiding behind it.
  • Banehammer:
  • Banesword:
  • Doomhammer:
  • Hellhammer:
  • Shadowsword:
  • Stormlord:
  • Stormsword:

Aircraft

  • Valkyrie:

Fortification

  • Aegis Defence Line:

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Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

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Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

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Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
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Orks
Tau
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</tab>

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Warhammer 40,000 Tactics Articles (7th Edition)
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</tab>

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Warhammer 40,000 Tactics Articles (6th Edition)
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Warhammer 40,000 Tactics Articles (All)
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