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Tactica Imperium
Collected thoughts on His most glorious Imperial Guard
~Light of the Emperor
Dear Reader, welcome!
Warseer has once again proved itself nothing if not willing to share some more heaps
of dubiously objective opinion, so after a great deal of discussion, begging, pleading,
and outright flaming, we finally have something to offer. What follows is a collection
of articles from an assorted group of authors, giving their thoughts and opinions on
units and tactics for the Imperial Guard Codex. We trust you may find some gleaming
morsels of wisdom among our interminable ranting. Interspersed with this are a
variety of rather stunning photographs, used with the kind permission of their original
owners. I’ve also subjected you to a collection of quotes that you will have to forgive
me for finding amusing, used without the knowledge of their unsuspecting authors.
With that said, all that’s left is for me to wish you the best of luck, for surely you shall
need it. For the Emperor!
~Lord Cook, your Editor for… however many evenings it takes you to read this.
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Contents
“People play Marines because not everybody is cool enough to play Imperial Guard.”
~ Slaaneshi Slave
1 - Introduction – Lord Cook
4 - Company Command Squads – ColonelGreiss
6 - ………Advisors
6 - ………Upgrades
7 - ………Special characters
10 - Specializing your Command Squad – Steel Legion for Life
13 - Orders – ColonelGreiss
15 - HQ Characters – ColonelGreiss
17 - Techpriest Enginseers – Lord Cook
19 - ‘Commissar Catullus’ Ash
20 - Ogryns – Lord Solar Plexus
22 - ………Ogryns and special characters
24 - Ratlings – Lord Cook
25 - Psyker Battle squads – Lord Cook
27 - Guardsman Marbo – Lord Cook
29 - Storm Troopers – SonofUltramar
31 - ………Special operations
34 - Infantry Platoons – Richblake
34 - ………Platoon Command squads
36 - ………Infantry squads
38 - ………Heavy Weapon squads
39 - ………Special Weapon squads
40 - ………Conscript platoons
41 - Chimeras – Vaktathi
43 - Mechanized Platoons – Vaktathi
45 - ………Deployment illustrations
50 - Veteran squads – Cleansingfury
53 - ………Harker and Bastonne
54 - ‘Rhork’s Drift’ only joking...
55 - Sentinel squadrons – Gondorian
57 - ………Common strategies
58 - ………Equipment and weaponry
60 - Rough Riders – Awilla the Hun
62 - ………Counter assault
63 - ………Mogul Kamir
63 - ………Aggressive assault
65 - The Dogs of War – Captain Micha
65 - ………Hellhounds and Bane Wolves
66 - ………Devil Dog
68 - Valkyries and Vendettas – Steel Legion for Life
69 - ………Weaponry
70 - ………Deployment options
71 - ………The airborne army
73 - ‘Mobile Air Control Tower’ DigitsDavid
74 - Firepower niches and building your army – Sircyn
76 - Heavy Artillery – Sircyn
78 - ………Deploying the big guns
79 - ………Defending your artillery
79 - ………Killing stuff
81 - ………Griffon
83 - ………Basilisk
~Silentsmoke
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84 - ………Medusa
85 - ………Colossus
86 - Hydra Flak Tank – Sircyn
88 - Manticore Rocket Launcher – Sircyn
90 - Deathstrike Missile Launcher – Sircyn
92 - Leman Russ – Colonel Jacka
94 - ………Using the Leman Russ MBT
96 - ………Tank formations
99 - ………Vanquisher
101 - ………Demolisher
103 - ………Exterminator
104 - ………Eradicator
105 - ………Executioner
107 - ………Punisher
108 - ………Conqueror, Destroyer, Thunderer, Atlas
111 - Assorted pictures
118 - Special thanks
Content coming soon:
Dogs of War deployment illustrations – Captain Micha
Penal Legion – Lord Cook
Wound allocation shenanigans – Lord Cook
Aspects of the Guard – Solar_Eclipse
Sample army lists – Onlainari
Do you have an idea for an article? Cool pictures
available? What have we missed? Send a PM to me
(Lord Cook) on Warseer and we’ll sort out the
details!
If you would like to write about something that
has already been covered but you have different
opinions or ideas, don’t hold back. Let me know.
Variety is the spice of life!
~Lord Cook
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Company Command squads , by ColonelGreiss
"Bloodcrushers pulverized the entire left flank, wiping out a squad and leaving only
five of the other squad alive. Miraculously for the guardsmen (but face-palm for their
commander), they make their snake eyes morale check and hold the line."
~Formerly Wu
~Ingold Toynbe
The Imperial Guard Command Squad is one of the most versatile and flexible units in
Warhammer 40K. This Tactica will specifically address its strengths and weaknesses, different
load outs, and the ways it can compliment different army builds, in relation to the brand-
spanking new Imperial Guard codex.
Your Company Command squads come with one Company Commander (CO) and four
veterans. It is important to note that the CO is one of the few models in the Guard codex that
can actually dish out some hurt in close combat. Another important thing to note is that the
veterans all have Bs4, which is a huge boost from the previous codex. These squads now
represent a cheap and efficient way to pack a lot of special weapons into your army. The
Command squad’s best strength is their wealth of options. The CO can be equipped with a
boltgun for some (slight) long range shooting, or a plasma pistol for splattering marines, or a
power fist for cleaning up units in close combat. Every veteran can be given a special
weapon, either a flamer, plasma gun, meltagun, or grenade launcher. In addition one veteran
can take a heavy flamer, or two veterans can be turned into a heavy weapons team manning
a lascannon, autocannon, heavy bolter, missile launcher, or mortar. You can give any un-
upgraded veteran a medi-pack to give the whole squad the Feel No Pain USR, and give
another un-upgraded veteran a regimental standard to help anchor your battle line. You can
also give the unit either carapace armour, or cameleoline, to make them a little less fragile in
the face of enemy fire.
And that’s without the use of ANY special characters or advisors.
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There are two schools of thought on Company Command squads. One is to keep them cheap
and effective. Eschew expensive upgrades, characters and advisors and make the unit hit as
hard as it can for as cheaply as it can. The other school would rather tech out the Command
squad as much as possible, having it survive for longer in order to dish out more of the
Emperor’s righteous fury to heretics. [I have unashamedly long-since dived head first into the
first school. ~Editor].
Basic builds
Unit of Fiery Doom
CO w/ Power fist and shotgun
3 Veterans w/ Flamer
1 Veteran w/ Heavy flamer
Chimera w/ Turret heavy flamer, hull heavy bolter
This is a great unit, with the ability to put enough wounds on an MEQ unit to severely
damage it, as well as having the ability to wipe entire 30-model strong units of Orks off the
board. The heavy flamer and power fist are not necessary, but can greatly increase the units
hitting power if you have the extra points in your list. However, this unit takes no advantage
of the veterans’ improved BS of 4, and also puts them directly in harms way, which can be
something you want to avoid with your commander. This build is much better suited to
Platoon Command squads with their BS of 3 and relative expendability.
Plasma Taxi
CO w/ Boltgun
4 Veterans w/ Plasma guns
Chimera w/ Multi-laser, heavy bolter
This unit can terrorize an opponent. Monstrous creatures, MEQs, Terminators, and light to
medium vehicles will all want to keep their distance from this Chimera. Pouring out eight
plasma shots a turn at Bs4 is nothing to ignore. However, the amount of plasma gunners in
the unit can quite quickly decrease. The inability to take a medic alongside four plasma
gunners is unfortunate, and leaves us with two unsatisfactory solutions. We can take a medic
and three plasma gunners, which will save our gunners from killing themselves two thirds of
the time, but lower the units maximum damage potential, or we can give the unit carapace,
keeping the units damage output the same, but only saving the gunners half the time. Or you
could take the medic and the carapace. I personally like to keep this squad fairly cheap, and
so just trust that I’ll get a little lucky when it comes to "Gets hot!" saves.
Melta Taxi
CO w/ Melta bombs
4 Veterans w/ Melta guns
Chimera w/ Multi-laser, heavy flamer
A great anti-tank unit. Combined with the “Bring it down!” order this unit is basically
guaranteed to kill any vehicle it gets within 6" of. Even without that order it is guaranteed to
do some sort of permanent damage, barring horrible luck. Giving the Chimera a heavy flamer
(or even two) is a fun trick that will often fool your opponent into shooting your "more
dangerous" heavy bolter and multi-laser chimeras, giving this one the time to get up close
and personal. This is even more effective if you give your long-range Chimeras a heavy
stubber as well.
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