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Thread: Tactica Imperial Guard - 6th Ed

  1. #1
    Chapter Master ColShaw's Avatar
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    Tactica Imperial Guard - 6th Ed

    I admit to being a little ambivalent about putting myself forward here. However, given that 6th Edition information is raining down on us like an orbital bombardment, and that it's already infecting the old thread like a virus bomb, I think it's time, and I'm willing to be the guy who does it. Anyway, 546 pages is probably long enough for one thread, and it's time for a new one.

    I'll start things rolling here with the thing everyone's looking at right now: the 6th Ed FAQ for the IG. Let's see what we've got here, for the edition changes:

    -Primaris Psykers can pick main rulebook psyker powers. Unfortunately, not having the main rulebook yet, I have no idea whether or not this is useful. I will say that Nightshroud is a power I basically never used, and while Lightning Arc is okay, it's a little blah (though works well with Grenade Launcher Vets for massive S6 BS4 shooting), so access to new powers can only make the little guy more useful. I still wish he had some sort of psychic defense, though (and no, getting his head blown off by a Commissar doesn't count as psychic defense).

    -They've tightened up aura effects, Orders, etc. to affect only Imperial Guard units, presumably so you don't get ridiculous things like Colonel Straken giving Furious Charge and Counterattack to a bunch of Grey Knight Paladins. Probably a good idea on GW's part, but still...

    -Commissar Lord's aura is no longer optional. Unfortunate, that. And, of course, non-IG don't listen to him.

    -Techpriests, as has been noted in the old thread already, can restore Hull Points. This could be really handy to stop AV14 vehicles getting glanced to death, but we'll see if this actually means the guy gets used every now and then.

    -First Rank, Fire! looks to be quite scary, since it can let a big Guard blob lay down an awful lot of fire, even on the move.

    -So, apparently Hydras can't shoot stuff on the ground very well. Sucks to be all the Guard commanders who bought the Forgeworld models.

    Now, as to the updated FAQ:
    -Nothing much new here. Sure, there were (mainly not needed) clarifications like not being able to issue Orders on opponents' turns, Bastonne counting as an Officer for Orders purposes, etc. The Psychic Mastery Level is not a surprise. Eldrad Ulthran, the Primaris Psyker ain't.

    -It is worth noting that you're now required to take one of the slot-filling HQs to lead your army. Not that anyone ever took a Techpriest (or a Priest, for that matter), but the option is gone. Unfortunate that this came along just as the Techpriest arguably got a little more interesting.

    Okay, that's what I've got to get the ball rolling. For the Emperor!
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  2. #2
    Chapter Master RanaldLoec's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Mogul Kamir became useable

    Each rough rider gets 3 st5 in5 ap3 attacks on the charge.

    Nice.

    On the allies front I can see me using coteaz to add a couple of death cult and combat servitors for cheap power fists and decent combat units.

    And if I feel really dirty a culexus assassin to sit next to a full squad of sanctioned psykers for 10 plus st5 ap2 assault shots
    80 imperial guard stormtroopers for sale
    11 chaos dwarf bull centaurs for sale
    8 dragon ogres white metal for sale
    All in the thread below

    http://www.warseer.com/forums/showth...48#post6716248

  3. #3

    Re: Tactica Imperial Guard - 6th Ed

    The grenade melee rules against MC's are great for Guard.

    Veterans come with krak grenades (strength 6 ap4) standard so a full strength squad is quite capable of killing off a wounded MC.

    With melta bombs (strength 8 AP1) your vets can potentially take a charge from a wraithlord and end up winning. Which is hilarious.

    Combined with overwatch/sanpfire and a tendency to run 3 plasma/melta and assault vets is a serious headache for MC's now.
    Last edited by Asymmetric; 30-06-2012 at 19:46.

  4. #4
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    I'm excited about using Weaken Resolve on a big nasty unit and then hitting it with Shriek with a Primaris Psyker. It'll be all kids of nasty against MCs.

  5. #5
    Librarian CULCHAIN's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    I'll be parking a tech priest in the back with my russ squads.

  6. #6

    Re: Tactica Imperial Guard - 6th Ed

    This sounds pretty dangerous against Tyranidss with the perils of the warp on 3d6 and all.

  7. #7
    What do you mean by "apparently Hydras can't shoot stuff on the ground v well"? I must have missed something.

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  8. #8
    Veteran Sergeant vanvelzen's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    because units with the skyfire rule that are not interceptors only hit non fliers on a 6.

  9. #9
    Ah, thanks. I haven't got that far in my rulebook yet! That's a shame. Poor Hydras. I quite liked using them as light anti-armour tanks. Now it looks like they'll solely be used for anti air duties.

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  10. #10
    Veteran Sergeant Starkey's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    in the new squadron rules an imobalised vehicle gets left behind instead of being destroyed, so what happens if a techpriest repairs the imobalised on that vehicle does it count as a seperate unit away from the original squad, or will it have to move act asif it was part of it (fireing at same targets etc).
    Unlike most people I roll faster than i run

  11. #11
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Xerkics View Post
    This sounds pretty dangerous against Tyranidss with the perils of the warp on 3d6 and all.
    You're right, I thought Shriek was 24" range. It would still be useful, just pretty risky for the Primaris. I think it would still be worth it to put down a flying MC or something that absolutely needs to die. 3d6-2 wounds with no armor saves is going to maul most units.

    Speaking of Techpriests, where's a good place to find tech servitor models?

  12. #12

    Re: Tactica Imperial Guard - 6th Ed

    You guys are sort of right about the hydra. Only the hydra cannon has that. You can fire the heavy bolsters at ground units at normal BS

  13. #13

    Re: Tactica Imperial Guard - 6th Ed

    Can anyone find a rule that states flyers can arrive from deep strike now? I can't seem to find it anywhere just that they come from reserves

  14. #14
    Chapter Master tuebor's Avatar
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    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Commissar Merces View Post
    Can anyone find a rule that states flyers can arrive from deep strike now? I can't seem to find it anywhere just that they come from reserves
    I'm pretty sure normal flyers arrive from reserves although the Dark Eldar ones both have the Deep Strike rule.

  15. #15

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by vanvelzen View Post
    because units with the skyfire rule that are not interceptors only hit non fliers on a 6.
    Just to clarify, since I own the rulebook now.

    Skyfire allows you to hit fliers AND skimmers AND flying MC's at normal ballistic skill.

    So you can still shoot it at:

    All Necron Vehicles
    All Tau Vehicles
    All Eldar Vehicles
    All Dark Eldar Vehicles
    Imperial Guard Vendettas and Valkyries
    Marine Storm Ravens and landspeeders
    Ork Dakkajets, Burna-bommer's and Blitza-bommer
    Chaos/Tyranid's flying MC's: Bloodthristers, Fateweaver, Lord of Change, Winged Daemon Princes, Winged Tyrants, etc.

    And the hydra does ignore all "jinx" saves on fliers/fast skimmers due to the faq.

    You can take advantage of the new snapfire rules when using your hydra against non-air targets now. Since your hitting on 6's anyway, you might as well move 12" a turn before firing every turn. Furthermore even hitting on 6's the hydra isn't totally terrible at dealing with any ground AV11/10 targets like razorbacks or rhino's due to it being twin-linked 4 rounds and strength 7.



    My advice on all comers lists with the hydra: Take no more than 1 in your list. It's very good at what it does but it fills a niche role. It's only 75 points and will find suitable targets against most enemies. If you want more anti-air start adding vendettas, quad gun emplacements, massed autocannon/plasma infantry or get some allies (Ork lootas!) all of which will be more flexible.
    Last edited by Asymmetric; 30-06-2012 at 22:19.

  16. #16

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by tuebor View Post
    I'm pretty sure normal flyers arrive from reserves although the Dark Eldar ones both have the Deep Strike rule.
    Doom Scythes? I can't find a special rule that says flyers deep strike in the rulebook.

  17. #17

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Asymmetric View Post
    Just to clarify, since I own the rulebook now.

    Skyfire allows you to hit fliers AND skimmers AND flying MC's at normal ballistic skill.

    So you can still shoot it at:

    All Necron Vehicles
    All Tau Vehicles
    All Eldar Vehicles
    All Dark Eldar Vehicles
    Imperial Guard Vendettas and Valkyries
    Marine Storm Ravens and landspeeders
    Ork Dakkajets, Burna-bommer's and Blitza-bommer
    Chaos/Tyranid's flying MC's: Bloodthristers, Fateweaver, Lord of Change, Winged Daemon Princes, Winged Tyrants, etc.

    And the hydra does ignore all "jinx" saves on fliers/fast skimmers due to the faq.

    You can take advantage of the new snapfire rules when using your hydra against non-air targets now. Since your hitting on 6's anyway, you might as well move 12" a turn before firing every turn. Furthermore even hitting on 6's the hydra isn't totally terrible at dealing with any ground AV11/10 targets like razorbacks or rhino's due to it being twin-linked 4 rounds and strength 7.



    My advice on all comers lists with the hydra: Take no more than 1 in your list. It's very good at what it does but it fills a niche role. It's only 75 points and will find suitable targets against most enemies. If you want more anti-air start adding vendettas, quad gun emplacements, massed autocannon/plasma infantry or get some allies (Ork lootas!) all of which will be more flexible.
    Again, I believe it is only the cannon that has the skyfire rule, not the heavy bolter.

    One good thing for us, units that charge at us still have to be hit by overwatch, regardless if they hit us or not.

  18. #18

    Re: Tactica Imperial Guard - 6th Ed

    Was a bit surprised that Leman Russ were only given 3 hull points, combined with the fact overheating can now potentially cause vehicles to lose hull points means the executioner is a rather risky purchase now a bit of bad luck could lead to your tank slagging itself in one round.

    Are people considering a fortification of some fashion to be a pretty standard addition to any guard force?

  19. #19

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Commissar Merces View Post
    Again, I believe it is only the cannon that has the skyfire rule, not the heavy bolter.

    One good thing for us, units that charge at us still have to be hit by overwatch, regardless if they hit us or not.
    I wasn't ignoring the heavy bolter because I thought it had skyfire.

    I was ignoring it because it's a heavy bolter

  20. #20

    Re: Tactica Imperial Guard - 6th Ed

    Quote Originally Posted by Chaos Undecided View Post
    Was a bit surprised that Leman Russ were only given 3 hull points, combined with the fact overheating can now potentially cause vehicles to lose hull points means the executioner is a rather risky purchase now a bit of bad luck could lead to your tank slagging itself in one round.

    Are people considering a fortification of some fashion to be a pretty standard addition to any guard force?
    The executioner does not have the "gets hot" rule.

    Only plasma cannon sponson versions need worry (which I never ran in 5th fortunately)

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