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Imperial Guard in 7ed


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Vehicles aren't hit on a 3+.

Vehicles are WS1, unless they are immobilized, at which point it's WS0. Big difference. msn-wink.gif

Don't forget ramming! A Leman Russ now inflicts S10 hits every time it rams. S11 if you gave it a dozer blade! Crush the puny enemy vehicles and buildings under your steel treads of DOOM.

(it can go up to 11 because it's not a stat-line value that's normally restricted to 10)

Well, WS1 would only be relevant if another WS1 unit comes along, which you do not see very often. Technically, you are correct. But in 95% of the cases, it is going to be 3+ ;) I'll edit it.

  • 1 month later...

you know. as much as I love the theme of my army,the way they look on the table top and in a charge,I am wondering if Rough Riders are worth it any more.

 

unless I am reading the rules wrong

 

Cons

 

Hunting lances are no longer power weapons.

Points bump,not huge but enough to be annoying

Rewording of rules meaning only 2 attacks on the charge.(thats the biggest change for me)

 

Pros

 

The unit is fast,still ap3,st 5

Could be utilized in a role similar to seraphim,take small units with 2  flamers and trot around flaming things to death before hoofing it away.

or would larger blocks making the most out of the attacks they do have(but if so whats the best number to have?)

They are a danger to armour with their krak grenades

Riders are a one trick suicide unit. One charge is effective, after that they are mostly useless. If you really insist on using them, try to hide them and use them as a counter-assault unit, because in the open they will die before they get to use their lances.

GW hates Rough Riders as much as Guard players love them it seems... we had hopes for some justice with this codex but GW disagreed :( They're a cool unit and a lot of fun, just not particularly good sadly. That's not to say you can't make use of them of course as long as you understand what you're getting :)

Excellent treatise, I only have one bone to pick:

 

 

Given how the amount of Warp Charges you gain from your psykers is very important for 

stopping enemy psychic shenanigans, it is important to bring a lot of cheap Charges. 

 

 

 

My experience has been different.  A deamon army with 17+D6 warp charges wasn't able to stop my 2+D6 warp charges from casting prescience.  What makes you think that roughly 8+D6 warp charges are going to do anything meaningful to stop a full on daemonic invasion?  If you want to bring a decent number of dice, do it for your psychic phase, not your opponent's.  Statistically, if you and your opponent have the same number of dice, you'll stop 1/3 of his powers...but you'll never have as many dice as daemons, GK, or eldar.  The upside is that you can run with a reasonable number (2-5 warp charges, plus the D6), and even the spammers won't be able to shut you down.

Excellent treatise, I only have one bone to pick:

 

 

 

Given how the amount of Warp Charges you gain from your psykers is very important for 

stopping enemy psychic shenanigans, it is important to bring a lot of cheap Charges. 

 

 

My experience has been different.  A deamon army with 17+D6 warp charges wasn't able to stop my 2+D6 warp charges from casting prescience.  What makes you think that roughly 8+D6 warp charges are going to do anything meaningful to stop a full on daemonic invasion?  If you want to bring a decent number of dice, do it for your psychic phase, not your opponent's.  Statistically, if you and your opponent have the same number of dice, you'll stop 1/3 of his powers...but you'll never have as many dice as daemons, GK, or eldar.  The upside is that you can run with a reasonable number (2-5 warp charges, plus the D6), and even the spammers won't be able to shut you down.

This. Although theoretically it is now possible to "dispel" any psychic power casted by the enemy, chances remain slim. People should concentrate in ensuring their own powers succeed (that is bring enough dice to the psychic phase) knowing beforehand that maybe once or twice per game the enemy is able to cancel them.

Exactly. No matter how many dice you have, you can only ever hope to stop one power a turn, and even then you rarely ever will. No, taking more psykers only nets you more worthwhile power dice, but you shouldn't take too many, because that's a waste of points.

Small plus, but walkers now get Hammer of Wrath. Not that I usually charge with sentinels but the extra s5 hits could be handy.

Small plus, but walkers now get Hammer of Wrath. Not that I usually charge with sentinels but the extra s5 hits could be handy.

Now I know this doesn't apply to guard so much but seeing as I often run them with my marine allies how does a psychic hood apply to the deny the witch? In the past ive taken 2-3 primarus psykers and a lvl 2 or 3 librarian so do I deny the witch on a 5+ or 4+? I haven't played any games of 7th ed yet so im still a little hazy on how that works.

Psychic Hood only extends the range of the Librarian's ability to make a Deny the Witch roll on the target's behalf. 

 

For instance, if a Psyker 1 casts a Blessing or Conjuration, he needs [x] 4+'s to manifest, where [x] is equal to the warp charge number of the power. You would need [x] 6's to deny, where [x] is equal to the number of 4+'s your opponent got on the power.

 

If a Psyker 1 cast a Malediction or Witchfire on your unit that was within 12" of the Psyker 2 Librarian, the first part of the above equation remains the same, but the second one changes. The Librarian would only need [x] 4+'s to deny the witch because of the modifiers he's entitled to.

Psychic Hood only extends the range of the Librarian's ability to make a Deny the Witch roll on the target's behalf. 

 

For instance, if a Psyker 1 casts a Blessing or Conjuration, he needs [x] 4+'s to manifest, where [x] is equal to the warp charge number of the power. You would need [x] 6's to deny, where [x] is equal to the number of 4+'s your opponent got on the power.

 

If a Psyker 1 cast a Malediction or Witchfire on your unit that was within 12" of the Psyker 2 Librarian, the first part of the above equation remains the same, but the second one changes. The Librarian would only need [x] 4+'s to deny the witch because of the modifiers he's entitled to.

 

Nova also counts. Anything that affects one of your units can be psychic hooded.

Psychic Hood only extends the range of the Librarian's ability to make a Deny the Witch roll on the target's behalf. 

 

For instance, if a Psyker 1 casts a Blessing or Conjuration, he needs [x] 4+'s to manifest, where [x] is equal to the warp charge number of the power. You would need [x] 6's to deny, where [x] is equal to the number of 4+'s your opponent got on the power.

 

If a Psyker 1 cast a Malediction or Witchfire on your unit that was within 12" of the Psyker 2 Librarian, the first part of the above equation remains the same, but the second one changes. The Librarian would only need [x] 4+'s to deny the witch because of the modifiers he's entitled to.

Ahhh, I see where I was getting confused. Thank you.

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