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=====Elites===== *'''Elysian Special Weapons Squad:''' Like the vanilla counterpart, but swaps the demolition charge option for breacher charges, and, ''critically'', takes their special weapons ''in addition to'' their lasguns - a 6-man vanilla squad is 3 lasguns and 3 specials, but an Elysian Squad is 6 lasguns and 3 specials, all of which can fire in 8E. Good as suicide melta units. Also effective for getting plasma guns into Rapid Fire range; plasma spamming is probably the best option for them if you want to deep strike them, though running them with flamers and meltaguns isn't a bad move either. A cheaper alternative to Veterans if you can ignore the lower BS. **Remember, a 3-flamer unit is 6 lasguns and 3 flamers, and ''very'' cheap. **'''Alternate opinion''' This squad suffers badly from sharing a slot with Veterans and Command squads. They have 1 worse BS and can't take heavy flamers. The two things that make this unit unique is the squad size and the ability to take more than one breacher charge. The first is kind of nice if you consider putting them in valkyries or have plenty of elite slots to spare (which is surprisingly rare when making lists at 2k+). If you are putting them in valkyries they get expensive quickly, though. And get the stupid idea of taking two squads with 6 breacher charges in a valkyrie out of your head right now; that is an insane amount of points, and even if you get to dump 6 breachers onto a vehicle, it's only an average of 10.5 wounds. 10.5 wounds and you spent 150 points on breachers, another 60 for the men, and the valkyrie on top of that. Buy something reasonable instead, like melta guns or flamers, if you want to run them in a Valkyrie. **If you're spamming aerial drops, this unit is far cheaper than a Veterans squad, making it more efficient for drop-plasma, even after accounting for the Veteran's other benefits, assuming no orders are being handed out to the dropped units; while it is simply worse than a Command Squad, it's also not constrained by Commander count, which Command Squads are and is BS 4+, so Plasma Guns are cheaper. That makes these great in any context where you want to simply drop in some suicide plasma. *'''Elysian Veteran Squad:''' Lost their most important option, ''forward sentries'', so now you longer have any source of homing beacons in the entire codex. Identical to vanilla veteran squads (statline is the same but options/orders differ), but gain deep strike. These guys can take four flamers and jump from a transport into a horde, giving you 3d6 flamer and d6 heavy flamer overwatch hits, or you know, just burn the fuckers if they don't charge you. Giving them shotguns can also be surprisingly effective, especially given how Move and Fire turn grenades into Assault weapons RAW. Note that since the faq the sergeant can take a lasgun and replace it with a shotgun if you want to (fw has confirmed the shotgun swap through email). **If you're taking these guys to cram them into a Valkyrie or Vendetta, remember that their Weapons Team ''does not'' have '''Heavy''' anywhere in its name, so the model only takes up one slot on a Transport, allowing you to fit the entire unit plus ''three'' more people on, if you take the Team. Also, a Team with a Mortar ends up running you 2 points ''less'' than the pair of Veterans it replaces, which can improve efficiency, although the Team goes from 6 weapons to 1 when pulling off the Assault order trick, which is seldom worth it on its own. **Heavy Weapons choice should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and Anti-TEQ. **Lascutters + breacher charge + power fist is cute and could be fun to play, but the range weapons will put out more damage and can put out that damage reliably. Remember rolling a 9+ to charge is not very likely (you will roll 9 or more in only 10 out of 36 cases) and the breacher charges are crazy expensive for a one-use item that only works in melee. Besides, even when you get there it only deals an average of 1.75 mortal wounds against vehicles, buildings, and monsters, and an average of 1 to everything else. When factoring in the chance to charge out of deep strike this becomes a sad 0.28 mortal wounds on average against infantry. The lascutters are not great either. Str 9 is impressive and so are the d3 wounds. But after taking into consideration your lower chance to hit a melta gun is more reliable, keeps you out of melee (if you want to be in melee you can charge after firing the melta gun) and does more damage. **'''Alternate Opinion:''' Mathematically, this unit is great at doing aerial drops with 3 plasma/melta + plasma pistol. I would advise staying away from superfluous equipment like breacher charges and taking things like missile launchers and heavy flamers on them without thinking about it. Keep them focused on a task and fairly cheap and they will serve you well. I would also keep them out of transports in general. It is quite tempting to put them with full flamer load out inside a valkyrie but as soon as you do that the price of putting the unit on the board goes through the roof. With the potential of rerolling 1s to hit and to wound from a commander and officer of the fleet, this unit is second in efficiency only to command squads in putting out deadly plasma fire at a cheap price. *'''Elysian Sniper Squad:''' A two wound BS3+ squad with a sniper plus deep strike for seven points each? Quite possibly the best value sniper unit in the game. May have lost the breacher charges and magnoculars for D-99 but got a crazy point reduction so it worked out well. Works wonders with "Move and Fire" (why would you waste your orders on a 21 point unit?) giving you assault snipers negating the move penalty of heavy weapons, combine that with deep strike and you can put these snipers exactly where you want them and dominate the table with them. Feel free to spam vanguard detachments with these guys, a company commander with three units of snipers is 103 points, a great beginning to any Elysian list this edition. You probably have to in order to take a decent amount of them, the Elites slot in your case is crowded as hell. **These guys are not bad for the points comparing them to other snipers in the game. Keep in mind though that killing high wound characters with good saves will take a lot of these guys. Roboute won´t lay down just because half a dozen of these squads shoot at him (a bog-standard Astartes captain will take 23 or so sniper shots to bring down). Something like a Commissar on the other hand is possible to kill with a few units. A reasonable expectation of snipers is for them to be annoying for your opponent, sit on objectives, and allow you to aerial drop more veterans. **Each of these is like a heavy weapons team (2 wounds, carries an extra lasgun, etc), but because it isn't called that anywhere in its keywords, it will only occupy 1 capacity in a transport, which may be worth remembering. **Aerial Drop three units of snipers (9 teams) and 1 officer of the fleet into your opponent's deployment and have a field day as you fuck with his characters with snipers plus an air raid. *'''Elysian Command Squad:'''Super cheap and deadly, the best configuration is generally going to be 4x plasma/melta, with the first being cheaper and generally more useful. Most of the time you are forced to take at least 3 company commanders and you should pretty much always take the maximum allowed of these guys. **As of the most recent FAQ, these are now limited to 1 per officer, like all other Command Squads. *'''Elysian Platoon Commander:'''Gets to take melta bombs for free which is cool. Though with only one order and competing with officer of the fleet for the slot you would be hard-pressed to actually find a place for these guys. Officer of the fleet is cheaper, a better buffer in most cases and drops some mortal wounds on the enemy for you. He does unlock more command squads, though, and is passable if you don't intend to run a deep-strike intensive force. *'''Elysian Drop Sentinels:''' They are more expensive than regular guard sentinels but can aerial drop. It's super cool to have your guys dropping in via grav-chutes but beyond the narrative etc applications it's hard to fit them in a list. A better idea is probably taking the regular guard version unless you are dead set on pulling off distracting charges from deep strike. They don't get the cc weapons of normal sentinels though and if you are thinking of investing in a Sky Talon to get them in Ogryns seem like a better choice. ** '''Alternate Take:''' You're deep striking a Multi Melta for 55 points now, which is pretty good. Having 6 wounds on T5 means they are gonna get killed, but a unit of three can force your opponent to completely change their strategy, allowing you to counter their movements. What makes these useful is their ability to stay out of anti deep string bubbles while still firing at full effect, and they will require your opponent to prioritize them. They also possess the scout vehicle rule, allowing you to deploy them on the board and strike hard and fast if you need to. Otherwise, using them as tough(ish) suicide Multi Melta units seems to be the only useful role for them.
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