Editing
Warhammer 40,000/8th Edition Tactics/Imperial Guard
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Non Regimental==== ====={{W40Kkeyword|Adeptus Astra Telepathica}}===== *'''Primaris Psyker:''' Compared to an Astropath you get a compulsory force stave, one more known power, and more durability. Can still only cast 1 a turn, so only bring him if you need HQs or are worried about snipers (he's tougher than an Astropath) or want to be able to smite like a big boy. Okayish in close combat. Keep a Commissar nearby in case Perils kills him- he'll still die, but it'll prevent mortal wounds from spilling over to anyone else. **'''Note:''' These guys are a good way to spam (unmodified) Smite cheaply. On average he scores 1.79 mortal wounds per turn (assuming he's at full health - he gets a bit worse as his ability to survive Perils goes down), which likely is more damage than many other 46 point unit in this army will deal. Astropaths may be more efficient when it comes to utility, but being able to reliably get off Smite makes these a steal for their points. If you assume no one is attempting to Deny you, a Primaris Psyker's Points-Per-Wound with ''Smite'' is 22.33 (assuming he can live through Perils, which he can from full health, guaranteed); an Astropath's is 22.5 but their odds of actually casting ''Smite'' on 1D6 are abysmal. ''Psychic Maelstrom'' is generally much better than ''Smite'', so consider taking it as your 2nd backup power. **The Primaris Psyker is a prime candidate for the Deathmask of Ollianus. He'll appreciate having a 4++ invul, especially once he gets into close combat. It's not uncommon for a Primaris Psyker to make his points back in close combat alone, either, as if he can either attack first or survive the attacks, he can bash his way through MEQs and even a good number of the named Marine characters. Plus, as a Psyker whose only ranged weapon is a Pistol anyway, he doesn't care about being locked in combat. *'''Aradia Madellan:''' A 40 point Primaris Psyker that doesn't get to choose her powers but comes with Smite and a unique Warp Charge 8 power that gives a friendly Astra Militarum infantry unit +1 to hit. Yes please. It may be a hard cast to pull off, but a maxed out Conscript squad with accompanying Priest or Straken hitting on 4+, standard heavy weapons teams hitting on 3+, or Veterans/Stormtroopers hitting on 2+ is worth the risk. Yes, you can make your Veterans shoot as accurately as Custodes without going to Forgeworld now. Hilariously, she can still be popped by a generic Commissar if she would die as a result of Perils. **One other significant difference between Aradia and the Primaris Psyker is that as a named character, she cannot take the Deathmask. Her survivability suffers a bit, but otherwise, she's every bit the competent melee fighter that the Primaris Psyker is. ====={{W40Kkeyword|Adeptus Ministorum}}===== *'''Uriah Jacobs:''' No longer available in a pure Guard list, since during his transition into Legends he lost the {{W40Kkeyword|ASTRA MILITARUM}} Keyword. His Attack and Leadership buff still affect your guys though, so its still perfectly fine to bring him in a allied {{W40Kkeyword|ADEPTUS MINISTORUM}} Detachment, provided Legends is allowed in whatever your playing. ====={{W40Kkeyword|Officio Prefectus}}===== *'''Lord Commissar:''' A more expensive Commissar with a power sword, but improved in all key stats like ''not using up one of your crowded Elite choices'', offense (BS & WS2+), resilience (4W 4+/5++) and, most importantly, '''Ld9''' for his Aura of Discipline. He works best with squads small enough to benefit from Aura of Discipline without having to trigger Summary Execution, like Ogryn. Furthermore, he's the one with enough WS to properly use a Power Fist. Always replace his bolt pistol for a bolter; same price, double shots. ** Post-FAQ the Lord Commissar has practically become an auto-include - for a mere 35 pts you get a LD9 aura, optional ATSKNF, insurance against Perils of the Warp, and a surprisingly decent melee character. If you have the points spare, a power fist is a good option given that he'll be hitting on 3+ with it. **{{W40Kkeyword|Catachan}}, {{W40Kkeyword|Mordian}} and Regimental Standard buffs to Ld work with Aura of Discipline, as the unit is replacing it's Leadership with the one of the Lord Commissar, and then all modificators apply. Otherwise you'd be able to ignore losses in the squad as following the logic of not applying the bonuses Lord Comissar didn't have any models slain in his unit. Uriah Jacobus too helps you get rerollable Ld10. **By far the most point-efficient trick, if you don't mind putting your Warlord Trait into it, is to pair him up with a {{W40Kkeyword|Valhallan}} Warlord who is using the BRB trait Inspiring Leader. The Warlord buffs everyone nearby, including the Commissar, who then shares his new Ld10 with everyone nearby. Combined with their halved battleshock, you will almost never have to execute anyone! **'''Officio Prefectus Command Tanks''' cost CP and aren't {{W40Kkeyword|Character}}s (unless you choose a Tank Commander but even then he has more than 10 wounds, so moot point anyway), so they tend to last less despite being a damn tank. They get you Ld9, but also lack the reroll. Likewise, you can always pay 2 CP to auto-pass Morale, or 1 CP to take the test on 1d3. *'''Commissar Yarrick:''' Essentially a named Lord Commissar with a power <s>fist</s> ''klaw'' that costs a bit over three times that of a vanilla one with goodies (40 points if you could legally give a Lord Commissar a Storm Bolter, versus 100 points), but has a bunch of extra stuff on him. He's got three guns (Storm Bolter, Bolt Pistol, and Bale Eye Hot-Shot Laspistol), not that you'll use two of them, as there's nothing in the game the two pistols are better at killing than the storm bolter is. Even better is his resilience, with T4, his 4++ Power Field, and FnP 3+ for his final wound (and he's legally healable with a medic). His main use is '''Hero of Hades Hive''', an aura of re-roll 1s to hit, re-rolling all failed hits against {{W40Kkeyword|Orks}} instead. Not just "Take Aim!" for shooting, but in melee as well. Your infantry squads may not be so eager to be in close combat, but Bullgryn and Crusaders are. For the cost, you could buy ''two'' Company Commanders to order the actual "Take Aim!" to your units, in addition to the Lord Commissar (and get +1CP in a Supreme Command Detachment)...but Yarrick's buff can stack with other orders, like a Laurels of Command that isn't free but is reliable and even affects vehicles. ''Plasma, woo!'' Yes, he has Summary Execution despite him not executing anyone in Hades Hive. **What Yarrick brings to the shooting phase, {{W40Kkeyword|Cadian}}s get at the cost of not moving. Doesn't need to be against {{W40Kkeyword|orks}} either. Still, Yarrick enables moving plasma supercharge for them and buffs Fight Phase melee. The main benefit is moving supercharged plasma without needing to waste an order and you probably want to stay out of melee anyway, but it's very situational. **Harker's got half the bonus he does, and old man Yarrick can beat his ass in melee. But if you're {{W40Kkeyword|Catachan}} and all you want is re-rolling 1s for plasma, by all means bring that guy instead. **A fun idea to ruin someone's day - take Yarrick, bullgryns and a ministorum priest in a valkyrie. What results is 16 attacks from the bullgryn (on a charge) and 4 from Yarrick, all them effectively 3+ reroll 1's (effectively 78% accuracy) Bullgryn having S7 Ap-1 D2 and Yarrick with S6 Ap-3 D3 all with a possibly 65" move across the board. Possibilities include: killing doomsday arks on turn 1, tying up relic models (if not just killing them), and wiping out ork nob units.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information