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====={{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.
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