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Imperial Guard HQ Choices
The new command squad is two things: Itís cheap, and it gives out the decent orders to your army.
There is a dizzying array of upgrades and choices, but the men can be tooled up to do 4 things in the end:
The command squad can take laspistols and ccwís insteads of lasguns, and could be tooled up to counter assault. Whilst tempted to equip with assault weapons, like flamers etc. I find this unit is normally charging a unit engaged in combat, so canít fire anyway Ė itís better to save the points. Not adding a heavy weapon is prefferred here, as more men = more attacks.
Upgrade the officers weapon Ė a power sword isnít awful, but a power fist shines here Ė youíre going last anyway, and have ablative wounds before initiative 1. Not bad for wounding marines on a 2+ with no armour save, and only pennies more than a sword.
As the men all have a BS of 4 itís not too bad at shooting Ė You can have up to 4 special weapons here, or 2 and a heavy weapon. (I do reccommend at least 1 unequipped man to use as ablative wounds, unless chimera bourne.) This squad has definate potential for drive by plasma gunning. If youíre doing that iíd equip all 4 with plasma guns Ė some people swear by a medic, but he cqanít carry a plasma gun, and is 2x the price. Just take the extra gun. This is also a decent slot for a lascannon, or a surprisingly accurate Autocannon (also if your opponents target your HQ as a priority so keeping it cheap is good.) Oh, grenade launchers arenít too bad if youíre tight on points Ė frag on infantry mobs, krak on light vehicles / beasties.
If, and only if you have odd points leftover a boltgun isnít a bad choice for the officer Ė you may or may not give him a power fist (on sheer principle of how good value it is) Ė so he wouldnít get 2x attacks for multiple ccwísanyway. If you buy a boltgun and have spare points because you did so, it cost you 5 points. Donít waste that.
Nothing but orders
Seriously, add a vox, lasguns and thatís it. Doing 1st rank and 2nd rank fire on themselves isnít a poor choice either Ė letís assume your standard squad has a special weapon, heavy weapon and sgnt, 6 men with a 50% chance of hitting. Thatís 12 shots (6 hits) at long range, and 18 shots (9 hits) at short range. The command squad has 4 BS4 men, so at long range 8 shots, (5.66 hits) and 12 shots (8 hits) at short range. Almost the same Ė put your squadís heavy weapon where itís needed. Donít forget if you have a vox in the squad and give a order to yourself, you can re-roll the dice.
Be a waste of points.
This happens if you get regimental standards / medics / carapace armour etc. You are playing a horde army, so take hordes by keeping them cheap. The Company Command squad will be a high priority target to most competent units, and doesnít have a use that extra points canít be spent on other units that can do the job better, so donít bother
He replaces your officer, and can send out 4x orders to 24Ē. He also lets you give one unit outflank, which is nice on hellhounds, or a 50 man combined unit of guardsmen. In the end, heís very expensive (nearly triples the basic cost of a command squad) Ė buy another command squad instead. Iíd only use him in a dedicated infantry / orders army.
Now, my opinion of kell will surprise alot of people, but I think heís actually ok. He adds a power fist to your command squad (and a standard, which is poor, but itís there with him anyway. May as well use it), But what really makes him shine is that units recieving orders use the officers LD. Now that is very good for heavy weapons teams. Normally my squads including him are a counter assault / orders command squad.
Oh wow! You can try and do combat with a guard army! His stats and equipment are impressive, ( a guard power fist that goes on initiative, that you can gain multiple ccw extra attacks with? It actually threatens vehicles (STR 6/7+2d6)? He also gives a beautiful rule to nearby units Ė Furious assault and counter charge. They are, admittedly only guardsmen, but doubling your attacks when charged, and making them STR and INIT 4? Oh, ok then. This command squad is the only excusable unit to put a medic / standard (shudders) in, althoug hitís still really for themed armies.
This is your best advisor. He makes your reserves come in earlier, and whilst outflanking helps which side they come in on (considerably well i may add.) There is an astropath in about 70% of my IG army lists, even if itís just to massage my fast attack and sly marbo.
Officer of the fleet
He can be exellent in some circumstances, (Delaying reserves - *ESPECIALLY as a defender in planetstrike, having your opponent turn up piecemeal is exellent or obstructing your opponent from turning up where he wants to.) and poor in others (if youíre playing objectives and opponent goes 2nd having the opponent turn up late is not always good) In all honesty i only own one as itís in the advisors blister, but he has hit the field a few times. Not highly recommended though.
Master of Ordinance
Well, there was a lot of argument about him (and mortars) but thatís been fixed by the FAQ. His ability is like adding a rather inaccurate basalisk to your army for 30 points Ė I do use him, but normally in a command squad that iím tucking away to give orders with (and the only purchase for that squad other than a vox). I know thereís some devout fans out there though.
Now, donít overlook these Ė in my opinion theyíre the second best advisor, and you can play particular tricks with them. These guys are a must for a assault command squad Ė 3/4 attacks, for half your standard advisor cost, and a nifty trick of taking your commanders wounds. Say your opponent hitís your squad with a power claw / fist Ė 2 hits is pretty standard, right? (3 attacks at 3+ to hit.) you put one hit on the bodyguard, and one on the commander. Then allocate the commanders wounds (in fact, up to may be allocated. Even with 1 bodyguard) to the bodyguard Ė It only counts as one wound for combat resolution, (p.s. same cost as a standard) howevert this can be used for shooting / any other needs (making your power fist officer live to Init 1 whilst charged by a boys mob / etc.). Quite conveniently the command squad boxed sets both come with a nice head to mark them out (The beret / shades with antennae baseball cap.
A very, very expensive bodyguard who is garanteed to cause alot of pain to whatever unit is stupid enough to kill your command squad. However he doesnít have a power weapon, and cost nearly enough to but a tank. I donít understand why GW bought out a smashing model, and hosed the freshly re-done rules. Maybe the writers were bored and wanted to make up for all past sins in one go (well, not anywhere near in fact). I have a feeling he had a stupidly good ability that was removed at the last minute, but the points stayed the same.
Itís a bit of a shame about him really, heís got a ok cost, and a reasonable stat line (for IG) and can take all the upgrades youíd expect for a HQ choice. However, he just never works. If youíre using his LD bubble to make heavy weapons take orders, just add another HQ for the same FOC slot. If youíre giving him a power fist to use in melee Ė donít. As an independant character in melee heís picked out immediately (and he still has T3). Youíd be better off adding a normal comissar, or, for the Same FOC slot a command squad with power fist does the job far, far better. Really, the cost of him with a fist is roughly the same as a grey knight brother captain (see below). Who comes in terminator armour, hits with a S6 power weapon on initiative, has T4, a storm bolter, oh, you get the picture.
Well, thereíd best be a good reason for taking over 10% of your army in a single man. Admittedly, his abiklities are hilarious, from making everyone fearless / stubborn, and that he just will not will not die. A usefull tool on a objective (ideally if youíre going last) and just very entertaining in apocalypse. However, i just donít believe heís really part of a competitive list, because of his cost. (he is however fun)
I quite like the primaris psyker, albeit with one use in mind: He joins a vehicle bourne unit of vets (normally valk / vend) who are going to assault, and really adds to the pain. Why? Heís got an ASSAULT 2D6 - STR6 psychic power. Thatíll kill a couple of marines on average. Oh, and a force weapon doesnít hurt (opposing multi wound character with power fist/Klaw? Wound him and suck his soul out.) If he and the squad are still intact afterwards casting night shroud to help your men hang onto an objective doesnít hurt either. I have a plan to add him to a 50 man combined squad and annoy my opponentís as he shoots at them, but havenít got round to testing it yet.
Quite simply, heís a kill point and will make your really poor melee men re- roll their really poor melee dice. On a fluffy note he does have an eviscerator, so iíd not frown if you converted a cool model. He does have potential with a large combined squad (with comissar), however 1/3rd of games will be about kill points, and he is one, with one wound, that can be picked out. I wouldnít bother.
It used to be a broken unit, youíd add 4 servitors, and heavy bolters, and blaze away at the opponent with this unit. However, they re-did this very unit making the cost prohibitive. He is a 1 wound kill point, and not worth the points. He canít even join units.
Inquisitor Lord (DH / WH)
Well, these guys can get very expensive very quickly. They do allow you to do the following: take a LD10 psychic hood with unlimited range (old codexís, - itís the opposed roll) add an assassain (i love my assassains, but not in competitive lists anymore Ė the old dexís are just so expensive) or, if youíre a daemonhunter inquisitor add 2+ mystics and spank, i mean spank deep strikers. (*Very, very good in planetstrike). I use this in my competitive tournament list (with sanctuary Ė daemons just canít win a 2 objective game, end of story.) Also, he has awsome conversion potential (and the henchmen). I own a variety of seriously unfunctional but very satisfying inquisitors. Oh, they are 2 kill points Ė bit sucky, but take the rough with the smooth.
Grey Knight Hero (DH)
If you want a cheap psychic hood, with unlimited range here is your man. The grand master has three wounds, but is nearly 2.5 times the cost of a brother captain. He has terminator armour, and a S6 power weapon (on initiative) and you may as well read the rest of his benefits as they may come up (Aegis etc). I wouldnít criticise one in a army list, and as a nice bonus they really do look Cracking.
Sororitas Heroine (WH)
Well, i have yet to see someone else field one of these, but I honestly think they have serious potential. Admittedly, itís as a assaulter in a planetstrike list Ė give her a jump pack (or convert with brettonian unicorn / whatever wings so she looks like an angel). You can give her an eviscerator (power fist +) or a blesed weapon (power fist on initiative) and or an Inferno pistol (melta pistol. Aah, i missed you.) You also get faith points (just, trust me they can be good) and some seraphim chums donít hurt either (to use the faith points.) Oh, you could give her a psychic hood too, but with her job her life expectancy isnít exactly high now is it?
There is alot of options for you in a guard list, and every type of army has a unit thatíll work well in it. Me? I field at 1750 points 2x command squads with power fists, voxes, one unit has an astropath (and always stays in standard reserve, coming on my deployment zone where needed and the astropath lives until heís been used) and one with autocannon. The rest of my list is all infantry bar 3x vendettaís / valkaries who outflank, but i do use other options (Cl. Straken in a assault unit and Grey knight BC with psychic hood are most common)
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Found it funny how you arbitrarily decided Standards are a waste when they very much aren't. Use some spaces so this becomes readable please. Rest seems fine for a short explanation post.
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Looks good, can't really find myself disagreeing with anything. You've also made me take a look at allied HQs, darn you.
EDIT: thought of one thing, I do like to have one OoF, the slight penalty often helps an opponent come in more piecemeal. 2 is too much though.
Last edited by ArtificiallyEnhanced; November 6th, 2009 at 07:36.
Have to disagree on Reg Standards. And I would not focus so much on PlanetStrike. I may be wrong, but I suppose most of people starting a new army will first try to play standart rulebook missions, and it makes difference for Astropath and Officer of the Fleet choises.
"...But the rest of the cows and market analysts call them mad. Well, twenty-three zillion bacteria said the same thing a hundred million years ago. And guess where they are today? They're still bacteria!" (c)
I 3rd the Regimental Standard, Infantry Platoons re-rolling leadership is a steal at 15 points. Perhaps you're confusing the Regimental Standard with the Platoon Standard; the Platoon Standard is rubbish.
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte
Do you really waste a CCS order to reroll CCS lasgun shots? Lasguns don't do much even if they're guaranteed to hit. On the other hand, I like your idea of four plasma guns in a CCS chimera--if there's a better anti-monstrous creature unit in our arsenal I can't think of it. Too bad plasma and I don't get along.
Overall, the original post seems to strongly favor a mechanized armylist. While it's a very valid way to play Guard, I think the CCS and Lord Commissar only shine when played with a great deal of infantry; and as a result, they aren't getting the credit they're due. There's nothing more fun than a Commissar stalking through your ranks, encouraging the men to hold their ground and obey as he races towards the thickest fighting...or quietly stepping back as doom approaches!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Excellent. A very thoughtful and informative guide, and its fun to read into the bargin.
I also 4th the regimental standard though. Re-rolls can be very useful in a guard army.
Very good though.
2500 points of Empire for ToXG: Points painted for month 4: 0 Points painted overall: 510
I got a couple of comments:
I think that the CCS with all flamers could be justified in a Cities of Death game.
A C'tan instantkills Yarrik, nothing short of that will do it though.