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Wow. That's just all I have to say about the new Chapter Approved High Commanders.
This is finally what I was hoping that the Imperial Guard would get. It's just like having an Inquisitor and Henchman except with MUCH MUCH better abilities.
Taking an High Commander with three Staff Officers and a Veteran with a Personal Banner, is just an outstanding benefit to any IG army.
With this setup alone, all squads with a Vox have a Scanner too, Barrage scatter rolls can be rerolled (ALL of them. Can anyone say three basilisks??) and lastly ALL reserve rolls can be rerolled.
I also like the fact that the Master Astropath Orderly has has a Psychic Hood and he's do damned CHEAP. I am also considering adding one of these to my army since most new armies have really good Psychic Powers.
The only drawback? This HQ squad can't replace your compulsory HQ squad. This is just fine with me, however. I will just take an absolute minimum compulsory HQ Squad with a Junior Officer and four guardsmen with flamers. Toss them in a Chimera and I can have a "Toast 'Em!" team.
Oh yeah, btw, if you take this Commander then you can shelf that Commissar again, cause the High Commanders Ld is better than an HSO's. No more need for the points waste of a Commissar again. YAY!
Anyone else have any input from this section of the new Chapter Approved?
If I could find it, I would possibly reply. Where is it? Is it in a WD or online? Tell meeeeee!
Yeah it is a good thing. Three staff officers was the only thing that really stood out for me though. One thing on the Master astropath though it says he counts as a psyker so does this mean he can take one psychic power or not.
It's in US WD 306. If you play IG, then I suggest you pick this copy of WD up, cause this is something that all IG commanders should take note of.I would have to say that yes he can take psychic powers, but since he is still an IG Psyker he can probably only still roll on the terrible IG powers chart. However, he IS actually worth the points unlike the Normal Psyker in an IG army.it says he counts as a psyker so does this mean he can take one psychic power or not.
Can't anybody post any info? I don't need stats, but I don't have access to WD, so if anybody can tell me the story behind them, I'd appreciate!
There isn't much of a "STORY" to the High Commanders. They are just special characters for a campaign storyline White Dwarf ran in their last issue. But I imagine their story could be like, a battle of great conserin is taking place and A GREAT HEROIC GENERAL (high commander) takes to the battle field to aid in this battle of such awe.
I personally am trying to rebuild my regular guard army so i can use these bad boys. But what really POed me was the article being CHAPTER APPROVED, BUT you still need you opponet's permission to use them!!!! GOD I HATE EVEN TYPEING THAT!!!!! I really miss the days of andy chambers CHAPTER APPROVED when if it was in C.A. IT WAS LAW!!
But any way did any one read the BATMAN orderlies rule, GOD i laughed harder at that than any thing ive read in White Dwarf. I think this is one of the funnyest things in the imperial guard army. Im going to have at least 3 tagging along with my COMMANDER, imean come on its like having 3 extra wounds on your commander for like 18 points. :lol:
The guilty laugh while the innocent suffer.............WELL WHO'S LAUGHING NOW!!!
OK thanks for that Hour glass.
OK basically the IG high commander is a special HQ option for a campaign scenario in the two recent WD's
But you are allowed to take them in normal games. What they are is, kind of like those major general guys who don't see combat and just stand around a table pushing model planes and tanks around aboard(wow that is also a good description for us :o ) THey can take special support staf that give the IG player certain abilities like re-rolling barrage dice for instance. They are really cool.
Basically these High Commanders will only join an army in times of great need because their value off of the battlefield is too great to risk in battle.
They are just like Daemonhunter and Inquisitor lords in that they can take a retinue of "Henchmen". However, in this case, the Henchmen are called Orderlies. Orderlies come in several varieties:
1) Staff Officer. For every staff officer you take, your army gains another special ability until you have three Staff Officers. After the first three you have gained all of the special abilities you can have. To top it off these guys are CHEAP for what they provide.
2) Master Astropath. It's souped up Psyker with a Pychic Hood, which actually makes him not suck.
3) Scribe Historicus. This Orderly is the guy who writes down all the great deads of the Guardsmen who die in the Emporers service. Bascially he adds a CC effect which I don't find all that useful, even though the fluff is cool.
4) Batman. Hell if I know why they picked this name. This guy is basically a meat sheild, cause he has no abilities whatsoever and is pretty cheap.
5) Sage. Works same as the Sage for an Inquisitor.
6) Pastor. This guy is the personal Priest and confessor of the High Commander and he also grants the Stubborn ability. I'm not so sure this guy is that useful either.
You can also take Regular old Guardsmen, just like in a normal HQ squad, and you can upgrade some of them to Veterans. The options available to these Guardsmen are nearly identacle to a regular HQ squad except you can't take a Heavy Weapon.
Lastly, you can take servitors which function just like servitors in other armies.
Do you need permission to use these rules in a normal game? I have heard it says somewhere that the rules are only for the campaign. This is an even bigger issue for the thousand sons new unit, which completely changes the army, as opposed to just augmenting it like the IG's high commander.
I would hope that both of these new units are included in the next codecies for IG and Chaos.