COMMISSAR TACTICA
By Prittstift
If there ever was a model in the Imperial Guard that look awesome than it is the Commissar. As any history buff will tell you it was heavily inspired by the Soviet Political Commissar. These individuals were basically political officers who’s job it was to ensure that the troop were loyal and kept morale. For anybody who’s seen “Enemy at the gates” has a general idea on how that worked. Games Workshop used this as a template for the Commissar as we now it.
I have always loved these models, mostly due to the fact that I really like that Soviet-look. I wanted to see how the worked in a actual game of Warhammer. A lot of people said I shouldn’t because of various reasons, but I decided to throw caution in the wind and just have a go at it. I wasn’t the least bit sorry.
Reasons to take a Commissar:
+ They look great
+ They add Ld to your Command Squad
+ They can be used as a hidden Power Fist
+ They can create the speed-bump from hell
Ways of using the Commissar
There are several ways of using the Commissar in your army; he is more flexible (and useful) than the Priest and the Sanctioned Psyker. I will explain his uses and what you need and what you should avoid. Yes, there is quite a bit you should avoid with this model because he gets expensive really fast and will not be useful in some formats.
The Leadership Boost Commissar:
This is your basic use for the Commissar; the advisor role. He is nothing more than a morale boost for your Command Squad. The fact that he adds two wounds is just a bonus. Many people think he is just too expansive to have him add just a single point of Ld. I must say for any game under 1000 points he is just too costly to put in play. But beyond that its not that bad.
Keep in mind that you don’t want to give him any wargear what so ever. This would be a waste, since he is not going to see combat anyway (if things go right). The Command Squad he’s attached to should be as clean as possible. No special weapons, no medic; non of the fancy stuff. Just a Junior Officer with a Honorifica Imperialis and a Veteran carrying your Banner.
Just plant this squad behind your line and have the Junior Officer’s Ld-bubble do the rest of the work.
Squad Setup:
Command Squad:
Junior Officer
+ Honorifica Imperialis
Commissar
Retinue
+ Veteran w. Banner
Cost: 116 points
The Assault Commissar:
This is the way I like my Commissars best! In this format the Commissar gets to duke it out with the best of them. There are two key elements that make a Commissar good for this role: he has excess to the armoury and he is NOT an independent character. This mean you can make him a hidden Power Fist. For those of you unfamiliar with the term, I’ll explain. If you give someone a Power Fist, they tend to become a high priority target for the opposing force in close combat. Since he is not a independent character he can not be targeted and as such “hide” behind Guardsmen.
You should give him a Power Fist (obviously) but nothing else is really worth it. Maybe a Bolt Pistol if you have a spare point but that should be it. I want to add that you should never, ever, ever give him Carapace Armour! This enacts the mixed armour rule and that means one dead Commissar. As for the Command Squad; just give them a Banner and be done with it.
Place the Command Squad near the most likely place of enemy assault. When ever they get close enough walk up to them, fire your Las Pistols and charge.
Squad Setup:
Command Squad:
Junior Officer
Commissar
+ Power Fist
Retinue
Close combat weapons + Las Pistols
Veteran w. Banner
Cost: 111 points
The Speed-Bump From Hell:
Every veteran Imperial Guard general has played this tactic one day or another. Before you can use this, you’re going to have to spend two doctrine points. One on “Independent Commissars” and one in “Restricted Troops: Conscripts”. So if you don’t have the spare doctrine points and aren’t willing to change things up a bit, than this isn’t for you.
This tactic is basically to compensate for the fact that we have a hard time dealing with the big critters in the game (wraithlord, Carnifex, Tyrant and such). Small ones we blaze away with Heavy Bolters, AutoCannons and Earthshakers but the big ones often get through to rip a gaping hole in our line. The speed-bump is basically there to tie those big guys up until the end of the game. They will probably not kill it, but it won’t kill your line either.
What you need is simple: 30-50 (dependant on game size) Conscripts with a Independent Commissar. With the Commissar at the lead they just keep going. Just walk them up to one of those big beasts and charge them. They will keep it tied without a problem. It should be noted that you want to keep the Commissar as much out of close combat as possible; he has become a independent character and as such can be targeted.
Squad Setup:
Conscript Squad:
Conscripts (30)
Commissar
Cost: 160
Conscript Squad:
Conscripts (50)
Commissar
Cost: 240
Things you should never give a Commissar:
I know it looks nice, all that shiny stuff in the armoury, but you should pass on most of the stuff. I’ll tell you why.
Plasma Pistol: This gun has the ”gets hot” rule. Saving a wound on 5+ save isn’t that great of a deal so you should definitely pass on this one.
Storm Bolter: The Storm Bolter is a two-handed weapon and as such doesn’t give you the extra attack for having two close combat weapons.
Carapace Armour: Enables the “mixed armour” rule. This makes you throw his saves separately and thus you can not kill a Guardsmen instead of giving him a wound.
Refractor Shield: Although a 5+ invulnerable save is very decent, this gadget is way to expensive. It will be a waste of points for sure.
Conclusion:
The Commissar is more than just a good looking model. It can be used in several ways that can be very useful. Although it is somewhat expensive it can still hold his own in the roles shown above. I believe that it is a valid entry in most infantry based lists. If you know its restrictions and its strengths you can have good-looking and functional model.
By Prittstift
If there ever was a model in the Imperial Guard that look awesome than it is the Commissar. As any history buff will tell you it was heavily inspired by the Soviet Political Commissar. These individuals were basically political officers who’s job it was to ensure that the troop were loyal and kept morale. For anybody who’s seen “Enemy at the gates” has a general idea on how that worked. Games Workshop used this as a template for the Commissar as we now it.
I have always loved these models, mostly due to the fact that I really like that Soviet-look. I wanted to see how the worked in a actual game of Warhammer. A lot of people said I shouldn’t because of various reasons, but I decided to throw caution in the wind and just have a go at it. I wasn’t the least bit sorry.
Reasons to take a Commissar:
+ They look great
+ They add Ld to your Command Squad
+ They can be used as a hidden Power Fist
+ They can create the speed-bump from hell
Ways of using the Commissar
There are several ways of using the Commissar in your army; he is more flexible (and useful) than the Priest and the Sanctioned Psyker. I will explain his uses and what you need and what you should avoid. Yes, there is quite a bit you should avoid with this model because he gets expensive really fast and will not be useful in some formats.
The Leadership Boost Commissar:
This is your basic use for the Commissar; the advisor role. He is nothing more than a morale boost for your Command Squad. The fact that he adds two wounds is just a bonus. Many people think he is just too expansive to have him add just a single point of Ld. I must say for any game under 1000 points he is just too costly to put in play. But beyond that its not that bad.
Keep in mind that you don’t want to give him any wargear what so ever. This would be a waste, since he is not going to see combat anyway (if things go right). The Command Squad he’s attached to should be as clean as possible. No special weapons, no medic; non of the fancy stuff. Just a Junior Officer with a Honorifica Imperialis and a Veteran carrying your Banner.
Just plant this squad behind your line and have the Junior Officer’s Ld-bubble do the rest of the work.
Squad Setup:
Command Squad:
Junior Officer
+ Honorifica Imperialis
Commissar
Retinue
+ Veteran w. Banner
Cost: 116 points
The Assault Commissar:
This is the way I like my Commissars best! In this format the Commissar gets to duke it out with the best of them. There are two key elements that make a Commissar good for this role: he has excess to the armoury and he is NOT an independent character. This mean you can make him a hidden Power Fist. For those of you unfamiliar with the term, I’ll explain. If you give someone a Power Fist, they tend to become a high priority target for the opposing force in close combat. Since he is not a independent character he can not be targeted and as such “hide” behind Guardsmen.
You should give him a Power Fist (obviously) but nothing else is really worth it. Maybe a Bolt Pistol if you have a spare point but that should be it. I want to add that you should never, ever, ever give him Carapace Armour! This enacts the mixed armour rule and that means one dead Commissar. As for the Command Squad; just give them a Banner and be done with it.
Place the Command Squad near the most likely place of enemy assault. When ever they get close enough walk up to them, fire your Las Pistols and charge.
Squad Setup:
Command Squad:
Junior Officer
Commissar
+ Power Fist
Retinue
Close combat weapons + Las Pistols
Veteran w. Banner
Cost: 111 points
The Speed-Bump From Hell:
Every veteran Imperial Guard general has played this tactic one day or another. Before you can use this, you’re going to have to spend two doctrine points. One on “Independent Commissars” and one in “Restricted Troops: Conscripts”. So if you don’t have the spare doctrine points and aren’t willing to change things up a bit, than this isn’t for you.
This tactic is basically to compensate for the fact that we have a hard time dealing with the big critters in the game (wraithlord, Carnifex, Tyrant and such). Small ones we blaze away with Heavy Bolters, AutoCannons and Earthshakers but the big ones often get through to rip a gaping hole in our line. The speed-bump is basically there to tie those big guys up until the end of the game. They will probably not kill it, but it won’t kill your line either.
What you need is simple: 30-50 (dependant on game size) Conscripts with a Independent Commissar. With the Commissar at the lead they just keep going. Just walk them up to one of those big beasts and charge them. They will keep it tied without a problem. It should be noted that you want to keep the Commissar as much out of close combat as possible; he has become a independent character and as such can be targeted.
Squad Setup:
Conscript Squad:
Conscripts (30)
Commissar
Cost: 160
Conscript Squad:
Conscripts (50)
Commissar
Cost: 240
Things you should never give a Commissar:
I know it looks nice, all that shiny stuff in the armoury, but you should pass on most of the stuff. I’ll tell you why.
Plasma Pistol: This gun has the ”gets hot” rule. Saving a wound on 5+ save isn’t that great of a deal so you should definitely pass on this one.
Storm Bolter: The Storm Bolter is a two-handed weapon and as such doesn’t give you the extra attack for having two close combat weapons.
Carapace Armour: Enables the “mixed armour” rule. This makes you throw his saves separately and thus you can not kill a Guardsmen instead of giving him a wound.
Refractor Shield: Although a 5+ invulnerable save is very decent, this gadget is way to expensive. It will be a waste of points for sure.
Conclusion:
The Commissar is more than just a good looking model. It can be used in several ways that can be very useful. Although it is somewhat expensive it can still hold his own in the roles shown above. I believe that it is a valid entry in most infantry based lists. If you know its restrictions and its strengths you can have good-looking and functional model.