Warhammer 40,000/Tactics/Imperial Guard(8E)

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Why Play Imperial Guard[edit]

When recruits are inducted into the Imperial Guard, they are given four things. Their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor"), a large stack of toilet paper (which the recruiters refer to as the "Imperial Infantryman's Uplifting Primer"), and the regulation extra large wheelbarrow that allows them to cart their massive brazen balls into battle.

From a gameplay perspective, the Astra Militarum/Imperial Guard is a flexible force known for having either hordes of cheap infantry to blast the heretic swine, waves of tanks to flatten the bastards, or a medium in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (melta veterans in Chimeras are not the sole option in the Guard army after all). That's why you play the Imperial Guard.

Pros[edit]

  • Versatile and strong vehicles.
  • Hordes of infantry that can be buffed with force multipliers such as Commissars and Platoon Commanders.
  • Dirt cheap troops means you can laugh off the loss of a cheap 50-man conscript squad whereas an elite army cannot.
  • The removal of platoons means you can get rid of some minor taxes. A little bit of points go a long way.
  • Laughably easy to amass command points in a brigade detachment due to dirt cheap units
  • Scions, with the help of numerous powerful long range IG options, will easily fill up brigade detachments and will out gun any army at any range. You will never see an army with more assault weapons than scions

Cons[edit]

  • Overall flimsy infantry. What you have in numbers you do not have in toughness; your most common model statline is toughness 3 with a 5+ save.
  • Comparatively weak in assault. S3 with 1 attack each is not doing you any favors. Avoid close combat like the plague, unless you can mob a single enemy squad with models, buff your dudes to the point of competence, or you're using dedicated melee units like Ogryns/Bullgryns.
  • Individual units are weak without support from characters and other squads. Synergy is key.
  • Anti-infantry weapons will destroy your hordes in short order.
  • Although your units are cheap in points, they're not that cheap in cash, two maxed out conscript blobs will run you $150. Not to mention the difficulty of painting and hauling around 100 3 point bodies.
  • The powerful IG options in 8th have changed significantly from 7th; parking lot armies are out, infantry hordes are in. While it's still too early to tell what the new hotness will actually be, it seems unlikely that your existing army will stay 100% effective across the edition shift.

Special Rules[edit]

Orders[edit]

One of the biggest gimmicks to the Imperial Guard, the Orders system grants abilities to your troops to tip the scales of battle! Units with the OFFICER and VOICE OF COMMAND keyword may issue this order to infantry of the same Regiment within 6" of them. If the Officer is within 3" of a Voxcaster, and the unit he's trying to order also contains a voxcaster, the range is boosted to 18".

  • Take Aim!: Ordered unit re-rolls to-hit rolls of 1 until the end of the phase. Did someone say "Supercharged Plasmas?
    • Absurdly good on Militarum Tempestus with Plasma Guns - field them and they will please you.
  • First Rank, fire! Second Rank, fire!: Ordered unit's lasguns and hot-shot lasguns become Rapid Fire 2. That means 4 shots when in Rapid Fire range. You can almost bring back that insane number of shots your 50-man platoon had! Do not underestimate what it can do on the 50-man Conscript unit you can still field.
  • Bring it down!: Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.
  • Forwards, for the Emperor!: Ordered unit can shoot, even if it advanced in the movement phase.
  • Get back in the fight!: Ordered unit can shoot, even if it fell back in it's movement phase.
  • Move! Move! Move!: Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge.
  • Fix Bayonets!: May only be issued to units within 1" of an enemy unit. Ordered unit may immediately fight as if it were in the fight phase. This order is something akin to panic button: guardsmen are individually weak in close combat and Rough Riders and Ogryn can't take orders. On a mass blob of conscripts, however, it can do a suprising amount of damage, especially if you have a nearby Priest to buff them further.

Regiments[edit]

You may assign your own keyword to most Astra Militarum units to replace their <Regiment> keyword, with the exceptions being units with a pre-set Regiment (such as Commissars) or with no Regiment (such as a Techpriest Enginseer, although he has a <Forge World> assignable keyword, instead). The only Regiment you cannot assign is Militarum Tempestus. The primary reason to care about this is buffs, like the Orders above, which only work when the buffer and their target share a Regiment. Another reason is so that you can more feasibly include powerful named characters in your army:

  • Cadian - recruit Ursarkar Creed and Jarran Kell to order your dudes around, and call up Knight Commander Pask to command your tanks.
  • Catachan - Colonel Straken and Gunnery Sgt. Harker can join up.
  • Death Korps of Krieg - Access to Death Korps exclusive orders, rules, units, and characters. Greater emphasis on infantry blobs, artillery, and Rough Riders. Improved resistance to Morale checks and more effective in close combat, but not many options for infantry-usable long range firepower.
  • Elysian Drop Troops - Access to Elysian exclusive orders, rules, units, and characters. A deep-strike heavy list emphasizing fast attack and flyer support at the expense of heavy weapons and tanks.

Other, more fluffy but less character-rich names include Steel Legion, Vostroyan, Mordian, and so on. You may also make up your own, to personalize your force!

Note: Do not assume that you may assign your regiment any name that already exists elsewhere; see Warhammer 40000 Designers Commentary on Warhammer Community. For the lazy, the devs stated that the use of the keyword is for personalizing your force and preventing you from abusing buffs. So no, you cannot use 'Militarum Auxilia' as a regiment and order around your Ogryns.

Wargear[edit]

Ranged Weapons[edit]

  • Lasgun: Your trusty flashlight hasn't changed, really, but because of the way strength rolls against wounds now, you stand a chance of actually making a small dent in anything. You'll need a lot of shots (and hits), but gone are the days when a lone model with high toughness and some bullshit save can creep its way to your 50 guardsmen without so much as a scratch. Worse against TEQ HQs and others who now have more wounds, unless they also have T5 or 7+ where the buffing to wound makes up for it.
  • Laspistol: Like the lasgun, it's not a huge threat by itself, but it's cheap. Sergeants and Platoon/Company Commanders get it by default, and you can swap out Command Squad's lasguns for this and a close combat weapon... which you probably shouldn't do unless you have something specific in mind.
  • Bolt Pistol: S4 AP-0, almost universally a better choice than the crappy flashlight pistol your sergeant/Officer starts out with. Commissars and Lord Commissars start out with this.
  • Boltgun: S4 AP-0, Rapid Fire 1. Functionally free for (Lord) Commissars, as they start with a compulsory 1 point pistol they can swap out for one of these 1 point guns, meaning the model's cost is the same with either loadout.
  • Plasma Pistol: No longer the ever-present risk it used to be unless you overcharge it, this weapon is your anti-MEQ and better at S7 AP-3. If you overcharge it, the pistol does 2 wounds at S8 AP-3, enough to one-shot Terminators, but if you roll a 1 the model suffers an uber-gets hot and is removed from play as a casualty. Unlike fairly cheap guardsmen and veterans, you do not want to get your character killed just because of one bad roll. The 8th ed. trick of firing pistols while in melee is a huge boost as well.
  • Shotgun: Buffed since last edition, but not by much. Only available to vets. The Shotgun is still assault 2 and 12 inches. OH and it can't accept FRFSRF. However, the shotgun does have a little quirk. Should the enemy get to 6 inches, the weapon becomes str 4 AP 0, hilariously becoming makeshift bolters with assault or shootas. An interesting and fluffy choice.
  • Hot-shot lasgun: This Scion-exclusive lasgun sacrifices 6" of range for AP-2. That's right, nothing gets better than a 4+ armor save against this weapon. Taking into account Scions cost reduction, this bad boy is ever so slightly worse at MEQ hunting now, but better against everything else, especially TEQ and tanks. Also comes in a pistol version with a 6" range - Creed gets to take two.

Special Weapons[edit]

  • Flamer: A S4 AP-0 1 D Assault d6 weapon with 8" range which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single model can be hit more than once.
    • Just remember, your flamers no longer ignore cover, and on top have lost all ability to penetrate armor. Significantly, you can no longer control shot volume with clever model placement - your rate of fire is up to luck, not skill - so they also won't behave as predictably/reliably as before. You'll need to apply multiple flamers to a problem if you want a reliable number of shots, due to what happens to probability when you add dice rolls together (it becomes more and more likely their sum will be close to average).
  • Grenade Launcher: Multipurpose portable explosive grenade launcher. A versatile weapon that stands an good okay chance of putting a dent in whatever it needs to, now including MEQ and TEQ. Unfortunately it took a big hit to what was its favorite target: 4+ saves. All told, it's almost useless. Plasma guns, lasguns and hotshots can do it's jobs just fine. Would be decent 2 points cheaper. And maybe able to be taken by whole squads.
  • Meltagun: S8 AP -4 D d6 Assault 1 with 12" range. If within half its range (so 6" or closer) it rolls 2D6 for damage and selects the higher number (takes the average from 3.50 to 4.47, or basically +1 damage and more reliable), so it's good against Monsters as well as vehicles now. The changes to wounding and AP "helped" the meltagun by nerfing its competition; plasma and hot-shots don't quite hurt MEQ or monstrous creatures the same. Meltaguns are now better at hurting heavy infantry in cover and can melt away wounds a lot faster than a plasma gun.
    • Meltaguns are very good, but remember, anything in range of your meltagun is in range for your plasma gun to shoot twice, and that's at only slightly more than "half" the price of a meltagun; also neither weapon can negate an invulnerable save. For most infantry targets, your Points-Per-Wound from plasma guns will vastly exceed that of meltaguns, but with the safety and price cut to plasma guns, you already wanted plasma for armoured infantry anyway, melta is anti-multiwound.
  • Plasma gun: The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24" range. In its normal mode, it's S7 AP-3 1 D so it's basically a flat upgrade from a bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. Firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. Lastly, (and importantly) they are now boldly, DISGUSTINGLY cheap. This is all great news for Guardsmen. They appreciate the safety of regular shots more than anyone else and the overcharged shot isnt much more dangerous than regular shots used to be. On top of that, especially with the price cut, you won't hardly even "care" about the loss of a guardsman plasma gunner, not even a veteran. At least they can shoot straight and make the risk even more worthwhile.
    • The Take Aim! order will do wonders to simultaneously improve your accuracy and reduce models lost to Gets Hot!, particularly since units with plasma guns in them are no longer hordes, as conscripts can't take them.
  • Sniper Rifle: Gives you the ability to target an enemy character, even if they aren't the closest model. Also, rolling a 6 to-wound dishes out a mortal wound in addition to its normal (mediocre) damage of 1. Cannot be taken by rough riders.
  • Hot-shot volley gun: Another Scion-exclusive weapon. Heavy 4 means you don't need to bother with FRFSRF for volume of shots or worry about Rapid Fire range, but you won't be charging, either (nothing prevents charging after rapid fire or heavy in 8th). It's slightly more potent than a hot-shot lasgun and has better range, so you can consider it a flat upgrade if you're holding your ground; Scion BS also allows it to be fired on the move at BS 4+ for some impressive running-n-gunning. Can also be taken on the Taurox Prime.
  • Demolition Charge: Got an amazing price reduction from 20 points to only 5 points for a Grenade D6 S8 AP-3 that does D3 wounds/hit. This weapon will kick the nads in of MEQ and worse. It's been relegated to Special Weapon Squads only, but to be fair giving these to normal guard and veteran squads would've been ridiculous. Also, it's actually a grenade now, so the loophole abuse of throwing all three at once from last edition is no more.

Melee Weapons[edit]

Most of these are specific to one unit. The the ones that aren't are listed below, and may be taken by sergeants and most characters.

  • Power Fist: Sx2 AP-3, but forces a -1 to hit on the model using it. Company Commanders and Lord Commissars won't feel that too much, but Veteran Sergeants and Platoon Commanders may. Given its astronomical cost relative to your other melee options in addition to being inaccurate, generally a poor choice.
  • Power Axe: At S+1 it may seem like a good idea, but AP-2 means it's now worse at kicking in the shit of MEQ and above. Mathhammer confirms it's usually a slightly poor choice, and also cost a point more than a sword or maul. Its only time to shine is against T 6 or 7, with a save in the 2+ to 4+ range, or against T 3 in the 3+ to 5+ range.
  • Power Maul: It does the least armor penetration of the power weapons, but gives you the biggest strength increase aside from the Power Fist. Mathhammer says it performs better than the axe against MEQ (due to being cheaper), and outright better against models of toughness 8 and 9, but generally speaking, it's your best bet - going from S3 to S5 is a huge leap given the actual toughness values you're liable to be hitting, it's cheaper than the axe, and it's the most difficult weapon to 'waste' AP with against models with either invuln saves or no saves at all. Not for nothing, it is also your best choice against MEQ.
  • Power Sword: Has the greatest armor penetration rating at AP-3, but does not increase your strength in any way. By mathhammer it's really only useful against models with very good saves, as you might expect, but also low toughness - still has more victims than the axe does in terms of being more efficient than a power maul.
  • Chainsword: Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. This serves to make units like Rough Riders a lot nastier than they might look from their statline (Rough Riders effectively carry two of these, giving them 2 bonus attacks with this profile).

Heavy Weapons[edit]

  • Mortar: 48" Heavy D6, S4 AP- D1, and may fire indirectly. Down in cost, and along with the nerf to the Wyvern this brings it back into the realm of 'good' choices. At 9 points a gun team, it's a dirt cheap light and medium infantry muncher. Because of the revision to the way AP works it's in direct competition with the heavy bolter; this ALSO means it's in indirect competition with your entire motor pool. Consider this when the challenge of fitting half a dozen kits' worth of mortar tubes into your list is a daunting prospect.
  • Heavy Bolter: 36" Heavy 3, S5 AP-1 D1. The reasons that this was bad in 7th edition have carried over, unfortunately. It's still standard on every vehicle in your motor pool, and it's still inferior to better than the autocannon against single-wound T5 and less, but especially 4 and 2 where it hits 50% harder. It's gone "way" down in price (8 points), so the choice is a choice now, but it's still one of the weaker options. Interestingly the -1ap over the Multilaser makes a double heavy bolter Chimera a strong contender now (and the triple heavy bolter Chimera, if anyone remembers Forge World, might be a serious powerhouse).
  • Autocannon: 48" Heavy 2, S7 AP-1 D2. The 'Pom-Pom' is a strong contender in 8th. Retaining its decent AP, solid strength, and good rate of fire, the autocannon has gained multi-wound capability. It's probably your best friend on a Scout Sentinel, and for 15 points (an increase, but on most units the net cost is lower) it makes a solid option for Heavy Weapons Squads.
  • Missile Launcher: 48", Heavy D6 at S4 AP- D1 or Heavy 1 at S8 AP-2 Dd6. Still the Jack of All Trades, still the Master of None. Lost the option for a flak missile (though you don't really need it, as fliers can be hit on 5s by guardsmen now, and 4s by Veterans and Scions) but kept the cost; at 20 points it's tied with the Lascannon for most expensive heavy weapon. Once again, compared to autocannons, it's better against the hordiest and heaviest units such as Guardsmen or Tanks, but the auto cannon has a slight edge against MEQ, a decent edge against T 5/6 MEQ and TEQ, and kicks ass against almost anything with 2 wounds, especially with light or medium armour like Nobz or Rough Riders (as neither frag nor krak missiles are fully effective against such models).
  • Lascannon: 48" Heavy 1, S9 AP-3 Dd6. The ever-reliable Imperial tank-buster. The improved strength over missile launchers is critical, as most tanks are T8, meaning krak missiles wound on 4s while the Lascannon wounds on 3s. The extra AP doesn't hurt, either; carapace armor is ignored entirely and Land Raiders have to roll with a 5+. It's the same price as last edition, at 20 points, but the d6 damage lets it threaten heavy units, and it can now be used to snipe heavy infantry in cover.
  • Plasma Cannon: 36" Heavy d3 at S7 AP-3 D1 or S8 AP-3 D2. Someone found the manual! It's a viable option on Armored Sentinels, now. Of course a reckless guardsman can still overcharge it, getting the more powerful statline, but a 1 on the hit roll kills you. Yes, that's correct - no armor save, you're just dead. The ones on Leman Russ sponsons have special vents to survive this, but the tank still takes SIX mortal wounds (as in, half your maximum amount) and can't fire either of the plasma cannons again (can still fire the executioner cannon). Cost is unchanged from 7th, though when buying just one (pretty much just armored sentinels, since Servitors are AdMech now) you only pay for one.
  • Multi-Melta: 24" Heavy 1, S8 AP-4 Dd6. If you're within 12" of the target you roll 2d6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they'll take a penalty for firing on the move. May also be allowed on Forge World Drop Sentinels, as in 7th - when the Forge World lists come out, anyway. Cost is unchanged from 7th.

Unit Analysis[edit]

  • Keywords: Common keywords are ASTRA MILITARUM, IMPERIUM, and the placeholder <REGIMENT> which can be substituted for Cadian, Catachan, or the like.
  • Sergeants: Like most armies the Guard's infantry (and cavalry) squads have non-commissioned officers leading them. These Sergeants (or Bone'Eads, if you're an Ogryn) have +1 Attack and Leadership over the rest of the squad, and in Infantry squads they swap the longarm of the rest of the unit for a laspistol and chainsword. Infantry Squads, Scions, Veterans, Rough Riders, Ogryns, and Bullgryns all have sergeants in some form, none of whom cost more than the non-Sergeants in the squad with them.

Dropped Models[edit]

The following models currently lack any rules, and must be considered "dropped" in 8th edition until we get them:

  • The Fortress of Arrogance
  • Traitor's Bane
  • Sly Marbo

HQ[edit]

Any Regiment[edit]

  • Tank Commander: A single Leman Russ tank, with 3+ to hit. On the upside, he no longer needs to take a bodyguard tank. On the downside, he can't take bodyguard tanks at all now. Arguably better though, now that you can field the Tank Commander as a single tank. But since it still has the ability to give orders to tanks, there's no reason to take it alone.
    • Orders are given at the start of the shooting phase, only affect ONE Leman Russ that is not a character, and are now Full Throttle (ordered unit must make an immediate move and advance, but cannot shoot or charge), Gunners, Kill on Sight (re-roll to-hit rolls of 1), and Strike and Shroud (can only be given to a Leman Russ that has not used its smoke launchers, ordered model then shoots and pops smoke after)
  • Company Commander: This guy gives you your orders, issuing up to two orders per turn. He starts out with a 5++, a Chainsword, a Laspistol, and frag grenades, but can upgrade his melee and shooting weaponry, as expected. He needs a Command squad to give him support and keep him hid from rampaging enemies.

No Regiment[edit]

Astra Telepathica[edit]
  • Primaris Psyker: Gone are the days of making everything reroll hits. For twice the points of an Astropath you get a 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). Slightly okayish in close combat.
    • Alternate opinion: These guys are probably the best cheap way to spam (unmodified) Smite in the game. Each of them will, on average, score 1.917 mortal wounds per turn (assuming they are at full health - they get a bit worse as their ability to survive Perils goes down, bottoming out at 1.820 with one wound left), which likely is more damage than any other 40 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.
      • Other armies, however, can do this, only cheaper - for example, an Eldar Warlock only costs 37 points - and Smite is best on a mobile platform, so you have the most control over which enemy unit is closest, which other armies can do better (such as that same Warlock, who can hop on a jetbike). The real problem is the points cost - because your Primaris has no option to leave his staff at home, he's forced to pay 12 points for it, which is nearly half his cost, and he's not really designed overall as a melee powerhouse otherwise. He's still more points-efficient for Smite than an Astropath: a Primaris Psyker's Points-Per-Wound with Smite is 21.16 (counting each of his Wounds as "worth" 10 points); an Astropath's is 22.5 (assuming he took a laspistol, not a stick). It's just that 3 of him cost 8 Astropaths, and they can provide full Deny the Witch, Astral Divination, and bring 8 copies of Psykana powers, compared to the 6 those Primarises... Primarii? will bring.
        • If only they could actually use all of those Psykana powers each turn...
    • In addition, the Psykana powers, while not as powerful in supporting your shooting, are still good. Terrifying Visions makes battleshock rolls more painful; great for your melee units. Gaze of the Emperor is good for piling some extra wounds on a large horde and the characters within. And Psychic Barrier is like cover in the open...except it stacks with cover, too. Put your conscripts behind an aegis line, hit them with this, and then dare your opponent to try and shift 50 3+ models. Or do the same with your veterans, weapons teams, or ratings, conscripts live to die anyway. Or take them into melee and fight like you're wearing carapace armor - it works in melee, too!
Adeptus Ministorum[edit]
  • Uriah Jacobus: A Ministorum Priest on steroids who now has the Astra Militarum faction keyword and qualifies as an HQ despite being found in the Adeptus Ministorum portion of the index. He has Shield of Faith, which lets him try to deny a psychic power manifested by an enemy psyker (but only using 1d6 as opposed to 2d6). Besides this, he also adds +1 to the leadership of all Adeptus or Imperial Guard units within 6", which isn't too shabby, and has a snazzy shotgun with a 24" range, Assault 2, S4 AP-1 D1 (D2 if you roll a 6+ to wound). Sure, why the hell wouldn't the guard follow some crazy old preacher into battle?

Specific Regiment[edit]

Officio Prefectus[edit]
  • Lord Commissar: A buffed out Commissar with a 4+/5++ and a Power Sword, and makes everyone around him Ld9, which is awesome. His Summary Execution rule means that all Astra Militarum squads within 6" of him never lose more than one model from a failed Morale test, which is ULTRA-AWESOME, but regular Commissars have the same rule. You primarily buy this guy for two reasons: you have a Brigade detachment and need more HQs, and because between his carapace armor, refractor field, and extra wound, he's twice as tough against pretty much anything as a normal commissar, for less than double the points. This is a smart move, especially if you expect to face enemy snipers - that red sash (and the fact that he's the lynchpin of your blobs) makes him a primary target.
    • You can (and should) replace the power sword with a power maul; a second power weapon probably won't find a way to earn its points back, since you have to choose between them when you attack. You should consider the free boltgun, to make the most of his BS 2+, though for a few extra points a plasma pistol lets him contribute to melee without too much risk.
  • Commissar Yarrick: Has the same Aura of Discipline rule that the Lord Commissar has, and has the Summary Execution rule (in spite of his fluff where not a single soldier was executed by him at the Battle of Hades Hive). He comes with his Baleful Eye (S3 AP-2 6" pistol 1), Storm Bolter, Bolt Pistol, Powerklaw, and a Power Field for a 4+ Invulnerable save. In addition, if he loses his last wound, roll a d6 and on a 3+ he does not lose his last wound. He can come back from the dead...alot. Interestingly, he now gets the fluffy "Hero of Hades Hive" which grants friendly Astra Militarum units re-rolls of 1s to-hit within 6" of him. This becomes re-roll all failed hits when the unit is attacking Orks. A fitting replacement for the old Preferred Enemy: Orks rule of 6th and 7th edition. Sadly, all of this old man awesome comes at a price - he costs 130 points. His re-rolls of 1s to-hit (re-rolling all misses against Orks) makes him incredibly potent when he sits next to a horde of Conscripts.
Militarum Tempestus[edit]
  • Tempestor Prime: The Militarum Tempestus version of the Company Commander; he costs a bit more, but has been buffed from his 7th Edition iteration. In addition to his BS 3+ and 4+ armor save, he can now take a Tempestus Command Rod, letting him issue 2 orders instead of just 1. Makes him more useful now that you can take Militarum Tempestus Scions as Troops. Keep in mind he gives up his pistol for the shouty stick.
Cadian[edit]
  • Lord Castellan Creed: MIA (read: in Trazyn's collection) in the fluff, but you can still use him. If your army is battleforged, Creed gives you 2 extra Command Points if he's the warlord, and can issue up to 3 orders per turn. Can only be used with the CADIAN regiment keyword.
  • Knight Commander Pask: Pask is different, but still awesome. Gone are the alternate profiles for his weapons, but unlike other Leman Russ tanks, his tank hits on a 2+. This benefits every weapon that his tank can potentially have, including sponson weapons. Statistically, that means you'll be hitting 5/6 of the time on any weapon. While it stings that the Pasknisher isn't as awesome anymore (it's still awesome, it's just that Pask doesn't do much for it but boost its accuracy), the fact that he makes the weapons more reliable is just about worth his points' cost alone. But in addition to that, he can issue two tank orders a turn, including to other Tank Commanders.
    • Like Creed, this only works with the CADIAN regiment keyword.
      • There is nothing stopping you from taking tanks with the Cadian regiment and infantry with the Catachan regiment, though, especially if you want to get Straken or Harker on the field.
Catachan[edit]
  • Colonel "Iron Hand" Straken: Gives 1 additional attack to all Catachan units within 6" of him, and re-rolls all failed to-wound rolls against Monsters in the Fight phase. In addition, he can issue up to 2 orders per turn.
    • He has a metal arm which allows him to pimp slap large enemies at S6, T4 because he has spent most of his life on possibly the most dangerous planet in the galaxy, and 5 wounds due to extensive bionic enhancements after getting chewed up by a miral landshark (don't worry he quickly killed it with his other remaining arm). All in all, he is one of the strongest and toughest mortal and non astartes imperial characters. Can go toe to toe with a lot of opponenets and will fair well most of the time in CC. All this for 90 points and he has a plasma pistol, shotgun, devils claw CC weapon and a 3+ save. Good things do come from bad places.

Troops[edit]

Any Regiment[edit]

  • Infantry Squad: Ten men, ten guns. The galaxy-wide standard. They got a really small 20 PERCENT points decrease, but they have lost the well-received "Combined Squads" special rule. Now you're capped at 10 models per unit. WTF, GW. Not even 20? On the bright side, you don't necessarily need platoons anymore - Commissars produce their morale bonuses in an AoE buff, and orders are both automatic and cheaper, since Platoon Commanders can be bought alone instead of with the entire platoon to go with them; this could produce an MSU play style for the Guard. Kind of strange that they even got a point decrease with the buff to their flak armour saves and lasgun wounding ability. Synergize better with Taurox than Chimeras unless your hauling characters.
  • Conscripts: If there is anything thinner than paper, it would be Conscripts. Good thing there are a lot of them. Even better that they're cheaper than dirt - tied with Gretchin for the 2nd cheapest model in the game, at 3 points a man (Brimstone horrors are 2 points). One for the lasgun, one for the grenades, one for the flak armor - human filling is free. Start with 20 base, and can add up to 30 more guys, making them your only option for fielding a horde of dudes. With a pitiful Ld4, Commissars are a must. Do not expect them to pull miracles, but with Rank Fire, they can ignore their terrible 5+ to-hit at range. With objectives now being held by the number of MODELS around the objective, slap these in cover on an objective with a Commissar and watch your opponent cry as they fail to remove 150 points worth of meat from the table while your tanks tear shreds out of their army.
    • You can absolutely expect them to pull miracles - but only if you keep them under FRFSRF, and in numbers. A full unit of 50 with a Platoon Commander can put out a truly impressive points-per-wound against an impressive number of targets, and this gets better if you use a Company Commander with 100 of them, of course. They will completely outstrip any attempt you are making to efficiently use FRFSRF on your Infantry Squads, due to their need to buy another commander every 10 or 20 guys instead of every 50 or 100.
    • In melee things are a tad more tricky. 'Fix Bayonets!' allows a unit to fight out-of-phase, effectively doubling your conscripts' attacks per turn, and also allowing them to get in the first shot against whatever's in melee with them (this ALSO allows them to envelop and pile in on enemies with surprising speed, since they pile in twice this way). This is still inferior to the four shots per man a Rank Fire order would get you at that range, but if you add in a Priest, then each time your men fight, they make one additional attack...and thus attack four times per turn. Thus Conscripts, properly managed with Character support, can be just as dangerous in melee as they are at range. Not all of them will survive to melee, but they are even more resilient to anti infantry weapons than before, and even half the blob will swamp the enemy with up to 100 attacks!

Specific Regiment[edit]

Militarum Tempestus[edit]
  • Militarum Tempestus Scions: The New Veteran Squad? 5 Man squad base with two special weapons or 10 man squad with FOUR specials, and the Hot-Shot Lasgun is mean now - with its solid AP it can threaten anything, and with orders it can put out a frightening number of shots. This almost makes up for the Veterans' demotion to the elite slot. Base cost of 10 points per guy, so almost at Space Marine territory here, they still have their built-in transport option of deep striking. Can also ride in their exclusive Taurox Prime, a Chimera, fly high in a Valkyrie, or downgrade to a basic Taurox. You can even stuff two small squads full of special weapons in a Chimera. (or Taurox but it'll be a fire magnet so...)

Elites[edit]

Any Regiment[edit]

  • Master of Ordnance: Gone is the hilariously inaccurate mini-basilisk of 7th edition; the MoO is now a fire support coordinator, which is arguably closer to the fluff. Nearby artillery units (such as basilisks, wyverns, and manticores) can reroll 1s on the hit roll if this guy is about and the target is more than 36" away (because he can't really help if the gun is direct firing, apparently). If that isn't enough to justify his cost, he can call in a favor from a nearby battery once per game, dropping a (thankfully accurate) basilisk shell anywhere on the map - though if he can't see the target it hits on 6s 4s.
  • Platoon Commander: Now an individual model, broken off of his Command squad. This is one of your options for orders! At least he gets a 5+ Invulnerable save base now like past Imperial Guard Commanders. A cheaper alternative to the Company Commander, and the preferable option if you have a single conscript blob and you want them ordered every turn.
  • Command Squad: These guys exist for one purpose: support. At BS 3+ they can provide higher-skill special and heavy weapons teams, though you'll be getting the skill at a premium due to the higher cost per model and lower squad size. The Regimental Standard adds +1 to your leadership, and the Medi-pack allows you to heal and even return nearby removed models to the field (leading to the rather humorous event of a commissar executing a coward and the medic then returning him to the battle, his suffering will "continue" to serve as an example). A vox operator can drastically extend the range of your orders, too, as long as the receiving squad also has a vox.
  • Veteran Squad: Rather boorishly promoted demoted to the Elites slot, guardsmen with 3+ to hit and more weapon options than basic Imperial Guard squads. They used to be the bread and butter of Mechanized guard armies who used Chimeras to cart their asses around, but now they'd be better off supplementing basic guard squads in Chimeras. They've also lost camo cloaks and 4+ armour, which has screwed them a lot. On the plus side, every change to plasma guns seems to be made for these guys. They lost 4+ but flak is buffed this edition and gets hot doesn't depend on armour saves, and cheap weapons are suited to cheap units. This means scions are not automatically the go to plasma squad though they do flamers and melta well with durability and deep strike. The key to getting the most out of vets is taking the most advantage of their unique weapon combinations. They can take 3 special weapons, a heavy flamer, and a heavy weapon team, all with the option to take new improved shotguns. Build them with a plan for how you are going to use them, and don't overdo it on close range weapons, or you'll shoot them out of effective range. For a close combat squad pick a close range weapon: heavy flamer/shotguns or both, then add plasma guns or grenade launchers and stick them in a transport. Heavy flamer and launcher combo is deadly anti-horde, the different ranges of the weapon make for a burn, beam, bombard combo that can also hurt TEQ. Plasma guns can pair with shotguns or heavy flamers, but don't take all three, the lasguns will either be second or last to fire and might be out of 6" or 12" range at that point. As a gun line, something like a squad with missile launcher plus plasma guns or lascannon plus launchers (all BS4) is powerful, versatile, and won't sweat taking a few losses. This edition these builds can make decent anti-air/cover.
  • Special Weapons Squad: Like Heavy Weapons Squads, the base cost of this unit is absurdly cheap. 24 points for 6 guys before you have to give 3 of them Meltas, Flamers, Plasma, or the like. You can do fun things like giving a squad 1 demo charge 2 flamers and running them in a chimera with Scion buddies, preferably with meltas. And if you don't add the 6th scion you can toss in a Lord Commisar or Primaris Psyker. That's a whole lot of fun in one transport. Fun fact: Demolition Charges got even cheaper, but don't take 3 as you can only throw one a turn.
    • Unless you give them Flamers or Demo Charges, a Command Squad with 4 special weapons would be a better choice due to their better BS.

No Regiment[edit]

Adeptus Mechanicus[edit]
  • Tech-Priest Enginseer He's blessed with the Astra Militarum key word although found in the AdMech list. Repairs D3 lost wounds on a single Astra Militarum vehicle within 3" of him. This opens up some interesting listbuilding ideas, such as combining mechguard troops with Skitarii snipers or Cult Mech deathrobots, as the Enginseer can repair whatever he so pleases from either list. An auto-include if you brought a Baneblade.
Adeptus Ministorum[edit]
  • Ministorum Priest Another Astra Militarum character borrowed by another list. His War Hymns are now a +1 attack for every Astra Militarum infantry unit within 6". Conscript blob squads (and massed Infantry Squads, if you have enough orders) may be interesting with this and the Fix Bayonets order, and Ogryns/Bullgryns turn into giant muscley man-blenders with five attacks apiece on the charge. He also still has Zealot, though since it's not an AoE buff and only offers the first turn reroll he no longer assists with morale.
Astra Telepathica[edit]
  • Wyrdvane Psykers: Very mediocre. If you have 6 you get to add 2 to psychic tests (getting them all the way up to succeeding two thirds the time for Smite, and one half to one third for the Psykana powers, ugh), but you only roll 1d6 for both Psychic and Deny tests (the bonus for having members only applies to Psychic tests, though). And without having the character keyword, expect them to die quickly. It is, however, impossible for you to peril.
  • Astropath: Only 1d6 for Smite, but only 21 points (15 with a laspistol). Camp a few of these guys behind your gunline and deny powers while giving people +1 save. The only reason not to bring these guys would be if you ran out of Elites slots, because Primaris Psykers are HQs.

Specific Regiment[edit]

Aeronautica Imperialis[edit]
  • Officer of the Fleet: Now slightly different. He can basically call in air-strikes or grant friendly Astra Militarum/Aeronautica fliers re-rolls of 1 to-hit. This actually makes him somewhat useful even if you're not using flyers or reserves, though he no longer nerfs enemy reserves, either.
Militarum Auxilla[edit]
  • Ogryns: Like Rough Riders, probably one of the improved Guard units this edition. They're cheaper, they get a bonus attack on the charge (AND they go first!) and they're still T5 - which in this edition is a serious boon, as all but the most lethal of weaponry will still only wound them on 3s. You need a Demolisher Cannon to hurt these big boys on 2s! The Ripper gun is the same as it was, being an Assault 3 S5 AP0 shotgun. More importantly, the Assault Vehicle rule is gone; you can charge the turn you disembark from a Chimera/Taurox/Valkyrie, but they take up 3 transport slots, so be careful.
  • Bullgryns: From zero to hero, their Slabshields and Brute Shields got buffed: Slabshields give them 2+ saves, while Brute Shields give them a 4++. Did I mention either option is now free, and you can mix and match them with the weapons now? Like regular Ogryns, they get an additional attack the turn they charge. With their upgraded Power Mauls (+1 D), that's gonna hurt a lot. Finally your Terminator-cost unit can match with actual Terminators! If only they could take orders...
  • Ratlings: The same sniper unit as before with much improved abilities. They have an infiltrate and a stealth/cover skill as before but their Shoot Sharp and Scarper ability is now a normal move, rather than a random D6" run. Now with planning and LOS-blocking cover they can snipe enemy characters with impunity. Hilariously, because Heavy Weapons only impose a -1 shooting penalty for firing after a move, and Ratlings are BS3+, this lets the Ratlings still move-shoot-move, while Tau battle suits lost this ability in 8th. In addition, the sniper rifle got buffed - on a 6+ to hit it inflicts a mortal wound in addition to its normal damage. A good unit overall.
    • With characters being otherwise untargetable in 8th Edition, snipers in general have become much more valuable. Ratlings, being cheap and good at what they do, have gone from a quirky choice to an almost must-have. Two full squads of these guys are relatively cheap and will statistically pop an Ork Warboss on your first shooting phase. Also say "fuck you" to that cheeselord running six Tau Commanders in the backfield.
    • Also given that RAW, they can move after shooting during Overwatch, they make an amazing melee bubble wrap. Essentially adds an additional 6" to any required charge rolls. Will also prevent first turn Deep Strike charges due to the charging unit being unable to get within 1".
  • Nork Deddog: Need a capable bodyguard? This is the guy you're looking for. If a character within 3" of him takes a wound, he can take a mortal wound on a 2+ to cancel out the wound on the character. Coming with a Ripper Gun, his huge knife (S:User AP-1 D2), 4+ armor, and the ability to headbutt an opponent (the headbutt counts as a melee weapon that can't be used for more than one attack) at S+3 AP-2 D3. Finally, he can make a heroic sacrifice if he loses his final wound in the fight phase: he can immediately attack, even if he had already been selected to fight beforehand.
Cadian[edit]
  • Color Sergeant Kell: KIA in the fluff (RIP, he will be missed), but usable in-game still like Aun'Va, Konrad von Karstein, Vlad von Carstein pre-End Times and the like. If you have a lot of units on the field and not enough Commanders to give orders, consider taking Kell, as he lets one officer within 6" issue an additional order every turn. He can be taken without Creed now, but that's not fluffy, and you also waste his ability to bodyguard for Creed on a 2+. Also, Cadian units within 6" can re-roll failed Morale tests. Pretty solid, if pricey.
Catachan[edit]
  • Sergeant Harker: No longer a replacement for a Veteran Sergeant, now a Character who lets Catachan within 6" re-roll 1s to hit in the Shooting phase (and since he's Catachan and within 6" of himself, he also gets to reroll 1s with his Assault Heavy Bolter, Payback).
Militarum Tempestus[edit]
  • Militarum Tempestus Command Squad: Don't forget about these guys. Like the Veterans in the Command Squad, they have BS 3+ and can take 4 special weapons, but have a 4+ armor save and the old Deep Strike ability. Take 4 plasma guns, Deep Strike them 9" away from your enemies, get your Tempestor Prime to issue them an order and laugh when you overcharge and fire off 8 Strength 8 AP -3 Damage 2 shots in rapid-fire range. Thanks to the Tempestor Prime's buffed Voice of Command, you can take 2 of these squads, issue an order to both of them, and fire off 16 Strength 8 AP -3 Damage 2 shots within rapid-fire range!
Officio Prefectus[edit]
  • Commissar: His Summary Execution rule means that all Astra Militarum squads within 6" of him never lose more than one model from a failed Morale test. The fact that this buff is AoE is the saving grace of Infantry Squads everywhere.

Dedicated Transport[edit]

Any Regiment[edit]

  • Chimera: The old king of metal boxes has fallen. With the loss of Amphibious, Mobile Command Vehicle, its fire points, and a price hike, the Chimera has been thoroughly nerfed. On the other hand, it's much tougher, and the improved transport capacity over your other transport options makes it the go-to option for transporting Ogryns and Bullgryns (it can hold 4, while the Taurox can only hold 3), especially now that all vehicles are assault vehicles. Can do fun things like take a full scion squad loaded with melta/plasma, a Tempestor Prime, and a psyker for barrier. Or take two special weapon squads with a demo charge and 2 plasma guns each. Or support your close combat veteran squad with a priest and commisar. You can play around with the chimera.
  • Taurox: The student has learned well. With its twin autocannons and good move speed the Taurox makes a strong contender for the new Guard motor pool. It's faster and cheaper than the Chimera, too. It's cheapness, high firepower and 10 man cap make it ideal for carrying basic infantry squads.
  • Gryphonne-Pattern Chimera (Forge World Index: Astra Militarum): Replaces the Multilaser with a Twin Heavy Bolter for extra dakka. Supplementing it with the one on the hull can turn this into a suprisingly nasty bullet-hose. It's not as strong in the fire support category as a Taurox Prime (see below) but it's tougher and offers better transport capacity.
    • Note: This version of the Chimera (actually just the turret, the rest is exactly as per the standard kit) isn't manufactured by Forge World anymore. This is probably because they realized it's stupid easy to kitbash; just cut up the heavy bolters you weren't using from any one of your other vehicle sprues and glue them on.
  • Trojan Support Vehicle (Forge World Index: Astra Militarum): This Forgeworld model was updated to be effectively a slightly more cramped Chimera for a rather stunning tripling of its cost to a painful 90. In return however it brings the one and only source of flat rerolls in the Guard, granting one tank within 6" rerolls to hit in the shooting phase. If you're not using this as the portable love slave of your Stormlord, you're doing it wrong.

Specific Regiment[edit]

Militarum Tempestus[edit]
  • Taurox Prime: The Taurox's bigger, angrier brother is available exclusively to Scions, but man is it worth it. With improved BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won't last long with that toughness, but it'll make back its points in the meantime. Generally, your two options for firepower are the twin gatling gun and hot-shot volley guns or the twin autocannons and mini-battle cannon, which has been buffed in 8th. The gatling array is better vs infantry, while the cannon array is better vs multiwound targets (while you can mix your firepower, it's not recommended that you do so - you want to be able to bring all your guns to bear at once, and completely destroying enemy units is more important than ever, since many armies have a medic equivalent that can resurrect fallen models).
    • Note: This vehicle is finicky about who can get on it, not just who can bring it; only Militarum Tempestus and Officio Prefectus infantry can board it. This is to avoid the scenario where a Commissar, who in the fluff has the authority to command entire armies, should the need arise - can't board a simple armored car.

Fast Attack[edit]

Any Regiment[edit]

  • Armoured Sentinels: Cannot mitigate the penalty for moving and shooting a heavy weapon, so unless they take flamers you're going to treat them like armoured turrets that can redeploy fast. With flamers and the humble sentinel chainsaw they become quick, durable shock troops. As such, taking anything but the multilaser (plus hunter-killer) is recommended because a weak load out would be a waste of this units fair durability. Up to 3 T5 6W 3+ Save models are rather hard to bring down quickly. They have generalist armour, meaning they can be hurt by anything but they don't really have hard counters. Anti-tank seems effective, but they'll usually waste a few overkill wounds, and sentinels have high wounds-for-cost for a vehicle so it doesn't scare them as much as other vehicles, but beware meltaguns and strong assault units if you take the flamers. Remember many vehicles took a hit to their firepower, so a group with las, plas, or flame (with HKs) is nothing to scoff at.
  • Scout Sentinels: A squishier, slightly faster version of the Armoured sentinel that can scout 9". Not usually considered very good. You can give them heavy flamers, but be prepared to wade through fire first, and infantry weapons CAN hurt these guys. Bolters will struggle to drop them, but nothing else will. Mass lasguns/s3, plasma, melta, shuriken, gauss, pulse weapons, ANY heavy weapon that isn't a heavy stubber. These guys will have a hard time getting that close, so choose your moment or expect them to be nothing but a distraction. With the other weapons, they can quickly get into a firing position with scout, and if necessary run away. Multilasers keep them cheap, and unlikely do draw much heavy firepower once the HK have fired. Hit them early then kite infantry if you have to. Giving them cannons essentially turns them into turrets. and DO take hunter-killers as these are a cheap source of them.
  • Hellhounds: The medium tank of the Guard motor pool has been favored in 8th, with increases in speed and toughness and decreases in price all around. The chassis actually covers three vehicles, but they're all the same power, so they all get one entry.
    • The basic Hellhound is armed with the infamous Inferno Cannon, a more powerful flamer with more than double the range. A nasty infantry muncher, capable of eating guard-equivalent models with 2s to wound and no save from up to 18 inches away.
      • Because the Hellhound is BS4+ and can't mitigate the movement penalties for heavy weapons, you would be wise to try for a Heavy Flamer on the hull mount, but on the Hellhound that means you need to get in very close to use it, negating the Inferno Cannon's range advantage. Further evening the choice is the Heavy Bolter's lower cost and consistent shot count. Give it some thought.
    • If your foe is made of tougher stuff, swap out for the Bane Wolf, whose vicious Chem Cannon wounds everything that's not a vehicle on 2s, with improved AP (at the cost of range).
      • Here the use of a Heavy Flamer is more obvious, since it has the same range as the Chem cannon. With two auto-hitting weapons this thing will take a big bite out of attacking forces in Overwatch.
    • Finally, if you want to take on vehicles, the Devil Dog closes the gap with the mighty melta cannon.
      • Be warned: unlike the other two, the Melta Cannon doesn't auto-hit. This is exacerbated by the melta options all costing the most and, like all melta weapons, being relatively short-ranged, helping to force you into movement. You could be forgiven for thinking this fast, inaccurate configuration is piloted by Orks...
  • Artemia-Pattern Hellhound (Forge World Index: Astra Militarum): In exchange for the enormous, highly-exposed fuel tank and slightly derpy-looking turret the Artemia version of the Hellhound gets to roll the best of 2d6 when deciding how many hits its Inferno Cannon inflicts. For 7 more points. Sure, Forge World, whatever.
  • Rough Riders: Surprisingly, 8th Edition's been kinder to Rough Riders than 7th Edition was. Their hunting lances are no longer one use only, being S+2 AP:-2 and do D3 damage, but still only when they successfully charge. Cheaper, an extra attack, twice the wounds, and now their flak armour might actually do a damn thing, though not against most multiwounding weapons. In addition, they may perform Flanking Maneuvers, which allows them to set up within 7" of a battlefield edge of their choice, and more than 9" away from an enemy unit. Combined with a pair of meltaguns this can make them surprisingly mean tank hunters (between the charge and the melta shots they can inflict about 5 wounds on a T8 3+ target on average) or Character assassins, but it does not make them front-line brawlers; they might all have chainswords and laspistols but they only get 1 attack a model base. Hold on, that's three attacks after wargear and there's the new trick of shooting pistols in melee, plus S3 they can hurt T5 and 7+ now. Compare them to Hormagaunts or Stormboyz, these guys are alright. If you've got a melee-buffer like a Priest on-site they can smash into the flank pretty hard, but their flanking approach and high speed usually puts them out of the range of friendly characters, that can make them better than alright.
    • Critically Important: Rough Riders are not Infantry and cannot be Ordered. Unlike every other unit here that can take a Plasma Gun, you can't stop a bad roll on overcharge with an order, which hurts especially bad since they're multiwounds models now. Also, why were you giving tank hunting units plasma guns? The meltagun is better on these guys for everything that has more than one wound, which in this edition is a lot.
    • Alternate Opinion: It is possible to buff Rough Riders with the right combo. If you're playing Catachan (preferably with Catachans converted to ride Cold Ones from AoS/Fantasy), and then charge the Rough Riders into something near Straken and a Priest, you'll get 16 S5 Attacks that cause D3 Wounds plus 10 S3 Attacks, and that's just with a minimum size Rough Rider squad. Considering their low cost you might as well take ten of them and get 31(!) S5 Attacks (at most, provided you remain in the aura) followed by 20 S3 ones.
      • Note: Straken and the Priest both have to be nearby during the Fight, and are slower than Rough Riders, so it may be non-trivial delivering them.

Fliers[edit]

Specific Regiment[edit]

Aeronautica Imperialis[edit]
  • Valkyrie: The original bad bitch of the skies can hold 12 Astra Militarum Infantry; Ogryn count as 3 models. Any infantry with the Astra Militarum keyword (and Inquisitorial models with the Authority of the Inquisition trait) count. Transports can hold multiple units now, so 3 Command Squads each with 4 meltaguns for 12 meltaguns (or, cheaper, plasma guns, of course) at BS 3+ in one Valkyrie? Nice! Even better, Grav-Chute Deployment allows you to put anybody the bad bitch can carry 9" away from the enemy...after the Valkyrie's 20" minimum move. Can you say 'turn 1 charge with ogryns?' And to top it all off it has 2 MORE wounds than a Leman Russ tank (though 1 less toughness). Cue the music!
    • Note: On the firepower side of things, hellstrike missiles may be fired more than once (but the Valkyrie is only equipped with one (1) Hellstrike Missiles if I read correctly), and the multiple rocket pod is a nice infantry muncher. However, the Valkyrie isn't immune to the penalties for firing heavy weapons on the move, and being Airborne it HAS to move, so it'll be shooting like an Ork most of the time. Spring for Multiple Rocket Pods, multilasers and door gunners with Heavy Bolters to power through the penalty. But it also may hover. So if you really want to kill something, you may switch to hover mode and let go. But prepare to die afterwards, since all the Flyer buffs are then gone.
    • Other Note: The Grav-Chute deployment still only counts as a disembarkation from a transport, allowing you your normal movement afterwards with your 12 melta vets, or your 4 Bullgryn for that 1" charge...
  • Vendetta (FW Index: Astra Militarum): She's back, boys and girls! The premier tank-hunter of the galaxy is back, and she's pissed. Carrying half a dozen lascannons and a nice, fat troop bay for 12 models (even keeping Grav-Chutes!) the Vendetta is a fine transport and gunship both. You pay a premium for her - you have to buy every one of those six lascannons - but it's worth it. God-Emperor, is it worth it.
    • Be aware, of course, that Heavy Weapons impose -1 penalty on a roll to hit if you moved, and you must move as a flyer unless in Hover mode. This means your beautiful (and expensive!) Lascannons are fired with an Ork BS of 5; 3 twin-linked ones would have been better, if it were still possible. Take the slap on the wrist, with the miracles it can pull in the field of transportation the lousy shooting is the only thing keeping this from being outright cheese.
  • Vulture (FW Index: Astra Militarum): Sorry, did we say the Vendetta was a fine gunship? Well, okay, it is, but this is the exemplar of the role. A Valkyrie's statline with a tasty Strafing Run rule (+1 on roll to hit if target has no <Fly>) and 4 weapon pylons, carrying rocket pods, missiles, autocannons, multilasers...yeah, okay, fine. We know why you're here. The Twin Punisher Cannon, a Heavy 40 S5 dual-minigun man-muncher that will turn anything you point this bird at into paste. Scratch the paint and make sure it's not an Ork...

Heavy Support[edit]

Any Regiment[edit]

  • Heavy Weapon Squad The base cost of this unit is absurd! 12 points for a full squad of 3 heavy weapon T3 meat platforms, before weapons - less than a third of what it was in 7th! Almost no fat between you and your Heavy Bolter, Lascannon, etc. That's 36 points for three Heavy Bolters! 57 points for three Autocannons! With the advent of squad-wide splitfire, the choice between these and putting them in Infantry Squads is more even; an HWS is more order-efficient but an Infantry Squad will stay alive longer (though heavy weapons don't benefit from orders as much now). Incidentally, you do not need a Commissar for these; any damage severe enough to make the squad actually lose more models that a Commissar would prevent (more than 1, followed by a 6 on the Battleshock roll) will kill the squad entirely, and you don't need high Leadership to get off Orders now, either. The real downside of these is on the organizational level; you'll quickly max out your Heavy Support slots by taking these in significant numbers - 3 heavy weapon squads, and the Platoon Commanders to order them, is less than 250 points, and eats 3 heavy support and 3 elite slots!
    • Get around that by making a dedicated Heavy Weapon Team and Company/Platoon Commander spearhead detachment and gain +1CP along the way
    • 3 mortars is 27 points, a piddling amount for the output you can pull off with them since they don't need to see their targets. Very much worth considering.
  • Sabre Weapons Battery For 20 points base, you get 1 3W, T4 model with a 4+ save. While most of its "twin" options are nothing to write home about compared to two heavy weapon teams, which for 12 points cheaper you get 3 more wounds at the expense of 1 point of toughness and 1 point better armor save. Furthermore, because orders only work on infantry instead of "non vehicle units" a la 7th, it can no longer take orders. HOWEVER, HOWEVER, HOWEVER, you don't take a sabre anymore for its weapon options. Instead, as a 0 point upgrade, the sabre weapons battery can take a "defensive searchlight". This GODLY piece of kit means if one sabre targets an enemy unit with 48" of it and in line-of-sight, a friendly unit can add 1 to hit rolls when firing at said unit. While this doesn't immediately seem that stunning, it now means a 50 man blob of conscripts with FRFSRF hits on 4+, LRBTs and BEHNBLADES hit on 3+, Tank Commanders and, potential limberger-kaese levels of cheesy, hovering twin-punisher (40 S5 SHOTS!!!) vultures hit on 2+!!!!
    • Our lord and savior Forgeworld no longer makes a model for the Sabre. However, a proxy can be kitbashed pretty easily. Simply buy 3 a heavy weapon squad box from GW, build them as lascannons, cut off the lascannon barrel so that the stump is flush with the gun shield, and glue on the front of a vehicle searchlight (found in pretty much every IG vehicle kit that no one bothers to put on). Voila!
  • Leman Russ Battle Tanks: Ah yes, the Leman Russ. Has long-held, and continues to hold, the title of sturdiest tank in the galaxy, point-for-point. For 132 points, a T8 W12 platform with a 3+ save will consume an enormous amount of firepower before dying. Its basic Battle Tank Cannon is Heavy D6 S8 AP-2 and took some big hits. It (along with many others) practically lost large blast, with it being lucky to get 2 hits and getting 4 or more will be a rare occurrence indeed. MEQ now get a 5+ save instead of being auto-pasted like its 5th-7th edition iteration, but this thing's now decent against enemies with 2+ armor which is a decent trade-off. The Exterminator took a 1/3 firepower hit as well, placing it squarely worse than a predator autocannon versus big targets, and is no longer more accurate with heavy bolters than ordnance Russes. Speaking of which, with Heavy Bolters also being worth a mere 8 points each (less than half of a Heavy Flamer), adding 3 Heavy 3 S5 AP-1 weapons is a thrifty 24 points, making them more worth their points.
  • Leman Russ Demolisher Tanks: The brawlers of the battle tank variants; no guns over 36" (except the Lascannon) and a LOT more power in exchange. The Punisher and Demolisher are statistically your best friends against troops and vehicles/monsters, respectively - a Punisher with 3 heavy bolters (176 points) or a Demolisher with 2 multi-meltas and a lascannon (212 points) can wreak impressive amounts of havoc for a single model, if you can bear the cost, and unlike previous editions they don't mind being in melee (in fact with a trio of heavy flamers they'll be quite painful to charge). Also back in the running is the Executioner. With 2 plasma cannons and a hull lascannon (202 points) it can put out an impressive amount of MEQ-hate. And unlike every other model with plasma, a 1 on the hit roll of an overcharge shot doesn't kill you! Instead it inflicts 6 mortal wounds (half of the tank's health) and burns out every plasma cannon on the tank except the turret. So...yeah. It's perfectly safe, the commissar told me so!
  • Leman Russ Conqueror (Forge World Index: Astra Militarum): Actually pretty useful now. For 20pts LESS, the Conqueror cannon has the same statline as a regular battle cannon, just with a 48" range. The co-axial weapon is only a storm bolter though, rather than the much more logical heavy stubber, but Forgeword are bound to go derp somehwere. Actually while the Storm Bolter is shorter ranged (its max range is half the main gun's, rapid fire is 12) due to not being a heavy weapon it fires at full BS on the move, and it grants rerolls to hit with your Conqueror cannon if you fire on the same target, it doesn't even have to hit anymore.
  • Leman Russ Annihilator (Forge World Index: Astra Militarum): Still as underwhelming as they were in the previous edition, with two lascannons in the turret and a heavy bolter on the hull. Pass for the beast below
  • Leman Russ Stygies Vanquisher (Forge World Index: Astra Militarum): A slight improvement over the normal Vanquisher, the Stygies pattern comes with a co-axial heavy stubber, and -1S, BUT if it remains stationary, the main weapon gains +1BS. Take a squadron of them, sit them in cover, and ping away.
    • Sponson/Hull Weapons - Heavy Flamers and Storm Bolters can be fired on the move without penalty, but only they and your turret gun have that benefit. If you do take Plasma Cannons (or other options, like a Hunter-Killer Missile), don't expect to land many hits.
  • Hydra: The original AAA is back in action! with the revision to Skyfire, the Hydra can hit ground troops on 5s, and with its eight autocannon shots it's a potentially good investment even if you didn't expect fliers from your opponent. The power comes at a price, though: 108 points, up from 75. Fliers will learn to fear it, though; it puts out enough power to statistically guarantee damage versus most aircraft.
    • It doesn't get +1 to hit against Fliers. It gets it against anything with the FLY tag. Guess who has the Fly tag? Eldar Jetbikes. You did magnetize that Wyvern you bought, right?
    • There's a surprising number of other units with FLY, like the aforementioned jetbikes, Jump troops, anything that used to be a skimmer in 7th, Monoliths, half of the Dark Eldar and Tau Army Lists... it's really quite staggering. Make sure you check the tags on your target's datasheet before opening fire. And do take a picture of your opponent's face when you inform them of this.
  • Wyvern: One of the latest additions to the Imperial Guard motor pool. Got tickled with the nerf bat. Its infamous Wyvern quad mortars work similar to how they did before, doing 4d6 S4 AP0 hits that re-roll to wound. Thanks to the new 8th Edition rules, the old "enemy spreads their models out to avoid blasts" tactic is moot. It's lost its "Ignores Cover" ability, which really hurts given its lack of AP. Due to the way twin-linked works now, it's traded in the re-rolls for twice the shots like everything else, which is a small buff. It gets 14 shots and 7 hits on an average roll, which at S4 and AP- will only reliably kill 2 or so marines. (Wait, marines? Why didn't you take a basilisk?) The Wyvern excels at killing GEQ and similar lightly armored infantry blobs, whether they're footslogging Orks, other armies' Guardsmen, or common traitors. Using this thing to target Marines is just a waste of fire and not what the weapon is designed for.
    • Thanks to the re-roll to wound it is possible to take a few wounds off of vehicles or monsters.
    • Enemies will have to think twice before assaulting this baby, as it is scary on overwatch. (not hellhound scary, but still)
  • Basilisk: Fluffy is back! The Earthshaker gun motor carriage smacks units up to twenty feet away at s9 AP-2 and d3 damage, rolling 2d6 for shot count and taking the highest - and it's down in cost too, to 108 points. Better against vehicles than troops, because its multi-wound power is wasted against infantry, but powerful and long-ranged for its points nonetheless. Basilisk is brutal and very point-efficient, with the only problem being Guard's BS of 4+. Still one of the best choices nonetheless. It is also "Webstore exclusive" - what a funny coincidence.
  • Rapier Laser Destroyer Battery (Forgeworld Index: Astra Militarum): If there was something that suffered from Guardsman BS worse than the Vanquisher, it's this. The Rapier fires a single shot, but if it does damage, roll a d6. 1-3? It hurts like a lascannon. 4-5? It hurts like 2. and a 6? It hurts like 3. And at S12 and AP-4, it's pretty damn likely to do damage. But it has to hit first. Each gun comes with two Guardsmen for crew; the enemy can only target them if they're closer than the gun itself, but if they die the gun does too. 6 points more per gun than an entire team of lascannons, and consequently a lot less cost-effective, but much tougher in exchange. Also note because it's the Rapier shooting (which is a vehicle) it can't take orders at all.
  • Earthshaker Battery (Forge World Index: Astra Militarum): The gun deck of Basilisk, sitting pretty on a stationary foundation. With tough-as-nails vehicles back in action, so is this machine...insofar as a blast-inflicting machine can function in an edition with no blasts. Still, it's by far the cheapest source of long range firepower, and still tough enough to get off a few volleys. Just don't let someone charge it.
  • Earthshaker Carriage Battery (Forge World Index: Astra Militarum): The Earthshaker Cannon mounted on a Krieg-style wheeled gun carriage. Unlike the above, the crew is separate, and thus can defend the gun in melee...or get shot, leaving the gun useless. Fortunately if the gun's closer the enemy must shoot it first, and you get 4 crewmen a gun. And they can take orders, though re-rolling 1s won't work the miracles that ignoring all cover saves once did.
  • Medusa Carriage Battery (Forge World Index: Astra Militarum): The Medusa Siege Gun returns, mounted on a wheeled gun carriage. Got a few buffs - the standard siege shells are ballistic, and may be fired out of line-of-sight now, while the still-direct-fire Bastion-Breaker shells may be used without losing the ability to fire standard shots. The 36" range may chafe on an immobile platform, though...
  • Manticore: The Guard's entry into the community of rocket artillery, and arguably the best. May not be squadron'd, but don't be discouraged - it's gotten a MASSIVE points reduction, down to 132 from 175. The Storm Eagle Rockets still hit like the proverbial meteor: Heavy 2d6, S10 AP-2 Dd3 with a range of 10 feet. Minimum range is gone, too - this may be your new best friend in the realm of artillery. Sadly, nothing good lasts forever; you only get four shots, and Overwatch does consume them, so make each one count!
  • Deathstrike: Gone and buried are the days of Riptides laughing off a hit from an ICBM - nothing wants to be hit with this monster. 3d6 shots, and any hit inflicts a Mortal Wound. No save, no wound roll, no problem. Furthermore, any unit within 6" of the target takes d3 Mortal Wounds half the time. Smack the center of the enemy's army with this for 155 points and it'll make back its points with ease. Of course, you'll have to get the shot off first: you have to roll an 8+ on a d6 + the turn number. Use Command Points to reroll the dice and force that 6 (in second turn) or that 5 (in third turn) roll. It's tougher than it was in 7th. Too bad it will never fire and it's totally better to take literally any other artillery instead.
    • Potentially a new distraction Carnifex; by turn three, one of two things would've happened. Someone who's been against one will make it a priority, and spend a few turns firing at it while the rest of your army chips away at their own high-value targets while receiving little in the way of return fire, OR an less-informed opponent will ignore it until it's too late for them to do anything.
  • Malcador Tank Family (Forge World Index: Astra Militarum): Down(?)-graded from Lord of War to Heavy Support, the Malcador has been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casemate the main gun sits in (and the fact that the sponsons can't train forward) no longer limits its shooting ability. It has Grinding Advance, as well.
    • Malcador Heavy Tank: The basic Malcador is a Russ on a steroid binge - 18 wounds instead of 12 (this is standard across all Malcadors), and it can carry autocannons or lascannons in the sponsons.
    • Malcador Annihilator: The Malcador's version of the Leman Russ Annihilator. Two lascannons in that weird turret and a Demolisher cannon in the hull.
    • MAlcador Defender: Now we're talkin'! In a remarkable display of foresight, the Defender eschews the nerfed turret weapons of its brothers for an interwar-style turret fitted with five heavy bolters. Two more on the sponson mounts make for a bullet hose to rival the Stormlord - at 21 shots, it can chew up blobs but good! It also adds 1 to its overwatch hit rolls (which doesn't actually do anything - Overwatch requires a 6, regardless of modifiers; nice one, Forge World). A demolisher cannon is still present on the hull for tougher targets.
    • Malcador Infernus: The Malcador's version of the...Hellhound? Apparently someone saw the need to set entire city blocks on fire at once. This vehicle carries the Inferno Gun, which rolls 2d6 automatic hits with a strength and damage that resembles an Autocannon (with better AP). If that and the 16" range weren't enough the prometheum fuel can be swapped out for Trooper Duffy's special soup recipe a toxic sludge that wounds everything that isn't a vehicle on 2s, and has AP-3. It's a big pile of points and tends to violently explode, but it can be very fun to run!

Lords of War[edit]

  • Forge World, with its unbridled fetish for treads, guns, and engines, has provided the Guard with the largest selection of Lords of War in the game, bar none. You can't take Titans in here anymore, but you could be forgiven for not noticing. The overwhelming majority of these are tracked vehicles of one variant or another, and most of them have the Steel Behemoth rule, allowing the vehicle in question to shoot and charge normally if it's fallen back that turn, fire smaller guns like twin heavy flamers as if they were pistols, and fire the larger guns normally even if the enemy is within 1".

Any Regiment[edit]

  • Minotaur Artillery Tank (Forge World): One of the two variants of the Malcador chassis that retains the Lord of War title...though you could be forgiven for not noticing, since it's had two Earthshaker cannons mounted on it. Backwards. Simultaneously the coolest thing on treads and an ungodly abortion only Hereteks could love. Has two heavy bolters mounted on it...somewhere. As a side effect of mashing two Basilisks together it gains Steel Behemoth and a 5+ Invulnerable save against shooting attacks (which is copy-pasted from the Gorgon's entry, because the two are such similar machines...bravo, Forge World). The durability comes at a cost: for the firepower of two Basilisks it's almost as expensive as three.
  • Valdor Tank Hunter (Forge World): The other Malcador variant that's still a Lord of War, the Valdor is to vehicles what the Infernus is to infantry. It packs a Neutron Laser Projector, a cannon that hits plenty hard, fires more than one shot (instantly making this thing superior to the poor Vanquisher) and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them). Be wary: the reactor powering this thing is closer to a bomb than an engine. When killed, the Valdor explodes on a 2+, inflicting D6 mortal wounds on everything within 2d6". Sadly, it's too pricey to be taken just for the spectacular not-a-deathstrike suicide attack.
  • Macharius Family (Forge World Index: Astra Militarum): the middle child of the super heavy tanks, the Macharius series starts to wield titan-sized guns, while the non-tank variants of the chassis bring to the field some of the largest transport capacities in the game.
    • Macharius Heavy Tank:
    • Macharius Omega:
    • Macharius Vanquisher:
    • Macharius Vulcan: The Vulcan Mega Bolter retains the ability to spin up to maximum speed if the tank hasn't moved, doubling its rate of fire to 30. On a S6 AP-2 gun, that's some SERIOUS pain.
    • Crassus Armored Assault Vehicle: Still a good capacity armored transport, effectively the guard Land Raider...except not really. The simplification of the transport system puts it in competition with the Stormlord...which is amazing. It's viable if you have it, but no longer worth your money.l if you don't.
    • Dominus Armored Siege Bombard: STILL doesn't have a model. The price reduction of the basilisk and it's derivatives has removed this tanks' selling point of being more cost effective; instead it's now a potential partner for the Trojan, since squadrons can't share buffs.
    • Praetor Armored Assault Launcher (Forge World:
    • Gorgon Heavy Transporter: want to haul an entire platoon of conscripts? Here's how. With an unmatched-anywhere transport capacity of 50 models the Gorgon can move more men safely than anything else. The Gorgon Mortar is no longer one-shot, too, letting this vehicle function as a pseudo-Land Raider...until you realize you're transporting 3 point models in a Lord of War, and they can't shoot out of it.
  • Baneblade Family: The galaxy's premier super-heavy tank has been lucky this edition, with almost-universal reductions in points, retention of fire points, amazing toughness, and the addition of the Steel Behemoth rule. The Steel Behemoth rule is especially powerful on Baneblades; Versus targets in melee it may fire its twin heavy flamers and twin heavy bolters like pistols, targeting foes within 1" - this makes a fully-armed Baneblade variant one of the meanest models in the game in close quarters, dealing out an average of 31 hits, at S5 AP-1 - and that's before it uses its adamantium tracks, which swing at s9 ap-2 for d3 damage up to 9 times. And those flamers hit on overwatch, too. All variants have a twin heavy bolter on the hull, and may take up to 4 sponsons, each with a lascannon and a twin heavy flamer/twin heavy bolter.
    • Note - Whether by intention or by accident, currently the Baneblade and all variants are lacking the Leman Russ Battle Tank "Grinding Advance" special rule, and therefore take a -1 to hit when shooting heavy weapons (read: Pretty much all of them) if they have moved in the previous phase, meaning your Baneblade will be hitting on 5's with all of its weapons if you move it. This generally means if your Baneblade is going to be in close you'll want to go for weapons that autohit - like the twin heavy flamers, above.
    • Baneblade: First of the turreted variants (though with the removal of facing that's not as relevant anymore), the original Baneblade packs the mighty Baneblade Cannon, an autocannon, and a hull Demolisher Cannon. Oldies but goldies.
    • Hellhammer: Preferred by Catachans, the Hellhammer's main cannon ignores cover bonuses and hits slightly harder than the Baneblade's at the expense of range. As the other turreted variant it includes a hull Demolisher Cannon. On this version the backup radio antenna on the rear of the turret becomes a crew defence lasgun. Most recommended for the quad flamer 'brawler tank build; the demolisher and main cannons working in tandem are a threat to anything and everything.
    • Shadowsword: Arguably the most famous aside from the Baneblade itself, the 'Titan-Killer' mounts the incredibly powerful Volcano cannon, still capable of one-shotting Land Raiders even in an edition rife with tough vehicles and monsters with a has-been Strength of 16. Versus Titanic units it gets +1 to hit, and the Volcano Cannon rerolls wounds. Very little can hope to survive a duel with this beast.
    • Stormsword: One of the cheapest variants (though still a list-buster at 390 points before its weapons), the Stormsword carries the Stormsword Siege Cannon, a massive gun that ignores cover and all but the strongest armor to boot. Lead the charge and smash the foe.
      • Arkurian Pattern Stormsword (Forge World): Exactly the same as the regular Stormsword. The mind boggles as to why it got its own entry in the FW index.
    • Banesword: With its Quake Cannon swatting enemies from more than 11 feet away, the Banesword is a premier fire support vehicle. Sadly eclipsed by the Shadowsword, since the Quake Cannon can't fire out of line-of-sight.
    • Banehammer: When it comes to stopping the enemy advance, the Banehammer delivers. Its Tremor Cannon can turn entire sections of the field into flying clouds of dirt and debris, halving the Move of enemy units and preventing them from advancing. Hold the line! Received a troop bay and transport capacity in this edition; 25 models can hitch a ride, of whom 10 can shoot out of the firing deck.
    • Doomhammer: Second of the transport-capable variants, the Doomhammer supplements a troop bay and firing deck matching the Banehammer's with the Magma Cannon, adept at bringing the hurt to large targets. Six Ogryns, a Platoon Commander, and a Priest is a nice package to dump upon an unsuspecting enemy.
    • Stormlord: Gork and Mork (or was it Mork and Gork?) cry tears of pure joy when this arrives on the field. With a troop bay that holds 40 models (of which 20 may fire out) and the Vulcan mega Bolter, this monster can put out more dice than any other model in the game. Put entire squads of Bullgryns inside it for a pseudo-Land Raider or entire Detachments of Heavy Weapon Squads (probably with Mortars, though to fill it completely you'll be fine with a mix) for unprecedented firepower and durability.
    • Arkurian Pattern Stormblade (Forge World): The Plasma Blastgun's 2d6 MEQ-vaporizing blasts will wipe out any infantry near it. Supercharging it boosts its range from 72" to 96" and boosts the shots' strength and damage by 1, but as always you'll want something nearby to ensure that it doesn't risk damaging itself in the process.
    • Arkurian Pattern Stormhammer (Forge World): One of the most flexible variants, the co-axial multilaser acts more like a target marker than a weapon in its own right- if its Stormhammer Cannon shoots the same target as the multilaser, it can reroll any failed to-hit rolls. The cannon itself is 60" Heavy d6 (roll twice, pick the highest), S9 AP-3 d6 D (re-rolling a result of 1 for damage), making it a slightly shorter ranged but otherwise much better Battle Cannon that works well with the other two Battle Cannons it has. It comes with six more multilasers, which can and probably should be switched out for heavy flamers, heavy bolters, or lascannons as needed.
  • Marauder Bomber (Forge World):
  • Marauder Destroyer (Forge World):

Death Korps of Krieg[edit]

Restrictions[edit]

In addition to their special units, the Death Korps of Krieg can only use the following units:

  • Master of Ordnance
  • Rapier Laser Destroyer Battery
  • Hydras
  • Tank Commander
  • Hades Breaching Drill
  • Hellhounds
  • Salamander Scout Tank
  • Stygies Thunderer Siege Tank
  • Basilisks
  • Armageddon Pattern Medusa
  • Colossus Bombard
  • Quad Launcher Battery
  • Heavy Mortar Battery

They are also unable to take sniper rifles as special weapons.

Special Rules[edit]

  • Cult of Sacrifice: When taking Morale tests, ignore casualties inflicted in the Shooting phase. This applies to all Infantry units listed above, not just the Death Korps exclusive ones. This rule helps mitigate the punishing effects of morale, which is both fluffy and reduces their dependency on Ld-boosting aura effects.
  • Voice of Command:Death Korps of Krieg lose FRFSRF, but gain two new orders instead. Additionally, they can also issue orders to CAVALRY units as well as INFANTRY:
    • Duty Unto Death!: Any INFANTRY or CAVALRY model in the affected unit slain in the Fight phase makes one last attack. Helps to wring out one last bit of usefulness from a unit that's losing a melee fight.
    • Without Mercy!: Lasguns and Hot-shot Lasguns become Pistol 2. While lacking in the sheer number of shots FRFSRF can bring out, it can be quite effective at surprising a melee-happy opponent when your gunline can keep on shooting even in close combat.
  • Death Korps can take laspistols, hotshot laspistols, and hotshot lasguns as ranged weapons, heavy flamers and heavy stubbers as heavy weapons, and chainswords as melee weapons.

Units[edit]

HQ[edit]

  • Death Korps Marshal: The equivalent of a Company Commander doesn't come stock with a chainsword or shotgun, but he does come with a Krak Grenade and a higher armor save. Additionally, the Momento Mori he can buy forces all weapons that normally roll for damage to treat the roll as a 1, giving him a bit more staying power than normal.
    • Marshal Karis Venner: Your named Character for the Death Korps, he comes with a hot-shot laspistol, powersword, and Momento Mori. He can issue three Orders per turn and forces friendly units within 12" to use his Ld 9 even if their own Ld is higher.
  • Death Korps Field Officer: The Platoon Commander equivalent, though he shares the improved armor save with the Marshal and comes with a Marshal's Ld score as well.
  • Death Korps Death Rider Squadron Commander: A Field Officer on a horse, with a boost to Toughness and Wounds to go with it. Having the same Augmented Mount ability as other Death Riders helps to increase his durability, and for obvious reasons he's the best choice for getting Orders to your cavalry.

Troops[edit]

  • Death Korps Infantry Squad: A rather odd change to the basic Guardsmen; they lose the option to take Heavy Weapons Teams and the Watchmaster uses a lasgun like the regular troops (though he can buy both a pistol and melee weapon), but they all have a WS of 3+ and can buy a Platoon Standard that buffs allies' Ld by 1. Best used alongside the Death Korps' unique orders.
  • Death Korps Grenadier Storm Squad: A Tempestus Scion squad with deep striking replaced with Cult of Sacrifice and no hot-shot volley guns. Unlike the Scions, the number of heavy weapons they can take doesn't depend on the number of models in the unit so it's possible to go MSU and still have 2 special weapons in the squad.

Elites[edit]

  • Death Korps Command Squad: No heavy flamer, medi-pack, or heavy weapons teams in this command squad, but what you do get is the ability to use the Regimental Standard. It only affects Cavalry and Infantry, but grants an additional attack on top of the Ld bonus, making your troops more effective in close combat.
  • Death Korps Combat Engineer Squad:
  • Death Korps Commissar: A basic Commissar. Given all the buffs to Ld you can get with the Death Korps along with their Cult of Sacrifice rule, you can skip him.
  • Death Korps Death Rider Commissar: See above, but with a horse.
  • Death Korps Quartermaster Cadre: This is where the Command Squad's Medi-pack went. One creepy guy and up to 4 servitors wielding scaplels that wound non-vehicles on a 2+ and get buffed to WS/BS 4+ and Ld 9 as long as they stay close to him. They also grant nearby Infantry and Cavalry the ability to ignore an unsaved wound on a 6+, making it mutually beneficial for them to stay close to a big squad of infantry.
  • Death Korps Death Rider Command Squad: A must-have for any list focusing on Death Riders. Taking this squad along allows them and up to 5 other Death Rider units to deploy via outflanking at the end of any movement phase.

Dedicated Transport[edit]

  • Death Korps Storm Chimera: The Krieger approach to warfare is obvious in this armored vehicle's loadout. It gets an autocannon as its turret gun and the option to buy improved armor which gives it a 2+ save vs weapons of S4 and less and lets it ignore the effects of land mines on a 4+. It's a price hike on the standard Chimera, but it's worth it.
  • Death Korps Centaur Light Assault Carrier: Hoo-boy. This little bugger is magnificent. Sure, it's not as tough or as shooty as a Storm Chimera but if you pop 5 grenadiers with some meltas or flamers, you can send this off towards the enemy by up to 9" before the game even starts. Imagine your opponent's face when they see this little bundle of hurt rolling towards them. They can ignore it, and have some grenadiers kick them in the arse, or, shoot it and ignore the vast majority of your army.

Fast Attack[edit]

  • Death Korps Death Rider Squadron: Your only Fast Attack choice, but a big step up from the basic Rough Riders. For a start, you have better WS Toughness, Attacks, and armor than them, which means you're way less likely to die before you approach your target. Your steed gets 2 extra attacks instead of one and hits as hard as a bolter, and while you don't get a chainsword to start with you do get krak grenades. With no access to special weapons, they're much better suited as frontline brawlers- with access to orders, they can be just mean with Fix Bayonets! and Duty Unto Death!.

Heavy Support[edit]

  • Death Korps Heavy Weapons Squad: Other than the higher WS, Krak Grenades, and Cult of Sacrifice, they're identical to the vanilla HWS. You might need to bring a couple along anyway though since you can't take heavy weapons in your regular infantry squads.
  • Death Korps Leman Russ Mars Alpha Battle Tanks: Your favorite battle tank, customizable into any configuration of Russ as you see fit (though the Vanquisher cannon comes with a heavy stubber instead of a storm bolter as its coaxial weapon), but now with the ability to trade the stock heavy bolter for a multi-melta or a plasma cannon. As an added bonus, its armor save becomes a 2+ against weapons of S4 or lower, so bolter shots won't even faze you.

Elysian Drop Troops[edit]

Restrictions[edit]

In addition to their unique units, Elysian Drop Troops can only take the following:

  • Officer of the Fleet
  • Valkyries
  • Tauros
  • Tauros Venator
  • Vulture
  • Vendetta
  • Tarantula Battery
  • Cyclops Demolition Vehicle
  • Thunderbolt Heavy Fighter
  • Lightning Strike Fighter
  • Avenger Strike Fighter

The following weapons cannot be taken by Elysian Drop Troops:

  • Boltgun
  • Sniper Rifle
  • Autocannon
  • Lascannon
  • Power Axe
  • Power Maul

Special Rules[edit]

  • Aerial Drop: You can deep strike any Elysian Drop Troops model, as well as any kind of Tauros. Just don't forget the limits of doing so in matched play.
  • Voice of Command:Elysian Drop Troops lose Forward, for the Emperor!, but gain two new orders instead:
    • Hold the Line!: The targeted unit ignores models killed during either the Shooting or Fight phase for the purposes of the Morale phase until the next Movement phase.
    • Move and Fire!: All of an INFANTRY unit's weapons become Assault weapons until the end of the turn. Similar to Forward, for the Emperor! but also allows Heavy Weapons to fire and move without the normal penalties for doing so.
  • Elysian Drop Troops can take lascutters as special weapons.

Units[edit]

HQ[edit]

  • Elysian Company Commander: Compared to the basic company commander, the Elysian version loses the shotgun and chainsword but gains an extra point of Ld and allows friendly Elysian Drop Troops within 6" of him to reroll failed morale tests.
  • Elysian Lord Commissar:This Lord Commissar loses the Power Sword (but can buy one and can swap his bolt pistol out for a boltgun), and like the Company Commander he allows friendly Elysian Drop Troops within 6" of him to reroll failed morale tests as an extra defense against morale checks.

Troops[edit]

  • Elysian Drop Trooper Squad: More expensive than basic Guardsmen and also lack heavy weapons access, but have an extra point in Ld and the whole unit can take krak grenades. The best way to use them is to deep strike close to an important target and use a breacher charge- d3 mortal wounds on a 4+ is no joke, and against VEHICLE, MONSTER, or BUILDING targets it jumps to d6 mortal wounds.

Elites[edit]

  • Elysian Special Weapons Squad: Like the vanilla counterpart, but swaps the demolition charge option for breacher charges. Good as suicide melta units, or as a cheap source of breacher charges.
  • Elysian Veteran Squad:
  • Elysian Sniper Squad:
  • Elysian Command Squad:
  • Elysian Platoon Commander:
  • Elysian Drop Sentinels:

Heavy Support[edit]

  • Elysian Heavy Weapons Squad:

Flyers[edit]

  • Valkyrie Sky Talon: Fewer options than a basic Valkyrie and you can't take them in squads, but they can transport either a Tauros or 2 Drop Sentinels.

Tactics[edit]

  • A warning: Guard are strong this edition. Very strong. Between dirt-cheap, morale-immune blobs like conscripts and commissars, and extremely weapon-dense deep striking units like scion command squads, Guard can take an enormous beating and deal one out in turn. It's not speculation to say they're one of the strongest armies this edition. You remember all those Tau and Eldar players you hated in 7th? That's you now. Be magnanimous! Don't run the strongest army you can; just enough to make it fun. As the saying goes, never play an ace when a two will do.
  • Meat and Potatoes Army for 50 power, or 1030 points, and fulfilling a battalion detachment (you wont care about rerolls with this army though) you can field 3 company commanders, 4 commissars, 200 CONSCRIPTS and 3 full heavy weapon squads of any variety. And they said 8th edition was free of abuse and power gaming...do note that this is a LOT of men, and will run you ragged in dollars as well as friends. But it is strong.
  • Scions can bring more plasma/melta than is even remotely necessary to the battlefield. They are cheap, hell plasma guns are now safe and only 7pts?!?! and hit on 3s for shooting. Plus they can deep strike safely within rapid fire range
    • Scions will work beautifully as allies to armies like blood angels, providing precision high powered dakka while the marines handle the face to face confrontations.
  • Valkyries & Vendettas: Or 'How I learned to stop worrying and love 8th Edition'. Due to the wide range of infantry, your Valkyries can carry a lot of stuff and get it into 'fuck you' range with exceptional speed. Here's a few suggestions as to what to put inside:
    • 2x Special Weapons Squad - two demolition charges and two flamers can give a nice one-shot pile of pain.
    • 3x Command Squad - Can take Heavy Flamers, and no lasgun tax. Offers some serious density of firepower, but at the cost of survivability; every casualty counts if everyone's carrying a Meltagun. You can get them all into melta range, but when the enemy returns fire, you have no nameless riflemen to keep the heat off your precious special weapon bearers. Scions can improve the survivability a bit but you're still T3 with one wound apiece. So that's what it feels like to play Grey Knights. Alternatively, fill your V-Force flyers with 12 plasma guns apiece for a mere 156 pts, and Grav-Chute immediately into rapid fire range. Problem, Battlesuits?
    • Ogryns/Bullgryns - Turn 1 charge! Seriously, the Valkyrie's Grav-Chute Deployment is a disembark move, so you can move, shoot, and charge normally afterwards. Thus your meatheads can advance 6" up the 9" required separation distance, fire whatever guns they brought along, and then charge from 3" away. This can be done with any Astra Militarum unit (thus the meltaguns above can move into range for maximum effectiveness, see above) but if you're going to be charging, you're going to be doing it with Ogryns & Bullgryns.
    • Veteran Squad - Like the Command Squad, above, but you have some lasguns to eat return fire, increasing your chance of firing those Special Weapons more than once. On the other hand, you're using a valuable airborne assault carrier to get these guys into combat in the first place, so why not maximize that alpha strike? Up to you.
    • Infantry Squad - Nah. You've got better options and you know it.
    • Tempestus Scions - Elysians, if you don't feel like selling your kidneys to Forge World. Sure, they can Deep Strike, but this way they can move another 6" after the disembark, which is very valuable for Scions; it gets you into Rapid Fire range for your Hot-Shot Lasguns, and bonus-damage range on Meltaguns, too. This can result in an extremely painful alpha strike, if you bring along a Tempestor Prime to order them. And you're hitting on 3s!
  • Artillery Park The Mighty MoO is a cheap autoinclude, but is worth building an army around. Thanks to templates no longer being a thing, 3 Manticores and 3 Wyverns can safely fit within the 5~ circle of effect behind a bastion, and dole out the xd6 shots all the day long. The above rocks in at slighty under 800 pts before upgrades, so it's not like you won't have enough for some bubble wrap.
  • Gunship fortifications The new rules for the Skyshield Landing Pad is that it can repair fliers on top of it to the tune of d3 wounds per turn. Stuff a techpriest and an Officer of the Fleet next to a Vulture and dare your opponent to come within firing range of a Hovering flyer rerolling 1s and regenerating 2d3 wounds per round while chucking out 40 shots per round.