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

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This is the current Edition's Imperial Guard tactics. 7th Edition Tactics are here.

Contents

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 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 both. 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, Astropaths, Priests, and all Commanders.
  • Dirt cheap troops means you can laugh off the loss of cheap guardsmen or even 30 man conscript squads 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 or multiple battalions due to dirt cheap units.
  • Most Special and Heavy weapons are discounted for you in comparison to other Imperial armies, which is great considering how many you can cram onto a list.
  • 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 rarely see an army with more assault weapons than Scions.
  • The new Strength/Toughness and AP mechanics tend to favor hordes, as does the removal of templates. Your opponent won't get more than 6 hits from a flamer or heavy flamer, you actually get a save against both, and that heavy flamer only wounds your boys on 3s.
  • You have way more opportunities to make your army look distinctive than most other armies do. Space Marines might get to make themselves feel special by slapping different colors of paint on their armor or putting different emblems on their pauldrons, but there are actually entirely different model options for your guardsmen. (Granted, only Cadians and Catachans are available in plastic right now and the others are rare, but hey, they still exist. This is pointed out in the Codex, with Guard/Admech/Genestealer Cult kitbashes now being canon, as well as Chris Peach’s Empire chaps from White Dwarf.)
  • You're the best ally army in the Imperium, bar none. It doesn't matter if you're bringing Space Marines, Sisters, AdMech, or Genestealers: you open more doors for more armies than any other army in the game, whether with long-ranged fire support, cheap bodies, or badass flyers.
  • Let's state the obvious: Guard is by far one of the strongest armies in the game right now, right up there with Marines, Tyranids, and Death Guard. All those Eldar, Tau, and Necron players who cheesed their way through easy victories with Decurion detachments, Wraithknight spam, and markerlights are crying crocodile tears about how tricky Guard is to counter this edition. You're not invincible, but you are very point-efficient, and have probably the highest heavy-and-special weapon density in the game; there is almost no unnecessary purchase between you and your big killy guns.

Cons[edit]

  • Overall flimsy infantry. What you have in numbers you do not have in resilience; your most common model statline is toughness 3 with a 5+ save. Still some of the toughest models point-for-point, but it practically forces you to buy in bulk.
  • Comparatively weak in assault. S3 with 1 attack each is not doing you any favor,(unless you're playing catachan who get strength 4 with their regiment). 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. Our Infantry squads are still better in assault than Battle Sisters, Guardians Defenders, Termagants or even Tactical Marines point for point. That's before Priests, Fix Bayonets, and Catachan shenanigans. But squads caught in melee alone will fail anyway because...
  • Individual units are weak without support from characters and other squads. Synergy is key.
  • Anti-infantry weapons will destroy your hordes in short order.
  • Anti-tank weapons will destroy your tanks in short order.
    • Now stop and think about those above three points. Together, they constitute a major challenge when understood in tandem. Enemies can reap bounteous rewards through good target selection against the IG, and it can be tricky to find ways to deny their efforts. Take a typical mixed-unit army, some infantry and some tanks. There will be times when the enemy can pull off a highly effective attack, pointing their dakka at your infantry and their blasta at your tanks. Some units may have to be sacrificed to an effective enemy - let's say a unit of Sentinels against enemy melta fire - if it means guarding a more important yet similarly vulnerable target - your Leman Russes - until you can wheel a more effective counter unit into place - disposable infantry squads. You can only anticipate so much! The standard wisdom when designing an army is to aim for a uniform defensive approach between units, to prevent easy target practice for the enemy. But the IG are very dependent on synergy, so taking an all-infantry or all tank army is also quite risky! Whether it's a mixed army that demands carefully positioning and tough sacrifices, all-infantry that runs the risk of weak output or all-tank brigades that struggle to shoot fast enough, you've always got a catch when constructing your wall of shooty death.
  • Playing Imperial Guard can be tedious. Whether its literally counting out hundreds of dice for shooting (bring bags, and expect to lose some) or spending more than half an hour just deploying your army (movement trays, learn to love them). Fortunately your turns will go by faster once you start piling up casualties.
  • Although your units are cheap in points, they're not that cheap in cash, particularly if you buy from Games Workshop, instead of a cheaper source; four maxed out conscript blobs will run you $160, not to mention the difficulty of painting and hauling around 120 3 point bodies, and that's far from the most expensive option. You will want to find a cheaper, alternative source of models, unless you're interested in supporting your FLGS - store owners love new Guard players.
  • The powerful IG options in 8th are in a constant state of flux; when the Indexes were released, parking lot armies were out, infantry hordes were in. With the Codex, the tanks got a much-needed boost (being able to fire twice with turret weapons if they were stationary or moved less than half their distance, getting a price reduction too) and hordes got nerfed (Conscript squads capped at 30 instead of 50 models, got a price increase in Chapter Approved, and can potentially ignore orders, Commissar's Summary Execution became almost useless).
  • You're not GW's favorite children, so not only are new models for your army very rare, but your infantry models are mostly outdated as fuck and are rarely in stock. Just thank the Emperor that you don't have to buy pewter models for everything like Sisters players do. (PLASTIC SISTERS COMING OUT B*TCH! YEEAAHH!)
  • Unless you keep everything in transports or a tank squad list (and maybe if you're playing against Orks), you're less likely to get the first turn by getting all of your units deployed first since during the roll-off the player who finished deploying first gets +1 to their roll (this is assuming you're using the new deployment method outlined in the Chapter Approved book and confirmed by GW, if you're using the old one you will rarely go first). Plan your strategy accordingly. Of course, you can get away with going tank and transport heavy better than most armies can.
  • You see all the cool Forgeworld stuff further down the list, like the Sabre Weapons Battery, the Salamander Scout or Command Vehicles, Tauroses, etc? That's all out of production. And Elysians are about to join them, too (possibly temporarily, but as of right now, they're marked "Last Chance to Buy" on Forgeworld). So, if you want to run a lot of the stuff on this page (including Rough Riders), be prepared to kitbash.

Important Rules References[edit]

Games Workshop has been lax about propagating errata to their errata page, so FAQ links are included below. Current as of October 27, 2017.

  • Codex: Astra Militarum is obviously your primary go-to for rules.
  • Index: Imperium 2 contains the original rules for the majority of the options you'll be considering as an Astra Militarum player; since any datasheet in the Index remains valid if it was absent in the Codex, you'll need to consult it for rules on things like Rough Riders or Power Axes and Power Mauls, and it has the rules for various allies you'll want to consider, like Celestine and the Inquisition.
  • Index: Forces of the Astra Militarum also contains options of substantial interest, including rules for Death Korps of Krieg and Elysian Drop Troops - this is your source for Forge World rules.

Special Rules[edit]

Warlord Traits[edit]

If your Warlord is Astra Militarum, then they may select a Warlord Trait. Your Warlord may only select a <Regiment> Warlord Trait if they are part of that <Regiment>; custom regiments can only take the universal traits (honestly, the best ones are universal so no worries there). Named characters that already belong to a specified <Regiment>, like Creed, Kell, and Straken, may NOT pick from these universal traits and always have the <Regiment> specific Warlord Trait.

Since they lack the necessary keywords, Scholastica Psykana (Primaris Psykers & Astropaths), Forge World (Enginseers), Adeptus Ministorum (Priests), Militarum Auxilla, and Aeronautica Imperialis (Officers of the Fleet, outside of Elysia) characters can't use these traits.

Universal[edit]

As noted above, these only apply to characters with the <regiment> (including militarum tempestus) or officio prefectus keywords, not all astra militarum characters.

  1. Grand Strategist: Arguably the best Warlord Trait available to us. Re-roll one failed hit, wound, or save per battle. More importantly, every time you spend a command point, get it back on a 5+. Quite powerful when you have an easy time making Brigades and other armies (SM) bring Vanguard. Beat the Smurfs at their own game!.
    • While the CP is gained on a 5+ (aka 1/3), that same CP you just got back can be regained yet again on a further roll of 5+ when it is spent. Since spent CP can be recovered once again after spending, if you spend your entire pool, recover as much as possible, spend it all, etc, the net impact is multiplying your pool by 1.5, not the 1.33 a naive approach would assume.
    • Note that Kurov's Aquila gives you a third of what your enemy spends, so the net effect of combining the two is that you have 1.5*(your starting CP + 1/3 of enemy's CP) - Kurov's will give you more the more your enemy spends, and this will give you more the more you spend.
  2. Old Grudges: At the start of the game, choose an enemy unit. All Astra Militarum units within 6" of your warlord re-roll failed wounds against that unit.
    • Better than "Bring it Down!" and affecting multiple units, thus letting you order "Take Aim!" for dual re-rolls (static Cadians will re-roll everything!), but against a single enemy unit you have to pick up front. Powerful when nominating Magnus or models providing buffs, but Guilliman and anyone smaller can hide from anything more dangerous than a Ratling, unless you nominate a key element of your enemy's strategy instead, like a deathstar squad or their transport.
  3. Implacable Determination: When the warlord and one friendly unit within 3" of them advance, both add 6" to their move instead of rolling.
    • Note the lack of keywords on this one - you can use this to accelerate any friendly. At its most extreme, if you've been allied to Tyranids via Genestealer Cults, this will work on both a GSC unit or a Tyranids unit.
  4. Draconian Disciplinarian: Re-roll failed Morale checks for friendly Astra Militarum Infantry within 6" of the Warlord. Technically better than a Commissar, rerolling for free instead of at the cost of 1 execution.
    • If applied to an actual Commissar, Summary Execution takes precedence. If the Summary Execution re-roll is also failed, d3 models are slain but the test is considered passed. Now that regular Commissars may not cut it for Conscripts, this is the only area-of-effect source of morale immunity (after 3 cowards) that every regiment has access to.
  5. Bellowing Voice: Increase all data sheet ability ranges of the Warlord by 3 inches, aka 9" orders (which won't stack with a Vox-caster) or 9" Commissar auras of Discipline and Summary Execution. Remember named characters, Masters of Ordnance and Officers of the Fleet can't get this WT in the first place.
  6. Master of Command: Gain the Voice of Command Rule. If you already have it or Tank Orders, issue one extra order instead (Tank Commanders don't get infantry orders).
    • No longer an issue for Yarrick or Lord Commissars. The FAQ says Commissars can issue the basic orders to any <regiment> infantry units, regardless of regiment, still unclear on what happens if you give this trait to ministorum priests, enginseers, psykers, etc. This is more special if you have multiple detachments, as Company Commanders may order units only from their own Regiment. So it's not only putting your orders in more baskets, but it carries fewer restrictions (although the Warlord won't have a Regiment-exclusive order). Remember, the Commissar still won't have a <regiment>, so they won't be able to order themselves.
    • Notably more useful in more contexts than the Cadian Warlord Trait, and should usually be preferred to it if you have the choice.

Regiment-Specific[edit]

The compelling options here are the Cadian one, which can exceed Master of Command's output when combined with Kell and/or Creed, and the Tallarn one, which gives you an effect you can't otherwise bring. The others can all largely be done to equal or greater effect with an Ogryn Bodyguard, a Commissar, dedicated assault units, or an Astropath allowing you to select your trait more wisely.

  • Armageddon - Ex-gang Leader: Add 1 to the Warlord's attack characteristic. In addition, add 1 to all wound rolls made for your warlord in the Fight phase. Outright superior to the BRB warlord trait Legendary Fighter, but of dubious utility since even with this and a Blade of Conquest, you won't be good enough in melee to excuse jumping into it; you'll get a lot more mileage out of combining Grand Strategist with the Armoured Fist stratagem. This, like many of the other Regiment Warlord Traits, are trying to encourage you to make your generally shooty Warlord a more competent melee combatant which is often not a competitive choice.
  • Cadian - Superior Tactical Training: Roll a die every time your Warlord issues an Order; on a 4+, the order can affect an additional Cadian unit of the same type within 6" of the warlord.
    • A high-risk, high-reward version of Master of Command, statistically multiplying a Commander's number of orders by 1.5. Keep in mind, however, that the rules are "copied" to another same-type unit: it helps when you want the units to both FRFSRF...but when you want to issue different orders, then MoC's reliable higher number of independent orders will serve you better. STT doesn't "consume" or "force" a unit to obey an order you didn't issue to it. You roll a dice, on a 4+ you can make the order affect a nearby unit. If you don't want to (or the unit had already been ordered), nothing happens; the unit isn't "used up" and you can still order it to do something else.
    • STT helps you better the more orders an officer can issue. As such, it's worse than MoC on a Platoon Commander or Tank Commander, statistically equal on a Company Commander, and superior if you have a way to get to 3 or more orders base, which currently requires named characters: Creed (3->4.5), Kell+Pask (3->4.5), Kell + Company Commander (3->4.5), or Kell + Creed (4->6). Always bring Kell, if you can afford him.
  • Catachan - Lead From The Front: The Warlord has a 6" Heroic Intervention (double in range and distance as normal). In addition, if your Warlord was charged, did a Heroic Intervention, or was charged himself, then they re-roll failed hit rolls until the end of the turn. While rerolling failed hit rolls is powerful, especially for low WS models, you should remember that you are playing Guard and even with this, you are comparatively weak in assault even if you have a Warlord like Straken in the fight. Other armies can pretty easily outclass even a well equipped Catachan Warlord in melee making the usefulness of this trait questionable.
  • Militarum Tempestus - Faithful Servant of The Emperor: Your Warlord can attempt to deny one psychic power per phase, as if they were a Psyker. This can be useful, but it is very situational. Its usefulness is further questioned since Astropaths only cost 30 points as of Chapter Approved 2017 and won't break your regiment rules even if you're bringing a Militarum Tempestus detachment. You may be better off with another Warlord Trait.
  • Mordian - Iron Discipline: Roll a die for every model that flees from any friendly Mordian units within 6" of your Warlord. On a 4+, that model does not flee. Essentially an aura of Valhallan Grim Demeanour. Mordians do have superior leadership compared to most of their counterpart regiments and Commissars are usable again as of the April of 2018 Big FAQ to further improve a unit's leadership. Another warlord trait or additional support units may serve you better than this Warlord Trait.
  • Tallarn - Swift Attacker: Your Warlord and every Tallarn unit within 6" can charge after Falling Back. This makes your melee screens infuriating to fight - start the turn, fall back an inch, Order the unit to Get back in the fight (Laurels for trolling) so they can shoot up the offender alongside the rest of your army, then charge back again if that wasn't enough (though they'll recieve Overwatch), keeping whatever they were in melee with locked in melee still, despite having pulled out for Shooting. It is important to note that this Warlord Trait effects all Tallarn units, not just infantry. Rough Riders benefit from this since they can use their hunting lances only on the charge and any vehicles you may want to charge can use the Crush Them stratagem every turn. This Warlord Trait can be very useful if you plan to be in your opponent's face.
  • Valhallan - Tenacious: Warlord gains 5+ FNP, 6+ if it's a Vehicle. Outright replaces the BRB warlord trait Tenacious Survivor. Makes the Field Medic's and Ogry Bodyguard's jobs a bit easier. Effectively makes your Tank Commander W14, but there are often better things to do with your warlord trait.
  • Vostroyan - Honored Duelist: Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. Again, a shooty character trying to be in melee. Not terribly competitive.

Orders[edit]

THE Imperial Guard Gimmick, the Orders system grants abilities to your troops to tip the scales of battle! At the beginning of your shooting phase units with the OFFICER keyword and Voice of Command rule may issue an order to friendly infantry units of the same <Regiment> within 6" of them. Krieg Officers are the only ones who can also order Cavalry. Similarly, a Tank Commander with the Tank Orders rule can issue a Tank Order (labeled as such below) to a friendly Leman Russ of the same <regiment> within 6".

Note that Regiment-Exclusive Orders, like Warlord Traits and Relics, but unlike Doctrines, can only be used by their designated Regiment: a custom Regiment, like the Savlar Chem-Dogs, has to play without any exclusive orders at all. A way to step around this problem is to bring separate detachments, each with the Doctrine you want the units to have, which is fluffy (e.g. Prosan 314th is Catachan 182nd & Elysian 90th)...or to talk with your opponent/organizer. This is still supposed to be a game to have fun, after all.

Imperial Guard Orders, both general and regiment-exclusive, can basically be put in four groups: Re-roll Orders, Movement Orders, Extra Attack Orders, and Targeting Orders. Elysia's Morale order is the only one not falling into any of these groups.

  • Elysia - Loses Fix Bayonets! for Hold the Line!: The targeted unit ignores models killed during both the Shooting and Fight phases for the purposes of the Morale phase until the next Movement phase. This makes commissars even less useful for Elysians, though you will, in most cases, use the other orders, since your company commanders already grant a re-roll.

Re-roll Orders[edit]

These orders allow a unit to re-roll dice when attacking (attack volume, to-hit, or to-wound). Both "Take Aim!" and "Bring it Down!" are better than "First Rank Fire! Second Rank Fire!" when used on units with proportionally few to no lasguns: Shotgun Veterans, Command, Special, and Heavy Weapons Squads, especially if aimed at big stuff. "First Rank Fire! Second Rank Fire" is better when used on Infantry, Conscript, and Lasgun Veterans, particularly against light targets. Yes, even if you are Cadian and re-roll all misses. This is because massed lasguns > a few strong shots against light targets. Tempestus Scions are an interesting case, because they can't rapid fire their hot-shot lasguns when they deep strike, and particularly if you're using Vox-Casters, you'll only have 1-4 hot-shot lasguns in the unit, both of which make FRFSRF less than compelling, so think their orders out carefully.

  • Bring it down!: Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.
    • When compared to Take Aim!, Bring it down! has the exact same effect on chances of wounding, making the two orders interchangeable, except for cases of Gets Hot! (where "Take Aim!" is better) or auto-hitting weapons (where "Bring it down!" is better), or for special interactions, like Cadian units that don't move.
  • Take Aim!: Ordered unit re-rolls to hit rolls of 1 until the end of the phase. Did someone say "Supercharged Plasma"?
    • The main argument for "Take Aim!" is that your guys won't die from supercharges; FRFSRF is a better infantry-killer in the cases written above. Still, your dudes not dying IS argument enough, and even more so when facing the heavier stuff.
  • Catachan - Burn Them Out!: The ordered unit can re-roll the dice when determining the number of shots a Flamer or Heavy Flamer has. In addition, enemy units targeted by the models with these weapons in the ordered unit lose the cover bonus to saves for the rest of the phase. Better than Bring it down! on the relevant weapons, but it doesn't buff the other weapons in the squad (other than ignoring cover, which they will on the unit(s) the flamer(s)/heavy flamer targets), which is an issue on squads other than Special Weapon and Command squads, like Veterans.
    • Note the effect on saves; you don't need to wound, or technically even hit, if the targeted unit has some miraculous way to avoid being hit by a Flamer/Heavy Flamer, for the targeted unit to lose the cover bonus to saves for the rest of the phase. You can use this to turn off cover on something relying on it for durability, like Scout Marines, then actually kill it with the rest of your army. You can remove cover from multiple units at once, too, as you can target more than one unit.
  • Militarum Tempestus - Elimination Protocols Sanctioned!: Ordered unit re-rolls all failed wounds, but only against MONSTERs and VEHICLEs.
    • This is situational, but very strong; Scions usually hit on 3s, so the more significant limiter on inflicted damage is usually weapon power (even meltaguns will only damage a tank half the time). Use on squads loaded with meltas (NOT plasma, as you'll be overcharging and you want that re-roll of 1s) to get some extra oomph on a tank or large creature.
  • Gunners, Kill on Sight! (Tank Order): This is simply the Tank Order version of "Take Aim!", it just doesn't compete with FRFSRF.
    • Unlike "Take Aim!", however, static Cadian Leman Russes do not upgrade to re-rolling all hits like static Cadian Infantry does, so it doesn't affect them when not moving. Luckily, they have the next order for that.
  • Cadia - Pound Them To Dust! (Tank Order): Ordered vehicle can re-roll the dice for determining the number of shots for Leman Russ turret weapons until the end of the phase. Combine with Grinding Advance, and your Battle Cannons will be able to blow apart blobs and armor alike, just as they could in previous editions. Because there aren't any Leman Russ turret weapons that roll multiple dice for attack volume, this will behave like the Catachan doctrine, only worse, since it will only buff the turret, not the sponsons; its efficacy depends on your loadout.
    • "Gunners Kill on Sight!" is strictly inferior on a Battle Cannon, Eradicator Nova Cannon, or Executioner Plasma Cannon; it is strictly superior on a Punisher Gatling Cannon or Vanquisher Battle Cannon. On a Demolisher Cannon, it is strictly inferior against a unit of 5 or more models, and statistically equivalent against smaller units. For a static Leman Russ, GKoS won't stack, so your best bet for a Russ you're planning on keeping static is an Executioner Plasma Cannon that's going to constantly overcharge, along with a lascannon and a pair of plasma cannons. If you want to keep your Leman Russ more mobile, it's a lot more involved.

Movement Orders[edit]

These orders allow units to double move or advance/fall back and shoot, not only making transports less necessary but also letting you play with weapon ranges or slipping away from your foe.

  • Forwards, for the Emperor!: Ordered unit can shoot, even if it advanced in the movement phase. Heavy weapons will behave like Assault weapons on the advance, while Rapid Fire ones will behave even better, not taking any penalty to hit.
    • Can be used for close play with weapons range: Get your special weapons into Rapid/Melta range without giving up your Lasgun shots (which can be split-fired), or get your Lasguns into 24" range to begin with. If deep-striking infantry arrived within 9+" of your unit, give the order and now they'll need a charge of 9" + your advance", although you'll be firing at a penalty if you do it with heavy weapons, since you moved. Get around corners; it's run & gun, man. If pure speed or rapid firing lasguns is what you're after, "Move! Move! Move!" and FRFSRF will serve you better.
  • Get back in the fight!: Ordered unit can shoot, even if it fell back in its movement phase; no penalty, unlike Ultramarines.
    • The main point of falling back is allowing the rest of your army to shoot at the enemy and forcing it to eat another round of overwatch, if at the cost of the retreating squad's shooting. This order waives away that penalty, which can mark the difference when it rallies something like 20 rapid fire lasguns and plasma and flamers (specialists last longer) back against the enemy. Undeniably better than just punching them. HOWEVER, if the retreating squad is a badly mauled handful of survivors and you're forced to choose, you're better off ordering a nearby, healthier squad to FRFSRF: One sgt and three guardsmen don't really bring much back to the fight.
  • Move! Move! Move!: Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge. This lets your infantry outrun tanks and assault marines, moving 19" on average. Get where you need to be (or out of dodge) ASAP.
  • Armageddon - Mount Up!: Targeted unit may shoot and immediately embark as long as they're within embark range and did not disembark in the movement phase that turn.
    • In 8E you may embark and disembark regardless of the transport's entry points - as long as it's within 3" you're good to go. This order allows you to use your extra-resilient 4.75-inch-long Chimeras for piggy backing more than 10" a turn without having to use FFtE instead, and it can be combined with both your Armoured fist Stratagem and Industrial Efficiency Doctrine : One turn you can Mount Up! within 3" of the front of your Chimera, the next one disembark (optional Stratagem) within 3" from the other side of it, then move 6" away from the enemy while you also move the Chimera so that it ends up on the other side of the squad. This way you can constantly keep the enemy 18" away, which is extremely hard to cover in a move+charge for most squads, but precisely the range you can Rapid Fire from.
    • Also be sure to shoot the Chimera you just embarked on AFTER you issue this order. The Lasgun arrays on your Chimera can only be fired if a unit is embarked; nothing about WHEN that unit embarks. They’re often overlooked but it’s 6-12 extra lasgun shots. Shoot, jump aboard, shoot again.
  • Elysia - Loses "Forwards, For the Emperor!" for Move and Fire!: the unit's Rapid Fire weapons become Assault until the end if the turn. This was changed from all weapons on an email update, and makes it one of the most situational (the worst) orders in the game. Pretty much only good on getting a bit of extra oomph out of Plasma guns (note that the Advance penalty can make overcharge shots kill you on 2s). Also, who updates the rules via email? Stick to the index version until an official FAQ is released.
  • Full Throttle! (Tank Order): This is simply the Tank Order version of "Move! Move! Move!", and is identical in every other respect. Did you ever expect a Russ to move 27", outrunning Eldar skimmers?.
  • Tallarn - Get Around Behind Them! (Tank Order): The ordered unit can move up to 6" before or after firing, and this does not count against the range calculation for Grinding Advance (turret firing twice). Look at me, Tau: I am the Move-Shoot-Move now. Or, shoot twice while maintaining nearly normal speed (by definition, infinitesimally less than 12").

Extra Attack Orders[edit]

These orders are effectively "double phase" orders, allowing a unit to effectively shoot twice (Lasguns & Hotshots) or fight twice, doubling its attack volume.

  • First Rank, Fire! Second Rank, Fire!: Your bread and butter. Ordered unit's Lasguns and Hot-shot Lasguns become Rapid Fire 2. That means 4 shots when Rapid Fired, so mind your range! Especially with Scions, who can't Rapid Fire immediately after deepstriking but want the increased rate of fire to proc Storm Troopers more often. While Conscripts have less BS, can only get to 30 and reject orders half the time, 20 Infantry pasted together do the same FRFSRF damage, reliably.
  • Fix Bayonets!: May only be issued to units within 1" of an enemy unit. Ordered unit may immediately fights as if it were in the fight phase.
    • Ordering Get Back in the Fight is better on most scenarios: your BS and WS are the same, so two punches are the same as a rapid firing lasgun...but falling back forces the enemy into overwatch again and allows the rest of your army to shoot at them (your squads are never on their own), and special weapons are way better than a bayonet. HOWEVER, a single melee boost like the Priest's or Straken's (preferably both) turns this around: unless you are a Mordian Conscript, punching three or four times is better than rapid firing + overwatch...especially if you're a S4 Catachan. And if you are against a lightweight enemy with bad melee and good shooting, then it becomes a damn good tactic.
    • As the unit is fighting while still in the Shooting Phase, the Cadian Doctrine and Take Aim! will let them re-roll 1s to hit. Likewise, Bring it Down! will let them re-roll 1s to wound.
    • Krieg Cavalry can take orders. They don't pause to think about the considerations of wether to fall back or not, they just attack 8 times a turn.
  • Death Korps of Krieg - Loses "Take Aim!" for Duty Unto Death!: Any INFANTRY or CAVALRY model in the affected unit slain in the Fight phase makes one last attack. Why aren't you using "Fix Bayonets!"?!.
  • Strike and Shroud! (Tank Order): Allows the ordered Russ to both fire its weapons (including Grinding advance) and protect itself with its smoke launchers, as if it had two shooting phases. If you can't avoid retaliation like Tallarns can, you can use this rule to get into a shooting position (you can see the enemy but it can see you too) and cripple the enemy while you survive the return fire. Smoke launchers are One Use, and so is this rule.

Targeting Orders[edit]

These orders allow the ordered unit to target units it otherwise could not, which radically changes what you can use your units for, besides "go shoot that unit over there".

  • Mordian - Form Firing Squad!: All of a unit's Rapid Fire weapons (Lasguns, Plasma, and the sergeant's Bolter, if he has one) may target Characters that are in range regardless of whether or not there are closer enemy units.
    • When comparing Ratlings to FFS for character sniping purposes, there's a number of things to consider. In favour of using the order all you need to do to use it is bring standard combat capable infantry you'd already want with officers to order them. Clean, simple, and versatile. Much more durable and deadly in close range. However, using Rapid-Fire involves getting your troops to within 24/12" of a character (and closer to its guards) and then firing ON the character using up an order. Using Conscripts involves risk of failure, Infantry poor output, combined squads eats a CP, and Vets are hard to get close enough. That's not to say they can't get the job done, but it will be messy, risks getting you stuck in melee, and is usually not the best use of the units and orders. Ratlings are much more likely to be able to get in range to hit a character without getting bogged down, but if hunted down WILL be destroyed, but at range, will require committing either long ranged weapons or putting units close and personal with your lines. Choose your units accordingly. One might consider using FFS and ratlings to complement eachother. FFS could be used to finish an enemy wounded by Ratlings. Or Ratlings could be used to help manipulate the enemy's behaviour, pushing the characters into the range of Firing Squads, baiting the enemy troops into an ambush, or drawing long ranged fire (usually overkill against them). Even if they're ignored, they'll usually earn back their points chipping away at targets of opportunity.
    • The best option is just to put a vet squad loaded for bear in a valkyrie or chimera and give them an officer. Or wait for your opponent's special snowflake characters to come to you, and then melt them with a couple plasma squads.

Comparison table for Infantry/SWS/Vets/Commandsquad/Ratlings vs Commissar/LordC/SMLieutenant/SMCaptain. Militarum squads in the comparison have all the plasma guns they can bring, no Heavy Weapon teams (as to not lose the lasguns), and the sergeant (if available) has a boltgun. Ratlings that pop out of LOS-blockers lower their BS by 1, so they're listed near the Militarum squads that closed to Rapid Fire range. Numbers in bold indicate the target is killed. Keep in mind these numbers are for single squads: your Company Commanders issue two orders each (multiply number by 2), and Infantry squads can also form Combined Squads. Can be combined with Laurels of Command, but only Lasguns will be affected.

Mordian SnipersC.JPG
  • Valhalla - Fire On My Command!: The ordered unit can shoot at enemies that are within 1" of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This order can't be issued to a unit which is itself within 1" of an enemy unit. Kill them all; the Emperor will know His own. Funnily enough, flamers are safe to use since they don't roll to hit. Told you Emps knew His own.
    • Tie up a problematic unit with disposable Conscripts, then order your Heavy Weapon Squads to fire on your command...and then you bring the Second Wave - Iron Warriors, eat your hearts out. This order shines when it's YOU who is on the offensive, tying up the enemy with Bullgryn and Crusaders who actually want to be in melee and can't "Get Back in the Fight". Those squads are, in fact, so well armoured (3W/2+ and 1W/3++) they can tank a few Heavy Bolter misses better than Space Marines can tank successful hits. For other non-melee units, just Fall Back; "Take Aim!" and "FRFSRF" do more damage than shooting on allies if the latter's melee isn't anything out of the ordinary.
    • Did you notice it only says "friendly units"? THEY DON'T EVEN NEED TO BE YOUR UNITS: Reivers and Infiltrators can easily survive a stray lasgun shot while still spooking -1Ld off the enemy squad, and Vanguard's Rad Saturation lets you hit a weakened enemy (especially if they are Graian), which you can't do otherwise. Multiple detachments! Apologize to your friends! Yay!
    • Watch out for supercharged plasma: not only will the firing model be slain by the 1, but a friendly unit will also be hit. Do keep in mind, though, that Crusaders have a 3++ and one can revive on a 2+. Especially useful against Primaris.
  • Vostroya - Repel The Enemy!: Targeted unit can fire any of their weapons at enemies within 1" of themselves, like Pistols can. Doesn't give the actual Pistol weapon type, only the ability; you can still only use one grenade per shooting phase (without spending CP). Get Back In The Fight will usually get the same job done, but sometimes you don't have the luxury of falling back, e.g. you don't have enough space or you would lose control of an objective. In those cases, this can be a lifesaver.
    • You can also use this to allow infantry squads or veterans to fight alongside proper melee units. Rough Riders, Ogryn types and allies can find themselves wanting help with nothing but guardsmen nearby. You won't be able to use this ability until the turn after they charge, but it can turn a combined squad with flamers or plasmas (and maybe a priest) into decent budget backup, whereas shotgun vets with specials (while crap in melee) will be dangerous to ignore.
  • Death Korps of Krieg - Loses FRFSRF for Without Mercy!: Lasguns and Hot-shot Lasguns become Pistol 2, so they can be fired at melee range. Not the usual "this weapon may fire even if the enemy is withing 1 inch" (like Vostroyans), the weapon actually gains the Pistol 2 weapon type. Yes, it is MEANT to let your infantry shoot twice and punch first instead of the usual Fall-back-shoot-twice-overwatch-punch-second (and indeed "Without Mercy!" does more damage)...but this allows Lasguns and Hot-Shots fire twice at full range, essentially serving as your version of FRFSRF too.



Regiments and Regimental Doctrines[edit]

AKA where your dudes are from. These are your equivalent (but different) of Chapter Tactics, Legion Traits, Forgeworld Dogma, you get the idea. If your army is Battle-forged and every unit in the Detachment has the same <Regiment>, you get one of these rules. You just replace the keyword Regiment for one of the 8 listed Regiments their Doctrines you want to use and you'll get the rule.
You can pick whatever Regimental Doctrine you want for your dudes (with a few exceptions): e.g. if you're playing Tanith 1st (& Only) you can choose to use Vostroya to highlight their marksmanship, or Mordia for increased Ld as a result of hanging around heroic Commissar Gaunt, you decide. As of yet, you do NOT get the associated Exclusive Orders that go with that specific regiment, like Mordia's "Form Firing Squad!", which would highlight Tanith's hard-on for sniping. You want them? Speak to your opponent/organizer - this is still supposed to be a game fun to play.
If you want to have some units with one Regiment and others with a different one, put them in different Detachments. E.g. Prosan 314th, Vietnam-esque airmobile jungle-warfare specialists, can be represented by bringing a Catachan 182nd and Elysian 90th detachments. Do keep in mind: Officers from one Regiment can neither order units from a different one nor boost them. Catachan Straken would boost Kriegers good, huh? Ain't happening. Now, for what you CAN'T do:

  • Regiments are neither Chapters nor Forge worlds or the like. A Captain from the Blood Ravens Chapter won't boost guardsmen from Blood Ravens Regiment. If you're playing beers & pretzels, however, we cannot tell you how to use your toys. Hell, that's what the Tyrant's Legion did anyway.
  • You cannot assign Militarum Tempestus, Officio Prefectus, Militarum Auxilla, or Adeptus Ministorum as your Regiment. Your Commander will not order Ogryns or Crusaders and so on. The Militarum Tempestus keyword cannot be used to replace the <Regiment> keyword on any other datasheet, so only the Scions, Command Squad, Tempestor Prime, and Taurox Prime may have the Keyword.
    • Per GW themselves, there's nothing stopping you from assigning the Storm Trooper Doctrine to your custom regiment, however, so you could include a separate detachment for all of your non-Militarum Tempestus units, give their custom <Regiment> the Storm Trooper Doctrine, and use the whole doctrine across your army. Just remember that you need to keep your actual Scions in a separate detachment from this one.
  • Superheavy Auxiliary Detachments don't benefit from Doctrines, so if you want a LoW with a Doctrine you need to pay for a Superheavy Detachment (3-5!), or a cheaper Supreme Command Detachment (3-5HQ compulsory plus 0-1 LoW), which is cheaper in both points and cash while letting you bring more Officers you could use.
  • In order to get a Doctrine, each and every unit in your Detachment must be have the same Regiment, but there are a few non-Regimental units you can bring and still get your Doctrine:
    • Tech-priest Enginseer and Servitors. Not Forge world units, just those two. Remember this is an Astra Militarum Detachment. They DON'T gain a Dogma, NOR AdMech Stratagems, Relics or Warlord Traits. If you want those rules, you can bring them in a separate Vanguard detachment, for all the good it'll do to you.
    • Ministorum Priest and Crusaders. Not Adeptus Ministorum units, just those two. If you want Celestine then bring her in a separate detachment.
    • Aeronautica Imperialis. Not "this unit, and that unit", but all Aeronautica units, like Vendettas.
    • Militarum Auxilla AKA Abhumans, each and every single one.
    • Officio Prefectus AKA Commissars.
    • Scholastica Psykana AKA Primaris Psykers (no relation), Wyrdvanes and Astropaths.
    • Militarum Tempestus units won't prevent your army from getting a Doctrine, but they themselves won't get their Storm Troopers doctrine unless all other units are Tempestus themselves (or people from this list). So, if you want to bring Artillery or other vehicles, you'll need to bring them in a separate Spearhead detachment.

Forge World's Regiments (Death Korps of Krieg and Elysian Drop Troops) do not get to choose a Doctrine like other unlisted Regiments, per the current FAQ, so in practice, neither will really be able to compete with a competently put together detachment from another regiment, since they have a much more restricted unit selection as part of their pseudo-Doctrines and have to function at one order less than the others, but you do get access to the Universal warlord traits, heirlooms, and stratagems.

Remember, only <regiment> units will gain a Doctrine. The Regimental Doctrines are as follow:

  • Armageddon - Industrial Efficiency: INFANTRY units with this doctrine may double the number of attacks they make with Rapid Fire weapons (i.e. Lasguns, Bolters, and Plasma guns) at 18", like a watered down version of the Death Guard's Inexorable Advance. Armageddon VEHICLES treat attacks against them with AP-1 as AP0, as if they were from Lucius.
    • 18" is a distance that is almost impossible for enemy foot infantry to cover in a single move-and-charge, instead of the usual 12" that will get you in combat the next turn guaranteed. Increased RF range and good Chimeras will make you a master of positioning (which is paramount in 8E), and in turn you'll get almost double the use for lasguns (and Plasma guns!) than other regiments. Pretty darn solid.
    • While situational, the ability to ignore AP-1 is quite handy against autocannons which are common in take-all-comers lists, and will nicely insulate your light vehicles from attempts to weigh them down under heavy bolters.
  • Cadia - Born Soldiers: All models with this doctrine may re-roll 1s to hit during the Shooting phase if they did not move in the movement phase. If an infantry unit is issued the order "Take Aim!" and has not moved, they re-roll all failed to-hit rolls. Only infantry; Russes may only ever reroll ones but so does your artillery, so Cadia has almost no use for a Master of Ordnance.
    • This makes Cadians second only to Catachans (see below) as the best artillery regiment. Basilisks that reroll 1s are really nice. However, if you're using heavy weapons teams, seek no one else - Cadian lascannons are the most point-efficient anti-tank in the game, and mortar teams can have your opponent wondering where you hid that Thudd gun. Also, plasma guns that didn't move explode less - turns out the secret was to not shake them.
    • Do not underestimate the advantage of rerolling failed hits for infantry who are static and ordered to take aim. Guard's greatest shortcoming is their generally meh ballistic skill. Rerolling misses effectively brings you basic guardsmen's 50% accuracy up to 75% - statistically better than having a 3+ BS! Cadians have the best static infantry gunline in the Guard, bar none.
  • Catachan - Brutal Strength: INFANTRY units with this doctrine gain +1 Strength (i.e. S4), plus +1 Ld too if they are within 6" of a friendly Catachan Officer. Furthermore, each time a Catachan vehicle fires a weapon with random shot volume, you may re-roll one die when determining the number of shots that weapon gets. Grinding Advance Russes, dual-flamer Hellhounds/Chimeras. Each time you may reroll.
    • Space Marines can do melee because they're heavily armoured, hit hard, often and can get close surprisingly fast. You merely punch hard - still a shooty army. That being said, what you do have is hordes of infantry with a better wounds-to-points ratio, and can boost them with Straken, Ministorum Priests and "Fix Bayonets!". As in, all those three at once. Now that's proper Catachan melee, and supported by better vehicles, not some Renegade rabble.
    • A note on the math - you re-roll only one die, and it's a re-roll, not an additional unkept die, so assuming you do the sane thing and only re-roll 3 down on a 1d6 and 1 on a 1d3, your expected values go from 3.5 to 4.25 and 2 to 2.33, respectively (and if you use a vehicle with multiple dice, the value of the benefit plummets, of course - in those cases, you always re-roll the lowest die, obviously). Earthshaker, Stormsword Siege, and Twin Earthshaker cannons are special; the way you should fire them is to roll the full number of dice, then re-roll the one lowest die, no matter what it is, then drop the lowest dice.

Every example of this Doctrine's effect on vehicle rate of fire (listing an example weapon), assuming you only re-roll when you ought to:

  • 4D6 (Wyvern Mortar): 14 -> 15.79 (x1.13)
  • 3D6 (Deathstrike Missile): 10.5 -> 12.06 (x1.15)
  • 4H2D6 (Twin Earthshaker): 9.34 -> 9.93 (x1.06)
  • 2D6 (Twin Heavy Flamer): 7 -> 8.24 (x1.18)
  • 2H1D6 (Earthshaker Cannon): 4.47 -> 4.96 (x1.11)
  • 1D6 (Heavy Flamer): 3.5-> 4.25 (x1.21)
  • 3D3 (Volcano Cannon): 6 -> 6.70 (x1.12)
  • 2D3 (Neutron Laser Projector): 4 -> 4.56 (x1.14)
  • 1D3 (Plasma Cannon): 2 -> 2.33 (x1.17)

As you can see, the greatest impact is on 1d6 weapons - a Leman Russ Battle Cannon's rof*damage goes from 7 to 8.5, while a Demolisher Cannon against a single target goes from 4 to 4.66.

  • Militarum Tempestus - Storm Troopers: If a model with this doctrine is shooting a target at half range or less, they get an extra shot for each roll of 6+ to hit, which can't proc itself. Due to the Hot-Shot's range, you can't immediately use FRFSRF Rapid Fire Storm Troopers after an Aerial Drop (more than 9" away) unless they dropped from a Valkyrie, so order Take Aim! instead.
    • Thus doctrine is vicious, but hard to get. You get +11% hits on any BS 3+ unit for which it applies, and +8% on BS 4+. This is equal to, or superior to, the Cadian and Catachan doctrines, but you get it on everything, as long as you're within half range. In exchange, however, you can't have any Fast Attack or Heavy Support choices in a MT detachment, because those slots only contain Regiment units. Same for Lords of War. This means you can never have a MT brigade, unless you take a custom regiment that has this doctrine, but that has its own downside (see below).
    • Taurox Primes may not be Russ Punishers, but with a Stormbolter, two Hot-Shot Volley guns and a Gatling cannon those 32 Str4 shots go from killing 8 guardsmen to 12, and it has the speed to reach 12" range. Or extra shots from safer 24" for a Taurox Prime with Autocannons and Battle cannon/Missile Launcher, taking over the Chimera as the dakka wagon.
    • Remember, you can use a custom regiment, such as Savlar Chem-Dogs, to pick up this Doctrine, if you want it on general Imperial Guard stuff, but doing so will not get you access to the Militarum Tempestus Warlord Trait, Heirloom, Stratagem, or Order. If you do so, it's best on very long range weapons, to ensure the target is within range for the buff, such as a Basilisk or Shadowsword.
  • Mordian - Parade Drill: Infantry units with this doctrine gain +1 Ld if all its models are touching the base of at least one other model in the same unit, and can add +1 to Hit rolls on Overwatch. MORDIAN VEHICLES within 3" of other MORDIAN VEHICLES add +1 to Overwatch rolls as well. Positioning is key when using this Doctrine, so put the Special weapons in the middle of the squad and remove the cornermost models of a unit when they suffer casualties, to avoid losing the bonus. For ease, use strips of packing tape sticky-side up; a serried squad of 10 fits perfectly on a strip about 6" long. As a bonus, once it's on the table it's generally quite hard to see; all you get is perfect ranks of blue, red and gold.
    • Infantry squads in formation and in Regimental Standard range get better Ld than a Commissar. Furthermore, since the wording is units have +1Ld (unlike "add 1 to the Ld characteristic" like Catachans), it would stack on top of a Lord Commissar's Aura of Discipline (the unit uses his Ld9, and gets +1Ld on top of whatever Ld it's currently using).
    • It makes supercharged Plasma safe when overwatching. Hitting on a 5+ essentially doubles the damage you do in Overwatch. And then the Defensive Gunners Stratagem will let your vehicles overwatch on a 4+, hillariously letting Hydras hit more ground units with overwatch than with normal fire.
  • Tallarn - Swift as the Wind: Infantry units with this doctrine can advance and still shoot all weapons except Heavy weapons, and do not suffer the penalty to hit when advancing with Assault weapons (which means they also won't suffer a penalty to hit with Rapid Fire, Pistol, or Grenade weapons after Advancing). No running about with lascannons, but the extra speed is appreciated. Tallarn vehicles do not suffer the penalty for moving and shooting their Heavy Weapons, making them the only regiment worth considering for a variety of Vehicles (like Sentinels), but do not ignore the penalty for advancing and firing Assault weapons, which is relevant on both the new Hellhounds and the new Baneblade variants. Titanic Vehicles that advance treat all their Heavy weapons as Assault, so everything on them except for storm bolters and that one lasgun can shoot after advancing at a -1 penalty. Assault Baneblade Cannons, anyone?
  • Valhalla - Grim Demeanour: Infantry units with this doctrine halve (rounding up) the number of models that flee if they fail morale tests, which makes them safer to use without a Commisar, especially Infantry squads with their smaller number and better Ld than Conscripts. Infantry heavy lists will have the flexibility to deploy forces all across the board, and squads with special weapons will be a nuisance until wiped out (allowing Next Wave. EDIT: next wave is useless in competitive since the latest faq). Valhallan Vehicles with this doctrine that have damage tables instead count their remaining wounds as double their actual value for the purposes of determining what their characteristics are, meaning you remain at full operational ability for much longer - some wound tables are affected more than others, but 11 wounds goes from 1-2/3-5/6-11 to 1/2/3-11 (meaning a repair on an injured model always improves it), while 26 goes from 1-6/7-13/14-26 to 1-3/4-6/7-26 (meaning you never need more than a full 3 repair to make it better).
  • Vostroya - Heirloom Weapons: All units with this doctrine extend the range of all Rapid Fire (i.e. Lasguns, Bolters, Storm Bolters, and Plasma guns) and Heavy weapons with a minimum range of 24" or more by a further 6". 30" RANGE MULTIMELTAS, as well as Demolishers and Punishers. Melta Cannons are assault weapons now, so they're not affected. You also get 42" heavy bolters and plasma cannons, and 54" mortars and lascannons, but that's less impressive. Remember, this absolutely applies to all of your vehicles, and has the greatest impact on 24" guns, since the relative buff is greatest on them. Guns with abilities that are relative to their range (Multi-Meltas, Magma Cannons, Rapid Fire guns) end up getting +3" to their half-range profile, a consequence of +6" to their maximum range.

Psychic Powers[edit]

Guard Psykers are drawn from the Scholastica Psykana, and thus don't have a regiment; however they're the only Psykers with the Astra Militarum keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you're limited to the Psykana discipline. Fortunately for you, it's really good! The rules breakdown is here, but here's some tactical commentary.

  • Offensive Powers
    • Terrifying Visions (WC 7): One of the hardest powers to channel, with only a 58.33% base chance of success. This, combined with the fact that most of the units you'll cast it on - those with high points-per-model where Battleshock is most painful - are high leadership, have ways around it, or can just deny your powers to begin with, makes it highly situational, and while it's not useless, it's probably the least useful power in the discipline.
      • Before the IG Codex, it was the time of mixed Imperium armies. But multiple small detachments are still a thing, and -2Ld is less situational when you stack it: Sicaran Infiltrators can combine their own -1Ld aura with Metallica's -1Ld Stratagem, and appear wherever you need them to. 120pts & -1CP for an Auxiliary Detachment, or 212pts for a Patrol and the cheap HQ Enginseer can repair your vehicles too. Reivers also have -1Ld and may deepstrike, and Black Templar reroll charges (233-268pts for a Patrol with Jump Pack Lieutenand and Scouts), not to mention SM in general have powerful melee infantry to begin with (plus the Standard of the Emperor Ascendant for another -1Ld). 6 Maul Bullgryn cost 252pts, so it's not unreasonable. What we're saying is -2Ld is situational, but -4Ld not so much and you still have Crusaders, Bullgryn, Rough Riders and disposable Conscripts, boosted by Priests, Yarrick and Commissars. -4Ld renders expensive & resilient Plague marines as cowardly as Conscripts, but without a Commissar to "motivate" them. IG is & Imperium all about coordination, don't you restrict it.
    • Gaze of the Emperor (WC 6): With a 72.22% base chance of success and no save of any kind aside from a deny roll, this is also a TEQ-buster. It's model-count-dependent, so it's lousy against Characters, but it can wreck small units of high points-per-model troops, or densely packed blobs of cheaper models. Aim carefully - friendly fire is on - and beware the random range!
    • Psychic Maelstrom (WC 7): The other hard one to channel, but a hell of a lot more powerful. This can target Characters, and it's probably best used in this fashion; you've got a really solid chance of scoring at least one mortal wound if you pull it off. As-is, there's no way to add to the roll to wound, but the rule is future-proofed for it; if you do find a way, this power can become a lot stronger. Save a Command Re-Roll for this one - by re-rolling the lowest of two dice you can get it off about 84% of the time.
  • Defensive Powers
    • Psychic Barrier (WC 6): Channels relatively reliably and only benefits Astra Militarum units, for some reason. Best against poor AP attacks. The flat bonus to saves can make certain units stupidly durable; suggestions include Bullgryns, Conscripts, Crusaders, and anything in the Baneblade family - it affects Invulnerable saves, too! Going from 3+ to 2+ outright halves wounds taken, before AP. Make sure to cast it on a unit that the enemy can't ignore so they don't just target something else. Good for Scions, since it protects against both ranged and melee. Stack it with Nightshroud on a Baneblade and make your opponent weep salt-water crocodile tears. One of the best powers on the list, right there with...
    • Nightshroud (WC 6): A new power added with the Codex, this is essentially a psychic smokescreen; all ranged hit rolls made towards the targeted unit (which, again, must be Astra Militarum) subtract 1. Best against low accuracy shooting, think Gaunts and humans. Psychic Barrier is better in about 70% of the circumstances you'd be using this, but by RAW it can cause enemy Plasma gunners to blow themselves up, and completely negates '6+ to hit' effects like Necron Tesla weapons. It also stacks with Night Fighting and similar rules. More importantly, the two powers stack. Get two psykers and pick a unit you need to stick around, as two thin psychic layers are better than a thick one. Don't waste it on something the enemy can afford to ignore, though.
    • Mental Fortitude (WC 4): AKA 'I'm the Commissar now!' This will go off more than nine times out of ten and makes the unit in question immune to morale. You don't even have to execute anyone! It's not an AoE, and it's Astra Militarum only, but it can be a nice ability if the enemy is debuffing your units' Leadership, as Commissars will run the risk of executing people simply to fail the morale test anyway. Limited far more by the Psychic Focus rule in matched play - you only get one.

Tactical Objectives[edit]

11 - Overkill
1 VP if a ASTRA MILITARUM VEHICLE destroyed an enemy unit this turn, d3 VP if the vehicle in question was TITANIC.
12 - Regimental Pride
1 VP if you slew an enemy CHARACTER with an attack made by one of your <REGIMENT> CHARACTERs this turn. Good luck with that, you're going to need it.
13 - Chain of Command
1 VP if you issued 3-5 different orders or tank orders this turn, which goes up to d3 VP if you gave 6 or more orders or tank orders.
14 - Troops on the Ground
Score d3 VP if you control 3-5 objectives with INFANTRY units. If you hold all 6 objectives with INFANTRY, it becomes d3+3 VP.
15 - Hammer of the Emperor
1 VP if you destroy an enemy unit that was controlling an objective at the start of the turn.
16 - Death from Afar
1 VP if an enemy unit wholly within their deployment zone at the start of the turn was destroyed by a unit wholly within your own deployment zone this turn.

Stratagems[edit]

Each new Codex grants its faction new Stratagems.

Universal[edit]

  • Aerial Spotter (2 CP): Use at the start of the shooting phase. A Wyvern or Basilisk can re-roll failed hit rolls in this phase. If you're sitting your artillery still like a good guardsman, this stratagem will bring your hit rate up to 75%, handily beating out both guard's regular 4+ ballistic skill. Just imagine a Wyvern with 75% of its average 14 shots hitting.
  • Consolidate Squads (1 CP): Use this stratagem at the end of your movement phase. Select two Infantry Squad units within 2" of each other that share the same <Regiment>. The selected units combine to form one big unit. Who didn't see this coming? Allows you to sort-of recapture the blob guard armies of yore and use less orders, but it'll now cost you valuable command points. Still nothing an extra Battalion Detachment can't fix, though. Also a good option to 'save' orphaned special and heavy weapons by adding them to less mauled squads. Consolidating squads can allow for improved ease of buffing, i.e. requiring fewer orders, allowing psykers to buff more models with a single power, etc. It could also be useful for adding more bodies to special and heavy weapons embedded with your men and for sergeants with fancy pistols and/or melee weapons. You could get more than one special and/or heavy weapon in a consolidated squad and have more bodies to die for them before they themselves are killed; the one thing Special Weapons Squads and Heavy Weapon Squads simply do not have.
  • Crush them! (1 CP): Use this stratagem at the start of your charge phase. A Vehicle may charge, even if it has advanced this turn. In addition, all attacks made by the vehicle will hit on a 2+. Remember how the Baneblade family has 9 powerful melee attacks that are reduced in effectiveness by WS 5+? This will fix that in an instant and make sure that even dedicated melee units won't want to get into its newly boosted charging range.
    • Particularly good on Tallarn, as their Doctrine combined with this permits their Baneblades to Advance, Shoot with virtually all their guns, and Charge in the same turn.
  • Defensive Gunners (1 CP): Use this stratagem when a charge is declared against one of your vehicles. When it fires Overwatch for the rest of the phase, it hits on a roll of 5 or 6. Mordian vehicle formations can serve as a literal wall of iron in front of your infantry, as the enemy won't be able to slip through them without declaring multiple charges. And you thought charging a Wyvern was already a risky proposition.
  • Fight to the Death (1 CP): Any Imperial Guard unit can take a morale test on 1d3 instead of 1d6. You've got plenty of morale improving abilities already, but it's cheap and could be useful in an emergency. Now that commissars got the nerf this one got a lot more useful. You might want to use this stratagem if you’re using infantry or vets and need them to survive morale, and don’t have anything else to buff leadership nearby. It’ll help them survive losing 3-5 guys at once much more easily.
  • Fire on my position! (3 CP): Use when the last model is slain from an Astra Militarum unit equipped with a vox-caster, before removing it from the table; for each unit within 3", on a 4+ that unit suffers 1d3 mortal wounds. Note, specifies unit with a vox-caster, not model (you use it when the unit dies, not the specific model with the caster), and if several models all die together, you can choose which is the last to be removed from the table, to maximize the potential victims of this stratagem.
    • Hits all nearby units, friend or foe, but only up to once per unit, so a waste of CP against a single blob, but excellent if a bunch of MSUs have melee'd you to death.
  • Go! Recon! (1 CP): Use this stratagem at the beginning of your shooting phase; select a unit of Scout Sentinels. They immediately move 2d6", but cannot shoot or charge this turn. Useful for getting a Scout sentinel to an unguarded objective or out of trouble, but only applies to one unit, and can't be applied to an Armoured Sentinel; sacrificing a turn of shooting makes it extremely situational, and it doesn't even benefit a unit with a chainsaw blade, as they can't charge, either.
    • Note that, although you can't Charge, you are still allowed to use this move to move within 1" of a enemy unit and thus fight in the Fight Phase, due to the fact that the prohibition on moving with 1" of an enemy model is only in effect during the movement phase. Do note that this is likely RAW instead of RAI, and thus may be FAQed.
  • Grenadiers (1 CP): Use this stratagem before an Astra Militarum Infantry unit either shoots or fires overwatch. Up to ten models in the unit armed with grenades may throw their grenades this phase instead of only one- basically the AM rip-off of the Death Guard grenade stratagem.
    • Now that Conscripts can fail orders and combined squads are king of rank-fire, this can be a dependable alternative for conscripts that get close enough. After all, Infantry Squads wouldn't survive intact to get into the 6" range needed for grenades. Vostroyans are better off using Firstborn Pride with FRFSRF for offensive purposes, since it affects more than just 10 models, but this can be a powerful tool for any regiment in Overwatch on a roll of 3 or more (especially Mordians). Bullgryn Frag Bombs become a hail of bolter shots. Beware gimped charge range against squishy distant enemies.
    • Extra powerful in Cities of Death, where grenades both reroll all failed wounds and get the maximum possible amount of hits. That's 60 for ten models.
    • Can also give Scions squads a nasty bite. Krak grenades will do a better job versus tanks than a hot-shot lasgun. 6 of them can supplement the squad's special weapons nicely, especially since scions are out of order range a lot more often.
  • Jury Rigging (1 CP): Use this stratagem at the start of your turn. Select a AM Vehicle in your army, that vehicle can't move, charge or pile in this turn but immediately heals 1 wound. Good for giving that little push into a better health bracket if an Enginseer isn't around (or it wasn't enough), and you can still shoot with the targeted vehicle.
  • Imperial Commander's Armoury (1/3 CP): One use only. Use "before the battle" and you may take 1 additional relic for 1 CP, or two additional relics for 3 CP; all relics must be different and given to different characters.
    • "Before the battle" means, suprisingly, "before the battle". Use it to get the Dagger of Outflank before deployment? It works. The Grand Strategist WT needs the Warlord to be already on the field (which won't happen until the deployment phase) to refund your CP, so that won't work. But enemy Kurov's Aquilas do work, since they only need to be written in the enemy's roster, not any "while this Warlord is on the battlefield" limitation. You spend CP and gain extra toys before the battle, simple as that.
  • Inspired Tactics (1 CP): An officer can issue 1 more order. You can only bring so many Platoon and Tank Commanders, after all, and not everybody is Creed, Pask or Kell.
  • Mobile Command Vehicle (1 CP): Use at the start of a turn; pick a Chimera, and until the end of the turn, an embarked officer may issue orders to units outside the vehicle, measuring range from the vehicle. He is also treated as having access to a Vox. Sadly it now costs CP to use Chimeras as the Command Vehicles they were...but under threat of enemy snipers, this Stratagem may be worth its CP. Unfortunately specifies Chimera only, so no Stormlord or Macharius command vehicles for you.
  • Opening Bombardment (2 CP): One use only. After deployment but before the first battle round, each enemy unit on the battlefield suffers a mortal wound on a 1d6 roll of 6+. Like Fire on my position, this can be useful against MSU, but less so if they hid themselves inside transports.
  • Officio Prefectus Command Tank (2 CP): Commissar Tank! Pick a Leman Russ at the start of the first round, before the first turn - it gives all Astra Militarum units within 6" of it Ld9 for the rest of the game. It also lacks the Summary Execution rule while granting a superior LD buff, so you should always consider taking this stratagem over a regular Commissar. "Drive me closer, I want to hit them with my sword!"
  • Take Cover! (1 CP): Use this stratagem in your opponents shooting phase if they target one of your Infantry units. That unit immediately adds 1 to their saving throws (including invulnerable saves!) until the end of the phase.
  • Vengeance for Cadia! (1 CP): Any Imperial Guard unit can re-roll failed hits and wounds versus Chaos. Scary, this can turn even basic Infantry or Conscripts into a major threat against Daemons and Heretics, especially if you combine it with FRFSRF since it surpasses both "Take Aim!" and "Bring it Down!" effects (supercharge that Plasma). It goes without saying Consolidated squads use it better than lone Infantry ones, but keep in mind it affects Vehicles too. From the humble Sentinel to the mighty Manticore and Baneblade, the Stratagem's effects are far more powerful than its cheap cost would suggest.
  • Vortex Missile (3 CP): Nuclear launch detected, for when targets require not so much strategy as a "fuck you". Use this stratagem when you get to fire a Deathstrike missile (pay after rolling the 8, before resolving the shot). You can re-roll all failed to-hit rolls with the weapon, and add 1 to the roll made to determine if nearby units within 6" of the target unit are hit (so a 3+, rather than a 4+). If a model is wounded but not slain by the attack, roll an additional die, on a 6 it suffers 1d6 additional mortal wounds. Makes the missile go from 5.25 mortal wounds dealt on the target + 1 to each nearby to 8.46 + 1.72 per each nearby, but the amount of variance is very high, and that assumes you're shooting a parking lot, as single-wound models won't trigger the stratagem's extra mortal wounds.

Regiment-Specific[edit]

  • Armageddon - Armored Fist (1 CP): At the start of the shooting phase, select an Armageddon Infantry unit that disembarked from an Armageddon transport this turn. It can re-roll to-hit rolls of 1 until the end of that phase.
    • Basically a slightly more situational form of "Take Aim!" that doesn't take up one of your orders, which is good because you will have Chimeras, and the 18" Rapid Fire range makes FRFSRF even better. Since it doesn't specify transport, you could take it to its maximum expression and use on a Consolidated squad that was ordered FRFSRF after disembarking a Gorgon.
  • Cadia - Overlapping Fields of Fire (2 CP): When a Cadian unit causes an unsaved wound on an enemy unit, you may use this stratagem and all other Cadian units add 1 to hit when firing at that unit. Without even needing LoS, no enemy can hide from your artillery, and the +1 to hit makes your supercharged army's plasma safe when aimed at the designated enemy.
  • Catachan - Vicious Traps (1 CP): Use this stratagem when an enemy unit finishes a charge move within 1" of a friendly Catachan unit that is wholly on or within a terrain feature. Roll a die, and on a 4+, the unit suffers D3 mortal wounds. Good for scaring your opponent away from charging at your cover campers. Can straight up kill enemy characters before they even get a chance to fight. Cheaper, single-target version of Fire on my position, but does the same damage to the unit while being less situational and not requiring your unit to die.
  • Mordian - Volley Fire (1 CP): Use before a Mordian Infantry unit shoots in the shooting phase; EACH TIME you roll a hit roll of 6+ for a model in that unit, that model can shoot again at the same target, with the same weapon, and these extra attacks cannot proc additional attacks. Better than Stormtroopers since it's firing the weapon again, instead of an extra shot from half range. You're SO combining this with FRFSRF.
  • Militarum Tempestus - Superior Intelligence (1 CP): Use this strategy immediately when your opponent has a unit arrive on the battlefield within 12" of a Militarum Tempestus Infantry unit; they may fire at that unit as if it was their shooting phase, with a -1 hit penalty. Allows Tempestus to also work as guardians for your army; the 12" range allowing Volley Guns to proc Storm Troopers (although do note that the -1 to hit penalty will prevent it from activating).
  • Tallarn - Ambush (3 CP): Use during the deployment phase. You may set up to three Tallarn units (only one of which can be a vehicle) in ambush. At the end of your movement phase, you may deploy them within 7" of the table's edge and more than 9" from any enemy units; they are treated as having moved their maximum distance. Outflank that Baneblade, you know you want to.
  • Valhalla - Send In The Next Wave! (2 CP): Use this stratagem at the end of your movement phase. Select a Valhallan Infantry unit (no Characters or Consolidated squads) that has been destroyed earlier in the battle. Set it up wholly within 6" of your table edge and more than 9" away from enemy models.
    • The Chenkov classic, ideal for replacing your Conscript blobs or plasma Veterans. To get the most out of conscripts play them aggressively and force the fight. Recommend giving them a priest for suicide charges. Commisar is optional, but not a bad idea if you also brought the priest since the enemy will be trying harder to kill you. For veterans, taking plasma will both increase the value of the replaced unit and encourage the enemy to wipe the squad out instead of trying to cripple it. Meltas work for this too, but are harder to get back into the fight after respawn.
    • Note that in Matched Play, this does cost reinforcement points. This is crippling - you have no tactical reason ever to hold back a unit you've already paid for, especially if it only arrives once a friendly identical unit has been destroyed and especially if it only shows up in your deployment zone. In matched play this is a worse version of Summoning. Narrative games only.
  • Vostroya - Firstborn Pride (1 CP): Used at the start of the shooting phase. Select a friendly Vostroyan unit; they add 1 to all hit rolls. Use this to make your supercharged plasma weapons 100% safe; static Russ Executioners are your best source of plasma. Or have your conscripts shoot like real men.
    • Now wait a moment there and think about that last thing. Conscripts no longer get orders efficient enough for FRFSRF, and they are only 30 now at max. Now, think about VOSTROYAN Conscripts.They have 30 Range and 15 Rapid Fire, and the Sabre with the holy devensive Searchlight was cool on them before the buff. Combine all of this. In one round of Fire, with this Stratagem on them, you get 30 Shots, hitting the enemy in 30 range, (15 for 60 shots), and they hit on 3s! Vostroyan, the Elite Firstborn, trained with wealth and equipped with excellent weaponry, have Veteran-like Conscripts. Emperor bless the Sabre, it is back on the act of Stacking....

Wargear[edit]

Ranged Weapons[edit]

  • Laspistol: A lasgun Pistol. More of a placeholder than anything else, but it's free. Still find the points to get the bolt version.
  • Lasgun: Your trusty flashlight hasn't changed. What changed is the way strength rolls against wounds, allowing it to wound T5 on a 5+, and T7+ is no longer immune to them.
  • Bolt Pistol: 1pt for a real pistol. Only advantage over the boltgun is that it can be fired in close combat, if you expect your squishy meatbag Guardsman to be fighting there for some reason
  • Boltgun: 1pt allows your sarge/Character to actually contribute to a firefight instead of merely looking cool.
  • Hot-shot Laspistol: What says on the tin, but only 6" range means you may not even get to shoot it before a charge. Creed has two, just because.
  • Hot-shot Lasgun: Available to Scions and Krieg Sergeants and Grenadiers. Still sacrifices 6" of range for AP-2, but as the AP system itself changed this bad boy is ever so slightly worse at MEQ hunting now. Its short 18" range also makes it unable to rapid fire right after an Aerial Drop.
    • edit:This only applies to deepstriking units, so the most useful use of these can be achieved with a transport, in particular our good old friend Valkyries which can take a Commander to boot, just remember that if they don't die next turn, your guys will.
  • Plasma Pistol: An actual officer's weapon. Plasma can now be fired safely at S7 AP-3 to deal with infantry, and can be supercharged to S8 and D2 to deal with heavy infantry and even vehicles. However, a Gets Hot now outright slays the shooter, so reserve overcharges for your disposable sergeants instead. No longer overcosted at 5pts, so it's actually worth considering now.
  • Autogun: A Lasgun that cannot FRFSRF, costing the same 0pts. Previously only available to Ministorum Priests, now Veterans can take these for some reason.
  • Shotgun: Still a 12" Assault 2 lasgun that cannot FRFSRF, it now gains Str4 at 6", so it behaves like a bolter when a squad "GBitF!", or when Vostroyans shoot them in melee with "Repel the Enemy!". Available to your Commanders (via the Index) as well as to Veterans, with whom they go well alongside their plethora of flame weapons.

Special Weapons[edit]

  • Flamer: A bit different in 8E. Templates are gone, so flamers do 1d6 Str4 autohits from 8" range. Thus, they may hit even single models several times and your flamers will never be out of position...but your enemy may bunch 20 gaunts together and you'll still only hit 3.5 on average. Due to its rate of fire being random regardless of the number of enemies, range so short it cannot be used right after an outflank and no longer ignoring cover while also lacking any AP whatsoever, you cannot depend on this weapon alone to beat hordes like it used to. Still, being an assault weapon that always hits, there's no penalty for advancing and firing, especially for Special Weapon Squads. It's also pretty useful insurance against charges as it always auto-hits during Overwatch and cautious opponents will position their charges at least 9" away to ignore its 8" range (making it statistically likely that they'll simply fail their charge to begin with). Flamers are most effective when taken in Catachan special weapon teams of 3 because they can reroll their D6 shots with Burn Them Out!.
    • Veterans can also switch to shotguns to support their advancing flamers, but Command squads have better things to do than pretend they're an expensive SWS.
    • On any model with BS4+ flamers are competing directly with plasmaguns (both cost 7 pts).
  • Grenade Launcher: Not bad, but there are better things available. Krak grenades in particular took a big hit, with insufficient AP and Str. Furthermore, there is no more rear AV10 to target anymore. Frag grenades average 3.5 lasgun shots, make of it what you will.
  • Hot-shot Volley Gun: A Militarum Tempestus-exclusive, replacing their access to the Sniper Rifle (also mounted on Taurox Prime APCs). Essentially a bigger Hot-shot Lasgun at Heavy 24" Str4 AP-2, and Scions have enough BS to hit on 4+ on the move. It cannot be boosted by FRFSRF, but its longer range allows it to more easily proc Storm Troopers extra shots. This, and not the flamer, is the Scion's response to hordes.
  • Meltagun: Good against anything with lots of wounds, not just vehicles. 12" Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma yet safe. Damage doesn't spill, so it's more efficient against singular huge targets of any kind. If you manage to get to 6" for melta range, the average Damage goes from 3.5 to 4.47, making it more reliable. However, it is expensive: 12 points for regular guardsmen and 17 for anyone with BS of 3+ or better. On a model with 3+ BS, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range, but you have to be close to reap the maximum potential of metlaguns. The choice between plasma and melta should be based on what you want your infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is probably a better choice. If you are getting your men close (preferably via a transport or Valkyrie) metla can be the better option.
  • Plasma Gun: See the Plasma Pistol, but in Rapid Fire. A bit less powerful than in 7E due to the new mechanics, but it can be fired safe so it's ok. You only need to supercharge against mean bastards, but against mean bastards, you need to supercharge. Curiously, it's about half as cheap for models with BS4+ (7pts) as it is for BS3+ models like Veterans and Scions (13pts). Given that you have a *huge* variety of ways to re-roll 1's ("Take Aim!", "Born Soldiers", "Harker's Hellraisers", "Hero of Hades Hive", etc.) casualties from supercharging can be easily minimized.
    • Given it has the same 24" range and Rapid Fire profile as Boltguns and Lasguns, Plasma Guns are the default special weapon choice in most squads. Remember, it is only 7 points on BS4+ models. Point for point, plasma is the most efficient weapon for regular guardsmen at engaging tough targets. As for BS 3+ units (vets, Scions, etc.), there is room for debate between plasma and melta. The question should always be: "what is this unit going to be doing?"
  • Sniper Rifle: May target enemy characters even if they aren't the closest model, but with its mediocre bolter-tier stats they're really fishing for Mortal Wounds on 6s to wound. Cannot be taken by rough riders. Best on Ratlings or not at all.
    • Command squads with these can be Ordered, which in combination with Cadian 'Take Aim!' makes them hit about 89% of the time. Not as good as Ratlings, since they're vulnerable to return fire and can't scarper back out of LoS, but nearly 30% more accurate. This is, of course, a rather inefficient use of orders, but you may have orders to burn, if you're combining Laurels with Superior Tactical Training. If you have a hard-on for accurate snipers, take Yarrick with Ratlings.

Melee Weapons[edit]

Most of these are specific to one unit. The ones that aren't are listed below, and may be taken by sergeants and most characters. As of newer codex, Power Axe and Power Maul are no longer available options in Imperial Guard Armory, but you can simply field them using their Index entries. However, none of them will make you great at melee. Almost everything that can take something here gives up a chainsword to do so, although normal Commissars do not.

  • 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), and is why Infantry Squad Sergeants should give all of the other options here a complete miss, unless maybe they have a priest.
  • Power Axe: S+1 AP-2 looks good on paper, and it is, the only problem being it's 5 points instead of 4. But then again, so what? Generally the best option for killing T3, and not bad against T4, it's the take-all-comers option.
  • Power Fist: Sx2 AP-3, but forces a -1 to hit on the model using it. Company/Platoon Commanders and (Lord) Commissars won't feel that too much, but Veteran Sergeants may. While expensive, it's cheaper than it was in the Index, and as a result, almost everything that can take this will see the best results from it, in general - the only real exceptions are Veteran Sergeants.
    • The Vostroyan warlord trait makes this deadly, and their relic armour can keep him alive long enough to use it.
    • Catachan Company Commanders are the most obvious choice for a power fist - thanks to "Brutal Strength" you're now S8. Have him order Fix Bayonets to himself and a nearby infantry squad (preferably a combined squad) and put them both in buff range of Straken and a Priest. That's 9x S8 power fist + 54x S4 attacks all hitting on 4+.
  • Power Maul/Lance: At S+2 AP-1, this is the best choice if you're fielding a Lord Commissar but want to keep him cheap - it'll outperform the sword for the same cost.
  • Power Sword: At SUser AP-3 and 4 points, just not good enough for the S3 models that can mostly take this - and the S4 models prefer the Fist. You should generally avoid this unless you're looking for a budget choice for Catachans.

Heavy Weapons[edit]

  • Mortar: 48" Heavy D6 S4 AP0 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 11 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. It's still standard on every vehicle in your motor pool, and it's better than the Autocannon against 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 AP-1 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 the all-rounder choice for heavy weapons. Its two S7 AP-1 D2 shots don't particularly excel against any one kind of target. The heavy bolter is generally the superior choice against infantry much like the lascannon is the go to for anything with high toughness and multi wound. The autocannon does, however, act as an the intermediate between those two. Because Guard has access to cheap platforms for weapons, it may be better to specialize your units. However, having autocannons can let your bolters focus on the infantry, your lascannons focus on the big guys so you aren't wasting those two on the intermediate targets like MEQs and Sentinels as well as 2-wound units like some Eldar Jetbikes, Nobz, etc.
  • Missile Launcher: 48" Heavy D6 S4 AP0 D1 or 48" Heavy 1 S8 AP-2 D1d6. 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. Compared to Autocannons, it is 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 T5 and T6 MEQ and TEQ, and kicks ass against almost anything with 2 wounds, especially with light or medium armor like Nobz or Rough Riders (as neither frag nor krak missiles are fully effective against such models). While some armies you'll play against have a hard time fielding T8 units where you won't feel the decreased strength from the lascannon. With the Big FAQ that came out in April of 2018, the potential for limits of a single datasheet could be imposed which would restrict the number of heavy weapon teams one could take potentially making it harder to specialize units en masse making more versatile options more appealing. This and the possibility of facing few T8 units, however, is situational and by no means a sure thing. Lascannons still have superior strength and AP for the same cost and mortars do the same thing as frag missiles for one quarter the cost. You're playing Guard and your platforms for heavy weapons are cheap. It is often better to specialize units which makes the missile launcher less appealing. Some units may be better served having versatility though. The Avenger for example comes stock with purpose built AT (lascannons) and GEQ-eating (Avenger bolt cannon) weapons so having additional versatile weapons may not be a bad choice. Like everything else in Guard however, you need to ask yourself what you want your unit to be doing and give them the best loadout for that one job.
  • Lascannon: 48" Heavy 1 S9 AP-3 D1d6. 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.
  • Heavy Flamer: 8" Heavy 1d6 S5 AP-1 D1. Can only be taken by Command and Veteran Squads, but doesn't take up two Guardsmen. This almost strictly better than a Flamer, with the only downside that it can't advance and fire (outside of Tallarn Titanic Vehicles) and it is more expensive.
  • Mole Launcher: An Krieg Combat Engineer exclusive, courtesy of their short beardy friends, this bad boy has half the range of a regular Mortar and can't attack Fliers, but brings 1 more Strength and AP, along with the unique ability of outright preventing the attacked unit from Advancing. A touch situational but against a melee heavy enemy, this can be a life saver, especially against the likes of large blobs of Ork boys or Chaos Cultists.
  • Twin Heavy Stubber: 36" Heavy 6 S4 AP0 D1. Can only be taken by Death Korps of Krieg. As it beats out the Heavy Bolter against MEQs and the Mortar against GEQs, take it unless you are low on anti TEQ.

Vehicle Weapons[edit]

There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. (note, this list is currently incomplete)

  • Multi-Melta: 24" Heavy 1 S8 AP-4 D1d6. 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 if they're not Tallarn. Cost is unchanged from 7th, at the same 20 point cost as a missile launcher or lascannon, but because it's so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you're usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against <-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don't want to be fighting infantry hordes with either weapon - and it's not like you can rely on your opponent leaving his T8 at home. Plus, Multi-Meltas are hurt far more by invuln saves than lascannons are. Your more reliable anti-tank choice is always going to be the lascannon, for the same cost.
    • Vostroya is better able to deal with its range issues, thanks to its Regimental Doctrine. Its "roll 2d6, drop lowest" range is also increased, since that's defines as happening at half range and the range of the weapon is what goes up.
  • Plasma Cannon: 36" Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. Someone found the manual! It's an option on Armored Sentinels, if you don't mind risking the entire Sentinel every time it shoots. 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, taking only a single mortal wound per 1 rolled. Cost is unchanged from 7th, though when buying just one, you only pay for one. Careful firing on the move or against Tyranids with venomthropes; those -1 to-hit modifiers now make it much more likely to roll that 1, at least until GW regains its sanity and makes it only a natural one.
    • When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn't matter. In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don't mind losing - heavy weapons teams - can't carry it. That's a whopping 29.78% chance to lose the wielder without the buff, incidentally. On top of all this, its only advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing less than half of what a plasma cannon does. By and large, avoid this weapon if you can.
  • Multilaser: The multilaser comes stock on both the chimera and both the sentinel variants. Good at laying down fire on just about anything (wounding T5 on 3+), but the lack of AP makes it underwhelming unless focused en masse on a single target (spamming Tallarn scout sentinels, for instance).
  • Leman Russ Main Guns
    • Battle Cannon: The main gun of your standard Leman Russ. With the new rules of firing twice when moving at half speed with no penalty, the amount of fire this cannon can unleash is terrifying. Take aim at anything GEQ or MEQ, and this gun can level squads of 5-10 with ease, don't waste it on large swarms or blobs. Against T5-T7 multi-wound models, it can easily down a dreadnought, or if you feel lucky, can put a surprisingly decent smack on some T8 models with the right stratagem and a group of tank commanders (looking at you Pask). The Battle Cannon is very much a generalist weapon able to do most battlefield roles but will lose out to more specialized weapons. The main downsides are the variable damage, as you are relying on RNG against low multi-wound models whom you'll either kill outright or scratch them to death in a nonstop battle of attrition, and that it struggles against invulnerable saves which negate the cannon's AP advantage.
    • Exterminator Autocannon: Costs more than the Battle Cannon, which would be worth it for the (very slightly) improved rate of fire, except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything without exactly 2 wounds. Both Catachan and Cadian battle cannons outperform the exterminator in terms of strength, AP, and average shot volume (albeit slightly) for the same average damage while being 3 points cheaper.
    • Eradicator Nova Cannon: Often overlooked. For 3 points more than a Battle Cannon, you lose 36" of range and only hit at S6. In exchange you ignore cover bonuses, which would have been negated anyway by the Battle Cannon's AP-2. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, Imperial Guard, etc). Perhaps the best at straight-up murdering GEQs in cover (wounding on 2+ with no save), its extra 12" range edging out the Demolisher Cannon.
    • Vanquisher Battle Cannon: The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, despite being one of the pricier options (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. Never take this.
      • Stygies Vanquisher Battle Cannon: Forge World's crack at trying to make the Vanquisher usable. They... did not completely fail. With +1 BS if the tank did not move this turn and a Co-axial Storm Bolter or Heavy Stubber to reroll Hit rolls, it 'technically' has the highest theoretical damage against enemy army, though only outdoing the Demolisher and Annihilator by virtue of it's Co-axial mount, and even then only under the perfect storm conditions of all your bonuses going off. It is notably cheaper then both of your other anti-tank choices, if nothing else.
    • Demolisher Cannon: Statistically the best tank-buster of all Russ cannons, and easily the most powerful (and expensive) of all the Leman Russ options at 40 pts, the Demolisher is S10 AP-3 dealing D6 damage. Against units with 5 or more models the Demolisher Cannon jumps from Heavy D3 to Heavy D6. The caveat? It has the same range as a lasgun, a 24" bubble of pure unadulterated fucking murder. If you have to choose it's best taken on a Leman Russ rather than a Baneblade/Hellhammer (which won't benefit from "Grinding Advance").
      • Vostroya Demolishers buffs the gun's pitiful range to a slightly more respectable 30".
      • Catachan Demolishers are probably your best bet as they reroll their D3/D6 shots with "Brutal Strength".
    • Executioner Plasma Cannon: A plasma cannon with nearly double the rate of fire even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher. If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points. That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher's only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range.
    • Punisher Gatling Cannon: Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. However, consider grinding advance. While the range is short if you give this vehicle track guards and maybe use full throttle on it the turn before it can easily be in range to do 40 S5 shots while maintaining a 29" threat range (24" plus half move) even until it only has 1 wound remaining. Getting scary yet? Remember that tank commander who ordered it to use full throttle? Now give it kill on sight to reroll 1s with all those shots. Virtually no INFANTRY units in the game can withstand that level of firepower. Additionally, because of the way AP works in 8e the sheer volume of fire can do decent damage against targets that might not immediately come to mind when thinking about a minigun on steroids. This is particularly true if you can get a punisher to hit more that 50% of the time... Looking at YOU Pask!
    • Annihilator Twin Lascannon: You know it, you love it. The same cost as a Demolisher Cannon that trades the flexibility against infantry for a reliable number of shots and twice the range. More exciting then most other army's version due to Grinding Advance and Tank Orders, amongst other things. Works wonders as a Cadian tank!
    • Conqueror Battle Cannon: A Battle Cannon with 2' less range that costs more. However, the gun itself is not important; it's the Co-axial Storm Bolter (Heavy Stubber if you're going Krieg) that is the real selling point here. When shooting the main gun at the same target as the Co-axial, you may reroll any and all hits made with the cannon. This makes the Conqueror one of the most potent and flexible Russ variants this addition, enough to make you ask yourself when trying to select which gun to bring 'Why SHOULDN'T I take a Conqueror?' Just keep in mind your Storm Bolter's range is half your cannon's, so you gotta get up close and personal to make the most of this; still though, you'll be performing identically to the battle cannon from 24-48", and significantly better inside of 24".
  • Earthshaker: The Earthshaker smacks units up to 240" away at with the same power as a lascannon, rolling 2D6 for shot count and taking the highest while ignoring LOS. It performs better against vehicles than troops, because its multi-wound power is wasted against infantry. Unless you're playing on a 20 ft board (or at a table across the room) the range on an Earthshaker is pure overkill.
  • Neutron Laser Projector: a cannon that hits plenty hard, fires more than one shot and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them)
  • Macharius Vulcan Mega-Bolter unlike the stormlord variant, it retains the ability to spin up to maximum speed if the tank hasn't moved, doubling its rate of fire to 30 compared to the stormlord's 20. On a S6 AP-2 gun, that's some SERIOUS pain.

Vehicle Equipment[edit]

All of your non-Forge World vehicles on treads (so everything except either kind of Sentinel or either kind of Taurox) that isn't a Baneblade variant (i.e. not a Lord of War) has access to this list.

  • Augur Array: The vehicle may re-roll one hit die per game, at a cost of 10 points; with the vast array of other possible sources of re-rolls, this upgrade should be rejected out of hand. Perhaps the most useless thing in the entire book.
  • Dozer Blade: Adds one to melee hit rolls when charging. Not bad per se, at 5 points, for that rare situation where you want to charge with a Leman Russ (finishing off MCs, for instance). Can be combined with Crush Them! if you're trying to hit something giving you a penalty to hit, and has some synergy with Straken's aura. Or if you just want your tanks to look cool.
    • Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you'll have.
  • Hunter-Killer Missile: This is a missile launcher with only the Krak profile that can only shoot once per game, at slightly more than 1/4 the points (i.e. 6). Not bad on Pask or a Tank Commander for a little extra punch on turn 1.
  • Pintle Weapon; one of:
    • Heavy Stubber: 4 points for 36" Heavy 3 S4 AP0 D1 is a bit more to think about it; outside of Tallarn, you can't move and shoot it without being at Ork BS, and it's twice the cost of the Storm Bolter, while fewer shots out to 12" (relevant for e.g. Overwatch). Synergizes with the Stormlord which already comes stock with 2x Heavy Stubbers, while costing less than 1% of the tank itself.
    • Storm Bolter: 2 points for 24" Rapid Fire 2 S4 AP0 D1. A perfectly respectable option on just about everything, and particularly useful in Overwatch.
  • Track Guards: Easily the most useful of all the vehicle upgrades. Makes the vehicle ignore the damage table in respect to degraded movement range. This one does actually make sense to take as it will keep your vehicles agile even when they're on their last wound. As far as upgrades go 10 points is an investment - put it on a Hellhound and laugh as your opponent fails to escape its auto-hitting cleansing flames even when its down to 1 wound! Also useful on Leman Russes (particularly Tallarn who want to be moving) and short-range tanks like Demolisher and Eradicators.

Other Wargear[edit]

  • Bullgryn and Ogryn Bodyguards:
    • Bullgryn Plate: Grants the wearer a Sv characteristic of 4+.
    • Brute Shield: Grants the wielder a 4++ invuln.
    • Slabshield: Wielder adds 2 to all save rolls, meaning both normal and invulnerable. While Bullgryn don't normally get invulnerable saves when equipped with a slabshield, it does make buffs that grant them invulnerable saves much more effective. Saint Celestine comes to mind...
  • Command Squads:
    • Medi-Pack: At the end of the Movement phase, wielder can select friendly Astra Militarum Infantry (sorry, Rough Riders, but good news, Ogryn and Ratlings!) unit within 3" and roll 1d6; on a 4+, a unit with a Wounds of 1 gets a slain model back, or for any other value, one model in the unit heals 1 wound. You can't use more than one of these on a given unit each turn.
    • Platoon Standard: Only carried by Militarum Tempestus Command Squads, all friendly Militarum Tempestus units within 6" of a unit with a model in it with one of these may add 1 to its Leadership when taking a Morale test.
    • Regimental Standard: Carried by non-Militarum Tempestus Command Squads, all friendly <regiment> units within 6" of a model with one of these must add 1 to its Leadership when taking a Morale test - note the very important nerf relative to a Platoon Standard that the aura is emitted by the model, not the unit, and the completely irrelevant nerf that it is a must effect, not a may effect.
  • Command and Infantry Squads, Scions, and Veterans:
    • Vox-Caster: This machine is the beating heart of the Orders system. It's greatly simplified from previous editions; if an Officer is within 3" of a model with a Vox, and the target squad also has a Vox (and is of the same <Regiment>), the range of the order is tripled to 18". The important thing to note here is that it means your Officers can improvise their command structure a lot more - any Vox can send, and any Vox can receive, as long as the Officer and target squad share regiments. It is entirely legal - and fluffy - for your Platoon Commander, his assigned Vox operator having been killed, to run to a nearby squad of Tempestus Scions and commandeer their Vox Operator to continue sending orders! This also means you don't need to rely on flimsy four-man Command Squads for your Officers to send orders out; squads of Veterans with sniper rifles and heavy weapons, and even Militarum Tempestus Scions can be used as "command" squads.
  • Tempestor Primes:
    • Tempestor Command Rod: Improves Voice of Command from 1x to 2x for these guys; an auto-include, since he holds it in his otherwise mostly useless Pistol hand.

Heirlooms of Conquest[edit]

Relics return in the new Codex. Like Warlord Traits, the regiment-specific ones really are regiment-specific, so custom regiments can only use the Universal list, but once again, this list contains the best options anyway, Kurov's Aquila and The Laurels of Command. The only one available to Tank Commanders is the Relic of Lost Cadia (Cadia only); The Tactical Auto-Reliquary of Tyberius has no keyword restrictions beyond being Militarum Tempestus only, but there currently aren't any Militarum Tempestus Vehicle Characters.

Universal[edit]

  • The Blade of Conquest: Replaces a Power Sword. At S+2 AP-4 D1d3 it's better than a Relic blade...but if you want one why not take an actual Relic Blade on a SM (who are much more than just dudes with Str4)? But if you're bent on demonstrating mortal hands are worthy of this Macharian blade, an Armageddon/Catachan/Vostroyan Company Commander with their respective trait, or Lord Commissar, could make something out of it, especially when supported by the usual retinue of Ogryn Bodyguard, Priest, Commissar Yarrick, Bullgryn, Crusaders and Conscripts (plus Straken for Catachans). The Guard may be a shooty army, but mortals can still fight the good fight with blade, boot and bodies. Plus the sword is only 4pts, try having some fun.
  • The Dagger of Tu'Sakh: INFANTRY officers only, per the FAQ. During deployment you can set up the bearer and one INFANTRY unit of the same Regiment (if the bearer has one) in ambush behind enemy lines. At the end of any of your movement phases these units may launch their attack. Set them up within 3" of each other, more than 6" from any battlefield edge, and more than 9" away from enemy units. Surprise Special weapons are always welcome, especially when they're a part of a bigger plan instead of just them.
  • The Deathmask of Ollanius: Infantry only; the bearer has a 4++, and once per game, at the start of your turn, can heal 1d3.
    • An Ogryn Bodyguard with a Slabshield will now have a 2++ (Bullgryn Plate optional) to only ever worry about snipers fishing for 6s and the Mortal Wounds he'll get from doing bodyguard duty...risks that are both diminished by it suddenly healing 1d3W, helping the overwhelmed Field Medic.
  • The Emperor's Benediction: Replaces a Commissar's or Lord Commissar's Bolt Pistol, giving it +2 shots, -1AP, and +1D. While it can also target Characters like a 12" sniper, it can't do so when the bearer is within 1" of the enemy, unlike the very similar Imperial Fists Spartean relic Bolt Pistol. Still, better than a Plasma Pistol.
  • Kurov's Aquila: Officers only (now including Tank Commanders!). Every time your opponent uses a stratagem, roll 1d6, and on a 5+, you gain one Command Point. Which you may regain once you use them yourself with the Grand Strategist WT, allowing you to farm more CP out of the already high amount you'll have. Damn solid relic. Punish Ultrasmurfs for their recycling command points!
  • The Laurels of Command: One of the better relics too! Officers with Voice of Command. When the bearer issues an order to a friendly <regiment> unit within 6" of them, roll a die; on a 4+, the bearer can immediately issue them another order, which does not count against the orderer's maximum, and can trigger Laurels again. Also the only way in the game to stack multiple orders on one unit, though the bonus orders can't be the same as the first (so no, you can't use Fix Bayonets like 10 times if you keep making the roll).
    • Has phenomenal scaling with a Cadian warlord with Superior Tactical Training; every order issued can cause an 'exploding' propagation of orders, easily allowing one man to command very large numbers of units. The easiest way to resolve having both is as follows: 1) Issue an order to unit A. 2) Roll for STT; on a success this order affects unit B as well. 3) Roll for Laurels; on a success, go to 1 for unit A's next order. 4) Repeat the process on an unordered unit.

Some orders are better than others, and since rolling a 4+ is no guarantee they have a priority or Cycle: "FR,F!SR,F!" -> "Take Aim!" -> "Bring it Down!"; with FftE or GBitF at the beginning if necessary. Some Doctrines add details to this cycle. Just don't plan on reliably rolling four consecutive 4+s.

  • Armageddon units may begin the cycle after being ordered to "Mount up".
  • Cadia has a better "Take Aim!", but "FRFSRF" is still more powerful than even full to-hit rerolls, so all regiments should order it first.
  • Catachans "Fix Bayonets" better, and have Straken. They may also "Burn them Out" of cover first and then begin the cycle if the Laurels activate, without using "Take Aim" if Harker is nearby.
  • Militarum Tempestus might need to "Get Back in the Fight" more often than others, due to their shorter ranged weapons. Only against vehicles and monsters is "Elimination Protocol Sanctioned" better than "FRFSRF"...but they have enough melta and plasma that "Take Aim" goes before "FRFSRF" when they supercharge. Otherwise, follow the cycle when trying to proc Storm Troopers. Again, you're already lucky if the Laurels activate in the first place.
  • Mordians may Form Firing squads before entering the cycle.
  • Valhalla should fall back and "Get Back in the Fight" instead of jumping to "Fire on my Command"...unless they're supporting a unit that cannot do so, like Bullgryn or Rough Riders. Order "Fire on my Command", and then they may want to "Take Aim" before the rest of the cycle, to minimize friendly fire. Or "rough-house playing", as they call it.
  • Vostroya has a similar reason to Valhalla to "Repel the Enemy" instead of "Get Back in the Fight". "Repel the Enemy" before "FRFSRF" to shoot four times in combat. Vets with Shotguns have a better reason to Repel instead of GBitF, though they won't FRFSRF.
  • The Tallarn Doctrine is essentially FftE always turned on.
  • Death Korps of Krieg caught in melee wouldn't fall back because of their better WS: turn your Lasguns into pistols with "Without Mercy", but then go directly to "Fix Bayonets". Death Riders should instead "Fix Bayonets" and then "Duty onto Death".

Regiment Specific Heirlooms[edit]

Unlike the general IG relics that can be given to Commissars and Ogryn Bodyguards, these may only be given to a character with the corresponding <Regiment>.

  • Armageddon - Skull Mask of Acheron: -1 to enemy Ld within 3" of the wearer, -2 for Orks. Doesn't specify "Infantry" character.
    • Fact is, since hordes (like yourself) have ways around morale, inflicting battleshock is better on expensive multiwound models, but those have a naturally high Leadership and -1Ld isn't good by itself. Thus, combine it with your other Imperial stuff: Terrifying visions inflicts -2Ld; Metalica Sicaran Infiltrators allies provide another -2Ld (aura + stratagem) and appear where you need them while moving almost as fast as Rough Riders; while Reivers inflict -1Ld alongside -1 To Hit (Shock Grenades) and have a higher chance to a successfully charge out of a Grav-chute (Black Templar Tactics, Combat squads). One such separate detachment is cheaper than 6 Bullgryn, which are basically Maul Terminators now. Reaching -5Ld with Metalica Infiltrators isn't too hard, up to -6Ld with the Reivers. Even Chaplain/Dark Apostle-boosted Primaris/Plague marines will become as cowardly as Conscripts, and they lack Commissars. Disregard the bit about orks, though.
  • Cadian - Relic of Lost Cadia: One use only; unveil at the start of any turn. Until the end of that turn, all Cadian units within 12" of the bearer re-roll both hit and wound rolls of 1; they re-roll all failed hits and wounds against Chaos units.
    • Doesn't specify Infantry model either, so it can be given to your Tank Commander to widen the bubble and move it wherever you need to.
    • Given that Cadian units already get the primary effect of this relic if they haven't moved, you're primarily going to take it for the bonus effect vs Chaos.
  • Catachan - Mamorph Tuskblade: Replaces a power sword. A reskin of the Blade of Conquest at S+2 AP-3 D2, so guaranteed 2D instead of having to roll for it, in case you decide to use a mortal to hunt Primaris. Works similar enough, and you do have Straken.
    • Better than the Blade of Conquest against targets with 2W, the same against other stuff. The worse AP isn't that much of a factor.
      • Something to keep in mind is this is a Catachan relic, meaning the wearer Will be S6, something to keep in mind if fighting something like Tyranids.
  • Mordian - Order of the Iron Star of Mordian: The Mordian infantry bearer gets a 4+ FNP, effectively doubling his wounds, lifting some of the workload from the Field Medic and the Ogryn Bodyguard. Of good use when you absolutely must ensure your Warlord's survival, as regular Company Commanders aren't that special by themselves.
  • Militarum Tempestus - The Tactical Auto-Reliquary of Tyberius: When the bearer uses Voice of Command, they may attempt to issue one additional order; roll a die before attempting, and on a 2+, the order happens.
    • Can turn your Tempestor Prime into something like a Creed for your Scions. Up to four orders when combined with the Master of Command WT, 5 with Inspired Tactics. No Scion will go unordered.
  • Tallarn - Claw of the Desert Tigers: Replaces a power sword; SUser AP-3 D2, and can make 2 additional attacks. Unlike the Mamorph Tuskblade, actually is interesting compared to the Blade of Conquest - taking a model from S3 AP-3 to S5 AP-4 is better than A3->A5 against T4 specifically, but worse against T3 or T5 - but you shouldn't be taking this, since Tallarn is all about running circles around your enemy and staying in a gun-battle.
  • Valhallan - Pietrov's MK 45: The bearer may replace its Bolt Pistol with a better, AP-1 D2 Bolt Pistol, and prevents friendly Valhallan units within 6" from losing more than 1 model per morale check, effectively turning your Company Commander into a Commissar, reducing your army's dependence on them even further.
    • Useful on Conscripts, since your doctrine already diminishes most of the effects of morale on the smaller Infantry Squads in normal circumstances. A damn fluffy Chenkov though. Remember it doesn't affect non-Regimental units like a real Commissar does. Also after FAQ its the only way of getting a pre-FAQ commissar in your army. A solid choice now - a Company Commander with this and Master of Command can walk 120 conscripts across the board and be an incredible pain in the жопа for everyone involved.
  • Vostroyan - The Armour of Graf Toschenko: The wearer gains Toughness 4 and Sv 2+, effectively giving your Company Commander Terminator resilience. Kit him out with Power Maul and Bolt Pistol, along with the Vostroyan Warlord trait and get yourself a cut-rate Terminator for only 35 points. Not a CQC monster by any means but he will hand any errant Sergeant-equivalent his arse on a platter. Though, the best defense is not being hit in the first place.

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 (since this is also the name of Ezekiel's sword, chance are it won't return.)

Note that Rough Riders are not dropped - we have rules for them, in the Index. However, we don't have models for them (Forge world does have Death Corps models if you want to sell your firstborn for them).

HQ[edit]

Any Regiment[edit]

  • Company Commander: Your go-to HQ if you're running an infantry list. Besides the fact that he's an Officer and unlocks Command Squads, he's also your primary source of orders, capable of issuing orders to any two (before Warlord Traits and so forth) <Regiment> infantry units in a given turn, including himself or other Commanders. Don't spend too much on his wargear unless you're playing a smaller game, where he's more likely to end up actually having to get in the thick of it: his main goal is to stick around and give orders.
  • Tank Commander: A single Leman Russ tank, with 3+ to hit and Tank Orders (as seen in their section) to boost a single fellow Leman Russ (the Codex doesn't say he can't order himself, but an earlier Index FAQ did. However the official facebook account of Games Worskhop for warhammer 40.000 confirmed that both Pask and Tank commanders can order themselves). As such, you're paying +45pts over a normal Russ for one order and BS3+, but it is an extra Russ in HQ as opposed to Heavy. There are ways to make it issue more orders, but Pask costs only +10pts and is better. Still, with Regimental Doctrines and Warlord Traits, they can do different gimmicks. Plus, being Officers, they unlock Command Squads. In all other respects, it's still a Leman Russ: it gains Objective Secured in an Astra Militarum Spearhead detachment, can become an Officio Prefectus Command Tank, and has the same weapon options.


The real advantage of the tank commander over the rest of the damage dealers of the Guard codex is its BS3+, for it allows weapons to endure a -1 to hit malus and remain decently accurate. Unlike guard artillery, stuck at 4+BS which becomes 5+ with the malus (damage, enemy doctrine...), Tank commanders guarantee you that your firepower shall remain precise and efficient, even more so if they buff themselves with orders.

However the main disadvantage of all tanks over artillery is their lack of indirect fire. Indeed, having to see the enemy to shoot allows it to fire back and destroy your tanks that are much more costlier than your artillery pieces and yet more vulnerable due to this need of LOS. There is only one way to get rid of this issue of durability: A tank commander with the Tallarn regiment keyword exclusively can use a special tank order allowing it to move 6 inches before OR AFTER it shoots. Using the latter it is quite possible to move in position during the movement phase, use the order at the beginning of the shooting phase and take pot shots in LOS before moving 6" away from retribution.

This allows you to get the best of both worlds, shooting safely out of LOS with a higher BS but also with more guns (sponsons, hull gun AND turret weapon) capable of engaging a wider array of targets. Did I mention that moving doesn't reduce BS with Tallarn?

It is not perfect though, as artillery remains far simpler to use effectively ("Point and shoot commander !"). Practice and training shall be required, for difficulty is the main drawback of this idea.

Specific Regiment[edit]

Militarum Tempestus[edit]
  • Tempestor Prime: The Militarum Tempestus version of the Company Commander, he costs a bit more but has been buffed from his 7E iteration. He's also the only model capable of issuing orders to Scions except for a Commissar with Master of Command. Since his sole purpose is to issue orders, it's generally best practice to pay 4 points to swap out his hot-shot laspistol for the Command Rod for an extra order. He can also deepstrike to follow his Scions wherever they go, which costs 3CP or a relic for regular Commanders. He lacks a 5++ like the regular Commander does, but has better 4+ Carapace, and snipers usually have no AP. Cannot order other <Regiment> units, but now being a proper HQ (and Scions Troops), he lets you bring a separate Tempestus-only Detachment. And bringing Scions in separate Battalions is the better way to bring them, giving you their Storm Troopers doctrine on top of +5 CP.
    • Combined with the Master of Command WT and Auto-Reliquary of Tyberus, he will issue up to 4 orders a turn, making him into a sort of Tempestus Creed. But Laurels of Command might help you better due to the lower number of Scion squads.
Cadian[edit]
  • Lord Castellan Creed: MIA (read: in Trazyn's collection) in the fluff, but you can still use him. Issuing 3 orders per turn from 12" away, he's essentially got the Bellowing Voice and Master of Command traits on top of his Superior Tactical Training (statistically 6 orders a turn), plus +2CP for being the Warlord in a battleforged army. Still, the general Relics and Traits (which he's got no access to) are so powerful there are ways to have more orders or CP, and for his cost you could bring two Company Commanders, and no longer scouts three units...but he's still a damn good general.
  • Knight Commander Pask: There are few competitive Guard lists that don't include Pask, and with good reason. Gone are Crack Shot's rerolling penetration & alternate profiles for his main guns, but his new BS2+ now makes all of his guns better, including sponsons. And when taken with a Cadian detachment, 2s re-rolling 1s means he's damn near guaranteed to hit when static with a staggering 97% accuracy (and he can safely overcharge plasma too)! Furthermore, he issues +1 Tank Order compared to regular Tank Commanders without needing Master of Command Warlord gimmicks. All of this for only +10pts. There's little reason to not bring Pask and Cadian Russes in a separate Spearhead detachment. Pask makes any Leman Russ variant he's capable of taking (sadly, none of the FW models) into a murder machine, even the otherwise crappy Vanquisher (still the worst choice, albeit a fluffy one).
    • According to the Index: Imperium 1 FAQ, Pask cannot order himself (not clear in the Codex, but still). At least he can still order other Tank Commanders... and, technically, other Tank Commanders can order him (Leman Russ keyword).
Catachan[edit]
  • Colonel "Iron Hand" Straken: Besides issuing 2 orders per turn, he grants +1 attack to all Catachan units within 6" of him in the Fight phase. This also affects the famous Catachan Rough Riders and stacks with Priests. He's now the only Codex Commander with a Shotgun (the others have to use the Index), but his Plasma pistol is better. He's no man, but a Space Marine Captain disguised as a mortal: with T4 W5 3+/5++ and four WS2+ Str7 AP-1 D2 attacks and melee boosts (plus re-rolls to hit from the Catachan Warlord Trait), he actually wants to be in melee, and can kill an SM Captain if he orders "Fix Bayonets!" on himself. All in all, the strongest and toughest mortal, thanks to his Iron Hand that punches like an autocannon. Good things do come from bad places.
    • Straken, alongside a Priest and Commissar Yarrick, forms part of a trio that massively boosts melee output, granting (summary execution-nerfed) Ld10, +2 attacks, and letting them re-roll 1s to hit. On top of Catachans having Str4. And "Fix Bayonets!". And Conscripts, Chimeras, and "Move! Move! Move!". Guts and glory.
    • He also rerolls failed wounds against Monsters in melee (takes one to know one), but those things are still dangerous. It's best used to finish wounded creatures with gimped stats, ambushing them when vulnerable. Luckily, your Vets can bring BS3+ Meltas to fight such critters on your terms. Bring Nork Deddog to absorb damage while Straken deals it.
  • Sly Marbo:AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!
    • In all serious, Marbo is a bit of a weird character for the Imperial Guard (Which makes sense since he don't put up with anyone else's shit). He's an HQ, but he can't be a Warlord or Take Orders. His stat-line is pretty decent, with his base strength of 3 (which goes up to 4 if you put him in a Catachan detachment, as you should) being offset by his poisoned knife, which grants +1 to strength and auto-wounds infantry on a 2+. He retains his ability to deep-strike into play anywhere on the field, and is given 3 bonuses to choose from after arriving. He can gain 2 extra attacks and move d6 anywhere with Stalk with Blade, helping to guarantee that first-turn charge, he can Snipe with Pistol , allowing him to take a free round of shooting with his ripper pistol, while also allowing him to shoot characters regardless of how near they are. Finally, he has Detonate Concealed Explosives, his anti-troops ability. This lets him choose a unit anywhere on the battlefield and roll a dice (+1 if it has 10 or models, -1 if it's a character. On a 4+, that unit suffers D3 mortal wounds, and on a 7+, it suffers D6 Mortal wounds. In addition, at the beginning of your turn, you can remove him from the battlefield and re-deploy him again once per battle, procing one of his 3 abilities again. At 4 power points (and 65 points battle-forged as of the FAQ), he's pretty cheap for a model of his caliber. Take him if you've got some spare points and you aren't sure how to approach your enemy, or want to try to kill an important character causing problems.

Non Regimental[edit]

Adeptus Astra Telepathica[edit]
  • Primaris Psyker: Gone are the days of making everything reroll hits. Compared to an Astropath you get a compulsory 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) or want to be able to smite like a big boy. Slightly okayish in close combat. Keep a Commissar nearby in case Perils kills him- he'll still die, but it'll prevent mortal wounds from spilling over to anyone else.
    • Note: These guys are probably the best cheap way to spam (unmodified) Smite in the game; on average he scores 1.79 mortal wounds per turn (assuming he's at full health - he gets a bit worse as his ability to survive Perils goes down), 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. If you assume no one is attempting to Deny you, a Primaris Psyker's Points-Per-Wound with Smite is 22.33 (assuming he can live through Perils, which he can from full health, guaranteed); an Astropath's is 22.5 but their odds of actually casting Smite on 1D6 are abysmal. Psychic Maelstrom is generally much better than Smite, so consider taking it as your 2nd backup power.
Adeptus Mechanicus[edit]
  • Tech-Priest Enginseer: Not an Astra Militarum option per se, but you can field this guy using his Adeptus Mechanicus entry, where he is an HQ choice; per the rules in the AM Codex, he explicitly won't block your Regiment rules. Your Regiment will block his Canticles, but he doesn't get those anyway when fielded as an Elites choice. The benefit of doing this is that you can pay an HQ tax with an Enginseer, which you may have wanted anyway to keep your tanks repaired, in e.g. a Spearhead detachment, or better yet a Supreme Command Detachment with 3 of them; the major downside is that he won't have the Astra Militarum keywords, so you won't be able to convince him to get on any of your transports, and he'll cause other problems, like interfering with Stratagem access. Still, he's legal, just a poor choice.
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. For 65 points more than a standard Priest (100, rather than 35, and we'll be assuming the Priest took a Bolt Pistol and Bolter, since every other choice on a Priest is worse), you get: +2 Ld (which is irrelevant, but note that that's counting both his native Ld and his aura, which hits himself), +2A and +1WS, which is largely irrelevant, +1BS and the Bolter becomes Assault 2 and has -1AP, and is D2 on a 6+ to wound, which is nice, but not worth the cost, 1d6 Deny the Witch, which is nearly worthless, and +1 Leadership to nearby Adeptus Ministorum or Astra Militarum infantry. Finally, and most valuably, he occupies an HQ slot, simultaneously helping to pay your HQ taxes while avoiding occupying a potentially valuable Elites slot.
    • He's not worth his cost, which is nearly 3 normal Priests, but it's worth noting he does buff Commissar leadership - if you combine him with a Lord Commissar, units will receive 10 Leadership, not 9, which means they need to suffer a fifth casualty before Summary Execution starts making your life worse. However, it's far more cost efficient at that point to just buy more soldiers with your points - you have no units valuable enough for Uriah to earn his cost back this way. That said, if you're already bringing Yarrick, this can be a way to reduce the damage he'll inflict on your army.
    • Despite having the Astra Militarum and Ministorum Priest keywords, he is not listed as a unit you can take without breaking your Regimental abilities. GW has not updated the Guard FAQ because it might cause Primaris Marine or Nurgle/Death Guard production to fall below optimal levels, so unless your opponent is a reasonable sort, either leave him at home or take him in an Vanguard/Supreme Command detachment along with your Commissars, Psykers, Ogryns/Bullgryns, and Ratlings (or in a general Imperium detachment).
Officio Prefectus[edit]
  • Lord Commissar: A more expensive Commissar with a power sword, but improved in all key stats like not using up one of your crowded Elite choices, offense (BS & WS2+), resilience (4W 4+/5++) and, most importantly, Ld9 for his Aura of Discipline, which is important now Summary Execution became a mere (thankfully optional, as of the most recent FAQ) Morale reroll at the tax cost of one dude, as opposed to the outright morale near-immunity it used to be. With enough casualties, you'll just fail the reroll regardless of result. Still, Ld9 is hands down better than Conscript Ld4, and you'll lose fewer of them. He works best with squads small enough to benefit from Aura of Discipline without triggering Summary Execution, like Ogryn. Furthermore, he's the one with enough WS to properly use a Power Fist. Always replace his bolt pistol for a bolter; same price, double shots. His 2+ BS also makes a plasma pistol a tempting option since you're only paying 4 points more over the mandatory bolt pistol.
    • Company Commanders with Draconian Disciplinarian, and Kell, both allow optional Ld re-rolling without shooting up a guy, which is superior to Summary Execution, although they don't boost Ld by themselves. A Regimental Standard will get your Infantry Squads up to normal Commissar Ld8, while Catachan and Mordian can boost them up to Ld9, all this from models you'll be already bringing. However, Conscript squads have such poor Leadership that they're better off replacing their Ld with the Lord Commissar's..
    • Post-FAQ the Lord Commissar has practically become an auto-include - for a mere 35 pts you get a LD9 aura, optional ATSKNF, insurance against Perils of the Warp, and a surprisingly decent melee character.
    • Catachan, Mordian and Regimental Standard buffs to Ld work with Aura of Discipline, as the unit is replacing it's Leadership with the one of the Lord Commissar, and then all modificators apply. Otherwise you'd be able to ignore losses in the squad as following the logic of not applying the bonuses Lord Comissar didn't have any models slain in his unit. Uriah Jacobus too helps you get rerollable Ld10.
    • Officio Prefectus Command Tanks cost CP and aren't Characters (unless you choose a Tank Commander but even then he has more than 10 wounds, so moot point anyway), so they tend to last less despite being a damn tank. They get you Ld9, but also lack the reroll. Likewise, you can always pay 2 CP to auto-pass Morale, or 1 CP to take the test on 1d3.
  • Commissar Yarrick: Essentially a named Lord Commissar with a power fist klaw that costs more than double, but has a bunch of extra stuff on him. He's got three guns (Storm Bolter, Bolt Pistol, and Bale Eye Hot-Shot Laspistol), and even better, resilience, with T4, his 4++ Power Field, and FnP 3+ for his final wound (and he's legally healable with a medic). His main use, which GW thinks it costs something around +66pts to use, is Hero of Hades Hive, an aura of re-roll 1s to hit, re-rolling all failed hits against Orks instead. Not just "Take Aim!" for shooting, but in melee as well. Your infantry squads may not be so eager to be in close combat, but Bullgryn and Crusaders are. For the cost, you could buy two Company Commanders to order the actual "Take Aim!" to your units, in addition to the Lord Commissar (and get +1CP in a Supreme Command Detachment)...but Yarrick's buff can stack with other orders, like a Laurels of Command that isn't free but is reliable and even affects vehicles. Plasma, woo! Yes, he has Summary Execution despite him not executing anyone in Hades Hive. But now that Summary Execution is optional, you don't even have to use it if you don't want to.
    • What Yarrick brings to the shooting phase, Cadians get at the cost of not moving. Doesn't need to be against orks either. Still, Yarrick enables moving plasma supercharge for them and buffs Fight Phase melee. The main benefit is moving supercharged plasma without needing to waste an order and you probably want to stay out of melee anyway, but it's very situational.
    • Harker's got half the bonus he does, and old man Yarrick can beat his ass in melee. But if you're Catachan and all you want is re-rolling 1s for plasma, by all means bring that guy instead.
    • Post-FAQ Yarrick is nearly 4x as expensive as a 35 pt Lord Commissar, and almost 9x as expensive as a regular Commissar. Hopefully GW will be reevaluating his point cost. That being said, he's an absolute tank in melee, regularly makes Marines crap themselves in terror, and sticks around a lot longer than other Commissars do. There's some trade-off.

Troops[edit]

Any Regiment[edit]

  • Infantry Squad: Ten men, ten guns. 8E rules make mortals' 5+ saves and S3 more relevant. They also got a 20% points discount from 7E, making your poor bloody infantry the cheapest way of reaching Battalion/Brigade size: 240pts for 6 squads. The nerfs to Conscripts now make this squad your go-to Troop choice now, being literally just as point efficient as Conscripts while accepting orders 100% of the time. The only downside is Conscripts can be taken in squads of 20-30, however, their smaller size actually makes them less vulnerable to morale tests, able to take transports, and have an easier time benefiting from cover. Factor in their Sergeant and access to special and heavy weapons and it's pretty obvious why you would want to leave Conscripts on the shelf.
    • Consolidated Squads are a trap - you're paying CP to be more vulnerable to morale. Its main use now is to "rescue" orphaned sergeants, special and heavy weapons. Don't pay to boost more guardsmen with CP, pay for it with points, you know, like how every other squad in your army works. That said, a Battalion gives you +5CP and only costs 180pts, so it IS affordable.
    • Alternative opinion - Consolidated Squads are actually worth taking IF you buff them with "Mental Fortitude" which makes them immune to morale until your next Psychic Phase. Valhallans with their unique Relic work just as well. In addition it gives them far more Orders utility. You commander can issue an order to one big squad instead of two and can save the extra order for other units.
    • Why choose Infantry squads over the generally superios Scions? The first reason is bodies. Lots of them. For instance, 100 Guardsmen cost 400pts, while 100 Scions cost a full thousand. So not only can you bring them but can also afford to lose them. The second reason is the plethora of <Regiment> doctrines, although the <Militarum Tempestus> doctrine is competitive in its own right.
    • With BS4+ consider putting special and heavy weapons into their own squads rather than into infantry squads while also taking your regiment's special rules into consideration. For instance <Cadians> can re-roll fatal 1's when supercharging plasmaguns while <Catachans> with flamers can benefit from the <Burn Them Out> rule. Flamers are perhaps your best option in an infantry squad because they auto-hit during overwatch.
    • Sergeants can purchase boltguns for only 1 pt. <Catachan> Sergeants are also good candidates for powerfists and power axes, given that they are S4.
  • Conscripts: If there is anything thinner than paper, it would be Conscripts. From the powerful Index unit to the gutted Codex version, Conscripts have gone from being a near-Blue chip unit to being somewhat questionable. They only accept Orders on a 4+, they lack Sgts, and they cannot take any special or heavy weapons. Not to mention that their stats (WS/BS5+ LD4) make real Guardsmen look like Space Marines by comparison. Finally, Chapter Approves raised their points cost to 4 (aka that of a regular Guardsman).
    • If for whatever reason you decide to bring them in Matched Play buff them with auras instead of orders. <Mental Fortitude> is the only way to make Conscripts immune to morale and in some circumstances can actually make a squad of 30x a more competitive choice (i.e. dogpiling an objective in your DZ). Also thanks to these larger squads they can still be your go-to unit for bubbling around your vehicles where an Infantry squad would normally be to small (and getting them bigger will cost precious CP resources). In essence if you are going more vehicle heavy and investing the lion-share of points into them they actually might be the better option as in that case all you need your troops to do is be a living shield wall to keep chargers away from your vehicles and characters (in essence take the heavy weapon you would have given to a Infantry squad and put it on a tank and keep your Conscripts close by it). So a good tactic would be to bring them as support to your Infantry squads. Leave the direct fighting to the Infantry squads while you use your Conscripts squads to protect your artillery and other vehicles and to dog-pile objectives. Against assualt heavy armies Conscripts can also be good to break the enemy charge with a better chance of surviving (with morale shenagigans of course) to prevent consolidations while giving your opponent minimal kill points, thus allowing your other squads to counterattack in your next turn.

With Summary Execution no longer being battleshock immunity, you need to work to make these Ld4 guys stick around now...but you can still do it! Here are the ways to make them as unshiftable as they were before:

  • Psychic powers: Cheap Astropaths are an excellent investment. All three Defensive powers help them to either be more difficult to kill or make them immune to battleshock, BUT you can only cast one of each in Matched Play.
  • Warlord Traits on Lord Commissar auras. Summary Execution was nerfed, but Ld9 rerollable is still better than Ld4, and gets +1Ld from Regimental Standards. Either more area coverage with Bellowing Voice, or capping battleshock at 1+1d3 casualties.
  • Stratagems: Insane Heroism provides full battleshock immunity, though the cheaper Fight to the Death can suffice if they're being boosted (which they should), and didn't lose like 14+ men. Can't use the same Stratagem many times a phase, and it costs CP, but between Kurov's Aquila, a Master of Command and cheap +3CP Battalions, there are ways to afford it.
  • <Regimental> gimmicks: The Valhallan Pietrov's Mk 45 relic has the pre-nerf Summary Execution, and squads that fall out of the aura halve battleshock casualties due to the Doctrine. The Mordian WT has a similar aura, and with their +1Ld while in formation can be more easily combined with Commissars, Defensive psychic powers and/or Fight to the death.

Specific Regiment[edit]

Militarum Tempestus[edit]
  • Militarum Tempestus Scions: The New Veteran Squad? 5 model 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. The new rules have shifted Scions closer to typical troops, being cheaper and less specialized than before. Base cost of 9+1 (for the weapon) points per guy, so almost at Space Marine territory here, they still have their built-in transport option of deep striking. This combined with their points cut can actually make them a cheaper frontline Troops choice if you skip the transport. Can also ride in their exclusive Taurox Prime, a Chimera, fly high in a Valkyrie, or downgrade to a basic Taurox. Best taken in groups of 5 unless you're relying on orders; the 5-man loadout should be Sergeant with Bolt or Plasma Pistol, 2 models with plasma, melta (which is expensive on these guys), or volley guns, 1 model with a vox-caster if you want one, and 1 scrub with a hot-shot lasgun (who will usually be your go-to for throwing grenades, when you're close enough); expanding to 10 means adding 3 more scrubs and 2 more special weapons.
    • It's important to note that your hot-shot lasguns can never deep strike into Rapid Fire range, your meltas will never deep strike into melta range, and hot-shot laspistols will never deep strike into actual shooting range. The melta thing isn't so bad, but this is still worth keeping in mind.

Elites[edit]

In previous editions the Guard's elite slot was almost completely ignored, but with all the shuffling around of our units it's now surprisingly crowded. As always with Imperial Guard infantry these units tend to be very cheap, and are generally either small hard hitting units, force multiplier support units that exist primarily to buff something else, and one or two units that are a combination of both. Pick and choose as needed to either fill gaps or enhance your other units, if you want melee support bring bullgryns, crusaders, and priests; if you want special weapons take veterans; if you want more orders take platoon commanders; if you want to boost your tanks take a Salamander or an enginseer; and absolutely always take as many command squads as possible.

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. The fluff changed him very slightly; instead of buffing specific named units, he's now entirely keyword based - nearby <regiment> Basilisks, Deathstrikes, Manticores, and Wyverns 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 basilisk shell anywhere on the map - though if he can't see the target, it hits on 4s. Unfortunately, thanks to his one-shot syndrome that one shell is going to do almost nothing (at least it won't kill your dudes now). Take this guy for his re-roll ability; that way, you're pleasantly surprised if the artillery strike does something instead of basing your strategy around such an unreliable, one-use attack. Obviously, never take him at all if you're Cadian, or brought another buffer with the same effect, like Harker or Yarrick.
    • As of the change he can now support an Armageddon Pattern Basilisk, but he still inexplicably cannot support the other Forge World variants, like Medusae (vehicle or either Battery), or the Battery variants for Basilisks, Manticores, or Wyverns (that last meaning Heavy Quad Launcher Batteries).
  • Platoon Commander: Now an individual model, broken off of his Command squad. This is one of your options for orders, capable of giving one per turn, and he has a 5+ invulnerable save. Best used with Conscripts or a lone squad (whether it's a roaming Veteran Squad in a Chimera or a consolidated Infantry Squad).
  • Command Squad: Only one can be taken for each Officer you have on the field. Essentially 4 Veterans who can all be outfitted with special weapons, or you can give each one your choice of Medi-Pack, a Standard, or Vox-Caster. The Medic ain't no Apothecary, and his shit only works a 4+. He also can't revive anything with more than one wounds, but he can heal characters, which is probably his best use. The Standard is worse than (although it does stack with) a Commissar, although it will buff Catachans to LD9 so long as they also have an officer within 6". The Vox-caster should be carried by an Infantry Squad. You can also swap out two of these guys for a Heavy Weapons team. It's points efficient to give these guys two special weapons and a heavy weapon or just four special weapons, but they're very likely to get shot off the table, whereas a Veteran Squad at least has some expendable bodies before you start losing special weapons.
  • Veteran Squad: Rather boorishly promoted demoted to the Elites slot, guardsmen with 3+ to hit and more weapon options than basic Imperial Guard squads. The key to getting the most out of vets is taking the most advantage of their unique weapon combinations and superior ballistic skill. 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. If you're going for close-range assault, go with heavy flamers, meltaguns, and maybe some shotguns. If you're running a gunline, plasma and heavy bolter, lascannon, or mortar team depending on whether you need anti-tank or anti-infantry. Avoid standard flamers on these guys (and look at the Special Weapons Squad below instead); it's a total waste of their main advantage over Infantry Squads.
  • 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. A few teams of supercharged plasma gunners are a pants-shittingly powerful option of dealing with TEQs and MCs. All of your soldiers **will** die, but you're playing the Guard: do you really care? You can do fun things like giving a squad 1 demo charge and 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 Commissar 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."cough" "cough", Grenadiers, "cough", "cough"
Forge World[edit]
  • Atlas Recovery Tank: Believe it or not, this thing is almost useful now. It's a standard "battle Chimera" tank (T7 W11 and a hull heavy bolter) with S7, but rather than a battle gun, it has an enginseer's ability to heal a vehicle (but not itself). Compared to the enginseer, it's more expensive (both in points and money), but more mobile and less vulnerable to sniper fire. Unfortunately, while being a tank means it can't be picked off by snipers, it's not a character, so it can be targeted by anything else. Still probably too expensive for what it does, but a lot better than what it used to be.
    • Important note: Unlike the Enginseer's Master of Machines rule, the Recovery Vehicle rule doesn't stipulate that a given vehicle may only benefit from it once. If you have a Lord of War on the field and want it to stay alive, an Enginseer and a few Atlases can give it a serious survivability boost. Highly situational, but potentially useful.
  • Hades Breaching Drill Squad: A Vehicle with a squad of "Veterans" (who all have Sergeant grade LD, but none of whom have Veteran grade BS, all with shotguns, AKA crazy... or very unlucky) that emerges anywhere more than 9" away from enemies. Once it shows up, the Drill and Veteran Squad become separate units entirely. The Hades Drill itself is a big 'fuck you' machine, with 1d6 WS3+ S10 AP-4 D1d3 melee attacks (D1d6 against Vehicles), and it has a 4++ invul in the fight phase thanks to its whirling blades. With T7, W7, and Sv3+, it's pretty durable, too. The Veterans are significantly worse than normal Veterans at shooting, with limited special weapons access on top of their nerfed BS, in that they can only take 2 special weapons in the squad, with no heavy flamer or heavy weapons team; the squad amounts to a tax on the drill, because it is so much worse than your other options, but it can still do ok with a pair of flamers. Makes for a delightful Distraction Carnifex; cackle with glee as your opponent shits himself trying to kill this thing before it crawls up his Gargant's ass and cores it like an apple!
  • Salamander Command Vehicle: Don't get excited - this isn't a command vehicle, and you can't issue orders from inside it. It's not even a Transport, although it is an Ld8 Chimera chassis. It's also not a member of the Salamanders Space Marines Chapter. Instead, as a Salamander Vehicle, it has Scout, so it gets a 9" move after the first round begins but before the first turn begins. More importantly, during Shooting, a single friendly <regiment> <vehicle> within 6" gets +1 to hit rolls, so you can finally shoot plasma safely from a Leman Russ, Arkurian Stormblade, or Macharius Omega (the Leman Russ is ironically the most efficient option, because the latter two can't take plasma sponsons). Incredibly expensive, at 100 points with just the starting guns, but there's very few upgrades you'll want to take on this since most of them are extra guns, but you don't want this thing shooting, you want it buffing your real tanks.

No Regiment[edit]

Adeptus Mechanicus[edit]
  • Tech-Priest Enginseer: Found in the AdMech list as well as the new Guard codex alongside Servitors. Repairs D3 lost wounds on a single Astra Militarum vehicle or AdMech vehicle with the same Forge World keyword as himself 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 pleases from either list as long as they share the same Forge World. An auto-include if you brought a Baneblade. He can also repair Questor Mechanicus Knights, albeit only for a single wound per turn.
    • Imperial Guard codex kept Tech-Priest as an Elite choice, and allows him to bring in his Servitors with him as another Elite choice.
  • Servitors: 4 Guardsman bodies which are slower, have poor BS of 5+, and have a 4+ save. Two of them can take a Heavy Bolter, Plasma Cannon, or Multi-Melta. If Tech-Priest is babysitting them, they increase their BS to 4+ and Leadership to 9. A poor choice all around, even with two Plasma Cannons.
Adeptus Ministorum[edit]
  • Ministorum Priest: Streamlined from 7th Edition, his War Hymns are now a +1 attack for every Astra Militarum infantry unit within 6". He also still has Zealot, though since it's not an AoE buff and only offers the first turn re-roll, he no longer assists with morale. Not a bad idea if there's a likelihood that your boys will charge or be charged. He synergizes well with Catachan, especially when taken with Straken for A3 on your basic infantry during the fight phase. He's also great at accompanying Bullgryns, Ogryns, and Conscripts; in fact, he's a must for any infantry units you plan on getting in close combat. He also buffs nearby Adeptus Ministorum infantry, too, so there's obvious synergy with their dedicated close-combat units as well.
  • Crusaders: A dedicated close-combat unit that, while not as tough or strong as Bullgryns, pack a 3+ invulnerable save (and that's before Psychic powers or stratagems) and Power Swords. They're identical to their entry in Index: Imperium 1 with the exception of the added Adeptus Ministorum keyword, including the otherwise Sisters-exclusive rule Act of Faith. At the start of your turn, roll a D6, and on a 2+, you can immediately move as if it were the movement phase, shoot as if it were the Shooting phase (which is hilarious because these guys don't have any shooting weapons, but the rule was lifted from the Sisters), fight as if it were the Fight phase, or heal a wound/bring back a dead model as if it were the Healing phase. You only get one Act of Faith per turn, no matter how many units of these guys you have, and you can't give them more using Celestine or an Imagifier since they aren't Adepta Sororitas and don't have an <ORDER>. Still, with base 2A and Zealot, these guys can easily overwhelm their points in MEQs on the charge, and they love taking Priests with them. They can be made even tankier by using Psychic Barrier, as unfluffy as it may be to have them tolerate the presence of Psykers. They're one wound wonders, but you can bring one back each turn on a 2+ so long as the unit hasn't been destroyed. They're not quite as points efficient as Bullgryns, but they can come back from the dead, andthey have an easier time fitting into your list, as they can be taken in groups of 2-10 and are cheaper per model.
Aeronautica Imperialis[edit]
  • Officer of the Fleet: Now slightly different. He can basically attempt to call in an air-strike on a non-character anywhere on the table once per game doing upto 3 mortal wounds 50% of the time, he also grants friendly Astra Militarum/Aeronautica fliers re-rolls of 1 to-hit a single ground target within 18 inches of himself each turn. This air strike makes him somewhat useful even if you're not using flyers or reserves, though he is otherwise a 25 point 3 wound Guardsman armed only with a laspistol who must put himself in the front line to provide the buff.
    • Tactical Note: This is the only unit in the Codex that is both an Officer and lacks a Regiment (Aeronautica is specifically not a Regiment), which makes him uniquely suited to using the Dagger of Tu'Sakh; it allows him to outflank and bring non-regiment Infantry with him. Ogryns, Crusaders, Psykers; you spend your relic and he can do little other than calling in an airstrike once he takes the field, but for 25 points giving your dedicated melee troops a cheap outflank is absolutely wonderful.
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.
    • Alternate take: If the Guard teaches us anything, it’s that cheapness and numbers have a quality all their own. Switching over to Power Levels for a moment, for simplicity, you can make a Vanguard Detachment consisting of one Primaris Psyker and three (3-model) Wyrdvane Psyker squads for 5 Power Level. In a typical 80 Power Level game, that means that you can take 16 of those detachments. Hitting on a 4+, your 48 Wyrdvane squads alone could potentially drop an average of 24 Smites (and roughly 36 mortal wounds) a round, with no Perils. Oh, and you’ll also have 16 extra command points to re-roll Perils on your Primaris. This is, of course, a terrible idea, but just imagine the look on your opponent’s face when you lay out 160 Psyker models and begin the longest Psychic Phase outside of the Thousand Sons.
  • Astropath: Only 1d6 for Smite (but you should be casting Psychic Maelstrom or Gaze of the Emperor for damage anyway), but astoundingly cheap at only 30 pts per model. Camp a few of these guys behind your gunline and deny powers. The only reason not to bring these guys would be if you ran out of Elites slots, because Primaris Psykers are HQs.
    • Unlike Primaris Psykers Astropaths lack the It's For Your Own Good rule, so Commissars are unable to stop them from blowing up in case they die from Perils of the Warp. However, it's also impossible for Astropaths to Perils while casting Smite (as they're limited to only rolling 1D6).
    • Players often forget about the Astropath's other special rule (note this is not a psychic power) - Astral Divination. Pick an enemy unit within 18" of an Astropath, and for the rest of the shooting phase that unit loses its cover save against IG models within 6" of your Psyker. A great way to fuck with Eldar Rangers, Space Marine Scouts, or anything that relies on cover saves.


Militarum Auxilla[edit]

Per the current FAQ, this is explicitly not a <REGIMENT>, so you can't e.g. assign it to your Commander.

  • Bullgryns: From zero to hero! Their Slabshields and Brute Shields got buffed: Slabshields give them +2 to all save rolls as of the Codex, 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. Also, consider the slabshields and power mauls for T5 2+, and distraction carnifex them to make your opponent leave your tanks alone. Even with powermauls you'll still be able to manually lob one grenade a turn, so they're not losing as much firepower as you'd think.
    • Slabshields are much better now; for example, given a source of a 6++ Invuln save, such as Celestine, they'll skyrocket to 2+/4++, and, since their Characteristic hasn't changed, Grav weapons don't improve against them - Bullgryns with Slabshields are Sv 4+, with +2 to save rolls. Naturally, this also has interactions with other rules, such as the currently very rare rules that might cause save re-rolls. With Psychic Barrier, that can be a 1+/3++ (0+/3++ in cover, which you have a stratagem for)!
      • Incidentally, that statline - T5W3 2+/4++ - shows up elsewhere in the Imperium...on Custodes. Make your lovable meatheads stand toe-to-toe with the Ten Thousand!
    • better yet, make them stand shoulder to shoulder, slab shield bullygryns accompanied by a vexilia defensor custodes enjoy a Tasty 2+/3++ statline, add a second vexilia with the faith relic and you also get a deny psi power plus ever so useful morale-immunity. Season with a priest for +1 attack and you have a unit that costs less, per model, than custodes, arguably hit as hard (better str, worse ap, equivalent damage, worse to-hit but more attacks on the charge) while being a good 10 points cheaper than spear wielding custodes and as durable as shield-bearing ones. Plus you can stuff these guys into an affordable transport or two unlike actual custodes (drop the vexila in from orbit by putting them in the custodes terminator suits).
    • To make them even tankier, you can mix and match slabshields and brute shields. If none of them have taken a wound yet, take anything that gets a good armor save on the slabshield, then anything that would lower the armor save to worse than a 4 (-3 and worse, which is basically dedicated anti-tank weaponry like lascannons) against the brute shield. This goes out the window once one of them takes a wound (at least until that model dies), but on the plus side both shields are the same cost, so just make with the magnets and experiment with the ratio of power fields to ceramite.
    • In a high point game, consider the Ogryn Battlewagon, A Stormlord has space for 40 models and has 20 firing ports; take two minimum squads of Ogryn/Bullgryn, 20 infantry, a priest, and your choice of final buffing spot (commissar/officer etc..). You then have a very shooty transport that can survive moving up the table to deploy a significant firebase where your opponent least desires it, and if it's destroyed en route, what pops out shouldn't be outnumbered; consider also combining with the Crush Them! stratagem for that extra movement and a devastating melee attack to soften up the enemy line before deploying. If you want extra smash, two squads of 6 meatheads plus a priest and a psyker for each is a whole barrel of fun. You can buff both squads, buff one twice (using nightshroud), or anything else you feel like doing. With the Stormlord behind them as fire support there is very little that can survive this.
  • 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 - and with 6 wounds he can do it a lot. 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, he wrecks a decent amount of face in melee, too. 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.
    • Note that Nork's bodyguard ability isn't optional - you are required to roll the die if a nearby character is hurt. Nork isn't smart enough to weigh the tactical value of a cheap Master of Ordnance against the valuable Lord Commissar keeping your conscripts in line - he'll do his level best to protect both. It's just the kind of guy he is.
    • Nork will actually die far, far faster than his points in Bullgryn, while dealing less damage, to boot. Make sure you take him for his Loyal to the End bodyguard ability, not for anything else.
  • Ogryns: Probably one of the most improved Guard units this edition (though due more to how the game changed than anything else). 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, an Assault 3 S5 AP0 shotgun, although thanks to the Codex, the bayonet on it now grants AP-1, which is nice. "Assault" is the key word here, as it now makes foot slogging them decently fast. With them moving an average of 9.5 inches a turn and still being able to shoot, they become the shock troops they were always meant to be. 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.
    • Priests love to preach to these guys. A double-size squad of six will put out 30 attacks on the charge with the priest following them. For about 200 points it's a great pile of meat to throw across the board. Just be careful about matching your advances. The priest is a separate unit, so he doesn't advance in lockstep with the squad - you have to roll his advances separately, and he won't be able to charge, since you have to finish a charge within 1" of an enemy unit and ogryn models have big enough bases to make this impossible - this can result in your over-enthusiastic meatheads charging out of his buff radius! This applies to Bullgryns too, except of course they're more expensive.
      • Alternate Take - Priests can be expensive if they have any kit worth taking, especially in comparison to another Ogryn. If footslogging, take the priest, but if you're transporting them in a Chimera then leave him at home or stick him with conscripts. In a standard squad of three you're only getting three extra attacks, and if you fit in a preist you'll either have to put in two other characters and deathstar it up or forfeit two spots in the transport. Just take the fourth Ogryn and get the same number of attacks extra anyway. Ogryn No. 4 also adds survivability, which the priest does not.
  • Ogryn Bodyguard: Not a new 8th edition model, unfortunately, but a generic Nork Deddog (and so can be taken in multiple), he has a slightly weaker version of the bodyguard ability (operates on a 3+ rather than a 2+) and lacks Nork's headbutt as well as his heroic sacrifice rule; he can, however, choose from Ogryn/Bullgryn equipment. The baseline model costs nearly as much as two Ogryn Sergeants (55 to their 60) and has the same number of wounds as both of them put together, in addition to both the very serious upgrade that is character (although they are explicitly banned from being your Warlord, unfortunately), and carrying, for free, a Huge Knife to accompany his Ripper Gun, in addition to his aforementioned ability to, on a 3+, suffer a mortal wound to block a wound on a nearby infantry character (As of the first codex FAQ this does not work on other Ogryns or Tank Commanders/Pask, so no wound musical chairs bullshit anymore).
    • Do not underestimate the Bodyguard ability. It's rolled on a per-wound basis, meaning it's effectively a 3+ FnP for every infantry character within 3" you can roll (successfully) up to 6 times (with the possibility for more, see below). This is an enormous survivability boost for your commanders and commissars; even Skitarii Rangers with transuranic arquebuses will have to dedicate multiple turns and squads of sniping to the task. And all the while, you're chewing them up with artillery...
    • The Knife hand can only hold options that don't cost points, but let's be serious: it should be holding a slabshield, now that slabshields are +2 to all save rolls. Not only is a higher save far more useful in general against sniper-capable weapons (in case someone decides to attack the Bodyguard directly), that +2 to save rolls means he'll act like a 3+ or 2+ model without being vulnerable to Grav, and he can use the thing to improve any invuln save he gets from anywhere - with Celestine, he'll skyrocket to 4++ (3++ with an Astropath to help), and with the Deathmask of Ollanius, 2++.
    • He can also put on Bullgryn Plate, which is carapace armor; outside of the Deathmask of Ollanius, this is a very good idea, since it will stack with the slabshield.
      • Should you give him the Deathmask or, for whatever reason, a Brute Shield though, you probably don't need Bullgryn Plate. There are not many ways to ignore invuln saves in 8th edition (though they DO exist).
    • The Gun hand can carry a Ripper Gun for free, or you can pay points for a Bullgryn Maul or Grenadier Gauntlet. The Gauntlet is garbage; since the model is a single-model unit, it can just throw Frag Bombs for free for the same effect out to 6", and out to 12", it's not worth the points cost against any target in the entire game vs. the Ripper Gun. The Maul is worth discussing, as it is far better than a Force Staff and far cheaper, but since we're comparing it to the Ripper Gun, remember, it won't improve your AP at all - instead, you're contemplating paying 7 points for +2S and doubling your Damage to 2. The big reason to take this seriously is that the Bodyguard can legally employ Heroic Interventions, and is far better when doing so with the Maul in hand; even against 1-wound models, he's more efficient this way against Toughnesses 3 and 5-7, and obviously, once he's hitting multi-wound models, he's better with the Maul against everything. You can always stick with the Ripper Gun if you prefer to keep your Bodyguard cheap and contributing to the ongoing gunbattle, but he'll do real work with a Maul in hand.
      • Alternate Take As the bodyguard ability causes a mortal wound which can't be saved no matter how armoured up he is and (with the exception of special characters like Yarrick or Creed) he costs more than most of the characters he will be guarding (for instance two Company Commanders or Commissars is cheaper), you have a choice of two different ways to play the bodyguard. If he's acting as a dedicated bodyguard keep him as cheap as possible with no additional armour and retain the Ripper Gun to put out some shots while stationary. The other path is to deck him out with the best gear and play him as an Ogryn Commando, your own personal over-sized Sly Marbo with as bodyguard ability as just a secondary function.
  • Ratlings: The same pint-size sniper unit as before with much improved abilities. They retain an infiltrate and a stealth/cover skillset, but their Shoot Sharp and Scarper ability is now a normal move, rather than a random D6" run. With a bit of planning and positioning around LOS-blocking cover, these little gits can snipe away 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, in an era where Tau Battlesuits, the originators of the tactic, have lost this ability. On top of this, sniper rifles in general have been buffed by the edition - on a 6+ to wound each rifle inflicts a mortal wound in addition to any other normal damage. So Ratlings are a good unit overall. As of the new FAQ, their movement has been reduced to 5", but that still means a 10" scarper thanks to their ability. Just beware their terrible defenses. Toughness 2 and Leadership 7 are underwhelming, while their +2 to saves in cover is small consolation when their base save is a mere 6+, so anything stronger than a stiff breeze will fold them like a deck of card.
    • With characters generally untargetable by non-sniper shooting in 8th Edition, all types of sniper unit have become much more valuable, and Ratlings are a prime example. Both cheap and good at what they do, the space halfings have gone from a quirky side-choice to an almost must-have. Two full squads of these guys are relatively cheap and will statistically down an Ork Warboss on your first shooting phase. They also say a friendly "fuck you" to any cheeselord Tau players running 6 Commanders in the backfield by forcing him to strip shield drones to these guys.
Officio Prefectus[edit]
  • Commissar: His Summary Execution rule means that all Astra Militarum squads within 6" of him may re-roll (as of the latest FAQ, which also dropped their points cost considerably) their first failed Morale test in any given phase at the expense of a single model dying (the newly dead unit doesn't count for the re-roll), which means you should be picky about when you use the Summary Execution ability. Thanks to the Aura of Discipline ability, those same Guard squads will be given Ld8. Compared to his senior ranking Lord counterpart, he has one less wound, a 5+ save, WS and BS 3 instead of 2, and no Invulnerable save of any kind. However, he's much cheaper.
    • His ranged weapon should always be a bolter; you shouldn't buy him a melee weapon, as he should be staying out of melee and providing buffs instead.
    • The cheapest Commissar you can take is 15 points (16 with a Bolter), while Lord Commissars have to take a Power Weapon as well, raising them up to 34 (35 with a Bolter). They're Characters, so what you primarily need them to live through are sniper rifle shots; their points divided by how many ratling sniper rifle shots it takes to kill them are 76 and 165, respectively (using the versions that took a Bolter). The Lord Commissar fills up an HQ slot, which is better, and if you do take one, higher Leadership is better, to try and minimize losing models to Summary Execution.
    • The nerf to Summary Execution has made him very situational. For example, if a 20-man Conscript blob suffers 9 casualties, they would ordinarily lose another 8.5 men, on average; the Commissar being around will reduce that by 3, since they'll roll, he'll shoot someone, and then they will roll again. In a situation where he could reliably provide this difference every round, the third time he does it, he will have made back his points. He's really only useful where you can prevent Summary Execution from happening, since it's worse than not having the rule at all, which means he's actually at his best in a Heavy Weapons Squad nest, where he can provide morale immunity via his leadership, but you never need to worry about failing Morale and relying upon SE. Now that you don't have to use his ability, he's gone from being a hindrance to a situational buff. He's less useful near Mordian, Catachan, and Cadian Infantry/Veteran Squads (in base to base with itself, near an Officer, and near Kell, respectively), where all he'll do is increase morale losses, and he's obviously pretty bad in a Valhallan list, as well, where he'll do his best to undo the benefit of your doctrine.
    • Consider using the Officio Prefectus Command Tank stratagem instead of taking a Commissar. For just 2CP you get a 6" LD9 buff with a much better version of Summary Execution... in addition to being a goddamn tank.
      • Other Stratagem options include paying 1 CP to take a test on 1d3 or 2 CP to auto-pass; if you're low on CPs, you're playing Guard wrong, especially now that a Brigade nets you 12 goddamn CP.
    • Other superior choices, provided you can get them in, include an Inquisitor or Guilliman (who will both need their own detachment to avoid breaking Doctrine, which isn't hard for Guilliman since he's a Lord of War choice), or an Astropath or Primaris Psyker using the Fearless power (which the Inquisitor also has).
    • 4/16/2018 FAQ notice: In case you have missed it, Summary Execution is an optional re-roll now. Commissars also faced a steep price decrease, now being 16 points instead of 31 at base.

Specific Regiment[edit]

Cadian[edit]
  • Colour Sergeant Kell: KIA in the fluff (RIP, he will be missed), but usable in-game still like Aun'Va, Konrad von Carstein, 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.
    • Creed always has Superior Tactical Training if he's your Warlord (and you'll always Warlord him, to avoid wasting Tactical Genius), so this brings his average order pool from, statistically, 6, to 8.
    • Now that Pask and Tank Commanders are officers, Kell can support them, too. This brings Pask up to 3 orders (statistically, 6 with Superior Tactical Training), or a regular Tank Commander up to 2 (3 with Master of Command, statistically 4 with Superior Tactical Training).
    • For maximum order output, the Laurels of Command are an order doubler, statistically, just like Superior Tactical Training, which can be combined on a Company Commander with Kell, bringing him from 2 to 3 (Kell) to 6 (STT) to 12 (Laurels), although remember that Laurels and STT proc in opposite ways (STT lets you order more units; Laurels lets you pile additional orders onto the same target, so scales less well without access to useful Fix Bayonets!).
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).
    • Possibly the hidden gem of the new Index, he makes it so there is little reason to run your guys without the Catachan keyword. He does what the Master of Ordnance does, but better, and for only 20 points more making Catachans the best artillery regiment for Guard. Additionally, he's the only AM unit that can buff Baneblades (besides Yarrick). He's almost an auto include for any list that doesn't consist entirely of Stormtroopers. Since Pask only buffs 2 tanks (usually a buddy commander or two), make the rest of your Leman Russes Catachan (but really Vostroyan or whatever) and give them all re-roll ones! Stick him in the middle of your veterans or heavy weapon teams and double down with orders, allowing re-roll ones to hit and to wound, or in your Conscript rave bubbler for Rapid Fire 2 and re-roll ones to hit. Better yet have him accompany a couple Spearheads worth of Leman Russ Executioners decked out with plasma cannon sponsons - then supercharge everything.
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. You can also load them up similar to the standard Command Squad (medi-pack, voxcaster, and standard bearer, with room for one special weapon), but you'll probably only take the Vox. The standard's bubble is too small to be worth it and the medi-pack isn't all that great considering you're giving up another special weapon. With that in mind another good loadout is three Volley Guns and a Vox. Drop them in cover alongside your Prime with command rod and issue two orders across the table with some decent long range punch.
    • Per the FAQ, you may only take 1 command squad for every Tempestor Prime in the detachment. This is no longer true. Yes it is, pg. 132 in the Codex limits one tempestus command squad per tempestor prime. Additionally, you may keep your hot-shot lasgun in addition to the hot-shot laspistol and vox-caster/medi-pack if you wish to hold onto some firepower. You may not take a special weapon if you've done this. Note that regular Scions are unaffected by this change.
    • Modeller's tip: To create the voxcaster and still have the lasgun model, simply take the wrapped up lasguns that come with the sprue and glue them onto the model.

Dedicated Transports[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 (more expensive than the Taurox, which is faster), 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. The primary benefit of a Chimera over a Taurox is the critical 2 extra transport slots, with the very slight additional benefit of +1 Toughness, and the somewhat more substantive benefit of better wargear options, since Tauroxes are stuck with twin autocannons, which suck, and the only Vehicle Equipment they can take is a pintle storm bolter/heavy stubber. Which vehicle you should take, and what you should put on it, depends both on your regiment and what you intend to put in it - Tauroxes imply you're using vox-casters to get your orders through, while Chimeras imply you're having a Platoon Commander or other support character tag along.
      • The twin heavy flamer option is a good one for brawling and making your dedicated transport pull double duty as a poor man's Hellhound, especially if you're running Catachan - their Doctrine benefits that loadout the most, and they want a Platoon Commander along more than other regiments for the leadership buff.
      • Tallarn wants a triple heavy bolter Chimera (Gryphonne-Pattern, see below) in a big way - their Doctrine is the only one that lets you concern yourself with letting the transport meaningfully contribute to shooting on the move, and that's hands down the most efficient points-per-wound option available. They also like the double heavy bolter option with Track Guards - it's less efficient at murder, but more efficient at maintaining mobility as you zip around. Either can be combined with a heavy stubber.
      • Armageddon likes these in general- the extra toughness and added transport slots synergize well with their unique order and Stratagem, as well as the boosted resilience against AP-1 weaponry.
  • Taurox: The student has learned well. With its twin autocannons and a good move speed of M14, the Taurox makes a strong contender for the new Guard motor pool. It's faster and cheaper than the Chimera, too. Its cheapness, high firepower, and 10 man cap make it ideal for carrying basic infantry squads or dropping 3-man Ogryn/Bullgryn squads where they need to go.
    • For the more mathematically inclined, a Taurox is 74 points after its guns. For another 35 points you get a double flamer Chimera, which can fire on the move, is tougher, and can haul 2 more models. Taurox like to sit and shoot, Chimera like to get in the thick of it. Depends whether you want a cheap ferry with some bonus fire support or a line breaker.

Another tactic point main job transport is get from Area A to B in one pieces.In practice Valkyrie does better doing then job then either of them. If you arming Chimera with three heavy flamers you just about half way to another Taurox. Again each carry 10 men so for two Chimera armed double flamers just about get 3 Taurox now talking 30 verse 24. Or it get carry Ogryns 9 with 3 Taurox compare to 8 with just 2 Chimera with duel flamers. Now yes the Chimera one great toughest and has smoke launcher top -1 to hit. Combine with Psyker power you can give another -1 to hit. Only other advance the Chimera with command point is officer can give orders from it.

Forge World[edit]
  • Centaur Light Carrier: "Light" is sort of an understatement - with only a 5-man capacity and two heavy stubbers as its weapon, the thing is barely a transport. Its real role is to haul around your otherwise-immobile <regiment> artillery batteries, taking them along for its move. The artillery in question can't fire that turn, but it's useful enough to keep them out of range of opponents. Best used for 4-man command squads with their Officer; its big benefits are that ti's cheaper than any other transport you have access to, and while it has -1S, -1T, -3W and -1A compared to a Chimera, but you don't care about the S or the A. One benefit of the lower wound count is that it carries the vehicle below the threshold for stat deterioration, which is a huge boon in 8th. After suffering 5 or 6 wounds, the Centaur actually has higher M (assuming the Chimera hasn't got Track Guards) and BS than a Chimera, and equivalent A. It's pretty even, as by the point a Centaur would be dead, a Chimera's so crippled it doesn't matter anyway.
  • Chimera, Gryphonne-Pattern: Replaces the Multilaser with a Twin Heavy Bolter for extra dakka, or an Autocannon (per FAQ); it can't take an Augur Array, Dozer Blade, or Track Guards, although Track Guards are the only one of those you'll miss. Supplementing the Heavy Bolters with the one on the hull can turn this into a surprisingly nasty bullet-hose, while the Autocannon can provide some extra light anti-tank (but is probably surpassed by the THB loadout against just about everything but T10). 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. This Chimera variant is your friend if you're Cadian - it packs the most long-range heavy firepower, so it can sit pretty on objectives in your half of the board and provide fire support while enjoying the Cadian reroll-1s doctrine. It's only an 8.33% accuracy bonus, but with fixed shot counts and no need to move, it's certainly worth considering.
    • You'll need to kitbash the twin heavy bolter turret since only the autocannon one is sold these days, but this is pretty easy to do, even for a novice kitbasher. Also, it's worth mentioning that the Baneblade THB mini0turret uses the same turret ring size as Chimeras, so if you got a Baneblade variant of some kind, you have a THB turret for a Chimera on those days you don't feel like breaking out the Lord of War.
  • Trojan Support Vehicle: This Forgeworld model was updated to be effectively a very cramped (Transport Capacity 6) Chimera for a rather stunning tripling of its original base cost to a painful minimum of 98. In return, however, it brings the one and only source of full failure re-rolls in the Guard, granting one tank within 6" re-rolls to hit in the shooting phase. If you're not using this as the portable love slave of your Stormlord or Shadowsword, you're doing it wrong.

Specific Regiment[edit]

Militarum Tempestus[edit]
  • Taurox Prime: The Taurox's bigger, angrier brother is available exclusively to Scions and Commissars, 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. For weapons, you should always be taking the Gatling Cannon, the shear number of shots it puts out makes it better than both other options point for point (except against Land Raiders, where the Missile Launcher is -slightly- better). Similarly, the Hot-shot Volley Guns are always better point for point than the Autocannons.
    • Note: This vehicle is finicky about who can get on it, not just who can bring it; only Militarum Tempestus and Officio Prefectus infantry (and, of course, the Inquisition, using their special rule) can board it. This is theoretically 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, although they're not allowed to bring their Ogryn Bodyguards with them, unlike with a standard Taurox.
    • You should only ever consider taking the Battle Cannon and/or Autocannons if you for some reason need extra range. Don't take the Taurox Missile launcher - it's not worth its points for what it does.
    • As for what this thing actually transports, well, you've got some problems. With Aerial Dropping plasma guns being one of the strongest current metas you're going to end up running these things empty more often than not. Which isn't horrible, but you'll find that your transports end up carting around a single lord commissar until it can pick up whatever Scion squad needs a lift. A 10-man scion squad with 4 hotshot volley guns compliments both Taurox Prime loadouts, giving Cannon Primes localized anti-infantry and Gatling Primes supllemental horde-mulching. Definitely one of the most buffed units in 8th, but consider its cost against more Scions with Plasma guns.
    • Alternative take: Don't use it as a transport, but as a full blown tank. For 118 (100 before chapter approved) points, you get a T6 W10 Sv 3+ vehicle that shoots 31 S4 shots that hit on a 3+, and 8 of those even have AP-2. This is insane value, and if you play two or three in a 1000 point game, you will certainly wreak a shit ton of havoc.
      • Note: I agree with the above statement, but I'll add that it could start as a tank and end up as a shooty transport. Shoot with it, drop troops in, then pick them up if need be.
    • NOTE: For Inquisition players looking for transports for their inquisitor and henchmen, this is is probably the shooty metal box you're looking for.

Fast Attack[edit]

Any Regiment[edit]

  • Armoured Sentinels: Cannot mitigate the penalty for moving and shooting a heavy weapon (unless you're Tallarn), 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 is a waste of this unit's fair durability. Up to 3 T6 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.
    • Note: Sentinels can benefit from <Regiment> keyword and with that, they receive the CADIAN re-roll if you don't move them. With the cheap cost of Heavy Weapons Squads, this is an inferior choice. However this can provide Plasma Cannons with the much-needed help for overcharging (slain on a 1). A tougher, Plasma wielding Sentinel variant is certainly an option but consider this concept as a Fast Attack slot filler (for your Brigade) with the punch of a heavy weapon, with more survivability.
    • Remember that Sentinels do not have a vehicle damage chart, meaning your opponent is going to have to commit to destroying each one completely and can't just simply ignore a crippled Sentinel. There also aren't a lot of solid counters against T6 - especially when your opponent's lascannons are more worried about your real tanks. For less than 500 pts you can take 9x of them with autocannons in a TALLARN Outrider detachment.
  • 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 to 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.
    • Consider the fact that their 9 inch pre-battle move can get them into a reliable position to deny enemy deepstrikers or units with similar abilities. And since deepstrike is no scatter and guaranteed now and most of the players will finish deploying before you do and get first turn with deepstrikes, 3 Scout sentinels, 1 on each flank and 1 in the middle, moving up 9 before the battle, create a deepstrike null zone for your opponent. View them as just that and nothing more, so keep them as cheap as possible (multilaser being the cheapest option).
  • 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. Regarding the chassis itself, the wounding rules make it genuinely tough in 8th - your average lascannon has to hit it six times to kill it, which is a very welcome increase over the 4.5-if-it-doesn't-just-explode of 7th - and they can't outright lose their weapons, either. Track guards were basically made for this vehicle as the majority of available weapons ignore ballistic skill. Unless your bringing the devil dog, your tanks will pretty much never degrade.
    • The basic Hellhound is armed with the infamous Inferno Cannon, a more powerful heavy flamer with double the range, double the rate of fire, and +1 strength, at S6. A nasty infantry muncher, capable of eating guard-equivalent models with 2s to wound and a 6+ save from up to 16 inches away; due to good strength and rate of fire it's not too shabby against vehicles either (who knew setting things on fire could be so effective?). Use it to hunt down the other Guard player's Heavy weapons teams, or just chew through his conscripts at a healthy pace from safely outside of rapid fire range. Still not convinced? Mathhammer says it will outperform a Battle Cannon versus anything that's not T7 3+ and better, and it can still score a few wounds besides. Let 'em burn!
      • 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. The Heavy Bolter is cheaper and more consistent, but at BS5+ on the move outside of Tallarn, it won't hit anything at all - you choose it to keep the tank cheap, not to actually kill anything with the gun. On a non-Tallarn unit, particularly Catachan, always take the Heavy Flamer if you want the gun to actually kill anything.
      • Because Hellhounds always explode on 4+ they make excellent suicide tanks, useful for disrupting gun lines and charges (especially considering their relatively short range). Artemia-pattern Hellhounds are better at this though as they deal D6 mortal wounds instead of D3.
    • If your foe is made of tougher stuff, swap out for the Bane Wolf, whose vicious (and cheaper) Chem Cannon wounds everything that's not a vehicle on 2s, with an improved AP-3 (at the cost of range, only 8", and shot count, only 1d6 vs the Hellhound's 2d6). Between the wounding improvement and the AP improvement, this will outperform the Inferno Cannon against MEQ even before you account for its reduced cost - the range is the primary issue, as 8.1" charges will ignore it on Overwatch, and the secondary issue is that while it's obviously incredible against monsters and Primarchs especially, it's absolute garbage against vehicles, and utterly inferior to the Hellhound versus anything not MEQ or MC. While by itself the Bane Wolf may not actually do a lot, its potential will scare many opponents into focusing it down like the plague after a turn or two. This is probably the best distraction carnifex you will ever find in this codex outside of a deathstrike (and this is cheaper, too).
      • 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, which is much better than a multi-melta for the same cost - on average, twice the shots, and assault now, rather than heavy. It's specialized, but powerful - it outperforms even the revised Inferno cannon against pretty much anything tank-shaped (specifically, T7 with a 3+ save and tougher). Making the melta cannon assault has brought the D-Dog up from garbage to actually being a very solid tank buster. With D3 shots rerolling damage within melta range, you have one of few weapons potentially capable of blowing up a tank every time it fires. It's also the longest ranged melta weapon short of the Imperial Knight thermal cannon, and is mounted on your fastest ground unit, making range a non issue.
      • Sadly, the Multi-Melta you'd usually strap to the hull to supplement its tank-busting is still Heavy, and still shoots like an Ork unless it's Tallarn, so give thought to alternatives. A heavy flamer will go a long way to deter the counter charge you will almost definitely be staring down after you shove that melta in your opponent's face.
  • 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, 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. But wait a second, that's three attacks after wargear plus the new trick of shooting pistols in melee, and given that S3 is more effective against T5 and can actually hurt 7+ now - compare them to Hormagaunts or Stormboyz, and these cavaliers come out 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. If only Priests could ride a horse of their own...
    • Critically Important: Rough Riders are not Infantry and cannot be Ordered or buffed by Priests. 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.
    • These guys also don't gain any benefit from most Regimental Doctrines, sadly - the only ones that can apply are the Cadian, Vostroyan, and Tempestus (using a custom regiment) ones, and none of those really help Rough Riders do what they do any better.
      • Note: Cadian stratagem or a relic can make plasma weapons a really good choice for these guys. For just 65 points you will get 5 plasma shots (2 plasmaguns and plasma pistol) with an outflanking unit that can also charge and be annoying in combat with 4 attacks of the lances (2 for the ones that didn't take plasma guns and 2 for the sergeant).
    • 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 1611 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 21(!) S5 Attacks (at most, provided you remain in the aura) followed by 20 S3 ones.
      • Note: Straken has to be nearby during the Fight, and is slower than Rough Riders, so it may be non-trivial delivering him.
  • Note: TLDR, just make them DKOK[[1]] and run them as Death Riders, they're fuckawesome.

Tallarn[edit]

  • Mukaali Riders: (Open and Narrative Play only.) 2" less movement than traditional Rough Riders, but compensate with better Toughness, Wounds, and 3 extra S5 attacks from Stomping Feet replacing Trampling Hooves.
Forge World[edit]
  • Artemia-Pattern Hellhound: In exchange for the enormous, highly-exposed fuel tank and slightly derpy-looking turret the Artemia version of the Hellhound is D2, rather than D1, gets to roll the best of 2d6 when deciding how many hits its Inferno Cannon inflicts, rather than a straight 2d6, for an expected improvement of 27.78% in terms of shots * damage, from 7 to 8.94. In addition, Artemia Hellhounds do more damage when they explode, dealing 1d6 (3.5, on average) mortal wounds, rather than the 1d3 (2, on average) of a base Hellhound, a 75% improvement on a one-shot gun that goes off only on a 4+. Probably worth the 7 point up-charge, but to really earn it, make sure you suicide-rush this guy in, so he'll be in range for his explosion to do a lot of damage. Also, the math is only justified on multi-wound targets - against single wound targets, will always do far less damage than a Codex Hellhound.
    • The improvement is decidedly less noticeable on a Catachan model, since the two buffs to shot volume don't stack linearly; you might prefer a valhallan or armageddon one, to help ensure it reaches where you want it to blow up.
    • As of Chapter Approved it's 20 points CHEAPER than a normal Hellhound, the chassis now costs the same but its Inferno Cannon still costs 0 points.
  • Salamander Scout Tank: Cute little light tank, with guns otherwise found on sentinels or heavy weapons squads. Pricier and tankier than either; great if you have the points and are not otherwise concerned about getting bogged down in melee, as these things will get bogged down in melee.
    • Given that Forge World doesn't make the Salamander model anymore, a good proxy is a Hellhound hull with the Chimera Autocannon Turret.
  • Tauros Assault Vehicle: Never take the badly overcosted grenade launcher; take the heavy flamer if you were seriously considering a heavy flamer Sentinel of either stripe, as this will cost less and be faster than an Armoured Sentinel, while being more durable than a Scout Sentinel and faster after the Scout move for only 2 points, but the Venator is really much better.
    • Important Note: Tauri, both AVs and Venators, do not have the Vehicle Squadron rule. This means they're treated as a single unit, and must stay in-coherency for the duration of the battle. It also means any unit-wide buffs you can hand out, such as Psychic Barrier, affect the entire group.
      • If you want to have your Tauri to work independently, take them as separate units, as slots are no longer capped if you pay the HQ tax. (Plus you get those juicy Command Points).
  • Tauros Venator: This is more expensive than a Sentinel, but easily worth the cost - you get double the guns, both of them ignore the penalty for moving and shooting, and if you went multilasers, you get a 10% cost discount on what two multilasers would otherwise cost (18, rather than 20). Still faster and more durable than its weight in Sentinels, depending on which you're comparing it to.
    • Here we should also mention the Galvanic Motor. In addition to providing a power-to-weight ratio that would make Jaghatai Khan blush (which lets the chassis cover a frightening 15" without advancing) the Tauros chassis' powerplant develops a weak power field if it's over a certain number of revs. In game terms, your ordinarily paper-thin buggies get a 5+ invuln save...but only if you're going more than 10" a turn. And why would you not be?

Flyers[edit]

The following weapon options are exclusively available to the flyers at your disposal:

  • Hellstrikes: Hell yeah strikes! Does a good job against any armor, but they come in at a price of 20 points each. This is a go-to on both Lightnings and Thunderbolts. Heavy 1, S8, AP-2, roll 2d6 pick highest for D, which means at an average of 4.4 damage for each unsaved wound, this is the go to monster/tank/aircraft killer.
  • Skystrikes: Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes' 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.
  • Hellfuries: Anti-infantry missiles that are expensive for the amount of shots you get. They haven't found their niche yet.
  • Tactical bombs: Pretty cool. They are cheaper than the missile options and do some serious damage. May be a valid option on a aircraft that can hold its own without extra missile firepower.

No Regiment[edit]

Aeronautica Imperialis[edit]
  • Valkyrie: The original badass 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 at BS 3+ in one Valkyrie? Nice! Even better, Grav-Chute Deployment allows you to put anybody it 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 are no longer one-use only (but you can fire only 1 per turn). In addition, the codex added the Roving Gunship rule, which adds 1 to hit rolls if you're in Hover mode. When standing still, you hit on 3s. Between the multilaser, rocket pods, and heavy bolters, that's a LOT of infantry mulching!
    • 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 3+ charge... Ogryn can fit in Valkyries.
    • Note: The new FAQ just stated that you now must have 1 officer per Command squad; while not game breaking, this does mean that you need 3 officers per Valkyrie 3 CC squad combo. Something to keep in mind when you start getting tight on points.
Forge World[edit]

Chapter Approved 2017 hiked the price on most of the base airframes and with the ridiculous price increase on hellstrike missiles (30 points per missile now) makes most of these models very inefficient choices in terms of damage dealers. The models are still pretty great though.

  • Aquila Lander
  • Arvus Lighter (FW Index: Astra Militarum): This thing went from completely useless to pretty useful. It is pretty expensive at 115 points barebones, but thanks to advanced clown car physics you can somehow cram 12 models into it now (no Ogryns though). With T6 and 8 wounds it is more fragile than a chimera but it can fly and move 30"/20" when hovering. It also has the ability to regain a wound on a 6+ and has no characteristics modifiers. It can also deepstrike, so just put it behind some LoS blocking terrain and unload your flamer/melta/plasma squads on the next turn. It can also take one or two additional models in the same slot thanks to the squadron ability. It must be purely by coincidence that Forge World started producing this model again, and they were even kind enough to jack up the price a good bit.
  • Avenger Strike Fighter (FW Index: Astra Militarum): The ground attack beast rocks on in 8th edition. With T7 and 14 wounds it's pretty tough and will probably stay on the table a while. Comes stock with two lascannons, an 8 shot S6 AP-2 D1 bolt cannon, and an 8" heavy stubber that rerolls hits against FLY units. The weapon upgrades now cost double but you'll also get twice the shots so it's only fair. Missiles lost their "one use only" rule so feel free to load up on anti-infantry or anti-vehicle fire power. Like the other non-hover fliers it hits on 3+, but since it always has to move you hit on your regular 4+ (still better than the Ork BS of the Valkyrie/Vendetta).
  • Lightning Strike Fighter: Hard hitting little thing that brings a ton of anti-tank for a reasonable cost. The Thunderbolt is generally the more cost effective choice, with a better airframe for a marginal cost increase and comes with 2 twin autocannons instead of 1 long barreled piece of crap. The Lightning finds its niche as the cheaper option with slightly more expansive payload options. The most interesting one is loading it up with anti-tank missiles. This is assuming that leaving out one-use only is not altered in a future faq since they would go from "we could pay that" to "no way in hell are we paying that". You can fit the Lightning with anti-air (could be good) or -infantry missiles (much worse than vultures). The anti-air missiles are not much better than the anti-tank missiles at shooting aircraft (or even worse) and the anti-air missiles are A LOT worse at engaging tanks. With that said, you do get 6 anti-air missiles for only 10 points more than 4 anti-tank missiles, and they do a nice job against things like battle-suits and landspeeders. The anti-infantry version may seem tempting, but vultures do this job much better at a cheaper cost. 235 points buys you a Lightning with 4 anti-tank missiles and 245 for 6 anti-air missiles.
  • Thunderbolt Heavy Fighter: The frame itself costs 5 points more than a lightning and for those 5 points you get 1 more wound and 6+ repair. Not huge additions, by any means, but quite good value for 5 points. This guy also carries more guns, 4 autocannons and two lascannons. That is 3 more autocannons than the Lightning, and since they are twin autocannons instead of a long barreled one they are far more cost effective. Has slightly more restrictive payload options than the Lightning, though the only option you miss out on is anti-infantry missiles, so no-one cares. Basically you get more effective firepower, but you need to invest more in a single model to get there. 335 points buys you the thunderbolt with 4 anti-tank missiles and 305 buys you the thunderbolt + 6 anti-air missiles.
    • Against multi-wound models, the anti-tank missiles are definitely better, doing more than twice the damage per shot with 2/3 the shot volume and 8/9 the points; even after accounting for the BS3->BS4 or BS4->BS5 penalty, the anti-tank missiles are going to be better in general against whatever flyers you are trying to bring down. Against single-wound models you should be fielding a Vulture instead.
  • 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. Keep in mind that Heavy Weapons impose a -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. If you feel safe from assaults or you have already disembarked its cargo, go into Hover mode and unleash hell. 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. Alternately, keep the Vendetta as a scary bastard zipping around the board. It's expensive, but when you roll good, it's damn good. Or go Hover early, wipe something out, then zip around soaking fire for the rest of the game. Heavy bolters are fun to throw some extra dice out to keep attention on your Vendetta.
  • 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 and tactical bombs (a special one-time use ability that's great against units with lots of models and deals mortal wounds on a 5+)... 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...
    • In terms of weapons, the Twin Punisher Cannon is better than every other weapon vs most units and is only worse than the Skystrike Missiles vs units that can FLY. Hunter-Killer Missiles are also almost always better, but are one use only; while Tactical Bombs are rather gimmicky. If for some reason you aren't taking the Punisher, the following loadouts are best for the following roles:
      • Pure Anti-Tank: Twin Lascannon and Two Hellstrike Missiles
      • Pure Anti-MEQ/TEQ: Twin Autocannon and Two Missile Pods or Four Missile Pods
      • Pure Anti-GEQ: Twin Multi-Laser and Two Hellfury Missiles
      • Mixed Anti-Tank and Anti-MEQ/TEQ: Twin Lascannon and Two Missile Pods
      • Mixed Anti-Tank and Anti-GEQ: Twin Lascannon and Two Hellfury Missiles
      • Mixed Anti-MEQ/TEQ and Anti-GEQ: Twin Autocannon and Two Hellfury Missiles or Two Missile Pods and Two Hellfury Missiles
      • Anti-FLY: Take relevant loadout and swap the Hellfury/Hellstrike Missiles or Missile Pods for Skystrike Missiles.

Heavy Support[edit]

Any Regiment[edit]

  • Basilisk: Fluffy is back! The Earthshaker gun motor carriage smacks units up to twenty feet away at with the same power as a lascannon, rolling 2d6 for shot count and taking the highest and ignoring LOS - and it's down in cost too, to 108 points base (after the heavy bolter, which you can pay to upgrade to a heavy flamer if you're an idiot). Better against vehicles than troops, because its multi-wound power is wasted against infantry, but powerful and long-ranged for its points nonetheless. The Basilisk is brutal and very point-efficient, with the only problem being the Guard's BS of 4+ (and there's a stratagem for that). Welcome in any list. It is also "Webstore exclusive" - what a funny coincidence. There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it's better value for money under the former than the latter, as the "standard" power cost for it should be 5 or 6.
    • Keep in mind that it is just a T6 vehicle so use the ignore LOS ability or see it explode.
  • Deathstrike: Slightly more durable at T7. 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 at 16' 8", ignoring LOS, 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 163 points after the compulsory heavy bolter 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 battle round number (so it can't fire on your first turn, then 6+, then 5+, etc). Use Command Points to re-roll the die and force that 6 (in second turn) or that 5 (in third turn) roll. Better yet, use the Vortex Missile Stratagem and the Catachan Regimental Doctrine. With their respective effects combined, you'll be able to re-roll all of its failed hit rolls, one of the 3d6 for the shot number (two with a command re-roll), improve its likelihood of nearby units taking damage, and any models not outright killed by the attack have a chance to suffer d6 more mortal wounds. With all effects combined (which you can get by stuffing it into a Catachan spearhead along with all your other tanks and reserving 4 CP for it) the beast will inflict 9.58 mortal wounds, with a further 1.72 mortal wounds to all nearby units...on average. The high CP cost of this trick makes it situational, but boy can it sting.
    • Seriously consider this vehicle as a choice for your Salamander's Battle Buddy. Rolling the die to determine if you can shoot is not actually shooting, so you can do this at the start of your shooting phase to determine if the Deathstrike can fire, before the Salamander designates the target of its own buff. This avoids wasting that precious +1 to hit. With all 3 effects combined the missile will make an average of 11.3 or so mortal wounds on whatever you aim it at, with an additional 1.72 on nearby models. At this point there isn't a whole lot that actually requires this much pain, but it's a hell of a hit.
    • Potentially a new distraction Carnifex; by turn three, one of two things should'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 a less-informed opponent will ignore it until it's too late for them to do anything.
    • The progression is can't fire turn 1, then 6+, 5+, 4+, 3+, and then you're into turns that might not happen, so you can't ever guarantee it will fire.
    • This can take vehicle equipment, but all of the options are bad ones.
    • However, with the Tallarn Doctrine, this giant Everything hater can show up in any turn, and the rule does not state that it needs to be on the battlefield at the beginning to add the Battle round number to it's chance of firing off. Xou can only bring one, though, but still....
  • Heavy Weapons Squad: The base cost of this unit is absurd, even after the Codex nerf! 18 points for a full squad of 3 heavy weapon T3 meat platforms, before weapons! Almost no fat between you and your Heavy Bolter, Lascannon, etc. That's 40 points for three Heavy Bolters! 63 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). The exact "overhead" you pay across these versus Infantry Squads is subtle, but aggravating, because Infantry Squad HWTs are only 4 points, rather than 6, and reduce the number of models you have to pay for; an Infantry Squad HWT is formed from two guardsmen, each of which is 4 points, making it 8 points total. an Infantry squad taken just for its HWT is 36 40 points + heavy weapon, while each HWT in this squad is 6 + heavy weapon, meaning the comparison is being forced to pay 34 points for a laspistol and 7 lasguns.
    • Incidentally, you do not need a Commissar for these; any damage severe enough to make the squad actually lose more models than a Commissar would prevent (more than 1, followed by a 6 on the morale 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!
    • 3 mortars is 33 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, especially if you give them their own detachment and form a whole mortar company. Take four (or two-and-two with lascannons), grab two Company Commanders, and make the whole thing a Cadian Spearhead for less than 200 points and you can have 4d6 S4 shots (rerolling hits, natch) from a defensible position as nice crowd-munching battle buddies. The bonus CP is just icing on this nice fire support cupcake.
    • Weigh the decision about whether or not to take heavy weapons teams embedded into your gunline (instead of as separate units, like this) very carefully. Yes, these units are cheap and can be spammed, but any smart opponent is going to target them immediately. In an Infantry or Vet squad, these guys have up to 8 other models that have to get chewed through before they take a hit, and with Vet Squads, at least they get BS3+. You can also take them in a Command Squad, but that's two Guardsmen not carrying special weapons, a vox-caster, a medi-pack, or a standard.
      • Regardless of how they get onto the table, heavy weapons teams with mortars and lascannons are your most point efficient options, respectively, for murdering hordes or heavies from far away, although if you want to stay out of LOS like the mortars do, lascannon teams are best replaced by Basilisks.
  • Hydra: The original AAA is back in action! The red-headed stepchild of the Chimera-chassis Heavy choices, this is the only one a Master of Ordnance can't help you with. The Hydra can hit ground troops on 5s and FLY units on 3s, and with its 6 feet of 8 S7 AP-1 D2 shots, it's a potentially good investment even if you didn't expect FLY from your opponent. The power comes at a price, though: 108 points after the compulsory heavy bolter, up from 75. Fliers will learn to fear it, though; it puts out enough power to statistically guarantee damage versus most aircraft. There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it's better value for money under the former than the latter, as the "standard" power cost for it should be 5 or 6.
    • There's a surprising number of units with FLY, like 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.
    • This will outperform a Basilisk against its chosen targets.... but needs LOS to do it, and against anything else, it won't do so well. Since it needs LOS, and outside of tallarn needs to remain static, it's in direct competition with your Heavy Weapons Squads; at cost, you can field 4 lascannon teams in HWSes (with 4 points left over), which will outperform it against the enemy air you were presumably worried about.
    • If you're not adverse to using Forge World, consider taking two Sabre Batteries with Autocannons instead. For 18 points less and "only" 4 feet of range, they will do the same job as a Hydra, while for 2 points more than a Hydra, with an added searchlight, they will do 25% more damage against air and 50% more damage against ground.
  • 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 122 points a T8 W12 platform with a 3+ save will consume an enormous amount of firepower before dying. All Russes must take a hull weapon, either a Heavy Bolter, Heavy Flamer, or a Lascannon and may also take two sponsons (Heavy Bolters, Heavy Flamers, Multi-Meltas, or Plasma Cannons). Thanks to "Grinding Advance" the tank's turret weapons fire at full BS even if the tank moves and may fire twice at the same target if it moves under half its its full speed. And if taken in a Spearhead Detachment it gains Objective Secured!
    • The tank's hull weapon and sponsons should complement its turret's range and capabilities. Sponsons are, of course, optional in every sense of the word and it will typically be cheaper and more efficient to put heavy weapons into gunlines instead where they can benefit from orders. Exceptions to this rule include Tallarn (no penalty for moving), Catachan (can re-roll shot volumes on heavy flamers and plasma cannons), and Cadian (which wants to sit still anyway, making the lascannon and plasma cannons more appealing).
    • A note on Doctrines:
      • All weapons with a random number of shots benefit the most from being Catachan, which is pretty much all of the best turret options (battle cannons, demolishers, eradicators, executioners). If stacked with "Harker's Hellraisers" this effectively makes them better than Cadian Russes as they can still move and re-roll 1's. Pair with a triple decker of heavy flamers and make horde players weep salty crocodile tears.
    • Cadian Russes re-roll 1's to hit if they didn't move in their previous movement phase, and they also benefit from their unique order "Pound Them to Dust" (which is still worse than "Brutal Strength"). Tanks with a fixed volume of shots like Punishers prefer to be Cadian and Executioners also get a little more insurance against mortal wounds from supercharged plasma weapons. And then there's Pask...
      • Vostroyan made tanks have an extra 6" of range on all their weapons (except Heavy Flamers) benefiting Demolisher-variants the most. However, the (now 42") Executioner Cannon is the clear winner here because with "Firstborn Pride" not only does it hit on 3+ but it's also impossible for its plasma weapons to misfire!
      • Tallarn Russes suffer no penalty to any of their heavy weapons for firing on-the-move, although they can't fire while advancing they can move-shoot-move or move-move-shoot.
The Leman Russ can be divided into two categories. The four 'Battle Tanks' (Battle, Eradicator, Exterminator, Vanquisher) have more range but less firepower than the three 'Siege Tanks' (Demolisher, Punisher, Executioner). Generally speaking the best general purpose option is the Battle Cannon.
      • Battle Cannon: Heavy D6 S8 AP-2 D1d3. The Battle Cannon has taken some big hits compared to past editions. Since losing its large blast template it only gets an average of 1.75 hits, though "Grinding Advance" buffs this to a less disappointing 3.5 and Catachan can buff it even further. MEQ now get a 5+ save, but it is now more effective against TEQ. Surprisingly the cheapest of the 4 options...and easily the best. Though it faces stiff competition from its Demolisher cousins.
      • Exterminator Autocannon: Costs more than a Battle Cannon which would be worth it for the (very slightly) improved rate of fire (outside of Catachan and Cadia, where it is worse), except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything with 3 or more wounds. Never take this.
        • Alternate Opinion: The Exterminator really shines against units with 3+/4++ save, particularly T5 and 6. Furthermore you'll consistently put out a lot of firepower without the need of staying in range of a Tank Commander. It's not that the Exterminator is better or worse compared to the Battle Cannon, it's just designed for a different purpose. Put a lascannon, multimeltas and track guards on your Tallarn Leman Russ Exterminator and for 217 points you'll have a very good, mobile all rounder unit that can react to almost everything on the battlefield. It will still deal less average damage than a battle cannon, but it will do so more reliably.
        • Continued: As above, this is a particular gun for particular targets. In most cases you’re better off taking one of the other options, but there are cases to be made for this one. The Exterminator excels against high-toughness multi-wound monsters and elite infantry, particularly Tyranid Monsters and Ork vehicles/nobs, against whom it generally performs better against than the “burst” damage of say a battle cannon. The Exterminator’s consistent shot volume and damage seems tailored towards these units, where you’re getting 4/8 shots instead of a potential 1/2. Also consider using on CSM and SM bikers (particularly scout bikers if you know people who use them) where the -1 AP and 2D can be a nasty surprise.
      • Eradicator Nova Cannon: Often overlooked. For 3 points more than a Battle Cannon, you lose 36" of range and only hit at S6. In exchange you ignore cover bonuses, which gets you that guarenteed -2 to Armor save. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, Imperial Guard, etc). Perhaps the best at straight-up murdering GEQs in cover (wounding on 2+ with no save), its extra 12" range edging out the Demolisher Cannon in this particular niche.
      • Vanquisher Battle Cannon: The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, despite being one of the pricier options (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. Never take this.
        • Alternative Opinion: However, it still has 72" range and it murders anything Toughness 7 and below (Dreadnoughts, Transports, Monstrous Creatures, even Predators and Onager Dunecrawlers). Just ignore the "anti-tank" function and point it at the right target - for 20 points, it does its job well. Take it on a Tank Commander to increase its chances of hitting something. Sure, it might not be competitive, but unless you're a "win at all costs" player, there's no reason why you shouldn't take it because it's not as useless as super-competitive players make it out to be. It's just outshone by the battle cannon. Even if we take into account "statistics" where the Executioner cannon or Punisher cannon do more damage against enemy vehicles, take note that these statistics completely dismiss and forget about the Vanquisher's 72" range. You can park it right at the edge of your deployment zone and shoot TWICE while staying out of reach of those Predators' lascannons or Onager Dunecrawlers' neutron lasers. You can't do that for an Executioner, Punisher or Demolisher. Except, it is statistically worse than a Battle Cannon at -everything-. And it costs more. Never take it. It actually costs less, thanks to Chapter Approved (20 points to the battle cannon's 22). And "never take it" in a tournament or if you're a win at all costs player. If you're playing for fun, or love the model and look more, it's entirely up to you.
    • The three 'Demolisher' variants hit much harder at the expense of range; only one of them beats two feet, unless it's Vostroyan-made.
      • Demolisher Cannon: You can fit a man in that gun barrel! Statistically the best tank-buster of all Russ cannons; nearly doubles (x1.82) the cost of the Battle Cannon, but deals x1.75 the Damage against targets with enough Wounds to suffer it, on top of +2S and -1AP, making it far superior against T5 and T8 in practice. With 2 Multi-Meltas and a Lascannon on a Tallarn tank, this will munch through most enemy armor, if you can bear the cost of 222 points. It gets larger dice rolls versus units of 5 models or more, letting it outpace the Battle Cannon - though using such a short-ranged and expensive weapon against anything but TEQ is a mis-allocation of resources.
        • The math changes a bit under Catachan, because their buff works better on 1d6 than 1d3 - for them, you should really be eyeing the Executioner, below.
      • Executioner Plasma Cannon: A plasma cannon with nearly double the rate of fire, even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher. If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points. That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher's only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range. Speaking of range keep in mind the Executioner is the longest range of the "siege tank" variants, at 36", nowhere near as good as the battle cannon, but a step up from the dangerously short range of the Demolisher and Punisher to a more middle of the road range where you can stay reasonably safe from enemy melta weapons while still laying down plasma fire.
        • Particularly compelling under Catachan, who can re-roll 1s to hit with it while also re-rolling shot volume - because the Catachan doctrine is much better on 1d6 than 1d3, under them, this completely outstrips the Demolisher cannon against tanks under them. Cadia can pull the same trick, only worse (the tank has to remain static to do it), but they can also apply their stratagem to render the weapon completely safe on Overcharge. If you're going the Catachan route, combine with triple heavy flamers for 193 points and roll around murderin' shit, or with two more plasma cannons and a heavy bolter if you're willing to sit still and hope your enemies are within 36" for 180 points (192 with a lascannon); unlike Cadia, you can also re-roll the shot volume on your sponsons. Don't forget to use Harker if you're doing this, as he's much more efficient than Tank Commanders at keeping your tanks firing safely - you can even use a Tank Commander with the Dagger to Deep Strike Harker into position, if you need to.
        • Under Tallarn, mostly interesting because you can combine it with the admittedly less efficient plasma cannon sponsons and a heavy bolter for 180 points and roll around shooting at 36" at no penalty.
        • Vostroyan sacrifices a bit of mobility, but gives us access to 42" plasma cannons (and heavy bolters, if you want a bit more anti-infantry), and the Firstborn Pride stratagem lets us hit on 2+ and never overheat.
        • Real Talk: outside of penalties to hit, this will only deal 0.583... mortal wounds to you, on average - 0.71 with the Catachan buff. You should not be feeling scared to fire it, even without re-rolling 1s.
      • Punisher Gatling Cannon: Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. With 3 heavy bolters (166 points), it can wreak impressive amounts of havoc for a single model.
        • Definitely a good idea under Tallarn, where the sponsons won't mind at all moving the tank into position to fire, and you can order the tank to move like it means it. You can also combine it with lascannons, multi-meltas, and plasma cannons freely under them, for the same reason. Note that if you are moving away from heavy bolter sponsons, a lascannon is a better idea than a multi-melta for the hull weapon (especially since multi-meltas can't be taken as hull weapons), as it will outperform the multi-melta against a Land Raider even before you realize that if you've driven up next to infantry for the Punisher, good heavy targets might be farther away; likewise, the Plasma Cannons will do better if you're willing to supercharge, but without an accuracy buff like Yarrick or Guilliman along, both of whom will slow you down, that's a risky click.
  • Manticore: Slightly more durable at T7, the Guard's entry into the community of rocket artillery, and arguably the best. May not be squadroned, but don't be discouraged - it's gotten a MASSIVE points reduction, down to 133 after the compulsory heavy bolter, from 175. The Storm Eagle Rockets still hit like the proverbial meteor: Heavy 2d6, S10 AP-2 D1d3 with a range of 10 feet, ignoring LOS. 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! Broadly speaking, worse output per point than a Basilisk against 2+ saves outside of T5/9/10, so a Basilisk is better against a Land Raider, but a Manticore is better against a Knight (until you run out of shots, of course). By and large, a Basilisk is a superior choice.
  • Wyvern: One of the latest additions to the Imperial Guard motor pool. Got swatted with the nerf bat. Its infamous Wyvern quad mortars generate more attacks than they did before, with 4 feet of 4d6 S4 AP0 hits that re-roll to wound and ignore LOS; costs 93 points, assuming you were sane and didn't buy the heavy flamer. For comparison, one of these will usually kill 4.15 GEQs or 1.75 MEQs, both better than a Basilisk, which will kill 1.86 and 1.55, respectively; what ultimately makes the Wyvern suffer is that you can just drop 99 points instead on 3 Heavy Weapons Squads with 3 Mortars each, and 9d6 shots will outperform 4d6 re-rolling wounds every single time.
Forge World[edit]
  • Armageddon Pattern Basilisk: 7 points up on a standard Basilisk for an enclosed crew compartment, which nets you 1 more toughness and wounds. About as viable as the normal one if you have the model, but not exactly worth the extra money if you don't.
  • Earthshaker Battery (Forge World Index: Astra Militarum): The gun deck of a 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.
    • This is another discontinued model, but dont be discouraged. Simply take the part of your Basilisk thats not a Chimera (the cannon and T-shaped gun platform) and plop it on a suitable-looking base. Get creative so your opponent actually lets you use it.
    • Screen it properly with infantry and this is a contender for the most cost-effective fire support unit in the entire game. It can't move, and it doesn't care - with that range even enemies on the other side of an apoc board won't escape. It barely loses out on damage-per-point to a lascannon squad (and even then only vs enemies with 4 or more wounds), and has better range, shots, and can fire out of LoS. Artillery wins wars, you know.
    • Utterly useless after Codex Approved has dropped at our heads. Now it costs 7 pts MORE then our vanilla Basillisk with a heavy bolter and the ability to move. Avoid like a plague. On the other hand it is still only 3 PL compared to the Basilisk's 7, meaning if you find yourself in a Power Level battle take these all day!
    • .....Except that it can still fire even while locked in close combat due to it's immobile special rule. It still has it's uses, but make sure you hide it behind LOS blocking terrain so it doesn't get shot to death!
  • Crew-Served Gun Batteries: All of these deploy as one unit and then split into two - one unit of guns and one unit of crew. This means they can't be buffed with orders; any effect just buffs the crew, instead. The crew are essentially characters, thanks to wonky rules wording - they can only be targeted if they're the closest visible enemy unit. Furthermore, a gun model cannot fire unless a crewman is within 3" of it.
    • Be aware that the gun batteries have the <vehicle> keyword. This allows them to receive buffs from Salamanders and Trojans! Yes, you can re-roll misses and hit on 3s with Earthshaker Cannons. Both buffs are not unit-wide, so you must pick one gun in the battery when doing this.
    • Note: If somehow the guns are destroyed, or you don't need them, you can walk the crew around behind something tough, like Bullgryns, and use these guys as untouchable lasguns! Clearly an exploit, but so laughably inefficient it can never really be abused; inform your opponent, imagine they're hammer dancing, and have some fun!
    • 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. You get 4 crewmen a gun, which essentially means a full battery comes with a free Infantry Squad. And they can take orders, though re-rolling 1s won't work the miracles that ignoring all cover saves once did. With a slightly-lower-damage version of the lascannon's gun profile and an average of 2.24 hits to a lascannon team's 1.5 for a marginal increase in cost, it's more point-efficient than a lascannon team for tank-busting, and thanks to the high shot count and lasgun-armed crew, better at fighting crowds, too. Not bad.
    • Forget about it. Chapter Apporved has killed it to death. Now base cost for this poor boy without legs (tracks) is 105 + 16 points for 4 crewman. Stick with a vanilla Basilisk, that costs only 108 points and still can move, while also having a heavy bolter...
    • Heavy Mortar Battery: The Heavy Mortar hits like a midway between a normal mortar and the Earthshaker Cannon. Unfortunately it takes after the latter in price - 72 points for a 3-man team and the gun carriage. Potentially viable if you've got the models, but nothing special.
    • Heavy Quad Launcher Battery: Also known as the Thudd Gun. Invented by a race of abhumans whose worlds were lost to the Tyranids sometime in the mid-M40s (it's not clear) and much beloved by Kriegers, 8th Edition's Thudd Gun behaves like a Wyvern's quad-gun, without the rerolls to wound (perhaps it doesn't use airburst ammunition?). It's also only 10 points cheaper as a Wyvern, sans the heavy bolter the latter gets with its Chimera mobile platform. Workable if you have it, not worth the money if you don't.
    • Rapier Laser Destroyer Battery (Forgeworld Index: Astra Militarum): Got nerfed hard and went from auto-include to almost-nope. Twin-linked is gone but it still fires only one shot, so barring a static Cadian gunline to reroll 1s, there is no chance to reroll that 4+ except CPs (or a Trojan, see above), as the Rapier can't take orders any more. Still, the gun is S12, and if the shot hits, on a roll of 3-5 it does 2D6 damage, and on a 6 it's upped to 3D6 (so you could hypothetically one-shot a Land Raider, but it is highly unlikely) - the overall expected damage roll is 6.42, slightly better than 3d3 but slightly worse than 2d6. The price got almost doubled ,to 74 points for one gun and a crew of two. The rapier has 3 wounds now, but unfortunately is only T5. Mathhammer says it will only beat out a team of lascannons (of similar cost) against 2+ models, models of T6 and below, and 3+ models of T9 and above. Not worth buying, but if you have it, save it for the really tough stuff.
  • Griffon Mortar Carrier: The Griffon Mortar Carrier occupies the niche of cheap medium artillery support compared to the other big guns available to the Guard. The Griffon Heavy Mortar has a range of 48" and strikes at S6 with AP -1 and dealing D3 damage per wound...and unlike the Wyvern, this Mortar ignores cover saves. In previous additions, the Griffon used to have the ability to re-roll scatter, and thanks to the way the bombardment and artillery squadron rules worked meant that you could use it as spotter artillery for your bigger guns. These days however, much like its larger cousin the Basilisk, it rolls 2D6 and takes the highest to determine the number of attacks it makes. This all clocks in at a measly 78 points after purchasing the mandated Heavy Bolter, though this can be swapped out for a Heavy Flamer for extra charge defense and it can also take a pintle mounted weapon and/or Hunter-Killer Missile. Unlike the Medusa and Basilisk who's preferred targets are TeQs, MeQs and Vehicles, the Griffon is best used to rain hate on cover camping units with a 4+ save or worse, though it can also be used to hunt light vehicles and low save, multi-wound models thanks to its D3 damage. It doesn't re-roll wounds like the Wyvern, but since both mortars main targets tend to hide in cover, any time you would take a Wyvern, consider the Griffon instead. Probably not as competitive as either the Medusa or the Basilisk, but a solid artillery piece for the price. Tallarn Griffons can move and shoot, Catachan ones can re-roll attacks, Cadian ones can re-roll 1's to hit, and Vostroyan ones have 54" range. Note: Forgeworld no longer sells a model for this unit, but the conversions are super easy.
  • Colossus Bombard: Finally gaining the toughness of the Leman Russ chassis it's mounted on, the Colossus still ignores cover, though that doesn't do as much now. Downside, it costs as much as a Leman Russ, too. The mortar itself has gotten a HUGE range increase (In fact this might be a typo - 240 inches), and hits like a Heavy Mortar with slightly better AP. It fires twice as many shots, too.
  • Cyclops Demolition Vehicle: 40k's version of the Goliath, a bomb on treads controlled by remote. Magos Cawl figured out how to encrypt the controller signal, so the operator doesn't have to walk around on the field next to it, but putting it in transports disrupts the signal...so you can't drop it out of a Valkyrie anymore. In exchange, it's much faster (10" move, though advancing prevents you from setting it off) and its payload is one of the few blast weapons in 8th edition that's actually a blast - you set it off in the Shooting phase, and it hits everything, friendly and enemy, within d6" like an Earthshaker shell. Oh wait, no, it actually hits much harder, rolling a flat 2d6 for shots instead of 2d6-take-the-highest, and it auto-hits. This is the single worst thing to roll into a deathstar of characters at the center of your opponents' army - no more Look Out Sir! to slough off the pain it can bring, and every unit within the effect radius is hit the same. It's not very tough, but it's small and easily concealed behind bigger, bulkier units, and at 40 points it can be a powerful disruptor of enemy formations.
    • Note that this little ball of hate explodes on a 3+ when killed, and that's your die to roll. You, the Guard player, with the giant pile of command points. Take a reroll, hand out some mortal wounds, and get a glass for the tears of your opponent.
    • Chapter Apporved has increased its cost to 60 points from 40... so, not that viable anymore, outside some fluffy builds at least.
  • Hydra Battery: Four long-barreled autocannons on a stationary platform. Higher toughness but lower wounds and save than the mobile version. Shoots the same, at about 25% less points. Workable, but not exceptional.
      • Side note; Not being vehicles allows these to be stationed in ruins or on top of battlements. Enjoy your Vortex missiles and artillery batteries being together.
  • Leman Russ Family: As of the recent FAQs, all the Forge World tanks also gain Grinding Advance.
    • Leman Russ Annihilator (Forge World Index: Astra Militarum): In past editions, this was indisputably the most underwhelming Leman Russ variant. However, with the changes to the twin linking rules, compounded by Grinding Advance, it’s the only Leman Russ that has increased in firepower rocking, effectively, 4 bs4 lascannons. Against another Leman Russ, this thing will put out 1.94 wounds, matching the Demolisher but with more range. Expect to see this eclipse the “anti-armor” Vanquisher, which only puts out 0.94 wounds a turn against another Russ. In an edition where vehicles tend to stick around, loaded for bear (multi-melta sponsons and a hull lascannon), this tank has the potential to take out a vehicle per shooting phase.
      • With that cool new Grinding Advance rule, this tank became our one of the best options, matching even Demolisher in sheer amount of hard hitting hatred it can bring to our enemies, even matching Demolisher in his own field, while been miles away from the fight. Sadly, you cant put Pask in it...
      • Chapter Approved has been kind to this laser shooting behemoth, dropping his cost by 10 pts, maybe GW doesn't hate us that much...
    • Leman Russ Conqueror (Forge World Index: Astra Militarum): Actually pretty useful now. No longer the cheaper version of the vanilla, as per the Forgeworld 1.0 FAQ, it is now TEN points MORE. 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 somewhere. 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. Especially good for Mordians; slap a pintle mounted storm bolter on there and you'll be putting out 8 S4 shots hitting on 5s on overwatch.
      • When you do some math you will quickly realize, that this baby is one of the best Russ variants in the game right now. Reroll every (not only failed) shots on the main gun gives you MASSIVE powerboost, almost doubling your hits. Find the path to reroll that random attack D6 roll (Cadian's order or Catachan's doctrine) end enjoy tearing everyting up to a land raider to pieces. Trust me, this tank gonna CONQUER your battlefield.
      • Chapter Approved has added another 12 pts to its cost. GOD DAMN IT, GW, YOU HAVE ONE JOB!.. - not sure what's going on here, but Chapter Approved lists the Conqueror as 122 points, the same as a Leman Russ Annihilator and dropping 10 points after the Forge World 1.0 FAQ. Where the additional 12 (+10) points came from, I have no idea.
    • Leman Russ Stygies Vanquisher (Forge World Index: Astra Militarum): A slight improvement over the normal Vanquisher, and arguably forgeworld's attempt to fix that variant. They failed. The Stygies pattern comes with a co-axial storm bolter, and if it remains stationary, the main weapon gains +1BS. Like the Conqueror, shooting the storm bolter and the cannon at the same target grants rerolls to hit. With both bonuses stacking, this can pull off 1.66 wounds against another russ – meaning unlike the normal vanquisher it outdoes the battlecannon (1.17 wounds) but is still beaten by the annihilator and demolisher at 1.94 wounds a piece, which are more useful against other targets and offer better range and mobility (as the Stygies needs to be stationary at 24 inches to be fully effective).
      • 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.
      • As per the latest FAQ, the Stygies received yet another minor buff to try and salvage it. You can now exchange the Co-axial Storm Bolter for a Co-axial Heavy Stubber, which lets the tank function better as intended, that is, hold still and shoot at tanks from far away. The extra foot of range significantly boosts its threat radius and switching to a Heavy weapon is largely irrelevant, as you'd pretty much never get the Storm Bolter's additional shots and you probably won't be moving in the first place.
  • Malcador Tank Family (Forge World Index: Astra Militarum): Down(?)-graded from Lord of War to Heavy Support, the light-super-heavy tanks of the Malcador family have been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casement the main gun sits in (and the fact that the sponsons can't train forward) no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. The Demolisher cannons have Grinding Advance, as well. Note: The Valdor tank destroyer is still taking a Lord of War, so no spamming Neutron Lasers (not that you could spam a tank this size anyway).
    • 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 through blobs for breakfast. It also adds 1 to its overwatch hit rolls. 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 addressed the requirement 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! And if it does blow up, try to have it do so next to those heretics. It WILL hurt.
  • Medusa Family
    • Armageddon Pattern Medusa: Your only mobile source of the Medusa Siege gun.

This one is an odd little box. What you get is a vehicle that wounds like a Manticore (S10) and is just as tough (T7), ignores armor like a basilisk (AP3) and has a similar point value (111), has the wounds and armor of a Leman Russ (12W and 3+save) but can fire without line of sight. So far so good. However, you trade all this for the lack of ability to fire after moving without a penalty to hit (and have a poor range of 36 inches), the lack of T8 to survive plasma and anti-tank firepower that is usually S7 and above, and worst of all, you score less hits than a basilisk, Manticore or most Leman Russes with grinding advance with your single D6.

This means the Medusa is worse against almost everything. It deals inferior damage compared to other artillery pieces. And while you could argue the Tallarn doctrine removing the penalty to hit when moving turns it into a cheap chassis with a 36 inches range demolisher cannon equivalent equipped, the fact that the damage is d3 rather than d6 (like the demolisher) makes it a poor choice as well. It does, however, outperform the Basilisk against T9, T10, and T18. If it were to consistently get an above-average number of shots, however (via command re-rolls or taking the Catachan regiment), it would actually outperform the Basilisk rather consistently against T5+ as well, so still give it some consideration if you're up against TEQs or Death Guard.

    • 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...
  • 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 gets you 3 more wounds at the expense of 1 point of toughness and 1 point better armor save on more models (which mitigates high damage hits). Furthermore, because orders only work on infantry instead of "non vehicle units" a la 7th, it can no longer take orders. 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, one friendly <regiment> infantry or Sabre unit can add 1 to hit rolls when firing at said unit. While this doesn't immediately seem that stunning, remember - you're Guard, master of the massive unit. Conscript blobs hitting on 4s? Yes. For 20 points a light, it's an auto-include, no mistake - and 3 of them can light up 3 different targets. (Per the Forgeworld FAQ, however, you can no longer have multiple searchlights targeting the same unit, so no stacking bonuses.) The closest thing to a downside these things have is they're immobile, but if you want they can be towed by Centaurs, and thanks to RAW they can still light targets on a turn when they've been towed. These things went from being overpriced HWTs to markerlights on steroids.
    • Note that orders no longer state a unit must immediately take an action when ordered, so it's entirely legal to order your conscripts to set up a firing line, light up your target with a spotlights, and then give him a good old fashioned Cadian Burial: 200 lasgun shots, hitting on 4s. The sheer dice output of this attack can wipe an entire squad of Space Marines from the board (finally, something that can one-shot a unit!) and including lights, officers, and conscripts, it's a lean 190 points (244 points if you include a Centaur to tow the Sabre) of fine cheddar. Use it wisely.
    • Our lord and savior Forgeworld no longer makes a model for the Sabre. However, a proxy can be kitbashed pretty easily. Simply buy 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! For a more elaborate version, you can use the spinning gun deck, control column, and crew from a Wyvern platform.
    • Sadly, the buff only works on units in the same regiment, so that's a sad no on your 10-man Ratling squad or Scions benefiting from this.
  • Sentinel Powerlifters: For about the same price as a Bullgryn (and twice as many wounds, though you lose those awesome shield saves) these ad-hoc Dreadnoughts swing 3 times with built-in Power Fists that don't impose a -1 to hit. Guard WS hobbles it a bit, but it's fast and hits like a train. Also gets a scout move and smoke launchers to improve the chance of getting in close.
    • That scout move is critical. If you deploy cleverly you can start the minimum of two feet from your intended target...and then Scout move towards it. Then move normally, and you have a 6" charge to make. Point at the nearest Tyranid and say it with me:[2]
    • I'm pretty sure the Armageddon <REGIMENT> is the only one these guys will benefit from.
    • Keep in mind that you can use the Crush Them! stratagem with them, that way you add d6 inches to your movement and you are now hitting on a 2+.
  • Stygies Family: These are Leman Russes in all but name - in fact, the Thunderer Siege Tank is a Leman Russ Demolisher with the hull gun stripped off and +1 wound - but that name matters a lot, since they can't take orders from a Tank Commander. Don't look away so fast. These may be the most well made vehicle synth galaxy, the damage tables on these are surprisingly good, possibly justifying the points hike
    • Stygies Destroyer Tank Hunter: A Leman Russ chassis with no turret and a Heavy Laser Destroyer Array for a hull gun. It's not twin-linked anymore, instead acting a bit like a small blast weapon - D3 shots at a Lascannon statline, except it rolls 2d6-pick-the-highest vs vehicles on damage. Unlike any other vehicle build on the Russ chassis, it must hold still to get its full BS. Easily overshadowed by the Annihilator.
    • Stygies Thunderer Siege Tank: 10 points more than a Vindicator for one additional wound and 1 lower BS...which only counts when you're standing still, because this vehicle ignores the heavy penalty. Sadly not particularly worth it due to the general nerf to blast weapons, but can be a fun distraction vehicle or tank-buster nonetheless.
    • The Index FAQ deliberately avoided giving this vehicle the buff given to all Leman Russ tanks, for whatever reason, while also making it cost 40 points more than a Demolisher. Take a Demolisher.
  • Tarantula Battery: Surprisingly cheap compared to last edition (the primary cost is for the guns on it), but you still get the annoying targeting protocols. In fact, slightly worse now, since this thing will never shoot at Characters if there's another model closer...even if it's one of those 10+ wound Characters the rule wouldn't normally apply to.
    • Chapter approved has doubled its point cost per model...

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 heavy weapons with no penalties to hit, fire twin heavy flamers or twin heavy bolters into melee combat as if they were pistols, and fire the larger guns normally even if there are enemies within 1" (but not at those same enemies). Who said the conventional army fighting spooky paranormal activity was being screwed? Here's the hint: That daemon is not going to be riding a tank.
    • Since you're probably taking a Detachment just for one of these, remember that it's encouraged to mix regiments - it's not like even your Transports will care what they're carrying, and outside of Catachan for Harker, you don't have access to any buffs for them, anyway. Might as well take the best regiment you can for the vehicle, without obsessing over it matching your infantry. For example, are you taking a Stormlord? You're a lot better off with a Valhalla one than a Cadia one, even if you want to fill it with Cadian Infantry!
      • You won't be able to use Regimental Doctrines for these in a Superheavy Auxiliary Detachment, which means that in order to pull off this level of cheese, you would need to take a Superheavy Detachment or Supreme Command Detachment of the same <REGIMENT> (no plopping in Guilliman in order to achieve this). In other words, if you want a Lord of War that benefits from a Doctrine you'll need to either take several Lords of War, all with the same <REGIMENT> keyword, or a bunch of extra HQs (you could take Yarrick or some Lord Commissars, though). Still, the Imperial Guard is perhaps one of the few armies that can pull this off without too much of a HQ tax since ours tend to be cheap. As of the new Codex, Primaris Psykers as HQ, and Techpriests and regular priests as Elites count towards this HQ quota (and you'll want a techpriest anyway if you are bringing a member of the Baneblade family) without disrupting your regimental doctrine.

Any Regiment[edit]

  • 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.
    • The choice between twin heavy bolters and twin heavy flamers on your sponsons is a tricky one. The bolters deliver a lower average hit count (3 instead of 7) but are much cheaper and have more than four times the range of the flamers. If you're thinking of getting in close and can spare the points, a giant tank that's more painful to fight in melee than a bloodthirster versus most targets can be a lot of fun (and it's even more dangerous in conjunction with the Crush Them! Stratagem to give it WS 2+ and a boosted charge range), but if you plan on hanging back (and have a Trojan around), save yourself the points.
    • Codex changes, several members of the Baneblade family have seen a reduction in points cost of up to 40 to their hulls, their main weapons have all been buffed to do an extra D6 shots (e.g. if it fired D6 it now fired 2d6, if it fired 2d6 it now fires 3d6) with the exception that the Stormlord is still a flat 20 and Shadowsword went from 1d6 to 3d3. This has resulted in some changes to power cost though; Baneblade -2, Banehammer 0, Banesword +1, Stormlord -1, Stormsword +1, Shadowsword -1, Doomhammer +1. See the Catachan Doctrine discussion above for seeing how that improves relevant rates of fire.
    • As with all superheavies, carefully assess if your needs would be better met with 2-3 of the smaller versions (in this case Russes). Firepower, board control, damage control, ease of support, and vulnerability to burst damage need to be considered when comparing.
    • 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, a dual-linked heavy bolter, an autocannon, and a hull Demolisher Cannon. Oldies but goldies.
    • 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.
      • The Tremor Cannon is 60" Heavy 3d6 S8 AP-2 D3, and units hit by it halve their Move and cannot Advance in the following Movement phase, but the primary weapon on this thing is the Firing Deck, provided you fill it with melta and/or plasma (or just load it up with cheap mortar squads). Its average statline is 60" Heavy 10.5 S8 AP-2 D3.
    • 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.
      • Not necessarily...the Quake Cannon is 140" Heavy 2d6 S14 AP-4 D1d6, but it treats damage rolls of 1 or 2 as a 3, so its full average statline is 140" Heavy 7 S14 AP-4 D4. This compared to the Shadowsword's statline means the Banesword performs ever-so-slightly better vs crowds due to the higher rate of fire. Of course, firing a weapon like the Quake Cannon at single-wound models is a mis-allocation of your firepower in the first place...but then again, it will guarantee the deaths of 2-wound Terminators and their equivalents, as well as Primaris Marines.
    • 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 and a Priest is a nice package to dump upon an unsuspecting enemy, and you still have room for one more model. The Ignores Cover is unlikely to come up on an AP-5 weapon, but prepare to cackle madly the few times you get to shoot a Land Raider in cover with this thing.
      • The Magma Cannon on this baby is 60" Heavy 2d6 S10 AP-5 D1d6, Ignores Cover Saves, Melta Damage, so the averages are 60" Heavy 7 S10 AP-5 D3.5, and 30" Heavy 7 S10 AP-5 D4.47 - but, like the Banehammer, the Firing Deck is the big seller.
    • Hellhammer: Preferred by Catachans, the Hellhammer's main cannon ignores cover bonuses and hits harder than the Baneblade's at the expense of range. As the other turreted variant it includes a hull Demolisher Cannon. The smaller turret also incorporates 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. Don't keep it sitting in the back if the board - it's the shortest ranged tank in the Baneblade family, and on certain deployments this will give you trouble.
      • Entertainingly, as mentioned above, this comes with an autocannon, demolisher cannon, and plinky little lasgun (in case you run into real trouble), but the Hellhammer Cannon is 36" Heavy 3d6 S10 AP-4 D3, Ignores Cover Saves, so on average, 36" Heavy 10.5 S10 AP-4 D3. The extra strength over a Baneblade Cannon isn't all that relevant; you can wound T5 models on 2s and T9 models on 3s; they do exist, but it's basically Titans and the like. The extra AP, however is much handier; anything with a 3+ and better will be affected. And it ignores cover. The choice is yours.
    • 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 an impressive Strength of 16. Versus Titanic units it gets +1 to hit with everything and the Volcano Cannon re-rolls wounds. Very little can hope to survive a duel with this beast.
      • The Volcano Cannon is 120" Heavy 3d3 S16 AP-5 D2d6, re-rolling wounds against Titanic, so on average it is 120" Heavy 6 S16 AP-5 D7 - the highest damage*rate of fire gun this line can field, so high it even accounts for lacking a Demolisher Cannon when attacking low-model units. On average, one shot from this gun will kill a fellow Baneblade variant with 1.22 wounds to spare, or a Land Raider with 1.5 wounds to spare. However, it won't kill a Knight in one shot, on average dealing 18.15 wounds - enough to cripple all the way, usually, but you'll want the lascannon sponsons to finish the job.
      • Alternatively, give shadowsword-senpai some minions! A Salamander Command Vehicle and a Trojan Support Vehicle can beef up the Volcano Cannon's firepower considerably, taking its average hit count from 3 to 5.33 - which makes for 23.5 wounds after damage rolls and the knight's invulnerable save. This means you can finish the job with the hull bolters, and sponsons with lascannons will make the kill a virtual certainty. You will need to take it in a Supreme Command detachment to assign your Shadowsword to a regiment, which means 3 HQs, but you were going to take those Primaris Psykers and Lord Commissars already, right? Take the detachment as Catachan for EXTRA pain; with rerolls to one of the shot dice the Shadowsword the average shot count is 6.67, which gives you 26.14 wounds...enough to kill a Knight in one blast, no sponsons or bolters required.
      • Funny little update in the FAQ; if you so desire, you can now nix the Lascannons off of your weapons sponsons and just take the Twin Heavy Bolters to represent the Forge World Shadowsword model. A bit weird, but it is a cost saving measure if you're really trying to fine tune your points.
    • Arkurian Pattern Stormblade (Forge World): One of the few variants without a twin heavy bolter stock, this one comes with a plain heavy bolter instead, as well as a plasma blastgun. 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.
      • The Plasma Blastgun is 72" Heavy 2D6 S8 AP-3 D2 or 96" Heavy 2D6 S9 AP-3 D3, 1 mortal wound per 1 rolled to hit, which averages to 72" Heavy 7 S8 AP-3 D2 or 96" Heavy 7 S9 AP-3 D3 and take 1.17 mortal wounds, which would still be underwhelming even if it didn't inflict the mortal wounds, largely because this is a Forge World gun that didn't get up-gunned, so the Codex variants are deeply superior.
    • Arkurian Pattern Stormhammer (Forge World): Easily the strangest variant, this is the only one that can't take the standard sponsons, and it hasn't got a hull-mounted heavy bolter at all, twin or not - it ships with its own, mandatory custom sponsons, so it has a Stormhammer Cannon with Co-Axial Multilaser, a Twin Battle cannon, a lascannon, and 6 sponsons, each of which can carry 1 lascannon, multilaser, heavy bolter, or heavy flamer, although only the last two can fire in melee like Pistols, per Steel Behemoth. 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 with the Stormhammer Cannon. The cannon itself is 60" Heavy 2d6h1 (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. Pr the 16.04.2018 FAQ update, now finally recieved the propper "Steel Behemoth" rule, so no more -1 modifier for moving and firing heavy weapons. Very nice indeed!
      • The Stormhammer Cannon is 60" Heavy 2h1d6 S9 AP-3 D1d6r1, or, on average, 60" Heavy 4.47 S9 AP-3 D3.92, which isn't enough, even with the multi-laser, to scratch the paint on anything you can be bothered shooting with one of these, since the gun did not receive the Codex upgrades the other variants did to rate of fire.
    • 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 non-titan model. 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.
      • On top of a pair of heavy stubbers, the Vulcan Mega Bolter this thing ships with is still one of the best Baneblade guns you can take, at 60" Heavy 20 S6 AP-2 D2, on top of its aforementioned best-in-show Extended Firing Deck.
    • Stormsword: Formerly 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. Lost a lot of its thriftyness with the Shadowsword, Banehammer, and Banesword now matching it in price.
      • The Stormsword Siege Cannon is 36" Heavy 4H2d6 S10 AP-4 D1d6r1, Ignores Cover, or on average, 36" Heavy 9.34 S10 AP-4 D3.92. Its relatively shabby gun is only comparable to guns carried by cousins with transport capacities and firing decks, so you probably want to shop around the other choices before settling for this one.
      • 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.
        • The OOP FW model has a single heavy bolter instead of a twin and heavy flamers instead of lascannon, but apparently whoever was writing the Imperial Armour Index forgot the "edit" part of "copy, paste and edit the Index Imperium entry."
        • Its Stormsword Cannon is now Heavy 2d6, and also rerolls damage results of 1 as well as ignoring cover.
  • CRASSUS ARMOURED ASSAULT TRANSPORT (Forge World): 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. You can replace the heavy bolters with lascannons, but you won't be hitting much anyway. Still, if you don't feel like shelling out for a Gorgon and have some Bullgryns/Ogryns you need to get into position, this is a great way to do it. It's viable if you have it, but increases significantly in usefulness if you're trying to claim objectives: drop your payload of 30 Conscripts plus Commander, Priest, and Commissar onto an objective, or deliver your full Ogryn/Bullgryn squad right where it's going to hurt the enemy the most.
    • Stick with the heavy bolters or heavy flamers. Lascannons will make this thing a gigantic target without much payoff, and the whole point of it is to keep your massive units safe, so the less fire it draws, the better. The heavy bolters will help it defend itself in close combat, as it can shoot them at anything it's locked in combat with. The Crassus's saving grace is that it isn't intended to be a weapons platform; probably the only FW Lord of War the Guard has that's stayed just about as useful as it was when the Codex dropped. Just make sure you use it for its intended purpose.
    • Also, if you're bringing a Baneblade variant or two and are looking to fill up a Superheavy Detachment to get those sweet, sweet Regimental Doctrines on your Shadowsword, consider using this as your third Lord of War choice. While it's a bit expensive, if you were planning on taking Chimeras, this has over twice the transport capacity and is better at withstanding enemy fire.
  • Dominus Armored Siege Bombard (Forge World): STILL doesn't have a model. The price reduction of the basilisk and its 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.
  • Gorgon Heavy Transporter (Forge World): 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.
    • Oddly the nerf to conscripts have made the Gorgon more useful. At most conscripts only take up 30 slots. That leaves you with 20 slots to fill with troops. Add in some ogryns, bullgryns, or even crusaders that you dump first on the enemy in the assault. Next turn, deploy the conscripts with a officer of some kind to get orders, fall back the assault unit, and open fire with the conscripts.
    • Don't view the Gorgon as a mobile dakka vehicle like the Stormlord. View the Gorgon as a mass transporter to move your Conscripts into rapid fire range.
    • Want to use monster, well too bad. Forgeworld no longer makes the kit, and is difficult to find on the secondhand market. So good luck.
  • Macharius Family (Forge World: 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: Suffers from a lot of the problems that the Leman Russ suffers from. It has the potential to deal a lot of damage, but like the Leman Russ battle cannon, the likelihood of it actually doing anything isn't that high. If you really have your heart set on this tank, consider the Macharius Vanquisher as an alternative.
    • Macharius Omega: Its plasma blastgun is pretty amazing, especially if you can keep it still. Only 1 mortal wound per to-hit roll of 1 on the supercharged firing mode, and even if you play it safe, each shot is still doing as much damage as a normal supercharged plasma gun shot, but with much better range. Consider this if facing big squads of MEQ... now, if only FW still made the model for it.
    • Macharius Vanquisher: Two Vanquisher shots are better than one, and if all else fails, you can fire this as a slightly less potent version of the twin battle cannon that the Macharius Heavy Tank has, making this a more versatile choice. It's still nothing to write home about in the grand scheme of things, but at least you get two shots for the Vanquisher cannon instead of 1.
    • 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. With 15 hits on average, you'll be mowing down entire GEQ squads with an average of 12.5 wounds per shooting phase. This is a nice tank to have up your sleeve when that Ork player floods the board with Boyz.
  • 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.
  • Praetor Armored Assault Launcher (Forge World): Very versatile now. You don't have to pick the ammo type at the start of the battle; instead, you can choose on the go. Foehammer missiles are great for big, multi-wound targets like vehicles and monsters; Firestorm missiles are great for GEQ hordes and ignore cover saves; finally, Pilum missiles get a +1 to hit anything with the Fly keyword. The fact that you can choose between them for each shooting attack makes this a great all-arounder... and a priority target, so keep it well-protected.
    • Stupidly, the Pilum Missiles are only useful if the Praetor is reduced to BS 6+, a +1 to hit FLY doesn't outweigh twice as many shots.
  • 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 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.

Aeronautica Imperialis[edit]

  • Marauder Bomber (Forge World): 40k's version of the B17 'Flying Fortress' and probably one of the largest flyers in the game (and one of the largest you can actually afford!). Comes with a twin lascannon on the nose and two ball turrets holding twin heavy bolters; it may fire these at full BS regardless of movement thanks to its Sky Fortress rule. The real kicker, of course, is the bombs - three times a game the Marauder can bomb a unit on the field. Roll dice to stack mortal wounds on the target: 3d6 per vehicle/monster or d6 for every other model - every 4+ causes a mortal wound. For softer targets Hellstorm bombs can be used: they roll for 3s but only get 2d6 vs monsters/vehicles. Against large enough units it's basically a Deathstrike, but you can already see that it's probably unique among the Guard Lords of War in its utter inability to kill anything in one hit: by definition it will never roll enough dice to kill non-vehicle/monster units, and nothing with those keywords has less than three wounds, which you won't roll unless you are very, very lucky. Not worth the money unless you're a fan of display pieces.
  • Marauder Destroyer (Forge World): While the B17 was never converted to serve as a ground attack gunship, the Marauder was, and serves the role pretty well in 8th. It keeps the Sky Fortress rule, swaps the twin lascannon for six Autocannons, swaps one of the heavy bolter ball turrets for a twin assault cannon turret, and most of its bombs for a rack of up to eight Hellstrike missiles, which aren't consumed upon firing. Rules oversight? Who knows. But the fact remains that this thing can spew out 12 S7 AP-1 D2 shots, 12 S6 AP-1 D1 shots, 6 S5 AP-1 D1 shots, and up to 8 S8 AP-2 Dd6 shots that roll 2d6-take-the-highest for damage...every turn. at 460 points fully loaded, It's a flying blender, no mistake! Oh, and it also gets a bombing run! Tough as a flying fortress should be, at T7 with 20 wounds and a 3+ save, on top of being a flyer. A proud king of the skies.


Death Korps of Krieg[edit]

Restrictions[edit]

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

  • HQ
    • Tank Commander
      • Bizarrely, there is no way for a DKoK Tank Commander to show up in a Mars Alpha Leman Russ.
  • Elites
    • Atlas Recovery Tank
    • Hades Breaching Drill Squadron
      • This is one of the only ways to field DKoK infantry that lacks the Cult of Sacrifice special rule, along with the crews of the various artillery options and the Master of Ordnance just below.
      • unfortunately the engineers have been replaced by watered down veterans, meaning you loose the carcass shots, acid bombs and WS bonus. Hopefully this will soon be mended to make the squad usable again.
    • Master of Ordnance
  • Fast Attack
    • Hellhounds
    • Salamander Scout Tank
  • Heavy Support
    • Armageddon Pattern Medusa
    • Basilisks
    • Colossus Bombard
    • Cyclops Demolition Vehicle
    • Earthshaker Carriage Battery
    • Heavy Mortar Battery
    • Hydras
    • Malcador Annihilator
    • Malcador Defender
    • Malcador Heavy Tank
    • Malcador Infernus
    • Medusa Carriage Battery
    • Quad Launcher Battery
      • This does not exist, but Forge World probably meant a Heavy Quad Launcher Battery, which does.
    • Rapier Laser Destroyer Battery
    • Stygies Destroyer Tank Hunter
    • Stygies Thunderer Siege Tank
  • Dedicated Transports
    • Centaur Light Carrier
    • Trojan Support Vehicle
  • Lords of War
    • Arkurian Pattern Stormblade
    • Baneblade
    • Gorgon Heavy Transporter
    • Macharius Heavy Tank
    • Macharius Omega
    • Macharius Vanquisher
    • Macharius Vulcan
    • Minotaur Artillery Tank
    • Shadowsword
    • Stormsword

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.
    • Note that this is casualties inflicted in the Shooting Phase not By Shooting. So DKoK ignore casualties inflicted by Gets Hot!, which is good for Plasma and Carcass spam.
  • Death Korps can take laspistols, hotshot laspistols, hotshot lasguns, dual hotshot laspistols, dual laspistols, and dual bolt pistols as ranged weapons, heavy flamers and twin heavy stubbers as heavy weapons, and chainswords as melee weapons.

Orders[edit]

The Death Korps of Krieg has a different roster of Orders compared to standard guard and can order Cavalry as well as Infantry.

  • Re-roll Orders: Death Korps lose Take Aim! and thus only have Bring it down! as a Re-roll Order. However, except in the case of Gets Hot!, Bring it down! has the same effect as Take Aim!
    • Bring it down!: Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.
  • Movement Orders: Same as standard Guard. Death Korps are mostly footsloggers, so a fluffy army will find these more useful.
    • 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 its movement phase.
    • Move! Move! Move!: Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge.
  • Special Orders: Death Korps lose First Rank fire! Second Rank fire! and gain the orders Duty Unto Death! and Without Mercy!
    • 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.
      • This is basically your equivalent of FRFSRF, and unless you're under 12", actually gives the same firepower - no range change so you get 24" Pistol 2.
      • However, because you still have access to Get back in the Fight!, overall you're usually worse with these weapons than stock Guard - FRFSRF+GBITF together solve most problems as well as or better than Without Mercy + GBITF. This order is primarily useful on Objectives, where you dare not Fall Back or you'll cease to contest.
    • 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 is more useful for Death Korps, as it can be given to their superior dedicated melee units, namely Death Riders.
    • 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.
      • Compared to Fix Bayonets! this is useless, as Fix Bayonets! lets all of a unit's models fight twice with their full attacks, not just slain models fight with one attack, so it is mainly only useful with the laurels of command.

When using death riders, Duty Unto death is the only way to get extra attacks with the lances. Fix Bayonets can not be used the same turn you charge (shooting is before charging and thus you are not within 1"). Duty Unto death *can* give some extra attacks if some death riders are killed. Otherwise stick to the other orders

Units[edit]

HQ[edit]

  • Death Korps Marshal: The equivalent of a Company Commander doesn't come stock with a chainsword (but can take one for free, so he might as well) 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 lets friendly units within 12" to use his Ld value unless their own Ld is higher. With that Ld aura, you can combine Venner with a platoon and regimental standard for an Ld 11 bubble 25"+ in diameter (depending on what size base you put him on). Basically gives your guys fearless. A little something to remember: RAW states that all friendly units can use Venner's Ld, which means that all units in your army use his Ld. That's right. Terminators with Ld 11? Yes, please.
      • If you really want to be cheesy, get him to sit on an Imperial Defence Line for another +1 to his Leadership. This will result in units that need to take at least 7 casualties (and, if they're Death Korps, those loses can't be in the Shooting Phase) to even have a chance of losing models to Morale and, even after taking 9 casualties, will still have a 50% chance of the remaining model holding the line. Finally, if you use the Fight to the Death stratagem, they become immune to Morale completely. And remember, this applies to all friendly units. Have fun with those Leadership 12 Space Marines.
  • 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. At 23 points base, possibly the cheapest HQ choice in the game (other regiments have to spend a precious Elite slot on their version of this guy).
  • 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: An odd change to basic Guardsmen, Kriegers lose the option to take Heavy Weapon Teams and their Watchmaster uses a lasgun like the regular troops (though he can exchange it for a chainsword and laspistol for free, so it's a non-issue). They also all have WS3+ and can buy a Platoon Standard which buffs all Kriegers within 6" LD by 1. They synergize particularly well with the Death Korps' unique orders - especially when dogpiling on an objective or bubblewrapping precious artillery pieces. Kriegers also come stock with Krak grenades; with the GRENADIERS stratagem you can throw 10 of them at once (though this tactic is more impressive when used on Grenadiers (no acid grenades for the grenadiers) or Combat Engineers' acid grenades).
    • Oddly enough the Watchmaster also has BS3+.(not so odd when you remember that all watchmasters serve in the grenadiers before returning to be promoted.)
  • Death Korps Grenadier Storm Squad: A Tempestus Scion squad with deep striking replaced by Cult of Sacrifice and no access to hot-shot volley guns. Unlike with Scions the number of Special weapons Grenadiers can take does not depend on the number of models in the unit so they can unfortunately only have two Specials max. Now with the FAQ update they can take Heavy Stubbers as special weapons, as well as the ability to form a Heavy Weapons team to tote around a Heavy Flamer.
    • Not as good as Combat Engineers in terms of points per wound, but they can get Objective Secured which is probably worth their extra points cost and loss of acid gas grenades. Fundamentally fantastic MSU style, with a heavy flamer, 2 special weapons (probably plasma, maybe melta), and a Watch Master taking up 4 spots in a transport and costing very little points. Shove three squads in a Valkyrie and drop them onto an objective.
      • OR, if you don't want to spend the points on a Valkyrie, chuck these mean machines in a centaur. They are suprisingly mobile, thanks to the 9" scouting move you can do before the game starts. And a bare-bones centaur is only 54 points!
    • Hot-shot laspistols are garbage, so always have the Watch Master swap out his weapon - your best bet is probably a hotshot lasgun or bolter, unless you want to fucking commit and get a plasma pistol.

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.
    • These guys are surprisingly underwhelming compared to Combat Engineers, since you pay the same cost per model and don't get a 4+ save or acid gas bombs; furthermore, they obey the same 2 special weapons per unit limit as the Engineers. Even if you do spam them, you're not going to achieve anything you couldn't achieve only better with Combat Engineer spam, since their standard won't work on Conscripts, they're too slow to keep up with Death Riders, they can't be Medics.... really, there's just about never a good reason to field these guys over Combat Engineers.
  • Death Korps Combat Engineer Squad: Shotgun infantry with decent armour. Overall not super inspiring until you see their shotguns have Carcass Shot, which wounds anything (except Vehicles) on a 2+. Carnifex? 2+ Wound. Ogryns? 2+ Wound. You lose the model if you roll a 1 on the hit roll. BUT buff them with a nearby Guilliman (gross, or don't and have some class. You are a Guard player after all, not a WAAC Tau reject left over from 7th) Yarrik and say hello to rerolls of 1 to hit. Carcass Shot vs GEQs, MEQs and TEQs is basically a Plasma Gun with AP 0.
    • These guys are incredible - they cost a point less than Grenadiers for what amounts to the same model with the addition of an acid gas grenade, although they are Elites and hence cannot get Objective Secured. You can keep their shotguns, which, unlike hot-shot lasguns, are worth spending a point on, or swap out for special weapons to demonstrate superiority over Grenadiers - 2 plasma gunners, a boltgun on the sergeant, and a heavy flamer team will get you the same output as a Grenadier squad with the same loadout, except your guys also have acid gas grenades and cost less. The plasma gunners can carry meltaguns instead, of course, and either way can be stuffed in a Valkyrie and dropped in sets of 3 squads directly into your enemy's lap.
    • A bit of MathHammer shows the following averages: 864pts of Combat Engineers will put out 216 shots, hitting on 3s and wounding GEQs, MEQs and TEQs on 2+ with a 5+/3+/2+ save respectively and 2 wounds, killing 640pts/160 models of GEQs, 1040pts/80 models of MEQs and 960pts/20 models of TEQs; while losing 288pts/36 Engineers in return. Thus, ignoring other factors the kills to deaths ratio will always be in your favour by a factor of 585:1300, 360:1300 or 390:1300 respectively and Carcass Shot is most productive when used on MEQs.
  • 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. The models are pretty nice though.
    • As of April 2018, the cost of a Death Korps Commissar has gone down to 15 points, from 30. They’ve become a pretty handy Ld buffer for melee.
  • Death Korps Death Rider Commissar: See above, but with a horse. Forge World doesn't seem to make these models anymore so you'll have to kitbash them.
    • While the Death Korps Commissar and the other Forge World Commissars were FAQed to have the new Summary Execution Rule, the Death Rider Commissar was overlooked. While this is an obvious RAW interpretation, the Death Rider Commissar therefore still only allows a maximum of 1 model to be lost to morale.
    • Same as the foot-slogging Death Korps Commissar, this Commissar got a point reduction to 35 points. They’ve become useful, if not viable, as your Death Riders will be getting stuck into melee.
  • Death Korps Quartermaster Cadre: This is where the Command Squad's Medi-pack went. One creepy guy and up to 4 servitors wielding scalpels 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. Use in combination with the Death Rider officer, above, and a few squads of Death Riders, below, to outflank an entire detachment! Aside from this they're the same as an understrength Death Rider Squad, as they lost the ability to take a Standard.
    • As of the current FAQ, you may only bring one Command Squad or a Rider Command Squad per Death Korps officer, but any type of officer will do.

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 or 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. Note that it doesn't necessarily have to be used with Death Korps; although it has the DEATH KORPS OF KRIEG keyword instead of REGIMENT, it specifically says it transports ASTRA MILITARUM INFANTRY, and even mentions it can take Ogryn, so RAW, it's legal to use these to transport regular guardsmen, or even storm troopers.
  • 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, or 4 (how are you getting a squad of 4 grenadiers? Min is 5(ruled as written, a Grenadier Weapons Team doesn't take up two slots in the vehicles. Only Heavy Weapons Teams are mentioned.)) with heavy flamer/melta or flamer/melta or flamer/sergeant and, optionally, a fifth rider of your choice, such as an Astropath or Primaris Psyker for Smite, you can send this off towards the enemy 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.
    • Pretty cheap, at 54 points, and 6 wounds in it's still Movement 12, unlike a Chimera, which has dropped to 8 by then. Plus, like the DKSC above, this transport carries any Imperial Guard infantry, not just <REGIMENT> ones.

Fast Attack[edit]

  • Death Korps Death Rider Squadron: A big step up from the basic Rough Riders. +1 to WS, T, A, and Sv, although the +1A evens out in the wash when you don't charge, as you lack chainswords; regardless, you're much less likely to die before you reach your target, particularly since the Augmented Mount special rule gives you 5+ FNP against S4 weapons and below. Your steed gets 2 extra attacks instead of one and hits as hard as a bolter; this is particularly noticeable when not charging, giving you 4 attacks to a normal Rough Rider's 3, and 2 of those are at +1S. While you don't get a chainsword, you do get krak grenades, which will benefit one model in the unit. While you cannot outflank with this unit (unless you take the Death Rider Command Squad), it is not slowed when charging through terrain, making it easier to attack cover campers. 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! (although Fix Bayonets is better in basically all circumstances). Like with most DKoK, they have Cult of Sacrifice as a morale buff.
    • The fact that Death Riders trade their Chainsword for +1 Attacks is a bonus, because they can hit twice with their lance on the charge, instead of the one lance and one chainsword hit that standard Riders get.
    • Use Duty Until Death when you charge, because that's the only order you will get use out of by doing so. If your opponent decides he doesn't want to get slowly pounded down by hard to kill horsies, use Fix Bayonets! to make him understand that melee guardsmen just work.
    • Rough Riders cost 10 points apiece, compared to the DKoK Death Rider cost of 16, which pays for itself in the improved attack volume alone, let alone their many other improvements, like ability to obey orders; their only substantive downside is their inability to take special weapons. Even their sergeant is buffed, as he drops his lance to buy a melee weapon if you want to change his melee up, as opposed to stock, which is forced to carry both a lance and a power weapon if you want that. Consider said swap, as a power axe brings the sergeant pretty close to the lance, but usable in the event you get stuck in. Fix Bayonets!, and you're possibly hitting 6 times with that axe in one turn. Ouch.

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 - with the additional option to take heavy flamers. You might need to bring a couple along anyway though since you can't take heavy weapons in your regular infantry squads.
    • Heavy Flamer teams are drastically the most cost effective way to get heavy flamers into your army, so much so that they are actually competitive with flamers (which does not usually happen, due to a heavy flamer costing more than two flamers). This gives them a radically dofferent role from what HWSs are used to, but they can be very effective when carried in a Valkyrie.
    • Heavy Bolters and Twin Heavy Stubbers may compete with each other, as they both cost 8 points each, and are both direct-fire anti-infantry options. Against TEQs (T4 2+), Heavy Bolters win (0.9801 wounds on average vs 0.765 wounds on average). Against MEQs (T4 3+), either option is viable (1.485 wounds on average). Against GEQs (T3 5+), Twin Heavy Stubbers are better (3.9204 wounds on average vs 2.4948 wounds on average). Ultimately, Heavy Bolters are better against enemies with better saves, and Twin Heavy Stubbers are better against enemies with worse saves. The models for either weapon choice are very nice, so you can't lose there.
    • A full squad of mortars actually costs 3 pts less than it does in the AM Codex, although sadly they don't really benefit from Krieg's doctrines
  • 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 hull-mounted heavy bolter for a multi-melta or a plasma cannon. As an added bonus, its armour save becomes a 2+ against weapons of S4 or lower, so bolter shots won't even faze you. Like the other Forge World Russ variants, it too now benefits from Grinding Advance.
    • The Leman Russ Annihilator is best taken as a Tank Commander with a hull lascannon, or at least it would be if that was actually an option but it's not. The Annihilator is a surprisingly thrifty (and more importantly durable) lascannon platform, being only 3 pts more than a standard russ with a battle cannon.
    • Despite its higher cost and reduced range the Leman Russ Conqueror is more than worth taking just for its co-axial weapon which allows your battle cannon to reroll all missed hits.

Elysian Drop Troops[edit]

Restrictions[edit]

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

  • Elites
    • Officer of the Fleet
  • Fast Attack
    • Tauros
      • Gains aerial drop.
    • Tauros Venator
      • Gains aerial drop.
  • Heavy Support
    • Cyclops Demolition Vehicle
    • Tarantula Battery
  • Fliers
    • Avenger Strike Fighter
    • Lightning Strike Fighter
    • Thunderbolt Heavy Fighter
    • Valkyrie
    • Vendetta
    • Vulture

The following weapons cannot be taken by Elysian Drop Troops:

  • Autocannon
  • Lascannon
  • Power Axe
  • Power Maul
  • Sniper Rifles are carried by specific 2W 2A Elysian Sniper Squad models, who, like their cousins in the Death Korps not actually named Heavy Weapons Teams, curiously only occupy 1 transport spot on a Valkyrie.

Special Rules[edit]

A few rules that are unique to Elysians and have wide spread effects concerning many or most units in the army.

  • Aerial Drop: You can deep strike any Elysian Drop Troops model, including any kind of Tauros. Just don't forget the limits of doing so in matched play.
    • Remember, this applies to every model with the Elysian Drop Troops keywords, which is everything with either Aeronautica Imperialis or <REGIMENT> you can take, i.e. every in-faction model for you, including e.g. turrets and flyers. Elysia apparently follows Maxim 11: "Everything is air-droppable at least once".
  • Iron Discipline: All Elysian officers have an aura buff that gives you the ability to re-roll failed morale. Talk about hard core soldier when even junior officers of the Elysian army are inspiring enough to make your guys as brave as space marines. Squads that come with a sergeant will be at ld 8 so the enemy will have to inflict some pretty fucking serious casualties before you start suffering significant losses due to morale.
  • Strafing Coordinates: This is the officers of the fleet target designation rule. He picks a target within 18" and friendly ELYSIAN DROP TROOPS FLYERS shooting at that target gets to re-roll hit rolls of 1. Not as amazing as before due to only affected FLYERS.

Weapons and Wargear[edit]

  • Auxiliary grenade launcher: Comes built into your lasgun and boosts the range of frag and krak grenades to 24". It's free, so why wouldn't you take it?
  • Breacher charges: Some Elysian squads can take breacher charges. This is what we get instead of demolition charges. Unlike demolition charges, which are powerful, cheap grenades, breacher charges are 5 times as expensive melee versions which don't let you use your ballistic skill. They do cause mortal wounds, but to be frank, if you do the math, the average damage output of these one-shot weapons is not good. Even assuming you get into melee intact, 6 of these (from, say, 2 special weapon squads armed with 3 each) will put out an average of 10.5 mortal wounds. That won't even kill a rhino, and if you want consistent charges, you'd better be willing to invest in a Valkyrie for those two squads. If you don't, you have to realize that your chance of making a charge out of aerial drop is only 10/36 or about 28% chance. If you do invest in the Valkyrie, you are now spending 260-288 points for a one-shot assault unit that does not even do that much damage; you are substantially better off with meltaguns against absolutely anything durable enough to make you reach for breacher charges in the first place.
    • Breacher charges could have been a fun and iconic piece of wargear for Elysians this edition. If they had been 5 points each, or at least auto-hit, they probably would have. Now, instead of throwing a few breachers around your army, making it sort of threatening sometimes in melee, one quickly realizes that a piece of one-use wargear that costs more than 3 plasma guns must have a lot more impact on the game than breacher charges do. Two breacher charges are roughly the same cost as a command squad with plasma guns, and 4 charges are as expensive as a veteran squad with 3 plasma guns and a plasma pistol.
    • Point is, stay away, outside of narrative games or other settings where efficiency and winning is not the primary concern in constructing a list.
  • Lascutters: Elysian Drop Troops can take lascutters (an S9 AP-3 D1d3 melee weapon which can only make 1 attack) as special weapons. From a competitive perspective, these are neither worth the special weapons slots nor the points. Charging from deep strike is about a 28% chance, and charging from Valkyries is expensive. Even if you get your veterans (or whatever squad you put these on) unharmed into melee, it is very hard to imagine a scenario where this would outperform some shooting with a melta or plasma gun. If efficiency is not something that concerns you, they can be quite a bit of fun. Theoretical cool setups include 10 veterans with 3 lascutters, a breacher charge, and a power fist, or 3 command squads with 12 lascutters, or 2 special weapons squads with 6 lascutters.
  • Shotgun: Same as the normal kind, but notable for being a special weapon choice you can take.

Orders[edit]

Like the Death Korps of Krieg, Elysians have have two unique orders.

They give up:

  • Forwards, for the Emperor!: Ordered unit can shoot, even if it advanced in the movement phase.
  • 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.

They gain:

  • Hold the Line!: The targeted unit ignores models killed during both the Shooting and Fight phases for the purposes of the Morale phase until the next Movement phase. This makes commissars even less useful for Elysians, though you will, in most cases, use the other orders, since your company commanders already grant a re-roll.
  • Move and Fire!: All of an Elysian INFANTRY unit's weapons become Assault weapons until the end of the turn. Similar to Forwards, for the Emperor! but also allows Heavy Weapons to fire and move without the normal penalties for doing so. Note that this will make Rapid Fire 1 weapons Assault 1, which is unfortunate, but Heavy, Pistol, and Grenade weapons all get a nice buff. That last is particularly important, given how widespread access is to frag and krak grenades - with this order your entire unit can finally throw all of its grenades at once!

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.
    • You will be forced to take these guys to fill out hq slots. He is a superior choice to the commissar in most cases and is a damned fine buffing character. We can also assume that he unlocks command squads for us which are quite points efficient. Elysian orders are good and these guys will spread them around to your troops. Has the benefit over Tempestors of both giving two orders and taking a plasma pistol.
    • There are two approaches to taking Company Commanders, take as few as possible or take a-lot of them. The first approach gives you more "real" units to aerial drop. The second gives you more command squads and better saturation of orders. I have tried both and will usually land somewhere in between though I think going for few commanders is probably better.
  • Elysian Lord Commissar:This Lord Commissar loses the Power Sword (which is an upgrade, since he can still buy one if you wanted it, 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 re-roll failed morale tests as an extra defense against morale checks.
    • Not great for us and you will rarely see any one take a Lord Commissar. He is more expensive than a normal commissar lord but the problem is we do not have conscripts. Since our Company Commanders offer ld re-rolls in addition to being cheaper and giving out orders he is the natural choice. The biggest unit size Elysians have are 10 man squads and while it is quite easy to create theoretical scenarios where a commissar would be better as a morale buffing char than a commander it will rarely impact the game in practice. This is especially true when you consider Elysian commanders have a morale buffing order they can drop in a pinch.

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 for free. The sergeant can replace his laspistol with a lasgun since the faq.
    • The problem with breacher charges:Breacher charges are super cool but expensive and ineffective, even when we get to use them. 25 points is a lot for a piece of equipment, especially when that equipment is one use only (faq 1.0). Remember that the entire base cost of the squad is only 50 points. Even when we get to use them they don't do that much damage. Since they only work 50% of the time they will score an average of 1.75 mortal wounds on vehicles, buildings, or monsters, and only 1 on everything else. Combined with the abysmal likelihood of making the charge after aerial dropping in, we can only expect to land 0.5 wounds on a vehicle with an infantry squad.
    • Alternate opinion: Our infantry squads are not very tempting compared to other options. If you are going to take them keep them dirt cheap and expendable because they will not have the punch of veterans or special weapon squads. If you want to have something aerial dropping and killy in the troop slot take some scions. A cheap unit of infantry can be very useful in 8th edition. You can drop them on to objectives, this is especially relevant in progressive scoring missions. You can deploy them as a screening unit for your long range shooting, and it's not like you can take Conscripts since they're not allowed in the army list.

Elites[edit]

  • Elysian Special Weapons Squad: Like the vanilla counterpart, but swaps the demolition charge option for breacher charges, and, critically, takes their special weapons in addition to their lasguns - a 6-man vanilla squad is 3 lasguns and 3 specials, but an Elysian Squad is 6 lasguns and 3 specials, all of which can fire in 8E. Good as suicide melta units. Also effective for getting plasma guns into Rapid Fire range; plasma spamming is probably the best option for them if you want to deep strike them, though running them with flamers and meltaguns isn't a bad move either. A cheaper alternative to Veterans if you can ignore the lower BS.
    • Remember, a 3-flamer unit is 6 lasguns and 3 flamers, and very cheap.
    • Alternate opinion This squad suffers badly from sharing a slot with Veterans and Command squads. They have 1 worse BS and can't take heavy flamers. The two things that makes this unit unique is the squad size and the ability to take more than one breacher charge. The first is kind of nice if you consider putting them in valkyries or have plenty of elite slots to spare (which is surprisingly rare when making lists at 2k+). If you are putting them in valkyries they get expensive quickly, though. And get the stupid idea of taking two squads with 6 breacher charges in a valkyrie out of your head right now; that is an insane amount of points, and even if you get to dump 6 breachers onto a vehicle, it's only an average of 10.5 wounds. 10.5 wounds and you spent 150 points on breachers, another 60 for the men, and the valkyrie on top of that. Buy something reasonable instead, like melta guns or flamers, if you want to run them in a Valkyrie.
    • If you're spamming aerial drops, this unit is far cheaper than a Veterans squad, making it more efficient for drop-plasma, even after accounting for the Veteran's other benefits, assuming no orders are being handed out to the dropped units; while it is simply worse than a Command Squad, it's also not constrained by Commander count, which Command Squads are and is BS 4+, so Plasma Guns are cheaper. That makes these great in any context where you want to simply drop in some suicide plasma.
  • Elysian Veteran Squad: Lost their most important option, forward sentries, so now you longer have any source of homing beacons in the entire codex. Identical to vanilla veteran squads (statline is the same but options/orders differ), but gain deep strike. These guys can take four flamers and jump from a transport into a horde, giving you 3d6 flamer and d6 heavy flamer overwatch hits, or you know, just burn the fuckers if they don't charge you. Giving them shotguns can also be surprisingly effective, especially given how Move and Fire turns grenades into Assault weapons RAW. Note that since the faq the sergeant can take a lasgun and replace it with a shotgun if you want to (fw has confirmed the shotgun swap through email).
    • If you're taking these guys to cram them into a Valkyrie or Vendetta, remember that their Weapons Team does not have Heavy anywhere in its name, so the model only takes up one slot on a Transport, allowing you to fit the entire unit plus three more people on, if you take the Team. Also, a Team with a Mortar ends up running you 2 points less than the pair of Veterans it replaces, which can improve efficiency, although the Team goes from 6 weapons to 1 when pulling off the Assault order trick, which is seldom worth it on its own.
    • Heavy Weapons choice should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and Anti-TEQ.
    • Lascutters + breacher charge + power fist is cute, and could be fun to play, but the range weapons will put out more damage and can put out that damage reliably. Remember rolling a 9+ to charge is not very likely (you will roll 9 or more in only 10 out of 36 cases) and the breacher charges are crazy expensive for a one use item that only works in melee. Besides, even when you get there it only deals an average of 1.75 mortal wounds against vehicles, buildings, and monsters, and an average of 1 to everything else. When factoring in the chance to charge out of deep strike this becomes a sad 0.28 mortal wounds on average against infantry. The lascutters are not great either. Str 9 is impressive and so is the d3 wounds. But after taking into consideration your lower chance to hit a melta gun is more reliable, keeps you out of melee (if you want to be in melee you can charge after firing the melta gun) and does more damage.
    • Alternate Opinion: Mathematically, this unit is great at doing aerial drops with 3 plasma/melta + plasma pistol. I would advise staying away from superfluous equipment like breacher charges and taking things like missile launchers and heavy flamers on them without thinking about it. Keep them focused on a task and fairly cheap and they will serve you well. I would also keep them out of transports in general. It is quite tempting to put them with full flamer load out inside a valkyrie but as soon as you do that the price of putting the unit on the board goes through the roof. With the potential of rerolling 1s to hit and to wound from a commander and officer of the fleet this unit is second in efficiency only to command squads in putting out deadly plasma fire at a cheap price.
  • Elysian Sniper Squad: A two wound BS3+ squad with a sniper plus deep strike for seven points each? Quite possibly the best value sniper unit in the game. May have lost the breacher charges and magnoculars for D-99 but got a crazy point reduction so it worked out well. Works wonders with "Move and Fire" (why would you waste your orders on a 21 point unit?) giving you assault snipers negating the move penalty of heavy weapons, combine that with deep strike and you can put these snipers exactly where you want them and dominate the table with them. Feel free to spam vanguard detachments with these guys, a company commander with three units of snipers is 103 points, a great beginning to any Elysian list this edition. You probably have to in order to take a decent amount of them, the Elites slot in your case is crowded as hell.
    • These guys are not bad for the points comparing them to other snipers in the game. Keep in mind though that killing high wound characters with good saves will take a lot of these guys. Roboute won´t lay down just because half a dozen of these squads shoot at him (a bog standard Astartes captain will take 23 or so sniper shots to bring down). Something like a Commissar on the other hand is possible to kill with a few units. A reasonable expectation of snipers is for them to be annoying for your opponent, sit on objectives, and allow you to aerial drop more veterans.
    • Each of these is like a heavy weapons team (2 wounds, carries an extra lasgun, etc), but because it isn't called that anywhere in its keywords, it will only occupy 1 capacity in a transport, which may be worth remembering.
    • Aerial Drop three units of snipers (9 teams) and 1 officer of the fleet into your opponent's deployment and have a field day as you fuck with his characters with snipers plus an air raid.
  • Elysian Command Squad:Super cheap and deadly, best configuration is generally going to be 4x plasma/melta, with the first being cheaper and generally more useful. Most of the time you are forced to take at least 3 company commanders and you should pretty much always take the maximum allowed of these guys.
    • As of the most recent FAQ, these are now limited to 1 per officer, like all other Command Squads.
  • Elysian Platoon Commander:Gets to take melta bombs for free which is cool. Though with only one order and competing with officer of the fleet for the slot you would be hard pressed to actually find a place for these guys. Officer of the fleet is cheaper, a better buffer in most cases and drops some mortal wounds on the enemy for you. He does unlock more command squads, though, and is passable if you don't intend to run a deep-strike intensive force.
  • Elysian Drop Sentinels: They are more expensive than regular guard sentinels but can aerial drop. Its super cool to have your guys dropping in via grav-chutes but beyond the narrative etc aplications its hard to fit them in a list. A better idea is probably taking the regular guard version unless you are dead set on pulling off distracting charges from deep strike. They don't get the cc weapons of normal sentinels though and if you are thinking of investing in a Sky Talon to get them in Ogryns seem like a better choice.

Fast Attack[edit]

  • Tauros Assault Vehicle: BS4+ with either a twinned grenade launcher or a heavy flamer, same stats as the Venator which has worthwhile weapon options. Pass.
    • Another way of looking at it is that in a pure Elysian force this is the cheapest fast attack choice we get. The grenade launcher is no doubt horrible (priced as a lascannon) but the heavy flamer can make for a mobile cheap-ish unit that let us reserve more veterans and be annoying for the opponent. To be fair, though, taking regular AM scout sentinels is probably a better idea.
  • Tauros Venator: Either a twinned multilaser or a twinned lascannon; multilasers can actually annoy 5+ or worse infantry as the laser is S6. Lascannons will usually hit once with BS4+. Ignores movement for Heavy weapons, which means that achieving the 5++ for moving minimum 10" is now worthwhile. Is this Jink brought back in 8th, you ask? Maybe. Three of these pump out the same amount of shots as a Vendetta while being able to move and shoot, as well as having a 5++, for 48 more points. Consider these if you want something meatier than infantry but you can't fit in a flyer. Don't bother putting these in a sky-talon; with the range of these weapons you want to stay back and harass from a distance.
    • These suffer from the standard problem of anything with twin lascannons, which is that Forge World decided every weapon except lascannons deserved to be less than twice as expensive when twinned due to the inability to fire it at multiple targets - meaning the twin multilaser does cost less than two multilasers, which has a tendency to modify the math on which weapon loadout is the most efficient. At 18 points, the twin multilaser is surprisingly good at busting up TEQs and other 3++ targets where the lack of AP basically doesn't matter, as it delivers a lot of shot volume for the cost.

Heavy Support[edit]

  • Cyclops Demolition Vehicle:Funnier than when other Regiments take it, because unlike them, you can drop this right next to the enemy. You can't drop it close enough to actually threaten them, since it won't explode past 6 inches and you'll be more than 9 inches away, but it's still a very disquieting 60 point ball of worry - and, of course, if you drop it next to some enemy melee units, they really won't want to deal with it themselves.
  • Elysian Heavy Weapons Squad: Like Vanilla counterpart, but you gain deep strike, so they become even better. You lose lascannons and autocannons compared to vanilla guard, but with deep strike you get some free positioning without resorting to transports. Mortars are for blobs and missile launchers deal with armour and monsters. Heavy bolters are meh since tarantulas do the job of two heavy bolter teams but for the double the wounds, better toughness and armour save, for three points cheaper in exchange for having to shoot the closest infantry squad, though you were probably using the turret as a distraction anyway. "Move and fire" order combos well, giving you assault missile launchers or mortars. Parking these squads in cover will do worlds of good for them as all three weapons have decent enough range. These will be common as infantry squads lost heavy weapons and vets will be used to deliver melta/plasma/flamers into close quarters environments, where heavy weapons will be a tad out of place.
    • Weapon selection should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and TEQ.
    • Mortars are dirt cheap, missile launchers are not. While most opponents will cringe at the idea of throwing their precious shooting at mortar squads (especially when they are hunkered down) engaging missile launchers is a much more palatable activity. From my experience mixing squads to contain 1 missile launcher and 2 mortars seem to work best. Mortars try to deploy out of line of sight while the missile team try to be minimally exposed. Once you start taking fire you can remove the mortars first (or the missile launcher if you have no need for krak missiles). It makes the missiles more cost effective as far as resilience goes.
  • Tarantula Battery: Astoundingly cheap, and while you can't give it orders, you can drop it right next what you want it to shoot. It will take the movement penalty to shooting the turn you drop it, of course, but so would a dropped heavy weapons team. The sheer number of twin heavy bolter turrets you can simply drop in your enemy's way is fantastic.

Flyers[edit]

Remember, all of your Fliers have the Aerial Drop ability, but why would you want to? Well, the 8E rules have never been clear on how deploying in a transport interacts with the other deployment rules, so the closest we have to a FAQ ruling on this is the Designer's Commentary, which specifies very clearly that a transport on the battlefield counts as the same "deployment choice" as the units embarked within it. This means we don't actually know whether embarked units during deployment count as anchors, drops, or something else entirely (they might count as neither, depending on what "deployment choice" means, exactly). For now, do your best, but it might end up the case that dropped transports need fewer anchors or something. Keep an eye on the FAQ.

Other than that, your flyers are all very tanky, due to Airborne and Hard to Hit, so they are ideal anchors (aside from their cost) - stick them on the table during deployment to soak up and avoid enemy fire, and get ready to surprise your enemy with presents containing violence.

  • Avenger Strike Fighter:
  • Lightning Strike Fighter:
  • Thunderbolt Heavy Fighter: Slight callout here, as it's your only 15 wound plane and has a 6+ regen, so it's definitely your tankiest plane.
  • Valkyrie:
  • 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. Previously you could spam these guys alone, however with their new points increase valks are generally better value. It should be noted that you can use these to shove Heavy Flamer sentinels down your opponent's throat..... but since your sentinels already have both Scout and Aerial Drop, it seems dubious that it would be worth the points. Also works on Heavy Flamer Tauroses, of course, but..... why?
    • If you're planning on taking Multi-Laser and Rocket Pod Valkyries, take Heavy Bolter and Rocket Pod Sky Talons instead. For 2 points less they will kick out an average of 10 Heavy Bolter shots, and a Heavy Bolter is better than a Multi-Laser point-for-point.
  • Vendetta:
  • Vulture:

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 (unless its against the Tau or Eldar, make them suffer for their past crimes); just enough to make it fun. As the saying goes, never play an ace when a two will do.
  • The Cheapest Brigade: The absolute cheapest brigade you can run (that still has sensible coverage for every role) looks something like this: 3 Company Commanders, 6 infantry squads, 3 Rough Riders (each with 2 plasma/meltaguns), 2 Squads of Mortars, 2 Squads of Lascannons, A commissar, a ministorum priest, and an Ogryn bodyguard. Your two HWTs sit in the back with your two rear company commanders while the lead one takes the Priest, the Commissar, a bodyguard, and (if you want) the Laurels of Command and takes a 60-man carpet to work. Rough riders punch the flanks, and your heavy weapons punch the big stuff. Works best Cadian, thanks to Superior Tactical training and improved heavy weapon teams. This gets you 12 CP to use lots of lovely Guard Strategems, and it's less than 900 points. If you don't have a supply of Rough Riders you can swap them for Hellhounds/Devil Dogs, but this will cost an additional 30-40 points per FA slot. Using nothing but models that GW is currently selling will still fall below 1000 points.
    • There is extra wisdom to this now that Commissars only offer a re-roll with their Summary Execution. You CAN run conscripts with your warlord in the center (Draconian Disciplinarian and a commissar allows you to do so) but it's not particularly effective, due to poor order efficiency, poor resistance to morale, poor accuracy...
    • On this build you primarily buy a Commissar for his leadership buff; summary execution is going to play like a tax. If you have the points, an Officio Prefectus tank does the same job, without the bogus reroll; if you're worried about losing your motivation vehicle to enemy anti-tank fire (a valid concern), seek allies; an Inquisitor in a Vanguard detachment with 3 squads of acolytes (which incidentally have the statline of guardsmen...and many of the same special weapons...) does the same job, and gives you additional access to psyker abilities and Deny rolls. Actually, she does it better; at Ld10, your Infantry Squads will need to suffer 50% casualties before they even entertain the thought of running! To maintain Brigade requirements, swap your commissar for some ratlings.
  • Elysian Special Weapons Squads/Command Squads can bring more plasma/melta than is even remotely necessary to the battlefield. They are cheap - Elysians still pay 7 points for BS3+ plasma. Plus, they can deep strike safely within rapid fire range. Combine with the Militarum Tempestus doctrine to hit as hard as possible when deep striking, or with Tallarn for best-in-the-business Valkyries.
  • 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?
      • Plasma guns are more points efficient than meltas against almost all non-vehicle targets, including within melta range, provided you apply a rerolling buff to make overcharging "safe". 2 command squads and an officer for orders leaves you room for something else your enemy really doesn't want next to them, like Nork (see below). Meltas win out against Rhinos or tougher.
    • 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. Note that Vendettas cannot transport Ogryns/Bullgryns.
      • Elysian Command Squads come in 4-man squads, like the amount of Bullgryns you can fit on Valk, but you can fit three squads in one, for 12 guys. Each can carry a lascutter, which hits harder than an Ogryn does (+2S -2AP usually the same D). They're only WS 4+, not 3+ like an Ogryn, and not even remotely as durable on the return, but if you want a cheap melee glass cannon, these guys can deliver.
    • 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.
      • Alternatively Elysian Infantry Squads can all throw frag/krak grenades with "Move and Fire", so consider that for dealing with units that suck at cqc (Tau/vehicles without fly) and then charge them for maximum effectiveness.
    • 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!
    • Crusaders - Ten of these plus a psyker and a priest can deposit a truly impressive amount of unpleasantness in charge range. The Psyker can buff the Crusaders' saves and the Priest can buff their attacks. As long as you don't get shot down on the way in (or die from the drop), you can drop 30 AP-3 attacks with a 2++ save on whatever you want!
  • 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 roughly 7" bubble emitted by Yarrick or Harker, and dole out the xd6 shots all the day long. The above rocks in at slightly under 800 pts before upgrades, so it's not like you won't have enough for some bubble wrap.
    • If you are going to bring a Spearhead detachment for your artillery, it might as well be a Catachan one. You can fit a tank commander, Harker and your artillery tanks into the formation and all the big guns reroll 1s to hit with Harker and reroll a die on the number of shots when they shoot for extra creamy goodness.

Another tactic view point I argue CADIAN best choices use tons of artillery. The Point is that first artillery get re-roll 1s when using CADIA - BORN SOLDIERS and on top of that CADIA - Overlapping Fields of Fire a Candia model cause one unsaved wounded give rest of them one plus to hit a target that successful hit and wounded . On top part reason you should at least one Basilisk so you can use which will give re-roll to hit.

  • 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.
  • Keep Your Allies Close: You aren't just a Guard player this edition; you're an Imperium player. That means that you can technically bring any Imperium faction into your army without much difficulty. When push comes to shove and there's a hole in your list that needs plugged, don't be afraid to look at a small group of non-Guard Imperium allies to plug that hole: it's perfectly legal so long as they share the Imperium keyword, but be careful with your detachments: you'll want to keep any of your <regiment> stuff in its own Astra Militarum detachment(s) (you'll lose your Regimental Doctrine otherwise), and your ally factions will likely want their own as well (assuming they have a Codex; if not, feel free to stick, say, Inquisitors, Commissars, and Bullgryns in the same detachment, as you'll lose out on nothing right now). Keep in mind now that any allies you take can't share only
Imperial Eagle.jpg Institutes within the Imperium of Man Imperial Eagle.jpg
Adeptus Terra: Adeptus Administratum - Adeptus Astra Telepathica
Adeptus Astronomica - High Lords of Terra
Adeptus Mechanicus: Adeptus Titanicus - Explorator Fleet - Legio Cybernetica - Skitarii
Armed Forces: Adeptus Arbites - Adeptus Custodes - Planetary Defense Force - Sisters of Silence
Imperial Army: Afriel Strain - Adeptus Astartes - Gland War Veteran
Imperial Guard - Imperial Navy - Imperial Knights - Militarum Tempestus
Imperial Cult: Adeptus Ministorum - Adepta Sororitas - Death Cults - Schola Progenium
Inquisition: Ordo Chronos - Ordo Hereticus - Ordo Malleus - Ordo Necros
Ordo Sepulturum - Ordo Sicarius - Ordo Xenos
Officio Assassinorum: Callidus - Culexus - Eversor - Maerorus - Vanus - Venenum - Vindicare
Great Crusade: Corps of Iterators - Legiones Astartes - Remembrancer Order - Solar Auxilia
Other: League of Black Ships - Navis Nobilite - Rogue Traders
Abhumans & Denizens: Beastmen - Felinids - Humans - Nightsiders
Ogryns - Ratlings - Scalies - Scavvies - Squats
Notable Members: God-Emperor of Mankind - Malcador the Sigillite
The Perpetuals - The Primarchs - Sebastian Thor
within their detachments.
    • As for which forces provide the biggest benefit to a Guard player: Sisters have particularly great synergy with Guard, what with Celestine specifically giving Guardsmen a 6+ invulnerable save, and their Acts of Faith make them particularly compelling in small numbers. Blood Angels are great at plugging the close-combat holes in your army while also providing some flexibility and powerful choices. Finally, the Adeptus Custodes are the new players on the ally block, with the Vexilla Praetors being able to give either a 5++ save during the shooting phase or create a 6" fearless bubble. You can take and benefit from both at once, too. Most flavors of Space Marine will also work, and there can be some interesting list building ideas with the various other Imperium factions, too.
    • In the new Codex updates, the Custodes can make excellent force multipliers for the Guard. the Vexilla in particular are immensely valuable buffs that work on all Imperium units. One gives 5++ to all units in range. Another relic version gives Fearless so that your conscript blob will never move. In a pinch the golden bananamen make excellent melee shock troops to supplement your squishy guardsmen when they are not inspiring them with their glistening oiled abs.
  • Mech Guard in 8th: Mechanized Guard took something of a hit in 8th edition with the way Heavy weapons interact with vehicles and the generally poor Ballistic skill of said vehicles. It's hard to play aggressively with a tank army without seeing a drop in your vehicle's effectiveness. Pretty much all of your vehicles are now more expensive but less accurate on the move, limiting how many you can take and how often you can hit. With the meta favoring blob guard buffed by characters, it might be awhile before mech guard becomes viable again. That said, it's important to maximize your selection, such as having units in transports that synergize well. Tempestus Scions should never ride in a Chimera if you own a Taurox Prime. Likewise, Infantry squads perform better in a Chimera where they can recieve the benefit of a character or two riding along. Veteran squads, once the staple of any mech list, got an awful demotion to the Elites slot, but can become a hard-hitting counter-punch unit if equipped with shotguns and flamers or meltaguns, riding in either a Chimera or more preferably a Taurox for its higher move. The unit can disembark, move, advance, and still shoot with a 4+ to hit. If they choose a Chimera they should seriously go with the double Heavy Flamer variety since your reduced Ballistic Skill doesn't matter and you're going to be up close anyways. Armored and Scout Sentinels can keep pace in the earlier turns, but are basically redeployable turrets. Avoid the old Devil-Dog like the plague. As far as Leman Russ variety, put fixed shot weapons like the Externinator Autocannons and Punisher Gatling guns on the standard Russ, and random-shot number weapons on your Commander to maximize your hit chance with the shots you get. Sponsons are generally leave, as anything except Heavy bolters are either too random, too expensive, or has too few shots to make up for the loss of Ballistic Skill when moving. The exception to this is your Tank Commander or Pask, as they can more reliably hit on the move.
    • One of the advantages to a mech Guard list is that it will be one of the few times your dudes can get the first turn without seizing the initiative.
  • A note on list building: You can, and realistically SHOULD be running a Brigade-sized (3 HQ, 3 Elites, 6 Troop, 3 Fast Attack, and 3 Heavy Support) detachment in your Guard army, with every single required force org slot having a unit that can be taken for under 45 points. Company commanders are only 30, Platoon commanders 20, infantry squads 40, Scout Sentinels with multilasers 45, and Heavy Weapons mortar teams at 24. For just under 600 points you're getting 75 meat bags and 3 ration cans, but more importantly you're getting +9 Command points before you're even half way done with a 2000 point list. Start with this basic set up, and then season to your personal preference. Just keep in mind that with 18 drops (before dedicated transports), this sort of army will very rarely get first turn.
  • Armor: Alright treadheads, this book does NOT leave us in the dust. Rommel would be proud of how our Russes look this edition. Previously our tanks were all mediocre, but now, not even the Vanquisher is less of a stinker (though it is the worst still). GW saw fit to give us regimental rules for our vehicles as well, meaning that we got what Marines did not. Mordian tanks fire overwatch on 5s, going up to 4s if you use the Defensive Gunners Stratagem. Armageddon tanks are tougher and hit harder for longer. Catachan tanks reroll random dice for shots, Cadian tanks get to reroll 1's to hit when they sit still and have a tank order. Tallarn tanks can move and shoot at full BS FOR ALL WEAPONS. Vosroyans add 6" to all heavy weapons (you know, the type of weapon your tank is literally covered with). I feel like I'm forgetting someItalic textthing...Oh yeah, if we move between 0-half the Russes current move stat, we fire our turret weapon TWICE! So you ask, "Okay, can we build an army of Russes?" Absolutely, 8th has given us the mighty Spearhead detachment. for 2000 points, you can bring around 6 kitted out tanks of various flavors, two Commanders and a BANEBLAAAAAADE. Give it a shot and enjoy your army of over 120 T8 3+ wounds. Oh, and that Spearhead Detachment you're taking? Every Leman Russ tank in it gets OBJECTIVE SECURED. Watch your opponent rage as you move your single Leman Russ tank up to an objective and capture it from right under his nose even though he has 3 HQ Characters sitting on it.
  • A very noxious cheese: As mentioned earlier in the article somewhere, you can take an ogryn bodyguard with a slabshield and bullgryn maul. This gives you a T5 6W platform with 5 attacks on the charge, hitting at S7 and 2D. Sounds great so far right? Right! Now give him the Deathmask of Ollanius, which gives him a 4++ and ability to regenerate D3 wounds once per battle... but remember your slabshield, this lowers your save by 2. Giving you a 2++. This unit will cost you a measly 62 points and will easily take on things twice its points and likely kill them, let alone actually die. But its gets better!!!! pair him up with an Officer of the Fleet who has the Dagger of Tusakh. This allows you to deep strike both of them within 6" of any board edge, ready to charge! Will your opponent expect you to role out a unit hitting nearly as hard as and tougher than Dante, certainly no. Will your opponent expect this for under 100 points, Hell no! You burn a CP to do it, since this uses two relics, but BOY can it hurt!
    • Now, of course, as of writing this it seems to be legal. But this may get FAQed or removed in some way. The Slabshield and Deathmask may not work in conjunction. Still, the tactic is perfectly legal and you can send in this mini hit squad which will really disrupt your opponent no matter how long they last. And they will last; this editor has seen his bodyguard tank an entire 2000pt tau army's shooting phase before finally going down.
  • The Wall of Dice: A full 30 man squad of conscripts within 12" buffed with FRFSRF, shoots a total of 120 lasgun shots. For an average of 40 hit shots, not the best but with Cadia we can improve this to 48 shots and with the Cadian stratagem we can also buff the BS to +1 and the to wound roll to +1(even better against Chaos!). This leaves us with around 60 hits, and mathhammer tells us that it'll kill on average 15 GEQs which is mostly overkill, and it'll kill 7-8 MEQs, 3-4 TEQs,and about 5 wounds on a t8 tank. Now is this good? Yeah probably not, while an absurd number of dice and rerolls this was calculated using the Cadian stratagem and would already need something in that unit to be damaged this turn. Plus this is ~160 points to kill a squad of MEQs(with leadership 4 you'll need to take a psyker to actually get them to stick around not to mention you need a 4+ to even get this many shots).

Tallarn Tactics[edit]

  • Deep Strike 2, CP Boogaloo: Put Kurov's Aquila on your Grand Strategist Warlord, and make sure he's on the table first. Spend 1-3 CP on Imperial Commander's Armoury, which will cost 2/3 or 2 CP on average; give the Dagger of Tu'Sakh to an Ogryn Bodyguard, Enginseer, or Yarrick, and have it buddy up with a Bodyguard, Enginseer, or Command Squad (which you choose depends on other choices, but the Command Squad is just a Medi-Pack for the Dagger bearer if you take one, since you'll be deep striking so far from the enemy); if you take at least one Bodyguard, you can give him the Death Mask of Ollanius, for a 2++ Bodyguard who can heal himself 1/game. Then use Ambush (average cost: 2 CP) on 3 Leman Russ units that have committed to full plasma: Tank Commanders can use Ogryn Bodyguards and order themselves to re-roll 1s, making them exceptionally durable, but Leman Russ Battle Tanks can go 3 at a time, since they don't split the squadron until after they deep strike; they're more reliant on Enginseers (and possibly Yarrick) to keep their plasma safe. Tank Commanders can also use Yarrick to re-roll 1s, using their order for move-shoot-move shenanigans. The net result is 5 deep striking units, 3-9 of which are plasma tanks, that are carrying more than enough with them to keep their plasma firing on overcharge in relative safety. The whole mess has to deep strike near table edges, which is why it's done with Leman Russes as the core - infantry can't drop and shoot usefully, and your artillery tanks don't have a real need to deep strike. You can do it with a Baneblade variant (in fact, up to 3 of them), such as a Stormlord, but the CP cost is fairly extreme for something that can probably survive just starting on the table to begin with and doesn't need help getting in range.
    • If you don't take a Death Mask Bodyguard in the deep strike ball, you can take one for your Warlord, or just take the Laurels of Command, depending on your anchors - the Laurels are much better for a Company Commander with infantry, but the Bodyguard is better if you're starting with yet another Tank Commander, particularly with more plasma.
    • You can add Celestine in an allied detachment - she can deep strike in on her own and provide a 6++ - but you might find at that point that you'd rather have her start on the table protecting your anchors, depending on what you are anchoring with. She will grant an Ogryn Bodyguard or Bodyguards a 4++, significantly.
    • The Warlord double commits to CP refunding to manage the costs of doing this (as well as how good it is to have CP refunding on tap throughout the battle); if you'd prefer, the only critical relic is the Dagger, and the Warlord can be a Tank Commander in the Ambush ball with Master of Command, letting him babysit one other tank and reducing your initial CP costs, but you'll have fewer CP as chances for the CP refunders to trigger pass you by, and you'll deeply regret lacking a Death Mask bodyguard if you're dropping your Warlord into the fight, particularly with plasma.
    • The plasma is primarily to cope with deep striking so far from the enemy (completely within 6" for the Dagger and 7" for the stratagem of a table edge, and more than 9" from any enemy), but this can also be done with Punisher or Demolisher Russes, which will slightly hinder your flexibility in where you drop them; you should reconsider your sponsons if you opt for that. The plasma weapons punch very hard for their cost while overcharged, but if you drop the plasma turret, the plasma sponsons are a lot less compelling, since they're less efficient than the turret was, and the less plasma you take, the less you care about also deep striking in ways to cope with mortal wounds from the plasma.
      • If you go plasma light, you can use the dagger to bring in one or two Astropaths instead, for Deny the Witch and, more importantly, +1 to saves on one tank and -1 to be hit on another.
      • You can also use it on a Tank Commander; this means the second deep striking Dagger unit will have to be tallarn infantry, though, and they have to show up near each other.

Death Korps of Krieg Tactics[edit]

  • Deathriders are perhaps the single greatest edge you have over any other IG regiment, Rough Riders simply cannot compare (although they do make excellent tank hunters).

Use Flanking Maneuvers to put up to 50 horses in your opponent's backfield for every Deathrider Command Squad in your army. An all Deathrider army is perfectly feasible and highly competitive, though it works best when supported by a horde of infantry and mortar artillery.

  • Combat Engineers' Carcass Shot and Acid Grenades make splinter rifles look tame by comparison. If your Engineers get locked in melee (and with a 12" threat range it's going to happen) fall back 6", Get Back In the Fight!", and then use the Grenadiers stratagem to lob 10 Acid Grenades at your opponent.
    • Your Engineers will need a transport, either a Centaur if you're running them in MSU or a Chimera for a full squad and a Field Officer.
  • Kriegers are practically fearless thanks to Cult of Sacrifice which makes them immune to morale tests caused by shooting. Put Marshal Karis Venner in range of a regimental standard - he becomes LD10...and so does every infantry/cavalry model within 12" of him. This makes Consolidate Squads not such a terrible idea as morale tests are irrelevant if you're fighting a shooty opponent (Tau, IG, etc).
  • Krieg is perhaps the best IG regiment when it comes to melee (other than Catachans). You are also one of the toughest - ultra-high LD + Cult of Sacrifice, Storm Chimeras, Deathriders, and (relatively) cheap infantry hordes mean Kriegers are surprisingly hard to table even against horde-optimized armies.
  • Krieg excels in games with heavy terrain like few other armies. Deathriders aren't impeded by charging through cover while mortar artillery ignores cover saves completely. And Combat Engineers are even in better in Cities of Death where they can benefit from Fire In the Hole.

Elysian tactics[edit]

This section focuses on tactics for Elysians. That means armies entirely made up by Elysian forces or where the majority of points/models/focus is spent on the Elysians. If you are just splashing a couple of deepstrikers in your blob/astropath list then it's probably better to post it in the general strategy section above. In any case, exercise some common sense.

  • Deep-strike lots of veterans: If we are talking basic strategy and Elysians it takes a moderately intelligent individual about 60 sec of looking through the rules to think of this strategy. Everything has access to aerial drop? Plasma guns fire at full effectiveness in the allowed drop zone? Veterans get 3 plasma guns per squad? Since our answers is yes, yes and yes we realize that deepstriking veterans with special weapons is a good idea. While a straight forward strategy it takes some clever list building to get something where we can overwhelm our enemy. We want a good balance between useful but cheap units on the boards as this will allow us to aerial drop more veterans, I recommend reading the section above called "Anchors" for suggestions and an explanation of why we want these units. Now slam a bunch of buffing characters in there, command squads and veterans and go to town! If you min/max with cyber wolves, tarantulas etc, you should be able to deep-strike between 14-20 units in a sweet combination of buffing characters and bs 3+ squads with good density of plasma guns.
    • A note on balance: Spam plasma guns. You can't go wrong. If you want the odd cases where something may outperform plasma check the weapons header above for more thorough analyzes.
    • I want friends: A great aspect of this list is that it is very fluffy at its core. If you are playing friendly, narrative etc games then just tone it down. Don't take cyber wolves as fast attack, take tauros venators. Don't just spam out heavy bolter tarantulas and mortar teams, throw a vulture in there. Maybe it is kind of harsh to play veterans in your gaming group, mix in special weapon teams.
    • Veterans are actually less cost efficient than Special Weapons Teams - to the point that you will easily use up all 18 elites slots in 3 vanguard detachments well before you reach 2000 points, even if you stay in-faction for your Fast Attack slots and take Venators instead of Cyberwolves as your anchors. One thing you can spend your excess points on is Vultures, who are very expensive anchors, but are durable as fuck and enjoy raping infantry in their spare time.
  • Command Squads? Command Squads!: Ok so while the idea of placing a ton of veterans in tactical reserve is like the definition of what Elysians do Command Squads are slightly different. The same principles as above generally apply. We will want a pile of anchors on the ground letting us aerial drop a ton of special weapons and fucking up our opponents' stuff. The veteran strategy utilizes the minimum amount of company commanders and a ton of veterans (of course buying one command squad for every company commander) and a few officers of the fleet. This list goes more or less exclusively for command squads as our aerial dropping special weapons. So instead of taking a minimum amount of company commanders we will take a lot of them. And for each company commander we will take a platoon commander. Now the platoon commander will join our ground troops, so he is unlocking an extra command squad and is then relegated to anchor duty. This will, in principle, give your company commanders 2 command squads each to buff (you don't need all squads to get buffed in reality). The thought here is that we will get more cost effective deep striking plasma (even after accounting for the officer tax). We will generally try going into 1 brigade + 2 vanguard detachments with this strategy. That buys us up to 20 elite slots and up to 9 hq slots. We quickly see that this would let us buy up to 14 command squads (9 company commanders + 5 platoon commanders = 14 command squads). If you think that's a tad light you may want to shoot for 2 brigades + 1 vanguard (22 elite and 12 hq slots) which would give us up to 17 command squads. That is 12 company commanders and 5 platoon commanders. Do note that at this point we are paying something like 600 points for infantry squads to fill out the troop slot and 630 points for officers (we get 22 command points though). We won't go that extreme though since we want a few officers of the fleet so we may end up with a veteran squad or two. What we gain is a more potent ground force to fight for us. Any officers we dont "need" for deepstriking will augment our ground forces increasing their damage output and/or mobility.
    • I want friends: This is not that kind of list. This is not fluffy, it is striving to min/max and optimize everything paying NO head to the backstory of Elysians or the other players enjoyment. If you are playing friendly/narrative games or any sort of game where you have not before hand agreed to a no holds barred dirty fucking fight.
    • It's not as bad as you think, because all of those brigades force you to take troops, and our troops are, fundamentally speaking, overcosted garbage by Imperial Guard standards if they footslog. If you go out of faction for troops (e.g. non-Elysian conscripts), that's where you'll start obviously maximizing your cheese, but bear in mind this still isn't that bad, since none of your officers will be able to tell your conscripts what to do, which robs them of all of their bite. Because Elysians can't take conscripts in-faction and non-Elysians can't deep strike their shit, there's really no way to go balls-deep on the deepstriking plasma cheese with command squads and come out ahead (command squads are an incredibly inefficient order target).
  • Maximum Plasma: Fairly straightforward; take nothing but Vanguard detachments. Each detachment's contents can vary somewhat, but the basic concept is that you buy THB Tarantulas, Tauros Venators, and HQs (Primaris Psykers for psyker support, or Commanders for Command Squads + Orders, although this is MSU style, so orders aren't terribly efficient) as your main anchors (the HQ anchors can ride in a Valkyrie or Vendetta, which is, itself, an anchor, allowing you to take one less "HQ tax"), then Plasma Command Squads and Plasma Special Weapon Squads as your drops in the Elites slots, with one Elites slot in each detachment going to an Officer of the Fleet for the MSU style re-rolls you need on your plasma. This is typically so efficient, you can then easily afford tailoring after the fact, as you will have so many points left over - for example, you can easily afford at 2000 points to fit a Vulture in as a replacement anchor for an HQ.
    • Valkyries vs Vendettas: Both have garbage BS, so you probably want a Valkyrie, which means you want lascannons on your Venators - in principle, you can instead field multilaser Venators with a Vendetta, but the improved multilaser output won't do much since the rest of the army can already handle good multilaser targets; lascannon Venators might actually hit something, in contrast. Remember, all of your vehicles are buffed by the Officers of the Fleet when shooting ground targets.
    • Whether or not you put a pair of Heavy Bolters on your Valkyrie/Vendetta will probably be a function of whether you went for Commanders or Psykers, as the Commanders will want the HB's points to upgrade Special Weapons squads to Command squads.
    • Avoid temptations like full-on Veteran squads. The only time you should field Veterans is with an attached Officer in a Valkyrie/Vendetta to pull off the assault grenades trick. You can modify this list to do that, of course - you'll just be giving up some sweet, sweet plasma to do so, and you'll be using an Elite as an anchor, so plan accordingly.
    • The reason you're not filling up on Command Squads is simply the assumption that you're not supposed to be able to, as the RAW does not limit Elysia or Krieg from spamming Command Squads, unlike every other Regiment, including Militarum Tempestus. In a context where you know Command Squad spam is legal, obviously just field that for maximum plasma.
  • I just want to play with model aircraft: Well it sucks to be you because it turns out in the rule-book FAQ that you automatically lose the game if you only have aircraft remaining in play. Nah I am just screwing with you. While aircraft no longer count towards having units on the board for determining whether or not you have been wiped off the board this is only relevant after the first game round (after you and your opponents first turn). Games workshop did not screw us over while sill managing to wreck the storm raven and hemlock spam. So this really falls in to two categories, one where we actually transport our dudes in Valkyries and vendettas and one where we transport our dudes in "high-flying Valkyries" aka waiting to aerial drop them. In principle the first kind gives up a bit of its air power to get more out of the grunts, primarily flamer and melta wielding grunts. The second kind focuses a bit more on effective aircraft and settles for the regular plasma shenanigans.
    • Ride of the Valkyries: The name is on the nose but you will spend a lot of points on Valkyries and vendettas. First turn you will hopefully rush these birds up the field and disembark grunts with devastating effect on your enemy. Its probably worth bringing a few other kinds of aircraft so you keep some teeth after the primary strike when disembarking. Vultures are fucking amazing value and lightnings/thunderbolts are good tank hunters while the avenger lands somewhere in the middle.
    • Broken arrow: Name is inspired by the phrase from "We were soldiers". Here we are aerial dropping almost all of our stuff. To be honest this is the way I prefer running my aircraft heavy Elysian. I feel like the vulture and avenger/lightning/thunderbolt complement plasma veterans very well. Look at it like this, we are already paying for the privilege to aerial drop our stuff. And while you may imagine we should have a discount for taking transport aircraft we do not. I usually go for about 6 aircraft, with the rest of the points spent on veterans and anchors. Make sure you bring an officer of the fleet to play his part as a force multiplier. Depending on the opponent its not always best to hit him head on. Some times it can be very beneficial to hold back the bulk of your infantry as the threat of deep-strike may keep the enemy wrapped in his little corner. In objective based missions this can be absolutely devastating as spending 3 turns not moving out often makes it difficult to win objective-based games. I many cases this is an in-your-face army. Flyers rush up the field, tons of veterans fall down next to their targets, officers of the fleet mark targets for you. If all goes well you will weaken the opponent to the point where you can blunt his counter attack. Just remember the "aircraft don't count when you check if you are tabled" rule. Spreading out some snipers and mortars in your deployment zone is often enough so that you opponent cant easily get to everything.
  • "Mechanized" Elysians: Mechanized Elysians are a thing, at least in the fluff. There are references to entire drop regiments deploying in a barren landscape to fight speed freak orks (it's from an imperial armour book, I believe it's volume 8: kastorel-novem, but not entirely sure). To keep up with the orks, pretty much the entire regiment deployed in tauri supported by aircraft. Now, the regiment ended up being absolutely wrecked in the fighting (not unusual for the brave Elysians) and this strategy is not really about going no holds barred but rather about recreating something cool from the backstory. So we basically load up on a bunch of tauros vehicles, for most of us that means venators since assault vehicles are not available any more. We also get our mandatory hq-choices, command squads to with them, a few officers of the fleet, at least enough veterans to not squander our company commander orders and then get some aircraft. This is basically a list with a few deepstriking infantry units, and a bunch of vehicles. Officers of the fleet buff your stuff and then we use our mobility to try and outmaneuver the opponent. It may not be the most powerful list out there but vultures do a good job against infantry and venators with lascannons do a number on heavy armour. Deepstriking plasma guns should complement this nicely allowing you to apply a lot of force in one place or spread it out exactly where you need it.
  • The infantry squad surround: A complement to any cohesive Elysian strategy that includes deep-striking infantry squads, the one thing that Elysian infantry squads do better than anyone else in the game. Drop 1-2 squads + 1 company commander down 9" away surrounding a vehicle as best you can (this vehicle has to be kind of isolated in order for this to work without lucky advance rolls). In the shooting phase give them the order to move. This lets them move between 7-12". Use the move to surround an enemy vehicle, making it impossible for the models inside to make a legal disembark. Once they are surrounded, give the transport hell with your shooting and smile when your opponent realizes all those terminators (or Custodes or whatever) are now automatically dead.


Warhammer 40,000 Tactics Articles
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