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Using Guilliman?


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As part of an allied Space Marine detachment or completely on his own? If on his own, I wouldn't even think of it... not very fluffy at all. As part of an allied Space Marine detachment, surely you would want him using all his combat abilities further forward; getting stuck in?

I guess I should have prefaced my post with the statement that I'm approaching this from a competitive standpoint (ITC) and not fluff.

 

In theory, Guilliman gives the Guard a boost to shooting by rerolling ones, gives them another inch when they run or charge, provides a massive leadership boost so could save some points on commissars, and provides a credible melee threat.

 

Large infantry blobs are pretty resilient and could mitigate some of the ynarri shenanigans.

Is spelling Guilliman really that hard? Let's be better than that please.

I think Guilliman will be good for a list with plenty of troopers in, though I can only imagine using him with Marines. His aura powers will be very good, but he's a real tank and can dish out some serious pain which will always find a place in a Guard list if you want smile.png

I was thinking of something like two blob squads with a conscript squad that is meant to move forward. In the rear I would have another blob with autocannons as a base of fire. Then I'd use the Emperor's Wrath formation with two basilisks, a manticore, and a CCS with Volkov's cane. Two wyverns from the CAD would also deploy in the same area.

 

Against deep strike lists I would deploy defensively using the base of fire blob to bubble wrap the aegis, depending on terrain. Guilliman would nearly always deploy in the center of the formation to move where most needed. I'll have to playtest it but on paper it has potential.

Guilliman with the Militarum should be really good.

 

I am, perhaps, oversimplifying, but he seems better with the Emperor’s Hammer than with His Angels of Death.  There is literally NOTHING in the entire game that can comfortably sit in his charge range.  Guardsmen don’t want to be close to the enemy (unless you’re a conscript or it’s suicide melta time), Guilliman is all “Come at me, bro.” 

 

He is the ultimate gunline babysitter because he is not only a close combat monster, but an entire platoon+ can easily sit in his command bubble.  You don’t need a conscript blob anymore.  Actual Guardsmen with weapons crews can sit behind an Aegis and re-roll 1s while almost auto-passing orders.  An Emperor’s Wrath Battery chilling with Guilliman should be terrifying. 

 

Guilliman means that getting up close to an IG list isn’t the ideal plan it once was and you can actually force tough decisions: Stay in the killzone and try to weather the storm, or get close and risk a fiery sword enema.  I haven’t really listed it out yet, but Guilliman, the Emperor’s Wrath, and a CAD of infantry platoons with whatever balance of guns and mobility that points allow should be pretty good.  I can also see perhaps replacing the CAD with an Emperor’s Fist and having Guilliman paint the Russes with the bloodspatter of whatever gets close enough to kill them while roaming the battlefield trying to get in the worst place at the worst time for your opponent.

 

I don’t know.  It briefs well.  Maybe not as good in practice.  But the Lord Commander of the Imperium brings a lot to the table…

  • 2 weeks later...

This is the basis of the list that I am currently building.  I would like some advice for the remaining 295 points.  I was thinking of maybe adding some Primaris Psykers for prescience and maybe an Inquisitor with the book that gives a unit the ability to scout.  I'm open to suggestions.

 

The List:

Company Command Squad, boltgun, lascannon

Company Command Squad, boltgun, lascannon

 

1st Platoon

PCS, boltgun, grenade launcher, mortar

4 Infantry Squads, melta, lascannon

 

2nd Platoon

PCS, boltgun, grenade launcher, mortar

4 Infantry Squads, melta, lascannon

 

3rd Platoon

PCS, boltgun, grenade launcher, mortar

4 Infantry Squads, grenade launcher, missile launcher

 

Roboute Guilliman (warlord)

 

I will be using this lisy aggressively to advance up the table.  RG provides them with an army-wide leadership 10 within 12", units can re-roll failed morale, fear, and pinning tests, units within 12" get move through cover, and they can re-roll 1s to hit with shooting and close combat.  He is also a great beat stick unit for those things that get too close.  One of my concerns with an infantry list is that a couple of walkers could tie up a big portion of the army.  RG helps with that too. 

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