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=][= Unit(s) of the week: HQ's =][=


duz_

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It has come to the Commissariat's attention that some of you have not being keeping up with your regular training requirements. As such we intend to rectify this immediately by commencing an intensive re-education of the command corps. Failure will not be tolerated!
 
This will be a weekly series of threads aimed at discussing the units available to the Astra Miliatrum in 8th edition. This can become a resource for those finding their feet in 8th and our brothers in arms who have joined the fight in the glorious Imperial Guard.
 
Our first course will be Command and Control.
3 generic HQ options we currently have available in 8th are:
  • Company Commander

  • Lord Commissar

  • Tempestor Prime

The increase in wounds and removal of instant death provide a significant boost to their durability, to the point where there is reason to kit them out with upgrades. Also with orders being automatic this edition it increases the effectiveness of Voice of Command. 
Having played a couple of games, my initial concern of having this T3 models by themselves has calmed down as the Character mechanics seems to work well. The key will be keeping them out of line of sight, especially from snipers and rogue Vindicare assassins (not that such agents exist)!
 
I have always had a thing for Scions and had a small CAD of them. I will likely be running these troops alongside my Mordians, so my list will see both Company Commanders and Tempestors for orders. While my Whiteshields will need a Commissar for guidance and direction. 
I am considering getting another Tempestor with cane so he can drop in with 2 squads of 5 man melta or plasma Scions and nuke some back field targets. The cane offering 2 orders / turn.
 
Whats everyone else initial thoughts?
 
 
There will be more of these threads to come :smile.:
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I'll be using Company Commanders with minimal equipment to stay back and provide orders from distance. With the new order range I'll have a command squad next to them with a Vox (and probably a Mortar in the command squad to add supporting fire too). Automatic orders is a big plus - I plan to have a couple of company commanders for the 2x orders each and then support them with Platoon Commanders who'd stay closer to units in case anything happens to my Vox network or follow advancing units.

 

I'm not sure about the Lord Commissar - I'd maybe be tempted to just run more of the basic version, depending on elite slots, is it would just be for the leadership pubble and execution to limit battleshock impact.

 

As I'll be building Scions to deep strike with plasma guns I will definitely be sending a Tempestor Prime in with them for the reroll 1 order. Probably in groups of 2 Scion squads to every Tempestor Prime.

 

There is the generic Tank Commander too but I'll probably run it as Pask for the first. If I happen to use enough tanks I could then add a generic tank commander, but I'd have to buy a couple more first - and play a large enough game to warrant running them all! Again, it'll depend on slots but if I go heavy on tanks it'd be tempting to run a Commander + Normal for every pair after the first 3 (which would be Pask + 2 Normal).

Edited by Thoridon
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I'm thinking that commanders running around focusing on orders is best, but the proof will be in the pudding. I'm also wondering if some upgrades for opportunity strikes are worth it, for example zipping in quick to help chop up a Rhino or something in combat? Orders were a solid addition before, but now they can really be a core to build a force around :smile.:

 

The Lord Commissar has a nice boost compared to before too, so I'm keen to get him on the table now :biggrin.: The Tempestor Prime also sounds very useful for Scion support but as I've yet to build mine I can't offer much, but will be very interested to hear what comrades have to say :thumbsup:

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The Lord Commisar properly upgraded is actually not bad in close combat. Hitting on 2s helps, but you need a power weapon that helps with strength. I'd suggest the power fist, or the maul if you want to hit on 2s instead of 3s. I'd also suggest a plasma pistol if you can spare 5 points, you can fire it in close combat now, and the Lord Commisar has good ballistic skill.

 

IMHO best use of commisars is the keep them near large groups of troops, specifically conscripts. I'd also include a priest for extra attacks. If your large blob of conscripts gets assaulted you can count on the commissar to actually damage things. Personally, I find that the elite slots are crowded so I keep trying to include Lord Commisars and Company Commanders to fill the HQ slots.

 

Company Commanders depend on how many points you have leftover after including everything else. It's certainly possible to play them with nothing, and just use them to issue orders to two units a turn. But if you have the points I think giving them a plasma pistol is worth doing.

 

I also like the idea of running a spearhead or vanguard detachment with a Lord Commisar as the HQ. If you are playing DKoK/Elysians you can bring one of these detachments to get access to equipment that's not normally available to the DKoK/Elysians, but the Commisars buffs work on all "Astra Militarum Infantry", and DKoK/Elysians have those keywords so they benefit from the buffs. You lose out on nothing except for maybe vehicle specific buffs granted by the DKoK/Elysians.

 

For example, Earthshaker Batteries are not available to DKoK. You can bring a Lord Commisar in a Spearhead detachment with 3 Earthshaker batteries. Your Earthshakers don't benefit from the commissar anyway; and the DKoK models in your other detachment will benefit from the Commisars buffs.

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As some of you may have seen I ran a Lord Commissar with power sword + fist in my first game of 8th.

We used Power Levels so load out wasnt a major concern.

He sat back with my 20 screening conscripts which were promptly obliterated turn 1.

However when my friends GK's started assualting my tanks he was able to Heroicly Intervene and take out 3 Strikes, 1 GKT with hammer and almost killed Stern.

Hitting on 3+'s with the PF and then wounding on 3+'s against <T6 is really nice! Especially with the number of wounds he has and a 5++, which this edition is actually quite useful!

 

The regular Commissar and Platoon commanders will have their place in lists too. However those are Elite choices now so we'll save them for later ;)
As for Pask and the Tank commanders they'll get their own thread shortly.

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Company Commanders are pretty straight forward. I think a more detailed Tactica on the subtleties of each Order will be most useful for these fellas. Personally, I have not found a reason spend any points on them whatsoever. Default cost works just fine for its purpose.

 

Lord Commissars a big win, in my book. Commissars are the new black (well, they always made black fashionable) this edition. A Lord Commissar lets you fill up HQ slots while doing what you pretty much are going to do anyways. Synergy! Need some extra mortar squads? Grab a Spearhead Detach with a Lord Commissar. Need some extra Veterans? Vanguard with a Lord Commissar!

 

Tempestor Prime: scions aren't really my thing, but these guys are another big win in that regard since stock in scions went way up this edition. No-scatter DS is massive. You can safely park these guys behind your squads.

 

 

Special note on Command Squads: I am really not liking command squads so far. While the banner has never been more important to us, the unit is grade-A, Tier-1 fire magnet. You might as well paint the flag to be a bullseye. 4x T3 5+ bodies is laughably easy to remove from the table this edition. And unless you park them out of sight (like behind a Baneblade or a wall of Leman Russes), there's no reason an enemy can't prioritize them if they are within range. I get how they wanted to keep IG different and have Command squads be a unit, but what would have saved their bacon would have been if they got to copy the Astartes and make the Regimental Standard dude and the medic be separate Characters. Then they may last a Turn to do what you paid them to do.

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Special note on Command Squads: I am really not liking command squads so far. While the banner has never been more important to us, the unit is grade-A, Tier-1 fire magnet. You might as well paint the flag to be a bullseye. 4x T3 5+ bodies is laughably easy to remove from the table this edition...

For me they're a nice compact unit to give a Vox and a Mortar and hide in cover near a Company Commander. They then increase his order range to 18" instead of the default 6" and the BS3 Mortar adds a bit of fire support at low cost and not requiring LoS.

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I tested my Tempestor Prime and gotta say, there is something incredible about air dropping behind the enemy lines and giving orders to your Scions. It feels great, it feels what I always wanted from the Imperial Guard - something like the Clone Troopers from SW (like the Republic Commando games/books and the Clone Wars cartoon- the old one). Instead of a commander that stays behind his cushioned barriers, he goes there with his teams to get the job done. 

 

Gameplay wise, Tempestor Prime can make the Plasma Scions even MORE dangerous, with 9 (sergeant plasma pistol), S8 shots that have less risk of killing the model with Take Aim! 

 

Ran

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I think the Lord Commissar is a good deal if you're going for huge blobs of conscripts. Leadership is so much more important now and that extra point is great. Execution is great, too, but I'd rather avoid failing a test in the first place. Also very important is he's an HQ instead of elite, which I feel is preferable with the current formation rules.

Deep striking Scions seem like they'll be a great option, so having the Tempestor Prime to drop in with them with orders just seems like a no brainer if you're using such units.

I actually really like the Company Commander as is. He's dirt cheap and gives two orders a turn, and comes with reasonable stats and gear. I feel that if I'm going to get spendy and build a kitted out HQ I'm better served doing so with a Lord Commissar, or taking special characters. For me the Company Commander is there for his two orders, and the cheaper the better.

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I tried out a tempestor prime with 3 stormtrooper squads. He acted as a great buffing unit the whole game, giving plasmas re-rolls, giving hellgiuns FRFSRF, and giving stormtroopers an extra round of combat. I wish I'd given him a plasma pistol though since he spent the last half of the game locked in melee with plague marines.
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No one talking about Yarrick?

He's a beast, even harder to kill than before now that we can re-roll it, and is a huge buff to our shooting.  You can snake -alot- of firepower within 6'' of him, and save orders or combo additional orders on top.

 

I got sticker shock looking at his price in points initially, but looking at it again, a beatstick hard to kill warlord, with a commissar and reroll orders aura that works on vehicles is great value.

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^Yes Yarrick sure is solid!

 

I’m sure the Unit of the Week reviews will expand to look at more specialised/character HQ’s as well, like Creed, Yarrick, Stracken, Primaris Psyker etc.

 

In a moment of open-mindedness, I even considered running Uriah Jacobus alongside a unit of Bullgryns for sheer fun. The buffs are gooood :yes:

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I tried out a tempestor prime with 3 stormtrooper squads. He acted as a great buffing unit the whole game, giving plasmas re-rolls, giving hellgiuns FRFSRF, and giving stormtroopers an extra round of combat. I wish I'd given him a plasma pistol though since he spent the last half of the game locked in melee with plague marines.

Plasma is good, but I think the command rod is better for a buffer unit like the Tempestor. One more order is better than another plasma shot, if I'm honest.

 

Ran

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Ranwolf, good point about the command rod. I used my command rod for most of the game and found it very useful. For some reason I thought the rod replaced the melee weapon rather than the ranged weapon.

 

I'll be sticking with the rod, but I'll give him a powerfist. In my two 8th edition IG games, I've found sprinkling two to four powerfists into my lists to be both cheap and very effective.

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So as a noobie guard player I discovered in my last game just how bad of an idea it is to have just one company commander. He ended up taking a celestian to the face :). It seems like as a standard 2 company commanders are a good idea.

 

One of thing I've been trying to figure out is how to arm them. Is it a good idea to stay cheap with the base las pistol/ chainsword or upgrade?

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Depends if you play power levels or points

 

At least these days its not a complete waste if you give them upgrades as they wont die straight away!
A Power sword at the very least would help deter any opportunistic charges against them, plasma pistols are a good choice these days too thanks to no more over heating!

 

With guard the general rule of thumb is more boys over toys, however if you have the points left over it wouldnt hurt to do so. In previous editions it would have been more questionable to do so. 

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I'm quite liking the tank commander. With a Demolisher cannon, it's legit quite good at knocking wounds off big things. Pask is just icing on that cake. Run it forward with a couple executioners for reroll ones, and we're cooking.
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