Tyranid Hive Tyrant and Swarmlord Tactics for WH40k 8th Ed

Warhammer 40000 Tyranid Hive Tyrans and Tyrant Guard

The hive Tyrant is the Classic Tyranid HQ choice, and for good reason too. It is a monstrous creature, with great assault and shooting skill. The Tyrant is a synapse creature and in more resent incarnations, can fly too!

In later rule changes in the 5th edition of the rules the Tyranid Hive Tyranid was seen as such a threat that a ‘shoot the big ones’ was added where shooty armies could shoot at the Synapse Creatures even if they where hiding behind other units.In the 8th edition this has changed so that you can shoot at Characters with 10+ wounds even if they are not the closest visible model. At least the Tyranids are now playing on an even playing field with the other armies with Monstrous HQ units (Daemon Princes & etc).

Different Hive Tyrant Roles

The Tyranid Hive Tyrant can fulfil different roles in your army mainly depending on how it is configured.

Because of the flexible nature of the Hive Tyrant, you may wish to magnetise the arms and weapons. If your Hive Tyrant is pre-built, do not worry. There is no such thing as a bad Hive Tyrant. Just adapt your play style to the model you have.

Wings or no wings?

Wings add speed to your Hive Tyrant. This means that you will be able to use it’s many skills over a greater area. Wings however come at a big point cost! So are they worth the cost?

Tyranid Hive Tyrant Psychic Powers

The Tyranid Hive Tyrant is a psyker, and a powerful one at that. Casting two psychic power on your turn and dispelling one in the opponents psychic phase, this creature does make sparks fly!

Tyranid Swarmlord Tactics

When a standard Tyranid Hive Tyrant  just isn’t big enough, then you can call on the Tyranid Swarmlord.  These have wings as standard!

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Tyranid Carnifex Tactics in WH40k 8th ed

Warhammer 40000 Tyranid Carnifex Generations

How to use the Tyranid Carnifex to maximum efficiency in a Warhammer 40000 8rh edition game!

The Tyranid Carnifex is one of the Iconic models in the Tyranid army. You can have three per brood, but watch the points!.

The Tyranid Carnifex and the Hive Mind

The Carnifex is subject to Instinctive Behaviour. This is less if an issue than it was.

The Tyranid Carnifex Leadership is not particularly high at Ld6. The main use of Leadership is to see if any models run off in the moral phase. One tactic here is to place the Tyranid Carnifex in front of your Tyranid Hive Tyrant. This gives the Tyranid Hive Tyrant some solid cover, and it allows you have a solid core for your Tyranid army that you can surround with your smaller Tyranid creatures.

Tyranid Carnifex Special Rules

The Tyranid Carnifex comes with a few special rules. They are easy to handle, but worth knowing that they are there!

Monstrous Brood

Different generations of Carnifex models side by side. See how she has grown!

Although Carnifex Brood models need to start near the other Carnifex of that brood they seem to get bored of each other quickly and can wander off in different directions in the first movement phase.

Carnifex split up at the start of your first turn. This means that if your opponent gets first turn they will have to kill all the models of rhe brood to get first blood. After your first turn only one Carnifex to get first blood!

Living Battering Ram

If a Carnifex gets to charge in to assault then it does a whole ball of damage! First as you charged in you should get to strike first. Second, you get to inflict a mortal wound on a 4+. Thirdly you get +1 to your hits that round so only a 3+ needed.

This special rule means that Close Combat only Carnifex are back in the running. This is specially true if you are Hive Fleet Kracken.

Tyranid Carnifex Strength and Weapons

The Carnifex has a number of weapon choices that you can choose from. What weapon choices you take will depend on the opponent that you are facing. The three popular configurations ( in no particular order) are close combat specialists, heavy weapons platforms, or close support fire platforms with some close combat ability.

Scything Talons

The default weapons on the Carnifex is two sets of Scything Talons. These are close combat weapons, so if you stay with the basic options you will need to make sure that your Carnifex will get in to close combat range on a regular basis, and early enough in the game to be worth the points.

The Scything talons cause 3 damage and can re-roll hit rolls of 1. With this weapon you will want to target models with more than one wound. Tanks are the traditional targets for Carnifexes, but characters make a good target (meal) too.

If you have two sets of scything talons you get an extra attack. This makes having two scything talons very popular. This is so popular that we have a special unit entry in the Tyranid Codex, the Screamer Killer!

Monstrous Crushing Claws

The Crushing Claws upgrade gives you more bite in your close combat attacks. the downside is that they hit less often.  As this is a close combat upgrade, it’s value is determined by the number of times that you get in to close combat.

Deathspitter

The Deathspitter is similar to the Deathspitter that the smaller Tyranid creatures get, however the Carnifex gets twin-linked Deathspitters. This is just as well as the Carnifex’s BS3 score means that you will only hit 50% of the time. The re-roll will mean that instead of expecting 1.5 hits per turn you can expect 2.25 hits ( ie about 2 per turn and 3 hits about every 4 turns you shoot).

If you take two sets of Deathspiters then this rate of hits will double, but you loose your close combat weapons.

The strength and AP of a Deathspitter is not over awesome either. Basically they are 18″ heavy bolters. The usual opinion is – don’t bother!

Adrenal Glands

Adrenal Glands allows the Carnifex to move an extra inch when it advances or charges. This does not sound much, but these extra inches do add up. .

Note: that you can still only declare a charge 12″ away from your target even though, with a good dice roll, you can get a 13″ charge in.

You can not advance and shoot heavy weapons. If you are configuring your Carnifex to be a heavy weapons platform with two Monstrous Bio-Weapons, then you will want to avoid this upgrade. If you are going for a close combat only Carnifex then this upgrade is a must!

Toxin Sacs

Toxin Sacs allows you to have a 1 in 6 chance of causing one additional damage if you wound on a 6+ in the Fight Phase.  This means that shooting weapons do not benefit from this upgrade, so heavy weapon Carnifex can forget about it! As for close combat ‘Fexes then have a think about what targets you are planning on tackling. If you are taking on one or 2 wound targets, or even characters then an additional wound will be very little bonus. It’s only when you are expecting to take on a few Monstrous Creatures or Tanks that the upgrade may start to pay for it’s self. On this whole it’s not likely to pay for it’s self.

Tyranid Carnifex Screamer Killer Tactics

New in the 2017 Codex is a new breed of Carnifex – The Screamer Killer!

Gramps is back! When I say that the Screamer killer is a new unit, rally it is a throw back to the original metal Carnifex. The original Carnifex had 2 pairs of monstrous scything talons and had a screaming vomit shooting attack.

The Screamer killer has two forms of attack, the Monstrous Scything Talons and the Bio-plasmic Scream. This combination means that it makes a great close support creature.

Tyranid Old One Eye Tactics

So you want a Carnifex HQ character? No problem! Here comes Old One Eye…

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Chaos Daemons of Khorne Tactics for WH40k 8th Ed

The symbol of Chaos

Khorne is the most popular chaos god with players. Khorne is the god of war and the Daemons of Khorne are frenzied close combat killers. The other aspect of Khorne, and it’s followers is that there are no Khorne psykers.

Khorne units are all about the fight phase, how to get there with the least amount of damage to your self and how to do the most most damage to the enemy once you are there! To get to the enemy in one piece requires speed and use of cover. Causing the greatest damage requires choosing the right weapon for the target, or the right target for the weapon! Also hit the weakest points of the enemy’s army with force.

Daemons of Khorne units work well with Tzeentch units. The Tzeentch can provide psychic long range fire support that Khorne units are usually short of.

Unstoppable Ferocity

Unstoppable Ferocity is an ability that most Daemons of Khorne units have. If a unit has this ability then when they charge in to combat, get charged, or perform a heroic intervention, they get +1 strength and +1 attack until the end of that turn.

Khorne Daemon Prince Tactics

Warhammer Chaos Lord with Wings

A Warhammer Chaos Prince with Wings.

Note: The Errata has changed the Daemon Prince’s wounds from 10 to 8.

The Daemon Prince can come in a verity of configurations. If you get a chance have a look at the options available before you build the model. This will give you the chance to configure the model to fit in with your play style. You can see from the attached image that I prefer to have my Daemon Prince with wings. This allows him to deep strike and zip around the table using the maximum damage.

Khorne Daemon Prince Abilities

With a Daemon Prince you must select a Chaos God alignment. If you choose to align with Khorne then you get the Unstoppable Ferocity ability too.

Khorne Daemon princes are not psychers. They get the Might over Magic ability instead. This increases their attack characteristic by 1, so a total of 4 basic attacks.

Khorne Daemon Prince Weapons and Upgrades

Ok, the first big question is wings or no wings. Having wings on your Daemon Prince adds speed. As I mentioned above, speed is one of the main ways you can get in to assault less damaged. With wings the Daemon Prince goes from 8″ per turn to 12″. If you are playing a power level matched game then there are not points increase for having wings, so it’s a no brainer, add the wings if you can! In Point matched games the wings adds 24 points. This still seems cheap for the extra speed, and highly recommended!

Unusually for Daemon units, the Chaos Prince gets a shooting option with the ‘Warp Bolter’. A Daemon Prince may have this is it was a Space Marine that has been blessed with Daemon Prince form. Even though the Khorne Daemon Prince is thought as a close combat creature having some ranged fire power is very useful. You can do over-watch if anyone is daft enough to charge you!

Khorne Karanak Tactics

Karanak is a names HQ unit for the Chaos Daemons of Khorne army. He is a 3 headed Flesh Hound with souped up stats.

Karanak is designed to by a character assassin. He is quite fast with a 10″ move and has the 5+ daemonic invulnerable saves. These are good but his real skills can be found in the special abilities he has.

Karanak’s Brass Collar

Karanak wears a brass collar (well 3 I suppose). The brass collar disrupts psykers in the area. In the WH40 8th ed this is represented by his ability to deny 2 psychic powers each enemy turn. This is not a game changing ability, but it does help even the odds when playing against a psychic heavy army.

Pray of the Blood God

This ability allows you to pick an enemy character at the start of the game, Each time Karanak attacks that character you can re-roll 1’s to hit and wound. This means that just about all of your attacks will strike home with a -2 AP and 2 damage. It’s a mighty hero that can survive multiple round with this guy!

The rules do not say that you have to reveal Karanak’s target to the enemy. However, I do recommend writing it down at the start of the game. This means that you can prove you did not change your target part way through the game!

Karanak has a power level of 6. This means that using the Daemonic Ritual he can be summoned on 2 dice about half the time, and easily if you risk rolling 3 dice.

Khorne Soul Grinder Tactics

Warhammer Chaos Daemon Soul Grinder found in WH40k, 8th ed, and Age of Sigmar

Chaos Demon Soul Grinder

Where as most of the Chaos Daemon army was transported from the Fantasy Battles game in to 40k, the Soul Grinder was designed for 40k and been fudged in to Fantasy Battles and Age of Sigmar games. Because of this the Soul Grinder may be the most familiar of the Chaos Daemon choices to an existing 40k player.

With the Soul Grinder you must choose a Chaos God to align to. In this section we will be looking at the Soul Grinder with Daemons of Khorne alignment.

The Soul Grinder is a walker usually armed with both close combat weapons and ranged weapons.

Soul Grinder Weapons and Upgrades

The default weapons that the Soul Grinder comes with is an ‘Iron Claw’ power fist and a Harvester Cannon.

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Incoming… Tyranid Codex is here! – New for Warhammer 40k 8th Edition.

Warhammer 40000 Tyranid Trygon

Games Workshop are certainly pumping out the Codex releases this year, and the next one is the Tyranid Codex!

As regular readers of his site the Tyranids are one of my favourite armies and there has been no secrete about my excitement at seeing the ‘Nids coming back in from the cold as far as rule updates are concerned. I have to say that the last few Codex let the Tyranids down.

The Warhammer Community site had been releasing sneak previews of the Tyranid Codex best bits, and now it’s been released, and it is fantastic!

Tyranids have been slumbering on the GW shelves for many years because of the weak codex releases. The last really good Tyranid Codex  was for the 3rd edition of Warhammer 40000. In that release you could virtually make your own Tyranid strains by mixing and matching bio upgrades.

The format of the Tyranid Codex follows the format of the WH40k 8th edition Codexes released so far. Kinks from the Index: rule books have been straightened out, new mission objectives have been created, plus other nice bits like command abilities and special upgrades.

What I really like is the addition of special rules for four different Hive Fleet types. Each of these Hive Fleets have unique special rules. This means that you can play Nid’s with different ‘flavours’. It just makes gaming more interesting. As all the models appear in all the different branches you can pick and chose with set of special rules you want to use before the game begins.

I highly recommend this release of the Tyranid Codex weather you are a new Tyranid player or a veteran.

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Incoming! New Imperial Guard Codex arrives this weekend

Warhammer 40000 Imperial Guard Company Commander and Cammand Squad

Warhammer 40000 Imperial Guard Company Commander and Cammand SquadYes! A new Imperial Guard Codex is imminent, and it’s looking like it will be a cracker.

The Codex releases are coming out thick and fast for Warhammer 40k 8th edition from Games Workshop. In this Codex we are expecting new rules for the Imperial Guard regiments. It is expected that the different regiments of renown are getting special rules. This will add colour and diversity to the Guard army. Notes about the Catachan and Mordian armies have been added to the Community website’s already. Other regiments will have notes posted during the week.

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Genestealer Cult Tactics Added for WH40k 8th Ed

Warhammer 40k Genestealer Magus Psyker

From the passages beneath come the Genestealer Cults. Chaos and confusion will reign as Cultist Guard show their true colours and the population take up arms against the Imperium.

The Genestealer Cult army is a very sneaky one. Lacking in heavy firepower they need to use guile to strike at their foe when they least expect.

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Genestealer Cult Tactics for Warhammer 40000 8th Ed

WH40k Tyranid Genestealer Brood Brothers

In this section we will have a look at the Genestealer Cult army in the Warhammer 40000 game and how to win more games with the Genestealer Cults.

These pages are written with the expectation that you have a copy of the Warhammer 40000 rules and a copy of the Index: Xenos 2 book that has all the rules and points values for playing a Genestealer Cult army.

What are the Genestealer Cults?

Genestealer Cults are the vanguard army for the Tyranids. Purestrain Genestealers hide on abandoned space hulks, star-ship wreckage floating through the space lanes that lie between the star systems. With luck these hulks will be boarded by salvage merchants and raiders looking for valuable ancient tech that these hulks often hide. Once boarded the Genestealers will infect the raiders with their DNA. The side effect of this is that the hosts become blindly devoted to their Genestealer parasites. The Raiders then take the Genestealers to a suitable planet, smuggling them past customs and hiding in the depths of society.

As soon as a Genestealer brood find a new home they begin to infect more and more of the poor and unwashed with their parasitic DNA. However that is not the most insidious part of it. As the infected humans breed and reproduce they create 2nd generation hybrid human/Genestealers (Acolyte Hybrids). These Acolytes often have latent psychic powers. The hybrids use their psychic powers to beguile the humans around them to accept these hybrids as their leaders. The most senior Acolyte becomes the Iconward.

2nd generation Genestealer Hybrids breed 3rd generation hybrids (Neophyte Hybrids). These in turn create 4 generation hybrids. Each generation looks more and more human, and becomes more and more likely to master psychic powers. 4th generation psykers are called Magus. Non-psychic 4th gen hybrids become Primus.

All this infecting and breeding has one purpose. When there are enough infected mind controlled humans, the Genestealer Cults rise up and cause chaos and mayhem around the planet. At the same time the Genestealers subconsciously send a beacon to the Tyranid Hive Mind that this planet is ripe for harvesting.

General Genestealer Cult Tactics

The Genestealer Cult army is deceptively flexible. This is because not only can you use units from the ample Genestealer army list, but you can add Imperial Guard Astra Militarum detachments (with some restrictions) and Tyranid detachments (with no restrictions) to your Genestealer Cult army.

Cult Ambush

The Genestealer Cults thrive in the sewers and dark underworld of society. Using their knowledge of the tunnels and passages that exist below they can pop up in the middle of the battlefield part way through the game. Be aware that even the Cultists can get lost in the labyrinth of passages, so this somewhat random in it’s effectiveness. However this ability is useful enough to warrant becoming very familiar with how it works!

Unquestioning Loyalty

This is a way of giving your Genestealer Cult Characters extra wounds, at the expense of their near by underlings. If your Character has a bodyguard of Infantry close by, and the Character takes a wound, then on a roll of 4+ one model is slain. Note that you do not get a save for this model, and it looses all it’s wounds, if it had more than one. Also note that this works in the shooting, combat, psychic phase, or any other time that the Character may loose a wound.

The best way to use the Unquestioning Loyalty ability is to assign a unit of cheep Neophytes to your characters. These can be used to absorb some wounds and allow your characters to keep doing what they are good at.

Genestealer Cult Psychic Powers

There are three psychic powers listed in the Broodmind Psychic power list. All three of them are very usable. If successfully manifested, Mass Hypnosis stops a unit over watching which is very useful for an assault focused army, Mind Control allows you to get your opponents biggest and baddest units against him (great anti-cheese device), and Might From Beyond just beefs up a unit in the fight phase. This could be the psyker themselves, specially in the case of the Patriarch.

Genestealer Cult Ambush Tactics

subterranean exitOne of the main features of the Genestealer Cult arm is that many units can pop up from the subterranean sewers and passages. It is highly recommended that you get familiar with this ability and how to use it.

In matched play games half of your army needs to be set up at the start of the game. This means that in most cases you will not be able to place all your units in reserve as ambush units. As you build your army list think about which units will be in ambush and which will start in your deployment zone. You will want to arm you units differently depending on the role you want them to play.  Ambush units will need to be better equipped for close combat and the other units will need to have more fire power.

When units arrive using the Cult Ambush rule they arrive at the end of the movement phase either in turn one,two,three, or four. Any units that have not arrived on turn four are lost as casualties. Most players bring their units in on turn one, but you may have a sneaky reason for bringing then in later.

When you elect to bring a unit in you need to roll a D6 and compare the result to the Cult Ambush table. Basically the hire the roll the closer you can set your units to enemy units. On a 5 or 6 you can usually assault on the turn you arrive. On a roll of 4 there is a 50/50 change of assaulting. You do not have to decide where you place your units until the result has been decided. It may be worth using command points to re-roll bad results.

As there is a fair chance of assaulting on arrival you will want to target enemy capital units ( high value units that you can take down in one assault).

Genestealer Cult HQ Tactics

With the Genestealer Cult army list you get a choice of four HQ unit choices. There are no names special characters, but this is fine. The four available options are a good fit for the army and very usable.

Genestealer Patriarch Tactics

Warhammer 40k Tyranid Genestealer Broodlord and Genestealer Brood

A Tyranid Genestealer Patriarch ( Brood Lord ) and Genestealers

Known as a Brood Lord in the Tyranid Army, the Patriarch is an over grown Genestealer. The Patriarch is a close combat specialist. This does come at the expense of shooting abilities. He (she?) has no ranged weapons other than it’s psychic ability. This makes tactics for the Patriarch easy. Get in to assault as soon as possible and as often as possible!

Patriarch Psychic abilities

The Patriarch know Smite and one Genestealer Cult Broodmind psychic power, and he can cast one power each friendly psychic phase. If you are playing point matched games then you will want to have a different Broodmind psychic power to any other psykers in your army. This will give you the greatest range of options during the battle.

Get Familiar With Your Familiars

Genestealer Patriarchs can be accompanied by little creatures called Familiars for a few extra points or one Power Point. These are well worth having. First off, one per battle, they allow the Patriarch to manifest two psychic powers in the psychic phase, and secondly they effectively give the Patriarch two extra Toughness 5 ( T3 if the Patriarch dies) wounds. All very useful! Note that the Familiars only have a 6+ save and no invulnerable saves. This means that you will want to assign wounds that could not be saved to the Familiars, for example Mortal Wounds. Knowing which other wounds to assign to the Familiars, and which to have the Patriarch attempt to save is a skill that you will need to learn.

Genestealer Cult Magus Tactics

Warhammer 40k Genestealer Magus PsykerWhere the Patriarch was the first Genestealer that made planet fall, the Magus is the product of several generations of breeding with the local population. With each generation the most psychically gifted offspring where mated to create an ever more powerful psyker. In previous codex releases the Magus has had formidable psychic powers. In the Index: Xenos 2 this has been toned down for better game balance.

More Familiars

Genestealer Magus’s can take Familiars in the same way Patriarchs can. Note that Magus Familiars are Toughness 3. However all the other benefits are there for the Magus too. This means that they are well worth taking if you have the points / power point spare.

Genestealer Cult Primus Tactics

Where as the Cult Magus is the result of generations of breeding to create a psyker, the Primus is the result of selecting the best fighters in a colony.

The Cult Primus is a decent close combat fighter. Armed with poison weapons the Primus is defiantly better at taking on none vehicles. He will need a bodyguard though. Team your Primus up with a unit or two of Acolytes or cheaper Neophytes to absorb some wounds as your Primus closes in.

Genestealer Cult Acolyte Iconward Tactics

The forth HQ unit choice is the Acolyte Iconward. Acolytes are 2nd generation Genestealer hybrids. The icon ward does have some nice Abilities but on the whole the Iconward in not a choice HQ unit. Think about taking a Primus or Magus instead.

One reason for choosing the Acolyte Iconward as your HQ is if you are creating a themed army list based on a fledgling Genestealer Cult.

 

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Space Marine Tactics for Warhammer 40000 8th Ed

Pre-heresy Dark Angel Space Marine

Space Marines! The legions of the Adeptus Astartes, the Angels of Death (and remember that these are the good guys!), the defenders of mankind (ignoring the Imperial Guard, the Inquisition and all). These are the guys that will save the galaxy from the clutches of Chaos (just as long as they don’t succumb to Chaos themselves)!

Space Marine are easy to play in Warhammer 40k,and you don’t need many of them to make up an army. This means that they are very popular as a first army for new players. Easy to play doesn’t mean weak either! Space Marines are definitely the army to beat. If you win a game against them then you know that you have done well!

Space Marines come in many verities, some are different enough to have their own Codex. Examples are Blood Angels, Dark Angels, and Space Wolfs. However there are many Space Marine chapters that follow the standard rules for Space Marines as set down by the Ultramarines, or close enough to use the standard rules with minor tweaks. These are called the.’Codex Space Marines’. In this section we will look at the Codex Marine, their rules and tactics you can use when playing Space Marines in Warhammer 40k 8th edition games.

General Space Marine Tactics

Space Marines are generally very tactical units. By that I mean that units are able to fulfil several roles on the battlefield. They have good armour, good shooting weapons, and are capable of fighting hand to hand. Equipped with an armoured personal carrier (Rhino or Razorback) they can act as fast blitzkrieg / shock troops too. To aid this multi role you will find that most Space Marines are armed with long ranged shooting weapons (Bolters), short ranged Bolt Pistols, and hand to hand Chain Swords.

Common Ability: They Know No Fear

'They Know No Fear'Many Space Marine units have a common ‘They Know No Fear’ ability. this lets these units re-roll moral tests. This is most useful in the Moral Phase as it can mean that you loose less troops to failed moral checks. However be aware that there are other times when moral checks are needed. An example is when you are on the receiving end of some psychic power.

Space Marine HQ Tactics

Every army needs a leader to lead it to great victories! Well mostly, as in Warhammer 40000 you can get away with not having a leader for your army, but it is a good idea! If you do take a leader, you will find them in the HQ section.

You can take several HQ units in one army if you wish. If you do then you will want to nominate one of them as your general. It is usual to choose the biggest and strongest character as your general, but the choice is yours!

Space Marine Captain Tactics

The natural leader for a Space Marine army is a Captain.  They come with different types of armour and can be mounted on Bikes, or even have jetpacks.

Captains are probably the best fighters in a Space Marine army. Both with shooting weapons and in close combat. On top of this they usually have abilities that bolster nearby friendly units.

Captains Ability: Rites of Battle

Captains usually have the Ability called ‘Rights of Battle’. This ability allows you to re-roll to-hit rolls of 1 in the shooting phase and in the fight phase. If a near by unit gets to roll to hit in any other phase, say as a result of a psychic power, then they get to re-roll 1’s then too. Also remember that the Captain is always within 6″ of himself, soi he gets to benefit from this ability too!

This ability obviously is a greater benefit if you have more units within 6″. These units need to be friendly and from the same Space Marine Chapter, but if you are playing a multi-player game, they can be controlled by another friendly player. Remember that only 1 model has to be in range, and this can be vertically as well as on the same level. Also remember that tanks are units too.

The ‘Rights of Battle’ ability means that Captains are most useful when they are in the middle of the battle. Have them well supported with other units and get them to where you are going to be making the greatest number of hit rolls! Also remember that you can have two or more Captains in your army. You do not get extra bonuses for them being together. Spread out your Captains so that they will benefit the greatest number of units.

Space Marine Captain Armour

There are several entries in the Codex Asteres for the Captain. The main difference between them is the armour they where. The choices are basic power armour, terminator armour, ancient Cataphractii armour, and basic armour with a motorbike.

A captain in power armour is the cheapest option as far as power points goes. He has an ‘Iron Halo’ force field device that gives him a 4+ invulnerable save, so this armour is still formidable.

Captains in Power Armour have the greatest range of weapons available. this gives you the best chance to adapt the Captain to your play style. Do you want more fire power? If you do upgrade his bolt gun to a combi-bolter or storm bolter. Do you want more close combat strike power in the fight phase? If you do, have a look at the melee weapons available.

Captains in Power Armour can also be upgraded with jump-packs or a motorbike. Either of these options gives your Captain greater speed. You can use this speed to jump around the table re-enforcing your tactical units or to launch a lightning strike at a vulnerable point to swing the game. Be careful though! If your Captain is caught in the open he will be a sitting duck for and enemy shooting!

Adding a Jump-pack costs an extra 2 power points but gives the captain the Fly key word. This has the unexpected bonus of allowing him to assault aircraft. Yes, if they are in range your Captain can leap up and strike aircraft in mid flight. Armed with a power fist he could do quite a bit of damage too! Truly this is the closest you are going to get to Iron Man in a Space Marine army! (though the Tau HQ is worth a look too)

Upgraded with a Bike, the Captain gains extra fire power and an extra point of toughness. Be aware though that bikes can not clime buildings. This means that bikes are better on larger open boards than city fight scenarios.

Terminator armour is thick and heavy. This means that the captain has a better chance of saving (2+ basic), and he still gets the Iron Halo ( 4+ invulnerable save) . In addition to this he can take the heavier Storm Bolter that gives him a massive 45 shots at close range and 2 shots and 24″. The Terminator armour also allows him to teleport in to the battle. He can not teleport out again though (until after the battle), so make sure he arrives in the right place. Once he’s there he is on foot ( or riding in a Land Raider if you have one). The down side is that the Terminator Captain costs more points and is a bit slower.However if he is backed up with a terminator squad you get a detachments that are really good in close quarter combat and fire fights!

Cataphractii armour is an ancient form of Terminator Armour worn by Space Marine in Warhammer 30000. It is like Terminator armour. Created using techniques now lost in the depths of time the Cataphractii armour has the best saves of all. With a 2+ basic save and a 3+ invulnerable save this armour is the tops! As it is terminator armour you still get the teleport strike ability mighty weapons. The downside in points cost again and that this armour is even slower than Terminator Armour. With Cataphractii armour if you advance you have to half the distance rolled ( so on a roll of 5 you can go 2.5″) .

Primaris Captain Tactics

Primaris Space Marines are the new kids on the block for the 8th Edition of Warhammer 40lk. The story line goes that they have been developed in secret waiting for the Space Marine Primarks to return. Much like the Clones of Star Wars. in gaming terms the Primaris Marines are what the Space Marines should have been. The classic models are not much bigger than an Imperial Guard, but in the fiction and fluff they are meant to be 7 or 8 feet tall. The small classic marines are a throw back to time when Games Workshop was run on a less professional basis (Rough Trader, or Warhammer 40 1st edition). Over time the sculpting skills have improved at GW and models have slowly been re-sized to a proper scale ( first where the Orks, then Rhinos and Land Raiders and now the Marines). After using the classic models for 25 years I am still getting use to the new larger marines, but for new starter to the game I would highly recommend starting with the Primaris Marines.

In game terms the Primaris Captain fairs very well against the classic Space Marine Captain. The Primaris Captain is one power point more but you get better weapons and one ext4ra attack in close combat (hitting on 2+ and re-rolling 1’s!).

I would highly recommend upgrading the Primaris Captain to have a power sword. He will is very useful in a fight so giving him the best tools for the job is well with the extra points in a points matched game. In a power lever matched game there’s no additional points cost for the upgrade so do it!

The Primaris Captain gets the Iron Halo force field and the ‘Rights of Battle’ ability like the classic Space Marine Captain, so what I wrote about these for the classic Captain applies here too!

Primaris Captain in Gravis Armour

Instead if protecting your Primaris Captain in the traditional Power Armour, you can choose to have him wear the new Gravis armour. The Gravis armour costs one power point more than the Power armour and reduces the Captains movement to 5″ basic. what it dose offer though is 1 point extra toughness and access to more close combat weapons. I(f your style is to have your Captain lead from the front, then it is worth the upgrade!

Space Marine Librarian Tactics

Warhammer 40000 Space Marine Librarian in terminator ArmourThe Warhammer 40000 universe is full of beings with strange psychic powers. These are not dissimilar to the magic powers of the Age of Sigmar game, but a bit toned down. In AoS wizards are a ‘must have’, in WH40k they are a ‘nice to have’. In the Space Marine army these psykers are called Librarians.

Space Marine Librarians are better than most as they can manifest 2 psychic powers each per turn. Remember that in point matched games you can only manifest any given psychic power once per turn for your whole army. If you have several Psykers think about which psyker will use which power. The exception to this once per turn rule is the Smite psychic power.

Space Marine Troop Tactics

The core of any Warhammer 40K army should be the Troop units. You should have enough troop units to make sure that you do not get out numbered.

The Space Marines have 3 main options . The tactical squad, the scout squad and the new Primaries Marine Intercessor Squads. Black Templar marines get the Crusader Squad,but should loose the Tactical and Scout Squads.

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Imperial Guard Tactics for Warhammer 40000 8th Ed

Warhammer 40000 Imperial Guard Armoured division

The Imperial Guard, or Astra Militarum is the front line of humanities desperate battle to survive in a very hostile universe. Oh yes the Space Marines think that they are the heroes and saviours of human kind, but they are few in number in relation to the vastness of space. The true saviours are the Astra Militarum, the Imperial Guard, the vast numbers of GI Joes putting boots on the ground, eating dirt, and paying the price in blood.

In this section we will be looking at tactics for using the Imperial Guard armies in the Warhammer 40000 8th edition game. To understand these tactics you will need the basic rules and a copy (or regular access to) the Index: Imperium 2 rules

Astra Militarum General Tactics

Playing Imperial Guard armies in Warhammer 40k can be great! You get loads of troops and some of the biggest guns in the game. You are never short of number when playing this army. The skill comes in when it comes time to co-ordinate all these units to achieve your objectives. It’s all to easy to just sit back behind you barricades blasting away. However the more advanced WH40k mission involve capturing strategic locations and tasks. If you are not careful you will get out manoeuvred allowing the enemy to win the points even as he looses units. The most effective Guard armies have a solid back line with units that can capture objectives with supporting cover fire.

Imperial Guard Abilities

The Imperial Guard only has one published ability, and another that is less obvious!

Voice of Command

The Imperial Guard armies have a common special ability called ‘Voice Of Command’. this represents the structured nature of the army and how the men look to officers for direction. Most HQ units will have the ‘Voice of Command’ ability listed on their data sheet. If they do then they can issue a special order to a unit nearby. Each HQ unit with this ability can issue one command, so if you have several HQ units you will use this ability several time a turn. There are no costs to using this ability, so make sure that you make the most of it!

Command Points

If you are using the advanced rules you will need to form your army in detachments. The Imperial Guard army are no different to any other army in this respect. However because Guards are cheep in points you will find that it is easier  to create larger detachments that gain extra Command Points, or several smaller detachments that has the same effect. This means that you should be able to call on more Command Points than opponents that play elite armies ( Space Marines & all ).

Get familiar with the basic Command Point Stratagems and and additional Mission basted Stratagems. Your mastery of these additional skills will be a major bonus in your games.

Imperial Guard HQ Tactics

The Imperial Guard only has two options for HQ units. Those are the Company Commander, for your general foot slogging officer, and the Tank Commander that is more useful leading an armoured detachment.

Company Commander

Warhammer 40000 Imperial Guard Company Commander and Cammand SquadThe Company Commander is the de-facto standard leader for an Imperial Guard Army. His main benefits are his high leadership and ‘Voice of Command‘ ability.

The Company Commander only costs 3 power points or 30 points in a point matched game.  This means that you can take a few of them even in smaller games. My advice is do it, and keep them near a unit with a Vox caster radio.

Keep your Company Commanders near the centre of your army so his influence ( leadership and Voice of Command) will have the greatest support for your infantry squads.If you have a nest of heavy support teams in a building or on a hill, then this would be a great place to place a Commander too. The ‘Take Aim’ or ‘Bring It Down’ really help heavy weapon teams.

Do not be tempted to get your Company Commander in to a fight. Yes I know that in most armies the HQ character is the best fighter in the army. This is true for the Imperial Guard army too. The Company Commander is a notch better than a Veteran Imperial Guard trooper, but this is still a far cry from any other armies characters. Even the Tau commanders wear battle suits that give them an edge!

Tank Commander

If you are fielding a company of tanks you will want to take a tank commander instead of a Company Commander. This is because the ability that the Tank Commander gets instead of the regular Voice of Command is designed to be better for tank platoons.

Lord Commissar

Warhammer 40000 Imperial Guard Lord Commissar YarrickDid I say there where just two HQ unit options? well there is a third option hiding later in the pages of the Index: Imperium 2 ( page 46 ), and that is the Lord Commissar.

Commissars are a double edged sword. They do add order to nearby units, but if they run then the Commissar will start shooting deserters. So which closes combat unit with low leadership scores, and enough models so that you can afford to loose one or two does this scream to you? – – Conscripts – -! Yes the best unit to team your Commissars with are conscript units, and then plough the commissar and conscripts in to your enemy troop units.

Imperial Guard Elite Tactics

The Elite section of the Imperial Guard where you find the specialist units.It is also where you find the greatest concentration of special weapons. Beware though, elite units cost more points so if you take too many you will not have enough points for the many infantry units you will need.

Master of Ordnance

Warhammer 40k Genestealer Magus Psyker

Genestealer Magus acting as a Master of Ordnance!

This is a one man Ordnance weapon. For 2 power points you can call a Heavy D6, S8, -2, D3 ordnance blast anywhere within 100″ of him. Ok he can only do this once a game. However if he brings some of his Master of Ordnance mates along, each one can call down a strike (one strike per turn per army).

Platoon Commander

The Platoon Commander is a character that can issue Voice of Command commands. This means that you may have expected the platoon commander to be found in the HQ section,however it’s inclusion in the elite section opens up some interesting options.

Command Squad

Special Weapons Squad

Veterans

Imperial Guard Troop Tactics

Infantry Squad Tactics

Conscript Tactics

Imperial Guard Fast Attack Tactics

Rough Riders

Scout Sentinels

Armoured Sentinels

Hell Hounds

Heavy Support Tactics

Lords of War Tactics

The imperial Guard have access to probably the largest selection of super heavy tanks. Each super heavy vehicle costs 25 to 31 power points. This means that they are virtually armies in their own rights!

Bainblade

Banehammer

Banesword

Doomhammer

Hellhammer

Shadowsword

Stormlord

Stormsword

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WH40k 7th Edition Tactics

Warhammer 40k Dark Vengeance Box set

Warhammer 40000 (WH40k) is the futuristic version of popular Warhammer science fiction table top wargame. Between the two core Games Workshop games (Age of Sigmar being the other) Warhammer 40k is probably best developed. With WH40k you have rule books and army books ( codexes) that have developed over many years and a huge repository of background material..

In this section we will have a look at the tactics for the Games Workshop Warhammer 40000 table top wargame. Please remember these pages do not replace the game rules. You will need to buy (or have access to) a copy of the Warhammer 40k Rulebook to play the game. The official introduction to the game can be found at http://www.games-workshop.com

Uplate! Warhammer 40000 8th edition Comming Imminently!

Games Workshop are releasing the 8th edition of the Warhammer 40K rules. This release will be a major change. The changes will be so big that most of the existing tactics will need to be reviewed and re-witten. For the players staying with the (very solid) 7th edition rules, I will be moving these pages to the ‘other wargames’ section.

I have written this site aimed at those who have played a couple of times and own a copy of the rules and want to advance their skills. If you do not have a copy of the Warhammer 40000 Rulebook them buy one. It’s a must have item to play the game.

Some Of the 7th Edition Tactics You Can Find Here

I have slit this site in to a section with General WH40k tactics that apply to most armies, and then sections for each 40k army with specific tactics for those armies.

General Tactics for Warhammer 40000 – 7th Edition

Warhammer 40000 (WH40k) is the futuristic version of popular Warhammer science fiction table top wargame. Between the two core Games Workshop games (Age of Sigmar being the other) Warhammer 40k is probably best developed. With WH40k you have rule books and army books ( codexes) that have developed over many years and a huge repository of background material..

In this section we will have a look at the tactics for the 7th edition of Games Workshop Warhammer 40000 table top wargame. Please remember these pages do not replace the game rules. You will need to buy (or have access to) a copy of the Warhammer 40k Rulebook to play the game. The official introduction to the game can be found at http://www.games-workshop.com

Uplate! Warhammer 40000 8th edition Is Here!

Games Workshop are releasing the 8th edition of the Warhammer 40K rules. This release will be a major change. The changes will be so big that most of the existing tactics will need to be reviewed and re-witten. For the players staying with the (very solid) 7th edition rules, I will be moving these pages to the ‘other wargames’ section.

I have written this site aimed at those who have played a couple of times and own a copy of the rules and want to advance their skills. If you do not have a copy of the Warhammer 40000 Rulebook them buy one. It’s a must have item to play the game.

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