I am particularly fond of the Phobos Lib attached to a 5 man infiltration squad with the gauntlet and array. Can’t be shot outside of 12, deep strike denial, and infiltrate makes them kinda fun to play all over
I really enjoy the Phobos Lt with Execute and Redeploy Enhancement with 3 Las Fusil Eliminators, 36" range, Lone Op, 3 Las Fusil shots, M-S-M full 6", if even needed, and the Librarian can bring a bit of a bonus if they do end up in melee or within 24" The Fusils are swingy, but I really enjoy them, and with the Lt you can take 3 instead of the Instigator Carbine.
I play death guard and often run my 10 man plague marines with both a biologus putrifier for full lethal hits for unit, crits on 5's and free grenades, and a foul blightspawn for the extra torrent weapon plus fights first.
I’m a little surprised that it wasn’t mentioned as an example, but for Guard the only way to have a unit benefit from the army rule basically to have an attached character. Each non-epic hero officer has 1 order meaning they can give our army rule to 1 unit, while the on foot epic heroes can do 2 and the Lord Solar can do 3. However the Lord Solar usually requires doubling his points cost to get all 3 to usable ranges. Most of the time most of a Guard army doesn’t get the Army rule. Guard leaders are necessary but if you want every unit or even most units then half of your army list is leaders.
I run one or two platoons of either Cadian shock troops or infantry with Veteran heavy weapons teams, add their respective Command squads, add in either a Castellan or Epic hero, AND then add in either an Ogryn bodyguard or Nork Deaddog. There is a lot to be said for combining buffs and having the ability to broadcast an order to an unattached unit at the same time.
Guard also typically has quite a few units that aren't valuable enough to get ordered though. E.g. since the indirect fire nerfs, some artillery pieces benefit far less from Take Aim. Or a cheap home objective sitter, cheap "go to the corner and do an action, I don't care if you come back" squads, cheap "go contest that objective and die" squads to prevent scoring for one round. Plus some squads can order themselves; and ofc order or not, every unit always gets their detachment rule lethal hits. And a lot of the time the situation on the board would bnenefit more from an extra squad or tank somewhere than an extra character in one of them. I think I've never added leaders to more than 1/2 of my units in Guard. Typically I think I'm closer to ~1/4, so 80%/20% of entires in the list. All my regular and cadian infrantry squads typically don't get a leader, unless I build a big tarpit unit - but for that I usually want DKOK or Bullgryn instead. My Catachan also often go leaderless, if Iron Hand disappears with the codex release probably won't ever get a leader again. And I like some units that can't get leaders. Bullgryn, Hellhounds, Basilisks, Sentinels. To be more thematic I probably should at least finally paint my commissars and add them to the lines, but they are the old, slightly goofy looking ones XD
@giantnanomachine I really wish Commissars weren't limited to the two orders they can give. Their abilities, plus regular orders, would make them auto-includes for me. As it is, I use Castellans more than Commissars now...and it just feels wrong.
Another popular solo leader is the Thousand Sons Exalted Sorcerer on a Disc, who can zoom around the board, do objectives, and use its all-powerful Binding Tendrils ability to hand out -2 to Move and Charge to enemy units, which is often really powerful. I once kept an entire Nidzilla list at bay with just two of those slowing down their most valuable pieces.
I’m fond of running the Phobos lieutenant with incursors. Taking the haywire mine on them. They’ve got like 18in threat range, 24in with scout turn 1. They are good for buffing shooting accuracy and then can charge some stuff to tie up things and pop their mine for extra damage.
Great guide! I think it would be improved by a section about multi model Leader units, such as Celestine. Their interactions with wound allocation and Precision seem to be very confusing for a lot of players.
5 nobz with a warboss is another great example of a unit that doesn't want to go max size. 10 with a warboss would be dramatic overkill for many targets, at least during the Waaagh turn, where 5 man squads are easier to hide and still deliver plenty of death without the extra bodies
I like to run a castellan with my primaris crusader squad under the sustained hits melee detachment. Whole squad gets lethal shooting on 6s, and lethal and sustained hits in melee on 5+. And he lets them fall back and charge to reposition
Back when he still existed, the Exalted Champion was a great example of unit synergy. When backed with (already broken) Chosen, he not only enjoyed their extra speed, but because he added +1 to hit, their immense mêlée went to 2+, and their array of combi-weapons went from 50% to 66%. That's a huge improvement. But then GW said "NO! FUN IS BAD!", and put him in legends. Which is pretty much 10th in a nutshell.
The Moe is better imo, chosen guns are great at shaving a wound from a vehicle or a model from a squad to trigger his melee rerolls, and he can generate CP and has much better individual melee
Wraithblades/guard basically are required to have a spiritseer attached, lethal hits and revive is of course part of the reason, but most importantly unlike previous edditions where they hit on 3+ like most of the army they hit on +4 now normally. This unfortunately also includes the wraithlord.
Wraithguard/Wraithblade without Spiritseer is definitely doing it wrong. Or letting the Visarch run around alone, or Yvraine. But Spiritseer tops that list easy.
While I wouldn't say it's wrong, Custodean Wardens without a Blade Champion is slightly odd. When not using them to charge, may as well use the cheaper Guards instead, and even when not charging they really want a leader to be able to shrug off anti-tank better.
I like to take Ragnar Blackmane with a Lt with Shield and Sword together with 6 bladeguard. Am I right that the Lt and Ragnar are boosting each other too? The rules are for the whole unit right?
As long as the Bladeguard live, the whole unit benefits from both Leader Abilities and both Leaders benefit from the Bladeguard ability, yes. When the bladeguards die, Ragnar and Lt become two separate Units and no longer benefit from abilities that say „while this model is leading a unit“.
These rules really make the Riever Lieutenant so baffling. You would think he’d be custom made to go with Riever squad but since he can’t Deep Strike doing that removed one of the only things the Rievers are good for in the first place.
I’m pretty new and I was wondering if, say you had a squad of 10 intercessors, when you add a leader to that squad, would you remove one model from that unit and replace them with the leader? Or just have 11 models?
11 models. I think the only scenario where you'd cut a member of a squad is if you wanted to fit them into a transport and a max size squad + leader is 1 model too much.
@@brendanmckenna7613most transports offer an exception for leaders attached to units, allowing for more than their capacity for units with attached leaders.
If a squad with 2 leader and the unit they are destroyed, can I still shoot them as normal from the attack which destroyed the unit that they r leading
They split into 2 units, but the remaining attacks csn still.be allocated to one of them, but I'm a bit unsure which player gets to decide which one takes them.
yes, you should take leaders, they are the only way to make units usable since they are basically just unit upgrades and arnt really characters they're just sergeants :|
If we had any of that info, it would be. Sadly, even auspex has no way of knowing. He gets his information and rumors from the same web pages that are available to all of us. Many of us come here because it saves us from having to search for hours online, because auspex has already gathered that info, and put it into a PowerPoint for us.
I am particularly fond of the Phobos Lib attached to a 5 man infiltration squad with the gauntlet and array. Can’t be shot outside of 12, deep strike denial, and infiltrate makes them kinda fun to play all over
@@Happy-zg4zd no, some don't
@@Happy-zg4zd Librarian still says 12"
@@bram8731 Balance Dataslates overrules the datasheet
@@Happy-zg4zd
Those modifications have been done to the strats giving "Lone Op"
I really enjoy the Phobos Lt with Execute and Redeploy Enhancement with 3 Las Fusil Eliminators, 36" range, Lone Op, 3 Las Fusil shots, M-S-M full 6", if even needed, and the Librarian can bring a bit of a bonus if they do end up in melee or within 24"
The Fusils are swingy, but I really enjoy them, and with the Lt you can take 3 instead of the Instigator Carbine.
I play death guard and often run my 10 man plague marines with both a biologus putrifier for full lethal hits for unit, crits on 5's and free grenades, and a foul blightspawn for the extra torrent weapon plus fights first.
This^ my DG friend does this exact thing. He only rocks 1 squad because that unit comp is WILD
I run an Awakened Dynasty Necron list so pretty much every unit has a leader attached for that sweet, sweet +1 to hit buff
*Smiles in Vindicare Assassin*
Lieutenant with bladeguard is absolutely nasty in the liberation assault group
I’m a little surprised that it wasn’t mentioned as an example, but for Guard the only way to have a unit benefit from the army rule basically to have an attached character. Each non-epic hero officer has 1 order meaning they can give our army rule to 1 unit, while the on foot epic heroes can do 2 and the Lord Solar can do 3. However the Lord Solar usually requires doubling his points cost to get all 3 to usable ranges.
Most of the time most of a Guard army doesn’t get the Army rule. Guard leaders are necessary but if you want every unit or even most units then half of your army list is leaders.
I run one or two platoons of either Cadian shock troops or infantry with Veteran heavy weapons teams, add their respective Command squads, add in either a Castellan or Epic hero, AND then add in either an Ogryn bodyguard or Nork Deaddog.
There is a lot to be said for combining buffs and having the ability to broadcast an order to an unattached unit at the same time.
Guard also typically has quite a few units that aren't valuable enough to get ordered though. E.g. since the indirect fire nerfs, some artillery pieces benefit far less from Take Aim.
Or a cheap home objective sitter, cheap "go to the corner and do an action, I don't care if you come back" squads, cheap "go contest that objective and die" squads to prevent scoring for one round. Plus some squads can order themselves; and ofc order or not, every unit always gets their detachment rule lethal hits. And a lot of the time the situation on the board would bnenefit more from an extra squad or tank somewhere than an extra character in one of them.
I think I've never added leaders to more than 1/2 of my units in Guard. Typically I think I'm closer to ~1/4, so 80%/20% of entires in the list. All my regular and cadian infrantry squads typically don't get a leader, unless I build a big tarpit unit - but for that I usually want DKOK or Bullgryn instead. My Catachan also often go leaderless, if Iron Hand disappears with the codex release probably won't ever get a leader again. And I like some units that can't get leaders. Bullgryn, Hellhounds, Basilisks, Sentinels.
To be more thematic I probably should at least finally paint my commissars and add them to the lines, but they are the old, slightly goofy looking ones XD
@giantnanomachine I really wish Commissars weren't limited to the two orders they can give. Their abilities, plus regular orders, would make them auto-includes for me. As it is, I use Castellans more than Commissars now...and it just feels wrong.
Another popular solo leader is the Thousand Sons Exalted Sorcerer on a Disc, who can zoom around the board, do objectives, and use its all-powerful Binding Tendrils ability to hand out -2 to Move and Charge to enemy units, which is often really powerful. I once kept an entire Nidzilla list at bay with just two of those slowing down their most valuable pieces.
I often play Orikan and an overlord with 20 warriors
I’m fond of running the Phobos lieutenant with incursors. Taking the haywire mine on them. They’ve got like 18in threat range, 24in with scout turn 1. They are good for buffing shooting accuracy and then can charge some stuff to tie up things and pop their mine for extra damage.
Great guide! I think it would be improved by a section about multi model Leader units, such as Celestine. Their interactions with wound allocation and Precision seem to be very confusing for a lot of players.
5 nobz with a warboss is another great example of a unit that doesn't want to go max size. 10 with a warboss would be dramatic overkill for many targets, at least during the Waaagh turn, where 5 man squads are easier to hide and still deliver plenty of death without the extra bodies
I like to run a castellan with my primaris crusader squad under the sustained hits melee detachment. Whole squad gets lethal shooting on 6s, and lethal and sustained hits in melee on 5+. And he lets them fall back and charge to reposition
Back when he still existed, the Exalted Champion was a great example of unit synergy. When backed with (already broken) Chosen, he not only enjoyed their extra speed, but because he added +1 to hit, their immense mêlée went to 2+, and their array of combi-weapons went from 50% to 66%. That's a huge improvement.
But then GW said "NO! FUN IS BAD!", and put him in legends. Which is pretty much 10th in a nutshell.
Seconded. I didn’t know he went to legends but that makes sense.
The Moe is better imo, chosen guns are great at shaving a wound from a vehicle or a model from a squad to trigger his melee rerolls, and he can generate CP and has much better individual melee
Oh. Your one of them. ""Fun is bad" and then they took away and old model that didn't sell well that I liked" . I'm sure that's why they did it. Sigh
Casual reminder you can still use that model just because it is in legends doesnt mean GW forbids you from playing it
I felt the same way when they took away 80% of the options for Terminator Captains. And took away the Sanguinary Priest with Jump Pack. Etc, etc.
I take way too many leaders for my own sake
Same
Wraithblades/guard basically are required to have a spiritseer attached, lethal hits and revive is of course part of the reason, but most importantly unlike previous edditions where they hit on 3+ like most of the army they hit on +4 now normally. This unfortunately also includes the wraithlord.
Wraithguard/Wraithblade without Spiritseer is definitely doing it wrong. Or letting the Visarch run around alone, or Yvraine. But Spiritseer tops that list easy.
Don't forget the lethal hit
@@giantnanomachineYvraine can make harqulins extra tanky(but actually still fragile)
While I wouldn't say it's wrong, Custodean Wardens without a Blade Champion is slightly odd. When not using them to charge, may as well use the cheaper Guards instead, and even when not charging they really want a leader to be able to shrug off anti-tank better.
DW knights with maces and a chaplain in terminator armor is chefs kiss
I like to take Ragnar Blackmane with a Lt with Shield and Sword together with 6 bladeguard. Am I right that the Lt and Ragnar are boosting each other too? The rules are for the whole unit right?
Yeah they affect each other. This is a very popular combo
As long as the Bladeguard live, the whole unit benefits from both Leader Abilities and both Leaders benefit from the Bladeguard ability, yes. When the bladeguards die, Ragnar and Lt become two separate Units and no longer benefit from abilities that say „while this model is leading a unit“.
These rules really make the Riever Lieutenant so baffling. You would think he’d be custom made to go with Riever squad but since he can’t Deep Strike doing that removed one of the only things the Rievers are good for in the first place.
I'm hoping for the Eldar Codex that all Phoenix Lords are finally worth taking, currently 3 are considered competitive out of the 8.
I’m pretty new and I was wondering if, say you had a squad of 10 intercessors, when you add a leader to that squad, would you remove one model from that unit and replace them with the leader? Or just have 11 models?
11 models. I think the only scenario where you'd cut a member of a squad is if you wanted to fit them into a transport and a max size squad + leader is 1 model too much.
@@brendanmckenna7613most transports offer an exception for leaders attached to units, allowing for more than their capacity for units with attached leaders.
I either take to many leaders or one leader and all army
Been a good while since a rail cannon was this fast ?
“Fairly scary in melee”
If a squad with 2 leader and the unit they are destroyed, can I still shoot them as normal from the attack which destroyed the unit that they r leading
They split into 2 units, but the remaining attacks csn still.be allocated to one of them, but I'm a bit unsure which player gets to decide which one takes them.
@@jampine8268the player whose unit is targeted decides where the attack is allocated unless Precision comes into play, afaik
yes, you should take leaders, they are the only way to make units usable since they are basically just unit upgrades and arnt really characters they're just sergeants :|
Yes
Cool 👍
Sometimes.
*laughs in knights*
20 seconds ago!😂
2 min for me lol
Would a video about what detachments eavry race is getting for christmas be a good idea
If we had any of that info, it would be.
Sadly, even auspex has no way of knowing. He gets his information and rumors from the same web pages that are available to all of us.
Many of us come here because it saves us from having to search for hours online, because auspex has already gathered that info, and put it into a PowerPoint for us.
Given we don't know what they are yet, that is somewhat impossible.
@@jampine8268 as in what they need not what they will get