Lord of War
Roboute Guilliman: MONSTER,
PRIMARCH. Bobby G's biggest problem is that he's not
INFANTRY...Oh, and he costs 380 Points. But lets move on. He has a Rapid Fire 3 ranged weapon that deals 2 damage a pop, so he's got that. However, he also suffers from 'The Gravis Captain' problem, of having two Melee weapons, where one Melee weapon is
clearly better than the other one; The Emperor's Sword is a S8, AP-4, deals 3 Damage and deals additional D3 Mortal Wounds on a '6' to wound. Very, very strong model in Melee. But he has a massive problem where he can't actually get there. Additionally, Bobby G
must be your army's Warlord, superseding any model with a similar rule, and for the 'privilege', he also gives you +3 CPs,
which you need, because your Warlord wont be in your Battalion Detachment, which means your Battalion is going to cost you 3 CPs. Guilliman's +3 CPs is not 'extra' CPs. It's giving you back the CPs you lose by taking Guilliman in the first place. Finally, Bobby G is one of the few models left in the game with a 3+ Invulnerable save, and, the first time Bobby G is destroyed, roll a 4+, and return him to play more than 1" away from enemy models, with D6 Wounds.
Yes, Bobby G can teleport if your opponent goofs. But, for 380 Points, you need a lot more than what Bobby G
is. No, he's actually a
massive force multiplier:
- Aura 12". IMPERIUM units gain +1 to Advance and Charge, re-roll 1s to hit, and re-roll Morale tests. Obviously, this Aura applies to Guilliman himself, and of course, it has nothing at all to do with CORE units. So this Aura hits stuff like Vehicles and Centurions, too. Ideally, this Aura is designed so that you can insert Guilliman into any Faction, any army you want. But, with army-wide Faction bonuses, Guilliman, missing key Faction...Keywords...Means that inserting Guilliman into an IMPERIUM army, is actually deleterious in some fashion. The best place for Bobby G to be, is where he belongs - in an ULTRAMARINES army. Simply because unlike every other Aura, Guilliman does affect units like Centurions and Vehicles.
- Aura 6". ULTRAMARINES CORE and CHARACTER re-roll 1s to wound. This is not a selectable buff. This is all units, including Bobby G, himself, since he's an ULTRAMARINES CHARACTER. Remember, the above Aura is larger than this Aura. Bobby G has 12" of re-roll 1s to hit, and 6", of re-roll 1s to wound.
- Fixed Warlord Trait #5. ULTRAMARINES INFANTRY and BIKERS can perform Heroic Interventions. Not useless. Just situational. Remember that you can perform Heroic Interventions, for units that aren't Bobby G. Bobby G doesn't have to get Charged for you to perform an Intervention. This Warlord Trait can create very powerful Melee-castles. Because there are scant few units in the game that are going to Charge Bobby G on purpose. Your opponent just wont do it, because they're not made of straw. But, your opponent will Charge other units. That's where Heroic Interventions come in.
The major factor that defines Bobby G, is his Auras. He is a Melee beast...With no way to get there. What is he doing, while marching up the board? He is
massively improving those powerful, shooty units that Ultramarines are known for. "What units does Guilliman go best with?" ...The ones that are already good.
HQ
Marneus Calgar: GRAVIS,
CHAPTER MASTER. T5 with 8 Wounds, 2+/4++. Additionally, Calgar takes half damage from all attacks. Very, very strong Character. He carries the normal
Rites of Battle Aura, and the
Chapter Master selectable buff. He carries a Master-Crafted Storm Bolter, and a pair of bad Power Fists that do D3 Damage, instead of 2. If Calgar is your Warlord, you gain +2 CPs, and his fixed Warlord Trait is refunding CPs. So if spamming Stratagems is what you want to do (it is), Calgar is your guy. Unlike Guilliman, Calgar can be taken in a normal Detachment, and as such, those
are actually a bonus 2 CPs, with which you can use to pick up extra Relics. At only 210 Points, Calgar can be seen as preferable to Guilliman, not least because you can potentially take another 2 HQs (one of which can be a Lieutenant, to pick up re-roll 1s to wound), and still be less points than Guilliman. Be wary of taking too many Characters and giving your opponent free
Assassinate. But we'll come back to this. The major point of contention between them is that Bobby G does give re-roll 1s to hit to Centurions and Vehicles - that's a massive difference and one that can't be ignored.
Chief Librarian Tigurius: PRIMARIS,
CHIEF LIBRARIAN. He has +1 to Psychic and Deny tests without eating your Warlord Trait for no reason like a normal Chief Librarian would. Additionally, his Force Stave is AP-3 which is very good. But, on top of that, at the start of a Battle Round, choose an
ULTRAMARINES CORE or
CHARACTER unit within 6"; Your opponent has -1 to hit them. This is an extraordinarily strong ability to grant to any unit with the
Bodyguard rule - your Character(s) can't be targeted, and the units that can be targeted, are at -1 to hit. Very good. Tigurius is always worth his points.
Chaplain Cassius: MASTER OF SANCTITY. T5 is nice. Cassius carries a Combi-Flamer-with-Master-Crafted Boltgun, and his Artificer Crozius. Both of which simply have an extra AP over their usual counterparts. He has
Spiritual Leader. But, also he has a b0rked version of an Astartes Banner, which is both better and worse than normal; Aura 6". When an
ULTRAMARINES CORE or
CHARACTER model is destroyed by a Melee attack, roll a 6, and the enemy unit that made the attack suffers a Mortal Wound.
Coming home from the Deathwatch, Cassius now talks more, but speaks softer. Also T5. Remember kids, Cassius (Deathwatch) and Cassius (Ultramarines) both exist and neither are Legends'd. GW can have 'character progression' in the game whenever they want. They choose not to.
Captain Sicarius: Carries a Plasma Pistol that doesn't explode, and a Force Sword that deals Mortal Wounds
instead of normal Damage. Ultimately, not very good, since he's missing a key piece of wargear; A Jump Pack. A horrific use of your one
CAPTAIN slot. However, his only ability that's actually worth anything, is that every round, one
ULTRAMARINES CORE or
CHARACTER unit within 6" gains
Objective Secured. Situational, but not useless...But also Sicarius is useless.
Sergeant Telion: SCOUT. He's essentially a Captain in Phobos Armour that doesn't take your
CAPTAIN slot. His ability to ignore
Look Out, Sir! is pretty potent when he deals 2 Damage with a chance for Mortal Wounds. His ability to ride around in a
pimp wagon Land Speeder Storm and still shoot out the top is deceptively strong, because you effectively Telion T6 with 7 extra Wounds, on a platform that has even more weapons. If you aren't going to run Telion around in his very own ride, he does hand out BS2+ to an
ULTRAMARINES SCOUT unit within 3" -
not +1 to hit. However, the only real reason to do this is if you're using Scouts to fire off
Hellfire Shells or
Flakk Missile.
Sergeant Chronus: For +35 Points, he makes a non-Primaris Vehicle BS2+, and the Vehicle regains a Wounds every turn. He's not terrible. Particularly because any Warlord Trait he has, is applied to the Vehicle. Which has some very strong applications. Additionally, Chronus reads as a 35 Point HQ, which means he fits right in with a Combat Patrol in a 'small game' where min-maxing your army lists is king. Costing less than an Astra Militarum HQ, in a Space Marines' list, is a big deal. As always, you want to avoid making terrible units, mediocre. Your real goal is make good units,
really good. To that end, the Vehicles to put Chronus in:
- Vindicator. T8, 2+ Save against ranged attacks.
- Whirlwind. Can hide out of LoS.
- Stalker. T8 with a solid 48" range weapon.
- Land Raider. The +35 points you add to the Land Raider is only a fraction of its real cost, making Chronus much more efficient, here. As always, the standard variant has the Twin Heavy Bolters (2 Damage each), and four Lascannon shots. Bonus, 'cause Chronus doesn't take a 'spot' in the Land Raider, which means you can still run a bunch of Melee models inside.