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==Gameplay== ===Horus Heresy 1.0=== {| class=wikitable ! Points || WS || BS || S || T || W || I || A || Ld || Sv |- | 400 || 7 || 6 || 6 || 6 || 6 || 6 || 4 || 10 || 2+/4++ |}True to his legion, Roboute Guilliman is fairly average as far as Primarchs go, both in terms of his stats and his points cost, but it's the rules and equipment you really want him for. He and any unit he joins can re-roll failed charge distances, and the Concussive special rule doesn't do shit against him. All Ultramarines in play gain +1 to Ld while he's in play and he also makes Invictarus Suzerains and Legion Terminators troops as long as he's the warlord. Preternatural Strategy can force opponents to re-roll successful attempts at Seize the Initiative while also granting all units from one entry in the Ultramarines army list Implacable Advance, Interceptor, or Tank Hunters if they don't have it already, and by that they do mean entry, not just one unit, so if you selected Legion Predator Strike Armour Squadron to have Tank Hunters then every Legion Predator Strike Armour Squadron in your army will gain the rule. It also buffs his WS by 1 for each round of combat within a challenge after the first one (e.g. he becomes WS8 on the second round and so on), although it resets back to 7 after the challenge is over or if his opponent swaps out for somebody else via something like Glorius Intervention. Finally, Unyielding Will negates all negative leadership modifiers and allows him to re-roll failed Deny the Witch tests. (Funnily enough, this actually makes him a decent counter for Lorgar's psychic faggotry, though it won't help him deny Lorgars' blessings.) Guilliman's Armor of Reason gives him a 2+/4++ and the ability to re-roll the first invulnerable save he fails in each phase. (Not per turn, per phase.). As for his weapons, he can choose one of two melee weapons to use in any given assault phase: the Gladius Incandor (a Paragon Blade with Shred) and the Hand of Dominion (a S10 AP1 Power Fist with Concussion). Both of them are Specialist weapons, so regardless of which one he picks he still gets an extra attack. Finally, his gun is the Arbitrator, a S6 AP3 combi-bolter with Assault 2 and Rending- which he might as well have left at home for how often it fires it as he has a Cognis Signum to use instead (+1 BS to a unit instead of firing a weapon himself). Overall, he gives out a nice variety of buffs and can really hold his own in a fight while being one of the best tactician characters in the game. Due to his low mobility and vulnerability to tarpits, he's unlikely to make his points back by [[Mortarion|killing something expensive.]] That said, +1 Ld is a reasonably strong bonus, and the insurance against seizing is good insurance against things going [[Not as planned]]. Also, the sky is the limit with the unit entry buff. Tank Hunting Support Squads or Heavy Weapon Squads sound good to you? How about Rapiers? A Cognis Signum is always nice to have. Capping all this off is that you can run a basically tax-free list by taking the severely broken Suzerains as troops. Don't forget, this is all for only 125 points more than [[Marneus Calgar|M.A.C. daddy]], further proof of 30k superiority. ====30K Roboute Guilliman VS Other 30K Primarchs==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Primarch fighting, while fun to see, isn't a very competitive thing to do as it'll usually tie up both Primarchs for the entire game without either of them dying. With that in mind this section is all about how Roboute Guilliman fares against other Primarchs mathhammer wise. Please note that all the various abilities, with the exception of Blind, are taken into account (Blind is ignored because it is just too random and unreliable to come into play) and the match-ups assume the Primarchs are the only ones involved in the fighting, so various abilities like Angron's "The Butcher's Nails" and Rampage do not provide any bonuses. Also do note that Preternatural Strategy is taken into account (obviously) so prepare to see even more mathhammer than for the other Primarchs. <div class="mw-collapsible-content"> * Roboute Guilliman VS Horus **Horus will use his Talon of Horus (rerollable 3+ is better than flat 2+, and Disabling Strike can counter the slow-burn effect of Preternatural Strategy) and hits 4 times, wounds 3.555 times, 1.778 after saves, then 1.564 for the Armour of Reason and IWND will take that down to 1.231 wounds at the start of the next turn. **Guilliman hits 2.5 times, wounds 2.222 times (Gladius), 0.74 wounds after saves and IWND will take that down to 0.407. **Guilliman loses this fight (Quite appropriately). **Note: Due to the nature of the fight this match doesn't take into account Preternatural Strategy (Because it is balanced by Disabling Strike). Also do note that after the first few wounds inflicted from Horus, Guilliman will have his S significantly reduced and the Gladius Incandor will become useless. However, Disabling Strike doesn't affect the Hand of Dominion, so Guilliman will still wound Horus on a 2+. * Roboute Guilliman VS Angron **Angron Round 1: Angron has Hatred, so on the first turn he will hits 5.333 times, wounds 4.444 times, 2.222 after saves, 2.008 after Armour of Reason re-roll and IWND take it down to 1.675. **Angron Round 2: Angron hits 4 times, wounds 3.333 times, 1.667 times after saves, 1.453 after re-roll and IWND will take that down to 1.12 wounds at the start of the next turn. **Angron Round 3 and thereafter: Angron hits 3 times, wounds 2.5 times, 1.25 after saves and 1.036 after the re-roll. Then IWND take it down to 0.703. **Guilliman Round 1/2/3: hits 2.5 times, wounds 2.222 times, 0.741 times after saves and FNP (5+), then IWND will take that down to 0.407 wounds at the start of the next turn. **At this point Guilliman should switch to the Hand of Domination since he will inflict enough damage to stunlock Angron at Initiative 1. **Guilliman Round 4 and thereafter: hits 3.333 times, wounds 2.778 times, 0.925 times after saves and FNP then IWND will take that down to 0.592 wounds at the start of the next turn. **Guilliman loses. There is no point can he overtake Angron's average damage output. * Roboute Guilliman VS Fulgrim **Fulgrim Round 1: hits 4.861 times (Fireblade is MC), wounds 3.601 times (Child of Terra Warlord Trait), 1.801 times after the Invuln, 1.582 after the Armour of Reason and IWND will take that down to 1.249 at the start of the next turn. **Fulgrim Round 2 and thereafter: hits 3.714 times, wounds 2.889 times, 1.445 times after the Invuln, 1.226 after the re-roll and IWND will take that down to 0.893 at the start of the next turn. **Concussed Fulgrim (cannot happen earlier than round 3): Hits 2.708 times, wounds 2.106 times, 1.053 times after the invuln, 0.845 after the re-roll and IWND will take that down to 0.56 wounds. **Guilliman with Gladius Incandor Round 1/2: hits 2.5 times, wounds 2.222 times, 0.74 times after saves and IWND will take that down to 0.407 wounds at the start of the next turn. **Guilliman with Gladius Incandor Round 3 and thereafter: hits 3.333 times, wounds 2.963 times, 0.988 times after saves and IWND will take that down to 0.654 wounds at the start of the next turn. **Guilliman with Hand of Dominion Round 1/2: hits 2.5 times, wounds 2.083 times, 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn. **Guilliman with Hand of Dominion Round 3 and thereafter: hits 3.333 times, wounds 2.777 times, 0.926 times after saves and IWND will take that down to 0.593 wounds at the start of the next turn. **An unsurprising loss for Guilliman. If Guilliman chooses to use the Gladius Incandor, Fulgrim will out-damage him in the long run, and if he chooses to concuss Fulgrim, Fulgrim temporarily loses his extra attacks, but Guilliman cannot put out enough damage to keep Fulgrim concussed, meaning Fulgrim gets back up to his normal initiative, gains his extra attacks back, and beats down Guilliman. * Roboute Guilliman VS Mortarion **Mortarion hits 2.5 times, wounds 1.666, 0,833 after saves, 0.625 wounds after Armor of Reason, and after IWND it becomes 0.292 wounds. **Guilliman Round 1: hits 2.5 times, wounds 2.083 times, 1.042 after saves, and IWND take it down to 0.486. **Guilliman Round 2 and after: hits 3.333 times, wounds 2.777 times, 1.388 times after saves and IWND will take that down to 0.833. **Easy win for Guilliman. * Roboute Guilliman VS Ferrus **Ferrus: hits 2.5 times (Forgebreaker and Servo-arm), wounds 2.083 times, 1.042 after the Invuln, 0.834 times after the re-roll and IWND will take that down to 0.501 at the start of the next turn. **Guilliman Round 1: hits 2.5 times, wounds 2.083 times (Hand), 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn. **Guilliman Round 2 and thereafter: hits 3.333 times, wounds 2.778 times, 0.926 times after saves and IWND will take that down to 0.593 wounds at the start of the next turn. **Guilliman wins this fight. * Roboute Guilliman (with the Hand of Domination) VS Konrad Curze **Curze Round 1: hits 4 times, wounds 3 times, 1.5 times after the Invuln, 1.286 times after the re-roll and IWND will take that down to 0.953 at the start of the next turn. **Curze Round 2 and thereafter: hits 3 times, wounds 2.25 times, 1.125 times after the Invuln, 0.911 times after the re-roll and IWND will take that down to 0.578 at the start of the next turn **Guilliman Round 1/2: hits 2.5 times, wounds 2.083 times, 1.0416 times after saves and IWND will take that down to 0.7083 wounds at the start of the next turn. **Guilliman Round 3 and thereafter: hits 3.333 times, wounds 2.778 times, 1.339 times after saves and IWND will take that down to 1.055 wounds at the start of the next turn. **Guilliman easily wins this fight... theoretically **Note: As usual, Konrad should attempt to even the odds with Hit and Run, negating Preternatural Strategy while gaining the +1 attack for the charge (and sniping some wounds with his knives). Even with Guilliman using the Hand of Domination, there is a chance Curze doesn't suffer any damage from it (31% when Guilliman is WS7/8 and 20% when he is WS9) so he will actually negate Preternatural Strategy between 37% and 31% of the time, which is enough to give Rob a run for his money or even kill him if the Widowmakers score more than a single wound. * Roboute Guilliman VS Vulkan **Vulkan hits 2 times, wounds 1.667 times, 0.833 times after saves, 0.633 times after Armour of Reason and IWND will take that down to 0.3. **Guilliman Round 1: hits 2.5 times, wounds 2.083 times, 0.694 times after saves and IWND will take that down to 0.139 wounds at the start of the next turn. **Guilliman Round 2 and thereafter: hits 3.333 times, wounds 2.778 times, 0.926 times after saves and IWND will take that down to 0.37 wounds at the start of the next turn. **A long as fuck fight, but Guilliman takes the win 'cause he does marginally more damage. * Roboute Guilliman VS Lorgar **Lorgar hits 2.5 times, wounds 2.083 times, 1.042 times after the Invuln, 0.834 after the re-roll and IWND will take that down to 0.501. **Guilliman Round 1: hits 2.778 times, wounds 1.85 times, 0.926 times after saves and IWND will take that down to 0.593 wounds at the start of the next turn. **Guilliman Round 2 and thereafter: hits 3.333 times, wounds 2.963 times, 1.48 times after saves and IWND will take that down to 1.15 wounds at the start of the next turn. **Even with forcing Guilliman to re-roll 5's and 6's for the first round Lorgar will still lose. **Note: this doesn't take into account Psychic Powers and with Precognition on Lorgar will easily win. Guilliman's rerollable DtW doesn't do shit, as it only works against witchfires and maledictions, while Lorgar's most powerful spells are blessings. *Roboute Guilliman VS Perturabo **Perturabo Round 1: hits 2.667 times, wounds 2.222 times, 1.111 times after the Invuln, 0.911 times after the re-roll and IWND will take that down to 0.578. **Perturabo Round 2 and thereafter: hits 2 times, wounds 1.667 times, 0.833 times after the Invuln, 0.633 after Armour of Reason and IWND will take that down to 0.3. **Guilliman Round 1/2: hits 2.5 times, wounds 2.222 times, 0.74 times after saves and IWND will take that down to 0.407 wounds at the start of the next turn. **Guilliman Round 3 and thereafter: hits 3.333 times, wounds 2.963 times, 0.988 times after saves and IWND will take that down to 0.654 wounds at the start of the next turn. **Again, Guilliman wins pretty safely. Starting to see a trend here. * Roboute Guilliman VS Alpharius **Alpharius hits 2.917 times and wounds 1.702 times (Remember he has Preferred Enemy), 0.851 wounds after the Invuln, 0.643 after Armour of Reason and IWND will take that down to 0.31 wounds at the start of the next turn. **Guilliman Round 1: hits 2.5 times, wounds 2.222 times, 1.111 times after saves and IWND will take that down to 0.778 wounds at the start of the next turn. **Guilliman Round 2 and thereafter: hits 3.333 times, wounds 2.963 times, 1.482 times after saves and IWND will take that down to 1.148 wounds at the start of the next turn. **Guilliman wins really easily, as the damage Alpharius does is almost irrelevant, thus making the claim that he personally killed the lord of the Alpha Legion actually believable... * Roboute Guilliman VS Rogal Dorn **Dorn Round 1: hits 2.666 times, wounds 2 times, 1 time after the Invuln, 0.8 wounds after the re-roll and IWND will take that down to 0.467 wounds at the start of the next turn. **Dorn Round 2 and thereafter: hits 2 times, wounds 1.5 times, 0.75 wounds after the Invuln, 0.55 after the re-roll and IWND will take that down to 0.217 wounds at the start of the next turn. **Guilliman Round 1/2: hits 2.5 times, wounds 2.222 times, 1.111 times after saves and IWND will take that down to 0.778 wounds at the start of the next turn. **Guilliman Round 3 and thereafter: hits 3.333 times, wounds 2.963 times, 1.482 times after saves and IWND will take that down to 1.148 wounds at the start of the next turn. **Guilliman easily wins this fight, taking a lot less damage and dishing out more. **Note: Dorn doesn't use Sundering Blow because he would actually cause less damage with it. * Roboute Guilliman VS Corvus Corax **Corvus hits 4 times (Scourge)/3 times (Shadow-walk), wounds 3 times (Scourge)/2.25 times (Shadow-walk), causing 1.5 wounds (Scourge)/1.125 wounds (Shadow-walk) after the Invuln which drop down to 1.286 (Scourge)/0.911 (Shadow-walk) and IWND will take that down to 0.953 (Scourge)/0.578 (Shadow-walk) wounds at the start of the next turn. **Guilliman Round 1: 2.5/1.666 times, wounds 2.0833/1.389 times, 1.389/0.926 wounds after saves and 1.055/0.593 wounds after IWND. **Guilliman Round 2 and thereafter: hits 3.333/2.5 times, wounds 2.963/2.083 times, 1.975/1.389 times after saves and IWND will take that down to 1.642/1.055 wounds at the start of the next turn. **Guilliman easily wins this fight **Note: Like Curze, Corax could try to use Hit and Run to even the odds, having even more bonus than Curze thanks to his uber-Furious Charge, but unlike Curze it wouldn't work for too long as the second time they fight (whether Corax charges or Guilliman catches him) Guilliman will have him concussed (He's using his fist for a reason) for the rest of the fight and will kill him before Corax can escape again, thus making the strategy not viable against Papa Smurf. * Roboute Guilliman vs. Leman Russ ** Leman Round 1 & 2 (using the Axe of Helwinter): Hits 4.886 times, wounds 4.071 times, 2.035 after the Invuln, 1.817 after the re-roll with IWND taking that down to 1.484 at the start of the next turn. ** Leman Round 3 and on (using the Axe of Helwinter): Hits 3.719 times, wounds 3.099 times, 1.55 after the Invuln, 1.331 after the re-roll with IWND taking that down to 0.998 at the start of the next turn. ** Roboute Round 1 and Round 4+ (using the Hand of Dominion): Hits 1.667 times, wounds 1.389 times, 0.695 wounds after saves, and IWND will take that down to 0.362 wounds at the start of the next turn. ** Roboute Round 2 & 3: Hits 0.833, wounds 0.694 times, 0.3472 wounds after saves, and IWND will take that down to 0.014 wounds at the start of the next turn. ** Result: It's not even a challenge. Leman Russ kills Rowboat Girlyman almost effortlessly. What do you expect from trying to go up against The Emperor's Executioner. That furry fucker was designed from the ground up to kill every Primarch in the entire game. * Roboute Guilliman VS Jaghatai **Jaghatai: hits 4 times, wounds 2 times, 1 wounds after saves, 0.5 wounds after the armour of reason AoR and IWND will take that down to 0.166 **Guilliman Round 1: hits 2.5 times, wounds 2.083 times (Hand), 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn. **Guilliman Round 2 and thereafter: hits 3.333 times, wounds 2.778 times, 0.926 times after saves and IWND will take that down to 0.593 wounds at the start of the next turn. **Guilliman wins, but Jaghatai could use hit-and-run to negate Roboute's Preternatural Strategy, and unlike with Corax and Curze his 3++ gives him a reasonable chance of not being concussed. Guilliman will still probably win on average but it's closer than the above shows. * TL;DR version: Surprisingly, despite being one the best army buffers amongst Primarchs and his generally not outstanding (for a Primarch) stats, Guilliman is actually a beast in 1 on 1 fights if they drag on long enough, beating all but the most specialised Primarchs and mathematically losing only to Horus, Angron, Fulgrim and Leman Russ. Truth is that he's very well balanced with a choice of good weapons for offense, a decent defense and an extra ability that benefits both. He loses when his more balls out brothers just dump damage on him but when he has the chance to let his strategy impact the fight he'll typically win. He'll likely fall down the rankings some more when Sanguinius and the Lion step onto the field but with his army buffs he'll remain a great choice. </div></div> ===Horus Heresy 2.0=== Much has changed in this newest edition of the Horus Heresy. Primarchs have a set of shared rules: *Independent Character, Eternal warrior, Fearless, It Will Not Die (5+), Bulky (4) and Relentless. Unit type character *They are not effected by negative modifiers to their statlines (other then wounds). *Resolve snap shots at their normal BS. *All hits from either shooting or close combat are allocated by the Primarchs controlling player. These hits are kept in a separate wound pool. This edition, Guilliman has gained 2 extra attacks (technically 3 since he has two specialist weapons), though he's seen a significant point cost hike. {| class=wikitable | Pts || M || WS || BS || S || T || W || I || A || LD || SV |- | 465 || 8 || 7 || 6 || 6 || 6 || 6 || 6 || 6(+1) || 10 || 2+(4++) |} Yes, Guilliman literally has the most basic Primarch statline in the game. *'''Legiones Astartes (Ultramarines):''' Lets you "paint" a unit on the enemy team to get +1 to hit against them in the shooting phase with your other units. Not super great with Guilliman, since he isn't meant for shooting and has a Cognis-Signum anyway. *'''Adamantium Will (3+):''' Gives Guilliman a 3++ against Psychic attacks. Pretty good durability boost, but since he's a Primarch and has Fearless, he's rarely going to be the target of Psychic attacks anyway. *'''Prenatural Strategy:''' Now we're talking. Gives 4 different army-wide buffs (except vehicles!) that can't be selected twice in a row, but can be selected more than once in a battle. **'''Fleet (2):''' Fantastic offensive boost, though your Suzerains have heavy, and as such can't run. Use this on the first turn, especially if you're bringing Locutarus Storm Squads to get them where you need them [[White Scars|even faster.]] **'''Counter-Attack (1):''' And now, your defensive boost! Ensures your Suzerains will [[Rip and Tear|always have 5 attacks on the first turn of combat,]] so enjoy sitting on an objective and staring your opponent down with a smug, shit-eating grin. **'''Furious Charge (1):''' Alternatively, your Suzerains can strike at S5, turning their Legatine Axes into paragon blades without ''Murderous Strike.'' Another incredibly good damage boost. **'''Stubborn:''' Just a good all-rounder ability, which can make you particularly terrifying to [[Night Lords|some]] [[Word Bearers|legions]] that rely on Fear (X) and other leadership shenanigans. *'''Calculating Swordsman:''' Lets Guilliman re-roll hit rolls of 1 on every turn of a combat after the first. Not bad, but it's not particularly great either. *'''Sire of the Ultramarines:''' Gives an extra reaction per turn in any phase you want, which is cool, but +1 Leadership is just so... meh. Far from [[Rogal Dorn|the]] [[Konrad Curze|best]] "Sire of the X" warlord trait. **Made worse when you realize that this only gives a bonus reaction to only one phase, which you need to choose at the game's start. When you have people like Alpharius who can spend reactions whenever rather than only movement phases or such, it feels a good bit more limiting. Guilliman has some pretty strong wargear, though it's somewhat middle of the pack when compared to his brothers. *'''[[Derp|The Armour of Reason:]]''' Though it may have the silliest name of any Primarch wargear in the game, it's actually not half bad-- you can re-roll your first failed invulnerable save ''per phase.'' Basically just a better version of the Lion's armour, and allows him to stay alive longer in challenges. *'''The Gladius Incandor:''' S7, AP2, Shred, Murderous Strike (5+), Master-Crafted, Specialist Weapon. It's all right, but it's certainly not the best Primarch melee weapon [[Ferrus Manus|by]] [[Leman Russ|a long]] [[Lion El'Jonson|shot.]] *'''The Hand of Dominion:''' S10, AP1, Unwieldy, Master-Crafted, Brutal (2), Specialist Weapon. *'''The Arbitrator:''' 18", Assault 2, S6, AP3, Rending (5+), Master-Crafted. Nice for picking off a squad sergeant before a charge, but that's about all it's useful for. If you want a Primarch that can shoot, [[Perturabo|look ]][[Jaghatai Khan|elsewhere.]] *'''Cognis-Signum:''' Use this instead of shooting, unless you REALLY need to kill a squad sergeant. Sometimes you won't need it though, since your legion trait covers it. *Frag Grenades Guilliman hasn't seen too much chance since last edition, and he's just a solid pick that excels at most things while buffing his army with ''Prenatural Strategy.'' He's an okay Primarch, but he's fucking expensive, so keep that in mind when you're building an army around him. He’s a leader, not a beatstick like [[Abaddon_the_Despoiler|Abaddon]]. ====30k Roboute Guilliman Vs other Primarchs: Heresy 2.0==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Primarch fighting has significantly changed in the new edition. The sweeping changes to the Weapon Skill system really put those with lower scores at a huge disadvantage. While the changes to universal special rules mean that characters can often bring more attacks (like with Rage and Rampage) or newer tricks (Brutal) to the table that they never could before. This means that Primarch vs Primarch fighting is more likely to actually resolve itself within the duration of the game, rather than taking turns whittling off small numbers from each other. Also, because Overwatch Reactions are now done at full ballistic skill, shooting will likely play a more significant role. However, for the sake of brevity, there should be no need to include them unless they make a meaningful difference to the outcome. <div class="mw-collapsible-content"> Guilliman is, like many things, very ''meh'' in duels, though he's actually not awful. Brutal (2) on the Hand of Dominion means he beats most other WS 7 Primarchs, but he loses to most Primarchs with Brutal or WS 8. '''Guilliman vs. The Lion''' *Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds, '''2.23 unsaved wounds''', which is reduced to 1.90 at the end of the turn thanks to IWND. **Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''2.58 unsaved wounds''', which is reduced to 2.25 at the end of the turn thanks to IWND. **Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''2.93 unsaved wounds''', which is reduced to 2.60 at the end of the turn thanks to IWND. *Guilliman (Sword) ''(hits on MC 5+)'': 2.56 hits, 2.27 wounds, '''0.89 unsaved wounds''', which is reduced to 0.55 at the end of the turn thanks to IWND. **Guilliman (Sword, round 2 and beyond) ''(hits on MC 5+, rerolling 1s)'': 2.94 hits, 2.62 wounds, '''1.05 unsaved wounds''', which is reduced to 0.72 at the end of the turn thanks to IWND. *Guilliman (Fist) ''(hits on MC 5+)'': 2.56 hits, 2.12 wounds, '''1.88 unsaved wounds''', which is reduced to 1.54 at the end of the turn thanks to IWND **Guilliman (Fist, round 2 and beyond) ''(hits on MC 5+, rerolling 1s)'': 2.94 hits, 2.43 wounds, '''2.20 unsaved wounds''', which is reduced to 1.87 at the end of the turn thanks to IWND :Lion wins- Guilliman has a slightly lower WS so he hits on master-crafted 5+ but can also re-roll all to hit rolls of 1 after the first round of combat. ''Shred'' on the Sword allows for more wounds than the Fist, but ''Brutal (2)'' creates more saves for the Lion to deal with. :Ultimately even with all those rerolls, Guilliman struggles to land a solid blow on his brother ''(rerolling 1s on a 5+ is still only 0.05 of a hit)'' while the Lion only gets angrier when he takes more wounds. '''Guilliman vs. Fulgrim''' *Fulgrim with the Laer Blade ''(Initiative 9, +3 attacks, hits on MC 3+):'' 6.22 hits, 5.18 wounds, '''2.34 unsaved wounds,''' which is reduced to 2.0 at the end of the turn thanks to IWND. *Roboute Guilliman with the Gladius Incandor ''Hits on MC 5+):'' 3.89 hits, 3.46 wounds, '''1.15 unsaved wounds,''' which is reduced to 0.81 at the end of the turn thanks to IWND. :Fulgrim wins. '''Guilliman vs. Perturabo''' *Guilliman with the Hand of Dominion ''(Hits on MC 4+):'' 3.75 hits, 3.13 wounds, '''2.08 unsaved wounds,''' which is reduced to 1.71 at the end of the turn thanks to IWND. *Perturabo with Forgebreaker Desecrated ''(Hits on MC 4+):'' 3.25 hits, 2.71 wounds, '''2.21 unsaved wounds,''' which is reduced to 1.88 at the end of the turn due to IWND. *Guilliman with the Hand of Dominion ''(Round 2 onward, Hits on MC 4+, Re-rolling 1s):'' 4.25 hits, 3.54 wounds, '''2.36 unsaved wounds,''' which is reduced to 2.03 at the end of the turn thanks to IWND. :Close, but Guilliman wins in the end due to his extra attack, as well as Calculating Swordsman landing him more hits. '''Guilliman vs. Jaghatai Khan''' *Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 2.5 wounds, '''1 unsaved wound,''' which is reduced to 0.67 at the end of the turn thanks to IWND. **Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.52 unsaved wounds,''' which is reduced to 1.19 at the end of the turn thanks to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 4+):'' 3.75 hits, 3.13 wounds, '''2.09 unsaved wounds,''' which is reduced to 1.76 at the end of the turn thanks to IWND. :Guilliman wins-- Brutal (2) is able to overwhelm the Khan's 3++ Invulnerable save. '''Guilliman vs. Leman Russ''' *Leman Russ with the Sword of Balenight ''(Hits on MC 3+):'' 5.56 hits, 4.63 wounds, '''4.38 unsaved wounds,''' which is reduced to 4.05 at the end of the turn due to IWND. **Leman Russ charging with the Sword of Balenight ''(Hits on MC 3+):'' 6.22 hits, 5.18 wounds, '''4.93 unsaved wounds,''' which is reduced to 4.60 at the end of the turn due to IWND. **Leman Russ using Counter-Attack with the Sword of Balenight ''(Hits on MC 3+):'' 6.89 hits, 5.74 wounds, '''5.49 unsaved wounds,''' which is reduced to 5.16 at the end of the turn thanks to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''2.13 unsaved wounds,''' which is reduced to 1.80 at the end of the turn thanks to IWND. **Guilliman with the Hand of Dominion ''(Russ charging, hits on MC 6+):'' 1.31 hit, 1.09 wounds, '''1.09 unsaved wounds,''' which is reduced to 0.76 at the end of the turn thanks to IWND. :Russ wins. '''Guilliman vs. Rogal Dorn''' *Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.70 unsaved wounds,''' which is reduced to 1.36 at the end of the turn thanks to IWND. *Guilliman with the Gladius Incandor ''(Hits on MC 5+)'': 2.22 hits, 1.67 wounds, '''0.84 unsaved wounds,''' which is reduced to 0.5 at the end of the turn thanks to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 5+)'': 2.22 hits, 1.11 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.77 at the end of the turn thanks to IWND. :Dorn wins. Once again, Guilliman’s lower WS combined with the Auric Armor’s permanent transhuman guts his damage output, [[Fail | even with the Brutal (2) hand of dominion.]] '''Guilliman vs. Konrad Curze''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''1.75 unsaved wounds,''' which is reduced to 1.42 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''2 unsaved wounds,''' which is reduced to 1.67 at the end of the turn due to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''2.13 unsaved wounds,''' which is reduced to 1.80 at the end of the turn thanks to IWND. **Guilliman with the Hand of Dominion ''(Glimpse of Death, Hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''1.07 unsaved wounds,''' which is reduced to 0.74 at the end of the turn due to IWND. :Curze wins with Glimpse of Death, due to conferring Feel No Pain (4+). '''Guilliman vs. Sanguinius''' *Sanguinius with the Blade Encarmine ''(Hits on MC 3+):'' 4.22 hits, 3.75 wounds, '''1.63 unsaved wounds,''' which is reduced to 1.30 at the end of the turn due to IWND. **Sanguinius charging with the Blade Encarmine ''(Hits on MC 3+):'' 5.56 hits, 4.94 wounds, '''2.22 unsaved wounds,''' which is reduced to 1.89 at the end of the turn thanks to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''2.13 unsaved wounds,''' which is reduced to 1.80 at the end of the turn thanks to IWND. **Guilliman with the Hand of Dominion ''(vs. Charging Sanguinius, hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''1.07 unsaved wounds,''' which is reduced to 0.74 at the end of the turn thanks to IWND. :[[What|Guilliman wins, even if Sanguinius charges him.]] '''Guilliman vs. Ferrus Manus''' *Ferrus Manus with Forgebreaker ''(Hits on MC 4+):'' 3.25 hits, 2.71 wounds, '''3.82 unsaved wounds,''' which is reduced to 3.49 at the end of the turn thanks to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 4+):'' 3.75 hits, 3.13 wounds, '''2.08 unsaved wounds,''' which is reduced to 1.75 at the end of the turn due to IWND. :Ferrus Manus wins. :Guilliman got out-Brutaled. '''Guilliman vs. Angron''' '''Guilliman vs. Mortarion''' '''Guilliman vs. Magnus the Red''' '''Guilliman vs. Horus''' *Horus with Worldbreaker (Hits on MC 3+): 4.89 hits, 4.08 wounds, 3.83 unsaved wounds, which is reduced to 3.50 at the end of the turn thanks to IWND. *Guilliman with the Hand of Dominion (Hits on MC 5+): 2.59 hits, 2.16 wounds, 1.44 unsaved wounds, which is reduced to 1.11 at the end of the turn thanks to IWND. :Horus wins. '''Guilliman vs. Lorgar''' '''Guilliman vs. Vulkan''' '''Guilliman vs. Corax''' '''Guilliman vs. Alpharius''' </div></div> ===40K Guilliman=== [[Image:GUILLIMAN2017.jpg|400px|thumb|right|[[Matt Ward]] is having an orgasm right now... as are many [[Ultramarines]] players. [[Rape|Suffice to say, he is a unstoppable force of undiluted assfuckery. Be afraid. Be very afraid. ]]]] [https://www.youtube.com/watch?v=HoLs0V8T5AA ''We can rebuild him. We have the technology...''] {{Topquote|[[Awesome|Why do I still live? What more do you want from me? I gave everything I had to you, to them. Look what they have made of our dream. This bloated, rotten carcass of an empire is driven not by reason and hope, but by fear, hate and ignorance. Better that we had all burned in the fire of Horus' ambition than lived to see this.]]|Guilliman is back, and he wants to know what the fuck went so wrong with the Imperium.}} The first Loyalist Primarch to come back to 40K, Lord Commander of the Imperium, clad in the Armour of Fate, a present from Cawl that brought him out of stasis. He wields his old gauntlet, the Hand of Dominion, with his "Bolter" (a gun that would put any Heavy Bolter to shame) now underslung and carries no less than the [[Emperor's Sword]]. Encompassing the Ultramarines philosophy, Guilliman is a talented jack of all trades, but he's no master-of-none. With 9 wounds, he is just below the threshold allowing enemy units to target him if not the closest unit, even if he is a towering monster. With T6 and and 2+/3++, he's really hard to bring down with small arms fire (a successful Bolter shot only has 5% chance to wound him, a Lasgun 2.7%, and this is without taking into account accuracy) and his high invulnerable save allows him to tank stronger shots. Don't expect him to handle a Volcano Cannon, though. If he goes down, he comes back on a 4+ with D6 wounds, but unlike in 7th, this can only be done once per battle, even if the roll is failed. On small point games, you can use him as a fire magnet, at higher point you can be sure your opponent will do whatever is in his power to bring him down, so shield him accordingly. This will not be a waste as surrounding units will greatly be enhanced by his auras. As a Character he does benefits from the Honor Guard's protection, so you can mimic the "old" Victrix guard. While away from the enemy, Guilliman can pump 3 S6 AP-1 W2 shots 24 inches away (6 at 12), bringing pain to light infantry and inflicting serious damage to multi-wound weak-save units such as Tyranid Warriors, but the -1 AP will not allow him to do more than token damages to heavily armored foes, so don't waste your shots on 2+ enemies or tanks. With his 2+ BS, rerolling any to-hit rolls and 1s to wound (as of the 2nd 8th edition codex) thanks to the XIII Primarch's rule, most of the shots will hit their target (84% of the time at rapid fire range) and if you choose your target wisely, most will wound too. Guilliman will hit with the same accuracy and re-rolls in close combat, where he really shines. He can choose to split his 6 attacks between the Emperor's sword, striking at S8 AP-4 3 D with a chance on a to-wound roll of 6 to inflict an additional D3 mortal wounds, or S12 AP-3 3 D if he uses the Hand of Dominion. You'll almost always be using the Sword as up to T4 he wounds on a 2+, and up to T7 on a 3+, and you'll benefit from the higher AP and the chance to deal extra mortal wounds. (Combined with Guilliman's ability to reroll failed wounds, this makes wounding on a 5+ a lot less bad than you'd think, such that the Gauntlet is only better in edge cases: i.e. if the target has T9 or better, an armor save of 3+ or worse, AND no invulnerable save.) Coupled with his high armor saves, almost nothing in the game short of Knights, Magnus or Mortarion will beat him in close combat one on one, though he'll die a horrible death to squads of TH/SS Terminators and such. He is also not that great against hordes with morale boosts, as he has lost his Sweeping Strike ability, so make sure your other troops clean the path to help him focus on high value targets. But as impressive as his martial skills are, Guilliman is depicted in the fluff as first and foremost a tactician, and he has the special rules to back this up. First, as the Warlord in a battleforged army, he gives '''3''' additional command points, allowing to rack up easily 10+ command points even in small points games. His warlord trait plays more into his role as a beatstick and not a general (ironic that they gave Calgar the Adept of the Codex warlord trait, even though Guilliman WROTE THE DAMN THING). Nobility Made Manifest allows '''Ultramarines Infantry''' units (which means non-characters too) to heroically intervene at 6" . Second, he allows all Imperium units (not just Ultramarines, Imperium as a whole) within 12 inches to: *Advance 1" further *Charge 1" further *Reroll ALL hit rolls of 1 *Reroll failed morale tests (although potentially ending with a worse result, so use at your own risk). As the Ultramarines' Primarch, he also has a 6" bubble that grants them a re-roll for all failed rolls to hit and wound rolls of 1 (changed with the Ultramarine's supplement), which, as explained above, also applies to him. He has one major flaw, though, he cannot ride any transport, as he's classified as a Monster and not an infantry unit for some reason, not even in a Mastodon or a Thunderhawk. Maybe he wasn't too keen on being dragged in the air, hanging on the Dreadnought grapple. He has no option to deepstrike either, so he's doomed to footslog, even though his high movement of 8 mitigate this a little. On the bright side on things, you can't buff your army while in a transport, so you didn't want to put him in a metal bawks anyway. TL;DR: Guilliman is a monstrosity and point for point one the best units in the game, being at the same time resilient, fast, deadly in close combat, no slouch in shooting and a nice force multiplier for any Imperial Force. In terms of the model, per GW's typical modus operandi lately, it's absurdly overdesigned to make things difficult for the recasters and chinamen of the world, showing that despite GW's consumer friendly steps as of late, pulling in money always comes above common sense or consistency. However, this type of over-designing does happen to favor the filthy heretic, as there have been plenty of bitchin conversions by chaos players, [[Ferrus Manus|lopping off his head]], replacing it with an appropriately sized ugly chaos faction head of their choosing, filing off the Smurf iconography, and then painting it with whatever grungy/fabulous colour scheme that looks passable, and presto! You now have yourself a possessed/empowered/favoured Chaos Lord!
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