Hi folks. Hot on the heels of my tactical squad reviews I thought I 
would delve into one of the new units for the codex – the Lieutenant. I 
was really excited to see primaris Lieutenants in the Index and even 
more so when their non-primaris counterparts showed up in the actual 
codex. This article will aim to give an overview of how the unit works 
in 8th and explore my meagre insight as to how they can be used. 
Background-wise,
 the Lieutenant harkens back to the days of Rogue Trader but disappeared
 in 2nd edition era. Guilleman’s codex (and fluff) retcon sees them 
reintroduced as a new rank in the Astartes organisational hierarchy. 
Demi-companies were introduced last edition and now the unit 
background/entry suggests that basically every company has a Captain and
 a pair of Lieutenants to each lead a demi-company into battle. 
Now
 onto the rules. There are two ways to run Lieutenants in-line with 
other entries in the codex – as Primaris or as regular Astartes. The 
pros and cons to each are pretty much in-line with the Primaris vs 
regular comparisons across the board and we’ll come to that later. For 
now suffice to say that they have a few things in common. Firstly, they 
are both HQ choices. Secondly, they have chapter tactics (or DA/BA 
equivalent) and ATSKNF like other marines units. Thirdly, company heroes
 allows Lieutenants to be taken as 2 models per entry which are deployed
 at the same time but otherwise act independently (more on that later). 
Last but not least, the tactical precision rule gives them a 6” reroll 
1s to wound bubble. 
The role they fill is therefore as both a 
hero character who is slightly less adept than a Captain, but whom 
synergises perfectly with a Captain to bolster the effectiveness of the 
units in the vicinity. He is also a cheap HQ choice if you are on a 
tight budget. As for the Company heroes rule, there are pros and cons. I
 often find when list-building that I want more HQ slots filled to 
enable me to take more detachments and therefore gain more command 
points. In this case, taking two per slot would be counterproductive. 
If, however, you are tight on slots and would benefit from two in the 
army, being able to deploy simultaneously (but act independently from 
then on outside normal coherency) may aid you to get first turn by 
finishing deploying first.     
Let’s look at points and stats 
now. The regular guys are 4 power / 60 points and the primaris 5 (70). 
Stat wise they are a level below their respective Captains (lacking a 
point of BS/W/A/Ld by comparison) and obviously with a different aura 
ability and no invulnerable save. A Primaris Lieutenant is only just 
below a regular Captain in terms of stats, which on a like for like 
basis generally involve an extra attack and wound over the regular 
Lieutenants.  However,  there is an associated points increase by making
 the jump from regular to Primaris and differing wargear options, which 
we will address now.  
Options For a regular Lieutenant are not 
quite as lavish as for Captains despite them having the same bare-bones 
equipment, consisting of frag/krak grenades, bolt pistol, master crafted
 boltgun and chainsword. Notably missing are the options for a storm 
shield, relic blade, space marine bike and of course an iron halo. 
However, and this is where regular marines still shine over their larger
 cousins, the regular Lieutenant still has access to jump packs, melee, 
pistol and combi-weapons galore. Also, don’t’ forget the model can be 
your Warlord should you wish and, as a character, can take a relic. The 
Primaris is far more restricted in its weapon options, having just a 
bolt pistol, frag and krak grenades, plus a master-crafted auto 
bolt rifle which can be swapped out for a master-crafted stalked bolt 
rifle or power sword.   
Before delving into builds, we should 
talk a bit about the battlefield role of the Lieutenant. He is a 
4/5-wound character with no invulnerable save and thus is unlikely to be
 a game-changer no matter what you load him out with. What he does do 
very well is lend extra support to areas of the battlefield that may 
need it as well as bolstering the offensive capability of the units 
nearby. Speaking of which, this fits perfectly with his status as a 
character, as you can surround him with other units making him protected
 from all but sniper fire while granting rerolls to 1 for all units in 
6”.  
Lieutenants will fit nicely into most builds and should be 
there to complement an army rather than have the army built around it. 
For example, if you have a backfield gunline with devastators and 
predators, placing a lieutenant nearby will allow you crucial rerolls to
 to hit rolls of 1. Considering most heavy weapons will be wounding on 
rolls of 2-4+, this can greatly increase your chances of a successful to
 wound roll and hopefully leave you a command reroll free for the 
dreaded 1 on the damage roll. This can be further stacked with abilities
 such as the salamander Chapter tactic, armorium cherub and signum 
abilities to maximise the killing potential of the big guns. 
You
 may decide that you want to get the Lt up close and personal with the 
enemy, using either a jump-pack or transport for mobility. (note the 
Repulsor is the only transport option for the Primaris Lt) Whether or 
not you want him to support a drop pod full of sternguard or a squad of 
assault terminators, he will likely give you several extra wounds per 
turn as well as bolstering his own wargear, which we will discuss 
shortly. Last couple of points. I rarely deploy Lieutenants without a 
captain also – it makes it easier to build a bubble around both 
characters and then you are increasing the amount of hits and wounds 
from all units within 6” of both as well as having a couple of decent 
characters nearby. There’s also no reason you can’t use 2 of each for 
around the same cost as Guilleman and take a pair in the backfield and a
 pair in the vanguard should you so wish. 
Now for loadouts. I’ll
 start with the Primaris as it’s easier being you only have the option 
for A B or C. The MC rifles are a decent shout at any time due to their 
damage output of 2 plus the rerolls to wound he grants himself. For a 
backfield role, the stalker may be a good shout at s4, Ap-2 and damage 2
 if you plan on staying put. The auto-bolt rifle is a good all-rounder 
allowing him to advance and still shoot if you need to change positions.
 Power sword would only leave you a pistol or grenades but takes 
advantage of his WS2+ and the extra attack primaris have over the 
regular chaps. Really depends what you want to use him for, but as their
 all s4 his auto-reroll of 1 to wound may help a bit. 
For the 
grand finale let’s look at the regular Lieutenant loadouts.  He benefits
 from being able to swap out his master-crafted boltgun and / or 
chainsword while retaining his bolt-pistol allowing him more utility 
than his Primaris counterpart. I’m a fan of his basic MCBG which for 3 
points can potentially deal out 4 damage a turn (especially given his 
rerolls) but you can swap this out for a combi-weapons, pistol or melee 
weapon while also being able to swap out his chainsword for a melee 
weapon. 
I prefer to stick to one of each melee and shooting and 
also prefer combi-weapons to pistols. If you are going to swap out the 
MCBG then don’t bother with the stormbolter (same maximum damage 
potential at both ranges) and go for a combi-weapon. For melee, he 
benefits from WS2+ and rerolls 
to wound so any weapon you fancy 
will be as good as it gets on him, from a cheap power sword to a thunder
 hammer. The bare bones Lt will cost you 63 points, my preferred 
all-rounder loadout adds a power sword or power fist for 67/75 points 
and, if you want to go all-in, swap out for a combi-melta and thunder 
hammer for maximum damage. (plasma too risky on an expensive aura model)
 
I hope this guide has been useful. Happy gaming. 
 




 
I like using a Jump Pack Lieutenant in my Raven Guard. Drop him in along with Shrike and a bunch of Vanguard Vets, and they just shred stuff. I generally give him a Chainsword (usually replaced by the Teeth of Terra), and I do go for the Plasma Pistol, but I never overcharge it unless it's a literal case of do or die.
ReplyDeleteModel-wise, I feel like it's worth noting that it's incredibly easy to make the scope/magazine part of the various Bolt Rifles swappable, so there's no reason to lock yourself into a Stalker or Auto.
Hi,
ReplyDeleteVery good point about the teeth of terra - I came up against this a few weeks back and it is indeed nasty.