Switch Theme:

Orgyns Imperial Guard - worth the points?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Regular Dakkanaut





hmmm i think the point cost is pretty good ive ran a few parctise scenarios today with 6 ogryns and a lord commissar and they took out a 10 man tac squad in 1 turn, killed a 6 man terminator squad (assult ones) and put up a good fight against each model with noproblem due to powers fists been so slow when they hit back though the powers fists did take 2 guys but they died next turn..

NEXT QUESTION:!

WHY does no one like storm troopers?!
   
Made in us
Heroic Senior Officer





Western Kentucky

Lots of people like them. This is the first thread I've ever seen people bash on them. They're an accurate, flexible, surgical unit, something that is very rare in the IG codex. Yes they're a little expensive, but a 5 man melta squad is a great way to kill vehicles at range.

Another thing I'm curious about seeing with 6Th is if that whole "wounds go from closest target to farthest" thing is true. Storm troopers could become really handy at assasination duty, deepstriking a full squad with plasma or something behind an enemy unit and picking off special weapons or a sarge. Thats more speculation though...

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Is there any other thing the stormtroopers are good at?

I am trying to see what can DKoK grenadiers do since they pretty much 18 ppm stormies that can't deepstrike :/

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in gb
Longtime Dakkanaut





Bobthehero wrote:Is there any other thing the stormtroopers are good at?

I am trying to see what can DKoK grenadiers do since they pretty much 18 ppm stormies that can't deepstrike :/

Can't they enter the board via the hades drill? They don't need deepstrike.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

No that's the Engineers, unless there's a rule I skipped.

Seems grenadiers are there for close quarter anti horde purpose with the possibility to bring 2x flamer a heavy flamer and a demo charge, and then rapid fire gun that will punch through most horde infantry armor.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

ZebioLizard2 wrote:Unless your counting the assault 3 shotgun

Which I was. I could have made that more clear.

martin74 wrote:Ogryns need to be put with Yarrick (get that extra re roll)

But why do ogryn NEED the reroll? I dont' see why this would be required to make ogryn playable. If anything, this makes ogryn arguably worse as it's way, way more expensive.

350 points is borderline way too many for a single unit from the guard codex, but 6 ogryn and a lord commissar are pretty beefy against most stuff. With yarrick and a chimera, you're not really adding much by way of durability (what with sacrificing an ogryn), nor are you increasing killing power by ALL that much, while at the same time making the squad 450+ points. That seems like that's enough to tip it over the line, especially when a single vindicator blast, or a couple of charging rough rider squads could flatten it with way fewer points spend on their side.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Rough Rider with Boomstick





I'm with Ailaros 100% on this one. I've used Ogryns a few times , and have never been disappointed. While they don't always stack up well against certain units, you have to remember, they're in the Imperial Guard. If there's a problem unit, you kill it with fire. Ogryns beat all kinds of stuff into the dirt, and do so while taking very few wounds, allowing them to keep pounding stuff until an opponent puts massive firepower into them. There's very few easy answers to killing Ogryns.

Consider this: You can fit 18 T5 wounds in a Chimera. That's about at durable as a blob of 40 Guardsmen, and it's in a Chimera.
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Yarrik allows all missed to hit to be re rolled. The fact that you are increasing your chances to wound only helps. With strength 6 hits on the charge you will force a lot of armor saves. Plus the power claw helps wrap things up. I know a lot of points, but it is worth it. I usually only use yarrik as my hq choice.


Automatically Appended Next Post:
In addition, if you fail your leadership with a lord commissar there goes the bone ead. Yarrik does not have the summary execution rule.

This message was edited 1 time. Last update was at 2012/06/17 03:49:24


javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
 
Forum Index » 40K General Discussion
Go to: