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![[Post New]](/s/i/i.gif) 2015/05/28 21:14:07
Subject: Guard assault platoon
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Rookie Pilot
Ohiowa
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Hi all,
50 guardsmen can hide a lot of power weapons/fists/allied combat characters and more than a few krak grenades. On top of this, cheap psykers and priests means you can start doing some pretty crazy things with the lowly guardsman. The final bonus is that strength D combat options and power weapons/fists means...not a lot. Few attacks at high strength? We give zero  s.
Are assault platoons a good idea? How should they be equipped? Which allies help them get over their terribad stat line?
I was thinking telepathy librarians, hammerhand/gate of infinity GK librarians, telepathy inquisitors/18 point telepathy batteries, or divination/biomancy primaris psykers.
Can they get by with just priests? Do they need melta sarges with power axes or are melta bombs/krak grenades enough? Flamers or no? Melta guns?
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![[Post New]](/s/i/i.gif) 2015/05/28 21:23:28
Subject: Guard assault platoon
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Changing Our Legion's Name
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This will probably get a lot of hate but honestly, I like Bullgryns 3-4 with Slab Shields and 2 Mauls with a priest up front, then the guys behind, it helps them quite a bit and I find its overlooked a lot, especially when you can get Shrouding from Psykers
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Rot! Glorious Rot! |
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![[Post New]](/s/i/i.gif) 2015/05/28 22:10:51
Subject: Guard assault platoon
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Shadowy Grot Kommittee Memba
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I field them with a Wolf Priest with terminator armor and Chainfist and the Wulfen Stone just for lulz. FNP acute senses counterattack furious charge and fearless along with prim psykers and power axe/melta bomb sarges.
Fix bayonets!
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2015/05/29 04:20:50
Subject: Guard assault platoon
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Hardened Veteran Guardsman
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How close combat works in 7th does not allow 5th editions "hidden power weapons" where you pull the wounds out from the rear of the squad, keeping you're power weapons alive for all rounds.
If you want them to hit, they need to be within the first couple rows of your guardsmen, where they have the highest chance to be shot to death, or die from overwatch. Additionally, most things we fight will hit first meaning that even if they make it to CC, they'll die before they strike.
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![[Post New]](/s/i/i.gif) 2015/05/29 05:50:27
Subject: Guard assault platoon
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Death-Dealing Devastator
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A melee blob is actually quite powerful, in that there are many bodies that people need to go through, and a priest rerolling dice forces the opponent to make many saves. Add a xenos inquisitor for rad and psychotroke grenades for added power. Then Azrael so the whole unit has a 4++. I think straken gives Furious charge or counter attack. Either way it's hilarious and will beat most things up in melee. Too bad it costs so much. Get a librarian or someone for endurance or enfeeble for added oomph!
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This message was edited 1 time. Last update was at 2015/05/29 05:52:13
2500 pts |
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![[Post New]](/s/i/i.gif) 2015/05/29 06:00:30
Subject: Guard assault platoon
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Missionary On A Mission
Australia
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kir44n wrote:How close combat works in 7th does not allow 5th editions "hidden power weapons" where you pull the wounds out from the rear of the squad, keeping you're power weapons alive for all rounds.
If you want them to hit, they need to be within the first couple rows of your guardsmen, where they have the highest chance to be shot to death, or die from overwatch. Additionally, most things we fight will hit first meaning that even if they make it to CC, they'll die before they strike.
They're "hidden" in a Guard Blob in the sense that you'll have 5 Sergeants in there (for a 50man blob) - leave like 2 or 3 Sergeants naked to Die For The Emperor in challenges, and give the rest power weapons. That way you should be able to keep the power weapon sergeants alive to strike. Plus Commissars and Priests can have power weapons, and the Primaris Psyker will have a Force Weapon.
A 3" pile in where you only need to get to within 2" of a model in base contact with the enemy leaves plenty of room to hide the Characters back in the ranks to protect them from Overwatch.
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![[Post New]](/s/i/i.gif) 2015/05/29 07:00:18
Subject: Guard assault platoon
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Battleship Captain
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The final bonus is that strength D combat options and power weapons/fists means...not a lot. Few attacks at high strength? We give zero s.
True. Stomp, on the other hand, can be most inconvenient.
Priests cover off most of your requirements ( Zealot and access to an Armourbane weapon) without needing allies and for a pleasantly small number of points. Some means of granting the unit Feel No Pain or an Invulnerable Save is good, too.
Given the number of points sunk into a big platoon, the cost of giving a couple of sergeants power axes and meltabombs is pretty trivial, especially compared to the damage they can do.
This will probably get a lot of hate but honestly, I like Bullgryns 3-4 with Slab Shields and 2 Mauls with a priest up front, then the guys behind, it helps them quite a bit and I find its overlooked a lot, especially when you can get Shrouding from Psykers
If you like Bullgryns, may I recommend the Rampart Detachment from Sanctus Reach? Three squads of Fearless, Counter-attack Bullgryns make for a hell of a mobile fortification...
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/05/29 07:06:11
Subject: Re:Guard assault platoon
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!!Goffik Rocker!!
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Mellee blobs have some problems you should plan on mitigating:
- s3 guyz with ws3 and 1 base attack
- t3 5+
- mobility
- leadership
Luckilly, there are ways of mitigating all this problems.
- low str and number of attacks can be offset by allies like xeno inquisitor with nades and psychers with their buffs/maledictions.
- durability can also be greatly increased by psy buffs like 4++ or invisibility. Also, Cypher can help out with shrowded and H&R.
- mobility can be easilly solved by allies and levitation. Inquisitors can bring liber heresius for an almost guaranteed scout move. Ravenguard provides a guaranteed scout move and 1-st turn stealth. Levitation will almost ensure a 2-d turn charge after a scout move. Also, don't forget you can recieve orders. Move-Move-Move helps out to get a higher run distance.
- Leadership is not a real problem with all those priests, comissars and allies running around
However, it's easy to get carried away with all the buffs and inflate the cost of your platoon. My preferred composition is:
3 power axes, 5 melta bombs, 3 meltas
1-2 priests
Xeno inquisitor with power armor, a bunch of nades, liber heresius and ML1 - can even take Hammerhand that's making your platoon even more deadly in mellee
ML2 Primaris psycher
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