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Made in ua
Fresh-Faced New User




Hi everybody. I;ve got a quick question here. I just converted some cool looking honor guards and now trying to figure the best way to use them.
Also there is something about them i do not understand.
They have power weapon boltpistol and boltgun base. And have option to switch their boltgun to CCW for free. Why would you do that if pistol is also CCW?
   
Made in us
Stealthy Warhound Titan Princeps






Because the official models have some wielding a power weapon and a CCW.

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

They really should have given the Champion a buff of some sort of they trade the bolter in for a CCW. Seeing it in the rulebook with no game effect is just kind of sad.

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Made in ua
Fresh-Faced New User




Rihgu wrote:
Because the official models have some wielding a power weapon and a CCW.

So it is just for WYSIWYG purposes?
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

There are some hyper rare corner cases (if you are disarmed by an eldar exarch, you still get the extra attack for 2xCCW) but, yah, it’s a WYSWYG thing.

Last time I ran my HG was in a LR. They did fine for themselves. As long as you don’t land next to anything too nasty, you could try drop podding them. They do get a lot of milage from assault vehicles though.

   
Made in ua
Fresh-Faced New User




Understood. I was thinking about giving them standart and chaplain. So they can chop through hordes and maybe through necron warriors and immortals
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

3Deimos wrote:
Understood. I was thinking about giving them standart and chaplain. So they can chop through hordes and maybe through necron warriors and immortals


That sounds like a plan. Might be overkill, but should be fun!

   
Made in us
Crushing Black Templar Crusader Pilot






They're a horde-blender and if you have a wound tanker they can gang-up on single-model high T enemies with weight of attacks but things like DPs and MCs that strike before them will own them pretty hard. So pick your fights carefully.

With the option of giving them a LR as a dedicated transport I would almost always do that. The only exception is if you're using them for 2+ saves for a character that favors a pod army (Pedro is the top contender here)
   
Made in us
Slashing Veteran Sword Bretheren






Having the boltgun is another reason they can do all right in a drop pod. Most assault units that come in via drop pod just sit there without firing. But if you have even 5 honor guard you can unleash a nice little wave of shots at the target before you charge.


DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in ua
Fresh-Faced New User




Thanks for replays) Yep - i was thinking about sticking them to LR Redeemer. I know it is not that effective point wise but it is just too cool to pass on ) Also i had an idea to add techmarine with servoharness and bunch of servitors in there. They can repair LR if anything goes wrong, servitors can eat AP 2 wounds and Techmarine can unleash whole bucket of AP 1 attacks

This message was edited 1 time. Last update was at 2015/08/08 10:04:16


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

3Deimos wrote:
Thanks for replays) Yep - i was thinking about sticking them to LR Redeemer. I know it is not that effective point wise but it is just too cool to pass on ) Also i had an idea to add techmarine with servoharness and bunch of servitors in there. They can repair LR if anything goes wrong, servitors can eat AP 2 wounds and Techmarine can unleash whole bucket of AP 1 attacks
I run five HG to go with Pedro Kantor in a Land Raider Redeemer. The Champion with a Power Sword, 2x HG with Power Swords, and 2x HG with Power Mauls. They get stupidly high amounts of attacks. The Power Mauls are there to help bring stuff down to Pedro's speed (though his 2+/4++/5+++ does make him not all that vulnerable), so he can punch them out with his Power Fist. The whole unit with Pedro included has somewhere around 44 attacks on the charge, which is INSANE!

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Made in us
Decrepit Dakkanaut




ALWAYS give the Champion a Thunder Hammer though. It helps for the bigger targets that the rest of the squad can't handle.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Slayer-Fan123 wrote:
ALWAYS give the Champion a Thunder Hammer though. It helps for the bigger targets that the rest of the squad can't handle.


Always challenge, always strike last, does not sound like a good idea to me. Particularly on a 1W model.

   
Made in us
Battleship Captain




Oregon

 Nevelon wrote:
Slayer-Fan123 wrote:
ALWAYS give the Champion a Thunder Hammer though. It helps for the bigger targets that the rest of the squad can't handle.


Always challenge, always strike last, does not sound like a good idea to me. Particularly on a 1W model.


Seems like a maul would be the preferred choice for the champion, as it's viable against everything.
   
Made in us
Tunneling Trygon






Look at the Land Raider Helios and Hyperios. Both have reduced transport capacity but keep the Assault Ramp and replace the Bolter with missiles of one kind or another. The Helios is reduced by the Ordnance rules, but that depends on how you play PotMS. I personally play it that it only has to do with movement, so Ordnance rules still apply. Some places play it differently so it would be able to fire the Whirlwind turret and a Lascannon perfectly fine.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 minigun762 wrote:
 Nevelon wrote:
Slayer-Fan123 wrote:
ALWAYS give the Champion a Thunder Hammer though. It helps for the bigger targets that the rest of the squad can't handle.


Always challenge, always strike last, does not sound like a good idea to me. Particularly on a 1W model.


Seems like a maul would be the preferred choice for the champion, as it's viable against everything.
indeed. Though AP4 kinda makes it suck. But the number of attacks he has helps mitigate this problem. I make need to change my Champ's weapon. Then again, since they run with Pedro, he can power fist anything that the Champ can't kill.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Decrepit Dakkanaut




 Nevelon wrote:
Slayer-Fan123 wrote:
ALWAYS give the Champion a Thunder Hammer though. It helps for the bigger targets that the rest of the squad can't handle.


Always challenge, always strike last, does not sound like a good idea to me. Particularly on a 1W model.

Most things that strike at Initiative at AP2 usually don't have CA character traits or they will be ID'd if they miss. Entirely worth striking last.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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