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Made in gb
Regular Dakkanaut





Hi all,

My endeavour towards a guard army has reached the question of what should I add track guards to. This is more regarding modelling as I don’t see how I can magnetise them without them looking rubbish and I will likely mis-align them. Also I went for GW ones so they get expensive!

In my mind, they are an auto-include for any tank that is expected to move - such as Chimeras and Hellhounds. Leman Russ I would also due to grinding advance but Basilisks I would not as generally I would be planting them outside of LOS with no intention of moving.

The one I am most confused about is the Hydra. This is magnetised to also be a Wyvern and for that one I treat it the same as a Basilisk. The Hydra however is a direct fire weapon so I would anticipate a degree of movement being needed. So the question is - track guards or not?

Also I like the idea of the Hydra - a lot. It’s cheap and it’s good against flyers. Turns out those pesky primaris don’t like 2 wound weapons and their new tanks and speeders seem to love flying. They also make sense against Aeldari and Tau, not to mention the negative modifier to hit being capped at -1 so they are equally as good against units that already have a -1 on them either by special rule or board position. Assume I will always be taking one.
   
Made in ca
Junior Officer with Laspistol





London, Ontario

The Hydra has long range, and flyers are (in my experience) typically taller than terrain... so I’d say you can generally park it with decent LOS and be happy... and you can always move a little bit to reposition, even when damaged... by which point you’re hitting on 6’s anyhow (might be exaggeration, I don’t like the Hydra).

I wouldn’t bother. I also wouldn’t bother on Russes. They don’t move fast to begin with, so not much to gain by adding track guards... though they do look good.

Chimera and Hellhounds *need* their optimum mobility, so good there, but I would save the points elsewhere.
   
Made in us
Longtime Dakkanaut




Chimera with double heavy flamer and track guards = a very scary unit indeed. Put 10 guardsmen in it and run up the table doing what ever you want.

Hellhounds as well, easy enough to see why.

The russ doesn't need it, most people only move them half speed anyways to double shoot the main gun, so 5", or not at all. Though I was playing with the idea of a russ with 3 heavy flamers running up the table as a sort of distraction from chimeras loaded out this way. But its a poor idea and bad way to use the russ. Now if you expect to move your russ a lot then it may be worth it for sure.
   
 
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