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.
Hi, I'm looking for a few pieces of advice on how to make the most out of 8th ed. bullgryns. I just came by a unit of them, and I really like the minis, but I would love them even more if they could reliably bash some heretics.
I only tried them once so far, a unit of 2 bullgryns and a bone'ead riding in a chimera, with the power maul+slab shield loadout. I had them charge a Nurgle DP, they kept it busy for 2 turns, but only scored one or two wounds.
I've read a few posts about bringing them together with Celestine, but unfortunately I don't have that model. I was thinking about adding a unit of Wyrdvane Psykers to cast Psychic barrier, or a Vexilus Praetor to provide the 5+ inv of the Defensor Vexilla.
1) Give them Mauls and Bruteshields.
2) Bring a Primaris Psyker for the +1 save-power.
3) Bring a Ministorum Priest for +1 attack-aura.
4) Place them on the table and run towards whatever you want dead.
5) If your opponent shoots at them (despite having a 3++), spend 1 CP on the +1 save-stratagem and enjoy your 2++.
(6 The Grenadier-Stratagem is pretty nice on them if you have a good target and a CP to spare; 9 Bullgryns = 9 D6 S4 grenades.)
I'm going to order a unit today and run it much like yours. I'll do 3x Bullgryns with maul and slabshield, priest with maul (extra attacks), inquisitor with maul (suppress overwatch), and a psyker (psychic barrier), all in a heavy flamer Chimera. Maybe not the most effective point for point, but fun to play.
MacPhail wrote: I'm going to order a unit today and run it much like yours. I'll do 3x Bullgryns with maul and slabshield, priest with maul (extra attacks), inquisitor with maul (suppress overwatch), and a psyker (psychic barrier), all in a heavy flamer Chimera. Maybe not the most effective point for point, but fun to play.
They won't fit in a transport, but if you're going to dump so many characters in to buff them, you should probably take more than 3.
I use a unit of 3 with a psyker around to offer some hand to hand protection for my Guard back lines. I've had them kill daemon princes and the like. The turn they charge they get 4 attacks and they're doing 2 damage each with a -1 while hitting on 3s. That's pretty good.
1) Bullgryn love priests. They have a decent swing, but an extra attack makes them frightening
2) I screen them with Hellhounds. It's one of the few cheap models that is tall enough to do so.They work really well together, the hellhound making it scary to duel with them at range and the bullgryn making it dangerous to charge the hellhounds.
3) Go with Slab Shields. I like the idea of brute shields but you rarely know ahead of time who you are facing and the slab shield is the best general option
4) Mauls. Mauls are good melee options and the others are all terrible ones. Makes the choice simple.
I use a unit of 5 with two hellhounds. A bunch of chump infantry in front and the sides and the whole thing is a spear aimed right for the enemies' throat.
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
MacPhail wrote: I'm going to order a unit today and run it much like yours. I'll do 3x Bullgryns with maul and slabshield, priest with maul (extra attacks), inquisitor with maul (suppress overwatch), and a psyker (psychic barrier), all in a heavy flamer Chimera. Maybe not the most effective point for point, but fun to play.
They won't fit in a transport, but if you're going to dump so many characters in to buff them, you should probably take more than 3.
I use a unit of 3 with a psyker around to offer some hand to hand protection for my Guard back lines. I've had them kill daemon princes and the like. The turn they charge they get 4 attacks and they're doing 2 damage each with a -1 while hitting on 3s. That's pretty good.
As of the Index they just took the space of three other models, so three (nice since that's one box) plus three characters seemed a good fit. What changed for Chimeras or Bullgryns in the Codex?
Fun fact, the shield give +2 to save rolls, and the new Custodes banner give imperials 5++ invun save, so if you want a good screening unit, the combo now has 2+/3++ save. A bodyguard with the death mask relic and shield has a 2++ base with 6 points regening for 55 p.
A fun and moderate expensive shield (screen sound so feeble) would be
Spoiler:
++ Unbound Army (Faction) (Imperium - Adeptus Custodes) [6 PL, 112pts] ++
MacPhail wrote: I'm going to order a unit today and run it much like yours. I'll do 3x Bullgryns with maul and slabshield, priest with maul (extra attacks), inquisitor with maul (suppress overwatch), and a psyker (psychic barrier), all in a heavy flamer Chimera. Maybe not the most effective point for point, but fun to play.
They won't fit in a transport, but if you're going to dump so many characters in to buff them, you should probably take more than 3.
I use a unit of 3 with a psyker around to offer some hand to hand protection for my Guard back lines. I've had them kill daemon princes and the like. The turn they charge they get 4 attacks and they're doing 2 damage each with a -1 while hitting on 3s. That's pretty good.
As of the Index they just took the space of three other models, so three (nice since that's one box) plus three characters seemed a good fit. What changed for Chimeras or Bullgryns in the Codex?
He means if youre investing into three characters to buff them, you should be using more than just three Bullgryns. But more than 3+3 characters wont fit.
Id consider a banehammer or stormlord for them, tbh... a large squad of bullgryns with support can be scary... <.<
Gremmer wrote: Fun fact, the shield give +2 to save rolls, and the new Custodes banner give imperials 5++ invun save, so if you want a good screening unit, the combo now has 2+/3++ save. A bodyguard with the death mask relic and shield has a 2++ base with 6 points regening for 55 p.
A fun and moderate expensive shield (screen sound so feeble) would be
Spoiler:
++ Unbound Army (Faction) (Imperium - Adeptus Custodes) [6 PL, 112pts] ++
Tyr13 wrote: He means if youre investing into three characters to buff them, you should be using more than just three Bullgryns. But more than 3+3 characters wont fit.
Ah, I see... if the three prove themselves, maybe I'll dump the transport and build out from there. Footslogging wouldn't be too bad with the right buffs.
Theo4016 wrote: I would add a psyker in order to give them a 2++. That's kind of a scary deathstar.
There's a similar outcome if Celestine should happen to wander by with her aura... part of why I'm building some Bullgryns into my Sisters Soup.
This message was edited 1 time. Last update was at 2018/02/27 20:13:46
Tyr13 wrote: He means if youre investing into three characters to buff them, you should be using more than just three Bullgryns. But more than 3+3 characters wont fit.
Ah, I see... if the three prove themselves, maybe I'll dump the transport and build out from there. Footslogging wouldn't be too bad with the right buffs.
Theo4016 wrote: I would add a psyker in order to give them a 2++. That's kind of a scary deathstar.
There's a similar outcome if Celestine should happen to wander by with her aura... part of why I'm building some Bullgryns into my Sisters Soup.
Yes, that's another possibility. One way or another, you'll have to use either psyker or CP to have 2++. Depending on the rest of the army, you'll choose what is better.
I just picked up enough stuff to have 9 bullgryns and 2 valkyries. I'm hoping to run 2x4 man groups with slabs and mauls in the valkyries for a mean offensive. The 9th bullgryn will be a bodyguard with the deathmask. Has anyone else had success with a Valkyrie filled with these dudes?
With all the armies looking to deepstrike and charge, even just 3 bullgryns with slab shields and mauls without character support can make back their points by counter-charging and killing or holding units that would wipe out swathes of your army otherwise. I usually either place them in a chimera so they can't get shot or let them lurk behind a line/guarding artillery.
Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love
NobledukeofGork wrote: I just picked up enough stuff to have 9 bullgryns and 2 valkyries. I'm hoping to run 2x4 man groups with slabs and mauls in the valkyries for a mean offensive. The 9th bullgryn will be a bodyguard with the deathmask. Has anyone else had success with a Valkyrie filled with these dudes?
I did that with 2 bodyguards and a special weapon team with flamers for chaffclearing. You get the same amount of ogryn wounds but are not as punished if the Valkyrie is blown up before disembarking. Benefit is also that while you pack a smaller punch, you can often get through a guard screen with flamers and ogryn grenades, and then you can lock up 2 units behind in cc. Also, if you really wanna lock up, say an imperial tank line in cc, the Valkyrie itself can charge if it moved less than 20 inches
NobledukeofGork wrote: I just picked up enough stuff to have 9 bullgryns and 2 valkyries. I'm hoping to run 2x4 man groups with slabs and mauls in the valkyries for a mean offensive. The 9th bullgryn will be a bodyguard with the deathmask. Has anyone else had success with a Valkyrie filled with these dudes?
I did that with 2 bodyguards and a special weapon team with flamers for chaffclearing. You get the same amount of ogryn wounds but are not as punished if the Valkyrie is blown up before disembarking. Benefit is also that while you pack a smaller punch, you can often get through a guard screen with flamers and ogryn grenades, and then you can lock up 2 units behind in cc. Also, if you really wanna lock up, say an imperial tank line in cc, the Valkyrie itself can charge if it moved less than 20 inches
I'd rather use the Valkyrie in offense than in defence, I think that's where most of his value will be. About the chimera, why not but I don't know if it's worth the points.
Ogryn bodyguard with slabshield and the 'deathmask' relic has an innate 2++ invuln save. Just charge at any unit you don't want to do anything for the rest of the game. Most competitive use of the model in my opinion!
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
I'd rather use the Valkyrie in offense than in defence, I think that's where most of his value will be. About the chimera, why not but I don't know if it's worth the points.
I've found "Hellmeras" (Chimeras with two Heavy Flamers) to be pretty solid.
Not quite as deadly as a Hellhound, but they're an excellent transport for units who wants to get close to the enemy (special weapon squads with flamers, bullgryns, etc.)
Automatically Appended Next Post:
DoomMouse wrote: Ogryn bodyguard with slabshield and the 'deathmask' relic has an innate 2++ invuln save. Just charge at any unit you don't want to do anything for the rest of the game. Most competitive use of the model in my opinion!
Hah, that is nasty. I love it.
Gotta try that the next time I play IG.
This message was edited 1 time. Last update was at 2018/03/01 14:58:09
Yeah twin flamer chimeras can be fun. Not most competive in point cost games(gets better with power levels) but in non-hyper competive enviroment, especially if you need to move, can work.
2d6 S5 -1 hits can be handy and it ignores damage in terms of offensive power. And ability to throw T7 3+ multi wound guy into close combat to tie enemy up has been surprisingly useful.
I want to give this topic a boost with a quick batrep--- these guys are amazing. I've played them a few times, and in one game they did very little... my opponent steered clear and it was a long mechanized shootout on their side of the board with the battle outrunning them. But in two other games they've been decisive, in part because they run alongside Celestine. My go-to 'bomb' for now has been 3 Bullgryns with maul and slabshield, Inquisitor with maul, 2 Acolytes with chainsword, and Priest with maul, plus Big C and friends.
Last night they dominated an Ork horde. In turn 1 they took a charge from a gang of Ork Warbikers. Five bikers with all the aura boosts from nearby HQ, and they suffered a single wound. Then they eliminated the unit in a single Fight phase thanks to their 2D mauls. They failed their charge the next turn and got charged by 5 Nobz, a Warboss, and a Painboy, which cost them their first casualty. Celestine had flown ahead by this point, keeping them in her aura but leaving them to fight on their own. On turn 3 they got charged by 20 Boyz and another Warboss, losing a second casualty, still tying up the Nobz and Boss from the previous turn and leaving my Sisters and Scions to focus on the Shooting phase as they love to do. On turn 4 the last Bullgryn and the Priest went down, the Inquisitor fell back (having sacrificed his Acolytes to a Warboss), and the rest of my army opened fire from optimum range.
Maybe this was an ideal matchup with no high S multiple D coming across the board, but they totally won me the game. thinking about a couple more units...
For the economic guardsman buying 2 packs of allarus termies assembling them into captain, 2 standard bearers and 3 termies is a quite evil vanguard ally. You toss in a few bullgryns (I like 8 and a bodyguard) as mentioned above and you have a screen that will never die, a wicked counter punch, which works great in a turn 1 charge meta. Just go shoot for the rest. The other option is 3 captains on jetbikes and a standard bearer for supreme command, nice midfield power players
So Custodes have an aura thay gives a base invulnerable save to make those slabshields go from good to great? That's my real question around adding more Bullgryns... How many ways can I get them an Invulnerable save?
There's a six-inch aura of 6+ from Celestine for a 2+/4++ on the Bullgryns.
The Custodes Vexilla Defensor looks like it gives a 5++ vs. Shooting for a 2+/3++, just not in melee where they're going to be... but it does get them across the table.
What else?
This message was edited 1 time. Last update was at 2018/04/30 12:41:42
MacPhail wrote: So Custodes have an aura thay gives a base invulnerable save to make those slabshields go from good to great? That's my real question around adding more Bullgryns... How many ways can I get them an Invulnerable save?
There's a six-inch aura of 6+ from Celestine for a 2+/4++ on the Bullgryns.
The Custodes Vexilla Defensor looks like it gives a 5++ vs. Shooting for a 2+/3++, just not in melee where they're going to be... but it does get them across the table.
What else?
To improve those saves there's Psychic barrier spell and against shooting Take cover! stratagem.
I just got a box. Love the minis. Seems the slab shields are more useful if you'll be using the Custodes vexilla/lower power weapons but the brute shields seem more useful if you'll face lots of plasma.
You can find me in the Chicago Tiki Room, where the drinks are always strong but don't taste that way!!!