Switch Theme:

Guard and knights  [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 us
Guarded Grey Knight Terminator






I have 3 armigers (magnetized to be either helvrin or warglaive) and a questorsis knight (again magnetized for any load out)... which totals in the range of 900 points. How would the guard best support these knights?

This message was edited 1 time. Last update was at 2021/02/10 19:21:30


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in de
Junior Officer with Laspistol






The obvious answer would be: lots of bodies.
At least I think that list could do with some 50-100 obsec dudes.

Additionally/alternativly: cheap guard psykers to have something to do in the psychic phase.

I don't really see them being able to add firepower in a was that would not feel like "me, could have taken more Armigers instead."

~9200 build and painted
1312 build and painted
1200 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

As above. An infantry squad is about 50 points, I think and then another 10-ish points to give them a special weapon, like a Plasmagun or Melta. I find the upgrade to always be worthwhile. Basically, a 60 point plasmagun with 10 wounds, immune to multi-wound weapons.

If you want, add another 15 - 20 points for a Heavy Weapon, but if you're on the move, probably not worth it.

Add some officers for the critical Move-Move-Move order, which essentially gives them a second round of movement (including a run move). Getting to the objectives on your first turn, if possible, is money.

Assuming Guardsmen get the updated Power Sword profile, with +1 S, if you take Catachan doctrine you get an additional +1 S so swinging with S5 on your Sarge can be a bit of *something* if you get into melee. It also give them +1 Ld if near an officer, or something like that. Same deal with your Officers. Not great, but if only one or two Marines make it to Close combat you have a slim-to-none chance of beating them in melee, without a Knight getting involved. Power swords are super easy to convert from a chainsword. Leave the "power pack" at the bottom, and then just shave the chain edge to a flat edge with a knife. If you're feeling fancy, you can make a cavalry sabre by shaving the back into the appropriate shape, too.

One other suggestion, might be Artillery that can fire from outside of LOS. Knights are generally mobile enough to gain LOS on something, but by contrast you might not want to expose them. Enter the Basilisk, and the Manticore. I'm particularly fond of the Manticore with the Catachan Doctrine, because you get 2d6 shots... and with Catachan, you can reroll either or both of those 2d6 number of shots. So if you get a 6 and a 1, reroll just the 1. Or if you roll a pair of 2's, reroll both. I find it's quite effective at cracking the targets you wouldn't want to put your knights in front of.


But I'd say the biggest thing would be lots of bodies to hold objectives.
   
 
Forum Index » 40K General Discussion
Go to: