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		<title><![CDATA[Latest posts for the thread "Guard and knights"]]></title>
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				<title>Guard and knights</title>
				<description><![CDATA[ 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?]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2021 18:32:43]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>Re:Guard and knights</title>
				<description><![CDATA[ The obvious answer would  be: lots of bodies. <br /> At least I think that list could do with some 50-100 obsec dudes.<br /> <br /> Additionally/alternativly: cheap guard psykers to have something to do in the psychic phase.<br /> <br /> 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."]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2021 18:56:42]]> GMT</pubDate>
				<author><![CDATA[ Pyroalchi]]></author>
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				<title>Guard and knights</title>
				<description><![CDATA[ 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. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> If you want, add another 15 - 20 points for a Heavy Weapon, but if you're on the move, probably not worth it.<br /> <br /> 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 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.<br /> <br /> One other suggestion, might be Artillery that can fire from outside of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>. Knights are generally mobile enough to gain <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> 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 <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> shots... and with Catachan, you can reroll either or both of those <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> 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. <br /> <br /> <br /> But I'd say the biggest thing would be lots of bodies to hold objectives. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2021 22:13:27]]> GMT</pubDate>
				<author><![CDATA[ greatbigtree]]></author>
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