Anyway, back to the Guard. As I was saying before I so rudely
interrupted myself, IG seem like a good match for Chaos due to the horde
capacity. However, they appear to lack
the assault ability for Khorne followers.
The Guard can do a great many things, and have a great many guns, but
are not exactly renowned for their close combat capabilities. Nevertheless, quantity has a quality all its
own. A decent blob squad can hide a
number of decent close combat attacks in the form of the sergeants. Due to the low strength of the Guard, power
weapons are nice and cheap for them, packing in at only 10 points apiece. Combine that with the fact that you have a
ton of regular guys you don’t care about, means that they will nearly always
get their hits in, even if the enemy are going first.. I’ve decided that power axes are the best way
forward here. Because, against most
opponents, Initiative 3 is going to strike last anyway there doesn’t seem to be
too great a disadvantage in the Unwieldy trait and the boost to strength and an
AP of 2 will really allow these guys to punch above their weight.
I’ve gone for a similar tactic with the Lord Commissar
I’m putting in there. I’m giving him a
power fist for a couple of reasons. The
first is that I quite like the look of IG power fists. Don’t know why, they just look nicely
different to the more common Marine variants and I appreciate that. Also, if and when he get his hits in, he has
a respectable WS of 5 and can disable most tanks on a few decent rolls at
S6. He can’t even really be challenge
sniped, as most of the time, I will have another character who can step into
the breach and take the punch instead of him.
The next assault option I’m going for is one that I don’t
see often. All the guardsmen in the unit
now have krak grenades. This plays two
very important roles. The grenades
massively boost the squad’s competence versus tank and also versus Monstrous
Creatures, seeing as grenades can now be planted on them relatively
easily. They can even put a sizable dent
in a Wraithknight with 30-odd krak grenades going off. The tweaks to grenade combat allow the squad
to better deal with most walkers as well, as it’s now a straight WS test as
opposed to 6s only. Again, it’s going to
be the quantity of ‘just enough’ that’ll see put to them. Regular tanks are going to be child’s play
once I get in there. Also, as the
squad’s quite large, I’ll be able to pull of multi-assaults with little-to-no
loss of combat effectiveness. I’d only
get one grenade per guardsman in a turn anyway.
No worries about losing the bonus attack.
And finally, to enhance the feel and (possibly)
effectiveness of the unit, I’m going for a priest. A quick retooling to an Acolyte of Khorne or
something similar would be fairly easy and really make the unit feel a bit more
bloodthirsty. Plus, the reroll to hit on
the charge will seriously help out in getting those grenades planted. An additional strength of the guy is the
eviscerator. Striking last (not a big
deal), but at S6 with Armourbane, he’s going to be my answer to AV13+ and I’m
fairly confident that I can keep him sheltered from the attention of the enemy long
enough to weigh in. So that’s the rough
idea behind my Khornate Guardsmen. I
haven’t them much yet, but I’m confident they will get their turn at being
really cool. I’m quite confident that a lot of opponents mid-battle will forget
that the entire squad are kraked out and that’s when I’ll strike!
Finger’s crossed…
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