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Guardian Angel
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Post  System Commander Thu Mar 19, 2009 10:56 am

From Bell of Lost Souls, more rumours, etc. These apparently come from a leaked codex in Spain or something. Man, you can take 1-3 lemans or other tanks as one heavy choice.. and 1-3 hellhounds/devil dogs as a fast choice.. !! Thats alot of tanks you can plop down.. what Ork horde is going to want to face 9 hell hound templates.. or what Ork nob army is going to want to face 9 battle cannons.. ouch!

Tanks have gone up a tad in price with some special rules, but infantry is going down. After my last game withthe guard last night, Im ready for new stuff.. need to get painting and find a way to buy 3 valkyries, 6 hell hounds and another 6 lemans...

This was also the first I heard of the Vendetta, which Im assuming is a Valkyrie variant. Fast skimmer with 3 twin linked lascannons for 130. Man, the basic Valkyries are so cheap.. 100 points!


Fast Attack:
- Fast Tanks Squadron:
- You may choose any of the following tanks in a 1-3 tank squadron.
- Hellhound: 130 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
- Banewolf: 130 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
- Devil Dog: 120 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.

The entire squadron can buy smoke launchers for 5 pts/mini or camo-netting for 20 pts/mini.

- Sentinel Squadron:
- Scout Sentinel: 35 pts, open-topped, scouts, move through cover, multilaser. Auto-cannon 5 pts, heavy flamer 5 pts, missile launcher 10 pts, laser cannon 15 pts. Searchlight 1 pt, hunter-killer missile 10 pts, the entire squadron can buy smoke launcher for 5 pts/mini and/or camo-netting for 10 pts / mini.



- Valkyrie: 100 pts.. Armour: 12-12-10
Skimmer, fast, scout, may deep strike
Equipment and weapons: extra armour, searchlight, 2 hellstrike missiles, multilaser
Options: change multilaser to laser-cannon +15 pts, change hellstrike missile for 2 multiple rockets pods for +30 pts, heavy bolters for +10 pts.
Can be bought in a 1-3 squadron.
Transport 12 models, they have the “grav chute insertion” (deep strike from the valk)



- Vendetta: 130 pts.. Armour: 12-12-10
Skimmer, fast, scout, may deep strike
Equipment and weapons: extra armour, searchlight, 3 twin-linked las-cannons
Options: change 2 las-cannon for 2 hellfury missiles for free, heavy bolters for +10 pts.
Can be bought in a 1-3 squadron.
Transport 12 models, they have the “grav chute insertion” rule.

Heavy Support:
Lemas Russ Squadron
Composition:vehicle squadron composed of 1-3 Leman Russ or Leman Russ Demolishers in any combination.

- Leman Russ Battle Tank. 150 pts Hull Heavy Bolter. May change it for a lascannon for 15 pts, may have sponsons with: heavy bolters 20 pts, multi-melta 30 pts, plasma cannons 40 pts.
LR may have Heavy stubborn for 10 pts, dozer blade 10 pts, h-k missile 10 pts, extra armour 15 pts. Entire squadron with camo-netting for 20 pts/model. One of the squadron tanks can be the squadron leader for 50 pts.

Same options for the next tanks:

- Leman Russ Exterminator: 150 pts.
- Leman Russ Vanquiser: 155 pts.
- Leman Russ Eradicator: 160 pts.
- Leman Russ Demolisher: 165 pts.
- Leman Russ Punisher: 180 pts.
- Leman Russ Executioner: 190 pts.

Artillery Squadron, 1-3 models in a squadron. Same options as the LR’s. Can be topped for 15 pts / model, the camo-netting cost 30 pts /model.

- Basilisk: 125 pts.
- Medusa: 135 pts. Can buy siege bombs for 5 pts.
- Colossus: 140 pts.
- Griffon: 75 pts.
- Hydra: 75 pts. Camo-netting cost 20 pts for it.

The following vehicles cannot be bought in a squadron:

- Manticore: 160 pts.
- Deathstrike: 160 pts.


Last edited by System Commander on Thu Mar 19, 2009 2:19 pm; edited 1 time in total
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Post  Paz Thu Mar 19, 2009 11:58 am

I have absolutely no idea how daemons are gonna possibly handle that much tank...... Shocked
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Post  Guardian Angel Thu Mar 19, 2009 12:57 pm

Honestly, I dont think you will able to field "too much tank" in one game. I am almost positive that you will never see 9 hellhounds and 9 Lemuns on the field at once. There is just not enough points to do that.

9 of one may be possible....but not likely.

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Post  gluvzer Thu Mar 19, 2009 1:51 pm

For taking objectives and whatnot you are going to need a ton of infantry. Even though they are probably going to be a lot cheaper than before, they will still be as crappy. Once you've dumped your points into Troops and HQ, tanks are the after thought. I will probably field 3 Russ variants and go from there. Probably not many points after if you want Valk's, Hounds's, and St'Troopers.

If you do fight a guy with minimal infantry and huge amounts of Tanks, 2/3's (objectives) of the time you can ignore the tanks and kill the crappy guardsmen, there wouldn't be many. But we'll see when the Dex is out.
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Post  Paz Thu Mar 19, 2009 2:01 pm

True, and these tanks will be in squads right? so not as scary or indistructible as I thought... tongue
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Post  Veyure Thu Mar 19, 2009 2:48 pm

Being in squadrons means that you can wreck them with glancing hits so it might not be as beneficial. although it would ignore stunned rolls so would be able to continue moving around.

I personally think an army of sentinels is the way to go. Sure they may not be as resilient but they sure as hell look cool. plus they don't cost much pointswise.

And if this info is from a leaked codex in spain why is there such little info? Im wondering about the validity of the source.
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Post  Veyure Thu Mar 19, 2009 3:09 pm

I was just checking the updated stuff on warseer and the special character rumours are pretty sweet.

Creed and Kell take the place of Officer and (probably) Standard Bearer in a Command Squad. Can issue 4 Orders per turn, including a unique order "For Cadia!" giving a unit Fearless and Furious Charge. He allows one unit to gain Scout. Creed has a TL Hell Pistol. Kell will enforce Creeds orders somehow.
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+

Captain Chenkov can upgrade his Platoon's Conscript squad for 75 points, allowing the Special Order "Send in the next wave!" removing the squad immediately and letting them enter from the table edge at full strength next turn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+

Commissar Yarrick. Bale Eye is a Hell Pistol. Iron Will grants Eternal Warrior and a 'get up' save for his last wound. Force Field makes the enemy re-roll to wound rolls
Commissar Yarrick 5 5 3 4 3 3 3 10 4+

Catachan Devil Gunnery Sergeant Harker. Armed with a Heavy Bolter. Upgrade character for Veterans who then count as having defensive grenades (booby traps). This is at odds with a new runour saying Vets have DGs as standard.
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5+

Lukas Bastonne (Cadian Noble). Veteran Squad (Grenadiers) upgrade who allows his squad to always try to rally regardless of casualties etc. Can issue Orders.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+

Iron Hand Straken is a Company Commander choice. His bionics allow him to strike like a MC in CC and give him FNP. He has a refractor field and Furious Charge. He and his Command Squad are Fearless, and he has a special Order which gives a unit (or possibly units) Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+

Guardsman 'Sly' Marbo. Demo Charge Sniper Pistol, Poison (2+) Catachan Blade. Elites choice. ALWAYS in reserve and when deployed, may be put within 1" of ANY model. Can then shoot and run away. Has Hit & Run special ..
Sly Marbo 5 5 3 3 2 5 4 7 5+

Mogul Kamir is an upgrade to Rough Riders and gives them Furious Charge and Rage
Moghol Kamir 4 3 3 3 2 3 3 8 5+

Captain Al’rahem lets a unit fire one volley in the shooting phase and then Run. He may be able to do it out of sequence. Claw of the Desert Tiger = Instant Death PW.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+

Nork Dedog. If he dies in assault he auto hits the enemy X times in a frenzy before passing out. He comes round later and asks if they won .
Nork Dedog 4 3 5 5 3 3 4 8 4+

Knight Commander Pask of Cadia. Around 50pts. Tank Commander upgrade character. Must ride in a Leman Russ. Grants BS 4 to one weapon (possibly more if Tank stationary). Cannot disembark if the Tank is destroyed. Has an additional special ability against tanks and MCs.
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Post  Guest Thu Mar 19, 2009 4:06 pm

whoa marbo is good

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Post  Paz Thu Mar 19, 2009 4:15 pm

straken sounds like a CC beast (well, as beastly as a s3 t3 human can be)...
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Post  Guardian Angel Thu Mar 19, 2009 4:21 pm

I like Captain Chenkov......WAVES of conscript infantry sounds fun......impractical....but FUN.....lol

I am gonna need a ton more guardsmen
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Post  Veyure Thu Mar 19, 2009 6:22 pm

Marlo and straken were the two that really made me wide-eyed. they just look powerful.
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Post  System Commander Fri Mar 20, 2009 1:45 pm

They aren't too different from their Catachan book counterparts. Sly did get the improved appear anywhere he wants rule though, that is quite powerful. In the old rules, you'd place him at the beginning of the game I think (divide the board into 2'x2' sections) , and at any point you could reveal.. just like the Catachan Devils rules. Then, at the end of movement turn, if he wasnt in combat or something, you could take him off the board again and mark down a new segment or the same one if you wanted. Of course, the coolest thing about SLy is he comes with a demo charge.. *look at Greg shivering*. With that new appear anywhere rule.. bunched up termies have ALOT to be scared of if hes on the list.

Straken was awesome. He counted as having a powerfist, but with all his souped up bionics he got to go on his initiative. A str. 6 guardsmen on Init 4 is pretty powerful for a human! It says he strike like a monstrous creature, but they listed his Str. as 6 in the rules compilation chart.. so we'll have to see how that works out.

Again, as with all rumours we chat about or float around the net.. they are that.. rumours. When I get excited and say "Ooo, I want do to that and that.." it's based only on if these rumours were true. I in no way do think these will be final draft letter of the law rules until the book is in my hand. So, yes. these should be taken with a grain of salt .. but everyone should know that when they see rumours.

I will point out though that the last three codexes had stuff leaked that seemed to good to be true.. (Orks and Marines especially!) and I think everything leaked ahead of time all came out true. The Vulcan rumours were particularly nasty.. a guy who makes all meltas and flamers twin linke dand all thunder hammers master crafted for free? And he has a 3+ invul, and he has a str 6 power weapon.. ? Bull sh#t!! Even looking at it now it seems hard to believe, but its there. So I can easily put these into the realm of believability. We dont have long to wait though..

I'm sure happy Ive got a Sly and a Straken all painted though. Smile Whoever plays me first will have to face an Inqusitor led guard force and face Sly Marbo and a Callidus in the same list.. so be prepared to be scared!

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Post  Guardian Angel Fri Mar 20, 2009 3:19 pm

I am planning on playing Guard for the next league....especially if we end up doing the Recon, Strategic, Control games thing.

That way, I can learn the new rules slowly and work on a smaller more manageable chunk of guys to paint up....or at least that is the plan.
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Post  Lord_Commander_Stash Sat Mar 21, 2009 12:01 am

hmmmm....it seems my tank collection will no longer be complete...
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Post  Gulsnick Sat Mar 21, 2009 4:07 pm

and with a vengence!

9 of the for the low price of 675 points!
pie plates for everyone, this is making it hard not to start a IG army Smile
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