@@nein4599 Why exactly is it ridiculous to compare? Devil Dog has a giant melta weapon built into its hull and its rules are awful and its only 25 points cheaper than an Armiger
Don't understand?! Ginat melter?? Strange 9 with d3 shots hitting on 4s? Is this Ginat? In comparison? I see gurad vehicles very overcostet in comparison to other factions vehicles... Some examples: baby knights either imperium or chaos (choas on particular), fire prisms, gladiator lanzer or ballistus dreadnought... And many more! (necron shooting vehicles for example) Recon, all comparisons in terms of pount/stuts! And also in comparison to faction abilities etc. Nein
@@nein4599 Its literally called a MELTA CANNON. I agree the Devil Dog variant is extremely overcosted for what it does but its main weapon is also useless especially for a WHOLE CHIMERA HULL BUILT TO HOUSE IT. Learn about what you're talking about before you comment next time.
I think these are genuinely one of the closest niche picks for an objective brawler unit, but at the moment bullgryn beat them out for that intended role for roughly the same point values 1. They have a better defensive profile vs most weapons in the game, 4++ /6+++ -1 dmg on 18 wounds split between 6 units vs one big 12 wound brick that folds vs serious anti tank 2. Way more attacks to clear the chaff you don't want to waste your big guns on, 4x6 decent anti MEQ vs 8 GEQ/4TEQ attacks 3. They take solar orders so they can do fun things like hit on 2's, put 12 OC on a point, or even get a 3+ save vs high volume low ap attacks
Great points. I'm on the fence between Bullgryns and this unit. I don't know if you play competitively or not, but does the Necron C'Tan Hypercrypt matchup factor into your decision at all? The Melta4 really helps take them down much faster.
@@ghost9pm407 I think in the necron matchup you could make an strong argument for it because of the big dmg melta that you can shoot into melee but you are really betting on a low volume of attacks that can get bricked by a couple 4++ I've found the most effective way to deal with the trancendents ctans is to bog them down in melee so they can't hyperphase out of it, and bullgryn actually put up a decent fight with it really coming down to who rolls more 4 ups, and they provide a larger unit footprint as well for a bit of screening. The problem will be catching them since they can advance to anywhere on the board so you have to try and preposition with a decent move move move assisted charge. Other ctans are easier to catch but you have to entirely rely on your invuln to stick around since they have 4+ dmg profiles Necrons is one of the worst matchups for guard right now since the meta build doesn't really have access to screening tech and lethal hits in general are very good against us The builds are also super varied so you have to be intimately acquainted with how each of their wacky units work as well... But generally you have to castle on 2 objectives for a couple of turns, kill as many of the small deep striking objective takers as possible, tie up the ctans with your 2-3 bullgryn squads, hope you win the vehicle shootouts with lucky dice, and then push out and play for the late game... but you're fighting from behind the whole time People complain about the guard win rate and we absolutely could use a few buffs but this matchup is so bad (30-70) that it's pulling it down heavily due to crons being the flavor of the patch meta pick @ ~10% of the field They are definitely overtuned right now so alot of the problematic units are for sure getting get hit next patch
@@CatharsisChaser Thanks for the thorough response I appreciate it. I didn't realize the numbers were so bad for Guard going into Necrons but it makes sense. In most matchups I have a general idea of how to at least be competive but that one is just extremely difficult. I've been trying to build my list around it but there just aren't too many good options for dealing with them. I considered the Cadian command squad to ignore modifiers but since they're wounding on 5's with only a few melta shots it just wasn't enough. Hydras are good for around 6 wounds each on them but fare poorly in just about any other matchup. I even looked at the Doomhammer but with 24" range they can just play around it. It's also too many eggs in one basket and might not even fit on the table depending on your terrain. The last option I can really think of is just going full infantry with maybe a bit of artillery support and taking 2-3 Attache units to severely limit where they can deep strike and then tie them up in combat with 20-man bricks of infantry that can hopefully out- OC the midfield objectives. You have any opinions on this last option? I think the main problem is that you then make yourself vulnerable to armies like Orks but I think you can still make a fight out of that matchup at least.
I've been using them in my mechanized Guard for awhile. They do a lot of work, hanging just behind the chimeras threatening counter charges while they pop armor. I usually run 1 or 2 of them.
I love doing the same with my foot guard we don't have tanks we have knights, its good to have access to all the frames from armigers, to Questor classes to the mighty porphyrion they make my guardsmen look so small all 250 of them 🤣
Haha, my next army is going to be a feudal guard one. The guard of the planet serves a knight house. So, for me, I'd just have a single Knight Preceptor to keep the theme and build the rest of the army around it.
YEEEESSSSS!! This is the kind of video ive been waiting for! Please do more Allied Forces content MG! Id love to see how imperial agents can supplement guard!
If you buy a box of Penitent Engines, it comes with parts to build them either as Penitent Engines or Mortifiers. You can stick the tortured guys or sarcophagus, whichever you didn't use, onto your knights to fit in better with the Sisters.
I love the big melta gun and chainsaw combo, this is why I ALWAYS wanted a JUMP SENTINEL, basically a sentinel with a multi melta, a big ass chainsword and a gigantic jump pack so it can leap around. It would be such a cool thing to attach it to drop troopers with grav chutes and it would add a cool CQC ability that the guard desperately needs (because Ogryns and Bullgryns are basically the only options to have guard do damage in CQC). Also lorewhise you could have a badass hero moment of a regular dude dueling a demon or a tyranid big boy. Kinda like a degraded version of a Paragon Warsuit but for the IG.
I’ve run my warglave to great success since the start of 10th. It’s a great distraction carnifex unit and usually keeps my other (better) armour around for another turn or 2
I have a small collection of imperial knights along with my burgeoning guard collection. I really go for the 'knight' part when painting and modelling them, covering each machine with heraldry and marks of honour. Sometimes painting up a bright garish big mech is just the right medicine after painting a platoon of camoflagued infantry or a troop of drab tanks!
I just really love arimgers as a kit/model. You grab a pair, think of a bit of a back story, are they the scion of a great house? A lesser noble that cannot run a bigger machine for whatever reason or a non noble household warrior? Chop and change them, Work out your heraldic scheme, grab your paints and a ton of medieval style decals and get into it!
Been playing with armiger warglaives and have to say with scout sentinels and armoured sentinels seeing your opponents face seeing walkers just storm the board is priceless
Awesome to see an analysis on this unit, moving from guard to knights as my second army in a narrative campaign, and lacking a Rogal Dorn I’ve been thinking of running a couple warglaives. What would you think about the Armiger Moirax with conversion beam weapons?
I've been running a pair of these with my Guard and my all tempestus scions since 9th edition, they make for an excellent melee punch and act as a big distraction carnifex. People don't see them often and think they're really scary so they get prioritized while your Leman Russ are free to fire all game long. It also really throws off conventional wisdom for how to fight against the guard
I have a themed "feudal" guard idea where it has a knight in it. The guard of the planet serves the knight house and is themed similar to it. Something like a Knight Preceptor to keep the theme. This themed army idea is for sure my next army to collect.
I'm no expert, but I totally like the sound of these. It's a bit of a shame that, even were they in range, the likes of Leontus, or a Tank Commander, couldn't order these; a certain noble rank is required to boss around even squires, I guess, but that just frees them up yo further rove ahead, and do their jobs, without worrying about dragging the Officers into fights they don't want to be in. They do seem to have much of the right kinds of firepower, and tackle a specific assault deficiency Guard can often have, in my opinion, so these seem really neat, as potential additions to a Guard force. Glad you covered this!
I don't even play Guard. But I came here looking for some advice anyways for my Sisters of Battle army. Totaled up my models and turns out I only have 1575 points worth of Sisters, so unless I want to spend another $200 for Rhinos and/or Immolators, I need to look at IKs. (Have a Greyfax and some henchmen for the other 200 points.) Bought an Armiger box on Amazon and have been leaning on building them as Warglaives, and you sold them to me! My list is both light on melee and anti-tank, and the Helvarins should seem to fall short of my 2 Castigators on paper. So thank you!
Great video- love these walkers. The Warglaive can also benefit from Tank Shock making it even better at close combat. If you have a Hellhound, the Armiger can also benefit from its cover removal ability which is nice.
In my first game as a guard player i hadn't enought point, then i seen my armigers i have brought becouse i found them cool but never placed in the field... And ho boy they had a blast exploding a vanquisher fighting against genestealers cults with my catachans.
Fast moving Helverins Bullgryns Roughriders and catachans would be difficult for your oppenent to chew through. Would certainly protect the tanks and artillery.
As someone who got into guard in 8th I love my armigers I only have them as my armour support, ok I've got a single Russ that was thrown at me so I'd at least have 1 and I barely use it and I've got a converted banesword I use knights for my armour and they are way better. If the meta gets all armoured I use the porphyrion and that slaps, if it's got flyers or a bunch of elite infantry I use helverins and for fun and screening I use warglaives with my death riders. The knights are just better than most things in the guard roster.
Personally I think the heavy stubber is a better option over the normal melta as you have plenty of anti armor options with the thermal spear and Reaper Chain Clever both of which have better strength.
Hilariously I was just saying almost the identical points two days ago to my team. I picked up two because I wanted to help out my ability to hold primary and have a bit of a melee threat. Great for tank shock as well, let's you cut down on how many orders you need. Gonna run two of them for the first time tommorrow night and see how they feel.
I have 2 of em cuz well I love knights they are cool AF!!! and yeah only played one game with em so far but I was suprised how fast they move, But I was playing against a friends Necrons with the new codex and he had the void dragon so I would say it was not a "good" test for em they did meet the newly painted unit fate xD aka dead after round 2. But they did the job I was hoping them to do the speed scored me 2 secondary missions and they wounded a tesla imortal group so much that he did not dare to move em out of cover and in shooting untill he could re animate em.
Would you recommend to put one of these buggers as allued units into a gladius taskforce SM list? Looks like it could Fill the Anti-tank/melee vehicle hole. There is not much more comming after the redemtor dread.
Imo guard probably benefits less from these than a lot of factions. Armigers just don’t compete favorably with russes. One army that really appreciates them is sororitas. The sisters love having a big armored threat right up in front to tank shots while their infantry pushes up the board. The melee factor synergizes perfectly with their playstyle. Overall, I don’t really think the split melee/shooting profile on armigers complements guard’s playstyle very well, and we have better armored options.
Agreed. Leman russes are standout as relatively cheap, durable, and lethal vehicles. Knights benefit majorly from buffs they lose when allied such as their fnp and rerolls, so theyre even less effective here.
@@nein4599 After checking the pick rates yeah, leman russ demolisher only has an 18% pick rate (highest out of the leman russes). Tank commander is doing crazy good though, and i imagine double dorn is a better investment of points for armor than any knight ally else we'd be seeing them used.
It probably depends on if your list is supposed to support the super heavy or not. The big advantage of the big knight is towering, which helps with terrain as touching ruins means shooting through them, a distinct problem for super heavy tanks. But you can’t support a big knight with your orders, detachment stratagems and other buffs. That means no order from Lord Solar, no Enginseer and no -1 damage stratagem. Imo the loss of -1 damage hurts the most as that one is always available in any army composition. Not investing in Lord Solar and/or the Enginseer is an option at least. So if your army will not have Lord Solar and you are sure that you need all your cp elsewhere, a big knight seems to be a viable alternative due to terrain.
@davidgantenbein9362 engiseer and orders aren't really necessary since knights already have a 5++ and hit on 3s. Imperial guard superheavies are designed with orders like +1 to hit in mind, which is why they're 4+ or wtv. Knights, iirc still can get buffs from Scout sentinel, but im not sure. Also, rn lord solar is autoinclude in every imperial guard list, so he's being brought anyway, but it does mean he can distribute his orders elsewhere. Might save some points on a tank commander, i suppose.
I think that it is viable if you are lacking armor. However using 3 over this last GT I went to, their defensive capabilities are severely lacking even to the humble Russ. Everyone is bringing anti tank and everytime I lost one I was forced to the 5+ invul.
I'm surprised you'd take a Warglaive over a Vanquisher tbh (not that I think the Vanquisher is great). The Vanqisher is far far more survivable - against the vast majority of ranged weapons in the game, particularly with how easy it is to gain cover, you will very rarely have a save of worse than 5+. So the 5++ is hardly relevant, particularly since it doesn't apply to melee - which is where a Russe's save could be reduced to less than 5+. T11 is significantly better than S9 considering many AT weapons are S10. 2+ save is incredibly better than a 3+. AND the Russ has 1 more wound. For shooting, a Vanquisher will have 1 Vanquisher shot, 1 lascannon shot, 4 multimelta shots and a 1 shot HKM in comparison to the 2 decent shots of the Warglaive - which is significantly better firepower. The Vanquisher also has synergy with other Guard units such as benefitting from FoF and Orders (Orders making it more flexible). The Warglaive is better in combat, but 4 10/3/3 attacks isn't really anything to write home about. It has greater movement and OC - the 2 real advantages it has. I could still see niche scenarios of taking this over a Vanquisher - but I am very surprised that you've come to the conclusion that you would always take it over a Vanquisher.
Mmm hard choice, the vanquisher shoots much harder but doesn't melee. 1 lascannon, 4 melta shots, 1 vanquisher shot, hunter killer. Downside is the lack of movement.
Guard Lists, having the Imperium keyword, can ally in Knights and Imperial Agents. Rules for adding them as allies are found in the Knights and Agents rules.
Devil Dog with Melta Cannon looks at Thermal Spear and cries 😭
Ridiculous to compare... Guard ist very overcostet. In general
@@nein4599 Why exactly is it ridiculous to compare? Devil Dog has a giant melta weapon built into its hull and its rules are awful and its only 25 points cheaper than an Armiger
Don't understand?!
Ginat melter?? Strange 9 with d3 shots hitting on 4s? Is this Ginat? In comparison?
I see gurad vehicles very overcostet in comparison to other factions vehicles... Some examples: baby knights either imperium or chaos (choas on particular), fire prisms, gladiator lanzer or ballistus dreadnought...
And many more! (necron shooting vehicles for example)
Recon, all comparisons in terms of pount/stuts! And also in comparison to faction abilities etc.
Nein
@@nein4599 Its literally called a MELTA CANNON. I agree the Devil Dog variant is extremely overcosted for what it does but its main weapon is also useless especially for a WHOLE CHIMERA HULL BUILT TO HOUSE IT. Learn about what you're talking about before you comment next time.
I don't get it, waht is your point dude? Are you on drugs?
Seeing 3 of these things supported by a blob or two of guardsman a flank is like a titan fall 2 fans wet dream
I use a warglaive in my army not because it’s good, but because it’s the only way for me to have enough points to play the game with what I have
@@notjarrod8287 before the dataslate. As an admech player. That statement rings so true
The last time i was this early the emperor still walked among us
He walks beside us still brother.
See, that’s what I was thinking. Guard lack melee power and need better up close shooting, which is what Armigers do best.
I think these are genuinely one of the closest niche picks for an objective brawler unit, but at the moment bullgryn beat them out for that intended role for roughly the same point values
1. They have a better defensive profile vs most weapons in the game, 4++ /6+++ -1 dmg on 18 wounds split between 6 units vs one big 12 wound brick that folds vs serious anti tank
2. Way more attacks to clear the chaff you don't want to waste your big guns on, 4x6 decent anti MEQ vs 8 GEQ/4TEQ attacks
3. They take solar orders so they can do fun things like hit on 2's, put 12 OC on a point, or even get a 3+ save vs high volume low ap attacks
Great points. I'm on the fence between Bullgryns and this unit. I don't know if you play competitively or not, but does the Necron C'Tan Hypercrypt matchup factor into your decision at all?
The Melta4 really helps take them down much faster.
@@ghost9pm407 I think in the necron matchup you could make an strong argument for it because of the big dmg melta that you can shoot into melee but you are really betting on a low volume of attacks that can get bricked by a couple 4++
I've found the most effective way to deal with the trancendents ctans is to bog them down in melee so they can't hyperphase out of it, and bullgryn actually put up a decent fight with it really coming down to who rolls more 4 ups, and they provide a larger unit footprint as well for a bit of screening. The problem will be catching them since they can advance to anywhere on the board so you have to try and preposition with a decent move move move assisted charge. Other ctans are easier to catch but you have to entirely rely on your invuln to stick around since they have 4+ dmg profiles
Necrons is one of the worst matchups for guard right now since the meta build doesn't really have access to screening tech and lethal hits in general are very good against us
The builds are also super varied so you have to be intimately acquainted with how each of their wacky units work as well...
But generally you have to castle on 2 objectives for a couple of turns, kill as many of the small deep striking objective takers as possible, tie up the ctans with your 2-3 bullgryn squads, hope you win the vehicle shootouts with lucky dice, and then push out and play for the late game... but you're fighting from behind the whole time
People complain about the guard win rate and we absolutely could use a few buffs but this matchup is so bad (30-70) that it's pulling it down heavily due to crons being the flavor of the patch meta pick @ ~10% of the field
They are definitely overtuned right now so alot of the problematic units are for sure getting get hit next patch
@@_Morph1ne_they're talking about bullgryn.All of the bullet points are about bullgryn first then armigers if they use a comparison.
@@_Morph1ne_ I think they mean the Bullgryns.
@@CatharsisChaser Thanks for the thorough response I appreciate it. I didn't realize the numbers were so bad for Guard going into Necrons but it makes sense. In most matchups I have a general idea of how to at least be competive but that one is just extremely difficult. I've been trying to build my list around it but there just aren't too many good options for dealing with them.
I considered the Cadian command squad to ignore modifiers but since they're wounding on 5's with only a few melta shots it just wasn't enough. Hydras are good for around 6 wounds each on them but fare poorly in just about any other matchup. I even looked at the Doomhammer but with 24" range they can just play around it. It's also too many eggs in one basket and might not even fit on the table depending on your terrain.
The last option I can really think of is just going full infantry with maybe a bit of artillery support and taking 2-3 Attache units to severely limit where they can deep strike and then tie them up in combat with 20-man bricks of infantry that can hopefully out- OC the midfield objectives.
You have any opinions on this last option? I think the main problem is that you then make yourself vulnerable to armies like Orks but I think you can still make a fight out of that matchup at least.
Guard sleeping on a good unit because it’s not Guard is so Guard.
I've been using them in my mechanized Guard for awhile. They do a lot of work, hanging just behind the chimeras threatening counter charges while they pop armor. I usually run 1 or 2 of them.
I was building for the same but as traitor gaurd went for a karnivore instead ;)
I would love to share my Feudal guard army with you. I make full use of the knight allies.
Oh I would love to hear what kinda lists you run
Please share that!
I love doing the same with my foot guard we don't have tanks we have knights, its good to have access to all the frames from armigers, to Questor classes to the mighty porphyrion they make my guardsmen look so small all 250 of them 🤣
Haha, my next army is going to be a feudal guard one. The guard of the planet serves a knight house. So, for me, I'd just have a single Knight Preceptor to keep the theme and build the rest of the army around it.
Where’s that list?? Please drop that ish
YEEEESSSSS!! This is the kind of video ive been waiting for! Please do more Allied Forces content MG! Id love to see how imperial agents can supplement guard!
As a Sororitas player, I make use of knights for a thematic religiously fanatical crusade army.
If you buy a box of Penitent Engines, it comes with parts to build them either as Penitent Engines or Mortifiers. You can stick the tortured guys or sarcophagus, whichever you didn't use, onto your knights to fit in better with the Sisters.
I love the big melta gun and chainsaw combo, this is why I ALWAYS wanted a JUMP SENTINEL, basically a sentinel with a multi melta, a big ass chainsword and a gigantic jump pack so it can leap around. It would be such a cool thing to attach it to drop troopers with grav chutes and it would add a cool CQC ability that the guard desperately needs (because Ogryns and Bullgryns are basically the only options to have guard do damage in CQC). Also lorewhise you could have a badass hero moment of a regular dude dueling a demon or a tyranid big boy. Kinda like a degraded version of a Paragon Warsuit but for the IG.
I’ve run my warglave to great success since the start of 10th. It’s a great distraction carnifex unit and usually keeps my other (better) armour around for another turn or 2
I have a small collection of imperial knights along with my burgeoning guard collection. I really go for the 'knight' part when painting and modelling them, covering each machine with heraldry and marks of honour. Sometimes painting up a bright garish big mech is just the right medicine after painting a platoon of camoflagued infantry or a troop of drab tanks!
I just really love arimgers as a kit/model. You grab a pair, think of a bit of a back story, are they the scion of a great house? A lesser noble that cannot run a bigger machine for whatever reason or a non noble household warrior? Chop and change them, Work out your heraldic scheme, grab your paints and a ton of medieval style decals and get into it!
This is absolutely perfect as i just picked up some armigers and love them to bits! Nice work as always mordian!
Been playing with armiger warglaives and have to say with scout sentinels and armoured sentinels seeing your opponents face seeing walkers just storm the board is priceless
Awesome to see an analysis on this unit, moving from guard to knights as my second army in a narrative campaign, and lacking a Rogal Dorn I’ve been thinking of running a couple warglaives. What would you think about the Armiger Moirax with conversion beam weapons?
I've been running a pair of these with my Guard and my all tempestus scions since 9th edition, they make for an excellent melee punch and act as a big distraction carnifex. People don't see them often and think they're really scary so they get prioritized while your Leman Russ are free to fire all game long. It also really throws off conventional wisdom for how to fight against the guard
I have a themed "feudal" guard idea where it has a knight in it. The guard of the planet serves the knight house and is themed similar to it. Something like a Knight Preceptor to keep the theme. This themed army idea is for sure my next army to collect.
I'm no expert, but I totally like the sound of these. It's a bit of a shame that, even were they in range, the likes of Leontus, or a Tank Commander, couldn't order these; a certain noble rank is required to boss around even squires, I guess, but that just frees them up yo further rove ahead, and do their jobs, without worrying about dragging the Officers into fights they don't want to be in. They do seem to have much of the right kinds of firepower, and tackle a specific assault deficiency Guard can often have, in my opinion, so these seem really neat, as potential additions to a Guard force. Glad you covered this!
Cracking up on the like and subscribe add-in 😂😂😂 Good work on that
I don't even play Guard. But I came here looking for some advice anyways for my Sisters of Battle army.
Totaled up my models and turns out I only have 1575 points worth of Sisters, so unless I want to spend another $200 for Rhinos and/or Immolators, I need to look at IKs. (Have a Greyfax and some henchmen for the other 200 points.) Bought an Armiger box on Amazon and have been leaning on building them as Warglaives, and you sold them to me! My list is both light on melee and anti-tank, and the Helvarins should seem to fall short of my 2 Castigators on paper. So thank you!
Was literally thinking about this yesterday about them plugging in the melee gap for the Guard
Plugging my gaps 🤤
the squad of bullgryn sitting in the barracks thinking "am I a joke to you SAH?" 😢
Great video- love these walkers. The Warglaive can also benefit from Tank Shock making it even better at close combat.
If you have a Hellhound, the Armiger can also benefit from its cover removal ability which is nice.
Hey, what's with the Hydra slander 12:01 ?! You did a whole video about how it's actually good!
It's good as a cheap Hull, but if you can squeeze in a better tank you should :)
Im traitor guard and just had a karnivore model arrive a few weeks ago. It just seems like it really fits a role guard lacks :)
In my first game as a guard player i hadn't enought point, then i seen my armigers i have brought becouse i found them cool but never placed in the field... And ho boy they had a blast exploding a vanquisher fighting against genestealers cults with my catachans.
Fast moving Helverins Bullgryns Roughriders and catachans would be difficult for your oppenent to chew through.
Would certainly protect the tanks and artillery.
As someone who got into guard in 8th I love my armigers I only have them as my armour support, ok I've got a single Russ that was thrown at me so I'd at least have 1 and I barely use it and I've got a converted banesword I use knights for my armour and they are way better. If the meta gets all armoured I use the porphyrion and that slaps, if it's got flyers or a bunch of elite infantry I use helverins and for fun and screening I use warglaives with my death riders.
The knights are just better than most things in the guard roster.
Personally I think the heavy stubber is a better option over the normal melta as you have plenty of anti armor options with the thermal spear and Reaper Chain Clever both of which have better strength.
I was going to say that the Armiger Warglaive is missing from the website, but its only the 40k box. The Horus Heresy box is available,
Shows up for me.
Would you consider making a Knight/Scions video? I love the thought of a human mobile elite force that is not i power armour and just normal dudes.
I ran that this weekend to a 3-2, it was super fun and actually has teeth. Definitely worth trying.
I literally traded for these not to long ago to put them in my guard army. Glad someone else agrees this is good option.
Just ordered a box. Remember the box lets you build 2 of these.
I got a wardog for my Traitor guard after watching Scorch part 1 Happy Heretic Noises ! 🖤
Double treason, that was an ARMIGER CLAAASSS!!!
Is this just for casual games with friends? because otherwise you can't run the war dog with guard
Hilariously I was just saying almost the identical points two days ago to my team. I picked up two because I wanted to help out my ability to hold primary and have a bit of a melee threat. Great for tank shock as well, let's you cut down on how many orders you need. Gonna run two of them for the first time tommorrow night and see how they feel.
I have 2 of em cuz well I love knights they are cool AF!!! and yeah only played one game with em so far but I was suprised how fast they move, But I was playing against a friends Necrons with the new codex and he had the void dragon so I would say it was not a "good" test for em they did meet the newly painted unit fate xD aka dead after round 2.
But they did the job I was hoping them to do the speed scored me 2 secondary missions and they wounded a tesla imortal group so much that he did not dare to move em out of cover and in shooting untill he could re animate em.
Luv the like and join Order. Well done.
Would you recommend to put one of these buggers as allued units into a gladius taskforce SM list? Looks like it could Fill the Anti-tank/melee vehicle hole. There is not much more comming after the redemtor dread.
The biggest appeal is the OC8 for me. It makes a armoured company list more viable.
OC8 plus move 12
Played my Knights against Guard last knight. Warglaives killed a Dorn a Demolisher, a Punisher, and a hydra.
Imo guard probably benefits less from these than a lot of factions. Armigers just don’t compete favorably with russes.
One army that really appreciates them is sororitas. The sisters love having a big armored threat right up in front to tank shots while their infantry pushes up the board. The melee factor synergizes perfectly with their playstyle.
Overall, I don’t really think the split melee/shooting profile on armigers complements guard’s playstyle very well, and we have better armored options.
Agreed. Leman russes are standout as relatively cheap, durable, and lethal vehicles. Knights benefit majorly from buffs they lose when allied such as their fnp and rerolls, so theyre even less effective here.
Lol, cheap???? They are fücking overcostet af
@@nein4599 After checking the pick rates yeah, leman russ demolisher only has an 18% pick rate (highest out of the leman russes). Tank commander is doing crazy good though, and i imagine double dorn is a better investment of points for armor than any knight ally else we'd be seeing them used.
We dont talk about the vanquisher
I'm a guard commander... everything else is heresy
Mechanised meme list with these Bois as part of it please!
How do you put them in a guard list? They don't have Astra Militarium faction key word?
Mordian i was wondering if a big imperial knight is better than a supper hevy tank for gaurd?
Well a tank is a gun wagon. A knight is something that’s meant to run at the enemy and blend them usually
@caelvanir8557 there are many ranged focused knights such as the crusader, valiant, castellan, porphyrion, etc.
@@caelvanir8557 Look at the Crusader.
It probably depends on if your list is supposed to support the super heavy or not. The big advantage of the big knight is towering, which helps with terrain as touching ruins means shooting through them, a distinct problem for super heavy tanks. But you can’t support a big knight with your orders, detachment stratagems and other buffs.
That means no order from Lord Solar, no Enginseer and no -1 damage stratagem.
Imo the loss of -1 damage hurts the most as that one is always available in any army composition. Not investing in Lord Solar and/or the Enginseer is an option at least.
So if your army will not have Lord Solar and you are sure that you need all your cp elsewhere, a big knight seems to be a viable alternative due to terrain.
@davidgantenbein9362 engiseer and orders aren't really necessary since knights already have a 5++ and hit on 3s. Imperial guard superheavies are designed with orders like +1 to hit in mind, which is why they're 4+ or wtv. Knights, iirc still can get buffs from Scout sentinel, but im not sure.
Also, rn lord solar is autoinclude in every imperial guard list, so he's being brought anyway, but it does mean he can distribute his orders elsewhere. Might save some points on a tank commander, i suppose.
Running them I my custodes
Leman Russ Vanquisher is a great unit.
Does anyone know if element games allows the use of 3d printed models in store?
How many should you have?
And it looks cool as hell
Damm its a steal for 150 pts
got myself a pack of these even though it's not for guard but for my custodes... they are just better contemptor dreads for 35 points less
Ummm, these are also categorized as battleline?!?
I think that it is viable if you are lacking armor. However using 3 over this last GT I went to, their defensive capabilities are severely lacking even to the humble Russ. Everyone is bringing anti tank and everytime I lost one I was forced to the 5+ invul.
Yeah they’re great, till the other player works out they’re public enemy number 1 and they don’t survive until the second turn…
I'm surprised you'd take a Warglaive over a Vanquisher tbh (not that I think the Vanquisher is great). The Vanqisher is far far more survivable - against the vast majority of ranged weapons in the game, particularly with how easy it is to gain cover, you will very rarely have a save of worse than 5+. So the 5++ is hardly relevant, particularly since it doesn't apply to melee - which is where a Russe's save could be reduced to less than 5+. T11 is significantly better than S9 considering many AT weapons are S10. 2+ save is incredibly better than a 3+. AND the Russ has 1 more wound.
For shooting, a Vanquisher will have 1 Vanquisher shot, 1 lascannon shot, 4 multimelta shots and a 1 shot HKM in comparison to the 2 decent shots of the Warglaive - which is significantly better firepower. The Vanquisher also has synergy with other Guard units such as benefitting from FoF and Orders (Orders making it more flexible).
The Warglaive is better in combat, but 4 10/3/3 attacks isn't really anything to write home about. It has greater movement and OC - the 2 real advantages it has.
I could still see niche scenarios of taking this over a Vanquisher - but I am very surprised that you've come to the conclusion that you would always take it over a Vanquisher.
Mmm hard choice, the vanquisher shoots much harder but doesn't melee. 1 lascannon, 4 melta shots, 1 vanquisher shot, hunter killer. Downside is the lack of movement.
so devil dogs with legs?
I think three Warglaives with a 1500 scion force is a way i would go.
Just ran this past weekend to a 3-2 finish, it's super fun! Posted on the Warhammer competitive reddit about it.
You can only have one faction keyword in a roster. There are no allies rules in 10E I don't see how you can put them in a guard list
Guard Lists, having the Imperium keyword, can ally in Knights and Imperial Agents. Rules for adding them as allies are found in the Knights and Agents rules.
The chaos war dogs and chaos knights in general are still better than the imperial ones
Tank shock!!!!!
I stepped away from my gaurd army. I play my knight army. Itz alot fun snd easy
I think the Helverins look better though.
i liked pls no penal T.T
Yeah leaning on vanilla allied datasheets is a sign of good army health.
Obligatory Comment 🫡
Not a guard unit
I know we can take them, but still not a guard unit in my head