Artillery is also a good option to finish units off. If fired last in the fire hase, it can be used to kill units that were left alife because of bad rolls etc, and being able to reach everywhere behind LOS they are a nice joker to keep in the backhand.
To be technical, Baneblades and (I think) the Stormhammer from Legends do give friendly AM models behind them cover thanks to the Rolling Fortress rule.
I still remembered the 9th edition I screened my back with 1 sq of infantry with 1 commissar with that vigilance. A 5 game tournament, no one dropped in behind!
I'm new to the hobby and have played 5 10th edition games. What I've learned is that this is artillery and infantry are indeed important. Tanks have been really nice to have but with the terrain heavy boards I've played on, they were really limited as to where they could move/see. Shelling the enemy with Earthshaker rounds has been the key to keeping my guardsmen alive because of that movement penalty it inflicts on them. I kept my guardsmen from being shredded in close combat by terminators in my last game because I kept targeting them with my basilisk. 3" movement for them was a nightmare for my opponent to deal with.
I'm irrationally partial to my Atillan Rough Riders... they do a lot of work holding back the enemy (pseudo-screening) and when they make contact they often do an incredible amount of damage. Straddles the line between infantry and tanks in this schema, and they critically cover the general weakness Guard has in combat. They did a lot of work at a tournament and I'm going to take them to another!
I play GSC, with guard as brood brothers. (We can take up to 50% in points now) I love rough riders. Wargames Atlantic has an excellent 3rd party kit for making Vostroyan versions of them.
Just started playing more Guard recently after putting it off because I wasn't interested in just tanks and infantry. I played a super fun list with a Cadian Castellan with the two orders things, Ursula Creed, 3 Kasirkin, a Punisher Leman, 2 Attilan Riders, 2 Bullgryn Squads, and 2 Ratling Squads. Played against a mech orc list and had a blast. Lethal Hits came in clutch with the amount of shots I threw at him and my Attilans helped win through points because of reserve. The Ratlings are surprisingly resilient against orc shooting too.
It was good meeting you in person at Adepticon. maybe I'll plan a trip so I can take a list locally against Cadian Sergeant Steel and then take it across the pond to run against you.
The main thing to think about for the guard is mutual support. The triangle of death, artillery, infantry and armour. What look to see what can help for example the scout sentinel brings heavy weapons , mobility and daring recon buffing all your army
Listening to this, my first thought is "argh, how will I paint 100 infantry?". My second thought is "I've got more than 100 gaunts in my Tyranid army." My third thought is "I've got over 200 infantry in my Old World Dwarf army. I guess its all relative...
Great video again as always. Can you do a video on the enchantments are they worth taking🤷♂️ I’m particularly interested in Drill Commander on an infantry squad as they would be sitting on an adjective anyway 🤔
Technically, they are usable, but they’ve had a redesign for the 10th edition that takes away their individual abilities take a look at their entry on wahapedia
One of the things I struggle with, is how does leadership (orders) play into this? For example if I have 2 options, and my goal is durability on objective: 1: 2 Infantry blobs with Krieg Marshalls to give them 5+ invuln and take cover as an order (330 points) 2: 3 Infantry blobs (330 points) How do I choose? Is Leontus worth it? He seems better than a Basilisk (at close to the same points) but 2 sentinels seem to get more work done (at least on paper) for 10 points less. Could you do a video "demystifying" orders/leaders etc.? Or point me to it, if you already have?
Its a feel no pain not an invuln, If you want an invuln for your infantry you need psykers. Krieg with a four up invuln and a 5+ Fnp is crazy durable from my experience especially when they recover a d3 guardsman a turn due to the krieg medipack. This combo is expensive though... (255 per blob of 2o)
Lord Solar does not replace or compare to a basilisk. Basilisks are the best artillery that the guard have on the table. Lord Solar can order anything but because he is expesive you dont really throw him into main frontline combat unless you have to. Armoured sentinels suck. In my opinion if you do run them you have to run three otherwise they kinda arent putting out alot of shots. Scout sentinels are very good. They improve your indirect fire by so much.
For orders, in the command phase you kinda just buff what the leaders giving the orders can give. For example the Cadian command squad can comman any regiment unit. This is FOBs, Sentinels and all the little infantry. Lord solar can order anything be it vehicle or bullgryn and artillery. The biggest problem is that if you rely on his orders and cant protect him then you lose way more than the 125 points
For infantry squads you are using the catachans for your points. Cadians and Infantry squads full 20 man blobs are 120 each and three is 360. But there are no orders. Two krieg blobs is 260 plus two marshals (60 each) makes that blob 380. But they have orders and feel no pain. This makes the Kriegers more effective because they are going to last longer and you can buff their shooting with take aim or buffing oc by using Duty and Honour
It always depends on your list. Like if you build a large artillery heavy list you might want a lord solar to order them but if you run a mix, you can run basilisk and you dont really need lord solar so you can put his points in a creed blob to order infantry and upgrade a leman russ to tank commander for other tanks and or artillery. it just depends on your list
MG... go 4D. Think about what your opposition wants to play. Think about how they don't want to play. Make them play that. Cuz we can do everything reasonably well.
Any edition from 2nd to 9th. 2nd only kinda because the Guard had unique army construction in a pseudo-Force Organization Chart other armies didn’t have to deal with.
i'd love to get me IG army, but due to the way GW treats the system, the rules, and the players themselves, i wont buy the models. Im not interested in rules being changed in next few weeks or months, i am not interested in having to agree with others that "ok lets play edition X" because his roster was OP back then, im not interested in buying models to find out that now i cant field them because there was an errata in overpirced book that was not provided to my local hobby shop.
Artillery is also a good option to finish units off. If fired last in the fire hase, it can be used to kill units that were left alife because of bad rolls etc, and being able to reach everywhere behind LOS they are a nice joker to keep in the backhand.
I've been interested in starting my own definitely ABSOLUTELY loyal Guard Army. So thanks Mortian
I'm doing my part
I’m doing my part!
I'm doing my part!
We're doing our part
I'm doing my part!
Im doing my part
To be technical, Baneblades and (I think) the Stormhammer from Legends do give friendly AM models behind them cover thanks to the Rolling Fortress rule.
I still remembered the 9th edition I screened my back with 1 sq of infantry with 1 commissar with that vigilance. A 5 game tournament, no one dropped in behind!
I'm new to the hobby and have played 5 10th edition games. What I've learned is that this is artillery and infantry are indeed important. Tanks have been really nice to have but with the terrain heavy boards I've played on, they were really limited as to where they could move/see. Shelling the enemy with Earthshaker rounds has been the key to keeping my guardsmen alive because of that movement penalty it inflicts on them. I kept my guardsmen from being shredded in close combat by terminators in my last game because I kept targeting them with my basilisk. 3" movement for them was a nightmare for my opponent to deal with.
I'm irrationally partial to my Atillan Rough Riders... they do a lot of work holding back the enemy (pseudo-screening) and when they make contact they often do an incredible amount of damage. Straddles the line between infantry and tanks in this schema, and they critically cover the general weakness Guard has in combat. They did a lot of work at a tournament and I'm going to take them to another!
how many do you play? thanks in advance! i really like too
@luigiciotola91 I play one unit of 10! Reinforcements and orders are very good for them
I play GSC, with guard as brood brothers. (We can take up to 50% in points now) I love rough riders. Wargames Atlantic has an excellent 3rd party kit for making Vostroyan versions of them.
Just started playing more Guard recently after putting it off because I wasn't interested in just tanks and infantry. I played a super fun list with a Cadian Castellan with the two orders things, Ursula Creed, 3 Kasirkin, a Punisher Leman, 2 Attilan Riders, 2 Bullgryn Squads, and 2 Ratling Squads. Played against a mech orc list and had a blast. Lethal Hits came in clutch with the amount of shots I threw at him and my Attilans helped win through points because of reserve. The Ratlings are surprisingly resilient against orc shooting too.
Just started playing Astra Militarum and your video was enlightening. Thank you!
It was good meeting you in person at Adepticon. maybe I'll plan a trip so I can take a list locally against Cadian Sergeant Steel and then take it across the pond to run against you.
The main thing to think about for the guard is mutual support. The triangle of death, artillery, infantry and armour.
What look to see what can help for example the scout sentinel brings heavy weapons , mobility and daring recon buffing all your army
26 minutes to just say “if you think you have enough guardsmen and tanks, you don’t”
greatest regiment in the background
MG's Recommendations
00:01 Don't be a dummy use infantry
Infantry wins firefights
Tanks win battles
Artillery wins wars
Listening to this, my first thought is "argh, how will I paint 100 infantry?". My second thought is "I've got more than 100 gaunts in my Tyranid army." My third thought is "I've got over 200 infantry in my Old World Dwarf army. I guess its all relative...
I like the big boom boom.
As a new guardsman, are there any synergies between regiments?? Ex- Krieg and Scions in a battle line together?
Anyway to make a all flamer and melta list with some Dakka as well
Advanced guide: run all battleline infantry.
Thank You
Great video again as always.
Can you do a video on the enchantments are they worth taking🤷♂️ I’m particularly interested in Drill Commander on an infantry squad as they would be sitting on an adjective anyway 🤔
Grand strategist, kurovs aquila is overpriced and you are better of taking callidus assassin, you re welcome :)
Perfect timing
I can't remember if you mentioned -- this is geared around a 2k point game?
With recent changes made to the Adeptus Mechanicus, would you think they run more like the Martian version “Guard” now?
What about Gaunts ghosts? I saw a lot of videos on them in 9th but nothing in 10th are they not usable now?
Technically, they are usable, but they’ve had a redesign for the 10th edition that takes away their individual abilities take a look at their entry on wahapedia
I want to play astra militarum for the veteran squads and kreigsman.
Thanks!
Please make this for old world as well :D
I'm new to the guard so the platoon command squad is the hq and platoon squads can be in any flavor??
So how does pure infantry factor into all of this?
One of the things I struggle with, is how does leadership (orders) play into this? For example if I have 2 options, and my goal is durability on objective:
1: 2 Infantry blobs with Krieg Marshalls to give them 5+ invuln and take cover as an order (330 points)
2: 3 Infantry blobs (330 points)
How do I choose?
Is Leontus worth it? He seems better than a Basilisk (at close to the same points) but 2 sentinels seem to get more work done (at least on paper) for 10 points less.
Could you do a video "demystifying" orders/leaders etc.? Or point me to it, if you already have?
Its a feel no pain not an invuln, If you want an invuln for your infantry you need psykers. Krieg with a four up invuln and a 5+ Fnp is crazy durable from my experience especially when they recover a d3 guardsman a turn due to the krieg medipack. This combo is expensive though... (255 per blob of 2o)
Lord Solar does not replace or compare to a basilisk. Basilisks are the best artillery that the guard have on the table. Lord Solar can order anything but because he is expesive you dont really throw him into main frontline combat unless you have to. Armoured sentinels suck. In my opinion if you do run them you have to run three otherwise they kinda arent putting out alot of shots. Scout sentinels are very good. They improve your indirect fire by so much.
For orders, in the command phase you kinda just buff what the leaders giving the orders can give. For example the Cadian command squad can comman any regiment unit. This is FOBs, Sentinels and all the little infantry. Lord solar can order anything be it vehicle or bullgryn and artillery. The biggest problem is that if you rely on his orders and cant protect him then you lose way more than the 125 points
For infantry squads you are using the catachans for your points. Cadians and Infantry squads full 20 man blobs are 120 each and three is 360. But there are no orders. Two krieg blobs is 260 plus two marshals (60 each) makes that blob 380. But they have orders and feel no pain. This makes the Kriegers more effective because they are going to last longer and you can buff their shooting with take aim or buffing oc by using Duty and Honour
It always depends on your list. Like if you build a large artillery heavy list you might want a lord solar to order them but if you run a mix, you can run basilisk and you dont really need lord solar so you can put his points in a creed blob to order infantry and upgrade a leman russ to tank commander for other tanks and or artillery. it just depends on your list
What point limit is this based please?
MG... go 4D.
Think about what your opposition wants to play. Think about how they don't want to play. Make them play that. Cuz we can do everything reasonably well.
...won't make for a good battle report though.
Hey Mordian when is the next live stream?
Tonight! :)
Where are thise organization charts?
8th edition codex Astra militarum you'll find it
Any edition from 2nd to 9th. 2nd only kinda because the Guard had unique army construction in a pseudo-Force Organization Chart other armies didn’t have to deal with.
Dude you sound like DANTDM
i'd love to get me IG army, but due to the way GW treats the system, the rules, and the players themselves, i wont buy the models. Im not interested in rules being changed in next few weeks or months, i am not interested in having to agree with others that "ok lets play edition X" because his roster was OP back then, im not interested in buying models to find out that now i cant field them because there was an errata in overpirced book that was not provided to my local hobby shop.
70 views is wiiiild