Showing posts with label honor guard. Show all posts
Showing posts with label honor guard. Show all posts

Staying ahead of the 40k curve... slowly.

So I have made a 40k career out of some how staying ahead of the curve while fielding unique and interesting armies.  The best example of this was my Death From Above: Stomp Stomp army from a few years ago that took advantage of weaknesses in the current 40k competitive meta, and a unique quirk in the Blood Angels PDF of the time.  I was able to play three Venerable Death Company Furioso Dreads.  Not only were they crazy hard to kill, but most guys at the time were only packing a couple of melta guns per army tops and fists and hammers were nonexistent.

That army, followed by my new codex Defensive mech list, earned me 3 Vegas Golden tickets and a number one ranking on Rankings HQ for a few months.

Horn tooted.

I'm getting to the point of the article, really.

Any way, I managed to pull this off by being observant of what I was facing at local tournaments, and trying to guess what I might face at upcoming GTs.

Enter 2012 and GK henchmen spam and DE venom dakka. Two armies that could not only blast you off the table with shooting, but finish the job with superior assault.

At a recent tournament I noticed that Blood Angels were having some success against GK spam by putting a furioso dread into a Storm Raven and turbo boosting it into the GK ranks.  Sure the raven would die, but it absorbed enough shooting to ensure that the dread lived. Next turn, the dread would tear into purifiers.  Fearless is a handicap for poor purifiers.  The dread will most likely kill 7 or 8 of them, and if they are unlucky one will live from the fearless saves. Locking the dread in combat on the GK turn, then freeing him next turn for the dread to assault another squad.

Single dreads were tearing through entire armies!

That got me to thinking about a cheaper and more reliable way of delivering dread death to GK armies.  The raven is too expensive and unreliable. It can be blown up before it even moves, stranding your dread on your edge.  So I figured pods were the way to go! Sure I would lose dreads due to GK dakka before they got to assault, but when you are running six of them, odds are one or two would survive!

Plus it would make a pretty cool army.

Plus plus, I had the models sitting around!

Now I get to my point. More on building the list later. First a cool pic for the blog rolls.

Librarian with Melta Pistol


I had the models sitting around.  I had lots of unused infantry from my ever changing lists. I also had the dreads, or enough store credit to get them and the pods.

With a minimal investment I had a full 2k point, 10 pod army, painted to table top standards ready to go.

That is the first step guys. The point has been made.  When starting an army on a budget, come up with your concept, and build what you can with what you have.  The idea is not to get an entire new army, and assemble 2k points of grey plastic and try to get in games.  Get your army table top, and go play.

The key is seeing what works.  I quickly learned that I needed more killy shooting upon landing for infantry.  SO I dropped a blood talon dread and added one with a heavy flamer and frag assault launcher.  Problem solved.  This minor change was easy, all I had to do was paint the launcher and mag it to a dread.

But as I play the list more, I realize I need more changes.  Here is where the slow adjustment of your army is key.  Eventually I want to play this army as a competitive force, that also competes for best painted. While I started the army using recycled models, I will eventually remake the entire force and paint it to my award winning standards. All while playing a table top army to learn how to do it.

So now as I make changes, I will be painting those models up to top standard.

Here we go!

First the recycling part.  I used models from my retired model case.

Ahh, the remnants of old armies and unfinished projects.

Some of my old black templars peeking out!

Part of my mountain of spare sprues full of GK, DC and SG bits.

I busted out the old case and started scrounging usable assault marines. My first drop pod list included a tactical squad. I figured based on the role I found them playing though, that an assault squad would do better since I could add more melta.

Most of these models were in the retired case. 

Behold, remember these guys?

The first five assault marines I ever painted, and 
remnants from my first Best Painted! 
The beakie was my first.

After finding what I could in the case, I had to scrounge a few odds and ends. Namely, melta gunners.



After scratch building one, and rearming another, I had my two gunners.  All models I am showing you now need to be scraped and cleaned by the way. Please don't say "I see flashing!"


Finally I had to add the sergeant upgrades.  Here is where I stay ahead of the curve.  Previously, I would always give my SGT a power sword, to take advantage of that initiative 5 strike. But with rumors of only fists being able to punch through Terminator armor in 6th eds, power fists will become much more important.  A ten man squad is a perfect place to hide a pesky fist.  You are going to see many more of these forgotten relics showing up soon!

Now to the cool stuff.  After a couple tournaments, I realized that my six dreads were overkill, and not quite getting the job done.  I needed a little more melta on landing, and I needed it to be able to take more than a single hit before dieing.  A psy dread can blast a dread off the table, but could easily fail to kill an honor guard model, let alone the whole unit.  But first I needed to upgrade the librarian model I was using.

I wanted him to have a melta pistol. So I used
one from the SG sprue.

A sword as well.  I used the books from a GK sprue
along with the head and back piece.

The body was SG and DC bits along with the back pack.


The cool cloak came from the Empire General box set. I had to cut it to fit.

Any way, with a little kit bashing, I had a pretty cool librarian. I gave him a SG shoulder pad, with the intent of using more to match the Honor Guardsmen.



Think ahead as you plan. This squad is going to actually become the centerpiece of this army as I paint it to my Best Painted standards.  It has to be interesting and unique. The kit bashing I am doing, as well as the matching shoulder pads will help create a look that adds to the greater sense of unity in the army as a whole.

Flamer.

More melta. Note the slightly different pose. This guy looks a little more 
dynamic as if he is about to charge into a fight.

Blood Champion. SG body with assault squad combat shield
cut and fitted to a standard pistol arm.


I wanted this guy a little more dynamic, so
I used the legs that had the skull and rocks, but cut them off,
and trimmed the foot on the bottom a bit to make him look 
a little more like he is stepping into combat.


And the priest.

I used a GK terminator arm. I cut the shoulder off and replaced it with a small one
with the apothecary shoulder pad.


Apothecary chest and back pack with DC legs and other bits.  

Not too shabby.

So after a bit of scrounging I have a new librarian, an honor guard and a ten man assault squad ready to go.  The squad needs to be completely repainted, and I plan on doing a video on how to.  The HG though needs more love. I will probably do them completely NMM gold.  A big job!  First I have to clean and drill them.  This will be my first unit in my competitive list I plan on bring to GTs like Feast of Blades.  Eventually I will completely replace the other models, but for now I can easily get them table top ready and playable.  I won't play this unit until it has at least been base coated with some basic highlights.  

What is that little blue guy doing there?

Here is a treat for you. Behold, the first model I ever painted... 

Not too bad if I do say so myself. Look at the super thick highlight,
thanks to that old GW "Fine Detail" brush.

Back then I was into using all the accessories. Scope and Bayonet!
I managed a fairly decent job on the lens.

Flashing? What flashing!

Check out my leet hand painting skills. I put a spade on his shoulder.  

I finished him with a heavy blast from some spray gloss varnish.  
Pretty sweet huh!

Ok, thats it for now.  

More to come as I work on this little project.

Jawaballs






Rediscovering Angels Part 10: Honor Guard

Hey there folks, it's been a while, but it's me again- Xaereth, from Delusions of Grandeur!  Today I want to talk about Honor Guard and what they can do for a Blood Angel army, in a competitive context.  For those of you interested, I've done quite a few other articles here for the Jawa, and I've compiled the links to them here.  So, feel free to read up on them, should you so desire :-p

So, let's talk about Honor Guards for Blood Angels.  This squad is likely one of the most 'hotly contested' units in the book (haha, if anything could be said to be hotly contested about Blood Angels any more), simply because nobody agrees on how they should be used, or whether they're even cost-efficient at all.  I think we can come up with a few good ideas on how they can be used, and in what situations they can really shine.  Heh, or maybe not, and we'll find that Honor Guards are pure rubbish and nobody should take them.  We'll see :)

Well, let's get the obvious stuff out of the way first, so we're all on the same page.  What's good about Honor Guard?
  • Priest hidden in 'retinue'
  • Lots of special weapon options
  • Lots of weapons options
  • Lots of options in general, really
  • Better statline than average marine
What's bad about Honor Guard?
  • Limited to a maximum of 5 dudes
  • Have to pay for their mode of transportation (as opposed to Assault Squads)
  • Upgrades get expensive quick
  • Limited to how many HQ choices have been taken  
So, pretty obvious stuff.  Priest is cool, price to actually field a small 5-man unit isn't so cool.  I suppose now we can look at a little more advanced stuff- first let's look at a price comparison of an Honor Guard vs. 5-man Assault Squad w/ Priest, in a Rhino.

Honor Guard w/ 4x melta, HF Razorback- 210 Points
Assault Squad w/ 1x melta, HF Razorback, Priest- 198 Points

If we took out a single melta from the Honor Guard, the prices would be nearly identical.  Please don't misunderstand this comparison as what I personally think 'the way' is to run Honor Guard/Assault Squads, it's merely a price comparison.

What we can learn from this comparison is that Honor Guards, while not scoring, are more points-efficient than Assault Squads containing a Priest.  When equipped with similar wargear, they can not only carry more wargear than the RAS (Regular Assault Squad), but they also have a 'hidden' priest in there, giving the unit less total Kill Points you have to worry about.  The flip side to this is that the Priest isn't customizable, but I've never been a huge fan of getting my extremely important IC's into combat anyways, since I'm paying the points for him to buff units, not to kill 1 marine (or Ork!) per combat phase, lol.

So, we know that if we need a utility unit that doesn't necessarily need to score, Honor Guard is likely the way to go.  Since every player has to take at least one HQ per army, we will always have at least one Honor Guard as a possibility.

Now let's take a look at a few different roles an Honor Guard can fill in an army.

Role #1:  Plasma Bunker

Honor Guard w/ 4x Plasma Guns, Rhino- 225 Points

This one for me is the one I always think about for Honor Guard, since that's what I generally always do with my Company Command Squads in my IG army.  Not only is this your only reliable means of getting Plasma in the entire book (Sternguard are one-hit wonders), they have a built-in resistance to overheating called Feel No Pain.  8 shots vs. pretty much anything in cover will only kill about 2 dudes, but they could also pop tanks to a limited extent, or hunt Monstrous Creatures (like anyone brings those these days, lol).

I'd actually say that this is a generally poor choice for the Honor Guard.  They can't assault after they blow their load, and like I said earlier, they only cause a little bit of damage from their barrage.  Against good players, Honor Guard w/ plasma isn't amazing.  You may say "but, didn't you say you tooled your Guard CCS's the same way?" Well, yes I did.  However, those IG units are not only cheaper (180 w/ 9 shots vs. 225 w/ 8 shots), but also have built-in orders to make targets reroll successful cover saves, and have vehicles all of them can shoot out of whereas the max for the HG is a Rhino w/ 2 dudes.  IG do it much, much better than the Honor Guard ever will, sadly.  Luckily, most Blood Angels armies have no need of Plasma, as they have access to other things that can replace it.

Role #2:  Melta Bunker

Honor Guard w/ 4x Melta Guns, Razorback w/ Heavy Flamer- 210 Points

This one might be my personal favorite.  They can zoom up 12", turn the Razor around, disembark 2.9", and shoot their melta, giving them a nearly 21" threat range.  Sure, any other unit in the game with melta and a vehicle has the same threat range, but these guys not only have 4 meltas to go with them, they also have FNP, to make removing them much harder than the average melta suicide squad.  One might even argue that it isn't a suicide squad, since it's survivable enough to make an opponent shift significant resources to wipe them out entirely.

Role #3:  Utility Squad

Honor Guard w/ 2x Melta Guns, 2x Flamers, Rhino-  195 Points

What we get from this squad is the ability to bring down tanks, hordes, and a biggish FNP/FC bubble though the utilization of the Rhino chassis.  This squad is equipped to do any number of things, and can shoot all weapons then charge in (furiously) afterward.  I'm not sure I subscribe to this 'jack of all trades' mentality, but it does provide a good 'swiss army knife' -like unit.

A variant:

One variant might be this squad in a Las/Plas Razorback, surrounded by 15x Missile Launcher Devastators.  They can lay down some good fire, provide the FNP Bubble, and provide a solid counter-assault/shooting threat when enemies get too close.  You could of course do the same with a RAS + Priest, but as we discussed earlier, this way is far more cost-effective.  Simply including a Priest with the Devs might be another 'easier' way, but if that happens, it forces the Devs to bunch up quite a bit.  With the extra inches a Razorback chasis provides, the squads can actually be spread out quite a bit, since you measure the FNP/FC aura from the vehicle's hull.

Role #4:  Close combat Uberness

Honor Guard w/ 2x Melta Guns, 4x Lightning Claws, 2x Storm Shields, Chapter Banner, Rhino- 315 Points

This option is pretty expensive, but it does put out quite a few attacks.  Claws are statistically better than Swords against just about any opponent, despite less attacks.  This squad is going to be far more efficient with either a Chaplain or a Librarian (I'd pick a Libby, personally), giving them rerolls to hit.  If they do get rerolls + charge, they'll cause 10(ish) power wounds and 2 regular wounds to a WS4 T4 opponent, not counting the character accompanying them.  They can also open tanks with their two meltas, have FNP, and can even operate against other power weapons, with their own Storm Shields.

They're pretty expensive though.  315 points to wipe out a marine squad (or even nearly 5 TH/SS Termies) is alright, but they have to kill a lot of stuff to warrant their price tag.  Against some squads with higher Initiative, this squad will flounder, and if they get charged, their effectiveness is far less.  Not to mention, it's not really 315 points to wipe that marine squad- it's more like 415, after you add the Librarian.  Not my favorite choice, but these guys can fill the combat role if you want- some armies have enough shooting and need the extra combat.  Cool squad to customize/convert too :)

Role #5:  Jump Infantry Support

Honor Guard w/ 4x Melta, Jump Packs-  205 Points

These guys just jump around with your other 50-60 Jump Marines, and provide melta/FNP support.  Cool squad, I think I'd rather these guys look like this, honestly:

Honor Guard w/ 4x Melta, Rhino

It loses a little bit of the theme 60+ Jump Marines have, but it also gives a bigger FNP bubble for your squads, allowing them to spread out a little bit, for the same price.  It also allows a little more protection for a small squad, so opponents don't just turn their AP2/3 long-range fire at that squad immediately (since they won't have anything better to fire at, given the lack of diverse targets)

I think I saw Jawa's NOVA army will be going this route, though the Honor Guard will be Jumping around with the rest of them, which works.  I know that if I play him though, they'll be the first target for my Dark Lances :)

Conclusion:

Well, what more can I say?  Honor Guard can provide a lot for your army, and fill a bunch of roles that a Blood Angel player may have need of filling.  Combat, cheap melta, or FNP/FC coverage, these guys can do it all, and can even do it all well.  Not every army has need of these Role-players in their army, but it's nice to know these guys exist as an option, and can be used for pretty much anything.

Thoughts?  Questions?  Comments?  How do YOU tool your Honor Guard?

As an aside, hope you enjoyed the 'honor' pictures I found on Google.  Some of them I have no idea what they have to do with honor, but they were funny so I stuck them up there!  lol