For what it's worth the GW army builder app confirms that the intent is for them to take both the special and heavy weapon per 10 guardsmen, since you can format them that way in the app.
I think it's a no-brainer. We should be able to take a special weapon together with a heavy weapon. I know the HWT model, even though it counts as a model, has two Guardsmen in it. One HWS model has two melee attacks, same with a FOB (3 attacks). We can assume they're two models on a single base.
Just started building my guard army, my first 40k army, and this was the exact content I was hoping to see! Got plenty of Infantry that im just starting to paint
@@luis2864 Thank you! I'm going for a colour scheme heavily based on the Western Frontier from a game called Battalion Wars! Painted three shock troops so far and i'm so happy with them!
WELCOME TO THE GUARD! I went for a scion army along with a tan look with green fatigues ( kinda like a flipped cadia ) and wheeled taurox and valks. With 19th I need to add armour and kreig ( cause I can't see anything else being so willing to die like I charge about 😂)
@@Dylan-is5bw Thank you!! Sounds like a unique force, mines a lot more run of the mill. Since I made the original post Ive painted 60 more cadians, 3 sentinels, two heavy weapon squads, a leman russ, 2 castellans and 20 kasrkin. Ive definitely caught the war gamer bug!!
Right now I’m taking 2-3 Krieg blobs with marshals and a primaris psyker, they are pretty much unkillable except for heavy fire then I use a few infantry squads and tanks and bullgryns using the krieg to distract the enemy and to absorb all the firepower.
The humble Infantry Squad, I'm currently using one 20 man infantry blob with mortars, in the backfield with a Command squad W/mortar, + drill commander, alongside the lord Solar, while the Krieg Blobs advance.
That's what I've been doing too. Especially nice with plunging fire and a couple snipers (1 from command platoon and 1 from the blob). I decimated Nids with that last weekend.
@@zachsilby4569 Well, I find it actually works better with command platoon + castellan with drill commander, even better now that the infantry squads can for sure bring special weapons alongside heavies. Triple mortar + triple sniper + castellan w/ drill commander is an obnoxious thing to have to push into with your infantry while sentinels are spamming lascannons into your armor.
If you add a platoon squad with a heavy weapon you can have up to 3 heavy weapons in a squads of infantry depending on weapon choose add drill command enhancement to the blob and you’ll auto wound on 5s
Cheeky thing to do with infantry squads that I'm sure most have you have already thought of: -20 blob of infantry, 2 heavy bolters -platoon command with heavy bolter, Drill Commander enhancement Drill Commander gives critical hits on a 5+, so your three heavy bolters have lethal AND sustained hits on a 5+. Not super great but if you want a Lord Solar caddy unit it can provide some decent dakka.
I have two infantry squads with command squads with lascannons and grenade launchers. Surprisingly effective backline anti-armor support. I'm very pleased with them so far.
I like the use of background art in the video. I am thinking they're Creed's best bodyguard option. 20 man unit with Platoon Command Squad with 3x Mortars so you can set off Fields of Fire and keep your head down. The classic 10 man Infantry squad seems best choice for chimera's too, giving a heavy weapon team and a special weapon that can shoot from the firing deck. Every unit has the old 'mechanised infantry' ability naturally and that's great for some late game objective theft. For more patient play it's stronger than the Cats giving a 6" scout move. Surely they'll make the index data card 'correction' and allow 10 men to have a HW and a SW. (Seriously GW we've had enough of very specific load out changes, most other faction its a G D free for all at the special weapon buffet. Fingers crossed that GW don't somehow break the firing deck rule in the process.
My counter to the debate on special weapons and heavy weapons in a squad is that in the app if you subtract two lasguns and 2 close-combat weapons and then add a heavy weapon along with the one lasgun or whatever they call it for the heavy weapon it's legit and get you the green check mark and then if you subtract another lasgun and then add the special weapon of your choice once again you received the green check mark with no errors. Anytime you try to do something in the app that is not legit you get the yellow warning.
I got the distinct impression from the app that since a programmer made it they just went with the literal interpretation of the data sheets they were given without double checking every little weirdness with GW. Death Korps of Krieg is the best example with the plasma rifle. I don´t think it is GW intention that a Death Trooper dual wields a plasma and lasgun but text as written he would and the app tells you that you have to take the extra lasgun. Programmers are usually very good at implementing the literal instructions of a customer and depending on how things are setup it ain´t always their task to double check if the thing the customer told them to do is actually the thing the customer wants them to do. Speaking from experience but it is kinda fun how often those two do not match.
I did a game on the weekend where I played 16 man infantery, 2 lascannons and 1 platoon command squad with lascannon. Assisted with a primaris psyker. They just hunkered down on an objective and the 3+hitting lascannons did bring a lot of pain. Those Votan vehicles just melted away. 4+ save, 4+ invul and 6+ feel no pain was tough as nails.
Infantry squads with autocannons are my got to. If you're feeling extra spicy, take some catachans with Sgt Harker for that scout move and heavy bolter burst damage to screen for your infantry.
The Infantry Squad acts as a kind of ratcheting tool. Your Kriegsmen, Catachans, and Cadians will range out ahead, taking the fight directly to the enemy. But right behind them are the Infantry Squads, solidifying your gains. Entrenching themselves on the point. When the forward squads inevitably die, the Infantry Squad are already there. Scoring points. Ready to put out withering fire on the now exposed enemies who advanced to kill the forward squads. The front hasn't crumbled. The front is now that much farther forward. They're dug in. And it'll be that much harder to dislodge them.
My 137th “Peorne’s Finest” consist almost exclusively of infantry squads. Yes it has a decent amount to do with that being how my men are configured with heavy weapons, but that cover defenders of humanity makes them perfect midfield pushers. As stated before: guardsmen are moreso objective grabbers and screeners than damage dealers, a a dead guardsman can’t hold those regimental colors up high on that hill. You say it only comes up once every ten or so games that an objective is out in the middle of nowhere but I experienced that regularly. And it’s the infantry squad that takes that point, hunkers down on it and reigns as much hellfire as it can with those heavy weapons until the day is won, or atleast until more manpower can be directed to reinforce it.
Been having success with a 20 man infantry squad on home objective with platoon command squads, giving me 3 mortars as well as drill commander and take aim for hitting on 3s, rr'ing 1s (scout sentinel) auto wounding 5 and 6s all with cover. Not bad for a home field defender
Can confirm... They are especially broken in a 500 point game, especially with Ursula Creed! 20 man blob of Kriegers withe S/Ws and a Platoon command squad (have to make do with what I have for now) even a 6up feel no pain helped... They all die and then the squad comes back! GREAT SUCCESS!
My favourite one is to have 20 man infantry squad with 2 mortars, a platoon command squad with a mortar and the 5 + auto wound upgrade a master vox and medic, and creed. Makes a great home field objective holder sitting out of line of site have 3 orders with 24 inch range and the auto wounding on 5s even threatens vehicles with the extra ap strat and the autocannon russ
To each of us falls a task, and all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: We die standing.
Same, I know Krieg are great but I just like the basic one more from a flavour perspective. Though seemingly the best tournament list (so far) pretty much ignored all infantry and had just a single 10 man Cadian squad in it.
just whipped the app open while watching, the battleforge lets you take a flamer and a heavy bolter on an infantry squad. Oversight in the editing process for the physical cards I'd guess.
English Data Cards niow bring this (germans doesnt): Designer’s Note: Each Heavy Weapons Team model in this unit counts as 2 models for the purposes of wargear options.
I feel like it would be hilarious to take 6 maxed infantry squads, (each with 2 HWTs), 3 platoon command squads (w/HWTs), and 3 HWSs for a total of 24 heavy weapons 😂 that’s an obnoxious amount of mortars or lascannons and only costs 1140 points! Plenty of room for ratlings, vindicare, or gaunts ghosts to infiltrate onto objectives. Or Scions to deep strike.
i really enjoyed your video thanks for pointing out the datasheet changes in the index because i didn't actually know that and yes i do think it's a deliberate change because gw wants to match the datasheet to whatever is in the box so 10 cadians come with two special weapons that's what they going for
Definately an oversight on the if we bring a heavy weapon in 10man unit we cannot bring a vox caster or special weapon cause the squad is less than 10 models :( but at 18 we can bring a single special weapon and one vox and 2 heavy weapons. But throw in a platoon command squad, with a 3rd heavy weapon and medic and banner to boast Oc to 3 the objective you're sitting on. Basically got a heavy weapons team in it that gets cover while on a objective and can order itself with a 6+ fnp
I ran a 20 man Cadian squad with a techpriest in a stormlord. I think I'll try running a 20 man infantry squad with 2 instead. But an Infantry squad with a PCS and Leontus might be a new backfield auto-include - especially if I can run one with 3 mortars too...
The gw app let's you take a heavy Weapon and a special weapon for the 10 man Squad. The 20 man unit is still limited to 1 special weapon but can take a second heavy Weapon
Infantry Squads are my go to for my Tallarn Mech Guard. Firing Deck Chimeras gives more value with my autocannons and sniper rifles. Once they disembark on an objective, not only are they in cover but they are only a 9 man unit, which means they only give 1 extra shot for blast weapons, which is a durability bonus vs cadians/catachan/krieg that doesn't get considered.
I'm thinking about toss one on a Chimera and giving them a lascannon and say a plasma gun or melta gun. With them using the firing deck you now have a pretty solid light tank! Say two heavy bolters, a heavy stubber, lasgun array, and a squad with lascannon and a plasma gun. That would be a fair tank for around 145 points. Toss in a Castellan to throw around a take aim...
And I'd agree with you- it's a mistake for the special weapon. The 10 man squad with a heavy weapon and a special weapon has been an Imperial thing forever. However with that said the 40K app itself doesn't allow you to have both in the squad, so it might really be a thing.
Throw in a Heavy Weapon Squad instead...roughly the same points....and add Two firing Lascannons on your Chimera. Firing deck is "Per weapon" where it is only the capacity that counts the HWT as two slots.
I am going to say I wish you had focused a little blurp on what Characters, and specifically Officers, could join this squad, and pair well with them. I know people can look in the index, and it's probably just as easy, and more important, to go watch one of the videos that looks over those Officers, but when some squads can really benefit from Leaders, it can be good to know what the "other" Infantry option can use. Can Creed join them, or is she limited to Cadians ONLY (Shock Troops and Kasrkin)? I think Straken is restricted to JUST the actual Catachan Jungle Fighters unit, which is too bad. I bring it up because I still HATE that GW is so restricting on kit options for the Catachan. Sure, they haven't updated those models in some players' lifetimes, and so Maki g them sort of crap, till the newest codex drops, which might come alongside a Catachan range refresh, seems like them, but I still hate it. If you are going to Ebay for models, I'm pretty sure Catachan used to have Special Weapons and Heavy Weapons Squads easily, so the fact that they can't right now sucks. I'd think that you could field some of these Infantry Squads, using their rules, and just sub in your Catachan models, but them I'm unsure what Officer you would stick in them, and Straken can't, because dumb rules.
Did MG missed his line and not say "but all of this is like my opinion man" that line is so iconic with him. My brain felt like it was having an os crash when I didn't hear it.
Alright so real noob question here, just got started in this hobby. Are there seperate kits for making these infantry squads? Or do you just buy the Cadian Shock Troops box (or Krieg/Catachan) and declare them as an infantry squad?
I love me some basic Infantry squads. I don't like that RAW you can't have two special and two heavy teams though. Or even 1 special and 1 heavy in a 10 man. I hope they adjust it to make the HWT count as 2 for the purpose of that rule, or change it to 'for every 9'
I have a question. Say you are running a 20 man squad. And you can replace one las gun with, say, a sniper rifle (for example), then does the vox-caster claim this same spot (as it does stipulate the las gun cannot be replaced.) Hope that made sense. I get that if you have heavy weapons teams you can't have two special weapon slots (and hopefully this gets sorted), but just wondering if you can still have a special weapon and a vox. Cheers for any replies :) Anyhoo, heres to a 20 man unit with command squad medic and Primaris psyker for 4+ invuln and a 6+ FNP! (And that reinforcements strat is ace!)
On heavy weapon team base there are 2 guardsman so 2 models for RAW so my full infantry squad will rock 2 special weapons, 2 heavy teams and 2 sergeants just as Gaming Jesus intended.
Any thought on putting catachans into chimeras to make scouty dakka boxes? Is the chimera’s guns and durability worth being restricted to 10 man squad size?
The new WH40K app allowed me to construct an infantry squad with 2 sergeants, 14 guardsman with Lasgun (1 Vox Caster) , 1 special weapon and 2 heavy weapons teams so looks like its legal form that end?
Deliberate or not, their app is free right now and on their army builder 2 Sergeants, 14 Guardsmen, 2 HWTs can only have 1 special weapon among them. Considering its their official app... I think the rulings clear
Wow, never noticed that last point about them not having 10 models in the unit, and therefore being unable to take a special weapon; but then, the same goes for the Vox-caster. There is a little bit of a problem. And for this unit being around for decades, how can GW do this? If it is a mistake, being that it is an hinderance, it will likely take them half the addition to fix.
the Designers note at the end of the datacard covers this, for every 10 models in the unit you can take a special weapon, the heavy weapons team counts as two models for wargear purposes. So a squad can still take a heavy and a special like they always have
You sure the heavy's will get both the +1 for not moving and the +1 from a Take Aim order? Pg 21 of the PDF says "A Hit roll can never be modified by more than -1 or +1". Being one of those players that ran mostly veteran squads in the past, I miss my the accuracy with my heavy weapons.
I see now....the Take Aim reduces their Ballistic skill by 1, which technically is not a +1...so you can double dip and drop your heavies to needing 3's.
The plus four I found to be pretty strong, as you can use it to improve the save while saving on CP for going to ground and saving an order to take cover.
Not to mention it also makes them immune to AP weapons. I played a game with one and the enemy could not kill my 20man block. That squad managed to take a objective, kill a chimeria (guard vs guard, kill a scout sentinel and a 10 man squad. All while taking fire from them and a manticore. Only 12 died by the end
I like these guys sadly if you're going deep infantry kreig units take up all your command slots and these guys are left orderless unless you take creed or something
I noticed the discrepancy between special weapons and heavy weapons in infantry squads about a week or so ago and I definitely believe it is a oversight on GW‘s part. Like come on, you’re gonna flaunt a new codex in front of us and Noah fire in six months and then screw over how infantry squads work that would be a little silly.
I remember choosing to not listen to Mordian here last edition when he banged on and in and on about how Infantry Guard was soooo great. Then finally he said that Mech guard “might” have a place, and admitted he hadn’t really played any 9th edition games. Here we find him once again only touting Infantry, which could mislead new players that infantry heavy is the only way to go (mentioning taking 8-12).
Honestly I think its just a very obvious oversight and I will be playing them like normal, however I don't play tournament's so i feel sorry for the players who will be kinda screwed iver by this.
This is the way 2 20 man blocks 3 heavy weapon teams 2 command squads = 15 lascannons down range!!!! So happy I got 5 steel legion sets in the last drop 😅
The Imperial Guard made me the man I am today!
For what it's worth the GW army builder app confirms that the intent is for them to take both the special and heavy weapon per 10 guardsmen, since you can format them that way in the app.
I think it's a no-brainer. We should be able to take a special weapon together with a heavy weapon. I know the HWT model, even though it counts as a model, has two Guardsmen in it. One HWS model has two melee attacks, same with a FOB (3 attacks). We can assume they're two models on a single base.
And now has no lasgun...
Infantry Squads are often overlooked, so great to see them get their very own video!
Just started building my guard army, my first 40k army, and this was the exact content I was hoping to see! Got plenty of Infantry that im just starting to paint
Congrats! the guard army is a very beautiful army.
@@luis2864 Thank you! I'm going for a colour scheme heavily based on the Western Frontier from a game called Battalion Wars! Painted three shock troops so far and i'm so happy with them!
WELCOME TO THE GUARD! I went for a scion army along with a tan look with green fatigues ( kinda like a flipped cadia ) and wheeled taurox and valks. With 19th I need to add armour and kreig ( cause I can't see anything else being so willing to die like I charge about 😂)
@@Dylan-is5bw Thank you!! Sounds like a unique force, mines a lot more run of the mill.
Since I made the original post Ive painted 60 more cadians, 3 sentinels, two heavy weapon squads, a leman russ, 2 castellans and 20 kasrkin. Ive definitely caught the war gamer bug!!
I enjoy adding a command squad to a 20 man blob. You get 3 mortars free heavy weapons squad.
Right now I’m taking 2-3 Krieg blobs with marshals and a primaris psyker, they are pretty much unkillable except for heavy fire then I use a few infantry squads and tanks and bullgryns using the krieg to distract the enemy and to absorb all the firepower.
The humble Infantry Squad, I'm currently using one 20 man infantry blob with mortars, in the backfield with a Command squad W/mortar, + drill commander, alongside the lord Solar, while the Krieg Blobs advance.
Damn, that’s a cool idea, I have to give it a try next game
That's what I've been doing too. Especially nice with plunging fire and a couple snipers (1 from command platoon and 1 from the blob). I decimated Nids with that last weekend.
How does that work for you? I might run it soon enough.
@@zachsilby4569 Well, I find it actually works better with command platoon + castellan with drill commander, even better now that the infantry squads can for sure bring special weapons alongside heavies. Triple mortar + triple sniper + castellan w/ drill commander is an obnoxious thing to have to push into with your infantry while sentinels are spamming lascannons into your armor.
Considering the mistakes GW made in other data sheets, the 10 guys thing is not deliberate.
If you add a platoon squad with a heavy weapon you can have up to 3 heavy weapons in a squads of infantry depending on weapon choose add drill command enhancement to the blob and you’ll auto wound on 5s
I see infantry squads I build them with lascannons. Thats my style sir
Cheeky thing to do with infantry squads that I'm sure most have you have already thought of:
-20 blob of infantry, 2 heavy bolters
-platoon command with heavy bolter, Drill Commander enhancement
Drill Commander gives critical hits on a 5+, so your three heavy bolters have lethal AND sustained hits on a 5+. Not super great but if you want a Lord Solar caddy unit it can provide some decent dakka.
The army builder by GW allows special weapons with heavy Weapons
I have two infantry squads with command squads with lascannons and grenade launchers. Surprisingly effective backline anti-armor support. I'm very pleased with them so far.
I like the use of background art in the video. I am thinking they're Creed's best bodyguard option. 20 man unit with Platoon Command Squad with 3x Mortars so you can set off Fields of Fire and keep your head down. The classic 10 man Infantry squad seems best choice for chimera's too, giving a heavy weapon team and a special weapon that can shoot from the firing deck. Every unit has the old 'mechanised infantry' ability naturally and that's great for some late game objective theft. For more patient play it's stronger than the Cats giving a 6" scout move. Surely they'll make the index data card 'correction' and allow 10 men to have a HW and a SW. (Seriously GW we've had enough of very specific load out changes, most other faction its a G D free for all at the special weapon buffet. Fingers crossed that GW don't somehow break the firing deck rule in the process.
My counter to the debate on special weapons and heavy weapons in a squad is that in the app if you subtract two lasguns and 2 close-combat weapons and then add a heavy weapon along with the one lasgun or whatever they call it for the heavy weapon it's legit and get you the green check mark and then if you subtract another lasgun and then add the special weapon of your choice once again you received the green check mark with no errors. Anytime you try to do something in the app that is not legit you get the yellow warning.
I got the distinct impression from the app that since a programmer made it they just went with the literal interpretation of the data sheets they were given without double checking every little weirdness with GW.
Death Korps of Krieg is the best example with the plasma rifle. I don´t think it is GW intention that a Death Trooper dual wields a plasma and lasgun but text as written he would and the app tells you that you have to take the extra lasgun.
Programmers are usually very good at implementing the literal instructions of a customer and depending on how things are setup it ain´t always their task to double check if the thing the customer told them to do is actually the thing the customer wants them to do. Speaking from experience but it is kinda fun how often those two do not match.
I did a game on the weekend where I played 16 man infantery, 2 lascannons and 1 platoon command squad with lascannon. Assisted with a primaris psyker. They just hunkered down on an objective and the 3+hitting lascannons did bring a lot of pain. Those Votan vehicles just melted away. 4+ save, 4+ invul and 6+ feel no pain was tough as nails.
Infantry squads with autocannons are my got to. If you're feeling extra spicy, take some catachans with Sgt Harker for that scout move and heavy bolter burst damage to screen for your infantry.
I've always had the Autocannon in there! And now they're actually good!
The Infantry Squad acts as a kind of ratcheting tool. Your Kriegsmen, Catachans, and Cadians will range out ahead, taking the fight directly to the enemy. But right behind them are the Infantry Squads, solidifying your gains. Entrenching themselves on the point. When the forward squads inevitably die, the Infantry Squad are already there. Scoring points. Ready to put out withering fire on the now exposed enemies who advanced to kill the forward squads.
The front hasn't crumbled. The front is now that much farther forward. They're dug in. And it'll be that much harder to dislodge them.
My 137th “Peorne’s Finest” consist almost exclusively of infantry squads. Yes it has a decent amount to do with that being how my men are configured with heavy weapons, but that cover defenders of humanity makes them perfect midfield pushers. As stated before: guardsmen are moreso objective grabbers and screeners than damage dealers, a a dead guardsman can’t hold those regimental colors up high on that hill. You say it only comes up once every ten or so games that an objective is out in the middle of nowhere but I experienced that regularly. And it’s the infantry squad that takes that point, hunkers down on it and reigns as much hellfire as it can with those heavy weapons until the day is won, or atleast until more manpower can be directed to reinforce it.
this is a great breakdown of what exactly I should do with the 80 guardsmen you recommended I get. Thanks for the video!
Glad it was helpful!
It's good that there's someone like you with years of experience obsessed with the guard. The guard has always been underrated amongst the players.
Been having success with a 20 man infantry squad on home objective with platoon command squads, giving me 3 mortars as well as drill commander and take aim for hitting on 3s, rr'ing 1s (scout sentinel) auto wounding 5 and 6s all with cover. Not bad for a home field defender
Can confirm... They are especially broken in a 500 point game, especially with Ursula Creed! 20 man blob of Kriegers withe S/Ws and a Platoon command squad (have to make do with what I have for now) even a 6up feel no pain helped... They all die and then the squad comes back! GREAT SUCCESS!
My favourite one is to have 20 man infantry squad with 2 mortars, a platoon command squad with a mortar and the 5 + auto wound upgrade a master vox and medic, and creed. Makes a great home field objective holder sitting out of line of site have 3 orders with 24 inch range and the auto wounding on 5s even threatens vehicles with the extra ap strat and the autocannon russ
But the points is almost 4 mortar squads
GW 40k app says infantry squads with heavy and special are legal.
To each of us falls a task, and all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: We die standing.
Great second-line troopers for holding stuff in your deployment zone while Cadians or Kriegers push forward
As someone who doesn't like Krieg (yep, lambast me), infantry squads are my go to choice.
Same, I know Krieg are great but I just like the basic one more from a flavour perspective. Though seemingly the best tournament list (so far) pretty much ignored all infantry and had just a single 10 man Cadian squad in it.
next season itll be catachans the strongest. im glad the infantry are there to fall back on.
just whipped the app open while watching, the battleforge lets you take a flamer and a heavy bolter on an infantry squad. Oversight in the editing process for the physical cards I'd guess.
English Data Cards niow bring this (germans doesnt):
Designer’s Note: Each Heavy Weapons Team model in this unit counts as
2 models for the purposes of wargear options.
18:03 Warhammer App gives a green tick with a 10-man Infantry with a HWT and a plasma-gun assigned so I believe it to be a mistake on GWs part.
I feel like it would be hilarious to take 6 maxed infantry squads, (each with 2 HWTs), 3 platoon command squads (w/HWTs), and 3 HWSs for a total of 24 heavy weapons 😂 that’s an obnoxious amount of mortars or lascannons and only costs 1140 points! Plenty of room for ratlings, vindicare, or gaunts ghosts to infiltrate onto objectives. Or Scions to deep strike.
The official warhammer app allows you to take a heavy weapon and a special weapon in a 10 man unit.
i really enjoyed your video thanks for pointing out the datasheet changes in the index because i didn't actually know that and yes i do think it's a deliberate change because gw wants to match the datasheet to whatever is in the box so 10 cadians come with two special weapons that's what they going for
Definately an oversight on the if we bring a heavy weapon in 10man unit we cannot bring a vox caster or special weapon cause the squad is less than 10 models :(
but at 18 we can bring a single special weapon and one vox and 2 heavy weapons.
But throw in a platoon command squad, with a 3rd heavy weapon and medic and banner to boast Oc to 3 the objective you're sitting on. Basically got a heavy weapons team in it that gets cover while on a objective and can order itself with a 6+ fnp
How many special weapons can they take at 20 man 2 hwt
Loving the increase in fanciness/quality, tell Tom he can have yesterday off!
The Special weapon-Heavy weapon is an oversight
I ran a 20 man Cadian squad with a techpriest in a stormlord. I think I'll try running a 20 man infantry squad with 2 instead.
But an Infantry squad with a PCS and Leontus might be a new backfield auto-include - especially if I can run one with 3 mortars too...
The gw app let's you take a heavy Weapon and a special weapon for the 10 man Squad. The 20 man unit is still limited to 1 special weapon but can take a second heavy Weapon
Infantry Squads are my go to for my Tallarn Mech Guard.
Firing Deck Chimeras gives more value with my autocannons and sniper rifles.
Once they disembark on an objective, not only are they in cover but they are only a 9 man unit, which means they only give 1 extra shot for blast weapons, which is a durability bonus vs cadians/catachan/krieg that doesn't get considered.
Hey y'all, new Guard player - can you take the Combat Patrol box and turn your Cadian shock troops into a regular Infantry squad? Thanks!
Yes
It's an oversight. Thanks got the short video.
I cant find your blood pact live video but want to look into building my own. What bits do you use?
I use the renegade bits from Anvil Industry :)
www.anvilindustry.co.uk/
@@MordianGlory thanks so much
I'm thinking about toss one on a Chimera and giving them a lascannon and say a plasma gun or melta gun. With them using the firing deck you now have a pretty solid light tank!
Say two heavy bolters, a heavy stubber, lasgun array, and a squad with lascannon and a plasma gun. That would be a fair tank for around 145 points. Toss in a Castellan to throw around a take aim...
And I'd agree with you- it's a mistake for the special weapon. The 10 man squad with a heavy weapon and a special weapon has been an Imperial thing forever. However with that said the 40K app itself doesn't allow you to have both in the squad, so it might really be a thing.
Throw in a Heavy Weapon Squad instead...roughly the same points....and add Two firing Lascannons on your Chimera. Firing deck is "Per weapon" where it is only the capacity that counts the HWT as two slots.
I am going to say I wish you had focused a little blurp on what Characters, and specifically Officers, could join this squad, and pair well with them. I know people can look in the index, and it's probably just as easy, and more important, to go watch one of the videos that looks over those Officers, but when some squads can really benefit from Leaders, it can be good to know what the "other" Infantry option can use. Can Creed join them, or is she limited to Cadians ONLY (Shock Troops and Kasrkin)? I think Straken is restricted to JUST the actual Catachan Jungle Fighters unit, which is too bad. I bring it up because I still HATE that GW is so restricting on kit options for the Catachan. Sure, they haven't updated those models in some players' lifetimes, and so Maki g them sort of crap, till the newest codex drops, which might come alongside a Catachan range refresh, seems like them, but I still hate it. If you are going to Ebay for models, I'm pretty sure Catachan used to have Special Weapons and Heavy Weapons Squads easily, so the fact that they can't right now sucks. I'd think that you could field some of these Infantry Squads, using their rules, and just sub in your Catachan models, but them I'm unsure what Officer you would stick in them, and Straken can't, because dumb rules.
haha, Mr.Morian, telling us not to spam infantry sqauds. He just doesnt want to introduce the weight of 11+ lascannon field of fire. ARMOUR BEGONE
Did MG missed his line and not say "but all of this is like my opinion man" that line is so iconic with him. My brain felt like it was having an os crash when I didn't hear it.
Alright so real noob question here, just got started in this hobby. Are there seperate kits for making these infantry squads? Or do you just buy the Cadian Shock Troops box (or Krieg/Catachan) and declare them as an infantry squad?
I hope the HW/SW language for Infantry squads gets fixed!
I love me some basic Infantry squads. I don't like that RAW you can't have two special and two heavy teams though. Or even 1 special and 1 heavy in a 10 man. I hope they adjust it to make the HWT count as 2 for the purpose of that rule, or change it to 'for every 9'
I have a question.
Say you are running a 20 man squad. And you can replace one las gun with, say, a sniper rifle (for example), then does the vox-caster claim this same spot (as it does stipulate the las gun cannot be replaced.) Hope that made sense. I get that if you have heavy weapons teams you can't have two special weapon slots (and hopefully this gets sorted), but just wondering if you can still have a special weapon and a vox. Cheers for any replies :)
Anyhoo, heres to a 20 man unit with command squad medic and Primaris psyker for 4+ invuln and a 6+ FNP! (And that reinforcements strat is ace!)
On heavy weapon team base there are 2 guardsman so 2 models for RAW so my full infantry squad will rock 2 special weapons, 2 heavy teams and 2 sergeants just as Gaming Jesus intended.
The heavy weapon squad and special weapon wording, has this been 'fixed' since 6 months ago?
It is worth noting that even the GW app lets you take 2 heavy weapons and 2 special weapons
Any thought on putting catachans into chimeras to make scouty dakka boxes? Is the chimera’s guns and durability worth being restricted to 10 man squad size?
I've been ramming two of those things up the board for all last addition and really can't see playing a game without them.
[painting intensifies]
The new WH40K app allowed me to construct an infantry squad with 2 sergeants, 14 guardsman with Lasgun (1 Vox Caster) , 1 special weapon and 2 heavy weapons teams so looks like its legal form that end?
Still nothing on the Mordian Iron Guard, also will you do a "heads up" video on the Command Squads too? Cheers bro :)
Deliberate or not, their app is free right now and on their army builder 2 Sergeants, 14 Guardsmen, 2 HWTs can only have 1 special weapon among them. Considering its their official app... I think the rulings clear
Wow, never noticed that last point about them not having 10 models in the unit, and therefore being unable to take a special weapon; but then, the same goes for the Vox-caster. There is a little bit of a problem. And for this unit being around for decades, how can GW do this? If it is a mistake, being that it is an hinderance, it will likely take them half the addition to fix.
the Designers note at the end of the datacard covers this, for every 10 models in the unit you can take a special weapon, the heavy weapons team counts as two models for wargear purposes. So a squad can still take a heavy and a special like they always have
I may be mistaken, however, I believe the heavy weapons will never hit on anything better than a 4+, +1 to hit can't stack
Take aim modifies the BS of the units. So +1 aim and +1 BS
You sure the heavy's will get both the +1 for not moving and the +1 from a Take Aim order? Pg 21 of the PDF says "A Hit roll can never be modified by more than -1 or +1".
Being one of those players that ran mostly veteran squads in the past, I miss my the accuracy with my heavy weapons.
I see now....the Take Aim reduces their Ballistic skill by 1, which technically is not a +1...so you can double dip and drop your heavies to needing 3's.
The gw offical app let's you take the heavy weapons squad and the special weapon in a 10 man squad, it's a oversight.
What about the Vox?
@whitemiasma5288 yup the app let's you take the vox in the unit also.
@@CrimsontheWolf1 Thank goodness. And thank you.
First! Do you think Primaris Psykers are really worth it for their points cost? The 4++ seems like it really doesn't make them that much more tanky.
The plus four I found to be pretty strong, as you can use it to improve the save while saving on CP for going to ground and saving an order to take cover.
Not to mention it also makes them immune to AP weapons. I played a game with one and the enemy could not kill my 20man block. That squad managed to take a objective, kill a chimeria (guard vs guard, kill a scout sentinel and a 10 man squad. All while taking fire from them and a manticore. Only 12 died by the end
But then is 20 men with the psyker and marshal better than 40 men?
@@grimfist_one Thing is, that's what the Reinforcements stratagem is for
100 bodies and 10 lascannons is pretty damn good for 650pts. Slap a sentinel buff down, and that big scary knight is not making it into turn 2
I like these guys sadly if you're going deep infantry kreig units take up all your command slots and these guys are left orderless unless you take creed or something
I noticed the discrepancy between special weapons and heavy weapons in infantry squads about a week or so ago and I definitely believe it is a oversight on GW‘s part. Like come on, you’re gonna flaunt a new codex in front of us and Noah fire in six months and then screw over how infantry squads work that would be a little silly.
Infantry squads can totally take heavy weapon in 10 man squad the app let's you do it so it has to be ok.
whats stopping you from fielding 30 10 man infantry squads? There's lots of variation within squad choices for zero cost.
I remember choosing to not listen to Mordian here last edition when he banged on and in and on about how Infantry Guard was soooo great. Then finally he said that Mech guard “might” have a place, and admitted he hadn’t really played any 9th edition games. Here we find him once again only touting Infantry, which could mislead new players that infantry heavy is the only way to go (mentioning taking 8-12).
By TOTO great song.
Honestly I think its just a very obvious oversight and I will be playing them like normal, however I don't play tournament's so i feel sorry for the players who will be kinda screwed iver by this.
Tbh before watching this video I disregarded them. But imma take a look at them
I recon its a copy paste error.
Bump
loven it! o7
3rd
o7
I wanted to play a hoard army... and you're really getting me into Guard l...
This is the way 2 20 man blocks 3 heavy weapon teams 2 command squads = 15 lascannons down range!!!!
So happy I got 5 steel legion sets in the last drop 😅
drill them mr denny!