Ogryns aren't the worst in combat either. A block of 6 with 24 S6 AP-1 attacks can chip off the last few wounds from whatever their shooting didn't kill.
I tried to math-hammering it and I think a cadian command squad (w/ 2 power fists), ogryn bodyguard w/ knife, preacher and 10 cadians will do about the same wounds ~10 and dmg ~17 to a squad of ork boyz as a 10 man assault intercessor squad with powerfist captain (~10/~15) all for 195 points vs 230!
I run combat guard. A themed Catachan army that is heavily converted. It brings Nork, an ogryn bodyguard, lots of Catachans, a converted Callidus, a converted Eversor, a converted Lord Solar, converted Gaunt's ghosts, demolishers, Sly, Straken, etc! It actually works pretty well and it hits way harder than people expect
i met a guy at local game that had Creed w/ infantry mortar squad, 2x 20 man krieg +marshal and cmd squad (so many special weapons jebus christ), a mortar squad, 2 bombast squads, 2 kasrkin squads, 2 full ogryn squads, 2 ratling squads, 3 cyclops and 2 scions with cmd squad, and 1 callidus.... bodies... bodies everywhere...anything he deemed to kill he just hit with creed squad using fields of fire, and then mortar squad and creed's ability to field of fire again, now its +2 AP vs that thing he deemed unworthy to live... crazy stuff.
I don’t really understand how he gets to +2 AP? It’s not really possible to use Creed‘s ability to put the stratagem twice on the same unit and I don’t really see another source for an 1+ AP here.
@@davidgantenbein9362 using her own unit and paying 2 cp for it, then shooting the other mortar unit for 0 cp using her ability. Now both bombast units can shoot at them with their +2 ap
@@davidgantenbein9362 no, fields of fire from first infantry unit w/creed for 2 cp gives +1 AP for any unit that fires after it. Now unit of 3 mortars use field of fire for 0 cp using creeds strat for free, these mortars get +1 ap from the first strat. But next unit now (bombast) will benedit from 2x instances of +1 ap. So they are now AP 3 in total.
Guard melee is pretty decent compared to last edition. We don't usually want to get into combat with an enemy at their starting strength, but we're more than capable of grinding them down with fire support and then finishing them off with our bayonets.
But unfortunately removes Scout from my Catachans, otherwise I would have tested it. Also if he could join Bullgryns.. and commissars could order them, oh yeah.
Lately, I've been toying with the idea of a Feudal Guard army. No tanks, or Kasrkin or anything fancy like that. Just tons of characters, Catachans/Krieg, Bullgryn, Rough Riders and artillery. None shall stand before our endless bayonets!
It's not a forté, but it can certainly catch an unwary opponent off guard! Sentinel chainsaws' S6 AP-1 are great for clearing chaff, and officers' power fists are good for clearing marines. Heck, people often forget the battle tanks' armored tracks' S8 can force wounds via Tank Shock and finish off wounded threats!
Either way I like memes (gets a 20 catachan squad with platoon command squad with heavy flamer chainswords and powerfist then adds ogryn bodyguard because blast keyword is funny)
Its funny because, despite the focus on Assault Guard, when you started the video, and discussed moving up, taking the middle, and then trying to hold it with a gun line, I actually thought, for a sec, "Wait? Then Born Soldiers would actually work for guys who weren't artillery? 😊", and then we went into combat builds, and it stopped mattering. I don't know, I'm probably still always going to complain about combat Guard. I won't just say they can't; thus layout rather demonstrates that they probably can, but I still feel like it's less "they have units for that", and more trying to coax it out of some units, like a secret second option. Of course, it also depends upon what the enemy is; not sure I'd want to throw any of these into certain D/Eldar units, or World Eaters, but I guess it is nice to see that it is an option. It is sad that, at no point, was the Commissar, or Priest, a viable improvement to their combat needs, and I don't know if Servitors will survive, as they seem to be fading out of other books, but neat all the same.
I run 2 platoon squads outfitted with 4 chain weapons and a powerfist each and joined by a bodyguard with a brute shield, i throw them out on their own and theyre a phenomonal pain for my opponents. 100 points of pain per squad, they shouldnt be as good as they are, but they do be
I find Straken is a glass cannon. He is strong if he can punch first, but not resilient. On Monday night I dismounted Straken + Preacher + 20 Catachans from a Crassus and charged an MSU of Custodes. So they had lethal hits and sustained and +1 WS, Str, AP and re roll wounds. Straken took out 2 Custodes and everything else whiffed. Not a single 6. The counter punch took out everything except Straken.
Yes indeed Mordian, melee guard is very based. However, I raise you the Guard that Hates: three Warglaives and three hellhounds pushing ahead of the infantry corps, burning and eviscerating any who dare attack our foot sloggers
Completely 100% viable. I have been playing in a very competitive circuit who only play tournies or tourny prep games. I have played 30-40 games with Melee Guard and only lost 4. Straken + Nork + Command + Catachan Solar + Command + Catachan (Ogryn Bodyguard optional) 6 Bullgryn x 3 10 Rough Riders x 2 or x3 Ghosts Catachan or Kasrkin to scout, hide and hold side objectives 2-3 Russes for fire support The vast vast majority of list absolutely cannot deal with it. The only direct counter I have encountered so far is DG (lost 2 of the 3 games against DG)
Had a go at building a melee list ended up with: Lord solar, 2 cadian cmd sq, 1 platoon cmd sq, Tank cmder with plasma and grand strat, 2 engineseer with servitors, 2 cadian blobs, 1 krieg blob, 3 max bullgryn blobs, 2 bodyguards and 2 basilisks Tempted to try it vs my Black Templar friend 😂
I feel that Regimental Preachers should be a staple for fighty Guard, but the rules at the moment aren't quite there. Weapon options are a bit odd and lack certain iconic weapons(Where is my Eviscerator!?). Sustained Hits 1 for melee is very fitting and flavorful, but the Holy Piety ability that gives the Preacher melee hit rerolls(unless battle-shocked), should be replaced with "fights-on-death on a roll of 4+" for the unit the preacher is attached to. It's fluffy and crunchy as it plays into the fact that you will be losing troopers in the melee, but they do have a chance to fall upon their killers with those Sustained Hits.
He's counting the Platoon Commander (3), Tech priest engineer (4), and 4 Servitors (4) which is the 11, and then it goes up to 14 after a vehicle gets destroyed (tech priest ability)
"I think competitive guard may not be viable, but may very well be competitive!"
I would hope so, sir!
Haha slip of the tongue xD
No Nork mention! He's definitely worth the 20pts on a bodyguard. Headbutting your opponents to death is a victory in itself
Test it out! Battle Report!!!! Combat Guard vs World Eaters - let the blood flow!
Ogryns aren't the worst in combat either. A block of 6 with 24 S6 AP-1 attacks can chip off the last few wounds from whatever their shooting didn't kill.
I tried to math-hammering it and I think a cadian command squad (w/ 2 power fists), ogryn bodyguard w/ knife, preacher and 10 cadians will do about the same wounds ~10 and dmg ~17 to a squad of ork boyz as a 10 man assault intercessor squad with powerfist captain (~10/~15) all for 195 points vs 230!
Ogryns, Rough Riders and Catachans!!
I run combat guard. A themed Catachan army that is heavily converted. It brings Nork, an ogryn bodyguard, lots of Catachans, a converted Callidus, a converted Eversor, a converted Lord Solar, converted Gaunt's ghosts, demolishers, Sly, Straken, etc! It actually works pretty well and it hits way harder than people expect
Viable? In *MY GUARD* this is heresy!
i met a guy at local game that had Creed w/ infantry mortar squad, 2x 20 man krieg +marshal and cmd squad (so many special weapons jebus christ), a mortar squad, 2 bombast squads, 2 kasrkin squads, 2 full ogryn squads, 2 ratling squads, 3 cyclops and 2 scions with cmd squad, and 1 callidus.... bodies... bodies everywhere...anything he deemed to kill he just hit with creed squad using fields of fire, and then mortar squad and creed's ability to field of fire again, now its +2 AP vs that thing he deemed unworthy to live... crazy stuff.
I don’t really understand how he gets to +2 AP? It’s not really possible to use Creed‘s ability to put the stratagem twice on the same unit and I don’t really see another source for an 1+ AP here.
@@davidgantenbein9362 using her own unit and paying 2 cp for it, then shooting the other mortar unit for 0 cp using her ability. Now both bombast units can shoot at them with their +2 ap
@@Martinutenetternavn Ah, so you included the base AP of the bombast gun, got you. Thanks.
@@davidgantenbein9362 no, fields of fire from first infantry unit w/creed for 2 cp gives +1 AP for any unit that fires after it.
Now unit of 3 mortars use field of fire for 0 cp using creeds strat for free, these mortars get +1 ap from the first strat. But next unit now (bombast) will benedit from 2x instances of +1 ap. So they are now AP 3 in total.
I am pretty sure you can’t stack FOF twice on the same target.
Hellhounds are only 115pts now too! They make for good pressure and overwatch threat and are very durable for the points!
The armiger moirax is also worth a look for melee allies it has a big damage claw as well as being able to heroically intervene for free
Guard melee is pretty decent compared to last edition. We don't usually want to get into combat with an enemy at their starting strength, but we're more than capable of grinding them down with fire support and then finishing them off with our bayonets.
Reginental Preachers give Sustained Hits 1 to melee weapons equipped by models in the unit.
But unfortunately removes Scout from my Catachans, otherwise I would have tested it. Also if he could join Bullgryns.. and commissars could order them, oh yeah.
@@karlnygren Giant catachan blob with straken and preacher in a stormlord then? edit: that leaves 18 spaces left over for 6 ogryn/bullgryn tooo
Lately, I've been toying with the idea of a Feudal Guard army. No tanks, or Kasrkin or anything fancy like that. Just tons of characters, Catachans/Krieg, Bullgryn, Rough Riders and artillery. None shall stand before our endless bayonets!
It's not a forté, but it can certainly catch an unwary opponent off guard! Sentinel chainsaws' S6 AP-1 are great for clearing chaff, and officers' power fists are good for clearing marines. Heck, people often forget the battle tanks' armored tracks' S8 can force wounds via Tank Shock and finish off wounded threats!
Either way I like memes (gets a 20 catachan squad with platoon command squad with heavy flamer chainswords and powerfist then adds ogryn bodyguard because blast keyword is funny)
The second melee guard video without it being tested in over a year of the games life. Lambast!
Its funny because, despite the focus on Assault Guard, when you started the video, and discussed moving up, taking the middle, and then trying to hold it with a gun line, I actually thought, for a sec, "Wait? Then Born Soldiers would actually work for guys who weren't artillery? 😊", and then we went into combat builds, and it stopped mattering.
I don't know, I'm probably still always going to complain about combat Guard. I won't just say they can't; thus layout rather demonstrates that they probably can, but I still feel like it's less "they have units for that", and more trying to coax it out of some units, like a secret second option. Of course, it also depends upon what the enemy is; not sure I'd want to throw any of these into certain D/Eldar units, or World Eaters, but I guess it is nice to see that it is an option. It is sad that, at no point, was the Commissar, or Priest, a viable improvement to their combat needs, and I don't know if Servitors will survive, as they seem to be fading out of other books, but neat all the same.
I run 2 platoon squads outfitted with 4 chain weapons and a powerfist each and joined by a bodyguard with a brute shield, i throw them out on their own and theyre a phenomonal pain for my opponents. 100 points of pain per squad, they shouldnt be as good as they are, but they do be
I find Straken is a glass cannon. He is strong if he can punch first, but not resilient.
On Monday night I dismounted Straken + Preacher + 20 Catachans from a Crassus and charged an MSU of Custodes. So they had lethal hits and sustained and +1 WS, Str, AP and re roll wounds. Straken took out 2 Custodes and everything else whiffed. Not a single 6. The counter punch took out everything except Straken.
Yes indeed Mordian, melee guard is very based. However, I raise you the Guard that Hates: three Warglaives and three hellhounds pushing ahead of the infantry corps, burning and eviscerating any who dare attack our foot sloggers
Completely 100% viable. I have been playing in a very competitive circuit who only play tournies or tourny prep games. I have played 30-40 games with Melee Guard and only lost 4.
Straken + Nork + Command + Catachan
Solar + Command + Catachan (Ogryn Bodyguard optional)
6 Bullgryn x 3
10 Rough Riders x 2 or x3
Ghosts
Catachan or Kasrkin to scout, hide and hold side objectives
2-3 Russes for fire support
The vast vast majority of list absolutely cannot deal with it. The only direct counter I have encountered so far is DG (lost 2 of the 3 games against DG)
Keep the enemy at arm's length?
My list - 30 horses and two lemuns. Works a dream
Had a go at building a melee list ended up with: Lord solar, 2 cadian cmd sq, 1 platoon cmd sq, Tank cmder with plasma and grand strat, 2 engineseer with servitors, 2 cadian blobs, 1 krieg blob, 3 max bullgryn blobs, 2 bodyguards and 2 basilisks
Tempted to try it vs my Black Templar friend 😂
Don't sleep on infantry squads either. 2 sergeants can take power weapons in a 20 man blob.
I feel that Regimental Preachers should be a staple for fighty Guard, but the rules at the moment aren't quite there. Weapon options are a bit odd and lack certain iconic weapons(Where is my Eviscerator!?).
Sustained Hits 1 for melee is very fitting and flavorful, but the Holy Piety ability that gives the Preacher melee hit rerolls(unless battle-shocked), should be replaced with "fights-on-death on a roll of 4+" for the unit the preacher is attached to.
It's fluffy and crunchy as it plays into the fact that you will be losing troopers in the melee, but they do have a chance to fall upon their killers with those Sustained Hits.
Cmonnnnn release the combat guard tournament footage 😁😁
Its coming this weekend :)
@@MordianGloryHahaha thanks thats awesome! Enjoy your holiday 🤙
Damn who the honey @ 9:07
Doing a few things, but very tempted 😍
Orders are the real mvp in this scenario, inquisitors benefit from the buffs while armigers and other allies don’t, right?
they should of left commisars have their power fist to make them useful for this build.
Don’t forget Gaunt.
I think Combat Guard is more viable than ever, at least on paper, I havent got to try my theory hammer yet.
This is obviously problematic. We must increase the cost of the cadian command squad by 20 pts
hey maybe i am the idiot, but i cant seem to find where he is getting powerfist attacks on the death guard blob. can i get some help ?
He's counting the Platoon Commander (3), Tech priest engineer (4), and 4 Servitors (4) which is the 11, and then it goes up to 14 after a vehicle gets destroyed (tech priest ability)
straken is basically yarrick at this point, we all know it.
Still waiting for you to run a combat cadian army at a tournament...
How do you add the tech priest enginseer? It's mechanicum
Guard have their own!
@@MordianGlory Ah ok, I could only find regimental enginseer?
@@FightingTabletopthat's the one we get
Enginseer hits harder in guard than admech 🥲
@@karlnygren Ah ok, but he said add the tech priest enginseer lol
Don't overlook 3 armiger warglaives 😅
OGRYNS!!!!
Combat tau is a meme
So in England does combat mean melee specifically? In American English, Combat just means fighting, it can refer to a gun fight as well as melee.
Cadian Castellan has 3 PF attacks.