my current guard plan is 39 lascannon crews and a cyclops demolition vehicle. This will be the peak of guard efficiency. Averaging 39 hits per turn and a near guaranteed kill per hit and while stationary its averaging 58 hits per turn. My cyclops demolition vehicle will hold the primary objective but not secure me points. It will just explode if my opponent does. I will also be making a second guard list of 80 cyclops demolition vehicles.
Where would you say screening units fit into this? I've been having great success with a couple taurox with catachan bum-rushing my opponent's front line. they aren't on primary, never live long enough for secondaries, and only Straken deals significant damage.
In the context of this video, "jail" units aren't a fundamental part of the guard kit. They're useful to have and can gum up the opponents' works but an army can function fine without them. As Guard our primary mission takers also tend to work as screens for the damage dealers, so that's more about playing tactically rather than building your army.
Great video as always Mordian. Agree with these rules. I wonder if there is a hidden rule within these rules about contingency and redundancy to enable a player to pivot and react if plan A doesn’t work due to contact with the enemy?
reporting for duty , Sir o7 🥇orders at the start for 3/4 of army , units will be deleted 🥈is dak dak dak , we are a shooting army 🥉redundancy , if 1 unit has a job , 2 will do it better , but 3 will get it done
@@NoobandTheCapyall I have are field ordinance batteries. I could drop the 10 man infantry squad and 5 of the scions which would give me enough for fob
@@B4D4617f having used scout sentinels extensively I can confirm that your opponents will rarely let you reinforce the whole three man. Better to just use it early on a 20 man infantry squad.
A good video on general and gives me a few pointers. My question is how do Mortar Teams not generate Lethal Hits? They are Regiment so they would trigger the Combined Regiment rule.
When i look at the win lists from recent gt tournaments i see that there is no indirect at all. But other 3 gold rules are there. So probably indirect is something not so obvious.
Did you just...? Was that a...? Damn, I knew you were British, but a Carrry On reference? At this time of year? At this time of day? In this section of RUclips? Localised entirely within a Mordian Glory video?! Huh...didn't have that on my bingo card.
Thank you general, but it is with great glee I must inform you that I will not be following these and will do 3 baneblades
LOL!
But that's just the secondary game, what about the rest?
A totaly valid strategy. Have a nice day
33 barrels of hell ready sir!
One for each of the mid-board objectives!!
Me just getting back into playing 40k. "It's role is I think it looks cool."
Two baneblades and TWO MORE baneblades.
one BAAAANEBLADE in each quadrant. Done
Build me an army worthy of Mordian
Top comment
my current guard plan is 39 lascannon crews and a cyclops demolition vehicle. This will be the peak of guard efficiency. Averaging 39 hits per turn and a near guaranteed kill per hit and while stationary its averaging 58 hits per turn. My cyclops demolition vehicle will hold the primary objective but not secure me points. It will just explode if my opponent does. I will also be making a second guard list of 80 cyclops demolition vehicles.
7:40 The Golden Rule for wins with Guard.
holy shit I remember watching your budget airsoft vids back in the day, did not expect to see you here lol
Same as the other guy, good to see ya man.
i have my Astra Militarum Ork based list with 3x6 bullgriyn 3x6 Ogryn and 3x10 Rough Riders
Where would you say screening units fit into this? I've been having great success with a couple taurox with catachan bum-rushing my opponent's front line. they aren't on primary, never live long enough for secondaries, and only Straken deals significant damage.
In the context of this video, "jail" units aren't a fundamental part of the guard kit. They're useful to have and can gum up the opponents' works but an army can function fine without them.
As Guard our primary mission takers also tend to work as screens for the damage dealers, so that's more about playing tactically rather than building your army.
I think this applies to every list you build what is the point of your units. Great stuff!
Great video as always Mordian. Agree with these rules. I wonder if there is a hidden rule within these rules about contingency and redundancy to enable a player to pivot and react if plan A doesn’t work due to contact with the enemy?
One I know with the guard is "take 2" so if one fails, you got one more to pick up the slack, its why double dorn works so well.
Chaos is listening too :-)
Scion players mentioned
At smaller games (1k, 1500), is it fair to just cut these numbers in half? Ex) 3 armored fists, 1 basilisk, 1 stormtrooper squad
What would you recommend for secondaries now that scions are required to be 10 man squads?
reporting for duty , Sir o7
🥇orders at the start for 3/4 of army , units will be deleted
🥈is dak dak dak , we are a shooting army
🥉redundancy , if 1 unit has a job , 2 will do it better , but 3 will get it done
Could I get some feedback on my 2k list?
CHARACTERS
Cadian Castellan (45 Points)
Lord Solar Leontus (125 Points)
Platoon Command Squad (60 Points)
Regimental Enginseer (45 Points)
Tank Commander (205 Points)
• 1x Demolisher battle cannon
BATTLELINE
Cadian Shock Troops (120 Points)
• 20 man squad
Infantry Squad (120 Points)
• 20 man squad
Infantry Squad (120 Points)
• 20 man squad
Infantry Squad (60 Points)
• 10 man squad
OTHER DATASHEETS
Banesword (480 Points)
Leman Russ Executioner (170 Points)
Leman Russ Exterminator (170 Points)
Scout Sentinels (180 Points)
• 3x Scout Sentinel
◦ 3x Missile launcher
Tempestus Scions (100 Points)
• 10 scions
pretty good! maybe add some atilery like a field ordnance instead of one Infantry squad?
I'd split the scions into 2 five mans and the scout sentinels into 3 groups of 1 if you can!
@@JaybirderinoI really would like to do reinforcements strat on the squadron of 3 scout sentinels. I think I will drop the scions down to a 5 man.
@@NoobandTheCapyall I have are field ordinance batteries. I could drop the 10 man infantry squad and 5 of the scions which would give me enough for fob
@@B4D4617f having used scout sentinels extensively I can confirm that your opponents will rarely let you reinforce the whole three man. Better to just use it early on a 20 man infantry squad.
A good video on general and gives me a few pointers. My question is how do Mortar Teams not generate Lethal Hits? They are Regiment so they would trigger the Combined Regiment rule.
Only if you have LOS to the target, then you would. Firing indirect you won't.
Do one for Old World (especially dwarfs)
Is putting a Commissar with a squad of Scions decent? They can only issue Fix Bayonets! and Duty and Honour!
Full Leman russ all the way.
When i look at the win lists from recent gt tournaments i see that there is no indirect at all. But other 3 gold rules are there. So probably indirect is something not so obvious.
on dense terrain sets bullgryn act as pseudo-indirect (you can charge at what you cant see)
Did you just...? Was that a...? Damn, I knew you were British, but a Carrry On reference? At this time of year? At this time of day? In this section of RUclips? Localised entirely within a Mordian Glory video?!
Huh...didn't have that on my bingo card.
First! 🫡
Second!!😅
somewhere between 6,400 and 6,500! 🦓🕎🧠