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mixed regiments


spafe

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Hi guys,

 

Over the coming weeks I'll be digging out my guard army and trying to bring it back up to scratch for some 8th ed gaming.

 

I've tried playing a ...50PL game against nids several years ago when 8th was new. I have the dex, the guard mission cards, and... thats about it! so on my list it to pick up the mini rulebook, and I think there is a... chapter approved(?) that I need to get. Anyhting else?

 

I've got roughly

6 cadian inf squads, 15 HWTs (6 las, 3 mortar, 3 hvy bolter, 3 autos), and some officers

2 inf squads of catachan, 4 melta comand squad, officers

1 or 2 mordian inf squads, command squad with 2 nades and a banner in, officers

several chrimeras, hellhounds, russes (2-3 basic, 2 demolishers, 1 twin auto or las), 2 bassies, 2 griffons.

 

My questions are many but to start with, I was thinking to build it as a cadian inf battalion (2 line platoons of 3 squads each, the HW platoon, and the catachans as 'scout' platoon, still using cadian rules), a cadian arty group, with the bassies and griffons, then a mordian 'weakened' tank company (with several tank crew models mixed into the inf squads as if they've lost their rides). This would mean mainly caidan and mordian regimental doctrines. Is this a bad idea from the off? I 'could' use the mordians as dress uniform cadians and use the catachans as the inf guard to a catachan tank company, but I dont like that idea as much, as I'm guessing trying to get all 3 regiments using their doctrines wouldnt be too feasible at 2k point games.

 

Is mordian tank rules really not worth it, or can it be useful. I've read the tactics on the net, but am not familiar with current rules in the game to know if they are actually worth it. This is mainly friendly games, not tournaments, and mainly against nids and nurgle I think, maybe a blood angel player too.

 

finally I've got 10 ratlings, some stormtrioopers, and ogyrns to throw in here and there too, but at the moment I'm mainly thinking of the main regiments to build my fluff around.

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There's two Chapter Approved, and theoretically another to come in the not too distant future. GW will be releasing a "small" rulebook soon, the reasonable assumption is that this will also include the current CA changes at the least so it'll be worth waiting to see how that turns out.

 

Mixing Regiments across Detachments is no bad thing especially with the models and lore to support it. It might mean you can get less leverage from their rules, but this will be supplemented somewhat by some variety :) I reckon it won't be too much work to fit them in at 2,000pts, it's easy to fill Detachments out as Guard if you want :tu:

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I reckon it won't be too much work to fit them in at 2,000pts, it's easy to fill Detachments out as Guard if you want :thumbsup:

 

wont be too much work for 2 regiments or wont be too much work to get all 3?

 

Also I like the idea of cadian snipers, as I could get 9 for 90pts (with 9 lasgun wielding spotters) or 10 ratlings, but with the cadian reroll to hit, I would guess the one less is acceptable to fish for more mortal wounds? is that a thing?

 

As you might be able to tell from my vehicles and refences to guard not the new name I can never remember/pronounce, my ogyrns are 5 old metal ones, not the bullgrns. Are they still useable or do I need to look to converting them to wield combat weapons?

 

Thanks for the heads up on extra CA! I'll hold fire on the rules side for now and concentrate on building/painting the remaining units.

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For 3 :smile.: In fact you could probably do 4 without difficulty :tongue.: Spin up Battlescribe and you maybe be surprised at what you can do :smile.:

 

Snipers are a bit so-so unfortunately, if you want some better to do it properly. Ratlings are decent and don't break the bank - the trick is not to expect too much :laugh.: Bullgryns take the limelight for a good reason as they're good and provide some real combat threat to Guard, sadly this leaves Ogryns a bit in the cold. Ripper guns are nice, but such shooting is not hard to find for Guard and their poor armour save makes them a bit fragile when the enemy gets serious and without a specialist combat weapon they don't hit particularly hard.

 

Guard is not the army for generalists as a rule of thumb, but that's not to say they're outright bad as they could form a more flexible counter attack unit. Moving up to add some extra fire power and combat weight they could support some Infantry in handling anti-infantry duties and cause some mischief if they can get into combat with units that don't want it. If you want some Bullgryns I'd recommend getting new ones rather than converting the classics. The kit is really nice and they're good models, and can be magnetised too :thumbsup:

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Welcome back spafe! :)

 

You probably want the vigilus book too for the specialist detachment rules. The IG ones are good :yes:

 

Mixing regiments from a competitive sense is fairly common. Main thing is that the different regiments are easily distinguishable!

 

As for Mordian tanks... Their RD isn't bad

Especially if you wanna play them aggressively and bait your opponent. However I prefer the durability of the Valhallan detachment for my tournament lists.

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Ah ha! I've sused it! soo much easier not on my phone.

 

The photos are in the post above. I've had a productive weekend, got the other 4 mostly done too. Hopefully I'll get them squared away tonight and might have an update tomorrow with all 5.

 

I seem to have lost one of my ogyrns (athough also missing several tanks so it may turn up once I find them), but this seems to be fine as I can transport 4 in a chrimera.

 

More progress soon I hope!

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