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I’ve been looking through the new codex and I must say Creed looks fantastic, being able to issue 4 orders from all the types (as well as his own which makes the unit fearless with furious charge) to units with 24.
But the rule I want to talk about is his ‘Tactical Genius’ rule which allows you to pick any single unit (not sure if this includes a dedicated transport) in your army and give it the scout/outflank rule. So he’s my question...Which Guard Unit Would Benefit The Most From Creed’s Outflank Rule?
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What do you think of Creed, Is he the guard equivalent of Ghazghkull in the way he makes the army much more powerful with special rules?
There's quite a few units this rule is excellent on, particularly when you combine it with an Astropath. The first I would say are Veterans, you can take a squad in a Chimera and come on 12" from the board edge, hit a squad with a ton of Plasmaguns or Meltaguns, if you can afford Bastonne to order them, even better.
Another way of looking at it is to use the biggest block of troops you can get your hands on. 50 infantry with a Commissar to keep them in line appearing on their board edge is very mean.
However, basically any unit with a fair amount of killing power up close is going to benefit greatly from the outflank rule, but you take the best advantage by using a troop choice, then it can claim their objective too.
Also, it's worth noting, until the FAQ comes out the jury is still out (at least at my club) on whether or not you can outflank a squad in a Valkyrie/Vendetta without them having that rule. So it is possible you will need Creed to do this (though a discussion about whether this is the case or not is off topic).
Eh, he's expensive and far from essential. I could get another CCS or just field more units. Scouting is neat, but hardly game-winning on its own.
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But just so as I feel that I can join in a little:
*Expensive, but fun (if only on paper) - 3 leman russ executioner squadron. Well, any 3 variants of the things! 3 demolishers would work great too. Nothing worse than 3 of those things rocking up on your flank and opening up with too many blast markers.
*Combine Creed, and Chenkov. Outflank with a bunch of conscripts (and a commissar lord for orders) to seriously tie up the enemy, and then when they all die, bring them back in (minus one commissar ) to hold an objective down your end of the table.
With Creed's large command radius, there's also a good chance you can use "for the honour of cadia" or "front rank fire, second rank fire" as soon as they rock up. Especially if the dude is in a chimera.
When outflanking, 150 lasgun shots, or 100 S4I4 attacks (plus the commissar) on the charge are nothing to be sneezed at by a surprised opponent! Might actually be overkill, this squad probably doesn't need to number much more than 35, especially as the commissar will probably die one or two turns after they rock up.
Although, remember, he doesn't actually have to be attached after rocking up, this could be a useful thing to remember sometimes!
*And as Xethemez says, vets in a chimera will probably turn out to be a classic. The classic, maybe. Same goes for rough riders, probably.
But really, the strength of this ability lies in its versatility - you can take an all comers list, and outflank with what you need most at the time.
Versing Marines? Outflank with a special weapons squad that's holding simply far too many demo charges to be sane.
Versing Tau? Try and put some close quarters pressure on with those massed conscripts.
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Also, you should google "garfield minus garfield". Awesome.
Anything you use this with has one shot to do something productive in my mind. In that respect, something cheap with serious punch. if your gonna use vets, use the Demolitions ability. Any vehicle or squadron will dead several times over and a one shot ordinance template on top of your special weapons should do sizeable damage to most infantry.
As far as creed though, he's only really worth it if you plan on using/abusing orders. One unit scouting or outflanking won't be game winning and really not worth the price tag for the character. In my mind you really can't use him without Kell hanging around. i can definitely see creed and kell sitting in a chimera with 4 lascannon heavy weapon squads around and a wall of infantry between you and the enemy.
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This is kinda off topic but does anyone else think that the number of attacks and wounds on creed and kell should be switched?
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
At least their attacks should be switched. Their wounds is debatable, but I would switch them, yes.
No mention of outflanking a Banewolf? If the enemy has a unit within 12" of the board edge that isn't in terminator armor (or equivalent), they get roasted. The Bane can drive 12" and still fire the defensive Chemical Cannon which always wounds on 2+, penetrates MEQ armor, and ignores cover. Perfect for any long-range firepower they're hiding, or something they kept back to hold a home objective. Forces them to either abandon the objective/any survivors of the unit you just fumigated, or cause them to wheel around and break off unit(s) from heading towards your lines.
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