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I was thinking the other night about how to make a rather interesting melee squad for the IG, and I came up with this. Point cost aside....
Lord Commisar with power fist (IC)(85)
5 Ministorum Priests with Evicirators/Rosarius(all ICs) (300)
Techpriest Enginseer, with 5 servitors with Servo arm (120)
For a total of 505 points.
Effective? Probably not, but it would be sure as hell fun to play at least once!
Hmmm... would be fun. One problem though. I1!
Yep! I've got a couple of ways to overcome that, usually involve using a two pronged approach. Sending in a squad to hold up a unit in melee, then charging in the turn after, or some such.
It would -destroy- anything in melee it could hit, and with the priests, they're re-rolling on the charge.
Vehicles beware! Hehe
Don't forget to give the Techpriest melta bombs so he won't be useless against vehicles!
Space Marines: W15/L7/D3
Imperial Guard: W6/L4/D0
7 kill points in a squad that mightn't ever even get to strike against a dedicated assault unit from another army, wooT!
In nonkillpoints and friendly games though I guess it'd be a quite fun unit, also in CC they count as 7 different units the enemy is bound to waste some attacks of allocations XD
Also @ Grey I seriously doubt they'd need more antitank? O_o
Finally @ cK, your plan with tieing them with one squad wont work?
Joining them to a blob of combined infantry with attached commissars (With power weapons), might be a bit better : at least they would survive being shot up. And there is also a point at which you just have too much powerfists...
You have a lot of I3 with only 1 wound. That will get slaughtered by any marines army.
You need to strike first or survive the first onslaught and then finish the combat.
This unit totally fails at Imperial Guards awesomeness at close combat.
Imperial Guard are awesome at close combat, just because they totally suck at it.
An Imperial Guard unit that gets assaulted need to get wiped so that the enemy troops are stranded and can get shot to pieces in the next turn. A close combat Imperial Guard unit only survives so long so that the enemy unit is free to assault another unit in it's own turn.
That's why Khorne Berzerkers isn't nececarily the best CC unit, because they totally slaughters anything they assault in the charge and stand stranded and gets shot the next turn.
Last edited by Mr_Wayne; September 6th, 2009 at 19:42.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
However, I did mention there was a way to rectify the situation. Have a first charge unit to engage the enemy for a round. On the next round of combat (should it survive, which is possible with the Lord Commisairs bubble), charge in the Melee Blob. The unit you're charging can't switch targets until the following assault, giving you a round to mop them up. Make no mistake, its a less than ideal situation and by no means the end-all solution (its actually quite expensive on the wallet and in points).
Dedicated melee units would certainly go to school on them, but by mitigating their I1 attacks by having another squad nearby helps. And besides, since there are so many ICs without a retinue, the opposing player can chose to pick off ICs one by one, which in away benifits this squad somewhat.
Put them in a Chimera or Valkryie/Vendetta and the unit becomes more survivable. I'll proxy some guys next game I play and see how they do. Should be fun.
Models that were engaged with just one of the enemy units at the beginning of combat (before any model attacked) must attack that unit)
Which means you can tie them up with another unit, then charge in next round, and attack with your melee blob without retaliation.
Last edited by cKerensky; September 6th, 2009 at 19:22.