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For what vehicles (if any) are track guards worth the points?
I'm not a guard player, but I'd say if your planning on moving the tank alot to support your troops you should have it. Otherwise, if your tank will be static the whole time (ex: Basilisk), then its not worth the points.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
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i completely agree. chimera's are a great place for track guards. if you are in a city fight, you will likely only take one Russ which will need to move alot. this is also a place for track guards. don't recall if Hell hounds can take them, but if they can, go for it.Originally Posted by Phalanx
Track guards are useless methinks. Not only do they cost loads, but they aren't guaranteed to work either, only turning an immobilized to a shaken result on a 4+. What worse is that on the glancing table, an immobilized result it the only result that will let you fire your weapons, excluding armament destroyed - which probably means that you've just lost your battlecannon.
Also, even if the track guards work, your tank will still be out in the open, still in the line of sight of the same weapon that hit you last time which means that you're still risking getting hit again. Better just to get immobilized and return fire than just to stand there.
For Chimerae track guards might do well, but they're still very expensive and since we're guard, we probably only want to use the transport option of the chimera to get to the middle of the board where the objectives are and that isn't that much of a walk either should the chimera get immoblized. No, I only like track guards because of their looks, but gamewise they're not of much use to me.
combined with smoke launchers they're not a terrible thing to take on chimeras. The thing is that most guard players play a very static game, so losing the ability to move your tanks is really an acceptable loss. If somebody immobilizes my russ or basilisk, I just consider myself lucky that there wasn't a weapon destroyed instead. It may be a worthwhile upgrade for hellhounds too, simply because my hellhound moves CONSTANTLY, and a lot of times can be seen trying to move into or through cover, where risk of immobilization is even greater.
If you play an armored company, and therefore have to move your tanks, it may be a decent upgrade in that situation, because moving the individual tanks is much more important in an armored company then it is in a normal guard force.
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9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
Space Wolves 13th Company 2000 points
So in general they're not worth the points? too bad, they look good...
well, you can equip your vehicles with it for normal games but the tournaments demand "What you see is what you get" so in other words if a vehicle has track guards modeled then you have to use em.
Therefore i equip only the most needing vehicles with it.
Hellhounds, chimeras and Demolishers are the onse that benefit the most from this upgrade
track guards are useful if combined with smoke and extra armor.
you pass your track guard roll, it turns into crew shaken, then the extra armor brings the shaken down to a stunned, or maybe im mixing up the terms, but the point is youl still be able to move.
i don't have my codex with me but i know it says track guards brings the result to a crew Stunned Result instead on a 4+. but i believe it also says the Crew Stunned result stays even if the behicle is equipped with extra armourOriginally Posted by iamspartacus
GreyKnight is correct in his assumption. You cannot 'combo' with track guards and extra armour to still allow you to move after being immobilised. Kaiser has pretty much outlined why track guards are bad.. paying that many points not even for guaranteed functionality, I'd go so far as to say rough terrain mods are more useful, and I still wouldn't use them.
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