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So I have my codex and I like what I see, the GGs will probably be my core and I can't really decide wether to go GW or not. I mean the shield/parry is pretty nice and we already have the killing blow. But i am thinking about our initiative. Is it that high to be using shield/hand weapon? The GWs looks really tempting combined with the "Banner of Barrows"
It really depends on what you want to use your GG for. If you want them for a bodyguard for your lord or to be an anvil unit that'll hold against most enemies, hw/s.
If you want them to be the hammer, go great weapons.
It really changes the dynamics of the unit on what you give them, Give one a shot and see if you like it.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
I heartily recommend the Great Weapon, and here's why - GW Grave Guard are one of the best units in the book at killing things in combat, which is really something only them, the Vargheists, and the fighty Vamps specialize in. S5+ is really necessary for a dedicated fighting unit, and casualties aren't all that big a deal when you have Invocation of Nehek on hand. On the other hand, we already have plenty of units whose purpose is to hold people up (Zombies and Skellies), and even a couple that are in between killy and tarpit-y (Ghouls and Crypt Horrors).
"The best defense is a good offense." -Gen. George S. Patton
My philosophy on gaming, courtesy of Herm Edwards.
Thanks for the pointers!
I was thinking the same as rothgar about having skellies as my tarpiting and GGs with GWs as my hard hitter.
But how big unit would be enough with GWs? I am playing 2000pts atm so 30ish? And at 2500pts 40ish?
And is KRELL worth using in the unit maybe? Or is the points more worth of getting a vamp/necro/BSB
I will ofcourse test alot things but for now I have the idea of the "skelleton/bone armythingydo"
Krell is basically a super-fighter who will shred multi-wound targets like monstrous infantry. He's very good at it, but is also completely inflexible in his battlefield role. He's also got paper-thin defenses, being resigned to just his high toughness & average armour save for protection. (typically ward saves are what really make combat characters solid!)
He's also rather pts-heavy too.
For the cost off Krell, keep in mind you could instead have a much more flexible vampire thrall who can at least be a fighter w/invocation back-up + ward save. Or else a pair of cheap necos who can invocation more of your army across a wider front.
It all comes down to what else is in your army and if/what are you still lacking in. If you've already got 3-4 casters, then Krell adds serious killing power! if instead you've already got a super killy Lord and a pair of wight kings, you should probably look into more wizards before yet another fighty character.
I will check up on the other stuff first then. And as I said before I will probably go for GWs.
Though shield/hw is a more durable unit and combined with a fighter vamp and let him do the shredding is also abit tempting
I have been pondering this too, and I feel inclined toward great weapons. Pretty much everything else in the army is an anvil of sorts anyway, at least infantry-wise.
Warhammer Fantasy: Warriors of Chaos, High Elves
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It's already been mostly said, but our army is definitely not lacking in tar pit/anvil units. We have a ton of things that can hold up other units, but the Grave Guard are our only elite infantry and should be used as such. Great weapons all the way! We have a great deal of heavy hitters but most of them have some kind of randomization or flaw involved. GW GG give you an extremely reliable unit that your opponent will either throw every offensive trick he has at, or prioritize it way below what it is capable of. Throw in the fact that it's infantry and can be brought back as quickly and efficiently as skeletons and ghouls and it's a huge threat on the table.
As far as how many to bring, the great weapons mean you need to have enough to weather almost anything your opponent can throw at it before you get to attack back. 30 is a good number but 40 is obviously better, if you can afford it. I usually only bring them in higher points games because of that.
I have yet to lose an entire unit of them by the end of a game and they regularly obliterate Halberdiers, Knights (WoC & Empire), WoC, Marauders, Saurus, really anything they can get into combat with. If you can get rerolls to hit on them as well they're very nearly unstoppable.
With forbidden lore being more reasonably priced and far easier to combo with other powers, it's pretty viable now to take sword&board GG and support them with a thrall who takes beast magic for the sig spell. Who can say no to S5/T5 guard?!
I was going to ask this question too, lol.
Does the GG box, come with GWs?
The unit shown, on the GW website, has the unit champion holding a GW ...