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Could someone tell me some of their uses apart from being meat shields, an effective way without wasting a farseer to baby sit a 100-150 point unit. A tactica from one of the veterans would help me greatly, thanks.
I can't be bothered to write out how I use them again. This however was written by Myles from the 40k online forums. It gives you everything you need to know.
Well, since this is my list, I'm sure that you can imagine I find guardians quite useful indeed! Flipone makes the best point, I think, guardians are extremely cost effective. (When combined with an avatar.) A full squad of guardians that manages to shoot and then charge easily puts out more than eighty attacks that turn. That's almost twice as many as most aspect squads. Now granted that will almost never happen, but you see my point. For their cost they have a lot of potential to kill things.
As people will tell you, their heavy weapon options make them very valuable. Although I think that a brightlance is usually a waste, EMLs are amazing weapons, so being able to take them on guardian squads is very nice. And of course all of the multishot weapons are good too. Aside from just being good weapons to begin with, being mobile and mounted in a resilient platform is a big bonus. While the enemy can easily silence the guns on a falcon, even if they don't kill it, it is much harder to shut down a defender squad's heavy weapon.
And while people bemoan the poor range of their basic weapon, they always seem to overlook the fact that it is an amazing gun. I can't count the number of times I've had envious space marine players wish they had assault bolters after I just wiped out one of their squads. It puts out a lot of powerful shots and is an assault weapon! That puts guardians way ahead of most races' basic troops. They can run in, put out a stunning number of shots, then charge in and put out even more attacks. If the enemy is doomed, facing that they really are doomed.
And that's really where guardians shine. They obviously are not good by themselves. Like Mordekiem says, if you have points to fill, guardians are not usually the answer. They aren't tough enough to act on their own, and their shooting at range isn't good enough for them to cover the rest of you army. One small squad won't really contribute much to an assault, and without grenades they probably won't get to swing at all if the enemy is in cover.
But if they have the proper support guardians can be unstoppable. To obliterate just about any unit that's not a monstrous creature or vehicle, just doom them and mob them with thirty or so guardians. The sheer number of shots and then attacks is almost impossible to withstand. And if the guardians are also guided it just gets insane. It's one of those "Okay, you've got a 3+ save, make fifty of them," kind of moments.
If you've got an aspect squad in combat and you get even one guardian into base that's another ten to twenty models on your side for combat resolution. And if you charge with a unit that has plasma grenades along with the guardians, they are almost guaranteed to at least go simultaneously with the defenders, because their initiative is good.
And with the avatar guardians are literally unbreakable. The enemy can sit there and wipe out ten of them with pretty much no detriment. Your heavy weapon will still be there, and you'll still have many more that can put out a huge volume of fire. And if the enemy is closing to assault you can tie them up as long as you need to with fearless guardian hordes.
The only reason that people don't like guardians is that they think that guardians are fragile and not that powerful, mainly because of their short ranged guns. But all of that is not a big deal. Bad armor is the reason that boards have cover on them. It won't matter so much how bad your armor is when you're guaranteed a 5+ or 4+ save regardless of AP anyway. If you think 5+ armor equates to fragile and vulnerable, just go over to the Imperial Guard board and make a post about how weak and pathetic guardsmen are because of that. They'll set you straight in no time. And as far as comparing them to aspect warriors, Guardians' crappy armor isn't a big deal when most anti-personnel heavy weapons pierce the armor of guardian and aspect warrior alike anyway. At that point the Guardians' superior numbers are more desirable. And while the better armor save of the Aspect warriors may come in handy when you're going up against the enemy's basic troops' weapons, at that point you're overcoming the perceived greatest weakness of the guardians, which is the range of the shuricat.
While a foot sucks, when you get as many shots with as many guys as guardians have it's not a big deal. Most enemy weapons (their troops' basic guns anyway) only put out their highest number of shots at about a foot. That means that you are almost guaranteed to get more attacks in a turn than they do once you're close. Either they will get two shots as they rapid-fire you and then you will get four as you shoot and then charge, or they will get one shot since you're out of twelve inches, and then you'll get two as you move and fire with your 18" total threat radius.
Also, it's not like you'll spend most of the game out of range. By far most opponents will also be advancing toward you during the game. In most of the games I play my guardians are easily within range usually by turn two (especially if I go second) and almost certainly by turn three. And in games where the opponent doesn't advance, that means you're probably going to have free reign over the objectives. So the range of the shuricat shouldn't be a deterrent, as the gun is still plenty powerful. Throw in some proper long range shooting support for when the guardians are still approaching shruicat range and some proper assault support for when the guardians get stuck in, and you'll have a plenty powerful unit. And farseer buffs are always helpful.
The important part to using guardians well is timing and placement. You've got to predict your enemy's advance so that your guardians will get at least one volley off (preferably when guided or against a doomed target, or both) and that will usually be enough right there. Barring that you need to set up your force so that the enemy hits one squad and then is left out in the open to get mowed down by massed shruicat fire. But at that point you're just applying the basics of 40k playing to a unit that is only perhaps slightly different than the units you're used to fielding, so it's easy to get the hang of getting the most out of guardians.
The hardest part is probably just making a list that they fit in to. A fast mech list probably won't get much out of guardians on foot, and DAs are arguable better in a transport. Same with a list with lots of tough units like wraithlords/guard, an avatar, super falcons, etc. and just one or two small squads of vulnerable guardians. Those poor guardians are going to eat all of the heavy bolter fire on the board, they won't survive. But if you make the list (and even more importantly, play the list) with the guardians in mind they should be an excellent addition.
Oh, and PotatoCultist, anyone who says that guardsmen are better than guardians, quite frankly, has no clue what they're talking about. IG have worse basic guns. Their added range helps a little bit for maybe one or two turns. Then the guardians' far more powerful assault weapons give them the clear upper hand. Guardsmen are worse in close combat. They have worse Initiative and worse leadership. And if we're talking about how the guardsmen can be leadership 8-10 with officers, well guardians can be straight-up fearless with an avatar, so there. Guardsmen have worse heavy weapon options, The only weapon they have that's better than its eldar equivalent is the lascannon (and arguable the heavy bolter, but I'd prefer a starcannon anyway) and guardians have the mighty EML. And while the guard weapons may be slightly cheaper, they are only slightly cheaper, and last I checked the guardians can move and fire heavy weapons. So, yeah... Guardsmen are also slower. Guardians can fleet, guardsmen can't.
And guardians get all of this extra stuff for how many extra points? Not a lot, that's how many. There's really no comparison between the two, guardians are far far better.
Decent tactica, I have a few things to say about it..
1. The EML is not worth it on a platform. Your best bet is the scatter laser, since you want to be hitting with something every turn, and aside from the shortranged shuriken and ineffectivly priced starcannon, the scatter laser is your best bet.
2. The tactica glosses over the main reason 12" shurikens are so bad...many assault troops can avoid them all together. Anything with fleet of foot, troops with jump packs or on bikes/jetbikes, things charging out of a landraider crusader or open topped vehicle...the 40k world is filled with troops who can close in faster than 12" a turn, which means its likely your catapults will not fire a single shot before being assaulted
3. The tactica overestimates guardian fighting potential in h2h. Yes they can charge into a combat, but with a 5+ save can actually help the enemy rack up combat resolution better than you can. Plus, only 2 S3 attacks hitting 4+'s is pretty pathetic, even 40 of them will only cause a little over 2 kills to a meq squad, and really when would you get 20 guardians into charge range of an enemy?
The things it got right are that you need to have a list with guardians in mind, and the avatar is priceless. He turns your guardians into tarpits with no equal, especially large squads of them, and that makes them worth it.
Point 1 I agree with. Points 2 and 3 not so much.
2 - Think outside you turn. Try and get your guardians into a position where they will be able to fire. If your opponent has fast combat troops account for this a few turns in advance.
3 - I don't think it does. It merely states that they can throw out a lot of attacks. And it allways suggests that these are backed up by something else.