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I'm relatively new to 'Nids and I have been looking for some fire support for my genestealer horde army. I want to avoid MC's and was wondering what the overall view on Hive Guard with their impaler cannons.
Possibly the best anti transport in the book, very rare for them not to suit a list. Not the be all and end all of anti tank, but i take 6 in almost every list i write, theyre just that good.
Your friendly neighbourhood gargantuan creature
Hive Guard are a necessity. They are just too good not to use. And for 50 points each, what's not to love about them? I wouldn't take 6 every game though...
If I had to guess, you're finding it difficult to combat even semi-mechanized opponents. They can wall you off with expendable transports, make you waste time with rending claws. Or they can tank shock you into flame-template ready formations. Or they can simply run away from you and make you chase them until the game ends. Or they can deploy far away from you and then do any or all of the above.
Look, you can't build a quality 'nids list without some MCs. And you can't build a quality 'nids list without serious long-range firepower. Hive Guard can only help you in the short-range firepower department. They're excellent for what they do, but there is a reason the 'nids have easy access to Heavy Venom Cannons (twin-linked on Harpies!) and a massive 48" S10 weapon on a 2+ save MC. If you're serious about adding "some fire support" to your army -- whatever it is -- you need MCs. Period. Hive Guard cannot do it all. Canny opponents will be smart enough to deploy out of Hive Guard range and then shoot them down first -- if not find a way to bog them down in an assault -- while piddling around with your stealers in all the ways I described above.
Ditch your stealer shock army and build a good army -- a balanced army -- instead. One that includes not just a smattering of Hive Guard, but one that includes serious firepower in every force organization slot.
Last edited by number6; January 22nd, 2011 at 05:04.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Thanks for the responses. Looks like at least a couple of Hive guard are a worthwhile addition.
@ number6: I am aware that "stealer shock" isn't the most competitive format for an army; however for my local gaming scene it works just fine. We mostly do narrative missions under 1850 pt, where the sides may or not be matched anyway. Cities of death (or space corridors of death) being very common themes. Very rarely is there LOS to anything over 20" let alone the need for 48" of range.
This being my 5th army, the simple fact that all those 'stealers on the table make me smile is good enough for me. If I want a ded-hard killy army then I bring my orks or my space marines, but for grins and giggles usually the 'nids hit the table right now.
Thanks again to everyone,
Actually down at a thousand points my stealers did okay, in the first three matches it was w1 l1 d1 for my army. Only while an argument went on over the Mawloc TftD power and cover saves did I start to lose every match, where my opponents were all getting 4 up saves from the thing, we've (thank God) resolved it now but haven't used that army since as I pulled out of our tournament.
Hive guard are a decent city-fight unit where you can't get LOS on something until you're really close. They excel at shooting through walls and remaining safe. The downside is their short range. From your setup they sound like a solid fit. But give thought to throwing out a MC or two and try them out. They can make you smile just as much as a wall of stealers. More-so in fact when one shreds a target into little steaming bits.