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In the new rules it's much harder to make a pure CC list, with stormies being the only actual CC troop option.
For the most part they're simply inferior to our elite choices. However they bring some flamers and they also bring numbers for those Ld tests or they could soak some ammo.
I'm thinking we're more penned into either being at least moderatly shooty or having a poor composition score.
Am I wrong? I've got a box of guardians that could go stormy with just a little work (I've kind of wanted to actually I've been tempted to model boards with rusty nails in them for CC weapons just for sass).
storm guardians aren't very good. They can only really beat tau or imperial guard in combat. The loss of there gernade options were a death knell for them. regular guardians have assault weapons so get an extra shot before going into combat, so really the only difference is the loss of the heavy weapon and the ability to be better in combat from 2nd combat onward. This isn't usually a good deal.
We had a discussion on this topic a little while ago. clicky clicky
There was some pretty good discussion on the pros and cons of Stormies vs. defenders, though I'm not sure that we really came to any conclusions. Check it out.
"It was a magnificent display of trained and disciplined valour, and its assault failed of success because dead men can advance no further"Originally Posted by rat of vengence
-refering to the Royal Newfoundland Regiment at Beaumont-Hamel after they took 90% casualties in the assault
Anyway I'm surprised that a number of points didn't come up.
1. If you're doing the CC thing your storm guardians will be fleeting to keep up with the rest of our combat units. Regular guardians can fleet too but if you fleet all the way in you never get to use the shuri cannons and so you just miss out on attacks.
2. In many battle you DON"T WANT TO SHOOT even if you can. I've been playing guard and half the time I don't fire before charging, and it seems like half the time I do fire I regret it. Why? Because after some shooting I may wipe out a squad, cause them to flee, or remove the only members I could get in contact with. Then instead of dual chariging two untis, breaking them and massacre resulting into a 3rd my unit just sits there like a sitting duck.
3. They can add valuable numbers to a battle. For example if you are assaulting some meqs maybe the charging shining spears are what will cause the casualties, but it's the guardians who will drop their leadrship target number into the "you're screwed" range.
4. They can distract powerfists and the like cheaply compared to dedicated cc troops. For example if the above meq unit had a seargent with a powerfist he could really ruin the shining spears day. However if a stormie is in b2b with him that seargent MUST allocate their attacks against the stormies. The same works for tying up ICs that otherwise you would have to contact.
5. Compared to other CC units they have greater numbers which means they can multicharge better. With those extra eleven models they probably manage to get all the base to baseable models covered pretty quickly and can then go about spreading out so as to contact a second unit or send out a psuedopod of models to reach another unit after a massacre/consolidation.
I'm just surprised that stuff didn't come up.
Anyway the point of this thread was that the last was purely theoretical. By now some hardcore biel tan players may have broken and used stormies to go all cc, or players who alread yhad them will have used them because they don't want to pay for something else. Or maybe somebody really wanted to find out what they can do with doom.
*EDIT: Smeg I guess the other thread is still active. I thought it was done.
Last edited by sunnyside; December 12th, 2006 at 00:14.
There not really cheap enough to use like you say. If you put the right eldar troop in the right place you don't need 'numbers' to win the battle. A unit of banshees or scorpians or harlies will mop the floor against appropiate enemies. A unit of guardians are way to expensive and unfluffy to sacrifice, when you could just buy the good guys for a few points more. Sure, you got to watch your tactics more as you don't have a buffy of numbers or toughness. But when you pull it off you wreck havic.