Storm Guardians

These guardians are the zerglings of the eldar army. They are a good troop type that is best purchased in large numbers. They can be useful aginst vehicles and infantry at the same time. Storm guardians are not quite as good of bullet catchers are guardians are, but they are still cheaper than aspect warriors. Still, when you are paying 10 points a piece for them, its hard to gleefully pluck them off the table when you take losses.

When you add Enhance to the warlock group, you get a squad with a 4 weapon skill and a 5 initive and 3 attacks when charging. That is not a bad unit at all.

One nice advantage of the storm guardian squad is that they can take full advantage of the ‘fleet of foot’ rule, which limits their defender counterparts.

The Size Matters

There are two approaches to take, and each is valad.

When working with a squad like this, you want to go for as big of a squad as possible. The reason is becuase you want the squad to have as much of a chacne to get into hand to hand with the enemy as possible.

A large horde of storm guardians will also increase your numerical number over the opponet, and decrease the chances of fleeing. In summary, its not a bad idea to get a 20 strong soul squad of these soldiers.

There is another solid arguement to run with 7 soul squads. This would include 6 guardians and one warlock. This gives a number of advantages.

Seven is a magic number for break purposes. As a squad must be below 50 percent, that means your squad must lose 4 people before its under the 50 percnet mark.
While this is easy to do because there are only 4 members in the squad, it actually does not have to worry about the 50 percent rule until it is at 3/7 (43%) size.
This is a small advantage, but one worth noting.

This means that 2 our of sevin people in your squad will be equipped with flamers. This gives a large number of flamers to the table. As the flamer guardians and the warlock will be the last to die, it means that you will have a pretty sure chance of getting the flamers to the battle.

Alternativly, 2 of the seven people can have fusion guns. While they are not as powerful as fire dragons, they are much cheaper. Also, your opponet is not likely to worry about a little storm guardian until it lands on his lap with a fusion gun blasting.

The final advantage of the small squad is it means you can have more warlocks per guardian. While warlocks can be expensive, they are a great troop to have, and with a witchblade can prove quite an asset when tearing apart troops or tanks.

The Purpose

There are many different ways to have this squad fit into your army.

The first solution is to have a horde of guardians soak up some hits from your enemy. This allows for you to form a mass of 21 troops which march down the center of the board.

If you have 2 or 3 of these units, you can easily make a Tyranid player blanche when he sees a horse of 63 screaming bloodthirsty guardians ready to charge at the enemy.
If you add one wraithlord per unit and place the avatar at the center of the mass, you can have a mass of hand to hand destruction on your hands.

You can use the small squads in one of two ways.
You can make them small tank killers. Add haywire gernades and two fusion guns, and suddenly you have a squad that can take down tanks just like a fire dragon.

You can make them flamer heavy, which will make a sister of battle army gasp in astonishment at how many flamer templates you can put on the board. Have your warlock use Destructor, which has the same exact stats as a heavy flamer. Five of these squads gives you 35 souls on the board with 10 flamers and five heavy flamers (destructor).
This, combined with fleet of foot, gives you a lot of flaming firepower.

Remember, flamers work wonderfully aginst tyranids and orks, but have a lesser effect on hard targets such as space marines.

The Eqipment Choices

The gear you give your squad depends on what duty you wish for them to fill.

The fact that they get both plasma and krak gernades for only two points a model is worth noting.
While a krak gernade is only a 6str hit vs a vehicle, a large number of them can cause some serious trouble to a vehicle.
As an added bonus, it means the models can also ignore cover.

Haywire gernades are just rude. They take down vehicles like its nobodys buisness and they can reduce any vehicle to rubble in nearly no time at all. Melta bombs have a better chance of getting a penetrating hit on most things, but haywire gernades are still a great thing.

For two points a model you can have smoke gernades. (as per Chapter Approved) This can give your models the moment of cover they need to help advance to the enemey. Is this worth the horde of points that it costs you? Maybe. If you have that 60 troop stong force, it may be worth 120 points to give them cover for a turn, but you need to realise how much that cover is. I personally do not think that its worth it. Basically what you are buying here is an insurance plan that gives you 1/3 more survivability for one turn at the cost of 2 points a model. When your models are only worth 8 points in the first place, that insurance policy becomes questionable.

The Warlock

As stated earlier, there are two pathes to go here. The first solution is to go with enchance, and this greatly improves the hand to hand abilities of the unit, including the warlock himself.

This gives your warlock a weapon skill of a five, putting him on par with an exarch.

You can also go with the destructor option, which gives you a large number of heavy flamers on the board. The cost for this ability, conviently enough, is excally the same as a heavy flamer.

Quick Numbers

7 Soul Flamer Squad (82 points)
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4 Guardians with Shuriken Pistol and Close Combat Weapon
2 Guardians with Flamer
1 Warlock with Shuriken Pistol, Close Combat Weapon, and Destructor

7 Soul Tank-Killer Squad (101 points)
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4 Guardians with Shuriken Pistol, Close Combat Weapon and Haywire Gernades 2 Guardians with Fusion Gun and Hawyire Gernades 1 Warlock with Shuriken Pistol, Witchblade

21 Soul Zergling Squad (208 points)
===================
18 Guardians with Shuriken Pistol and Close Combat Weapon
2 Guardians with Flamer
1 Warlock with Shuriken Pistol, Witchblade, and Enhance

Storm Guardians8.0101

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5 Responses for “Storm Guardians”

  1. cyph3r says:

    Dear god, you massacred the grammar on that one….good tactica though.

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  2. Da Gargoyle says:

    I was just wondering how old your codex was. In mine Guardians are only 8 points being storm or standard. However they have no grenades and you must take a minimum of 10. Using the same logic as your 7 man squad I always add a warlock which gives you 11 souls(?) and your 50% thing. Also the warlock plays the enhance rule. As there are so many space marine players or chaos marine players, if I use storm guardians I will fit them with fusion guns. These kill marine armour and come in hady with passing vehicles.
    Storm Guardians are good for followup assaults made by my wraithlord or banshees, they have that second shock effect and generate the overwhelming numbers. This is handy given that chaos marines now carry bolters pistols and cc weapons all on one trooper.
    And remember, only one has to survive to claim that objective.

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  3. warhawk77 says:

    where do you see that guardian defenders cant use fleet of foot?

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  4. warhawk77 says:

    also they have a minimum squad requirement of 10…

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  5. warhawk77 says:

    never mind lol this is really old

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