Jump to content

Best SC for HG


Deschenus Maximus

Recommended Posts

Hello again,

 

I'd like to build a really tooled out HG to act as a hammer unit. I'm thinking:

 

Sang Init: BP + CCW

Blood Champ: PW, CS, BP

Vet: Chapter Banner, LC, SS

Vet: LC, SS, Meltabombs

Vet: LC, SS

 

Now, what I'm wondering is wether I should get Astorath or Dante to lead it. I've tried both in different games, and I must say off the top of my head, Asto seems like the better choice. Rerolling to hit is a most valuable ability when you have such rotten luck as me, and his combat prowess are better than Dante's, imo. And let's not forget the SotP rule.

 

On the flipside, Dante's ability to nerf an enemy IC is pretty useful, he packs an extra wound, and hit an run could be useful to exit combat and Furious Charge to death an enemy again. Plus if I switch out the Blood champ for a meltagunner, the squad could do some makeshift anti-tank work.

 

So in the end, one choice will make the army as a whole more usefull, while being more deadly in CC, while the other will make the squad more versatile. I'm just wondering which is better overall, considering that the point costs are fairly similar.

 

Also, while I'm at it, should I drop the champion for a TH + SS vet?

Link to comment
Share on other sites

I'd lean towards Astorath. The reroll to hit is probably more valuable than the hit and run, and this unit isn't really designed to need deep striking.

 

I'd also turn 1 of the claws into thunder hammer/power fist just for the big hit.

Link to comment
Share on other sites

If you like the re-roll to hit so much, why not take an elite chaplain and add it the unit?

 

Hit and Run can save you from being tied up from a unit you don't want to be tied up against to move towards something you prefer to be tied up against. Which is pretty awesome. I also like Dante's Pinpoint drop, but I tend to make sure I have 1 or 2 Melta weapons (Like IP's on units with Power Weapons) 6" isn't much but its Loads when you drop anywhere you want.

 

I also 2nd adding the str8 attack, otherwise if you get caught up with a Dread... could keep you busy for awhile... my luck with Melta bombs... is lousy. Plus you want to be able to cause some Instant death attacks agaisnt T:4 and lower or at least I like to.

Link to comment
Share on other sites

I've used Dante and Astorath, but with the HG equipped the way I have them Dante has made them a hit-n-run deathstar unit.

 

HG squad:

Novitiate

2 HG with IP & PW

2 HG with Melta Guns

Jump Packs

 

This makes the unit capable of dealing with just about anything.

 

The only thing I've seen that just rips even more than this is supporting Mephiston with the same HG squad equipped with chainswords instead of PW's. Mephiston with FC and FNP is N-A-S-T-Y. Yes I know that Meph is not an IC, but there's nothing wrong with keeping a Sanguinary Novitiate in Blood Chalice range while he chews the face off of tanks and squads.

Link to comment
Share on other sites

Both Dante and Astorath are a solid choice. Being able to reroll your hits is powerful. The best but most expensive option would be to take Dante and add a Chaplain. Furious Charge/Red Thirst is a bit redundant for Honor Guard due to the Noviatate so I would lean towards Dante. Another option is to take a Librarian with Unleash Rage in place of a Chaplain.

 

0b :)

Link to comment
Share on other sites

I'm with Black Orange.

 

Dante is the better choice. He always lands exactly where he wants to. His Death Mask works on any unit you charge and he permanently nerfs one enemy IC before the first die is rolled. And with Dante giving H&R to the unit you can get out of the fight you didn't want to get caught in and then re-enter with a charge bonus or take on the target you wanted. While Astorath is more dangerous to enemy characters than Dante, he's just not all that much of a boost to the squad itself.

 

The Librarian with Unleash Rage and Might of Heroes attached to a Dante lead Honor Guard is a thing of beauty. Chaplains only let you re-roll the turn you charge. Unleash Rage doesn't care who got the charge. And having Might of Heroes to give your Thunder Hammer 1d3 extra attacks is damned sweet when you run into a Dreadnought, TMC or Wraithlord. It's worth the 125 points.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.