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I be thinking of running this combo and what to see what you think;

First is of course Pedro Kantor who unlock the HG

So I am taking 5X HG

I take the Standard of The E ascendant

This alone gives the squad The following:

PE - orks,
+ 1A
Hatred
Fear
+2 to there assault result (+1 for banner an + 1 for Pedro warlord trait)

My question is what do you think is the best way to equip them the HG for all comers I do not know what iam facing so what's the best mixture

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Generally speaking you want a mix of power-weapons. The power mauls are great at generating lots of wounds that ignore some armor saves.

 

The power axes are high risk, high reward: you swing last, but you get ap 2.

 

The power sword is generally not worth the cost. If you want to punch through armor, just go all the way and get the axe. If you want the strength, go for either the maul or the relic blade.

 

With Kantor already giving the squad his 3 power fist swings, I don't think you need to fear terminators. At that, your 2+ armor save will give the honor guard plenty of survivability, so you shouldn't be afraid of whipping out some power axes. At the same time, expensive as they are, you should be trying to swing ahead of your opponent if that's an option.

 

So final verdict: axes or mauls (or a mix of the 2!).

 

EDIT: Make that 4 power fist swings. They buffed the bugger.

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Don't discount the power sword so easily.  It has no Strength buff, but it's also AP3, and generally speaking, Marines are an extremely common sight on the tabletop.  Even xenos armies tend to have a bunch of 3+ save units: Crisis suits come to mind, as do half of the Aspects (including perhaps the single most common one these days, the Warp Spiders). 

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When I've run 10 honour guard I have 2 relic blades, 2 power mauls and TH (sometimes) with a Chaplian running with them for them re rolling to hit rolls along with kantor and SG near by offering fire support before the HG charge, I usually charge my HG into my oppents best unit with the SG peppering them with shots just case as many wounds as u can even deaths.
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I agree with Idaho, the power sword is a good default choice for Honour Guard that words well when supported by axe and maul. If you want to give them all a certain weapon then I think you should ask yourself why and if you can't do the job better elsewhere.

 

There is no magic ratio, but I like to take at least 50% swords as they're a good middle ground and I like to be flexible.

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Power swords not worth it at all.

 

The reason why I say this is because most units that have a 3+ save also have toughness of 4 or higher. It means you need to roll high just to cause a wound.

 

At the least I would take a few Relic Blades, but more than likely I would take Power Axes.

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Power swords not worth it at all.

 

The reason why I say this is because most units that have a 3+ save also have toughness of 4 or higher. It means you need to roll high just to cause a wound.

 

At the least I would take a few Relic Blades, but more than likely I would take Power Axes.

 

This reasoning makes no sense.  The beauty of the different power weapons -- a change for the positive in 6th Edition, I think -- is that they all have a benefit and a drawback.  So swords need to roll a 4+ to wound other Marines.  Ok, well, mauls only need to roll 2+ to wound. . . but your target still gets an armor save, so any benefit you get from easier wounding can be cancelled by the enemy rolling his saves decently well.  Axes beat power armor and wound Marines on 3s!  Must be awesome, default weapon choice, right?  Wrong, because Unwieldy can be a huge handicap, especially with Honor Guard, who rely on a low model count with individual models each possessing a high Attack value.  Losing one model out of five before anyone strikes a blow because the entire squad is striking at I1 is a Very Bad Thing; in this case, it cuts your number of attacks from 20 (assuming a Banner) to 16.  Make that 12; the Champion's attacks have to go into a challenge, if possible.

 

This is why I think swords are great as the base-line option for Honor Guard.  Take one or two others -- axes and mauls (I'll be going for axes, personally) -- out of the five, maybe a relic blade if you can swing the points.  This gives you a solid base of I4 AP3 attacks to thin the heard against anything that's not wearing TDA or equivalent, with some high-value hitters to back your play.

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Ive ran mine with 2 relic blades, 1 axe, 1 sword on the champion. I ushually run them with a birning blade cm, so the ap2 is available there. I do kind of want to replace the sword with a maul, but the sword from the vanguard kit looks so awesome :D

 

but in every other unit the lighting claws completely beat power swords.

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I find a mix of power weapons is best, tailored a bit to what you might be facing. The weapons are good at different things, so its hard to be ready for every situation. 

Since I face a lot of marines, I prefer swords and relic blades. However I usually try to bring at least 1 axe and 1 maul. 

 

The real shame is that the champion lost his rerolls and can't have both a relic blade and a normal weapon anymore. Seems like he is just a challenge speedbump these days. 

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I find a mix of power weapons is best, tailored a bit to what you might be facing. The weapons are good at different things, so its hard to be ready for every situation.

Since I face a lot of marines, I prefer swords and relic blades. However I usually try to bring at least 1 axe and 1 maul.

 

The real shame is that the champion lost his rerolls and can't have both a relic blade and a normal weapon anymore. Seems like he is just a challenge speedbump these days.

 

Very true, I was hoping they would've buffed to champion tbh in this codex ed but sadly they didn't. Plus back in 5th ed codex HG could take GL's which was brilliant as they were assault.

 

I'm finding it hard to place my HG in my lists as much now IMHO

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I'd have thought they'd be more appealing thanks to their notable points drop? The Champion does seem to have been short changed somewhat though.

Yep he's just not great at CC not like previously, at least he had options and was geared to CC.

 

I personally was hoping he gained another wound kept his hobour rule, another rule making him the CC warrior he is ment to be. But we can only wish

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I just want my Axe/Relic Blade Champion back ermm.gif

Second this. I would have been fine with the nerfs as long as they let him keep both his weapons. With only weapon, I just give him an axe and have him commit suicide in a challenge (he has to accept!)

Overall the points drop is a positive gain for HG, but the champion went from being a brave underdog into being a fething idiot.

No stats, but now no rerolls or equipment either.

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  • 4 weeks later...

Sorry for the Necro here... whistlingW.gif

I am attempting to figure out an HG unit for Pedro at the moment, and this thread is pertinant to that idea.

I am starting to think the HG should be equipped based upon the HQ (if any) that is attached to them. This train of thought also influences what the Champ will carry. As pyroknight said, he isn't close to the melee beast he used to be (odd for an addtion where challenges are necessary wallbash.gif ). Being the challenge speed-bump that he is I am leaning towards the Maul more, and more. I feel he can at least slow down whomever he is fighting, enough for Pedro to get a whack or two in next round of combat.

I can see using Axes, but I am loathe to give up the int... This makes me think about the NEVER discussed Lance. With the prevalance of Space Marine bikes, Str 6 AP 3, is a bike killer. I understand that getting into assault, let alone when you want to, with bikes is hard to do, but should be considered.

The set-up I am considering:

Pedro - Fist

Champ - Maul

HG - Axe

HG - Lance

HG - Lance

-Any other ideas for Pedro's HG are definately appreciated.

-What are your HQs equipped with? Do they support your HG? or do your HG support your HQs?

Cheers

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