Inso Posted September 15, 2015 Share Posted September 15, 2015 In the company HQ, there is the option to have advisors... here's a question: Do you choose to select them and if so, which ones and why? Cheers :) Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/ Share on other sites More sharing options...
WarriorFish Posted September 15, 2015 Share Posted September 15, 2015 Depends what you'd like, they're not mandatory. The Astropath is a bit unexciting, but can add a bit of psychic power if you want to shore your psykers up a bit but this is better found elsewhere so sadly not many Astropaths hit the table. Master of Ordnance is a great way to add some heavy fire power on for a fair cost but comes with drawbacks - he's not that accurate and the unit must stand still. As such he only suits certain CCS builds where they're like to be standing around. Last but not least is the Officer of the Fleet, who can alter reserve rolls for you or your opponent. That pretty much speaks for itself, so he's the best in my opinion. Even if you're not making use of reserves yourself messing with your opponent's can make a big difference to how a game plays. In a way it's hard to put a price on that, we've all seen the difference a unit arriving late can make so why not "encourage" that? So while they don't find as much use for me in our current codex (I want bodyguards back, damn it!) they have cool models and of course are a great conversion and kit bash opportunity which you might find reason enough to take them Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4172518 Share on other sites More sharing options...
greycat Posted September 16, 2015 Share Posted September 16, 2015 In an all infantry guard list I find they are worth it. Your HQ will tend to be static and they will have uses but generally I wouldnt take them at all anymore. I either run pask or yarrick as my warlord so I usually cant take advisers. I agree with WarriorFish, they need to bring back bodyguards. They were fluffy, fun and you could do some awesome conversions for them. One guy I saw modelled his after a security service or something, they were wearing headsets and had suits on and pistols. Looked very cool. Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4172753 Share on other sites More sharing options...
Lukash_ Posted September 16, 2015 Share Posted September 16, 2015 Astropath is meh. One Perils and he's likely dead (hopefully without damage to the rest of the squad.) That said, if you like cheese then take him for that extra shot at invisibility. Master of Ordnance is interesting. For lols against psyker-heavy lists, put a Psyocculum Inquisitor with the CCS and drop BS10 pieplates on the psyker of your choice. Officer of the Fleet is great if you or your enemy has a lot in reserve. Otherwise, totally useless. Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4172765 Share on other sites More sharing options...
Gothical Posted September 16, 2015 Share Posted September 16, 2015 The Astropath can be a good option, particularly if you are taking other psykers in the force (either the Sanctioned Psyker or some form of ally) as he can then act as a "warp charge battery". On his own the roll on Telepathy for a chance at a powerful power like Invisibility, but remember he automatically gets Psychic Shriek thanks to Psychic Focus. That can be a real surprise - he's BS4 so the power has a good chance of hitting and having a volley of no armour/cover saves can be a game-turner from an important unit like a Company Command Squad. The other powers are fairly decent for the Guard. Dominate can be used to shut down a threatening enemy unit allowing you more time to shoot it to bits or run away. Mental Fortitude can bolster the army if you've lost your Priests/Commissars and need orders for something else that turn. Terrify stacks well with Psychic Shriek. Shrouding can keep an Infantry Platoon safe as it crosses open ground or gives them a great save in a concealed position. Invisibility is invisibility (great on blobs or Tank squadrons). Hallucination is another useful anti-Deathstar power 2/3 of the time. I too miss Bodyguards, I was planning on getting hold of a Necromunder Cyber-Mastiff to accompany my Captain (inspired by the book Cadian Blood). You could have so much fun with the conversion opportunities, and just adding more wounds to the Command Squad was useful in and of itself. Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4173007 Share on other sites More sharing options...
RADU LYKAN Posted September 16, 2015 Share Posted September 16, 2015 Am currently working on a command squad for my straken counts as, how I wish I could bump up the model count with some bodyguards (already getting a nork counts as but a few more hangers on wouldn't hurt) Currently going with Straken 3 plasma guns Medic Carapace Nork deddog Eventually they will be joined by a priest with plasma gun Am thinking they can double tap the plasmas then charge anything that's left for the sheer absurdity of a command squad winning assaults :) Any thoughts on adding an astropath to the squad for psychic shenanigans? Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4173022 Share on other sites More sharing options...
WarriorFish Posted September 16, 2015 Share Posted September 16, 2015 If you're going all out, no half measures! :P A bit of psychic power could help but as mentioned if you're not fielding any other psykers might not be that useful. Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4173034 Share on other sites More sharing options...
Inso Posted September 16, 2015 Author Share Posted September 16, 2015 Cheers for the replies... I'm still undecided but am interested in many views as an informed decision is best :) Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4173049 Share on other sites More sharing options...
march10k Posted September 16, 2015 Share Posted September 16, 2015 Officer of the Fleet is great if you or your enemy has a lot in reserve. Otherwise, totally useless. If I'm supporting my guard with the stormtroopers air cav formation, for example, the formation comes in as a single choice...it gets to reroll its reserves roll, which helps, but 20 points is cheap insurance against not getting that 900-1200 points on turn two. What's really nasty is TWO OotFs...-2 to your opponent's attempts to bring his stormravens on the table is GOLD! Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4173707 Share on other sites More sharing options...
nismogrendel Posted September 17, 2015 Share Posted September 17, 2015 I haven't used Astropath or Officer of the Fleet yet. I've taken Master of Ordnance in most of my lists so far. He is super inaccurate, but if he kills anything at all he should just about pay for his points cost. I like the kitbash model I made for him, so I normally stick him in my lists. I want to use Officer of the Fleet once I start running some deep strike Scions. Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4174158 Share on other sites More sharing options...
Emicus Posted September 21, 2015 Share Posted September 21, 2015 Got a very small force so far (working on that) so I'll be allying with my other force/other people to play nor satisfying games. Therefore I've built a Master of the Fleet. Reinforcements, outflankers and deepstrikers are very common where I play. That +/- 1 can have tremendous consequences for the play of the game I think. Helps I'm happy with the 'self-build' too.. Now how on earth should I build the artillery one >_> Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4177063 Share on other sites More sharing options...
jgfield79 Posted September 21, 2015 Share Posted September 21, 2015 9/10 times you want your CCS sitting still, behind your blob squads, dishing out the juicy orders. I like em cheap (keeps 'em less of a target)... maybe the carapace armor, maybe a couple of sniper rifles (yes, they suck in 7th, but you'll likely be sitting still, way in the back.. so they can work).. maybe a mortar or grenade launchers. As for advisors, like someone else said, the astropath is good for a cheap, cheap warp charge, plus he gives your CCS a bonus when denying psychic powers cast on them. I like MoO.. and my special "secret" -- i always, always bring an inquisitor of some sort (at least one), with 3 servo skulls... they are so damn good. For 3 pts each, they have a 12" radius (24" bubble) in which ALL OF YOUR PIE PLATES SCATTER 1D6 LESS! That includes MoO... Ordinance... Artillery... Manticore Rockets... Deathstrike.. EVERYTHING the guard loves. Not only that.. these things deny the enemy infiltrate/scouting moves anywhere in their bubble.. totally screws with scouty white scars, mechanicus, etc. Never leave home without em Link to comment https://bolterandchainsword.com/topic/313719-hq-advisors/#findComment-4177070 Share on other sites More sharing options...
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