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Bullgryn Maul vs Grenade Laucher?


Wassa

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Hello,

 

What are peoples opinions on the Bullgryn Mauls vs the Grenade Launchers?

 

Essentially:

Armed with Mauls:

Range: None. One can throw a  6" D6A S4 D1 grenade, or they all could with the Grenadier strategem.

Meleet: 3A S7 AP-1 D2

 

Armed with Grenade Launchers:

Range: 12" D6A S4 D1

Melee: 3A S5 AP0 D1

 

 

I like the mauls, but I think S7 is an annoying strength. It's good against light vehicles, struggles against heavy vehicles, but is overkill against infantry.

Grenade launchers aren't anything special, but they are ranged and the bullgryn melee strength on it's own is good against infantry.

 

 

I know people normally chuck them in a Chimera or a Valkyrie, but any preference on the weaponry?

 

 

As an extra thought, my gaming club is having a bit of a fad where they're running small 500point tight corridor battles with no tanks allowed.

I think Bullgryns will be amazing in this as 60 guardsmen will be twiddling their thumbs without range/line of sight. The opponents tend to be marines, orcs, or necrons. In this case I think Grenade Launchers with Slabshields will be best against infantry?

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Sadly the grenade launchers are a bit lacklustre. Basic ranged attacks isn't what Guard need at all less so at short range, but some Ogryns with giant mauls to clobber things in combat is. To add insult to injury the mauls are cheaper (though this is more the grenade launchers being overpriced)! Plus it gets more from their Avalanche of Muscle rule, the trick is to pile them in and let the number of attacks and strength do its thing.

 

As always target priority is essential for a more specialist unit, you don't really want them to be squishing their way through line infantry. Last game had mine help beat a Grand Master in NDK to death for example, they did a great job there :) Even targeting standard vehicles wounding on a 4+ isn't that bad but ultimately it's more the capable combat unit that lets then stand out. Mix and match some shields and you can make them very durable too. If you gave them grenade launchers I'd be concerned a wise opponent could safely ignore them for the most part as they don't offer much threat :confused:

There is no comparison!

Don't scoff at S7, these guys are hitting on 3's in combat wielding autocannons doing a bucket load of attacks!
They're amazing at destroying anything under T7 and even at T7 and above they do alright just due to sheer volume of attacks and D:2

Every time I've charged a Leviathan dread I've taken it out in 1 if not 2 rounds of combat :) ;)

There is no comparison!

Don't scoff at S7, these guys are hitting on 3's in combat wielding autocannons doing a bucket load of attacks!

They're amazing at destroying anything under T7 and even at T7 and above they do alright just due to sheer volume of attacks and D:2

Every time I've charged a Leviathan dread I've taken it out in 1 if not 2 rounds of combat :) ;)

Killed a Levi!?!? With Bullgryns???? How in the fluff is that even possible??

Glad I’ve got 3!!:)

Yeah the mauls beat the grenade launcher hands down. As someone has already said, Guard don’t need extra firepower like that because you can get that exact same firepower by sticking a 5 point mortar in a squad or make a HS squad of three mortars. Plus those mortars can take order and will ignore line of sight and have greater range. Add in the fact that D6 shots are pretty unreliable and the opponents you listed will only be wounded on a 4+, not to mention their armour saves, and you’ll struggle to make a dent in them before they kill you.

 

The mauls will be a much better option against those opponents.

Mauls, hands down.  In your corridor games, park a psyker with psychic barrier behind a unit of 10 maulgryns with bruteshields for 3++ hilarity and to cancel smites directed at your giant mob of fatties.  Observe as your maulgryns proceed to beat so much ass it has to be imported from other games to keep up with demand.

You will not miss a handful of S4 attacks hitting on 4's. Even worse, that paltry shooting profile may stop you from Advancing the Bullgryn to get them upfield faster.

 

You will however sorely miss S7 with 2 damage compared to S5 1 damage. You are punching them with autocannons! A min sized 3 Bullgryn squad will swing 13 melee autocannons on the charge!

Bullgryns are probably our best unit with a small investment in support. 2++ invo against shooting with barrier and take cover? Yes please. I've also found that there's only so many things I need to spend cp on when playing my guard lists (vostroyan +1, crush them, defensive gunners) so I've started taking old grudges on my warlord and putting on a enemy unit you know the bullgryn may be up against.

 

He's a tempestor prime so if needed he can drop with the plasma scions, drop between the shadowswords or drop to support bullgryn. Currently running a 5 man bullgryn blob supported by priest and barrier astropath. 26 attacks on charge, hitting on threes with potential reroll wounds smashes things apart! Put on a enemy superheavy like montarion or knight gallant and let the potato men go at it. I'll be running a full 9 soon.

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