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CSM 10th edition Traitor Guardsmen Squad

 

This is a topic about Traitor Guardsmen Squad in the 10th edition.

 

  • Do you use them?
  • How are you using them?
  • Do you think they perform well?
  • How do you equip them?
  • Do you attach them to any specific unit?
  • Is there a detachment that they are extra crucial?

 

Other Unit of the Week for Chaos Space Marines can be found in the link below.

 

Chaos Space Marine Unit of the Week Links

 

I enjoy my Traitor Guard. They sometimes chip a wound or 2 off of the enemy and they are great at doing actions and grabbing objectives. Sadly, they don't have sticky like Cultists, so I will always bring at least 1 Cultist Squad as well. And the Traitor Guard special ability about cover never keeps them alive. But it's fun to plunk down a squad or 2. I usually equip them with sniper rifle, grenade launcher, and plasma gun. They sit back in the early game and deny deep strikers. Then they then sneak forward in mid-game when it's a bit safer and do actions and capture objectives.

 

I always want their 2 OC each to matter, but they are usually the only unit on an objective or dead.

 

Since I have a Renegades & Heretics Chaos Militia, I could field 15 squads of Nostroman 9th Traitor Guard if it were legal. :biggrin:

I've not used these guys in 40k since no army I play has them, but I've heard a few rumours that Thousand Sons and Death Guard may get them since they took Autoguns away from Cultists.

 

That said, they're basically just Guardsmen right?

Iv never used and didnt plan to til we lost ranged cultists. Even then it wasnt worth having to search for parts for conversions etc... then i got given a bunch of mechanicus... they will at some point get blended in with my ranged cultists to give a  traitor squad or two. They dont overly benifit me as they are pretty much wasted in  fellhammer gaining no army rule and not getting much use out of stratagems so likely a rare thing when a list dosent fit or im trying out other bits.  Im only taking cultists to sticky an objective perhaps 2 then die.

 

If i was taking them id think sniper grenadelauncher and plasma for range matching use. 

I have one unit and use them when I have the odd points left over.

I don't expect much from them, but they free up other units by being able to do actions in their stead. 

Their 2OC has helped at times, being able to steal an objective from the opponent for cheap.

I started them with 3 grenade launchers, even though I knew that they would soon be "no duplicates", so currently they have the GL, plasmagun , and meltagun. I figure that the melta could be of use if they get in close as I'm not sold on the use of a single sniper rifle. 

Mine are cobbled together from Scions, left over Breacher parts, and regular old Guard models I had bought for Killteam. 

I see no reason to add any leader unit to them, they are there to be cheap and expendable.

I've never used them and honestly, they feel unnecessary.  Even without the autoguns, Cultists do more by virtue of being sticky, and in Deceptors you can infiltrate them as well.

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