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58 minutes ago, HeadlessCross said:

"More durable" is kinda misleading, since a native 4++ is a lot better than a -1 to hit. The problem is that a lot of the buffs the special characters give are just way better for ICC or a different infantry unit. 

 

 

My comment is 100% correct, as pairing them with Azrael or a Librarian gives the unit a 4+ invul. That's on top of their innate bonus of -1 to hit, and their weapons are indeed superior to what the Bladeguard have.

2 hours ago, Orange Knight said:

 

My comment is 100% correct, as pairing them with Azrael or a Librarian gives the unit a 4+ invul. That's on top of their innate bonus of -1 to hit, and their weapons are indeed superior to what the Bladeguard have.

 

I'm going cookie cutter, Azrael will most likely be with my hellblasters a lot. I do like the librarian with my ICC giving them for the 4+, I also like the chaplain giving them a +1 on their wound rolls, and [Lethal Hits] given by a Lieutenant with them is also good.

 

The chaplain and lieutenant also go well with the bladeguard veterans, so does a judiciar. Fortunately I recently acquired one, after some bloodshed and pain.

On 3/18/2025 at 3:28 AM, AutumnEffect said:

 

I dont know why you have chosen to single me out, friend.

 

Because you were the one posted 30ish minutes  and most recently before I did?

 

Edit:  Wonky Forum interaction

Edited by Tacitus
2 hours ago, Tacitus said:

Because you were the one posted 30ish minutes  and most recently before I did?

 

Edit:  Wonky Forum interaction

 

My apologies. I know this statement may come across as sarcastic, which is not my intent, but I assumed you had read the previous replies from other people where they contributed what they ran with from a variety of other chapters.

Rules interactions under this version may not last long, but if you don't play divergent chapters exclusive units, in exchange for upgraded OATH, you can kitbash your own Adrax(grant full wounding rerolls) or other codex named hero to acquire some extra profit.

Edited by Tokugawa
  • 3 months later...

Here's a related roolz question... something that I feel should be in the "Leader" section of da main roolz, or maybe covered in the commentary. If it is, I couldn't find it.

 

I really like the idea of the Bladeguard Lieutenant (master-crafted power sword, storm shield, and fancy pistol) leading my Bladeguard ladz. His ability to give the squad [LETHAL HITS], combined with fun stratagems Blood Angels can employ makes it seem like an excellent choice for me. The Bladeguard Veterans' "Bladeguard" special rule reads:

 

Bladeguard: At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

  • Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
  • Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

As long as the Lieutenant leads and is thus a part of this unit - and under 10th Edition roolz, he does so unless all the attached Bladeguard Veterans die or someone with Precision kills the Lieutenant - doesn't he also benefit from the Bladeguard special rule? There's no mention in "Bladeguard" of needing a specific keyword; all you have to do is be a model "in this unit".

 

Am I interpreting that correctly?

On 7/3/2025 at 5:21 PM, psiekier said:

Here's a related roolz question... something that I feel should be in the "Leader" section of da main roolz, or maybe covered in the commentary. If it is, I couldn't find it.

 

I really like the idea of the Bladeguard Lieutenant (master-crafted power sword, storm shield, and fancy pistol) leading my Bladeguard ladz. His ability to give the squad [LETHAL HITS], combined with fun stratagems Blood Angels can employ makes it seem like an excellent choice for me. The Bladeguard Veterans' "Bladeguard" special rule reads:

 

Bladeguard: At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

  • Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
  • Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

As long as the Lieutenant leads and is thus a part of this unit - and under 10th Edition roolz, he does so unless all the attached Bladeguard Veterans die or someone with Precision kills the Lieutenant - doesn't he also benefit from the Bladeguard special rule? There's no mention in "Bladeguard" of needing a specific keyword; all you have to do is be a model "in this unit".

 

Am I interpreting that correctly?

 

Yeah that's how all leaders in all units work.  Synergy is the name of the game in 10th ed.  Sometimes you bring the bodyguard not even for the ablative wounds, but purely for the ability, as Jaxom mentioned with the Assault intercessors and the Cap combo; the AI aren't bad by any means, but really they're doling out the re-rolls to the cap who basically gets the ability to guarantee his damage due to the re-roll chicanery.

 

Leaders join units, it's pretty explicit in the rules;

 

image.png

 

Stole this link from a 2023 thread on this very site :D

38 minutes ago, Indy Techwisp said:

Chiming in with something related to the original question, but what exactly is suboptimal about the Sword and Board Captain for Bladeguard?

 

Because the Captain has better loadouts, not that it's inherently a bad combo.

The captain is required to pick up the power sword when a captain COULD be wielding a powerfist.  The powerfist is just a straight upgrade to the sword in all shape ways and forms; 1 less attack but +3 Strength and the same AP/D.  The three extra strength also puts it into 2+ territory against Power Armor, so another benefit in it's direction, whereas the powersword also falls out of 5+ territory a lot quicker. 

 

If wargear had points it'd obviously be a different consideration, but since you're paying for him, he's the way to go.  YOu can get a hit re-roll REALLY easy in Space Marine armies as well, so the Bladeguard ability is less impactful, whereas re-rolling the Wound roll is a lot less prevalent, so a Cap (Who already finds it hard to fail a hit roll) will benefit way more from the To-Wound re-roll that comes from AI, especially if he's your mid-table bully as he dukes it out over objectives giving him the full wound re-roll from AI.

 

These are just my opinions on the idea of it being suboptimal; that I own two captains in the Bladeguard livery means that I would like to use them with BGV someday, but probably will just keep running them as fancy Sgt's for the BGV themselves.  That Bladeguard can take a LT and ancient feels a lot better for two way synergy is another reason it's more optimal, as well as Bladeguard with either a Chaplain or a Judiciar.  Captains aren't about bringing any real utility to their bodyguard, whereas the other SM leaders are more of a "We all benefit from our combo".  The Cap is just "Here's an absolute monster, everyone die for him while giving him as much benefit as possible."

Edited by DemonGSides
2 hours ago, Orange Knight said:

Strictly speaking, the best Captain equipment is a Power Fist and a Master Crafted Boltgun. The ranged weapon isn't as important and rule of cool wins here.

 

Without Enhancements, you are correct. However some such as Rage Fuelled Warrior from LAG actually work better with more attacks so the MCPS is better here as you rely on weight of attacks to generate Critical Hits and Wounds.

Edited by Karhedron

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