Post by Deleted on May 3, 2009 22:30:09 GMT -5
Well, now that the new Codex is out, one thing is certain- useless units are now proper useful again. This includes my favorite dim-witted brutes, the Ogryn.
Still, it's hard to get these guys into CC. Chimeras make great mobile pillboxes, but they're definitely not a mobile assault vehicle. And marching those goons across no-mans-land is going to end badly.
What to do? Simple: screen them!
Here it is, the cunning plan. You will need:
3 Combined Squads with 3 Commissars, 1 Vox, and three of your preferred special weapons (I choose flamers/grenade launchers to keep it cheap)
Platoon Command with Vox, preferred special weapons. (included in Guard formation)
5-10 Ogryn
Set-up:
The way you set up depends on how you'll configure this attack, but it boils down to two basic formations- central push and flanking.
Central Push:
\
Pretty self explanatory. "But wait, you sexy beast!" I can hear you say. "This configuration won't allow the Ogryn to get into close combat easily!" Incorrect! All you need to do is this: when the time is right, use your Guardsman's 6" move to turn the /\ into a V, leaving the Ogryn open to move 6" and assault 6" straight forward.
Flanking:
Also pretty self-explanatory. Make sure to keep something equally as frightening on the other flank so as to force the enemy to split their fire/CC squads.
Strengths:
- Great against shooty armies
- Increases the survivability of an already hard unit.
- Gives the Guard a better than decent chance of getting into CC.
- Makes your opponent shat brix.
Weaknesses:
- Points intensive.
- Not quite as useful in the Table Quarters set up.
- Requires you to saturate the gaming board with other tempting targets to make sure the enemy splits their attention.
- Barrage/template weapons will get through.
Still, it's hard to get these guys into CC. Chimeras make great mobile pillboxes, but they're definitely not a mobile assault vehicle. And marching those goons across no-mans-land is going to end badly.
What to do? Simple: screen them!
Here it is, the cunning plan. You will need:
3 Combined Squads with 3 Commissars, 1 Vox, and three of your preferred special weapons (I choose flamers/grenade launchers to keep it cheap)
Platoon Command with Vox, preferred special weapons. (included in Guard formation)
5-10 Ogryn
Set-up:
The way you set up depends on how you'll configure this attack, but it boils down to two basic formations- central push and flanking.
Central Push:
\
Pretty self explanatory. "But wait, you sexy beast!" I can hear you say. "This configuration won't allow the Ogryn to get into close combat easily!" Incorrect! All you need to do is this: when the time is right, use your Guardsman's 6" move to turn the /\ into a V, leaving the Ogryn open to move 6" and assault 6" straight forward.
Flanking:
Also pretty self-explanatory. Make sure to keep something equally as frightening on the other flank so as to force the enemy to split their fire/CC squads.
Strengths:
- Great against shooty armies
- Increases the survivability of an already hard unit.
- Gives the Guard a better than decent chance of getting into CC.
- Makes your opponent shat brix.
Weaknesses:
- Points intensive.
- Not quite as useful in the Table Quarters set up.
- Requires you to saturate the gaming board with other tempting targets to make sure the enemy splits their attention.
- Barrage/template weapons will get through.