Showing posts with label Storm Guardians. Show all posts
Showing posts with label Storm Guardians. Show all posts

Wednesday, July 6, 2011

Rider On The Storm: The Storm Guardian

I think the Guardian is one of the most underused units in the Eldar codex. The Storm Guardian even more so. Most people prefer the use of Pathfinders and Dire Avengers. Being that I like to use underused units I generally field Guardians in just about every Eldar list I put on the table. Not only is is in theme for my Ulthwe army, but people generally ignore them or try to at least. With the acquisition of a whole heap of Guardians, and I am looking for more, that were intended for Eldar pirate use when Imperial Armour 11 comes out, I find myself drawn to the Storm Guardian.


The only real difference in the load out is that the Guardians exchange their Shuriken Catapults for Shuriken Pistols and close combat weapons. You can also outfit the squad with a pair of assault weapons in the form of fusion guns or flamers. You can also add a Warlock. The Warlock is a key component to this squad. Armed with a Witch blade and the Enhance power all the members of the squad get a bump to Weapon skill and Initiative. SO your Guardians will be weapon skill 4 and initiative 5 with 3 attacks on the charge. Add in the massive amount of short ranged fire and a doom on the unit you are attacking and you can deal some damage. The number of models in the unit is important. I always field at least 15. this of course leads to statements of “but SeerK you can't put them in a Wave Serpent!” This is true but remember I play and Eldar army in layers.

The main problem people have in running footdar is that they get pummeled as they walk across the field and the units get eliminated either by fire or they run away. The usual solution for guardians is to put a character in the unit or give the Warlock with the unit Embolden for the re roll on failed leadership tests. Since the Warlock in this case has the enhance power you have to stick an HQ in with a unit. This is all well and good for one unit. SO whats the solution?

The solution is an integral piece to any footdar list. The Avatar of Khaine. The Avatar not only is a beast in combat, but his 12 inch bubble that makes any unit fearless that’s in range keeps those units moving forward. The real key is bubble wrapping the Avatar so that most of your units have at least one model within 12 inches. You then move to make way for the Avatar when combat is to be had.

You must remember to run every turn until you are in range. The Storm Guardians should be supported by artillery and advanced units such as Swooping hawks and Warp Spiders. This ties up the enemies guns as more pressing threats are closer. Concentrate your long range fire on transports to pop them open, but only after you have dealt with any long range artillery especially if ti uses blast templates.

The best thing to do is to hold up in cover until your deep striking units come in and are able to light up the enemy and allow you to advance.

Many of you would be tempted to give the Storm Guardians fusion guns, but it is a waste. The ballistic skill is not reliable enough to pop transports. The flamers are a much better choice. You can saturate units and soften them up before the charge.

I have always loved using guardians mostly because many opponents underestimate their effectiveness. Granted when you run them in units numbering 15 plus they can draw attention. The real key is drawing your opponents attention elsewhere.

SO next time I will be discussing the 10th Foundation Of Vengeance.

Until next time.....


Blood Runs, Anger Rises, Death Wakes, War Calls....................Waaaaaaaaaaggghhhh!!!!!!!!