Welcome to the Breakdown,
This is the first one of the series, where I will take one unit from a Codex and break them down. Now this will be the good stuff all the way down to the dirt, so pay attention!
Alright we are all excited to see the new Guard Codex hit the shelves recently. When I opened the pages up it was like being in heaven, finally we would stand a chance in the world, we [Guards players] would be appreciated, and respected for our armies. Then I came across the Regimental Advisers and I was blown away at the way these guys work! Alright lets get into this breakdown.
First we have the Astropath, who essentially is a Veteran guard, with a robe and a staff. What makes this little old man so good is that Valkyrie that is in reserve gets to possibly come in sooner! That's right he adds one to your reserve roll, not too bad. Now if you were to say Outflank that Squad of Penal Legionnaires and they came in on the wrong side of the board, you could re-roll to see what side they come in on. A good guy, fair cost, but you have to ask yourself, what do you want to do with your forces? Do you want something to sit in reserve for a while and provide back up, or do you want to come in turn two with 1500 points of heavy weapons in your opponents face?! Good for a fun game, maybe stay away from him in tournament play. (His brother plays a more important roll in the tournament game)
Second on the list is the Master of Ordance (or for laughs the MOO), wow talk about a guy with a big stick! This guy comes to play with a pet Basilisk and isnt afraid to make it shoot! He can drop a blast any where on the field! Talk about some good anit.....EVERYTHING! For his cost why wouldnt you take two squads of HQ with this guy in there!? Well from playing with him in quite a few games let me tell you why not. HE COULD NOT HIT THE BROADSIDE OF A MONOLITH! I played 5-6 games with him and he hit maybe a fifth of the time he shot! To random for me. If that did not square you away, he cripples your HQ from delivering game turning orders on that squad that you know is 17" away and if you just move them he could save them. But you want to TRY and hit that squad of Devistators.... What to do what to do? Just throw him on the bench for a fun game.
At last we get to my favorite guy in this little gang, Officer of the Fleet. This is the guy to take in any list wherever you go, and for what ever type of game you are playing. (So don't leave home wihtout him!) This guy is a pain in the but for anyone who has anything in reserve! They show up fashionably late, and now they may not come where you need them. Take his brother the astropath and just factor that for the enemy, except... Do the opposite! Thats right turn two they need a 5+ to come in! Good luck to you, and if they roll all of their reserves in then pick up your army shake his hand and say the dice gods must bless you! No real negatives to this guy, except he becomes a point sink if they have no reserves. But in 5th edition, everyone is doing reserves becasue it is the cool thing to do.
Lastly, we have the Bodyguards, these guys are great for bigger HQ squads, or HQ suads that are going to get into some dirty work. If you don't have either put their cost onto some extra armor for your tanks! But a good concept of taking the wound for the general, now throw a medic in there and you have Bodyguard Curtis Jackson!
Thats all on todays plate of the Break Down!
Hope you liked it! Post what you think of the Regimental Advisors!
Ace
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MOO! rofl!!!!
ReplyDeleteBut yeah, I believe you are right except...
Bodyguards are always cool. What's that rule? Look out sir....Aarrgh! is great, and tey're WS4 w/ 2 attacks. OMG