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====Specialist Detachment - Victrix Guard==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {{W40kKeyword|Captains}} of all flavours (note this doesn't include Calgar), {{W40kKeyword|ancients}} (all flavours){{W40kKeyword|, Honour guards, victrix honour guards, vanguard vets & sternguard vets}} gain the {{W40kKeyword|VICTRIX GUARD}} keyword, for when you want to bring the very elite, the exemplars among exemplars. But not termies, they aren't vet enough apparently. And fluff aside, this is the only <s>formation</s> specialist detachment that can bring deepstriking melee squads with actual AP, aka Vanguard Vets. <br>This is a MELEE formation; Sternguards were included only because their serge looks cool next to Calgar. ''Thanks, sarge!'' Note that only {{W40kKeyword|ULTRAMARINES}} can take this, and not any of their Successors. <div class="mw-collapsible-content"> *Consider a basic Vanguard Detachment of Captain w/ Twin Lightning Claws (with the Imperium's Sword trait), Ancient w/ Bolt Pistol and two basic Vanguard Vet squads, with the Sergeant's replacing their Chainswords with Lightning Claws. This will give you 12 Bolt Pistol attacks, 12 Lightning Claw attacks, and 27 Basic attacks, the later upped to 15 and 36 if the Ancient is given the Relic Banner. All for just over 300 points. **If you need a transport, a Land Raider Redeemer works, though it is expensive, almost doubling the cost. *One use of this detachment is to make your smash captain rival the blood angels; Fight Like Demigods buffs your hit rolls to a 2+ rerolling, Warden of Ultramar makes your wound rolls better than even slamminigus for a turn and Strike First can be a nasty and unexpected counterattack. This tactic costs a lot of CP but is worth it when some random captain tears apart an imperial knight. '''Stratagems''' *'''Fight Like Demigods (1CP):''' At the start of the Fight phase, pick a {{W40kKeyword|VICTRIX GUARD}} unit within 6" of a {{W40kKeyword|VICTRIX GUARD CAPTAIN}}. That unit's attacks get +1 to hit until the end of the phase. **Great with unwieldy Thunder Hammers and Power Fists, as they will remain WS3+ whilst enjoying the Captain's rerolls (instead of becoming coin-flip WS4+ and ''needing'' a Chaplain). Even with regular power weapons, becoming WS2+ for a single CP (that you can regain) is a good deal. *'''Strike First, for Ultramar! (3CP):''' At the end of the opponent's Charge phase, pick a {{W40kKeyword|VICTRIX GUARD}} unit that was charged or made a Heroic Intervention. They get to pile in and fight right away as if it was the Fight phase AND can fight normally in the actual Fight phase as well. **The BEST melee stratagem of them all. Now nothing at all can prevent the chosen unit from fighting, as it attacks even before those units with the "fights first" ability, and even before the enemy can use 'Counter-Offensive'. It's a <u>Counter Offensive Counter Offensive that lets you fight twice</u>, and that'd usually cost 2+3 CP, but the poster boys just have to be ''better than you''. '''Warlord Trait''' *'''Warden of Ultramar:''' Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly {{W40kKeyword|VICTRIX GUARD}} units within 6" of this Warlord. ''Useful if you didn't bring or, more commonly, couldn't AFFORD to bring a Lieutenant along. Useless on Twin Claw Vanguards, however, power sword vets become very dangerous''. </div></div>
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