Guardian: Difference between revisions
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[[File:-Eldar-Guardian-.jpeg|300px|right|thumb|The chewtoys of Black Library writers. | [[File:-Eldar-Guardian-.jpeg|300px|right|thumb|The chewtoys of Black Library writers. If they get any worse they will be reaching grot levels of pathetic.]] | ||
'''Guardians''' | '''Guardians''' aka '''Guardian Defenders''' are your basic [[Eldar]] boots on the ground. Every Eldar is given some military training and drill so that a militia can be formed if necessary to defend their [[craftworld]]. Guardians are those who are not currently walking the [[Paths of the Eldar|Path of the Warrior]], but instead do something like baking or artistic flower arrangement. When the need arises, these civilians are called upon to serve as infantry as well as vehicle and starship crews. | ||
It's a mystery to many W40k players as to why Guardians still even exist in the board game, considering [[Skub|the Eldar race has been dying out for more than 10,000 years.]] The oft-repeated saying that "one Eldar life is worth more than a hundred thousand human lives" is being contradicted quite a lot by the fact that the lives of these ordinary Eldar citizens can so easily be thrown away. One would assume that at this point all Eldar would already be walking the Path of the Warrior or Exile or Seer. | |||
It's a mystery to many W40k players | |||
==Black Guardians== | ==Black Guardians== | ||
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Black Guardians are special chaps in that they act more like a reserve military force rather then a civilian militia or national defense force. Exclusive to [[Craftworld]] [[Ulthwé]], these guys are the Elfdar equivalent of the [[Imperial Guard|Imperial Guardsmen]] [[Infantry Squad]] in the same way that normal Guardians are the equivalent of the local [[Planetary Defence Force]]. Because the [[Paths of the Eldar|Path of the Seer]] is the longest and most dangerous Eldar Path, and because Ulthwé relies especially on its [[Farseer|Seers]], this leaves little time for its denizens to tread the Warrior Path. | Black Guardians are special chaps in that they act more like a reserve military force rather then a civilian militia or national defense force. Exclusive to [[Craftworld]] [[Ulthwé]], these guys are the Elfdar equivalent of the [[Imperial Guard|Imperial Guardsmen]] [[Infantry Squad]] in the same way that normal Guardians are the equivalent of the local [[Planetary Defence Force]]. Because the [[Paths of the Eldar|Path of the Seer]] is the longest and most dangerous Eldar Path, and because Ulthwé relies especially on its [[Farseer|Seers]], this leaves little time for its denizens to tread the Warrior Path. | ||
They are more highly trained compared to standard Guardians, as previously mentioned, but are arranged in a similar manner, consisting of both Defender and [[Storm Guardians|Storm units]] as well as crewing heavy weapons and light vehicles. They are called Black Guardians cos their armor is painted black (Gee! Who would of thought!?). Although official [[fluff]] material states that it is to symbolize the Eldar color of mourning, for the frequent attacks it has suffered passing close to the [[Eye of Terror]] (even though the Eldar colour of mourning is white). We in [[/tg/]] | They are more highly trained compared to standard Guardians, as previously mentioned, but are arranged in a similar manner, consisting of both Defender and [[Storm Guardians|Storm units]] as well as crewing heavy weapons and light vehicles. They are called Black Guardians cos their armor is painted black (Gee! Who would of thought!?). Although official [[fluff]] material states that it is to symbolize the Eldar color of mourning, for the frequent attacks it has suffered passing close to the [[Eye of Terror]] (even though the Eldar colour of mourning is white). We in [[/tg/]] state otherwise... in that it is just [[GeeDubs]] trying to make the Elfdar look super [[Edgy|edgy and goth.]] Tactically, they make heavy use of the Webway which allows them to appear anywhere on the battlefield, seemingly emerging from nowhere. | ||
Black Guardians sometimes offer services to other Eldar races, most predominantly the [[Harlequins]], in | Black Guardians sometimes offer their services to other Eldar races, most predominantly the [[Harlequins]], in exchange for guarantees of future support. | ||
==Role on the | ==Role on the battlefield== | ||
[[File:-Craftworld-Eldar-Guardians-.jpeg|400px|right|When not dying in droves. They can look pretty fuckin' badass.]] | [[File:-Craftworld-Eldar-Guardians-.jpeg|400px|right|When not dying in droves. They can look pretty fuckin' badass.]] | ||
For the most part Eldar Guardians only take to the field in the most dire of events | For the most part Eldar Guardians only take to the field in the most dire of events when the Aspect warriors just aren't enough to win the Day. The Craftworlds would rather not put the civilians they are supposed to protect into harms way, which means that Guardians generally function in support roles on the battlefield. | ||
Most Guardians have never walked the Path of the Warrior and so have not developed their own War Mask. Therefore before they enter battle they will gather together for a seer to cast a temporary Mask over the group to protect them from the horrors they are about to experience. It seems rather strange that Eldar are so sensitive to violence that battle is super extra traumatic to them. | |||
Guardians will often be led by a Warlock who will try his/her best to keep as many of them alive as possible. | |||
In their role as a support force they are also in charge of the Eldar Support Batteries, War Walkers, Windriders and piloting the many Eldar vehicles of war. | |||
When taken as a whole this civilian fighting force can enter battle with the very best their enemies can muster and still have a decent chance of coming out victorious (unless they feature in a black library book, in which case be prepared to watch them charging head first into terminators, and getting mowed down in their thousands). | |||
== On the Tabletop == | |||
[[File:99120104018_Guardians10NEW_02.jpg|200px|right|thumb|[[Gay|Don't expect any heterosexual macho man anywhere.]]]] | |||
Like most Eldar on the tabletop, Guardians are physically weak and fragile (at least compared to other Xenos and SPESS MAHREENS) but mobile. Unlike most Eldar, they don't have a specialized role— this is a problem in an army that is all about specialization. | |||
The usual armament for a '''Guardian Defender''' is a Shuriken Catapult. It is assault 2, has bolter strength and AP, and possesses a neat ability called Bladestorm that is basically a weaker version of Rending. Unfortunately these guns have a pathetic range of 12". This is a problem, as 12" is exactly charge distance, and is also exactly rapid-fire range for many enemy weapons. Guardians also have Plasma Grenades (STR 4, AP-1, Grenade D6, Blast) and wear Mesh Armor for a 5+ save. | |||
Usually you won't be taking Guardians to kill things— you'll want them sitting in cover or on an objective, warding things off with the threat of very killy dakka if they get close. The Eldar have access to very fast, tough jetbikes that can have even more firepower than Guardians for only a marginal increase in cost (why aren't you using them instead?), or [[Dire Avengers]], a type of Aspect Warrior who are basically Guardians++, with heavier armor, a gun with 50% more range, and access to an Exarch with neat powers and a sword that can insta-gib pesky champions or leader units in melee. | |||
Guardians in 8th edition perform rather well as objective holders, as their naturally robust squad sizes combined with the fire support of a HWP or two can discourage GEQ and MEQ targets from trying to contest your points. Between psyker support and Guardian-centered stratagems, they can also become shockingly durable, with a 4+ Invulnerable save from Celestial Shield that Warlocks can boost to a 3+, and a 5/6++ Feel No Pain, if Farseers are also involved or if part of an Ulthwe army. | |||
Guardians in 8th edition perform rather well as objective holders, as their naturally robust squad sizes combined with the fire support of a HWP can discourage GEQ and MEQ targets from trying to contest your points. Between psyker support and Guardian-centered stratagems, they can also become shockingly durable, with a 4+ Invulnerable save from Celestial Shield that Warlocks can boost to a 3+, and a 5/6++ Feel No Pain, if Farseers are also involved or if part of an Ulthwe army. | |||
9th edition brought in some core gameplay changes that Guardian Defenders didn't take too kindly to. First, the increase to 10 points a | 9th edition brought in some core gameplay changes that Guardian Defenders didn't take too kindly to. First, the increase to 10 points each is nothing less than a slap in the face to Eldar players. However, the thing that kills them are the changes to unit cohesion and the addition of blast weapons. With unit sizes of 6 or more requiring each model to be within 2" of two other models in their unit, conga-lining Guardians to bubblewrap your backline or characters is a thing of the past. Poorly positioning your guardians can result in a chain reaction of models being lost from cohesion checks even if only a single guardian actually died earlier in the round. Blast Weapons are also extremely effective against even an MSU guardian squad, since they'll always generate a minimum of 3 hits on any squad with 6 or more models. If players (foolishly) decide to take the heavy weapon platform and put the number of models in the squad up to 11, then all blast weapons always generate the highest possible number of hits they'd be capable of (a 2d6 Blast weapon will automatically generate 12 hits). With the pitiful toughness and armor saves guardians have, having the entire squad get bombed out of existence from just a few blast weapons is a very likely outcome. They still do have access to the ''potential'' durability afforded to them through psyker/stratagem support, but that'll only get you so far as the new edition's power creep continues continues to grow. | ||
Even so, Guardian Defenders can still make for a surprisingly potent offensive presence in spite of their modest wargear. Utilizing stratagems, Craftworld armies can deep-strike up to two units of Guardians within 9 inches of an enemy unit; easily within range of their Shuriken Catapults. Doing this with two maximum sized blocks of Guardians makes for a grand total of [[Dakka | 80]] shots coming out of practically nowhere. Even if those shots are only S4 with conditional AP, most standard units of infantry and even some lighter vehicles won't be able to shrug off that much dakka. With 8th Edition also conferring split fire, you're free to divide up all 80 of those shots among a selection of targets and avoid overkilling the bejesus out of just one unit. | |||
As previously mentioned, every 10 guardians can take a Heavy Weapon Platform for additional firepower: | |||
*'''Shuriken Cannon''': For Guardians on the move, who still want to contribute something that hits a little harder and farther than their pea shooters. | *'''Shuriken Cannon''': For Guardians on the move, who still want to contribute something that hits a little harder and farther than their pea shooters. | ||
*'''Scatterlaser''': The long range GEQ hunter, this cheap option is great on objective holding Guardians who expect to face larger numbers of infantry. | *'''Scatterlaser''': The long range GEQ hunter, this cheap option is great on objective holding Guardians who expect to face larger numbers of infantry. |
Revision as of 19:20, 28 September 2020
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Guardians aka Guardian Defenders are your basic Eldar boots on the ground. Every Eldar is given some military training and drill so that a militia can be formed if necessary to defend their craftworld. Guardians are those who are not currently walking the Path of the Warrior, but instead do something like baking or artistic flower arrangement. When the need arises, these civilians are called upon to serve as infantry as well as vehicle and starship crews.
It's a mystery to many W40k players as to why Guardians still even exist in the board game, considering the Eldar race has been dying out for more than 10,000 years. The oft-repeated saying that "one Eldar life is worth more than a hundred thousand human lives" is being contradicted quite a lot by the fact that the lives of these ordinary Eldar citizens can so easily be thrown away. One would assume that at this point all Eldar would already be walking the Path of the Warrior or Exile or Seer.
Black Guardians
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Black Guardians are special chaps in that they act more like a reserve military force rather then a civilian militia or national defense force. Exclusive to Craftworld Ulthwé, these guys are the Elfdar equivalent of the Imperial Guardsmen Infantry Squad in the same way that normal Guardians are the equivalent of the local Planetary Defence Force. Because the Path of the Seer is the longest and most dangerous Eldar Path, and because Ulthwé relies especially on its Seers, this leaves little time for its denizens to tread the Warrior Path.
They are more highly trained compared to standard Guardians, as previously mentioned, but are arranged in a similar manner, consisting of both Defender and Storm units as well as crewing heavy weapons and light vehicles. They are called Black Guardians cos their armor is painted black (Gee! Who would of thought!?). Although official fluff material states that it is to symbolize the Eldar color of mourning, for the frequent attacks it has suffered passing close to the Eye of Terror (even though the Eldar colour of mourning is white). We in /tg/ state otherwise... in that it is just GeeDubs trying to make the Elfdar look super edgy and goth. Tactically, they make heavy use of the Webway which allows them to appear anywhere on the battlefield, seemingly emerging from nowhere.
Black Guardians sometimes offer their services to other Eldar races, most predominantly the Harlequins, in exchange for guarantees of future support.
Role on the battlefield
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For the most part Eldar Guardians only take to the field in the most dire of events when the Aspect warriors just aren't enough to win the Day. The Craftworlds would rather not put the civilians they are supposed to protect into harms way, which means that Guardians generally function in support roles on the battlefield.
Most Guardians have never walked the Path of the Warrior and so have not developed their own War Mask. Therefore before they enter battle they will gather together for a seer to cast a temporary Mask over the group to protect them from the horrors they are about to experience. It seems rather strange that Eldar are so sensitive to violence that battle is super extra traumatic to them.
Guardians will often be led by a Warlock who will try his/her best to keep as many of them alive as possible.
In their role as a support force they are also in charge of the Eldar Support Batteries, War Walkers, Windriders and piloting the many Eldar vehicles of war.
When taken as a whole this civilian fighting force can enter battle with the very best their enemies can muster and still have a decent chance of coming out victorious (unless they feature in a black library book, in which case be prepared to watch them charging head first into terminators, and getting mowed down in their thousands).
On the Tabletop
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Like most Eldar on the tabletop, Guardians are physically weak and fragile (at least compared to other Xenos and SPESS MAHREENS) but mobile. Unlike most Eldar, they don't have a specialized role— this is a problem in an army that is all about specialization.
The usual armament for a Guardian Defender is a Shuriken Catapult. It is assault 2, has bolter strength and AP, and possesses a neat ability called Bladestorm that is basically a weaker version of Rending. Unfortunately these guns have a pathetic range of 12". This is a problem, as 12" is exactly charge distance, and is also exactly rapid-fire range for many enemy weapons. Guardians also have Plasma Grenades (STR 4, AP-1, Grenade D6, Blast) and wear Mesh Armor for a 5+ save.
Usually you won't be taking Guardians to kill things— you'll want them sitting in cover or on an objective, warding things off with the threat of very killy dakka if they get close. The Eldar have access to very fast, tough jetbikes that can have even more firepower than Guardians for only a marginal increase in cost (why aren't you using them instead?), or Dire Avengers, a type of Aspect Warrior who are basically Guardians++, with heavier armor, a gun with 50% more range, and access to an Exarch with neat powers and a sword that can insta-gib pesky champions or leader units in melee.
Guardians in 8th edition perform rather well as objective holders, as their naturally robust squad sizes combined with the fire support of a HWP or two can discourage GEQ and MEQ targets from trying to contest your points. Between psyker support and Guardian-centered stratagems, they can also become shockingly durable, with a 4+ Invulnerable save from Celestial Shield that Warlocks can boost to a 3+, and a 5/6++ Feel No Pain, if Farseers are also involved or if part of an Ulthwe army.
9th edition brought in some core gameplay changes that Guardian Defenders didn't take too kindly to. First, the increase to 10 points each is nothing less than a slap in the face to Eldar players. However, the thing that kills them are the changes to unit cohesion and the addition of blast weapons. With unit sizes of 6 or more requiring each model to be within 2" of two other models in their unit, conga-lining Guardians to bubblewrap your backline or characters is a thing of the past. Poorly positioning your guardians can result in a chain reaction of models being lost from cohesion checks even if only a single guardian actually died earlier in the round. Blast Weapons are also extremely effective against even an MSU guardian squad, since they'll always generate a minimum of 3 hits on any squad with 6 or more models. If players (foolishly) decide to take the heavy weapon platform and put the number of models in the squad up to 11, then all blast weapons always generate the highest possible number of hits they'd be capable of (a 2d6 Blast weapon will automatically generate 12 hits). With the pitiful toughness and armor saves guardians have, having the entire squad get bombed out of existence from just a few blast weapons is a very likely outcome. They still do have access to the potential durability afforded to them through psyker/stratagem support, but that'll only get you so far as the new edition's power creep continues continues to grow.
Even so, Guardian Defenders can still make for a surprisingly potent offensive presence in spite of their modest wargear. Utilizing stratagems, Craftworld armies can deep-strike up to two units of Guardians within 9 inches of an enemy unit; easily within range of their Shuriken Catapults. Doing this with two maximum sized blocks of Guardians makes for a grand total of 80 shots coming out of practically nowhere. Even if those shots are only S4 with conditional AP, most standard units of infantry and even some lighter vehicles won't be able to shrug off that much dakka. With 8th Edition also conferring split fire, you're free to divide up all 80 of those shots among a selection of targets and avoid overkilling the bejesus out of just one unit.
As previously mentioned, every 10 guardians can take a Heavy Weapon Platform for additional firepower:
- Shuriken Cannon: For Guardians on the move, who still want to contribute something that hits a little harder and farther than their pea shooters.
- Scatterlaser: The long range GEQ hunter, this cheap option is great on objective holding Guardians who expect to face larger numbers of infantry.
- Starcannon: The reasonably priced MEQ gibber, which is great for either softening up a unit for the rest of your guardians to pick at, or finishing off weakened units.
- Bright Lance: Another weapon that's ideal on objective holding squads, the Bright Lance is perfect for trying to muck up enemy monsters or vehicles. Is kind of inefficient on Guardian Defenders though, given the 85 point tax you're going to be paying along side it.
- Aeldari Missile Launcher: An expensive, but wonderfully flexible option for Guardians you expect to be in the back lines. While being able to threaten a wide variety of targets is nice, taking this option maximizes the cost of your Guardians and may be impractical for lower point games.
Forces of the Harlequins | |
---|---|
Command | High Avatar • High Warlock • Shadowseer • Solitaire |
Troops | Black Guardian • Death Jester • Master Mime • Mime • Troupe Master • Trouper • Warlock |
Vehicles | Black Guardian War Walker • Black Guardian Vyper • Jetbike • Skyweaver • Starweaver • Venom • Voidweaver |
Allies | Dark Eldar • Eldar |