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Sunday, May 3, 2009

Eldar Guardians


Eldar Guardians. Just to be clear, we are looking only at "Guardian Defenders" in this review; not Jetbike Guardians, and not Storm Guardians. They will get their own reviews.

Guardian Defenders seem to be the least used of the Troops selections in Eldar armies (this could just be the ones I see most often, though). I mostly see people use the Dire Avengers as the "go-to" troops choice, with some infrequent Ranger use. Guardian Jetbikes I usually only see in an all-mobile army like a Saim-hann build... but not so much the standard Guardians.

Statline: WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 5+

Right off the bat, we can see that their stats are not impressive at all. So how are they useful? They're cheap. Incredibly cheap. They are your cheapest available unit at 8 points/model.

Squad sizes are 10 to 20 guardians, you must take a Heavy Weapon Platform, you have the option of taking a Wave Serpent, and also can attach a Warlock.

Equipment/Options

Shuriken Catapults. Don't confuse these with the Dire Avengers' catapults, these are 12" Range, S 4, AP 5, Assault 2. 12" range is a problem because that puts your Guardians in danger of being charged by anything they can shoot at.

Heavy Weapon Platforms. According to pg. 39 of the codex, "A heavy weapon mounted on a weapon platform counts as an assault weapon in all respects." Now that's interesting. The heavy weapon platform allows them to move on the fire! (Note that this rule does NOT apply to the "Support Weapon Teams" that take up a Heavy Support Slot. Those must remain stationary.)
Available to Guardians are a Bright Lance (30 points), Missile Launcher (20 points), Scatter Laser (15 points), Shuriken Cannon (5 points) and a Starcannon (25 points). These are some very versatile options, and can end up defining the role your Guardian Defenders take.

Warlock. For 25 points you can attach a warlock to your Guardian squad, adding a little extra protection, melee power, firepower, you name it.

Wave Serpent. For 90 points, you can have your Guardian squad (max of 12 models) in a Wave Serpent. Now, if you look at the transports of other armies, you'll notice that 90 is a lot. Like, a LOT. Add to that the notion that your Guardian squad can fire that heavy weapon while on the move, and I don't see too much appeal for a Wave Serpent for this particular unit. Rather, I would suggest saving the Wave Serpents for units like Storm Guardians, Dire Avengers, Fire Dragons, Howling Banshees, etc.

Roles

Ok, one obvious role would be objectives in your Deployment Zone, or objectives out of the way (though perhaps Rangers are better suited for those given Infiltrate). Attach some long range weaponry, sit on an objective and fire away. Missile Launchers are versatile in and of themselves and can offer you a wider range of targets to fire at. Bright Lances are arguably the Eldar's best anti-tank guns. They are 36", S8, and count AV 13 and 14 as AV12. That means Land Raiders take a glancing hit on a 4, and penetrating hit on a 5+. Your only hurdle will be your Guardians' BS of 3. Half your shots will miss. You can also take a Starcannon for some anti-Space Marine firepower. Want some added protection? Take a Warlock with Conceal and give your Guardians a 5+ cover save wherever they go.

"I usually take at least one squad of Guardian Defenders (10-12) with scatter laser or missile launcher. I also take a Warlock with the spiritseer upgrade and embolden. I use this unit primarily to babysit my Wraithlords which I use as heavy weapon platforms. No wraithsight check within 12" of the squads Spiritseer. Even better if you can set the Guardians on a small hill they are often tall enough to provide cover for the Wraithlords behind them." (Creative Carnage of Northwest Geeks)

Another, riskier role would be midfield/opponent's DZ. Mainly this role would be anti-infantry. Note that this is where Dire Avengers excel, so this is a very tricky role to get right for Guardians. While the Guardians' Shuriken Catapults aren't great, that Assault 2 could work out for you in the right circumstances. Consider maxing out the squad to 20, taking either a Shuriken Cannon or a Scatter Laser, and taking a Warlock with Destructor. Given that your heavy can fire on the move, this could prove a nasty surprise for your opponent. Play the midfield with your heavy and wait for an opportunity to assault. Having the heavy fire off, all 20 (or however many are left) Shuriken Catapults fire at Assault 2, and Destructor could do some serious damage and soften them up enough to finish in an assault (especially with the Warlock).

I would suggest sticking to cover when playing the midfield while looking for that opportunity to play your hand in an assault, or considering Conceal if you feel they're still too vulnerable, or if you play games with or expect sparse cover.

Also a big thing to keep in mind if you intend to use them like this: support them with the rest of your units. They cannot do it alone. Your force should be striking key targets as a single well-honed unit. A Guardian squad can, for the most part, exist in this condition and be outright ignored by your opponent in favor of your other units. Use this to your advantage.

Hopefully the Guardian Defenders choice won't be seen as such an underdog anymore. They're an extremely cheap unit that can be used in creative ways for roles one wouldn't consider normally. Cheap units that can hold objectives are also great to just sit on it in large numbers and take cover whenever they're threatened. They're the best method an Eldar commander has at his disposal to get more boots on the field.

9 comments:

  1. I'd stick them with a Scatter Laser, largely because the whole 'heavy 4' thing meshes well with BS3. You're going to get some hits.

    I'm not into Starcannons because chances are, if you're at the back of the field, you're going to give the enemy a cover save, and that negates the whole AP2 bonus you'd get a Starcannon for.

    Missile launchers...they're a half-and-half weapon. Versatile, yes, but with BS3 it's not that reliable. You won't put the Krak shots on-target as much, but you'll still have plasma missiles. Still, the scatter laser is probably more productive in terms of generating wounds.

    Bright Lances...can be had on more accurate platforms. Namely, if you're footslogging, Wraithlords (BS4) and/or Wave Serpents (twin-linked BS3, actually about 10% better than BS4...).

    Shuriken Catapults have less range and shots than a Scatter Laser, so I'm not really sure why you'd take them over the Scatter Laser.

    So, if I'm recalling point values right, you can get a minimal Guardian squad with scatter laser for 95 points. Not bad, for what it gives you.

    The Shuriken Catapults...you CAN use them, but you'd better have melee support nearby, or KILL the target to a man.

    Warlocks in the squad? Since you should be abe to get some cover, Conceal isn't a major priority. If you're using Destructor, well, you're asking for trouble. If you're using Enhance? Why aren't you storm guardians? If you're using Embolden...well, you probably don't have an Avatar nearby.

    I'm going to have to go with your assessment of 'good as a longer-ranged gun platform', as there are units that do the other jobs better.

    I admit I fall into the Dire Avenger trap, though I've been running mechanized predominantly, and they can pop out and crank out 20 shots from 18".

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  2. Well, I'm still not that good at Eldar. But here's what I think.

    They should bring in Bright Lances, be maxed out to 20 men, have a warlock give them Embolden (makes them re-roll leadership right?). During the first turn, they should a little into the table and from there on, be a fire platform. Yes, their BS is not great, but it's a 21 wound Bright Lance...

    The Bright Lance can stay out of cover so the enemy doesn't get cover while the other 15 Guardians should hug cover to get the 4+. Just hide some Banshees nearby and the opponent will think twice about assaulting them.

    It's just what I'm thinking.

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  3. I appreciate the ideas on how to use Guardians. I'm planning on using them when I finally get around to constructing an army, and it's nice to hear ways to make them work--even if they won't work quite as well as other options.

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  4. @Alivn
    Keeping the Bright Lance out of cover isn't necessary...Vehicles and MCs need to have half their hull/body covered, and they're not likely to get that because the Lance is in cover.

    If you were going to mount Lances in Guardians, I'd commit to bringing at least 2-3 squads of it.

    A BS3 lance will penetrate its target about 16% of the time, assuming AV12 or better. It'll glance about 8% of the time.

    The BS3 is the real downer in this case.

    Comparatively, if you went with a Lance on a BS4 Wraithlord, you'd get a pen 22% of the time, and a glance 11% of the time. Better odds in general, though it's a different set of vulnerabilities.

    In fairness, I'd probably not waste shots on a 20-strong Bright Lance Guardian squad, but it's also about 200 points...and it will evaporate in assault. The Warlock is good for an average of a wound in assault, and the 20 guardians will get an average of 3.3 wounds in close combat against a T4 opponent. In other words, they might get that re-roll on the leadership, but at base Ld8, they'll lose by at least 3-4 guys, fail a Ld4 check, and then get swept.

    I'd rather pay a little more and max out on Guardian gun squads...

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  5. Saim-Hann are known for their Jetbikes and it's no surprise that the newest Codex allows for more 'fluffy' armies. I like the Biel-Tan craft world myself and personally would spam the crap out of Guardians while using aspect warriors for specialized tasks.

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  6. @Raptor1313: A Scatter Laser is a great choice for anti-infantry; arguably the best choice. Reason for taking a Shuriken Cannon is because it's a similar role, but 10 points cheaper...incase you're just over your allotted point value.

    As far as using the Shuriken Catapults, you don't need melee nearby, but it would be helpful. I've seen them used as a 20-strong with Scatter Laser and Destructor Warlock alongside a Dire Avenger. The two units would focus fire, and usually ended with the target having only 2 models left, at which point the Guardians would charge. Warlock would kill one, and the one that's left would do minimal damage to the Guardians while they finished him off.

    @Alvin/Raptor: If your intent is to hold them back and shoot from afar with an anti-tank weapon, I would actually recommend taking the minimum 10. Given their low BS and only one heavy, your opponent is likely to ignore them. If they do get shot at and they're sitting on an objective, have them Go To Ground. Meanwhile, counter with another unit you have nearby (Fast Attack, maybe?) None of your units in an Eldar army should be far from the rest. Think of the entire army as one unit. Focus-fire, and protect your flanks; mobility is your advantage. I would really only take the full 20 if I'm going to play the mid-field, as that's when you need the padding.

    Raptor's idea of multiple squads of BL's is a good one. To offset the low BS and minimize incoming fire, 3 squads of 10-man BL squads could turn something minor into a good deal. A 10-man squad with a BL is 110 points. 3 of them will be 330 points.

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  7. I usually take at least one squad of Guardian Defenders (10-12) with scatter laser or missile launcher. I also take a Warlock with the spiritseer upgrade and embolden. I use this unit primarily to babysit my Wraithlords which I use as heavy weapon platforms. No wraithsight check within 12" of the squads Spiritseer. Even better if you can set the Guardians on a small hill they are often tall enough to provide cover for the Wraithlords behind them.

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  8. Guardian Defenders really do fall heavily into the 'We're gonna go in and fight the enemy ... why don't you kids GUARD THE CAR!" camp.

    They simply suck and there's better troop choices ... The problem with playing Eldar is that you're a brittle sword - so many options ... so little time.

    Guardian Defenders are the last choice on my list for an Eldar force. Even storm guardians beat guardians (they've got 12" range too and at least they'll make an effort defending the objective.)

    In my opinion, weak and numerous choices like this need to be very numerous to work - take imperial guard as an example... Defenders are just meh!? And Sooo pricey, 8 pts for that statline and a 12" gun - no thanks!

    So in conclusion, take Storm Guardians - ignore the weapons platform as your storms are gonna be hugging the cover more than shooting (go to ground), and providing Spirit Seer support (and a cover save) to the antitank Wraithlords ... and if you find yourselves in a last stand situation - shuriken pistols are 12" too, so assault with Enhance, shuriken pistol fire, a destructor (oh and the wraithlords) will ensure you hold your objective.

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  9. Epic new ability for my good old guys
    blade stotm!
    avengers have it
    it lets you add +1 to the no. of shots BUT must not shoot next turn,they must reload

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