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View Full Version : Best Uses For Bullgryns?



Proiteus
07-02-2014, 03:09 AM
I'm thinking of adding some Bullgryns to my Guard army as they're great models and I have some ideas for some minor conversion work.

Only problem is I'm unsure how best to use them so far I've have 3 ideas...

3 Bullgryns and a Priest – The unit will be fielded with my Hellhammer super heavy and escort it around providing it with a 3+ cover save and most of all prevent charges by units such as knights, terminators, etc. They might not last long but that will afford me 1 or 2 more turns of shooting with the lord of war.

3 Bullgryns, Priest & Yarrick in Chimera – Someone suggested this unit as a in your face unit that will cause some serious damage if not dealt with after they disembark from their transport, only thing that troubles me about this unit is it's expensive cost and the fact it has to endure a turn of shooting.

4-5 Bullgryns, priest and Yarrick on foot. - A nice bulky unit to draw fire or slow down enemy units going for my lines, I plan to have a nearby psyker providing biomancy support as I think it's too dangerous to have him in the squad due the fact Yarrick will execute him if perils happens. Could give the bone'ead a power maul and shield for extra damage and protection.

I'd be grateful for any suggestions or advice on how to get the most out of a Bullgryn unit, also if anyone has any experiences they can share playing with or against them that be very helpful?

Mr Mystery
07-02-2014, 03:47 AM
First, the obvious.....

Going Powermaul? Get them in a Transport. Gets them to the front line quicker, and in something more resembling one piece.

Going big shield? Big unit, walking. Pricey yes, but mobile cover for Guard is always useful.

Badtucker
07-02-2014, 03:48 AM
with the big shield my mate uses them as a mobile cover shield for his tanks.

Allen Broussard
07-02-2014, 06:34 AM
yep, a squad of them giving cover to a leman Russ squadron is nasty.

With camo nets they give the Russ's a 3+ cover save while the tanks do the dirty work.

Proiteus
07-03-2014, 10:33 AM
Thanks, I think I'll be building a squad to shield my Baneblade. However can't think of anything else that would greatly benefit from their aside from that I don't have any tank squadrons side from 3 plasma sentinels.

Henry Cabot Henhaus III
07-03-2014, 11:46 AM
As Allen said, but if you put them behind a Aegis line the tanks now have a 2+ cover save and the Bullgryns can also gain a 2++ cover save by going to ground.

Harley
07-03-2014, 01:17 PM
As Allen said, but if you put them behind a Aegis line the tanks now have a 2+ cover save and the Bullgryns can also gain a 2++ cover save by going to ground.

Aegis is considered battlefield debri and only provides a natural 4+ cover, so Battle Tanks with camo netting would have a 3+ behind them.

A better option is to put your tanks on a Skyshield. Since the tanks are obscured by a "Fortification" they get a 3+, 2+ with camo cloak and a 4++ invulnerable to shooting.

EVIL INC
07-07-2014, 01:25 PM
And with no access points, an assaulter would have to be a flyer/jumper to reach themto assault. Course, this would negate the bullgryns and the OP is looking to use them in particular.

kellyj
07-07-2014, 05:22 PM
Not to forget you can now share transports...so stick them in a Land Raider so they can get to where they are going, then assault out of the LR...especially if your playing Unbound.

Henry Cabot Henhaus III
07-09-2014, 09:54 AM
Aegis is considered battlefield debri and only provides a natural 4+ cover, so Battle Tanks with camo netting would have a 3+ behind them.

A better option is to put your tanks on a Skyshield. Since the tanks are obscured by a "Fortification" they get a 3+, 2+ with camo cloak and a 4++ invulnerable to shooting.

Going to ground behind an Aegis a model gains +2 to its cover save (page 19 under Defence Lines), so the Bullgryns would get a 2+ cover save. The Tanks start with a 4+ for the Defence Line, gain +1 for cammo cloak and +1 for the Bullgryns. That is how they would receive their 2+ cover save. I think that is correct. A big use of points probably better used elsewhere.

I can't find a reference that says Fortifications provide a cover save of 3+. They are a Fortification with "Terrain Type: Unusual" and have their own rules.

Kargarok
07-11-2014, 10:28 AM
I'm not certain how it works in 7th Ed. (still haven't played a game or sat down with the rules yet) But it used to be that if the transport has not yet moved, you could disembark, move then charge. If it had moved, then you'd have to suck up a round of shooting yes. So with careful maneuvering you could get the small unit with Yarrick and priest into combat while avoiding the everything but overwatch. Assuming it still works this way anyhow. ;)