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For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 11:36:13


Post by: Zach


Imperial Guard is an army that I have only played against once and never in a competitive setting. With this new codex, what are their strengths/weakness vs Tyranids, particularly FMC's and MC's.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 11:44:23


Post by: Biophysical


I'm leaving this here for fun, not serious tactical consideration.

Because you sometimes have to follow the rabbit down the silliest holes:

CCS (60), Straken (135), MoO (20), Astropath (25), 3 Plasma Gun (45), Medic (15), Carapace (8), Primaris Psyker (50), Primaris Psyker (50), Plasma Priest (40), Plasma Priest (40), Plasma Priest (40) = 528 (12 dudes)

Chimera (65), Camo Netting (15), Relic Plating (3) = 83

1 plasma pistol
6 plasma guns
1 walking ordnance blast
Built-in divination (Primaris Psykers)
FNP
Lots of invulnerable saves
Fearless
Furious Charge
Counter Attack
Priest stuff

So you start in your chimera, headed straight for the enemy, tossing a pie plate out your top hatch. Turn 2 you pile out and Prescience up, unloading at something with 13 re-rolled plasma guns, a pie plate, and whatever the psykers have. In combat you’ve got re-rolling Straken, a couple of re-rolling force axes, a few regular dudes, and whatever the priests bring to the party. Your chant priority against most targets is probably re-roll saves > re-roll wounds > smash. It’s only ~30% of an 1850 list.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 11:49:32


Post by: Paradigm


 Iechine wrote:
Imperial Guard is an army that I have only played against once and never in a competitive setting. With this new codex, what are their strengths/weakness vs Tyranids, particularly FMC's and MC's.


Against FMCs, IG can force grounding tests left, right and centre, with Chimeras able to potentially hit 4 different targets (Chimera, crew and 2 Lasgun arrays) and any unit potentially having Split Fire with orders. They can bring a lot of plasma for the points, and the same with melta. Hige fearless squads can Tarpit MCs, and meltabombs everywhere can threaten your MCs as well. Wyverns will shred gaunts or gants you have.

That said, without Fearless IG infantry will crumble in assault, and the same with Tanks vs MCs.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 12:04:13


Post by: Mr.Omega


 Miguelsan wrote:
 gmaleron wrote:
Zengu wrote:
Has anyone tried the improved death strike missile yet?


Take one of your Leman Russ Squadrons and give them long ranged weaponry and camp them around the Deathstrike. Sit back and bombard until its able to fire, watched this happen last night and it literally wiped out 3 quarters of a Tau Gunline army!


Unfortunately the Death Strike is still worthless (but fun specially if you put up a great show when rolling to fire ) A player that keeps castled up when a Death Strike is on the table is a player that can't grasp basic concepts like 1+1=2. The Death Strike is a really fun thing to bring to a casual game but the average player that sees an IG list with it will spread around and rush the IG lines ASAP, it's not like the IG is the ultimate CC army after all and even Tau have better chances at assaulting the damn thing than waiting for the pie plate to wipe them out in one go.

M.


You talk about your opponent rushing your lines like that's an immediate defeat for yourself and the Deathstrike has no use in such a scenario.

Well, it has. You've forced the enemy to go on the offensive. All those slow, cumbersome Tau gunlines? You can force them to spread out thin, meaning you can isolate and destroy them better as their lanes of fire are disrupted, or you can massacre them as they attempt to charge your lines. It doesn't matter what they do, its a win-win-win.

And while defensive orientated armies try to stumble towards your hidden launchers clumsily, they're still going to be relatively close together, especially if you manipulate your own deployment to force their units closer together- for instance, by shoving the launcher, or launchers in a heavily defended corner. Then you nuke them.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 12:18:07


Post by: Unit1126PLL


 Paradigm wrote:
 Iechine wrote:
Imperial Guard is an army that I have only played against once and never in a competitive setting. With this new codex, what are their strengths/weakness vs Tyranids, particularly FMC's and MC's.


Against FMCs, IG can force grounding tests left, right and centre, with Chimeras able to potentially hit 4 different targets (Chimera, crew and 2 Lasgun arrays) and any unit potentially having Split Fire with orders. They can bring a lot of plasma for the points, and the same with melta. Hige fearless squads can Tarpit MCs, and meltabombs everywhere can threaten your MCs as well. Wyverns will shred gaunts or gants you have.

That said, without Fearless IG infantry will crumble in assault, and the same with Tanks vs MCs.


Stick a 40pt enginseer in the chimera with whatever squad, and then shoot 5 targets. And repair the chimera.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 12:58:44


Post by: DaddyWarcrimes


Biophysical wrote:
I'm leaving this here for fun, not serious tactical consideration.

Because you sometimes have to follow the rabbit down the silliest holes:

CCS (60), Straken (135), MoO (20), Astropath (25), 3 Plasma Gun (45), Medic (15), Carapace (8), Primaris Psyker (50), Primaris Psyker (50), Plasma Priest (40), Plasma Priest (40), Plasma Priest (40) = 528 (12 dudes)

Chimera (65), Camo Netting (15), Relic Plating (3) = 83

1 plasma pistol
6 plasma guns
1 walking ordnance blast
Built-in divination (Primaris Psykers)
FNP
Lots of invulnerable saves
Fearless
Furious Charge
Counter Attack
Priest stuff

So you start in your chimera, headed straight for the enemy, tossing a pie plate out your top hatch. Turn 2 you pile out and Prescience up, unloading at something with 13 re-rolled plasma guns, a pie plate, and whatever the psykers have. In combat you’ve got re-rolling Straken, a couple of re-rolling force axes, a few regular dudes, and whatever the priests bring to the party. Your chant priority against most targets is probably re-roll saves > re-roll wounds > smash. It’s only ~30% of an 1850 list.


You forgot the part where they can kill your Chimera laughably easily. Chimerae are kind of durable, in large numbers at range, where they can protect each others' weak flanks Playing them aggressively takes a lot of work and fairly dense terrain.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 13:45:17


Post by: L0rdF1end


I was just reading an AM codex review and found this point quite amusing:

"Also, am I missing something or is the allies chart/para missing from the book? I've checked both the BL digital and print copies and don't see it anywhere. When we couldn't find it we pre-emptively house ruled at the shop I go to that they are just IG from the BRB. This could be a tournament nightmare if it is truly missing as with the name change they RAW have NO ALLIES".

LOL


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 13:51:29


Post by: Biophysical


DaddyWarcrimes wrote:

You forgot the part where they can kill your Chimera laughably easily. Chimerae are kind of durable, in large numbers at range, where they can protect each others' weak flanks Playing them aggressively takes a lot of work and fairly dense terrain.


That's why it's for fun, and not serious. You could run screens with hellhounds, but that just keeps piling silliness on top of silliness.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 14:11:10


Post by: Mavnas


So going back to the conscript blob. With 40 of them at max spacing you could make two 50' long lines. You know instead of marking your deployment area off with dice or whatever, just use 120pts worth of dudes.

I think those long wall of martyrs sections just got more useful.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 14:33:02


Post by: kir44n


 Mr.Omega wrote:
 Miguelsan wrote:
 gmaleron wrote:
Zengu wrote:
Has anyone tried the improved death strike missile yet?


Take one of your Leman Russ Squadrons and give them long ranged weaponry and camp them around the Deathstrike. Sit back and bombard until its able to fire, watched this happen last night and it literally wiped out 3 quarters of a Tau Gunline army!


Unfortunately the Death Strike is still worthless (but fun specially if you put up a great show when rolling to fire ) A player that keeps castled up when a Death Strike is on the table is a player that can't grasp basic concepts like 1+1=2. The Death Strike is a really fun thing to bring to a casual game but the average player that sees an IG list with it will spread around and rush the IG lines ASAP, it's not like the IG is the ultimate CC army after all and even Tau have better chances at assaulting the damn thing than waiting for the pie plate to wipe them out in one go.

M.


You talk about your opponent rushing your lines like that's an immediate defeat for yourself and the Deathstrike has no use in such a scenario.



Well, it has. You've forced the enemy to go on the offensive. All those slow, cumbersome Tau gunlines? You can force them to spread out thin, meaning you can isolate and destroy them better as their lanes of fire are disrupted, or you can massacre them as they attempt to charge your lines. It doesn't matter what they do, its a win-win-win.

And while defensive orientated armies try to stumble towards your hidden launchers clumsily, they're still going to be relatively close together, especially if you manipulate your own deployment to force their units closer together- for instance, by shoving the launcher, or launchers in a heavily defended corner. Then you nuke them.



I think alot of people are underestimating what the deathstrike does. The Deathstirke changes how your opponent might have chosen to deploy (you always gain something forcing the enemy to change according to what you do). In addition, alot of armies like to cluster units up in order to maximize cover saves/block LOS for other units. Deathstrikes discourage this. So what if your enemy is now stringing out his units to prevent the deathstrike from vaporizing half his army, if half of his army is now exposed to your Leman Russes and other long ranged firepower that doesn't ignore cover?

In my opinion the Deathstrike is primarily a psychological weapon used to force your opponent to make strategic mistakes in deployment and movement, and any actual killing it does is just gravy. If you really want it to go off and not get hurt, stick it out of LoS behind a bastion, or put it behind an Aegis (4+), with bulllgryn (3+) and camo-netting(2+). And the rules don't say the bullgryn have to stay upright to confer their save, so you can have them go to ground for their own 2+ cover save as well.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:08:19


Post by: Blacksails


On the Wyvern, I'm not seeing the power here.

I've seen some people quote some obscene numbers of wounds; in an army list post someone worked the math out for an average of 3 wounds per blast. Maybe I'm conscious of blast markers, but I can't understand how anyone could possibly assume 3 wounds average for a single small blast marker when your opponent has 2" of coherency to play with.

Working under the assumption that most opponents would space out properly when facing off against multiple Wyverns, I can't help but think the raw firepower drops off considerably. If someone can consistently show me that in higher end play there's a constant supply of bunched up models waiting to eat a series of small blasts, I'll take it all back. The only scenarios I can think of are deep striking units, and ones either disembarking or had their transport blown up. Tank shocking helps, but that requires a tank to be in close promixity, and I can think of several units that would deal out more hurt than a few S4 small blasts.

At least the Thunderfire cannon brings with it numerous abilities, with different ammo, a techpriest, being artillery, and filling a role the book actually needs help with. The Wyvern is in the same slot as all the AV14 tanks (one of which also conveniently ignores cover with higher S and better AP) and the S9/10 barrage templates useful for hurting nearly everything reliably.

I'm just not buying the hype about the Wyvern. If it was Elite, I could the usefulness, but in the heavy slot? Personally, I have more important things to go there than extra GEQ killing power.

So, am I completely out to lunch?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:16:22


Post by: rabidguineapig


 Blacksails wrote:
On the Wyvern, I'm not seeing the power here.

I've seen some people quote some obscene numbers of wounds; in an army list post someone worked the math out for an average of 3 wounds per blast. Maybe I'm conscious of blast markers, but I can't understand how anyone could possibly assume 3 wounds average for a single small blast marker when your opponent has 2" of coherency to play with.

Working under the assumption that most opponents would space out properly when facing off against multiple Wyverns, I can't help but think the raw firepower drops off considerably. If someone can consistently show me that in higher end play there's a constant supply of bunched up models waiting to eat a series of small blasts, I'll take it all back. The only scenarios I can think of are deep striking units, and ones either disembarking or had their transport blown up. Tank shocking helps, but that requires a tank to be in close promixity, and I can think of several units that would deal out more hurt than a few S4 small blasts.

At least the Thunderfire cannon brings with it numerous abilities, with different ammo, a techpriest, being artillery, and filling a role the book actually needs help with. The Wyvern is in the same slot as all the AV14 tanks (one of which also conveniently ignores cover with higher S and better AP) and the S9/10 barrage templates useful for hurting nearly everything reliably.

I'm just not buying the hype about the Wyvern. If it was Elite, I could the usefulness, but in the heavy slot? Personally, I have more important things to go there than extra GEQ killing power.

So, am I completely out to lunch?


I don't think the Wyvern will have a place in my army either, it might only be 65 points but I can't see it reliably killing anything but bunched up squads of Ork Boyz in my own meta. If anything, it will only make my idiots friends deploy their guys in L shaped formations because for some reason they find that hilarious because it apparently renders my IG shooting useless.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:23:23


Post by: NuggzTheNinja


I'm thinking Imperial Guardstar is going to be pretty freaking brutal...


Coteaz: 100

Ordo Xenos Inquisitor in Power Armor w/ Force Sword, Rad Grenades, Liber Heresius and 2 Servo Skulls: 99

Azrael: 215

Priest:25
Priest:25


Infantry Platoon: 30
Infantry Squad, Sergeant w/ Melta Bombs & Power Axe: 70
Infantry Squad, Sergeant w/ Melta Bombs & Power Axe: 70
Infantry Squad, Sergeant w/ Melta Bombs & Power Axe: 70
Infantry Squad, Sergeant w/ Melta Bombs & Power Axe: 70
Infantry Squad, Sergeant w/ Melta Bombs & Power Axe: 70




It's ~850 points, BUT has 55 scoring bodies, and combines some of the nastiest synergy imaginable, getting rerolls on invuln saves, to-hit, and to-wound in H2H, precision shots at range with the PCS close behind issuing the order, strength boosts from 2x Hammerhand, and target T reductions from Rad Grenades. The weakest sucker has a 4+ invuln save which will be rerollable in H2H.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:25:53


Post by: Tactical_Genius


What about the primaris psykers??


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:29:13


Post by: Biophysical


I think even if you look at the Wyvern as averaging 1 model hit per blast, against a spread out foe it still ends up being pretty useful. Take a squadron of 3, which is sub 200 points. Against GEQs, that's 7 kills, anywhere on the board. Against MEQs, it's 3 kills. Those are only okay numbers, but the real utility is that you can reach out and do it to whatever objective campers you can't get to with other stuff, and you can do it while hiding.

On top of that, add in the ability to focus your wounds on important support characters

I also think severely punishing deepstrikers and taking advantage of bailed out squads is a real benefit. All those blasts are twin-linked, so you really increase your odds of hammering those small, bunched up targets.

Just for fun, look at 5 terminators that dropped in. If the first one hits, you'll probably get 6 more hits on the scatter die. That's 35 hits (not including the odd hit from linked-off scatters), for ~26 wounds, for ~ 4 kills. And that's against Terminators. For MEQs and lighter that are bailed out you're removing whole squads with a full salvo. And the Wyverns can always get to the bailed out squad, because they can hit anything on the board. Now, if you don't get that first hit in a good place, you're not going to do nearly as much, but at least it's twin-linked, so your odds are good.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:30:01


Post by: WonderAliceLand


So what do you all think is the best setup for the PowerPask?

I was thinking either:

1. Pask in Punisher, 2 LR vanquishers with Lascannons- 500pts
2. Pask in Punisher, 2 Punishers- 490pts
3. Pask in Punisher, 2 Exterminators with Lascannons- 520pts

For that much you get your HQ as well as 2 great Russes and 1 Amazing Russ. Obviously Pask's Punisher can be used against everything, the vanquishers would be hunting heavy armor, the punisher spam would be mowing down infantry, and the exterminators are for light armor/ heavy infantry.

Those are just some ideas, what do you think the best use for pask is?

edit: vanquisher= 72" armorbane str8 ap2, Punisher=24" str5 20 shots, Exterminator= 2 TL autocannons


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:36:20


Post by: alarmingrick


 Ryan_A wrote:
So what do you all think is the best setup for the PowerPask?

I was thinking either:

1. Pask in Punisher, 2 LR vanquishers with Lascannons- 500pts
2. Pask in Punisher, 2 Punishers- 490pts
3. Pask in Punisher, 2 Exterminators with Lascannons- 520pts

For that much you get your HQ as well as 2 great Russes and 1 Amazing Russ. Obviously Pask's Punisher can be used against everything, the vanquishers would be hunting heavy armor, the punisher spam would be mowing down infantry, and the exterminators are for light armor/ heavy infantry.

Those are just some ideas, what do you think the best use for pask is?

edit: vanquisher= 72" armorbane str8 ap2, Punisher=24" str5 20 shots, Exterminator= 2 TL autocannons


I just strongly feel that Pask in a tank with a range of 24" will be killed more often before he gets to be amazing.
Exterminator/Vanquisher would probably be my first choice.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:40:04


Post by: NuggzTheNinja


 alarmingrick wrote:
 Ryan_A wrote:
So what do you all think is the best setup for the PowerPask?

I was thinking either:

1. Pask in Punisher, 2 LR vanquishers with Lascannons- 500pts
2. Pask in Punisher, 2 Punishers- 490pts
3. Pask in Punisher, 2 Exterminators with Lascannons- 520pts

For that much you get your HQ as well as 2 great Russes and 1 Amazing Russ. Obviously Pask's Punisher can be used against everything, the vanquishers would be hunting heavy armor, the punisher spam would be mowing down infantry, and the exterminators are for light armor/ heavy infantry.

Those are just some ideas, what do you think the best use for pask is?

edit: vanquisher= 72" armorbane str8 ap2, Punisher=24" str5 20 shots, Exterminator= 2 TL autocannons


I just strongly feel that Pask in a tank with a range of 24" will be killed more often before he gets to be amazing.
Exterminator/Vanquisher would probably be my first choice.



What's going to kill him though if he's all bubblewrapped up?

Because the Russes are heavy, they're only moving 6" per turn anyway so you can have their bubblewrap advance without worrying about it impeding their movement. This is why I think IG-star is going to be brutal - it's basically an infantry + AV14 deathstar that all rolls around together, either assaulting things with 50 4++ reroll to hit and to wound bros with +1 str against -1 target toughness, or shooting the crap out of them with Russes and Precision Shots.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:40:20


Post by: alarmingrick


Blacksails wrote:On the Wyvern, I'm not seeing the power here.

So, am I completely out to lunch?


Nope, I completely agree

Biophysical wrote: I think even if you look at the Wyvern as averaging 1 model hit per blast, against a spread out foe it still ends up being pretty useful. Take a squadron of 3, which is sub 200 points. Against GEQs, that's 7 kills, anywhere on the board. Against MEQs, it's 3 kills. Those are only okay numbers, but the real utility is that you can reach out and do it to whatever objective campers you can't get to with other stuff, and you can do it while hiding.

On top of that, add in the ability to focus your wounds on important support characters

I also think severely punishing deepstrikers and taking advantage of bailed out squads is a real benefit. All those blasts are twin-linked, so you really increase your odds of hammering those small, bunched up targets.

Just for fun, look at 5 terminators that dropped in. If the first one hits, you'll probably get 6 more hits on the scatter die. That's 35 hits (not including the odd hit from linked-off scatters), for ~26 wounds, for ~ 4 kills. And that's against Terminators. For MEQs and lighter that are bailed out you're removing whole squads with a full salvo. And the Wyverns can always get to the bailed out squad, because they can hit anything on the board. Now, if you don't get that first hit in a good place, you're not going to do nearly as much, but at least it's twin-linked, so your odds are good.


St 4/ AP 6 is the only thing I see when I look at the WhyVern.



Automatically Appended Next Post:
 NuggzTheNinja wrote:
 alarmingrick wrote:
 Ryan_A wrote:
So what do you all think is the best setup for the PowerPask?

I was thinking either:

1. Pask in Punisher, 2 LR vanquishers with Lascannons- 500pts
2. Pask in Punisher, 2 Punishers- 490pts
3. Pask in Punisher, 2 Exterminators with Lascannons- 520pts

For that much you get your HQ as well as 2 great Russes and 1 Amazing Russ. Obviously Pask's Punisher can be used against everything, the vanquishers would be hunting heavy armor, the punisher spam would be mowing down infantry, and the exterminators are for light armor/ heavy infantry.

Those are just some ideas, what do you think the best use for pask is?

edit: vanquisher= 72" armorbane str8 ap2, Punisher=24" str5 20 shots, Exterminator= 2 TL autocannons


I just strongly feel that Pask in a tank with a range of 24" will be killed more often before he gets to be amazing.
Exterminator/Vanquisher would probably be my first choice.



What's going to kill him though if he's all bubblewrapped up?

Because the Russes are heavy, they're only moving 6" per turn anyway so you can have their bubblewrap advance without worrying about it impeding their movement. This is why I think IG-star is going to be brutal - it's basically an infantry + AV14 deathstar that all rolls around together, either assaulting things with 50 4++ reroll to hit and to wound bros with +1 str against -1 target toughness, or shooting the crap out of them with Russes and Precision Shots.


So you give a Punisher Pask bubble wrap it and leave it in your deployment zone? Or move it 6" a turn wrapped in bodies?
He's going to have to get within 30" to do his magic. I'd prefer him have more range. I hope I'm wrong about him. I just don't feel comfortable with him having a 24" - 30" threat range.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:56:26


Post by: rabidguineapig


Considering that you have to take another tank with Pask, don't squadrons require that the closest vehicle to the shooter is the one that gets hit?

I don't have a rulebook handy to double check that but the odds of Pask + 1-2 AV14 shields behind a blob for a 5+ along with Camo netting for a 4+ even when moving AND smoke on turn 1 the odds of him making it to within 24" is pretty good IMO. Put a Lascannon on him and boohoo you lose maybe 1-2 turns of the punisher cannon shooting while getting him into position with an extra deadly lascannon to hit a vehicle at range while he advances. This, and he gives preferred enemy to his squadron of tanks and can order them to split fire... He is a boss.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 15:59:52


Post by: Mr.Omega


 alarmingrick wrote:


So you give a Punisher Pask bubble wrap it and leave it in your deployment zone? Or move it 6" a turn wrapped in bodies?
He's going to have to get within 30" to do his magic. I'd prefer him have more range. I hope I'm wrong about him. I just don't feel comfortable with him having a 24" - 30" threat range.



If he's in a squadron I'm pretty sure so long as you have his squadron buddies ahead of him hits are resolved against him last from your opponent's deployment based AT.

I see, very, very few people capable of killing multiple AV14 vehicles in a turn from the front, or even two turns, even Dark Eldar lances in Venom Spam builds will probably only kill at best 1 or 2 a turn before being blown to smithereens.

And then, if AV14 isn't enough, you have a massive defence in the offensive potential of issuing Full Throttle for 12+D6 movement on the first turn, should range even be an issue to begin with, and if you are in range but are still concerned with losing the tank Strike and Shroud, combined with perhaps camo-netting gives you a 5+/4+ cover after firing.

You make that even better, and consistent, by putting some Bullgryns in front with plate shields.

Considering the absurd brute strength of 29 S5 and 3 S4 shots with rending, P.E and BS4, its silly to not at least consider the PaskPunisher.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:01:29


Post by: Biophysical


Weapon profile doesn't take into account volume of fire, accuracy, or opportunity, which the Wyvern has in spades. Math reveals things that initial impression does not.


Automatically Appended Next Post:
As far as Pask is concerned, I'm not too comfortable having my Warlord that close. I like him sitting in the back raining he'll with long range tanks, where your Prescience support is well protected.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:05:20


Post by: Mavnas


Does, PotMS give you the ability to shoot at what pops out of a transport you shot with your other guns? If yes, I can see giving Pask a couple melta sponsons and a las cannon with a tech priest in tow.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:19:07


Post by: Ailaros


Mavnas wrote: I can see giving Pask a couple melta sponsons and a las cannon with a tech priest in tow.

I'm seeing two problems with this new techpriest. The first is keeping the priest alive and in range (you can keep him in a chimera, but still...), and the second is the fact that his special ability only works like half the time.

easysauce wrote:not at all... why do you think the blobs are worthless against those targets? 700pts for 50 GI's, 50 conscripts, bare PCS, 2 priests, 3 psykers, caouple M bombs and two INQ with divination is pretty good.

they have, priests, pykers and / or INQ psykers in them if you do them right. Hammer hand gives you str 8 smash, psykers can have force staves +2 str +1 from HH, INQ's can take decent anti armour gear.

Firstly, there really isn't much that threatens tanks here. None of those 100 infantry models will, and the rest is just a couple of fragile models.

And that's the bad part. The priest, in your example, needs to be towards the front of the squad. Otherwise, when the squad charges, he just won't get close enough to use his ability. But if he's that close to the front of the squad, say hello to 6th ed's wound allocation. It's just going to get the priest killed, and now suddenly all of those conscripts lose fearless. No, in order for this to work, the characters need to be in the back of the squad, hiding, and passing out buffs, but then the squad has no anti-tank.

Also, I'd note that it's unreliable. The priest or inquisitor could still be sniped out, and for the S8 smash to work, you need to pass two leadership tests, one of them only on a 7.

Happygrunt wrote:In that case, the answer might be build some anti-tank with armor. The Tank Commander w/ vanquishers seems to be a popular option and stormtroopers can provide you with DS melta.

Forgive me for being semantic, here, but it seems like the former option would be playing russ guard with some conscripts, not foot guard.

The stormies could work, but I'd be a little concerned as they don't show up right away, and now will scatter further away from their targets, and will mishap more. I played plenty of stormies when they had pinpoint deepstrike, and they already had a nasty tendency to wander off-target. I suppose at least you can take a lot more of them now... but still...

Comrade wrote:True, thats why you back it up with a static combined platoon with a non upgraded commie or priest w/ lascannons, along with back field support from orders from CCS, PCS or a prescience psyker which we have easy access too.

An expensive way just to get a couple more lascannons. Inefficiency of killing power is already hurting this list.

Comrade wrote:Not to mention, ok.... he ignores your conscripts, you now hold an objective. you win. those exact vehicles you mentioned cant do much to a 50 man blob of fearlessness unless they specifically tailored a heavy flamer list against you. or he shoots your concripts, you shoot w/ lascannons, or LRMBTs

Conscripts aren't a serious threat.. (well actually to other light infantry they are a threat) in a damage sense, they still have be dealt with in the sense they cant be moved through, they take up allllooottt of space, and they are scoring troops.

I like it in principle, but will it work in practice?

The biggest problem I see is time. Yes, your conscripts are unmolested until turn 3, wherein they start clogging up stuff... but then once your bigger threats are handled, now it's the conscript's turn. I've seen 40 guardsmen blown off the board in a single turn before - there's still time to handle the conscripts. Plus, once those mech lists start tank shocking them off of objectives and bringing template weapons to bear, I don't know if they'd be reliably able to keep those objectives choked.

MrMoustaffa wrote:The priest's zealot rule confers rage as well right?

It doesn't.

Anyways, I'm reasonably convinced about the anti-infantry killing power here. Prescienced FRF lasguns, even if you only assume 30 of the tightly-clustered buggers are in double-tap range, still puts down 72 lasgun hits, and if they're fearless in close combat should be able to grind stuff down.

Biophysical wrote:So you start in your chimera, headed straight for the enemy, tossing a pie plate out your top hatch.

That won't work. Infantry models with ordnance weapons can't move and fire at the same time.

In any case, this is just like the old way of doing guard deathstars. Lots and lots of stuff... all on T3 models that can get wiped out in a single round of shooting. The joke I used to tell in 4th edition was...



Blacksails wrote:I've seen some people quote some obscene numbers of wounds; in an army list post someone worked the math out for an average of 3 wounds per blast. Maybe I'm conscious of blast markers, but I can't understand how anyone could possibly assume 3 wounds average for a single small blast marker when your opponent has 2" of coherency to play with.

So, am I completely out to lunch?

No, as expected, there's a group of people who are going crazy bonkers well, WELL beyond the scope of the weapon itself.

Small blasts mean one hit per hit, just like it's always been. In the case of multiple barrage, you might be able to swing a couple over to get an extra hit or two, but that's at most 7 hits against even reasonable displacement (and it doesn't work correctly against opponents in ruins, and doesn't work at all against infantry in transports). 7 S4 shred hits that they get to make armor saves against. Yawn. That's good for a couple of marines or a half a squad of guardsmen. Yay.

And it competes for slots against proper HS choices, and it only does what your infantry or chimera weapons are already doing.

It seems like there are only two real advantages to the wyvern, the first is that it's stupidly cheap, and the second is that it's a souvenir launcher. Otherwise, it's just an up-powered mortar HWS.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:30:48


Post by: Mavnas


Yeah, at 3 marines per turn, it only takes 6 turns for them to make their points back. Yay?

Only real use I see is to kill an MSU deep in the enemy backfield over the course of several turns.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:33:39


Post by: Biophysical


 Ailaros wrote:

Biophysical wrote:So you start in your chimera, headed straight for the enemy, tossing a pie plate out your top hatch.

That won't work. Infantry models with ordnance weapons can't move and fire at the same time.

In any case, this is just like the old way of doing guard deathstars. Lots and lots of stuff... all on T3 models that can get wiped out in a single round of shooting. The joke I used to tell in 4th edition was...


Straken makes his squad Relentless!


Yeah, it's still a terrible unit, I was just seeing what the command squad deathstar would look like if you went crazy-nuts.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:35:18


Post by: easysauce


Aeileros,
I would hardly brush off str 8 attacks, and melta bomb atttacks at being worthless against vehicles... especially when you are getting re rolls to hit, and can chain back to your CCS for monster/tank hunter, im pretty sure preists just make a LD check for the hymn, i dont recall the codex saying it has to be the preists Ld as it is with psyker powers, so Im pretty sure you get to use the best ld in the unit (so 10) add to this the fact that you have acces to force staves/axes to one shot MC's, and its a very effective unit against all targets.

also considering that 50-100 of the guard will be str 4, thats more then enough to glance to death anything with av 10 on the back, as for "sniping the characters... thats 7 characters to snipe in two turns... not going to happen. And no, they wont die to wound allocation, its simple enough to place them in the unit behind 50 ablative wounds and still get them into combat engagement range.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:36:50


Post by: Mavnas


Also, people see to overlook LOS! An IC hiding in a blob has only a 1 in 6 chance of being sniped. (This is a big advantage for Guard and SoB priests over inquisition ones who are only characters.)


Automatically Appended Next Post:
Biophysical wrote:
 Ailaros wrote:

Biophysical wrote:So you start in your chimera, headed straight for the enemy, tossing a pie plate out your top hatch.

That won't work. Infantry models with ordnance weapons can't move and fire at the same time.

In any case, this is just like the old way of doing guard deathstars. Lots and lots of stuff... all on T3 models that can get wiped out in a single round of shooting. The joke I used to tell in 4th edition was...


Straken makes his squad Relentless!


Yeah, it's still a terrible unit, I was just seeing what the command squad deathstar would look like if you went crazy-nuts.


He's relentless, does he have some special rule to spread that to his squad?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:49:17


Post by: NuggzTheNinja


 easysauce wrote:
Aeileros,
I would hardly brush off str 8 attacks, and melta bomb atttacks at being worthless against vehicles... especially when you are getting re rolls to hit, and can chain back to your CCS for monster/tank hunter, im pretty sure preists just make a LD check for the hymn, i dont recall the codex saying it has to be the preists Ld as it is with psyker powers, so Im pretty sure you get to use the best ld in the unit (so 10) add to this the fact that you have acces to force staves/axes to one shot MC's, and its a very effective unit against all targets.

also considering that 50-100 of the guard will be str 4, thats more then enough to glance to death anything with av 10 on the back, as for "sniping the characters... thats 7 characters to snipe in two turns... not going to happen. And no, they wont die to wound allocation, its simple enough to place them in the unit behind 50 ablative wounds and still get them into combat engagement range.


The book just says "Leadership Test."

In addition, Ailaros might be reading the War Hymn rule wrong. The actual text says, "A Ministorum Priest can take a Leadership Test at the beginning of each Fight sub-phase in which he is locked in combat."

It doesn't say he has to be an engaged model, just that he has to be "locked in combat." He could be all the way at the back singing the Emperor's praises just the same.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:49:53


Post by: Biophysical


It's the Relentless warlord trait, which spreads it to the squad.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:53:31


Post by: schadenfreude


I'm still planning on running 2 platoons, but I'm rethinking PCS.

115 for a LC or quad flames in a chimera is just too much.

50 for quad flamers is still priced well, but with all the ignore cover IG can pull off now I don't think it's needed.

38 for 4 sniper rifles and maybe 1 more for a bolt gun sounds better.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 16:53:54


Post by: Mavnas


I was confusing him with the named Sergeant.


Automatically Appended Next Post:
All the squads in a platoon are individual scoring units, right?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:00:28


Post by: Atheos


Has anyone figured out if some of these HQs are getting 2 warlord traits? I see Pask as automatically having the Old Grudges... does he also get to roll on the table?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:01:31


Post by: Paradigm


 schadenfreude wrote:


50 for quad flamers is still priced well, but with all the ignore cover IG can pull off now I don't think it's needed.

38 for 4 sniper rifles and maybe 1 more for a bolt gun sounds better.

I think flamers still have it, to be honest. In general, they aren't taken for ignoring cover, they're used to burn to a crisp whatever breaks your line by killing the infantry, which they still do just as well as ever.

Snipers is now a reasonably costed option, but I'd still pick flamers, for the above reason.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:02:37


Post by: Biophysical


So I haven't really wanted to think about it, because the model is just so damn ugly and I love my Chimeras, but I think there might be something to the base Taurox. It's durability is definitely lower, but it's at least cheaper. At the same time its on-the-go firepower is substantially better than the Chimera's. It even has usable 12" movement firepower thanks to the twin-linked nature of it's guns. It's also cheap, even cheaper than the old Chimera. It's an interesting option as a transport that gets your guys somewhere, then fights on its own, and I could actually see Taurox spam being a decent part of a list.

Looking at it as a Chimera alternative in a mech-vet list with 6 squads, it saves you 90 points and gets you 9 autocannon hits a turn vs. 9 multilaser hits + whatever hull weapon the chimera brings. The side ports also let you deploy your melta/plasma vets further forward without exposing rear armor. I'd actually sort of like it if it weren't for the 10-man transport limit. Any vets that are going to be put near the enemy could really use a support character. Oh well.




Automatically Appended Next Post:
I'm definitely going to start trying the sniper PCS. Unless you have a ton of LOS blocking cover, the flamers just get hit when it's convenient for your opponent. The snipers let the squad start doing something early, and are really cheap. If the enemy wants to go after them early, they're going after a 39 point squad. It's also a cheap way to get not-terrible sniper rifles, so if you have cool sniper models you want to use, that's where they go.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:09:56


Post by: I-bounty-hunt-the-elderly


 schadenfreude wrote:
I'm still planning on running 2 platoons, but I'm rethinking PCS.

115 for a LC or quad flames in a chimera is just too much.

50 for quad flamers is still priced well, but with all the ignore cover IG can pull off now I don't think it's needed.

38 for 4 sniper rifles and maybe 1 more for a bolt gun sounds better.


I have always used my pcs with 4 flamers, as a sort of deterrent or fAilsafe if the blob gets overrun. But now I am considering running the pcs attached to static blobs (ie those with heavy weapons) with lascannons instead. Same cost, maybe more useful for more of the game.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:20:50


Post by: alarmingrick


Biophysical wrote:
So I haven't really wanted to think about it, because the model is just so damn ugly and I love my Chimeras, but I think there might be something to the base Taurox. It's durability is definitely lower, but it's at least cheaper. At the same time its on-the-go firepower is substantially better than the Chimera's. It even has usable 12" movement firepower thanks to the twin-linked nature of it's guns. It's also cheap, even cheaper than the old Chimera. It's an interesting option as a transport that gets your guys somewhere, then fights on its own, and I could actually see Taurox spam being a decent part of a list.

Looking at it as a Chimera alternative in a mech-vet list with 6 squads, it saves you 90 points and gets you 9 autocannon hits a turn vs. 9 multilaser hits + whatever hull weapon the chimera brings. The side ports also let you deploy your melta/plasma vets further forward without exposing rear armor. I'd actually sort of like it if it weren't for the 10-man transport limit. Any vets that are going to be put near the enemy could really use a support character. Oh well.




Automatically Appended Next Post:
I'm definitely going to start trying the sniper PCS. Unless you have a ton of LOS blocking cover, the flamers just get hit when it's convenient for your opponent. The snipers let the squad start doing something early, and are really cheap. If the enemy wants to go after them early, they're going after a 39 point squad. It's also a cheap way to get not-terrible sniper rifles, so if you have cool sniper models you want to use, that's where they go.




We also lose the cheap hull H flamer.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:33:47


Post by: Ailaros


Atheos wrote:Has anyone figured out if some of these HQs are getting 2 warlord traits? I see Pask as automatically having the Old Grudges... does he also get to roll on the table?

No. He replaces the roll with a set one. Only creed can get two warlord traits.

Biophysical wrote:Looking at it as a Chimera alternative in a mech-vet list with 6 squads, it saves you 90 points and gets you 9 autocannon hits a turn vs. 9 multilaser hits + whatever hull weapon the chimera brings.

Yeah, but is a couple of autocannon hits worth it to have your vehicles explode and fall apart more easily?

I can almost see the taurox prime in a list filled with hellhounds. All fast vehicles, all move 12" forward turn 1, and then flat-out another 12", so you start turn 2 in your opponent's deployment zone.

But this depends to a dangerous extent on getting first turn.

Biophysical wrote:It's the Relentless warlord trait, which spreads it to the squad.

Ah. Clever.

easysauce wrote:I would hardly brush off str 8 attacks, and melta bomb atttacks at being worthless against vehicles...

I'll easily brush off attacks I'll never get to make. Not without seriously risking key models to do it. Wound allocation's a bitch.

easysauce wrote:also considering that 50-100 of the guard will be str 4, thats more then enough to glance to death anything with av 10

There we go.

How many inquisitors can you ally into your army though? Would this just work for a single blob?



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:51:40


Post by: kir44n


 Ailaros wrote:
Atheos wrote:Has anyone figured out if some of these HQs are getting 2 warlord traits? I see Pask as automatically having the Old Grudges... does he also get to roll on the table?

No. He replaces the roll with a set one. Only creed can get two warlord traits.

Biophysical wrote:Looking at it as a Chimera alternative in a mech-vet list with 6 squads, it saves you 90 points and gets you 9 autocannon hits a turn vs. 9 multilaser hits + whatever hull weapon the chimera brings.

Yeah, but is a couple of autocannon hits worth it to have your vehicles explode and fall apart more easily?

I can almost see the taurox prime in a list filled with hellhounds. All fast vehicles, all move 12" forward turn 1, and then flat-out another 12", so you start turn 2 in your opponent's deployment zone.

But this depends to a dangerous extent on getting first turn.

Biophysical wrote:It's the Relentless warlord trait, which spreads it to the squad.

Ah. Clever.

easysauce wrote:I would hardly brush off str 8 attacks, and melta bomb atttacks at being worthless against vehicles...

I'll easily brush off attacks I'll never get to make. Not without seriously risking key models to do it. Wound allocation's a bitch.

easysauce wrote:also considering that 50-100 of the guard will be str 4, thats more then enough to glance to death anything with av 10

There we go.

How many inquisitors can you ally into your army though? Would this just work for a single blob?



You can bring in 2 Allied inquisitors at 25 points a piece, upgrade them to ML1 for 30 points (total 55), then add 3 servo skulls @ 3 points a piece (because, you know, servo skulls) to bring them to 64 points.

I can't recall, but you may be able to use hammerhands twice with two seperate inquisitors. If so, using hammerhands twice in one unit will give you base guardsmen with S5 attacks, and your poweraxe sergeants striking at S6. Since the sergeants strike at a lower initiative, have them towards the rear of the unit and move up at their initiative step when several of your normal guardsmen have died. They'll be exposed for the next round of combat, but with all the wounds you should be putting out, you should be winning the combat anyways.

Or if I'm wrong on the hammerhands, you can give hammerhands to two different blob squads. Either way is decent.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 17:59:51


Post by: Ailaros


You can only use a single psychic power once per turn, so it would be up to two S4 blobs. It's promising, but it also requires a leadership test (like most of the rest of the guard buffing). It would be nice to have something a bit more reliable.

Also, it would be nice to have an in-house solution, rather than needing allies to work.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:08:30


Post by: rabidguineapig


 Ailaros wrote:
You can only use a single psychic power once per turn, so it would be up to two S4 blobs. It's promising, but it also requires a leadership test (like most of the rest of the guard buffing). It would be nice to have something a bit more reliable.

Also, it would be nice to have an in-house solution, rather than needing allies to work.



Hammerhand stacks, I believe it was in the FAQ (not that it exists right now, but whatever).


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:11:40


Post by: Biophysical


If you can find some good way to make Straken's 6" buff radius work for you, he'd obviously be a great HQ for a blob list. With conscripts and an Inquisitor you could get S5 charging conscripts. With regular guard blobs you could get S6 power axes (and with rad grenades, they would ID T4). Lots of things have to go right for that to work, though.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:16:15


Post by: easysauce


why on earth do you keep acting like the 5 M bomb holders and characters are auto dead?

they have to chew through 45 guys to get to them, in a single turn, or I just move the characters to the next squad..


I dont think you are actually thinking this through, you will get to make those attacks.. its not some fantasy land to think that 7 IC's with 100 ablative wounds will make it 24" in 2-3 turns before suffereing 100 casualties.

all the IC's but one preist go with conscripts, if he wants to even touch the IC's he has 50 wounds to go through.

he isnt getting to allocate wound to your IC's... even if he has 6+ snipers, to get one precision shot, you are an IC ignoreing it on a 2+... AND you have a 4++ failing that.

once he has chewed through 3-45 guys, you can put the IC's in the full 50 man GI squad.

first turn charge gives you rerolls to hit, hammer hand, rad grenades, two preist abilities, 4 force weapons with charges left, and 5 melta bomb attacks, and you can even get tank hunter/monster hunter VERY easily. 5 mbomb attacks, hitting on 3's, re rolling to hit, armour pen at 2d6 and a reroll... ap 1...

and you are just ignoring that completly....

believe me, I have been playing this list against the best build inthe game right now (eldar WS and FW spam) and its WRECKING them. never had less then 25GI's + the IC's by the time I charged.

why a ld 10 test is "risky" to you... I dont know, thats as safe as it gets,








Automatically Appended Next Post:
 rabidguineapig wrote:

Hammerhand stacks, I believe it was in the FAQ (not that it exists right now, but whatever).


it was not in the FAQ, its one of the most hotly argued things in 40k if the same power stacks with itself by default. not getting into this argument here, but all the tournaments I have been to do NOT allow stacking (as powers that DO stack with themselves all explicitly say it in their text)

that being said, withing a few months with the rules update that is rumoured, I hope GW will actually answer some FAQ"s for the first time in over a year so we at least have a concrete answer.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:22:15


Post by: Mavnas


Inquisitors are Ld 10, they're pretty reliable. Unlike priests. We'll, priests reliably give fearless and hatred.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:23:37


Post by: kir44n


 Ailaros wrote:
You can only use a single psychic power once per turn, so it would be up to two S4 blobs. It's promising, but it also requires a leadership test (like most of the rest of the guard buffing). It would be nice to have something a bit more reliable.

Also, it would be nice to have an in-house solution, rather than needing allies to work.



While I understand your sentiment, Inquisitors would be weird to have access to inside the IG codex, and allying them in is somewhat fluffy (inquisitor being around before whatever conflict your fighting erupted into needing IG to sort out).

As it is, I'm having a wicked time trying to make 2000 point lists, theres just too much I want to try and experiment with. Thankfully my local scene isn't super strict on WYSIWIG as long as we declare the "counts as" before the game starts and have the army list available during play. Lets me try and deep strike two full storm trooper platoons without shelling out the $500+ it would cost to buy that many scions and such.

Reading through the 'dex at this point, I think the biggest threat to IG right now is....other IG. Enemy taking large amounts of blob squads. if you have a deathstrike, laugh as they try to make 2" spacing w/ 50 models and not occupy their whole deployment zone. They have Pask in a Punisher? Your Pask in a vanquisher will gib him and his squadron with ease, or you can use deepstriking Stormies.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:28:51


Post by: easysauce


Mavnas wrote:
Inquisitors are Ld 10, they're pretty reliable. Unlike priests. We'll, priests reliably give fearless and hatred.


dont have my codex on hand, ill check when I get home,

but your preists are LD 10 in effect, as I believe the hymm rule just calls for a standard LD test (which can be on the highest LD in the unit) as it is not called out like psychic powers are as being the casters specific LD.

that being said, even with ld 7, you pass more then you fail, and he is worht it for the zealot rule and fearless alone,


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:28:55


Post by: alarmingrick


rabidguineapig wrote:Considering that you have to take another tank with Pask, don't squadrons require that the closest vehicle to the shooter is the one that gets hit?

I don't have a rulebook handy to double check that but the odds of Pask + 1-2 AV14 shields behind a blob for a 5+ along with Camo netting for a 4+ even when moving AND smoke on turn 1 the odds of him making it to within 24" is pretty good IMO. Put a Lascannon on him and boohoo you lose maybe 1-2 turns of the punisher cannon shooting while getting him into position with an extra deadly lascannon to hit a vehicle at range while he advances. This, and he gives preferred enemy to his squadron of tanks and can order them to split fire... He is a boss.


Mr.Omega wrote:
 alarmingrick wrote:


So you give a Punisher Pask bubble wrap it and leave it in your deployment zone? Or move it 6" a turn wrapped in bodies?
He's going to have to get within 30" to do his magic. I'd prefer him have more range. I hope I'm wrong about him. I just don't feel comfortable with him having a 24" - 30" threat range.



If he's in a squadron I'm pretty sure so long as you have his squadron buddies ahead of him hits are resolved against him last from your opponent's deployment based AT.

I see, very, very few people capable of killing multiple AV14 vehicles in a turn from the front, or even two turns, even Dark Eldar lances in Venom Spam builds will probably only kill at best 1 or 2 a turn before being blown to smithereens.

And then, if AV14 isn't enough, you have a massive defence in the offensive potential of issuing Full Throttle for 12+D6 movement on the first turn, should range even be an issue to begin with, and if you are in range but are still concerned with losing the tank Strike and Shroud, combined with perhaps camo-netting gives you a 5+/4+ cover after firing.

You make that even better, and consistent, by putting some Bullgryns in front with plate shields.

Considering the absurd brute strength of 29 S5 and 3 S4 shots with rending, P.E and BS4, its silly to not at least consider the PaskPunisher.



I feel that if I'm spending that much for Pask, I want him dealing death as fast as possible. I feel the 48" to 72" range suits my plans better.
I'm not saying the Punisher Pask combo won't rock face, it just takes too long and has to get too close before it does.

And I don't care how many different ways people approach the Wyvern, it boils down to Str 4/ AP 6.
No way I'm giving up a HS slot to that over a Basilisk, Manticore or Russ variant. Not even if it's buy one, get one free.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:36:58


Post by: Hollismason


The best vehicle I honestly feel Pask is best in is a Punisher or a Executioner.

Add in some psychic support and you could have a squad with 20 shots that are twinlinked with rending at BS4.

That's nothing to just ignore. Especially if you back it up with him having a 20 shot Punisher, then Heavy bolters, then the two additional tanks with the 4 shot Autocannon. All rerolling misses, yeah that may not destroy vehicles but it will brutalize most infantry.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:41:21


Post by: easysauce


FYI pask only gives rending to the main gun, not the sponsons.

but that is another great strat out of this book, precision shots from lemen russes are awesome.

rending is pretty darn good on the main weapon alone, it would be rediculous if it actually applied to sponsons.

and as has been said, av 14 is a tough nut to crack when there is only 3 HP worth... 9+ is relly hard to deal with.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:49:03


Post by: Hollismason


Yeah , I know the H. Bolters don't get rending.

You've also got to remember "cover" , Camo Cloaks, etc.. etc.. even out in the open it's a 6+ which isn't bad. Also, I am unsure if it stacks but they can shoot and fire smoke. So I am unsure if they get a additional bonus due to the camo cloaks.

I think it's a great combo to have him in a squad w/ a punisher. Having 20 Possibly precision , rending shots is not pleasant. He'll tear apart Heldrakes and Flying Creatures. Especially if you have a Primaris Backing that squad up.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:50:47


Post by: Biophysical


 Ailaros wrote:

Biophysical wrote:Looking at it as a Chimera alternative in a mech-vet list with 6 squads, it saves you 90 points and gets you 9 autocannon hits a turn vs. 9 multilaser hits + whatever hull weapon the chimera brings.

Yeah, but is a couple of autocannon hits worth it to have your vehicles explode and fall apart more easily?


Maybe. I'm just saying it's not terrible. I don't know exactly what sort of army it would work best in, and I doubt I'll ever find out (butt-ugly model at $1 per point is hard to get over), but it's obviously not complete trash.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 18:59:10


Post by: alarmingrick


Biophysical wrote:
 Ailaros wrote:

Biophysical wrote:Looking at it as a Chimera alternative in a mech-vet list with 6 squads, it saves you 90 points and gets you 9 autocannon hits a turn vs. 9 multilaser hits + whatever hull weapon the chimera brings.

Yeah, but is a couple of autocannon hits worth it to have your vehicles explode and fall apart more easily?


Maybe. I'm just saying it's not terrible. I don't know exactly what sort of army it would work best in, and I doubt I'll ever find out (butt-ugly model at $1 per point is hard to get over), but it's obviously not complete trash.


But from my, just my, point of view it is terrible trash.
I've been collecting/playing for a long time. So long that it is not worth it for me to spend $200+ USD to get four to find out if the AC shots are worth it over the ML.
I'll take my chances that I'm missing out on how awesome that ugly truck is.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:00:14


Post by: rabidguineapig


 rabidguineapig wrote:

Hammerhand stacks, I believe it was in the FAQ (not that it exists right now, but whatever).


it was not in the FAQ, its one of the most hotly argued things in 40k if the same power stacks with itself by default. not getting into this argument here, but all the tournaments I have been to do NOT allow stacking (as powers that DO stack with themselves all explicitly say it in their text)

that being said, withing a few months with the rules update that is rumoured, I hope GW will actually answer some FAQ"s for the first time in over a year so we at least have a concrete answer.


Ah, I swear I saw that somewhere but I guess not (maybe an argument about it). I've never actually had a game where I stacked it so I've also never had to argue it with anyone and really drill down into it. And don't worry, I'm not looking for an argument either haha I can look those up anywhere else on the forum.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:07:47


Post by: Ailaros


easysauce wrote:why on earth do you keep acting like the 5 M bomb holders and characters are auto dead?

they have to chew through 45 guys to get to them, in a single turn, or I just move the characters to the next squad..


I dont think you are actually thinking this through, you will get to make those attacks.. its not some fantasy land to think that 7 IC's with 100 ablative wounds will make it 24" in 2-3 turns before suffereing 100 casualties.

I've played foot guard long enough to see this happen dozens of times. Killing through 45 guardsmen isn't that difficult.

What happens is that you move 6"+D6" forwards, and then your opponent kills off 30 guardsmen, and they all are taken from the front, which means the blob in effect moves backwards several inches, which means that you really didn't get to move forward that much. It could take several turns to get to where you want to go - and in that time, they'll be made dead. The only way to mitigate this problem is by bunching up, which means you take more casualties and probably advance across the table more slowly.

And then you have those characters. If they're near the front of the squad, they get killed because you have to assign wounds to the closest model, and if you keep them in the back, then it takes them longer to actually get to use their close combat abilities - and in that time, they'll be dead.

I don't think you've seen enough opponents who are serious about their anti-infantry capabilities. Guardsmen melt like snow to the blowtorch against opponents who know what they're doing.

The only reason why I'm even considering it at all is because two infantry platoons can put down 200 dudes, which just might get some models somewhere other than an early grave. But it only counts if they can do something once they get there. Having a couple of priests and a couple of psykers isn't going to cut it, especially if your opponent has a lot of vehicles on their side of the table (or worse, speedbumps).

Ideas of guardsmen triumphantly breaking cover and storming the other side of the board, smashing into whatever dares oppose them is a figment of the rules and meta that existed 4 years ago. It's just imaginary now.

rabidguineapig wrote:Hammerhand stacks, I believe it was in the FAQ (not that it exists right now, but whatever).

Even if it does, we're talking about a single blob, though. That does not a foot guard list make. Yeah, they do get to abandon ship once the squad in front gets massacred, but still...



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:15:26


Post by: NuggzTheNinja


Ailaros, that's why you throw Azrael in there - to give them all 4++.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:18:32


Post by: Mavnas


I think stacking Hammerhand was a GK thing that didn't translate over to inquisition.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:22:03


Post by: Mr.Omega


 NuggzTheNinja wrote:
Ailaros, that's why you throw Azrael in there - to give them all 4++.


Bullgryns can give them a 4+ cover save, a wall of Russes can move in time with them too up the board completely blocking LOS, Cypher can give them shrouded and fleet, you can use Conscript meatshields as a first wave, Sentinels also provide cover and fire support, as well as potentially Heavy Flamer deterrents. The list goes on.

I have also just realised that Straken's Company Command Squad can take, move, shoot and charge with Sniper Rifles. Interesting against MC's for sure.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:25:17


Post by: Mavnas


Unless I'm missing something Pask is only worth it if he's getting 20 rending shots or your warlord. In a tank he only twin links you'd be better off saving the points and getting a generic tank commander since a psyker should be twin linking the whole unit, or am I missing something?

I should mention I'm thinking about this in terms of an allied detachment so he won't be warlord.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:33:01


Post by: Trickstick


 easysauce wrote:
but your preists are LD 10 in effect, as I believe the hymm rule just calls for a standard LD test (which can be on the highest LD in the unit) as it is not called out like psychic powers are as being the casters specific LD.


The rule states that the Priest can take a leadership test, not the unit. You only use the highest value when it is the unit that is taking the test.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:35:16


Post by: Mr.Omega


Mavnas wrote:
Unless I'm missing something Pask is only worth it if he's getting 20 rending shots or your warlord. In a tank he only twin links you'd be better off saving the points and getting a generic tank commander since a psyker should be twin linking the whole unit, or am I missing something?

I should mention I'm thinking about this in terms of an allied detachment so he won't be warlord.


I disagree.

For a start, Pask gives Preferred Enemy to his entire squadron. If you're fielding any of the Russes that wound on 2's, that's effectively re-rolls to wound on those tanks, which no psyker can give you.

The Executioner large pie plate has blind - in some cases, its extremely useful for reducing more average enemy infantry to WS/BS1. This effect even has a 1/3 chance to work against Marines. Plus, its a built in, cheaper way to make Executioners viable without prescience bots by re-rolling all of those damned Gets Hot! rolls.

I've already lost an Executioner because to one of those random GH! HP losses.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:38:41


Post by: Blacksails


 Mr.Omega wrote:


For a start, Pask gives Preferred Enemy to his entire squadron. If you're fielding any of the Russes that wound on 2's, that's effectively re-rolls to wound on those tanks, which no psyker can give you.



As Mavnas said, only if he's your warlord. His preferred enemy rule is due to the 'Old Grudges' trait, which is only usable if he's your warlord.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:42:03


Post by: Ailaros


Firstly, Azrael requires you to ally space marines, and can only work on a single unit.

Secondly, the invul save does help, of course, but it's a matter of scale not of scope. It limits casualties, but it doesn't fix wound allocation rules, for example.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:42:34


Post by: rabidguineapig


Well I guess the Hammerhand discussion is a big bunch of garbled gak haha, so we should probably leave that for another thread.

Honestly despite the general discussion of this thread being less geared toward tactics and more geared toward what units we perceive to be good and bad without play testing, the vibe I'm getting is that there are a ton of OPTIONS in this Codex which is awesome. Hopefully a few weeks of play testing will uncover more than one option for a competitive list.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:45:01


Post by: Atheos


 Ailaros wrote:
Atheos wrote:Has anyone figured out if some of these HQs are getting 2 warlord traits? I see Pask as automatically having the Old Grudges... does he also get to roll on the table?

No. He replaces the roll with a set one. Only creed can get two warlord traits.




Well then on that note, if I purchase two tank commanders and nominate one as Pask and the standard one as Warlord... does his given warlord trait become null?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:47:02


Post by: Blacksails


 Atheos wrote:


Well then on that note, if I purchase two tank commanders and nominate one as Pask and the standard one as Warlord... does his given warlord trait become null?


Yes.

Seeing as how only your warlord can use a warlord trait. The other guy just gets to roll D3 per normal, and has a 1/3 chanced to get exactly what Pask does anyways, unless you're hoping for outflanking units or something.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 19:47:59


Post by: Atheos


 Blacksails wrote:
 Atheos wrote:


Well then on that note, if I purchase two tank commanders and nominate one as Pask and the standard one as Warlord... does his given warlord trait become null?


Yes.

Seeing as how only your warlord can use a warlord trait. The other guy just gets to roll D3 per normal, and has a 1/3 chanced to get exactly what Pask does anyways, unless you're hoping for outflanking units or something.


I tend to run hellhounds/banewolves, so I'd prefer the outflanking units quite honestly. It's why I was hoping Pask could have 2 traits lol.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:09:33


Post by: Hollismason


Pask is still crazy good for what he does point wise and otherwise if you take a Leman Russ Squadron you should take him, the only reason you shouldn't is if you don't want really good tanks.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:12:20


Post by: UlrikDecado


Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:12:35


Post by: alarmingrick


Hollismason wrote:
Pask is still crazy good for what he does point wise and otherwise if you take a Leman Russ Squadron you should take him, the only reason you shouldn't is if you don't want really good tanks.


Well, points could come into play too in all fairness. I still feel quantity is still a form of quality with the IG/AM.
I've never been big on too many upgrades, and try to keep from dumping too many points in one place.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:19:35


Post by: tomjoad


 UlrikDecado wrote:
Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.


Totally agree! Even with a 4++ from Belial (which, frankly, means wasting points of Dark Angels units and is probably a bad idea), we're still talking about T3 models that don't do a ton of damage, especially against armor or high toughness units. I cannot imagine Tau or Eldar NOT blowing one of these "stars" off the table before they do anything of use. Having some obscene number of guardsmen and/or conscripts on the table sounds good, and making them fearless sounds VERY good, but pouring 500 points into one IG unit and expecting it to do the damage or have the impact that a Jet-star or Beast-star or O'Vesa-star have sounds ludicrous to me.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:41:05


Post by: Swastakowey


Sorry if its been asked/discussed. But how decent is the telepathy psyker in the command squad?

In all my years I have almost never used powers (used the battle squad a few times), but my current list has tones of them with the new codex. I have a telepathy guy who got invisibility (which looks awesome on paper) for my next game.

He was pretty cheap I thought, but the primaris power kinda sucks, any good or better off just using the primaris psykers (which are cool on paper too it seems)?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:47:19


Post by: Quarterdime


 Coyote81 wrote:
I'm surprised more people aren't talking about the new and improved Commissar Lord Yarrick. 2 orders, commissar ability, 4++, T4, EW, IC with PE:Orks (which confers to his squad fyi. S6 powerfist and can get back up from death on a 3+, infinite times. Aura of discipline as well as having a fairly awesome Warlord trait that prevents morale checks within 12".

Seems too good to be true honestly.


Too silly to be true is more like it.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:49:36


Post by: NuggzTheNinja


 tomjoad wrote:
 UlrikDecado wrote:
Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.


Totally agree! Even with a 4++ from Belial (which, frankly, means wasting points of Dark Angels units and is probably a bad idea), we're still talking about T3 models that don't do a ton of damage, especially against armor or high toughness units. I cannot imagine Tau or Eldar NOT blowing one of these "stars" off the table before they do anything of use. Having some obscene number of guardsmen and/or conscripts on the table sounds good, and making them fearless sounds VERY good, but pouring 500 points into one IG unit and expecting it to do the damage or have the impact that a Jet-star or Beast-star or O'Vesa-star have sounds ludicrous to me.


That's only because you're biased against the idea of S3 T3 Guardsmen. Forget that they're Guardsmen.

Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:52:14


Post by: alarmingrick


 NuggzTheNinja wrote:
 tomjoad wrote:
 UlrikDecado wrote:
Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.


Totally agree! Even with a 4++ from Belial (which, frankly, means wasting points of Dark Angels units and is probably a bad idea), we're still talking about T3 models that don't do a ton of damage, especially against armor or high toughness units. I cannot imagine Tau or Eldar NOT blowing one of these "stars" off the table before they do anything of use. Having some obscene number of guardsmen and/or conscripts on the table sounds good, and making them fearless sounds VERY good, but pouring 500 points into one IG unit and expecting it to do the damage or have the impact that a Jet-star or Beast-star or O'Vesa-star have sounds ludicrous to me.


That's only because you're biased against the idea of S3 T3 Guardsmen. Forget that they're Guardsmen.

Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


But you can't forget that they're guardsmen. That's the problem. Too fragile.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:52:54


Post by: BlaxicanX


 NuggzTheNinja wrote:
Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


... but they're still just T3, WS3. Relying on a 4++ save to stay alive, which, even as a re-rollable isn't good odds.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:56:18


Post by: rabidguineapig


 NuggzTheNinja wrote:
 tomjoad wrote:
 UlrikDecado wrote:
Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.


Totally agree! Even with a 4++ from Belial (which, frankly, means wasting points of Dark Angels units and is probably a bad idea), we're still talking about T3 models that don't do a ton of damage, especially against armor or high toughness units. I cannot imagine Tau or Eldar NOT blowing one of these "stars" off the table before they do anything of use. Having some obscene number of guardsmen and/or conscripts on the table sounds good, and making them fearless sounds VERY good, but pouring 500 points into one IG unit and expecting it to do the damage or have the impact that a Jet-star or Beast-star or O'Vesa-star have sounds ludicrous to me.


That's only because you're biased against the idea of S3 T3 Guardsmen. Forget that they're Guardsmen.

Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


There has to be a tipping point where their immobility (helped slightly by orders) mixed with their lack of firepower makes the point cost of all those buffs pointless, and better spent on firepower elsewhere. They are more than regular guardsmen for sure but seriously, dumping 1/3 of a guard army into something that can't shoot worth a might be a bad idea.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 20:59:23


Post by: Blacksails


Its also just so gimmicky.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:03:25


Post by: easysauce


 BlaxicanX wrote:
 NuggzTheNinja wrote:
Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


... but they're still just T3, WS3. Relying on a 4++ save to stay alive, which, even as a re-rollable isn't good odds.



except there are 100 of them.....

would you buy a t3 character with 50 wounds and EW? yes you would, and you would never scoff at his durability...

t3 x 50 @ 5pts or 3 pts for conscripts is hugely durable...

you guys keep saying 50-100 guard will be wiped out in two turns, yet even WS spam, 6 WS's rolling 6 cover ignoring wounds per turn (they wont, but lets pretend they roll significantly ABOVE average for # of shots, auto hit, and auto wound),

even that mythical 6 WS with perfect rolls will not wipe out 100 guard before they charge with 20+IC's left....

so pray, do tell me, what mythical army gets more anti infantry then WS spam? because if WS spam isnt killing all of them, nothing else is.

you are also ignoring that they need to dedicate their entire army to shooting 700 pts worth blob+Ic's... and they are not shooting your artillary/HW's/tanks.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:05:51


Post by: Biophysical


I think a good approach to foot guard is to try and thread that (rather large) needle between 100% chaff and deathstar. Guardsmen die quickly, but are cheap, so you have to figure how how to get a lot of them and add the right amount of support to get your buffs but not get diminishing returns or put all your eggs in once basket.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:06:58


Post by: NuggzTheNinja


 BlaxicanX wrote:
 NuggzTheNinja wrote:
Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


... but they're still just T3, WS3. Relying on a 4++ save to stay alive, which, even as a re-rollable isn't good odds.



It's saving your meager 5 point dude 50% of the time. If it's rerollable it's saving him 75% of the time. What do you consider "good odds?"


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:07:17


Post by: Ailaros


NuggzTheNinja wrote:Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

None of which matters if they don't survive long enough to use them.

This all looks like the same problem with wyverns. Look, they're twin-linked! And they have shred, and barrage, and ignores cover, and can be made to split-fire, and has lots of shots, and, and, and...

... and they're still an AV12 open-topped vehicle doing crummy damage with S4 Ap6.

The absolute top line of what they can do isn't a good way to judge squads. It's better to be more realistic.

UlrikDecado wrote:Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.

Personally, I'm not trying to make a deathstar (and am slightly hostile to the idea as well).

What I want from foot guard is for them to play like foot guard. I want them to not be stuck cowering behind an aegis, but to be able to run forward and, despite horrible casualties, be able to get stuck in and grind stuff down through attrition.

The problem is that I'm just not seeing how the new codex fixed this. They still have durability problems just getting somewhere, much less surviving an attrition fight, much less doing enough damage to win said fight. I really want this to be true, and badly, but I'm not going to get suckered into an illusion of past glory (which is why I'm arguing so hard against it). I don't think that having a single deathstar blob is seriously better now than it was before this codex came out, and it's sort of against the point of what I'm trying to do. I want to make a foot guard army that does well (well enough, rather), not to make a single deathstar while a bunch of dudes and russes hide behind an aegis and shout "zap" a bunch.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:08:08


Post by: NuggzTheNinja


 easysauce wrote:


Logical things...



Precisely.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:09:13


Post by: Biophysical


 easysauce wrote:
so pray, do tell me, what mythical army gets more anti infantry then WS spam? because if WS spam isnt killing all of them, nothing else is.



Imperial Guard, I think.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:14:27


Post by: NuggzTheNinja


 Ailaros wrote:
NuggzTheNinja wrote:Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

None of which matters if they don't survive long enough to use them.

This all looks like the same problem with wyverns. Look, they're twin-linked! And they have shred, and barrage, and ignores cover, and can be made to split-fire, and has lots of shots, and, and, and...

... and they're still an AV12 open-topped vehicle doing crummy damage with S4 Ap6.

The absolute top line of what they can do isn't a good way to judge squads. It's better to be more realistic.

UlrikDecado wrote:Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.

Personally, I'm not trying to make a deathstar (and am slightly hostile to the idea as well).

What I want from foot guard is for them to play like foot guard. I want them to not be stuck cowering behind an aegis, but to be able to run forward and, despite horrible casualties, be able to get stuck in and grind stuff down through attrition.

The problem is that I'm just not seeing how the new codex fixed this. They still have durability problems just getting somewhere, much less surviving an attrition fight, much less doing enough damage to win said fight. I really want this to be true, and badly, but I'm not going to get suckered into an illusion of past glory (which is why I'm arguing so hard against it). I don't think that having a single deathstar blob is seriously better now than it was before this codex came out, and it's sort of against the point of what I'm trying to do. I want to make a foot guard army that does well (well enough, rather), not to make a single deathstar while a bunch of dudes and russes hide behind an aegis and shout "zap" a bunch.



Ailaros, let's be honest here...you got roughed up playing foot guard when the game transitioned from 5th to 6th edition, and you're experiencing proactive interference to the idea that a new codex could actually open up new options.

Did you ever actually try making your Guardsmen more resilient? Not as far as I could tell from your batreps. This is merely a rehashing of your attitude toward the Vendetta: it's "cheesy" so you're hostile to it, yet the way you argue against it is to say that it sucks. Very disingenuous IMO.

You're saying that you want to play foot IG as foot IG: "I want them to not be stuck cowering behind an aegis, but to be able to run forward and, despite horrible casualties, be able to get stuck in and grind stuff down through attrition." That's your first problem. Guys with a 4++ and 4++ rerollable in H2H aren't "fragile" any more than Space Marines are fragile, with their non-invulnerable 3+ in an environment where everything is AP3 or better.

In case you haven't noticed, this isn't a "sit behind the Aegis" kind of idea, and the Guardstar actually prefers to be in H2H where it can reroll to hit, to wound, with a gak ton of S5 attacks against -1 T enemies. It's aggressive as hell, and it's not really that expensive. It's also got great situational flexibility. Enemy fielding missile 'sides or Serpent Spam? Put the Russes in front of the infantry. Enemy fielding lots of melta guns? Guardsmen go up front.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:17:30


Post by: kir44n


 alarmingrick wrote:
 NuggzTheNinja wrote:
 tomjoad wrote:
 UlrikDecado wrote:
Why is everyone trying to build deathstar? Beside the fact most *-stars are boring as hell, trying to make it from guard seems really unreasonable to me. Maybe some tricks with Pask, but so far new IG benefits heavily from rather many effective units and ability to soak up damage with a lot of bodies meanwhile surviving ones kicks and bites thanks to amazing orders.

IMO is more effective to go totally different way. Have more options, use fakt that even mere footsloggers can snipe important models from unit, solid firepower across the table and abilty to improvise with wide scale of orders and gakton of troops.


Totally agree! Even with a 4++ from Belial (which, frankly, means wasting points of Dark Angels units and is probably a bad idea), we're still talking about T3 models that don't do a ton of damage, especially against armor or high toughness units. I cannot imagine Tau or Eldar NOT blowing one of these "stars" off the table before they do anything of use. Having some obscene number of guardsmen and/or conscripts on the table sounds good, and making them fearless sounds VERY good, but pouring 500 points into one IG unit and expecting it to do the damage or have the impact that a Jet-star or Beast-star or O'Vesa-star have sounds ludicrous to me.


That's only because you're biased against the idea of S3 T3 Guardsmen. Forget that they're Guardsmen.

Instead, imagine that they're a unit with a 4++, S5, 2A each on the charge, fearless, rerolling failed invulns, failed to-hit rolls, and failed to-wound rolls, against targets that are -1 Toughness.

The power of the IG Deathstar has to do with throwing a red carpet of Special Characters in there and buffing them far beyond the power of regular Guardsmen...


But you can't forget that they're guardsmen. That's the problem. Too fragile.


If you find guardsmen too fragile, you need to find another army to play. You aren't playing the super-humans in plot armor, or insane xenos.The IG are the loads of grunts and scrubs, designed to die in droves. There is a reason that it costs 130-140 points for TEN space marines, but 130 points is 20 guardsmen + a PCS, or 150 points for 30 guardsmen/50 conscripts. Those 10 space marines can kill at most 10 guardsmen at 24", or 20 within 12". 20 Guardsmen can put out 20 shots at 24"/40 shots with FRFSRF. Guards entire design philosophy is to be less effective per model, just have many more models to make up for it.

The idea of guard deathstars is that they won't exist in a vacuum. Any deathstar should be accompanied by conscript hordes and standard MSU's to claim objectives, then take 1 or 2 Russes/Deathstrike Missiles in your backline to absorb some of their shooting as the proverbial distraction carnifexes. Basically, you should be along the strategic philosophy of having more bodies than they have bullets, or time in which to shoot them all.

I wouldn't claim it to be an a perfect idea, but certain xenos armies would have a harder time of dealing with it than say, IG themselves. The way I'm looking at the codex, I'm seeing more counters to what IG can do in their very own Codex. A swarmy footguard list would be reamed by a pask/punisher squad accompanied by deathstrike missiles. Said pask/punisher list would be destroyed by a list heavy on vanquishers. And so forth.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:17:52


Post by: rabidguineapig


Biophysical wrote:
I think a good approach to foot guard is to try and thread that (rather large) needle between 100% chaff and deathstar. Guardsmen die quickly, but are cheap, so you have to figure how how to get a lot of them and add the right amount of support to get your buffs but not get diminishing returns or put all your eggs in once basket.


Spot on^^, if all you want is an annoying objective holder just toss a Primaris Psyker and a Priest or two in a squad of 50 conscripts for a grand total of ~250 points and at a bare minimum they have twin-linked lasgun shooting and won't get knocked off an objective because of a failed morale test. Spread them out a bit and even with a bunch of large blasts it'll take your opponent a while to kill ALL of them. And seriously, who wants to waste a bunch of shooting on conscripts when there is so much else that is shooting them to pieces? If your opponent wants to focus fire them, that means something else far shootier is living an extra turn or two.

If you're going to buff the crap out of a squad you might as well make it something that can shoot, like say 40-50 standard guardsmen (you have to take 20 of them to get Conscripts anyway) with Lascannons and Plasma Guns that will threaten anything on the table at both range and in CC. Conscripts are just not versatile/shooty enough to warrant 300+ points of special characters to buff them.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:24:49


Post by: easysauce


yeah, thats my favorite thing about the two blobs + the various IC's as a cornerstone of the IG army.

if I dont need to send 100 guys into the enemies deployment zone, I can move around the IC's as required, and since one of my blobs is regular GI's, I can split them up as needed.

same with the pyskers, they can stay back and twin link all the artillary/HWS/tanks/ect or they can move forward to engage MC's or things that need force weaponing.

green tide, or guard blast/template spam are very hard counters to this kind of thing, but again, play your army right, split the combined squad up and spread out against other guard while you advance, or simply shoot the orks while they close and counter charge.

this build has a lot more tactical flexability then you are giving it credit for... and its laughable to hear it called "harmless" against vehicles with everyone in the blob being str 4, and having 5 meltabombs, all with rerolls to hit at WORST, at best rerolls to hit, pen, with armbane for 2d6, and half of your pens blowing the famn thing up, it become a very effective unit against pretty much anything.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:31:01


Post by: Ailaros


NuggzTheNinja wrote:Ailaros, let's be honest here...you got roughed up playing foot guard when the game transitioned from 5th to 6th edition

"Poor Ailaros got his little feelings hurt" is irrelevant. It also won't make a single blob "deathstar" survive long enough to be useful. I don't need to have subjective experience to see how plainly the new codex didn't change the core rules, and the core problems.

Nor am I going to be convinced by arguments that are little more than "it will just work out somehow" and "it's totally good enough", while ignoring all of the underlying detail. Force of will alone won't make a blobstar work.

Biophysical wrote:I think a good approach to foot guard is to try and thread that (rather large) needle between 100% chaff and deathstar. Guardsmen die quickly, but are cheap, so you have to figure how how to get a lot of them and add the right amount of support to get your buffs but not get diminishing returns or put all your eggs in once basket.

Okay, so how?



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:31:09


Post by: Mavnas


Honestly, if it weren't such a pain to move 200 guys, I think you'd be better off moderately buffing multiple guardsmen blobs.

A SM CM is more expensive than a conscript blob. Adding 25 pt priests and 78 point inquisitors with grenades and Hammerhand aren't too expensive.

Heck, priest + inquisitor + 50 conscripts is just over 250 pts. Enemy manages to kill them in a couple turns? So what... Send in the next wave (At 250 points you can do that without the special rule).

What's the cheapest IC that can let them flank? Moving 4 blobs all from your deployment zone will get crowded fast.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:31:54


Post by: alarmingrick


 kir44n wrote:
If you find guardsmen too fragile, you need to find another army to play. ........


I know what I'm playing, Thanks!!!
I just use their fragility in a different way. More like accept it and work around it as best as possible.
Not saying you can't go hog wild, just don't tell me to find another army if I don't want to go down the same path.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 21:58:03


Post by: Biophysical


Infantry Guard thought experiment:

40 Conscripts, priest = 145
40 Conscripts, priest = 145
6 Infantry Squads (2 blobs, each with an inquisitor) = 620
2 Platoon Command Squads, with some stuff = 100

This is about a 1000 point core of infantry. It's got 154 dudes. That's going to be hard to kill, no matter how you run it. It has rock-hard psychology, with 6 scoring units (4 that are durable). The conscripts can't really take any vehicles on, but you've got 500+ points to add some stuff that can eliminate problem units at range. Maybe stormtroopers so you can strike them in and remove the thing that the conscripts can't deal with, then let the conscripts hold the objective.

It's quite true that 40 guardsmen can be killed under the proper circumstances, how hilarious is it if your opponent is shooting at conscripts? They're 3 points a model! It's got to be the most inefficient thing there is for any unit to shoot at.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 22:07:45


Post by: kir44n


 alarmingrick wrote:
 kir44n wrote:
If you find guardsmen too fragile, you need to find another army to play. ........


I know what I'm playing, Thanks!!!
I just use their fragility in a different way. More like accept it and work around it as best as possible.
Not saying you can't go hog wild, just don't tell me to find another army if I don't want to go down the same path.


Its not a matter of going down the same path. I just don't find the idea of the deathstar instantly worthless as it has been implied due to guard "frailty". When you examine the majority of the criticism, its that guardsmen themselves are too "soft" to warrant buffing. And honestly that is getting on my nerves. I mean, lets look at the whole azreal + 50 guardsmen one. With 50 guardsmen you need at minimum of 50 shots hitting, wounding, and failing the saves to do that. If your shooting at BS 3, you need ~100 shots to achieve just the hitting. At BS 4 you'd need ~77 shots to achieve that. Factoring in wounding you can increase the number alittle more. Now with the 4+ invuln save, you can double that number again. And thats the number of shots you need to make to kill said unit in shooting. That amount of shooting should damn near kill anything outside of the truly ludicrious deathstars. And since you won't get an entire blob into close combat anyways due to spacing, most of that blob is just there to GET you to the other end of the table, not be effective in combat.

So I'm not really trying to tell you to stop playing guard, its just I find the "oh, guardsmen are too weak at T3 to worth it" to be a little stale. We all know guardsmen die. Thats why we have the 50 man blob instead of 10. And outside of large blast/apoc blasts, you need a crapton of shooting to get through 50 models with a 4++. I mean, if 50 guardsmen is too vulnerable with 4++, do you need 60, 70, 100 guardsmen at 4++ to be survivable? Or do we need to increase it to 3++ at 50? At what point do we transition from "this is decently survivable" to "now its nearly unkillable".

And now, because I can, I'll drop the Forgeworld/Escalation argument. If people find the only problem with the deathstar is getting it across the board, get a Crassus. Or if your meta doesn't allow FW, use escalations Stormlord. And if people find AV14 9HP super-heavies too vulnerable to use....I'll go back to asking where is the line between survivable and unkillable?



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 22:09:41


Post by: Biophysical


The above list is 4 durable blobs, each of which is deadly to infantry and some other targets.

Still just brainstorming, I wonder if you just start the game with 2 priests, 2 Primaris Psykers, and 2 Inquisitors and the above 4 blobs + PCS. Depending on what you face, you can alter your strategy and psykic powers. Enemy all meched up? Inquisitors go in with Conscripts to give hammerhand to the front rank to glance vehicles to death. Playing against a shooty castle? Use your four psyker rolls to fish for Forwarning for the 4++ and use that squad to help protect the rest.

You really have a ton of flexibility in what you want each unit to do. You can just make new units based on what you want to complete the mission, with strengths dependent on the psykic powers that your 4 psykers can roll for (or just get automatically).


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 22:25:25


Post by: alarmingrick


 kir44n wrote:
 alarmingrick wrote:
 kir44n wrote:
If you find guardsmen too fragile, you need to find another army to play. ........


I know what I'm playing, Thanks!!!
I just use their fragility in a different way. More like accept it and work around it as best as possible.
Not saying you can't go hog wild, just don't tell me to find another army if I don't want to go down the same path.


Its not a matter of going down the same path. I just don't find the idea of the deathstar instantly worthless as it has been implied due to guard "frailty". When you examine the majority of the criticism, its that guardsmen themselves are too "soft" to warrant buffing. And honestly that is getting on my nerves. I mean, lets look at the whole azreal + 50 guardsmen one. With 50 guardsmen you need at minimum of 50 shots hitting, wounding, and failing the saves to do that. If your shooting at BS 3, you need ~100 shots to achieve just the hitting. At BS 4 you'd need ~77 shots to achieve that. Factoring in wounding you can increase the number alittle more. Now with the 4+ invuln save, you can double that number again. And thats the number of shots you need to make to kill said unit in shooting. That amount of shooting should damn near kill anything outside of the truly ludicrious deathstars. And since you won't get an entire blob into close combat anyways due to spacing, most of that blob is just there to GET you to the other end of the table, not be effective in combat.

So I'm not really trying to tell you to stop playing guard, its just I find the "oh, guardsmen are too weak at T3 to worth it" to be a little stale. We all know guardsmen die. Thats why we have the 50 man blob instead of 10. And outside of large blast/apoc blasts, you need a crapton of shooting to get through 50 models with a 4++. I mean, if 50 guardsmen is too vulnerable with 4++, do you need 60, 70, 100 guardsmen at 4++ to be survivable? Or do we need to increase it to 3++ at 50? At what point do we transition from "this is decently survivable" to "now its nearly unkillable".

And now, because I can, I'll drop the Forgeworld/Escalation argument. If people find the only problem with the deathstar is getting it across the board, get a Crassus. Or if your meta doesn't allow FW, use escalations Stormlord. And if people find AV14 9HP super-heavies too vulnerable to use....I'll go back to asking where is the line between survivable and unkillable?



If that is your playstyle, go for it. I feel they are too weak to buff up past a certain point.
instead of putting alot of points on one squad, I'd rather have smaller cookie cutter squads.
If it's good take 3 or 4 has been the IG/AM motto for a long time.

I'm no where near ready to start throwing out lists. Still waiting on my dex.
But I tend to go more for a CCS maxed with SW instead of characters. If I run tank cs, I feel I'd be more inclined to go with two regular ones than pask and a generic.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 22:27:59


Post by: kir44n


HOnestly, Its not my playstyle. I play heavily mechanized lists that will occassionally use footguard for orders/light infantry fighters. And it sucks you're still waiting on your dex. I picked mine up last night, made 4 lists today that I'm waiting on my group to use ^^


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 22:36:17


Post by: kaiservonhugal


Ailaros wrote:
What I want from foot guard is for them to play like foot guard. I want them to not be stuck cowering behind an aegis, but to be able to run forward and, despite horrible casualties, be able to get stuck in and grind stuff down through attrition.


Ailaros, I think you may be an Ork player at heart. Im glad to see you back on the IG boards and hope to see an IG batrep soon.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 22:51:32


Post by: Red Corsair


 Trickstick wrote:
 easysauce wrote:
but your preists are LD 10 in effect, as I believe the hymm rule just calls for a standard LD test (which can be on the highest LD in the unit) as it is not called out like psychic powers are as being the casters specific LD.


The rule states that the Priest can take a leadership test, not the unit. You only use the highest value when it is the unit that is taking the test.


Reread the rulebook however. AM Priest warhyms entry is written poorly like everything which is why it gets confused often but you can use the highest LD in the unit for any LD checks with the exception being psychic tests. Strict RAW a priest checks on a 10 if an Inquisitor is in the unit. It doesn't matter that it says he must make a check, he can still use the Inq LD.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 23:02:26


Post by: Heafstaag


I've been thinking large blobs, and well, 50 guys is awesome, but really a pain to move. Why not multiple more modest sized blobs? Say maybe one 30 man blob and a 20 man squad or two? Pepper in some special/heavy weapons for utility and whatnot, and who cares if one squad get wiped out, when there maybe two to three more of similarly sized squads advancing.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/14 23:24:38


Post by: Biophysical


I think there may be a utility in movement trays, and I'm not really joking. Make 5 man lines so you can still shift the shape of the unit for terrain or other needs. Just take them off the trays when you assault. Magnetize them and store the models in the trays. Makes deployment and movement quick and easy for a slight loss of efficiency but great gain in speed and enjoyment.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 00:12:52


Post by: deFl0


You guys know there are things called movement trays right? Makes moving 200 IG a breeze...

Seriously I've been playing blob guard for years. It's really not a big deal. What is a big deal is rolling 150 die....

Pro tip, color coded die per squad subtract die as guys die.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 01:57:01


Post by: screaming flayers


 Iechine wrote:
Imperial Guard is an army that I have only played against once and never in a competitive setting. With this new codex, what are their strengths/weakness vs Tyranids, particularly FMC's and MC's.


it depends on what build you run.

let's say you run no tanks. you are going to be able to do fairly well against nids. that would be because you are putting a lot of shots in the air from heavy weapons squads, you've got some plasma guns running around in chimeras, and you're using psykers to prescience the heavy weapons squads.

however, let's say you run a lot of tanks. from my experience the nids players are going to salivate. take the monstrous creatures and assault the tanks asap. if the tanks are in squadrons, you'll have an easier time. i hate it when i have a good gun line going and i face MCs. they pop the tanks very easily and take advantage of the squadron rules to explode multiple tanks.


Automatically Appended Next Post:
Mavnas wrote:
Does, PotMS give you the ability to shoot at what pops out of a transport you shot with your other guns? If yes, I can see giving Pask a couple melta sponsons and a las cannon with a tech priest in tow.


unfortunately, they specifically mention that you cannot do that in the codex.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 02:36:45


Post by: Mavnas


screaming flayers wrote:
 Iechine wrote:

Mavnas wrote:
Does, PotMS give you the ability to shoot at what pops out of a transport you shot with your other guns? If yes, I can see giving Pask a couple melta sponsons and a las cannon with a tech priest in tow.


unfortunately, they specifically mention that you cannot do that in the codex.


They forbid you from using the order that lets the squad fire at different targets be used in that way, but that doesn't prevent Pask from shooting both himself if PotMS would allow it.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 02:47:27


Post by: Kirasu


It has nothing to do with potms. You fire one unit and all of its guns at the same time, just because players since the dawn of 3rd edition have fired potms last doesn't make it correct :p. Shooting rules clearly you fire one unit, resolve all hits then move to next. The transport isn't destroyed until after all hits are resolved.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 03:01:56


Post by: screaming flayers


 Kirasu wrote:
It has nothing to do with potms. You fire one unit and all of its guns at the same time, just because players since the dawn of 3rd edition have fired potms last doesn't make it correct :p. Shooting rules clearly you fire one unit, resolve all hits then move to next. The transport isn't destroyed until after all hits are resolved.



since the russ is a heavy vehicle and can always fire all weapons at full ballistic skill does potms even help a russ?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 03:30:51


Post by: Mavnas


PotMS allows you to fire a gun at a different target.

So Pask giving an order + PotMS on his tank means he can fire his main gun at a target, his other guns at a second target, and rest of the unit must fire at a third target.


Automatically Appended Next Post:
And yeah, I think the simultaneous nature of shooting makes it impossible to shoot and clean up the mess with a single unit. I guess though it means with a tech priest you could justify a lascannon on Pask's short range murder machine because you could always choose to shoot at something far away with it.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 04:42:28


Post by: obsidiankatana


screaming flayers wrote:

since the russ is a heavy vehicle and can always fire all weapons at full ballistic skill does potms even help a russ?


There are cases being made for POTMS overriding Ordnance for a Battle Tank / Demolisher. Not that many people take those variants these days.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 06:00:00


Post by: schadenfreude


Going to talk about conscripts in the context of a pair of 1,750 lists. A FW IG list and a SM list with allied IG. In both cases the allies are white scars.

Forge world 1,750 list
CCS 3 melta flag Chimera
Lvl 2 Primaris
Lvl 2 Primaris
Commissar
Priest
PCS 4 sniper
SWS 3 sniper
SWS 3 sniper
PIS with LC
PIS with LC,
49 conscripts
2 sabers TL LC extra crew
2 sabers TL LC extra crew
Plasma vets with camo cloaks
3 earth shaker carriages
3 Thudd guns
Aegis
White scars captain with artificer, pfist, bike
5 bikers with 2 grav guns

In this list the SM captain doesn’t go full beat stick, but he is rather dangerous on a charge because the priest would give him rerolls to hit and either shred or reroll armor saves. The list has a solid gunline quality with the prescience and ignore cover for earth shakers exc… In this list all the conscripts need to do is prevent assault units from getting to the artillery.


Non forge world list SM 1,750 with allied IG
Khan
6 squads 5 of bikes each with 2 grav guns
CCS 3 melta flag Chimera
Lvl 2 Primaris
Commissar
Priest
Priest
PCS 4 sniper
SWS 3 sniper
SWS 3 sniper
PIS with LC
PIS with LC,
50 conscripts
Aegis with LC

In this list the conscripts will scout forward 6” with Khan. The bikes can play aggressive, and if something assaults the bikes the conscripts can assault them. Otherwise the conscripts will just advance 6” on turn 1 and FRFSRF. On turn 2 they can be 18” up field with Khan to add a few extra inches and can charge on turn 2. The aegis can be deployed midfield to give the conscripts cover on turn 1 though it would force a difficult terrain test for them on turn 2. It’s still possible to kill all those conscripts before my turn 2, but all that dakka isn’t going into the bikes. Frankly I expect the conscripts to be ignored until after they have charged a unit in the enemy deployment zone because the bikes are probably going to be shot up first.

Scouting conscripts is also possible with an inquisitor. There is also the option to outflank with scouting conscripts. I’m really liking the ultra cheap conscripts in the AM book.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 06:00:36


Post by: Unit1126PLL


screaming flayers wrote:
 Kirasu wrote:
It has nothing to do with potms. You fire one unit and all of its guns at the same time, just because players since the dawn of 3rd edition have fired potms last doesn't make it correct :p. Shooting rules clearly you fire one unit, resolve all hits then move to next. The transport isn't destroyed until after all hits are resolved.



since the russ is a heavy vehicle and can always fire all weapons at full ballistic skill does potms even help a russ?


Yes, because you can split fire. Say, you had a Vanquisher with 3x heavy bolters and a stubber - you could fire the 3x Heavy Bolters and a Stubber at that nearby Firewarrior unit while your main gun nails the hammerhead behind them.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 08:15:45


Post by: Chaospling


I was thinking to start a renegade Astra Militarum army with Chaos Daemons and an Imperial Knight as allies plus the Helcult formation - Anyway I was thinking about Leman Russ Squadrons and maybe a Basilisk battery; I don't understand how helpful it will be to include more than one per squadron - Isn't that a lot of points which have to shoot at a single enemy unit?

Edit: Grammar


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 09:58:53


Post by: Paradigm


Heafstaag wrote:I've been thinking large blobs, and well, 50 guys is awesome, but really a pain to move. Why not multiple more modest sized blobs? Say maybe one 30 man blob and a 20 man squad or two? Pepper in some special/heavy weapons for utility and whatnot, and who cares if one squad get wiped out, when there maybe two to three more of similarly sized squads advancing.

I think this is the way to go, and incidentally is what I used back in 5th. I find 30 to be the sweet spot for blobs, finding a balance between manoeuvrability, firepower, return from buffs and per-unit durability. 2-4 30-man blobs+conscripts is probably a great core for a foot or hybrid list.


Biophysical wrote:Infantry Guard thought experiment:

40 Conscripts, priest = 145
40 Conscripts, priest = 145
6 Infantry Squads (2 blobs, each with an inquisitor) = 620
2 Platoon Command Squads, with some stuff = 100

This is about a 1000 point core of infantry. It's got 154 dudes. That's going to be hard to kill, no matter how you run it. It has rock-hard psychology, with 6 scoring units (4 that are durable). The conscripts can't really take any vehicles on, but you've got 500+ points to add some stuff that can eliminate problem units at range. Maybe stormtroopers so you can strike them in and remove the thing that the conscripts can't deal with, then let the conscripts hold the objective.

It's quite true that 40 guardsmen can be killed under the proper circumstances, how hilarious is it if your opponent is shooting at conscripts? They're 3 points a model! It's got to be the most inefficient thing there is for any unit to shoot at.

This is pretty much exactly what I just mentioned. Rather than an all-eggs-in-one-basket deathstar, you've got several units that are a threat in their own right. With orders you can keep them going forward and shooting, and if you want to hang back instead, then you've got the defensive firepower and number of bodies.

I'd spend the remaining points on mostly anti-tank options. LC for the platoons, some Vendettas or Vanquishers, and maybe an ADL to put midfield.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 12:40:12


Post by: Biophysical


I'm trying to better develop the idea, but I think the ability tailor your forces after listbuilding is done can be a huge advantage. I'm kicking around a variant of the above idea right now that has three main elements:

1.) 4 squads in a platoon
2.) 3 Squads in a platoon
3.) 30-40 Conscripts
4.) Support Characters (for the sake of argument, I'm going all out with 3 Plasma Priests and 3 Level 2 Primaris Psykers for 356 points in supporting characters.

You always have your large Conscript blob, but the platoon squads can be modfied as you need them. There's a lot of potentially useful combinations.
For example:
Conscripts, 2x20 man blobs, 30 man blob
Conscripts, 40 man blob, 3x10 man squads
Conscripts, 4x10 man squad, 3x10 man squad

This is further modified by where your support characters go, which depends on your psykic powers. With 3 level 2's, you get 6 rolls on the Divination table (1 at a time). As an aside, I've really tried to make the argument to myself that other tables offer good options, but the occasional home run power in Biomancy or Telekinesis is just not worth the 100% goodness of Divination.

So pretend I find myself up against screamerstar. First I roll out each of my Psykers (I'm doing this with dice as I type).
First Primaris: Misfortune, Perfect Timing (switched out for Prescience because demons use invulnerables anyway)
Second Primaris: Scrier's Gaze (made Prescience because I'm not using reserves), Precognition
Third Primaris: Forewarning, Scrier's Gaze (switched for Prescience).

Misfortune is a big deal, and has good range, but needs to be protected. It also means I want more offensive power because I can now really lay the hurt on the Screamers when that power goes off. I start building a central squad to be my hammer, so I combine the 4 squad platoon into one unit. My Misfortune and Forewarning Psykers go there with at least one Priest. The 3 Squad platoon gets split up to spread out my scoring power and limit what he can hit in one turn. The Conscripts get a Priest and the Precognition Psyker. The Conscripts screen the main unit and everybody focuses on supporting units until Misfortune makes it through, then everybody drops a ton of pain on the Screamerstar. The Screamers can't even hide in close combat all that well, because a mountain of re-roll to hit, possibly re-roll to wound S3 attacks will drag them down if Misfortune is up.

Now let's say you didn't get Misfortune. Instead of blobbing up one squad, you just split everybody into 7 individual squads. Psykers and Priests are divvied up into these squads to provide leadership support (one Priest going to the Conscripts, obviously), and you play the denial game where you destroy supporting units and deny a good target to the Screamers.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 12:54:21


Post by: Razerous


Has anyone noticed that the Taurox has 4 fire-points as compared to the Chimera's 2? It comes stock with a TL-autocannon; stick a vet team in there too with a Autocannon.. seems like a good idea?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 13:01:28


Post by: Atheos


Razerous wrote:
Has anyone noticed that the Taurox has 4 fire-points as compared to the Chimera's 2? It comes stock with a TL-autocannon; stick a vet team in there too with a Autocannon.. seems like a good idea?


It only has 2 fire points on each SIDE, from what I read, which makes it impossible to fire all 4 at once.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 13:11:20


Post by: Razerous


 Atheos wrote:
Razerous wrote:
Has anyone noticed that the Taurox has 4 fire-points as compared to the Chimera's 2? It comes stock with a TL-autocannon; stick a vet team in there too with a Autocannon.. seems like a good idea?


It only has 2 fire points on each SIDE, from what I read, which makes it impossible to fire all 4 at once.
I'f I'm looking at the model correctly, they appear similar to predator sponsons. There may be a blind-spot 6-7" in-front of the vehicle but it should be able to engage targets further out. Wider targets, not a problem.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 13:27:11


Post by: Atheos


Razerous wrote:
. I'f I'm looking at the model correctly, they appear similar to predator sponsons. There may be a blind-spot 6-7" in-front of the vehicle but it should be able to engage targets further out. Wider targets, not a problem.


I could be wrong but the two little ports on the side wouldn't act like sponsons, in my opinion, as they wouldn't give a large arc of fire. They'd have something like, 130-40 degrees of fire.

They're not sticking out like sponsons to allow them to have more of a crossfire arc, they're coming directly from the side outwards. Much like the chimera lasgun sponsons.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 14:33:23


Post by: Mavnas


So how do people feel about special weapons teams with sniper rifles? 36pts for 6 guys who can sit on a backfield objective and still make a token effort at plinking away at some high T target.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 15:10:52


Post by: Paradigm


Mavnas wrote:
So how do people feel about special weapons teams with sniper rifles? 36pts for 6 guys who can sit on a backfield objective and still make a token effort at plinking away at some high T target.


Not bad if you have the points to get rid of. Worst case scenario a unit will shoot at them, and that's a turn not shooting at a different (more valuable) target. Best case scenario, they score and objective and 3VPs, and maybe even hurt/pin something.

It's also worth noting that, apart from bare henchmen, I think that's the cheapest scoring unit in the game, which may count for something. I've found small, empty henchmen squads useful as they just get ignored, so maybe this is the IG's equivalent.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 15:11:04


Post by: Biophysical


I think the SWS snipers are pretty legit. You get six dudes with guns that don't require you to be in danger-close range to use, and you're actually pretty durable per point. It's pretty much the perfect MSU guard unit. You don't expect them to do much, but for 36 points they don't have to do much. With Precision shots and rending, though you can always get lucky and do something cool.


Automatically Appended Next Post:
Remember, they also can do damage to light armor.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 15:53:59


Post by: Mavnas


Yeah, it seems like you could field an army with too many scoring units for an enemy to kill. If you are facing some nasty army based around a star that will murder 1-2 units per turn, having several platoons broken up into MSUs counters them pretty hard. For a bit over 250 points you can get 6 (PCS, 2 infantry, 3 SWS). None of those are too sturdy, but you could easily have 20 scoring units, several of which are small enough to fully hide out of LoS. You'd still have enough points for some tanks and/or vendettas, though at that point your main goal would be to pick off as many of the enemy's weakest units leaving him with few options to remove all your scoring units in time. I still need to get used to this game being mostly objective based.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:02:52


Post by: Paradigm


Thinking about it more, the whole blobs/MSU debate could be close to being answered with the Sniper SWS. Following on from Biophysical's post about the versatility of the platoon structure and how it allows one to tailor against an opponent, and Mavnas's comments on the huge potential for scoring units:

You get 3 sniper SWS for just over 100 points. 200 points get you 6 scoring units+whatever else you've got in platoons. Using Biophysical's suggested setup of

Platoon 1:
PCS
2x PIS
40 Conscripts

Platoon 2:
PCS
4x PIS

I'd add in 3 Sniper SWS to each. For just 200 points you've got another 6 scoring units. If you blob, that's more than doubling your scoring potential. If you don't, the enemy has to kill 15 scoring units. Either way, that 200 points has given you a huge boost in scoring while not detracting from your core blobbing potential. In other words, you get MSU and blobs if you want it.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:17:33


Post by: Biophysical


That doesn't really help on kill points missions, though. It's possible that you go for tabling through extreme resistance to enemy firepower (your power is mostly preserved throughout the game, so you have a big late game advantage). I guess one option is to reserve the SWS. You're not losing that many points, they still score objectives, and by the time they show, your heavy hitters can have thinned the enemy a bit.


Automatically Appended Next Post:
This would very awesome against Tau, though. Not enough different hitters to take the squads off fast enough.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:23:17


Post by: Paradigm


True, KP can be an issue, but the SWS is a very easy unit to hide (you could probably fit them behind an artillery piece or Russ if the enemy don't have barrage weapons. Reserves is another option, as you don't lose that much killing power.

I think what's true of Tau is true of most other armies. 15 scoring units+other squads/vehicles are too many targets for most to deal with.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:36:19


Post by: Ailaros


So... MSU blobs.

You still have 20 units, and it in every way plays like an MSU list, except "S" in this case refers to units of 50 models, because they're cheap enough to do this.

Hmm...




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:37:04


Post by: Ratius


Sentinels (+armored Sents) now have a save of 2+?
Am I reading something wrong? That wasnt in 5th Codex afaik.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:46:01


Post by: Atheos


 Ratius wrote:
Sentinels (+armored Sents) now have a save of 2+?
Am I reading something wrong? That wasnt in 5th Codex afaik.


Wut? Context please, I didn't see this.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:46:23


Post by: gungo


Create an AM death star list with straken, yarrick, nork, priest, lvl2 Divination psyker, Astropath, 4x veterns armed with heavy flamer and meltagun, medic, regimental standard, carapace armour on vets. They fit in a chimera with forewarning and hyms is a rerollable 4+ invulernable save!

The unit has a rerollable 4+ invulnerable saves and armour saves, FNP, furious charge, counter atk, relentless, fearless, monster hunter, smash., (nork body guard on yarrick and straken, priest, psyker), (nork takes all of strakens challenges) +1 wound from standard, 2 x senior officers, LD 10 unit w rerollable ld tests, preferred enemy (orks), hatred (reroll all CC atks first rd), reroll all hits and wounds. (astropath can remove fearless and cause fear to any unit it faces, or puppet master a target)

total cost=668

*Not sure if straken can take an heirloom of conquest since he replaces the company commander. If so blade of conquest 25pts (Str+1 and ap3)


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:47:46


Post by: Ratius


Wut? Context please, I didn't see this.


Digital Codex edition, page 139. After Attacks 1, under Sentinels it has SV2. Its gotta be a misprint? I dont have the hardback Codex.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:49:58


Post by: Co'tor Shas


Isn't it a vehicle? why would it have a save?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:50:37


Post by: Ailaros


I don't have the digital, but in the hardback, sentinels have a set of AV values, not an Sv.

My guess is that it's a typo where they wrote "sv" where they meant to write "hp"



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:51:37


Post by: Paradigm


 Ailaros wrote:
So... MSU blobs.

You still have 20 units, and it in every way plays like an MSU list, except "S" in this case refers to units of 50 models, because they're cheap enough to do this.

Hmm...



Exactly. Maybe MS/BU- Multiple Small/Big Units?

I think it's definitely worth experimenting with, the combination of cheap throwaways that, if ignored, are scoring and can potentially pin/do damage, and if focused on, let your more openly dangerous units get further up the board.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 16:53:56


Post by: Ratius


My guess is that it's a typo where they wrote "sv" where they meant to write "hp"


Yes, I'd concur with that. Thought something was a bit whacky


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:04:52


Post by: Trickstick


gungo wrote:
Create an AM death star list with straken, yarrick, nork, priest, lvl2 Divination psyker, Astropath, 4x veterns armed with heavy flamer and meltagun, medic, regimental standard, carapace armour on vets. They fit in a chimera with forewarning and hyms is a rerollable 4+ invulernable save!

The unit has a rerollable 4+ invulnerable saves and armour saves, FNP, furious charge, counter atk, relentless, fearless, monster hunter, smash., (nork body guard on yarrick and straken, priest, psyker), (nork takes all of strakens challenges) +1 wound from standard, 2 x senior officers, LD 10 unit w rerollable ld tests, preferred enemy (orks), hatred (reroll all CC atks first rd), reroll all hits and wounds. (astropath can remove fearless and cause fear to any unit it faces, or puppet master a target)

total cost=668

*Not sure if straken can take an heirloom of conquest since he replaces the company commander. If so blade of conquest 25pts (Str+1 and ap3)


Except someone just pops the chimera and then hits the unit with a heavy flamer and everything dies. Don't forget that the priest's hymns only works in close combat, which you can't get in to without sitting outside your transport for a turn.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:11:31


Post by: Comrade


 Ailaros wrote:
So... MSU blobs.

You still have 20 units, and it in every way plays like an MSU list, except "S" in this case refers to units of 50 models, because they're cheap enough to do this.

Hmm...




Yes, in the imperial guard we do MLU.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:12:10


Post by: Ailaros


Paradigm wrote:Exactly. Maybe MS/BU- Multiple Small/Big Units?

So, MBU...

CCS - medic, 2x meltas 95
Tank commander - vanquisher, LC/MMs
- vanquisher, LC/MMs
- vanquisher, LC/MMs

3x psykers (all lvl 2)
3x priests
2x commissars

PCS - 2x meltas
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

PCS - 2x meltas
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

For 1850

203 infantry units, but I don't know if I buy it. It's still possible to chunk through that many infantrymen in a game, even if some of them wind up with a 4++, and an awful lot depends on the fate of three leman russes.

It seems like there isn't enough M to the MBU idea, on the one hand, and this wouldn't necessarily escape the creating a giant wall of corpses just outside of your deployment zone while the infantry don't actually get anywhere on the other.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:25:00


Post by: schadenfreude


I'm rethinking Yarrick. He's so much more durable than a CCS and once you take into account the cost of a Chimera and upgrades for the CCS he's pretty much the same price. One of my main concerns with the AM book is that CCS will be a fire magnet. Pretty much everytime I look at an AS list the CCS seems like the most tempting and juicy target. Even mediocre players will catch on quick after ending up on the ass end of bring it down or ignore cover orders.

I fear CCS are going to end up like Tau pathfinders. Focused and despised by opponents, and too fragile to live through the agro.

A 2nd minimal cost CCS might also be good. Maybe camo cloaks and 4 sniper rifles for 78 points. With 6th ed rules the squad can also use a ruin well in 1 of 2 ways.

#1 Shoot and run D6" as the 2nd order The company commander is the only one that needs to move, and he only needs to move away from the windows out of LOS. If the squad gets shot the hell up the CCS is out of LOS. S5 tau missiles can still get him, but they don't ID him.

#2 Don't shoot and simply run the commander out of LOS after giving orders. Then move back towards a window next turn.

There are counters, but we are dealing with a squad that costs 1/2 the normal cost of a decked out CCS in a Chimera.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:31:46


Post by: Biophysical


If you're confident you'll get the terrain, that's a good option, I think. There's also the option of dropping a CCS altogether, and just using a Tank Commander. No orders, but pretty solid warlord traits and super tough.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:34:40


Post by: Trickstick


 schadenfreude wrote:
I fear CCS are going to end up like Tau pathfinders. Focused and despised by opponents, and too fragile to live through the agro.


The CCS has the huge advantage of not needing LOS. Go with a minimal squad that can hide in the lower floor of a ruin and it is safe from barrage and normal fire. Possibly equip it with some weapons for when the enemy gets close. Something like:

CCS - Banner, vox, OoF, 2 melta/mortar team.

Just over a hundred points for a useful buff unit that can be kept safely out of danger for the first few turns. The weapons are not needed, but give it a bit of bite if the enemy breaks your lines.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:39:14


Post by: Paradigm


 Ailaros wrote:
Paradigm wrote:Exactly. Maybe MS/BU- Multiple Small/Big Units?

So, MBU...

CCS - medic, 2x meltas 95
Tank commander - vanquisher, LC/MMs
- vanquisher, LC/MMs
- vanquisher, LC/MMs

3x psykers (all lvl 2)
3x priests
2x commissars

PCS - 2x meltas
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

PCS - 2x meltas
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

For 1850

203 infantry units, but I don't know if I buy it. It's still possible to chunk through that many infantrymen in a game, even if some of them wind up with a 4++, and an awful lot depends on the fate of three leman russes.

It seems like there isn't enough M to the MBU idea, on the one hand, and this wouldn't necessarily escape the creating a giant wall of corpses just outside of your deployment zone while the infantry don't actually get anywhere on the other.



I would personally drop the conscripts down to 40 men (just less unwieldy) and maybe not go all-out on the Psykers (keep 2 at lvl1 and 1 lvl2) , and use the free points to grad a few Sniper SWS. Gives you the small units to mix in, that will either get ignored and score or get shot at and distract firepower from the blobs. It's a win-win situation.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 17:49:51


Post by: Kain


 Ailaros wrote:
So... MSU blobs.

You still have 20 units, and it in every way plays like an MSU list, except "S" in this case refers to units of 50 models, because they're cheap enough to do this.

Hmm...



It's not often that the swarm of plague zombies gets crushed beneath the sheer numbers of the living. I'll say that.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 18:32:47


Post by: gungo


 Trickstick wrote:
gungo wrote:
Create an AM death star list with straken, yarrick, nork, priest, lvl2 Divination psyker, Astropath, 4x veterns armed with heavy flamer and meltagun, medic, regimental standard, carapace armour on vets. They fit in a chimera with forewarning and hyms is a rerollable 4+ invulernable save!

The unit has a rerollable 4+ invulnerable saves and armour saves, FNP, furious charge, counter atk, relentless, fearless, fear, monster hunter, smash., (nork body guard on yarrick and straken, priest, psyker), (nork takes all of strakens challenges) +1 wound from standard, 2 x senior officers, LD 10 unit w rerollable ld tests, preferred enemy (orks), hatred (reroll all CC atks first rd), reroll all hits and wounds. (astropath can remove fearless and cause fear to any unit it faces, or puppet master a target)

total cost=668

*Not sure if straken can take an heirloom of conquest since he replaces the company commander. If so blade of conquest 25pts (Str+1 and ap3) , give Nork death mask of ollanius 4+ invulnerable, it will not die, fear 30 points.


Except someone just pops the chimera and then hits the unit with a heavy flamer and everything dies. Don't forget that the priest's hymns only works in close combat, which you can't get in to without sitting outside your transport for a turn.


A divination psyker can give the chimera ( forewarning-target unit) a 4+ invul sv even inside the chimera (firepoint). Hard to pop it in that case. even if you broke through the chimera's 4+ invul and used a hvy flamer and able to target most of them with a template, Most of them (priest, psyker, yarrick, straken, nork) still have natural 4+/5+ invulnerable(3+ armour for straken) saves and they all a 5+ FNP. On top of that how exactly does everything die with a hvy flamer when most of them (all but the vets) have multiple wounds again?

instead of a heavy flamer you're going to want str 6+ spam to take out the psyker and medic and get rid of the extra 4+ invulnerable and Fnp before the psyker recasts forewarning on the unit but remember Nork will protect all characters in his unit. So none of the characters die until you kill Nork, which at 3 wounds and the mask regening wounds, toughness 5, 4+ invul and armour sv, FNP. is a beast to kill unless you hit him with insta death and/or str10 weapons. (Yarrick is the only one that can't be insta killed and can still get up after you kill him.)


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 18:57:06


Post by: Rob451


Something I just noticed: Ogryns are no longer scared of heights.

The rule that stated that Ogryns can't embark on a Valkyrie is gone. You can now put up to 4 of them in a Valk and have them jump out.

I don't know if this would be useful but it's nice to know that you can do it.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:00:21


Post by: daedalus


gungo wrote:

A divination psyker can give the chimera ( forewarning-target unit) a 4+ invul sv even inside the chimera (firepoint). Hard to pop it in that case. even if you broke through the chimera's 4+ invul and used a hvy flamer and able to target most of them with a template, Most of them (priest, psyker, yarrick, straken) still have natural 4+/5+ invulnerable(3+ armour for straken) saves and they all a 5+ FNP. On top of that how exactly does everything die with a hvy flamer when most of them (all but the vets) have multiple wounds again?

instead of a heavy flamer you're going to want str 6+ spam to take out the psyker and medic and get rid of the extra 4+ invulnerable and Fnp before the psyker recasts forewarning on the unit but remember Nork will protect all characters in his unit (aka psyker). Insta death weapons also work on all but yarrick as well.


You seem to be doing an awful lot of counting on having forewarning for it being a random power that you roll. I can count the number of armies I've seen recently that don't have a lot of S6/7 spam on two hands.

So here's the deal with the heavy flamer: Nork has a 4+ save, because carapace armor, right? You have a 1/6 chance of getting Forewarning, so we'll consider how it goes if you don't get it.. So you have a 4+ save with a 5+ FNP. Against a heavy flamer that hits the enitre squad, because you just got knocked out of your transport, you have 10 hits. that'll get you about 8-9 wounds (average T3, remember?) Nork starts soaking wounds, gets no armor save, FNPs away 3 of them. You still get 6 wounds. Bye bye Nork, and still 2 wounds left.

And that's just a single gun firing at them. Now combine that with the rest of the unit firing. Hell, for that matter, consider a single Manticore firing at them.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:15:16


Post by: Rob451


 daedalus wrote:
gungo wrote:

A divination psyker can give the chimera ( forewarning-target unit) a 4+ invul sv even inside the chimera (firepoint). Hard to pop it in that case. even if you broke through the chimera's 4+ invul and used a hvy flamer and able to target most of them with a template, Most of them (priest, psyker, yarrick, straken) still have natural 4+/5+ invulnerable(3+ armour for straken) saves and they all a 5+ FNP. On top of that how exactly does everything die with a hvy flamer when most of them (all but the vets) have multiple wounds again?

instead of a heavy flamer you're going to want str 6+ spam to take out the psyker and medic and get rid of the extra 4+ invulnerable and Fnp before the psyker recasts forewarning on the unit but remember Nork will protect all characters in his unit (aka psyker). Insta death weapons also work on all but yarrick as well.


You seem to be doing an awful lot of counting on having forewarning for it being a random power that you roll. I can count the number of armies I've seen recently that don't have a lot of S6/7 spam on two hands.

So here's the deal with the heavy flamer: Nork has a 4+ save, because carapace armor, right? You have a 1/6 chance of getting Forewarning, so we'll consider how it goes if you don't get it.. So you have a 4+ save with a 5+ FNP. Against a heavy flamer that hits the enitre squad, because you just got knocked out of your transport, you have 10 hits. that'll get you about 8-9 wounds (average T3, remember?) Nork starts soaking wounds, gets no armor save, FNPs away 3 of them. You still get 6 wounds. Bye bye Nork, and still 2 wounds left.

And that's just a single gun firing at them. Now combine that with the rest of the unit firing. Hell, for that matter, consider a single Manticore firing at them.


Indeed. All this theory crafting based around forewarning is great but there is the fact that in most games you won't get the power (1 in 6 chance for a level 1 and 1 in 3 for a level 2 assuming you don't take prescience) and in those you do it will fail 1 out of every 6 casts (assuming you aren't up against 'nids).

If you are basing your army list on a series of dicerolls you make before deployment which are highly likely to leave you disappointed then that is a poor army list.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:21:07


Post by: gungo


 daedalus wrote:
gungo wrote:

A divination psyker can give the chimera ( forewarning-target unit) a 4+ invul sv even inside the chimera (firepoint). Hard to pop it in that case. even if you broke through the chimera's 4+ invul and used a hvy flamer and able to target most of them with a template, Most of them (priest, psyker, yarrick, straken) still have natural 4+/5+ invulnerable(3+ armour for straken) saves and they all a 5+ FNP. On top of that how exactly does everything die with a hvy flamer when most of them (all but the vets) have multiple wounds again?

instead of a heavy flamer you're going to want str 6+ spam to take out the psyker and medic and get rid of the extra 4+ invulnerable and Fnp before the psyker recasts forewarning on the unit but remember Nork will protect all characters in his unit (aka psyker). Insta death weapons also work on all but yarrick as well.


You seem to be doing an awful lot of counting on having forewarning for it being a random power that you roll. I can count the number of armies I've seen recently that don't have a lot of S6/7 spam on two hands.

So here's the deal with the heavy flamer: Nork has a 4+ save, because carapace armor, right? You have a 1/6 chance of getting Forewarning, so we'll consider how it goes if you don't get it.. So you have a 4+ save with a 5+ FNP. Against a heavy flamer that hits the enitre squad, because you just got knocked out of your transport, you have 10 hits. that'll get you about 8-9 wounds (average T3, remember?) Nork starts soaking wounds, gets no armor save, FNPs away 3 of them. You still get 6 wounds. Bye bye Nork, and still 2 wounds left.

And that's just a single gun firing at them. Now combine that with the rest of the unit firing. Hell, for that matter, consider a single Manticore firing at them.



If the divination psyker doesnt get forewarning (4+invul) even after any rerolls for powers (1 out of 3 because of lvl 2), I would still also take Prescience (reroll all saves, hits and wounds) which is still extremely helpful for this group, Either power works and significantly improves your chance at dice rolls by taking either one. Regardless Nork gets 4+ armour save from carapace and the 4+ invulnerable from the death mask and the 5+ FNP.

So lets assume you get neither forewarning nor Prescience, because the dice hate you today. And you were lucky to get a perfect template on all 10 models (impressive), in 10 hits ~8 wound, 4 are blocked by the invulnerable save, 1 gets blocked by fnp, 3 wounds and norks dead (except he doesnt take the hits on non characters aka medic, standard bearer, meltagunner, heavy flamer, astropath), he doesnt die but if he did he has death throws and likely kills the target. If all the rolls go bad for you. if he lives he has a chance at regening wounds (it will not die). If you get prescience instead of forewarning they all have a chance at rerollables, And the main point of nork is a bodyguard to protect the characters. Once your in flamer range you are in charge range and this group is still great in CC.

Youre not really relying on random rolls from the psyker. They only help the group. Instead 5 of 10 models all have native invulnerables.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:29:03


Post by: Rob451


gungo wrote:
 daedalus wrote:
gungo wrote:

A divination psyker can give the chimera ( forewarning-target unit) a 4+ invul sv even inside the chimera (firepoint). Hard to pop it in that case. even if you broke through the chimera's 4+ invul and used a hvy flamer and able to target most of them with a template, Most of them (priest, psyker, yarrick, straken) still have natural 4+/5+ invulnerable(3+ armour for straken) saves and they all a 5+ FNP. On top of that how exactly does everything die with a hvy flamer when most of them (all but the vets) have multiple wounds again?

instead of a heavy flamer you're going to want str 6+ spam to take out the psyker and medic and get rid of the extra 4+ invulnerable and Fnp before the psyker recasts forewarning on the unit but remember Nork will protect all characters in his unit (aka psyker). Insta death weapons also work on all but yarrick as well.


You seem to be doing an awful lot of counting on having forewarning for it being a random power that you roll. I can count the number of armies I've seen recently that don't have a lot of S6/7 spam on two hands.

So here's the deal with the heavy flamer: Nork has a 4+ save, because carapace armor, right? You have a 1/6 chance of getting Forewarning, so we'll consider how it goes if you don't get it.. So you have a 4+ save with a 5+ FNP. Against a heavy flamer that hits the enitre squad, because you just got knocked out of your transport, you have 10 hits. that'll get you about 8-9 wounds (average T3, remember?) Nork starts soaking wounds, gets no armor save, FNPs away 3 of them. You still get 6 wounds. Bye bye Nork, and still 2 wounds left.

And that's just a single gun firing at them. Now combine that with the rest of the unit firing. Hell, for that matter, consider a single Manticore firing at them.


If the divination psyker doesnt get forewarning (4+invul) even after any rerolls for powers or Prescience (reroll all saves)which is still extremely helpful for this group. Nork gets 4+ armour save from carapace and the 4+ invulnerable (possible reroll) from the death mask and the 5+ FNP.

So lets assume you get neither forewarning nor Prescience, because the dice hate you today. And you were lucky to get a perfect template on all 10 models (impressive), in 10 hits ~8 wound, 4 are blocked by the invulnerable save, 4 get through, 1 gets blocked by fnp, 3 wounds and norks dead, he does his death throws and kills the target. If all the rolls go bad for you. if he lives he has a chance at regening wounds. If you get prescience he has a chance at rerollable, if you had forewarning the transport has a 4+. And the main point of nork is a bodyguard to protect the characters. Once your in flamer range you are in charge range and this group is great in CC.


Nork can't benefit from the Deathmask because he can't take Heirlooms and only the wearer of the mask gets the Invuln save and saves are AFTER Look Out Sir so those 8 wounds go straight onto Nork who tanks 2 maybe 3 but still dies with wounds left over. He only gets to attack the target that kills him in Close Combat not from being burnt to death by a Heavy Flamer.

EDIT: Also Nork can't eat Strakens challenges. Heroic Interventions can only occur if a challenge goes on for more than one combat phase. Straken still MUST challenge and accept challenges and fight them for at least one combat phase. If he is still alive after that then Nork will automatically step in.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:29:16


Post by: daedalus


gungo wrote:


If the divination psyker doesnt get forewarning (4+invul) even after any rerolls for powers or Prescience (reroll all saves)which is still extremely helpful for this group. Nork gets 4+ armour save from carapace and the 4+ invulnerable (possible reroll) from the death mask and the 5+ FNP.

I just got, like, sooper confused here. Let's take a few steps back. Prescience doesn't let you reroll all saves. It lets you reroll failed to-hit rolls. Maybe you're thinking of the priest ability? Maybe it's called Prescience too? I don't have my codex on me. Also, where did the death mask come from? Who's carrying that?


So lets assume you get neither forewarning nor Prescience, because the dice hate you today. And you were lucky to get a perfect template on all 10 models (impressive), in 10 hits ~8 wound, 4 are blocked by the invulnerable save, 4 get through, 1 gets blocked by fnp, 3 wounds and norks dead, he does his death throws and kills the target. If all the rolls go bad for you. if he lives he has a chance at regening wounds. If you get prescience he has a chance at rerollable, if you had forewarning the transport has a 4+. And the main point of nork is a bodyguard to protect the characters. Once your in flamer range you are in charge range and this group is great in CC.

Template across all 10 models is respectable, but it's far from impossible, especially if you blew up the Chimera, rather than wrecking it. Nork doesn't get the death throws thingy because he's not in close combat yet. We also still have all the rest of the firing of whatever had that heavy flamer left over.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:34:00


Post by: gungo


sorry was mixing prescience and precognition.
still lvl 2 psyker gives a reroll on power.

The death mask is a relic cost 25 points, gives it will not die, an 4+ invul, fear and can be used by anyone.
On most guard armies its not worth it but it works well on Nork.

Also nork does not intercept the wounds on, astropaths, meltagunner, standard bearer, heavy flamer, and medic. The only one in that list thats someone important is the medic, but nork has FNP naturally.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:38:51


Post by: Rob451


gungo wrote:
sorry was mixing prescience and precognition.
still lvl 2 psyker gives a reroll on power.

The death mask is a relic cost 25 points, gives it will not die, an 4+ invul, fear and can be used by anyone.
On most guard armies its not worth it but it works well on Nork.


No it can be used by anybody who can take Heirlooms. That's regular Company Commanders and Lord Commissars only. Nobody else.

Precognition only affects the Psyker not the unit. It's useless on a Primaris Psyker.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:40:35


Post by: daedalus


Yeah, I'm going with what Rob said.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:43:20


Post by: gungo


[
Nevermind i see it.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:46:33


Post by: Rob451


gungo wrote:
Rob451 wrote:

Nork can't benefit from the Deathmask because he can't take Heirlooms and only the wearer of the mask gets the Invuln save and saves are AFTER Look Out Sir so those 8 wounds go straight onto Nork who tanks 2 maybe 3 but still dies with wounds left over. He only gets to attack the target that kills him in Close Combat not from being burnt to death by a Heavy Flamer.

EDIT: Also Nork can't eat Strakens challenges. Heroic Interventions can only occur if a challenge goes on for more than one combat phase. Straken still MUST challenge and accept challenges and fight them for at least one combat phase. If he is still alive after that then Nork will automatically step in.


I dont see anywhere where it says nork cant take hierlooms.
The restrictions on the heirlooms are only:
Lord Commissar's: Emporer benediction
Company commanders: Laurels, reliquary, aquilla
No restriction: Blade of conquest, Deathmask


Look at the entry for the Company Command Squad. Under options it says "The Company Commander may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists". No such option exists for any of the special characters.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:47:23


Post by: rabidguineapig


So as an opponent facing this Straken death star squad, which is well over 1/3 of a 1500 point army are you really going to ignore this thing to the point where you hit it with one blast the entire game?

With the two armies I play:
I'd welcome you toward me as Grey Knights who will proceed to shoot the living crap out of you once you get within 24" and then ignore your regular saves and FNP in CC and go first in every combat phase at int 4-6. We pack plenty of s6 flamers too haha. Even if you make it, the Chimera isn't an assault vehicle and you have to spend one turn outside of your metal box. Dreadknights also laugh at you.

As another guard army, there's plenty of anti-tank to pop that Chimera well inside your table half even with a 4+ invuln. Once that happens the sheer volume of fire toward a majority t3 (Nork's toughness is irrelevant when getting wounded) squad will just demolish them when their best possible save is a 3+ 4++ on a model you don't want to die first.

IF that squad can get into CC they will probably leave a dent in some armies, but not too many people worry about one Chimera, 4++ or not, rolling at them when it's not even an assault vehicle.

Straken is a beatstick for sure, but you can't dump 668 pts into a squad with a temperamental 4++ and majority t3. I see him being used more as a backfield counter assault unit than a gung-ho, leave my army behind, assault master. It's not killy enough or survivable enough to warrant such a massive point cost...


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:55:38


Post by: gungo


 rabidguineapig wrote:
So as an opponent facing this Straken death star squad, which is well over 1/3 of a 1500 point army are you really going to ignore this thing to the point where you hit it with one blast the entire game?

With the two armies I play:
I'd welcome you toward me as Grey Knights who will proceed to shoot the living crap out of you once you get within 24" and then ignore your regular saves and FNP in CC and go first in every combat phase at int 4-6. We pack plenty of s6 flamers too haha. Even if you make it, the Chimera isn't an assault vehicle and you have to spend one turn outside of your metal box. Dreadknights also laugh at you.

As another guard army, there's plenty of anti-tank to pop that Chimera well inside your table half even with a 4+ invuln. Once that happens the sheer volume of fire toward a majority t3 (Nork's toughness is irrelevant when getting wounded) squad will just demolish them when their best possible save is a 3+ 4++ on a model you don't want to die first.

IF that squad can get into CC they will probably leave a dent in some armies, but not too many people worry about one Chimera, 4++ or not, rolling at them when it's not even an assault vehicle.

Straken is a beatstick for sure, but you can't dump 668 pts into a squad with a temperamental 4++ and majority t3. I see him being used more as a backfield counter assault unit than a gung-ho, leave my army behind, assault master. It's not killy enough or survivable enough to warrant such a massive point cost...


True there are much better deathstars but its fun to play with.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:56:33


Post by: Rob451


The problem with all beatstick characters is the delivery system. Orks don't care as all their transports are open topped. Space Marines have Landraiders and jump packs as do CSM. Nids can fly and Dark Eldar also have open-topped transports that are fast.

Imperial Guard have nothing that can reliably get a Beatstick character close enough to the enemy before they get shot off the board. Had Straken been an IC and not in a Command Squad then a blob of Fearless conscripts would be a fine place to put him.

A beatstick character in a Guard list is for counter-assault. Let them come to you and hide behind the Aegis until it's time to fix bayonets.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 19:58:57


Post by: Razerous


So to summerise some of the good combo, please free to add;
•Pask + punisher + Leman Russ XYZ
•Divination primiarus + (anything in need or twin-linked or possibly ignores cover)
•Priest + 20 conscripts (20 fearless wounds?!)
•Powerblobs
•Ogryns in Valks(It's now possible...)
•Cheaper Russes
•Wyvern Battery (Unsung hero IMHO)
•Orders (& Tank Orders, Priest/commissar stuff for some decent force multipliers)

I know some of these are just X rather than a pure combo but worth mentioning I feel.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:00:33


Post by: gungo


Rob451 wrote:
gungo wrote:
Rob451 wrote:

Nork can't benefit from the Deathmask because he can't take Heirlooms and only the wearer of the mask gets the Invuln save and saves are AFTER Look Out Sir so those 8 wounds go straight onto Nork who tanks 2 maybe 3 but still dies with wounds left over. He only gets to attack the target that kills him in Close Combat not from being burnt to death by a Heavy Flamer.

EDIT: Also Nork can't eat Strakens challenges. Heroic Interventions can only occur if a challenge goes on for more than one combat phase. Straken still MUST challenge and accept challenges and fight them for at least one combat phase. If he is still alive after that then Nork will automatically step in.


I dont see anywhere where it says nork cant take hierlooms.
The restrictions on the heirlooms are only:
Lord Commissar's: Emporer benediction
Company commanders: Laurels, reliquary, aquilla
No restriction: Blade of conquest, Deathmask


Look at the entry for the Company Command Squad. Under options it says "The Company Commander may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists". No such option exists for any of the special characters.


Ya I thought it was upgrades for the company command squad with straken replacing the company command squad and nork and the advisors joining it.
It was a weak attempt to theorycraft a deathstar for guards. I still think Nork is a good special to protect your characters and better priced then most ogryns.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:05:34


Post by: Rob451


As a point of reference: Chimera spam in 1500:

CCS - Chimera - 125

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

75 points left for whatever. Not quite as good as last edition where every squad would have a Melta Gun.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:08:55


Post by: Exergy


 Paradigm wrote:
Mavnas wrote:
36pts for 6 guys


It's also worth noting that, apart from bare henchmen, I think that's the cheapest scoring unit in the game, which may count for something. I've found small, empty henchmen squads useful as they just get ignored, so maybe this is the IG's equivalent.


There are a lot of cheap scoring units in the game, 3 DE Wracks is 30 points, T4 and has FNP. Many DE players get them to unlock a transport and then have them run around the backfield or camp an objective......At least they use to, when DE were semi competitive.

Still 36 points isn't much to spend on a scoring unit.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:12:41


Post by: Ailaros


Yeah, maybe people are overplaying the need for psykers, especially for foot guard. I mean, how many squads really need to have prescience simultaneously? Also, I'd agree that relying on them is bad. As we've been saying, the trick is to get use out of these Ld-based buffs without also coming to rely on them. If you need a psychic power to go off for things to work right, then that's the moment you're going to roll a 10 or an 11...

So how about...

Yarrick

3x priests
2x commissars
primaris psyker - level 2

PCS - 2x melta, krak grenades
PIS - melta
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

PCS - 2x melta
PIS - melta
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

PCS - 2x melta
PIS - melta
PIS - melta
PIS - melta
PIS - melta
PIS - melta
Conscripts (50)

For 1850

Now we're talking about 322 models. That might just do it - the extra casualties you get from the displacement nightmare might not be enough to make up for the sheer number of bodies.

I still don't know how this would work against wave serpent spam, what with the anti-tank problems, but damn if that isn't a lot of guardsmen to chew through, and everything that's not a vehicle says hello to lasguns.


Of course, the biggest problem with this is that it's absurd. I don't own 322 guard models, and I'm just trying to unpack, deploy, and, well, play it all.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:24:29


Post by: Trickstick


Wow, that is a lot of bodies. I don't know how easy it will be to fit them all in your deployment zone. Wave serpents should have some problems as there will be no where for them to run from the wave of bodies, which can just frag grenade them to death.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:29:18


Post by: Ailaros


In this case, no frag grenading.

I guess the list DOES have a lot of meltaguns, so it's not completely pointless against tanks.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:48:16


Post by: Paradigm


Razerous wrote:
So to summerise some of the good combo, please free to add;
•Pask + punisher + Leman Russ XYZ
•Divination primiarus + (anything in need or twin-linked or possibly ignores cover)
•Priest + 20 conscripts (20 fearless wounds?!)
•Powerblobs
•Ogryns in Valks(It's now possible...)
•Cheaper Russes
•Wyvern Battery (Unsung hero IMHO)
•Orders (& Tank Orders, Priest/commissar stuff for some decent force multipliers)

I know some of these are just X rather than a pure combo but worth mentioning I feel.


I'd add:

cheap, scoring Sniper SWS/PCS
Scions platoons dropping around an augur
Cheaper drive'n'drop Grenadier Vets.

Ok, here's my first attempt at a list. Please excuse any off points values, I've not got the codex in-hand yet.

Foot Guard, 1500:

HQ:

CCS, Carapace, Lascannon: 90

Priest x3: 75

Primaris: 50
Primaris: 50

Troops

Platoon 1:
PCS, 4 Flamers: 50

PIS, melta: 60
PIS, melta: 60
PIS, melta: 60

40 Conscripts: 120

SWS, 3x Sniper: 36
SWS, 3x Sniper: 36


Platoon 2:
PCS, 4 Flamers: 50
Commissar

PIS, Lascannon: 70
PIS, Lascannon: 70
PIS, Lascannon: 70

40 Conscripts: 120

SWS, 3x Sniper: 36
SWS, 3x Sniper: 36


Veterans, Carapace, 3x Plasma: 115

Veterans, Carapace, 3x Plasma: 115

ADL, Quad Gun: 100
1494



The general plan:
The Commissar attached to the Lascannon blob. which sit behind the ADL with the Veterans. The Conscripts move up side-by-side, in front on the Melta blob, with priests attached to each. The SWS move up on the flanks for vantage points or hide as needed. Psykers go in the Lascannon and Melta blobs.

It's not as many bodies as some lists throw down, but every unit is capable of doing damage, while none are a pivotal enough to scream ''shoot me!'. Small and big units give a balance between target overload and return on buffs.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 20:51:09


Post by: Biophysical


Movement trays, man. I'd drop one of those platoons for meltabombs on all the Sgts, and strip any gear off the PCS. You've still got like 220 guys, but you get 500 or so points of Leman Russes to beat on stuff. I think the lower number with support is actually more durable over the course of the game than the higher number.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:01:09


Post by: Mr.Omega


I don't see all the fuss over the Sniper SWS.

I can barely understand taking them for the extremely cheap backboard scoring unit, but here's my 3 main issues:

1) If you're fielding a Heavy Weapon platoon blob, there's literally no point because the only real thing you're getting is 3 unimpressive BS3 shots.

2) Why not just field a HWS with Lascannon/Autocannon, now we can give out ignores cover/monster hunter like candy, these seem the better long range fire+scoring alternative.

Just shove one of the spare Commissars/Priests in it to eliminate the morale issue.

3) Really, if you want Snipers, why aren't you just taking Ratlings? They're cheaper for 3 Rifles and have BS4, so are on the end of the scale that is further away from well, mediocrity really.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:02:28


Post by: Kain


 Mr.Omega wrote:
I don't see all the fuss over the Sniper SWS.

I can barely understand taking them for the extremely cheap backboard scoring unit, but here's my 3 main issues:

1) If you're fielding a Heavy Weapon platoon blob, there's literally no point because the only real thing you're getting is 3 unimpressive BS3 shots.

2) Why not just field a HWS with Lascannon/Autocannon, now we can give out ignores cover/monster hunter like candy, these seem the better long range fire+scoring alternative.

Just shove one of the spare Commissars/Priests in it to eliminate the morale issue.

3) Really, if you want Snipers, why aren't you just taking Ratlings? They're cheaper and have BS4, so are on the end of the scale that is further away from well, mediocrity really.

In any case, the precision shot order means we can have everyone in the receiving unit snipe to an extent.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:03:28


Post by: Trickstick


 Ailaros wrote:
In this case, no frag grenading.

I guess the list DOES have a lot of meltaguns, so it's not completely pointless against tanks.




Did I make the same mistake again? Why do I keep thinking that frag grenades are s4? Was that a 5th edition rule or something?


For the Emperor!: The combined IG/AM tactica thread. @ 2206/06/15 21:08:32


Post by: Ailaros


Yes, that's how it used to work.

And if it worked that way, well, no problems. The only S4 solution was allying in inquisitors.

And I don't know if cutting the number of troops by a third to give them better weapons is going to be the way to go. If your opponent can clear off 40 guardsmen in a single turn, you'll wind up at turn 5 being tabled (and probably have lost an awful lot of your combat effectiveness before then). With over 300 models, your opponent can shoot them for 5 turns... and you still have an entire guard army on the table.

I'm thinking this might be a problem with the support units as well. It's really, really easy to blow 400 points on a big pile of priests and commissars and psykers and allied psykers, etc. etc. etc. and while those support units are good, and individually cheap, they cause nickel and diming problems like crazy.

I'm almost wondering if it isn't worthwhile to skimp on the mass leadership. If your squads in the back don't have a priest or commissar, then they've still got to take a pretty decent chunk of casualties before they make their first morale test, and if those leadership-vulnerable squads are in the back, that means the guys in front aren't getting shot. I suppose they'd still be vulnerable to a few sniper rifles forcing pinning checks, though.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:11:54


Post by: Paradigm


 Kain wrote:
 Mr.Omega wrote:
I don't see all the fuss over the Sniper SWS.

I can barely understand taking them for the extremely cheap backboard scoring unit, but here's my 3 main issues:

1) If you're fielding a Heavy Weapon platoon blob, there's literally no point because the only real thing you're getting is 3 unimpressive BS3 shots.

2) Why not just field a HWS with Lascannon/Autocannon, now we can give out ignores cover/monster hunter like candy, these seem the better long range fire+scoring alternative.

Just shove one of the spare Commissars/Priests in it to eliminate the morale issue.

3) Really, if you want Snipers, why aren't you just taking Ratlings? They're cheaper and have BS4, so are on the end of the scale that is further away from well, mediocrity really.

In any case, the precision shot order means we can have everyone in the receiving unit snipe to an extent.


It's more a case of they are the cheapest scoring unit we have in-codex (A HWT running off is a fairly large loss, a Sniper SWS is expendable), they are easily overlooked (in which case they score) and they can potentially do some damage.

I agree Ratlings are better as Snipers, but aren't scoring. Autocannons/LAscannon teams are too much of an expenditure for what we need (an expendable unit)


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:12:15


Post by: Razerous


36pts for 6 models

And HWS are a pain to place.

I guess we shall see


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:18:05


Post by: Biophysical


Re: 200 guys + tanks vs. 300 guys

I don't think an enemy will be able to take off 40 guys a turn, every turn. Maybe the first turn, if they brought the right stuff, but you start degrading his firepower on turn 1 also (well, you do if you brought some tanks or artillery). Very few crazy-high firepower units are THAT durable per point, they're mostly artillery type units.


Automatically Appended Next Post:
Re: Sniper SWS

They're about half the price of a HWS, and almost twice as hard to kill (long range stuff is almost always S6 or higher), and more resistant to morale checks from shooting casualties. It makes them much better at scoring.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:23:51


Post by: obsidiankatana


Biophysical wrote:
Re: 200 guys + tanks vs. 300 guys

I don't think an enemy will be able to take off 40 guys a turn, every turn. Maybe the first turn, if they brought the right stuff, but you start degrading his firepower on turn 1 also (well, you do if you brought some tanks or artillery). Very few crazy-high firepower units are THAT durable per point, they're mostly artillery type units.


This is rather army dependent. Eldar and Tau can definitely do this, SM lists packing TFCs can do this, DE can do this (T1 anyway). Just off the top of my head. Oh, any any Guard army you're facing can do this to another Guard player.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:28:55


Post by: UlrikDecado


Biophysical wrote:
Re: 200 guys + tanks vs. 300 guys

I don't think an enemy will be able to take off 40 guys a turn, every turn. Maybe the first turn, if they brought the right stuff, but you start degrading his firepower on turn 1 also (well, you do if you brought some tanks or artillery). Very few crazy-high firepower units are THAT durable per point, they're mostly artillery type units.
Automatically Appended Next Post:
Re: Sniper SWS

They're about half the price of a HWS, and almost twice as hard to kill (long range stuff is almost always S6 or higher), and more resistant to morale checks from shooting casualties. It makes them much better at scoring.


Believe me, IG can cut such sum of squishy guardsmen every turn. And not only IG.

I agree with SWS, its interesting. Not top tier if you build really tournament list, but definetly not "and now something just for fun and I dont care I lose". For the 36 points its interesting, as you said - scoring option. They can annoy key units and if they are targeted, its not so big loss. I will definetly try them and juggle with orders.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 21:39:17


Post by: Kain


 Paradigm wrote:
 Kain wrote:
 Mr.Omega wrote:
I don't see all the fuss over the Sniper SWS.

I can barely understand taking them for the extremely cheap backboard scoring unit, but here's my 3 main issues:

1) If you're fielding a Heavy Weapon platoon blob, there's literally no point because the only real thing you're getting is 3 unimpressive BS3 shots.

2) Why not just field a HWS with Lascannon/Autocannon, now we can give out ignores cover/monster hunter like candy, these seem the better long range fire+scoring alternative.

Just shove one of the spare Commissars/Priests in it to eliminate the morale issue.

3) Really, if you want Snipers, why aren't you just taking Ratlings? They're cheaper and have BS4, so are on the end of the scale that is further away from well, mediocrity really.

In any case, the precision shot order means we can have everyone in the receiving unit snipe to an extent.


It's more a case of they are the cheapest scoring unit we have in-codex (A HWT running off is a fairly large loss, a Sniper SWS is expendable), they are easily overlooked (in which case they score) and they can potentially do some damage.

I agree Ratlings are better as Snipers, but aren't scoring. Autocannons/LAscannon teams are too much of an expenditure for what we need (an expendable unit)

On that note, I'm eager to see the look on somebody's face when a conscript blob precision shots their precious grimoire holder out of a screamer star.

Should be hilarious.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 22:28:10


Post by: Rob451


Rob451 wrote:
As a point of reference: Chimera spam in 1500:

CCS - Chimera - 125

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

PCS - Chimera - 95
PIS - Chimera - 115
PIS - Chimera - 115

75 points left for whatever. Not quite as good as last edition where every squad would have a Melta Gun.


As a counterpoint to my own Chimera Spam List: Taurox Spam

CCS - Chimera (Because Orders), Banner - 140

PCS - Taurox, 4xMelta - 120
PIS - Taurox, Melta - 110
PIS - Taurox, Melta - 110

PCS - Taurox, 4xMelta - 120
PIS - Taurox, Melta - 110
PIS - Taurox, Melta - 110

PCS - Taurox, 4xMelta - 120
PIS - Taurox, Melta - 110
PIS - Taurox, Melta - 110

PCS - Taurox, 4xMelta - 120
PIS - Taurox, Melta - 110
PIS - Taurox, Melta - 110

1500 on the nose. Same number of units on the board but with S7 not S6 and Melta guns for everyone.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 22:31:05


Post by: l0k1


I see that, for the most part, the community is still coming up with ideas for running thus codex on it's own. Has anyone started looking at using allies beyond and inquisitor or two?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 22:38:18


Post by: Trickstick


 l0k1 wrote:
I see that, for the most part, the community is still coming up with ideas for running thus codex on it's own. Has anyone started looking at using allies beyond and inquisitor or two?


I like the idea of allying in a Scion command and two Scion units. Gives you backfield disruption and scoring. Guard have lost a lot of their outflanking potential, so allies should be used to get scoring units up the field.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 22:57:29


Post by: Captain Roderick


Gonna wade in here - I've not played in a while, but I love theorizing about this stuff.

A build that seems like it could work for a nice 1-2 punch would be having 2 squadrons of russes, 1 all-punisher with pask and a DS homer, the other all-vanquisher.

Put a conscript blob (you choose the size) with a primaris and a priest as bubble wrap for the vanquisher squadron. it's a pretty cheap way to get very durable bubble wrap, and if you get your powers off, that's a lot of twin-linked anti-tank. The squadron advances at walking speed, killing off everything in sight with an armor value or 2+ save.

Meanwhile, the pask squadron charges about high-speed turn 1, either getting closer to the foe or moving round a flank for better firing angles. Their bubble-wrap comes in the form of deepstriking scions. Choose for your own play style whether you want to discourage people from coming into melta range, keep 'em cheap for a physical exclusion zone, or load for bear with plasmas and meltas to round off the carnage wrought by Pask's team.

hold the backfield with a vet squad (for the 2nd troops choice), a CCS with MotF, and a 30-strong blob with commissar, lascannons and an ageis. Maybe throw in a few of those penny-packet SWS' that have been on people's radar.

The backfield team is there to use ignore cover orders to hurt anything they can see, and also to give the impression of a standard guard firebase of "stay out of their firing lanes" proportions. Maybe throw in a couple of sabres for the same reason.

All in all, you have powerful anti-tank, powerful anti-infantry, and probably a buttload of weaknesses... But it's not especially gimmicky, mainly based on core IG units, ally-free, and hopefully quite cost-effective as a base for an army.

Since I don't have a 'dex yet, I can't get a strong estimate on what that might cost... and I kept the numbers very vague intentionally. It seems like you could scale a build like this from 1k upwards depending on the size of your scion team and tank squadrons.

To me it seems like it could be viable, since although it does hope for good rolls (who doesn't), it's not built in the hope of passing 3 Ld tests in a row for the same unit in order to achieve its goals. admittedly the scion bubble wrap dropping in when needed to defend the offensive tanks might be hoping for too much, so perhaps they're better off in chimeras, or replaced by mechvets.


Anyone got any opinions?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 23:40:36


Post by: kir44n


With the decrease in cost to Vanquishers, I find it difficult to justify not taking a double vanquisher squadron, each with a lascannon. Thats 2 S9 AP 2 shots, and 2 S8 + 2D6 Ap 2 shots a turn, capable of putting wounds on MCs/Terminators at range, and can threaten Landraiders & Monoliths at range. As long as you don't roll poorly, you should be deleting or maiming a vehicle a turn with a squadron of them, and at 290 for the pair, its not consuming an absurd amount of your list either.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/15 23:49:43


Post by: Buttons


 rabidguineapig wrote:
So as an opponent facing this Straken death star squad, which is well over 1/3 of a 1500 point army are you really going to ignore this thing to the point where you hit it with one blast the entire game?

Practically speaking yes. However, I don't think anyone seriously takes a Straken deathstar with the intention of winning, and it may be more fun to just charge into it and see what happens.


Automatically Appended Next Post:
Buttons wrote:
 rabidguineapig wrote:
So as an opponent facing this Straken death star squad, which is well over 1/3 of a 1500 point army are you really going to ignore this thing to the point where you hit it with one blast the entire game?

Practically speaking yes. However, I don't think anyone seriously takes a Straken deathstar with the intention of winning, and it may be more fun to just charge into it and see what happens.

I am going to add another vanquisher with pask to my list for more than just flavour now. Rerolls to hit with BS 4 and rerolls to penetrate with a vanquisher? Practically might as well just say that it penned and save yourself some rolling.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 00:20:14


Post by: deFl0


I like these mass infantry lists.

Although, I really think you want to go down the path of adepta sororitas allies and inquisition.

chunks of conscripts with a sprinkles of uriah,

or 50 conscripts, priest, inqisitor w. liber hereticus, rad grenades, hammer hand

I also think that the true strength of the codex is figuring out how to exploit divination and orders.

To me the obvious combos are:

Prescience + Manticores

Perfect timing + Executioners + plasma sponsons
(pask helps here in a punisher)

Fire on my target + special weapon squads + 3 demo charges

Fire on my target + blob + 3 priests w. plasma guns, 5 plasma guns, 5 lascanonons, aegis

Take Aim + 50 Conscripts + priest

First Rank Fire, Second Rank fire + Scions

Misfourtune + Wyverns (or dakka russes) (or thudd guns)

Also, you could go biomancy + blobs + dark angel + inquisition and go for enfeeble, rad grenade launchers, and inq with rad grenades for wierd oblitting combos.










For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 00:38:30


Post by: tau tse tung


Hi, not sure of my current army due to me being away from it at the moment but how about...

CCS-Chimera
(Regimental advisers)

Veterans (Foot)
3 snipers

Veterans (Valkyrie)
Flamers

Veterans (Valkyrie)
Melta/flame

Mortar team

Lascannon team

Priest

Basilisk

ADL

Small squad of stormtroopers.

All of that for roughly 1500 points, Say You run the vet and HWT squads towards an objective with the CCS in the chimera and basilisk giving covering fire, by turn 2 at least Valkyrie comes on and starts pie plating any men giving you trouble, by turn 3 the the second will be on doing the same. If worse comes to worse the stormtroops can deepstrike and provide cover to an ailing unit. Using this tactic i think you can take/contest pretty much any objective on the board. I'm temped to add a deathstrike or another basilisk also.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 00:39:34


Post by: Red Corsair


 Paradigm wrote:
Mavnas wrote:
So how do people feel about special weapons teams with sniper rifles? 36pts for 6 guys who can sit on a backfield objective and still make a token effort at plinking away at some high T target.


Not bad if you have the points to get rid of. Worst case scenario a unit will shoot at them, and that's a turn not shooting at a different (more valuable) target. Best case scenario, they score and objective and 3VPs, and maybe even hurt/pin something.

It's also worth noting that, apart from bare henchmen, I think that's the cheapest scoring unit in the game, which may count for something. I've found small, empty henchmen squads useful as they just get ignored, so maybe this is the IG's equivalent.


3 wracks for DE is 30 pts, t4 and FnP. But yea sws snipers are cheap scoring, though I don't think my lists will have room for such a useless unit. Yea its 36 pts, but I don't remember the last list I built where I even had more then 5 pts laying around anf if I did I'd want something better. 36 "extra" points is a lot of useful things.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 00:41:25


Post by: Comrade


Anybody thinking about say using cheap low point infantry defending artillery...

and then deep striking an entire stormtrooper platoon into their backfield as the closed in on our entrenched lines?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 01:02:13


Post by: Red Corsair


 Comrade wrote:
Anybody thinking about say using cheap low point infantry defending artillery...

and then deep striking an entire stormtrooper platoon into their backfield as the closed in on our entrenched lines?


Yea, a hellhound with an auger array and a platoon with 10 specials precision DS'ing can be VERY effective. Especially when that tempestor prime orders his squad to gain plasma precision shots .


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 02:12:26


Post by: buddha


I had a thought about the deathblob and I think Yarrick makes it beyond disgusting.

Yarrick
5 Infantry Squads: 5 Meltaguns, 5 Poweraxes, Krak Grenades
2 Priests
lvl 2 Primaris Psyker
Azrael

Everyone knows the Azrael blob but the orders that yarrick gives means you don't have to babysit the blob with a command squad and allows you to use the best orders like precision shot or ignore cover. The priest, in CC, allows re-rolls of those 4+ invuls which is just dirty. With Prescience for the primaris, and the hymns from the priests, in combat the unit is re-rolling all hits, wounds, and saves. Nasty.

I think this setup


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 03:01:05


Post by: screaming flayers


 obsidiankatana wrote:
screaming flayers wrote:

since the russ is a heavy vehicle and can always fire all weapons at full ballistic skill does potms even help a russ?


There are cases being made for POTMS overriding Ordnance for a Battle Tank / Demolisher. Not that many people take those variants these days.


a couple of things - one - those are the ones i have, is that a mistake?

i thought heavy vehicles are not affected by ordnance


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 03:41:49


Post by: Raxmei


screaming flayers wrote:
a couple of things - one - those are the ones i have, is that a mistake?

i thought heavy vehicles are not affected by ordnance
Yes, you have made a mistake. Being a heavy vehicle doesn't do anything about ordnance. It just makes the tank always shoot as if it were stationary. Ordnance restricts all other weapons to only snap shots whether the vehicle moved or not so heavy doesn't help. This is why you sometimes see IG players complaining about ordnance Russes being less useful and complaining about the loss of the old Lumbering Behemoth.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 03:50:38


Post by: Uriels_Flame


Did Scions lose/not have access to the Vendetta in their Tempustus Book?

Or is it a choice?

I noticed in the AM/IG you can't run Vets in Vendetta's anymore as the vet squad starts at 10, so if you want Scions in Vendettas you can only do so with AM/IG codex taking up Elite/FA choices?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 05:40:21


Post by: Buttons


 Uriels_Flame wrote:
Did Scions lose/not have access to the Vendetta in their Tempustus Book?

Or is it a choice?

I noticed in the AM/IG you can't run Vets in Vendetta's anymore as the vet squad starts at 10, so if you want Scions in Vendettas you can only do so with AM/IG codex taking up Elite/FA choices?

Pretty much. I mean there is nothing stopping you from taking vets in a valkyrie instead, but now they can't fit in a vendetta. Honestly Scions could have used the vendetta, as an army list it is pretty much useless outside of allies because it has no firepower. While I suppose there is no inherent issue with such a thing (I assume it was meant to be used with allies from the start), they still should have access to vendettas, both because of fluff (why not give the elite of the AM some mobile heavy fire support?) and because it makes them better allies beyond suicide meltas which anyone can do.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 06:28:33


Post by: ansacs


buddha wrote:I had a thought about the deathblob and I think Yarrick makes it beyond disgusting.

Yarrick
5 Infantry Squads: 5 Meltaguns, 5 Poweraxes, Krak Grenades
2 Priests
lvl 2 Primaris Psyker
Azrael

Everyone knows the Azrael blob but the orders that yarrick gives means you don't have to babysit the blob with a command squad and allows you to use the best orders like precision shot or ignore cover. The priest, in CC, allows re-rolls of those 4+ invuls which is just dirty. With Prescience for the primaris, and the hymns from the priests, in combat the unit is re-rolling all hits, wounds, and saves. Nasty.

I think this setup

I would trade the primaris psykers for inquisition ones. If you put Yarrick with the primaris psykers then the first perils Yarrick executes the primaris.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 08:09:18


Post by: BlaxicanX


Found a codex that had fallen out the back of a truck today.

Fiddling around with stuff, here's a foot-slogger list I made:

Company Command Squad (Yarrick, Las Cannon, 2xPlasma Guns)
Platoon Command Squad (Las Cannon, Grenade Launcher)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Platoon Command Squad (Las Cannon, Grenade Launcher)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Platoon Command Squad (Las Cannon, Grenade Launcher)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Primaris Psyker (Psyker Level 2)
Primaris Psyker (Psyker Level 2)
Primaris Psyker (Psyker Level 2)
Aegis Defense Line (Quad Gun)

1500 Points

I originally had 3 priests instead of Yarrick. Replacing him would give me 70 more points to play around with. Dunno.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 12:06:06


Post by: rabidguineapig


 BlaxicanX wrote:
Found a codex that had fallen out the back of a truck today.

Fiddling around with stuff, here's a foot-slogger list I made:

Company Command Squad (Yarrick, Las Cannon, 2xPlasma Guns)
Platoon Command Squad (Las Cannon, Grenade Launcher)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Platoon Command Squad (Las Cannon, Grenade Launcher)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Platoon Command Squad (Las Cannon, Grenade Launcher)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Infantry Squad (Las Cannon, Plasma Gun)
Primaris Psyker (Psyker Level 2)
Primaris Psyker (Psyker Level 2)
Primaris Psyker (Psyker Level 2)
Aegis Defense Line (Quad Gun)

1500 Points

I originally had 3 priests instead of Yarrick. Replacing him would give me 70 more points to play around with. Dunno.


It would be 70 pts you'd immediately need to put into a CCS though, I don't see a second HQ in there.

Edit: Derp, I'm apparently blind.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 12:12:13


Post by: Blacksails


 rabidguineapig wrote:

It would be 70 pts you'd immediately need to put into a CCS though, I don't see a second HQ in there.


I'm not following.

There's already a CCS. Removing Yarrick would leave the CCS, being the mandatory HQ.

Don't need a second HQ below 2000pts.

The list looks a little boring if anything, though probably effective enough. Its certainly a good amount of psychically buffed lascannon shots to wade through, not even considering the orders being thrown around.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 12:14:00


Post by: rabidguineapig


Oh my bad, not sure how I missed that. You'd be good to go then, I literally looked over that twice and didn't even see the CCS. Too early here haha...


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 12:20:17


Post by: kir44n


With how good senior orders are, it only makes sense for Imperial Guard to always have their HQ slots maxed out.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 12:56:42


Post by: Malthor


Hi,I'm thinking about getting some Guard allies for my Space Wolves, could someone tell me if I could ally in priests, enginseers etc.? I'm not sure how this would work as allies, if they only take up no HQ slot if they're the primary detachment or something like this. I'd appreciate it if someone could tell me


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 13:58:33


Post by: Biophysical


 tau tse tung wrote:
Hi, not sure of my current army due to me being away from it at the moment but how about...

CCS-Chimera
(Regimental advisers)

Veterans (Foot)
3 snipers

Veterans (Valkyrie)
Flamers

Veterans (Valkyrie)
Melta/flame

Mortar team

Lascannon team

Priest

Basilisk

ADL

Small squad of stormtroopers.

All of that for roughly 1500 points, Say You run the vet and HWT squads towards an objective with the CCS in the chimera and basilisk giving covering fire, by turn 2 at least Valkyrie comes on and starts pie plating any men giving you trouble, by turn 3 the the second will be on doing the same. If worse comes to worse the stormtroops can deepstrike and provide cover to an ailing unit. Using this tactic i think you can take/contest pretty much any objective on the board. I'm temped to add a deathstrike or another basilisk also.



You need an Infantry platoon (requiring a PCS and 2 Infantry Squads) to take the Heavy Weapon Teams. That being said, I think they'd be better off traded for something else anyway. The Mortars are sadly terrible. I haven't played an army like this, but it feels light on power, even for 1500. I think the CCS and Basilisk are going to get picked out early, then you're going to have some problems. There's really no such thing as covering fire in 40k as it is right now. The only way to limit your enemy's killing power (barring a few psychic powers) is killing them. Units that advance have to be really tough or in large number. I'm not sure why you're wanting to advance with the Heavy Weapons anyway. I'd gear your non-Valkryie units towards stationary, protective, firepower roles. The Veterans in Valks should be your primary takers of objectives not near your deployment zone.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 14:20:34


Post by: Uriels_Flame


Buttons wrote:
 Uriels_Flame wrote:
Did Scions lose/not have access to the Vendetta in their Tempustus Book?

Or is it a choice?

I noticed in the AM/IG you can't run Vets in Vendetta's anymore as the vet squad starts at 10, so if you want Scions in Vendettas you can only do so with AM/IG codex taking up Elite/FA choices?

Pretty much. I mean there is nothing stopping you from taking vets in a valkyrie instead, but now they can't fit in a vendetta. Honestly Scions could have used the vendetta, as an army list it is pretty much useless outside of allies because it has no firepower. While I suppose there is no inherent issue with such a thing (I assume it was meant to be used with allies from the start), they still should have access to vendettas, both because of fluff (why not give the elite of the AM some mobile heavy fire support?) and because it makes them better allies beyond suicide meltas which anyone can do.


Well crap - there goes my Jakero/Scion list....


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 17:43:41


Post by: BlaxicanX


Swapped out Yarrick for the Priests again, used those points to buy moar plasma and vox's for errybody.

 Blacksails wrote:

The list looks a little boring if anything, though probably effective enough. Its certainly a good amount of psychically buffed lascannon shots to wade through, not even considering the orders being thrown around.


Oh, I agree. This list is dry as hell, lol. I would never run it outside of a tournament or to shut up a cocky player.It seems pretty dirty though. At rapid-fire range, all three platoons firing while prescienced is putting 42 wounds on MEQ or 33 on TEQ a turn.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 19:25:56


Post by: Biophysical


To start a new point of discussion:

I really like Sentinels, and the decreased cost of armored sentinels suddenly makes them pretty interesting. There's a catch, though. Leman Russ tanks also went down in price, and they have a gun for everything. Examples follow:

3 Autocannon Sentinels: 135 points, average of 3 hits
LR Exterminator: 130 points, average of 3 hits

3 Plasma Cannon Sentinels: 150 points, 3 plasma cannonshots
LR Executioner: 140 points (I think), 3 plasma cannon shots

3 Lascannon Sentinels: 150 points, 3 lascannon shots
LR Vanquiser with hull Lascannon: 145 points, 2 shots, but one is much more likely to penetrate

3 Heavy Flamer Sentinels: 120 points, 3 templates
LR Eradicator: 120 points, 1 large blast, massively better range

3 Multilaser Sentinels: 120 points, 9 S6 shots
LR Punisher: 140 points, 20 S5 shots

Furthermore, Leman Russes have a huge armor advantage, a hull weapon, and the chance to buy cheap sponsons. The Sentinels have a little going for them, but it's mostly small-ball stuff:
-More total hull points (countered by lower armor)
-More vehicles (can't smoke the whole group with a lucky hit)
-Easier to get cover
-Less vulnerable in close combat
-Fast Attack choice vs. Heavy Support

So really the main reason I'm seeing to use them is if you're Heavy Support choices are filled and you want some extra firepower. This isn't necessarily a bad reason. I could imagine an army with a lot of artillery that wanted some durable, mobile direct firepower. That means Sentinels. I suppose you can also scale down with them. Single Sentinels can tarpit certain units pretty well and still provide some useful, expendable firepower.

I feel a little like I've been baited and switched.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 19:44:41


Post by: daedalus


Scout sentinels can scout* as well.


* Crap. I THINK they can scout still. No codex at work.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 19:53:19


Post by: tomjoad


Scout sentinels can still scout, yes. But they're AV10 in the front, so marines/dire avengers/guardians/anybody really can very easily destroy them without even having to try. Given the repricing of the Armoured Sentinel, I think it's clearly superior now.

RE: Executioners. They are 155pts, so slightly more expensive than the 3 Plasma Sentinels, but the Execution also has at least a heavy bolter, with the option to upgrade it's firepower a lot.

I really want to like Sentinels; they are cool models and AT-ST's have been awesome as long as I can remember. However, whenever I write a list, they end up on the chopping block. I can't really justify cutting a Leman Russ for them, so they sit on the sidelines.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 19:53:20


Post by: Paradigm


Sents are definitely worth considering.

Scouts with Lascannons certainly still have a place, as they always did, with moving in from the side and hitting side armour. Use autocannons if tight on points or expecting to face AV12 or lower side armour. You could also run something similar with HF ScoutSents in an anti-infantry/objective-clearing role.

Armoured Sents are also probably best with Lascannons, 6HP and AV12 across 3 models is pretty durable once in cover. They're shooting from T1, and outrange. Any shots that hit them aren't hitting your Russes or Chimeras, so it's a win-win. They also have some ability to tarpit units.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 20:40:36


Post by: Biophysical


Thanks for the correction on the Executioners. I didn't have my book with me. I'm not going to say Scouts Sentinels shouldn't be used, but I have a problem with they're frailty. More importantly for this line of thought, they're really not worth comparing to Leman Russes because they have pretty distinct abilities. Armored Sentinels much less so.

I guess the Lascannon armed variety is really more interesting. It's not necessarily a better tank hunter than a Vanquisher, but it brings an extra shot for the points, which is better against a variety of targets at long range. I also am not convinced it's worth it, but Hunter-Killers are another way to take advantage of Sentinels. Use them for a 6 heavy weapon alpha strike, with just the lascannons in subsequent turns.

I wish I could give my Sentinels multi-meltas like the Elysians. That would be a cool Armored Sentinel role.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 20:57:24


Post by: Mavnas


Sentinels can charge right? AV12 into a unit without crack grenades and you should be able to tie them up. Heck even with grenades, they're rolling for 6s, one attack per model.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 21:04:49


Post by: Leth


I can see armored sentinels getting some time in. Especially as a reasonably durable lascannon platform.

Ugh. Its a tough call though.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 21:09:18


Post by: Paradigm


Biophysical wrote:Thanks for the correction on the Executioners. I didn't have my book with me. I'm not going to say Scouts Sentinels shouldn't be used, but I have a problem with they're frailty. More importantly for this line of thought, they're really not worth comparing to Leman Russes because they have pretty distinct abilities. Armored Sentinels much less so.

I guess the Lascannon armed variety is really more interesting. It's not necessarily a better tank hunter than a Vanquisher, but it brings an extra shot for the points, which is better against a variety of targets at long range. I also am not convinced it's worth it, but Hunter-Killers are another way to take advantage of Sentinels. Use them for a 6 heavy weapon alpha strike, with just the lascannons in subsequent turns.

I wish I could give my Sentinels multi-meltas like the Elysians. That would be a cool Armored Sentinel role.


The general idea with Scouts is to take LC+Hunter-Killer, and outflank into side armour. 3 Lascannons and 3 hunter-killers will probably net you your points back or close, if you pick a juicy enough target. Yes, they're getting blasted next turn, but even then that's shots not hitting more useful units.

Mavnas wrote:Sentinels can charge right? AV12 into a unit without crack grenades and you should be able to tie them up. Heck even with grenades, they're rolling for 6s, one attack per model.


Against units that can't hurt them, they can choose to fall back, so it's a case of picking something that can hurt them potentially (and therefore can't auto-run) but that won't kill them for a few turns. But yes, the general idea is sound.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/16 23:48:47


Post by: RegulusBlack


So this is what I’m thinking of running for ATC (Foot Guard 2000 pts)

CCS-MoO,Astropath,AutoCannon Team
CCS-MoO,Astropath,AutoCannon Team
Relic of Preferred Enemy

2x Primaris ML2
1x Primaris ML1
3x Priests

Coteaz
Xenos Inq ML1, psychotroke, rad, servo skulls x3
ADL w/LasCannon

PCS 4x Sniper Rifles, Bolter
PCS 4x Sniper Rifles, Bolter

(Priest/Primaris)IS Plasmagun/Power Axe
IS Plasmagun/Power Axe

(Priest/Primaris)IS Plasmagun/Power Axe
IS Plasmagun/Power Axe

(Coteaz) IS Plasmagun/LasCannon
IS Plasmagun/LasCannon
IS Plasmagun/LasCannon

(Priest/Inquisitor Xenos) Conscripts x 41


So here’s my dilemma, do I go with :

A) 3x HWT Lascannons with a Commisar in each to support
This gives me twin linked, ignore cover/monster hunter on a leadership 9
B) 2x Manticores
This gives me 2 twin linked Manticores

Both would have preferred enemy since I would place them close to my CCS I’m thinking the Manticores would pack more punch, while the LasCannons with ignore cover could scalpel necessary vehicles/units?

Hammer vs. Sword I guess



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 00:16:09


Post by: Zengu


Has anyone used the Wyvern yet? Is it any good or worth taking? I've done a few test rolls and I cant seem to wound anything with it. Am I right in thinking that Eradicator or even another artillery would do its job better?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 00:27:14


Post by: Swastakowey


Zengu wrote:
Has anyone used the Wyvern yet? Is it any good or worth taking? I've done a few test rolls and I cant seem to wound anything with it. Am I right in thinking that Eradicator or even another artillery would do its job better?


Im about to try it tonight. I mean for 60 points, its better than 3 mortars (which are more expensive) but remember for your tests it has rerolls to wound.

I do not expect wonders. The only time I can see it being good is against a unit which has a cover save thats better than its armour save. But yea id like to know how people have done with the unit in an actual battle. If not ill come back in 9 or so hours and let you know.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 00:28:06


Post by: gmaleron


Zengu wrote:
Has anyone used the Wyvern yet? Is it any good or worth taking? I've done a few test rolls and I cant seem to wound anything with it. Am I right in thinking that Eradicator or even another artillery would do its job better?


Saw a battery of x3 decimate a Tau Gunline army, these things seem tailor made to take in squadrons and to be used to deal with Xenos armies. Against MEQ's the sheer volume of hits you should be able to inflict with them should makeup for their low S and high AP.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 01:26:22


Post by: schadenfreude


 gmaleron wrote:
Zengu wrote:
Has anyone used the Wyvern yet? Is it any good or worth taking? I've done a few test rolls and I cant seem to wound anything with it. Am I right in thinking that Eradicator or even another artillery would do its job better?


Saw a battery of x3 decimate a Tau Gunline army, these things seem tailor made to take in squadrons and to be used to deal with Xenos armies. Against MEQ's the sheer volume of hits you should be able to inflict with them should makeup for their low S and high AP.


I wouldn't call S4 shred low strength.

S4 shred is better than S5

Wyverns hit T4 targets with a 4+ armor save harder than forge world thudd guns and don't require a prescience.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 01:28:22


Post by: Crablezworth


Anyone claiming wyverns aren't good will be crying about them and calling them the new cheese in a couple weeks times.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 01:32:32


Post by: Swastakowey


Well for their price they do more than you pay them for. But compared to the old guns, they seem disappointing. But their spamability kinda makes up for it. I too see it becoming a popular model.


For the Emperor!: The combined IG/AM tactica thread. @ 3714/04/17 01:34:40


Post by: Anpu42


So do the Tauox have the same footprint as the Chimeria or is it closer to a Rhino or Land Raider?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 01:36:57


Post by: Swastakowey


Its smaller than a chimera, not much smaller. Its taller though.

Not as wide from memory.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 02:33:07


Post by: Razerous


What about the MoO's? Are they worthwhile for 20pts? Are they worth twin-linking?

What about Astropaths? I feel, after having much face time with Belakor, telepathy includes some powerful debuffs.

Thoughts?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 02:37:54


Post by: Desubot


Razerous wrote:
What about the MoO's? Are they worthwhile for 20pts? Are they worth twin-linking?

What about Astropaths? I feel, after having much face time with Belakor, telepathy includes some powerful debuffs.

Thoughts?


Moo's are pretty much the same as before. the only difference being you can possibly get relentless.
Astropaths i think will be a relatively awesome add on. little bit of psychic defense and the potential to get some fum powers.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 02:41:38


Post by: felixcat



I think we will see more Master of the Fleet to screw people over more than we will see astropaths


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 02:45:51


Post by: Ailaros


Rob451 wrote:As a counterpoint to my own Chimera Spam List: Taurox Spam

Yeah, I don't know how much I like tauroxes, and foot guard definitely did get more love than mech guard this codex, but it seems to me that mech guard is still the stronger way of running guard at the moment.

kir44n wrote:With the decrease in cost to Vanquishers, I find it difficult to justify not taking a double vanquisher squadron, each with a lascannon.

With the points cost reduction in multimeltas, it's hard to make an argument against adding them as well.

I mean, for the price of two meltas, you get two multimeltas, and on AV14 to boot.

It's one of those things that I feel like they may have made too cheap about russes.

Red Corsair wrote:Yea, a hellhound with an auger array and a platoon with 10 specials precision DS'ing can be VERY effective.

I'm a little wary of the auger arrays. They'd sort of HAVE to be on fast units like hellhounds in order to get used, but a hellhound blasting forward isn't THAT durable. Which means you'd have to have multiple auger arrays, and those suckers ain't free. Plus, whoever had one would have the biggest possible target drawn on them...

Biophysical wrote:I really like Sentinels, and the decreased cost of armored sentinels suddenly makes them pretty interesting. There's a catch, though. Leman Russ tanks also went down in price, and they have a gun for everything.

So, I don't like armored sentinels (or vendettas in this case), on this very principle. Things in the FA slot should behave like FA choices. They shouldn't behave like heavy support options in the wrong FOC slot.

In practice, yeah, armored sentinels have basically the same killing power. The real distinction is if you want 6HP of AV12 or 3HP of AV14. In this case, I think I'd still take the russ. Yeah, there's the chance that a single vehicle destroyed result will poach the whole deal, but on the other hand, losing 2 HP of AV12 means that now you're down a gun, while the russ always fires at full strength until it's destroyed.

But I can see uses for the armored sentinels as well, I suppose.

felixcat wrote:astropaths

I think I finally figured them out. Astropaths are really just a way to include a cheap psychic shriek into the squad. Think of it as being like adding a plasma gunner, sort of.

Also, astropaths cheaply give CCSs a 5+ deny the witch.

schadenfreude wrote:S4 shred is better than S5

Sure, but it's not real S5, which means it doesn't hurt vehicles.

And even then, it's still Ap6, so even if the hits to wounds ratio is good, the wounds to kills ratio is crappy. And it's still stuck with a small blast template, so it still doesn't work on displaced troops, and it's still barrage, so it still doesn't work against units in ruins, and no matter how squishy infantry the infantry are, it never works against units embarked in a transport. Given that it's also not doing much to monstrous creatures or vehicles, and can't even target fliers, the role of a wyvern is extremely narrow.

... and it still competes with other infantry killers, and it still takes up a valuable HS slot, and it still does what all the anti-infantry weapons you were already bringing does, and it's still stuck on an open-topped AV12/10 chassis.

I imagine that we'll see some players give it a try and then realise how crappy its damage is and quit. Especially when you consider its damage output for how dang long it takes to resolve all the dice rolling every time it fires.

Except for a few hard-core hold-outs. Some people liked the griffon after all, and that at least was S6 Ap4 ordnance, which was a lot better.





For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 03:05:40


Post by: Swastakowey


I love the telepath. Their primar power is good against elite models where winning by 3 or 4 will be devastating. Against horde like armies, its not really great, but I want to try it against terminators or something.

I also like the master of fleet now, a bit unreliable maybe but at least he can pick and choose, plus combine effects if need be.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 03:05:59


Post by: Anpu42


Here is one way to think about it.

You take 3 Level-2 Psykers.
#1 Rolls a 1 Getting: Foreboding. Happy with that you move on trying to get Precognition, but rolls a 6 giving you Scryer’s Gaze so you take Presence.
#2 Rolls a 2 Giving you Forewarning. Then you make your second roll and gets 5 giving you Precognition.
#3 Roll a 4 giving you Perfect Timing and then rolls a 6 giving you Scryer’s Gaze so you take Presence.

You now have the following
#1: Full Ballistic Skill on Overwatch and Re-Rolls to hit, so you attach him to one of your Veteran Squads.
#2: 4++ Save and Re-Rolls on To Hit and Damage along with saves, so you attack him to your Punisher Russ Squadron.
#3: Ignore Cover and To-Hit Rolls, so you attack him to your Vanquisher/Exterminator Squadron or your Heavy Weapons Teams.

Edit: Well I posted here by mistake, but it is not out of place here.


For the Emperor!: The combined IG/AM tactica thread. @ 0018/04/17 03:08:06


Post by: Ailaros


Swastakowey wrote: Against horde like armies, its not really great,

But it is a lot funnier. Conscripts have Ld5, which means sometimes the astropath leers angrily and points his finger at them and then 13 of them suddenly explode like a gory version of popcorn.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 03:11:12


Post by: Swastakowey


 Ailaros wrote:
Swastakowey wrote: Against horde like armies, its not really great,

But it is a lot funnier. Conscripts have Ld5, which means sometimes the astropath leers angrily and points his finger at them and then 13 of them suddenly explode like a gory version of popcorn.



Very true, but thats like super horde haha.

Either way, at his price he doesnt have to kill many models to make his money back.

Its also awesome because he is blind. In my opinion a blind old man walking the fields of death blasting away enemies is impressive.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 03:15:57


Post by: Stus67


What do people think about Straken's 360 No-scopers? I don't have the book in front of me, but doesn't Straken give his unit Relentless, and 3 BS4 Sniper Rifles that can move and shoot like Ratlings could be amusing.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 03:22:03


Post by: Anpu42


Yes from his warlord trait, though I was thinking Plasma Guns and Nork along with a Priest out of a Valk



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 05:17:11


Post by: Swastakowey


 Anpu42 wrote:
Yes from his warlord trait, though I was thinking Plasma Guns and Nork along with a Priest out of a Valk



Thats pretty expensive. I have found Imperial Guard to always be about the amount of models you put down. Expensive things like this (only 7 models) will let you down most of the time.

In my opinion, id be more than happy to see a unit like that coming towards me.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 06:17:50


Post by: Mavnas


So I just had a thought. With 3 ML2 psykers, you can really go fishing for any power you want out of those 4 trees and still take an inquisitor or two to have divination covered.

Augur Array + Gate of Infinity = precision deep strike by the blob. I'm not sure this is the most effective tactic, but you could put the array on a valk or vendetta. Zoom it into position during the move phase of turn 3, reposition your blob anywhere that has room for it. Downside is, you're super clumped up at that point (and I don't think Forwards for the Emperor bypasses the Deep Strike prohibition on moving further that phase?). Upside is FRF in double tap range, with a large group of models and if the enemy was coming towards you and left gaps in his back field... (your list could also have some scions ready to reinforce this new front).

Of course, Telekinesis has some other less useful powers that you might get stuck with trying to get this one. The 24" Haywire hit one isn't bad either though it's not like you were hurting for vehicle killing power, but the reroll 6s would shut down people snap firing at your fliers or making overwatch shots.


Automatically Appended Next Post:
Actually, looking at Pyromancy: Fire shield + Cypher = 2+ cover save in the open. (Are there cheaper ICs with Shrouded?)

Or 3+ cover saves in the open for vehicles with camo netting.

Sadly, again pyromancy has a lot of other powers that are just meh. (Though fiery form + force axe on the psyker gets you S6 AP2, instant death attacks, that could get you somewhere.)


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 06:33:13


Post by: BlaxicanX


Since Scions are a "platoon", does that mean that a single succesful reserve roll would allow the entire platoon of 3 squads to deep-strike in the same turn?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 06:36:32


Post by: Mavnas


I think biomancy wins at being the best non-divination set of powers. The primaris is potentially useful though somewhat short range. I could see builds that go for 12 AP2 attacks.

I could also see div and biomancy mixed for maximum effect. You know how your blob is still somewhat squishy with 4++? What if it also had FNP? (Also Relentless and IWND; so there's more than one way to give a squad Relentless.)

I can also see Enfeeble + Rad Grenades being a thing. Throw in Hammer Hand, and suddenly your conscript's attacks cause instant death for MEQ.(Probably not worth the points tactically, but the hilarity...)


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 07:19:15


Post by: endlesswaltz123


Curve ball tactic that would only work against casual lists but may be fun, 3 primaris psykers, allied in inquisitor psykers, allied in greay knights inquisitor and maybe a bare bones strike squad. Add a culexus assasin and get them up the field, yeah it's only 12" range but that could potentially be 9(off the top of my head?) S5 AP1 shots from BS10.

Again, not really competitive but it could be funny, providing you can keep everything that is buffing him alive, and him for that matter.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 07:38:07


Post by: Coyote81


Mavnas wrote:
So I just had a thought. With 3 ML2 psykers, you can really go fishing for any power you want out of those 4 trees and still take an inquisitor or two to have divination covered.

Augur Array + Gate of Infinity = precision deep strike by the blob. I'm not sure this is the most effective tactic, but you could put the array on a valk or vendetta. Zoom it into position during the move phase of turn 3, reposition your blob anywhere that has room for it. Downside is, you're super clumped up at that point (and I don't think Forwards for the Emperor bypasses the Deep Strike prohibition on moving further that phase?). Upside is FRF in double tap range, with a large group of models and if the enemy was coming towards you and left gaps in his back field... (your list could also have some scions ready to reinforce this new front).

Of course, Telekinesis has some other less useful powers that you might get stuck with trying to get this one. The 24" Haywire hit one isn't bad either though it's not like you were hurting for vehicle killing power, but the reroll 6s would shut down people snap firing at your fliers or making overwatch shots.


Automatically Appended Next Post:


Deepstriking does not prevent you from running in the shooting phase. Just stops you from further movement in the movement phase.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 13:38:31


Post by: Mavnas


Then forward for the emperor is the way to unbunch slightly while still shooting.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 14:45:55


Post by: Biophysical


 Crablezworth wrote:
Anyone claiming wyverns aren't good will be crying about them and calling them the new cheese in a couple weeks times.


I think this is probably going to be the case. 4 shots per 65 point tank is a lot of firepower, even at S4. There's so many twin-linked shots, with shred, that even sub-optimal targets take a lot of damage. I don't think it has to be slow either. Say you've got a whole squadron. You make the first ranging shot, then just roll a D6 for each of the remaining shots all together. Any 5's or 6's are hits, and you set them aside, re-rolling the rest. Any more 5's or 6's go into the first pile. Find the optimal place to put the template and multiply your hits by the number of dice in the hit pile. Everything else you'll have to scatter, but that shouldn't be that many scatters, and it shouldn't take that long to resolve each one. Then you roll your wounds like anything else. It won't be a short shooting phase, but it's not going to be way longer than, say, a big blob with mixed weapons and Divination.

The common argument is IG don't need a lot of help killing infantry. I look at it this way. They're not that great at killing infantry dug in way in the back of a deployment zone, but the Wyvern does this pretty well. They also have plenty of killing power against tanks, and don't necessarily need help in that department.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 15:23:57


Post by: kir44n


Biophysical wrote:
 Crablezworth wrote:
Anyone claiming wyverns aren't good will be crying about them and calling them the new cheese in a couple weeks times.


I think this is probably going to be the case. 4 shots per 65 point tank is a lot of firepower, even at S4. There's so many twin-linked shots, with shred, that even sub-optimal targets take a lot of damage. I don't think it has to be slow either. Say you've got a whole squadron. You make the first ranging shot, then just roll a D6 for each of the remaining shots all together. Any 5's or 6's are hits, and you set them aside, re-rolling the rest. Any more 5's or 6's go into the first pile. Find the optimal place to put the template and multiply your hits by the number of dice in the hit pile. Everything else you'll have to scatter, but that shouldn't be that many scatters, and it shouldn't take that long to resolve each one. Then you roll your wounds like anything else. It won't be a short shooting phase, but it's not going to be way longer than, say, a big blob with mixed weapons and Divination.

The common argument is IG don't need a lot of help killing infantry. I look at it this way. They're not that great at killing infantry dug in way in the back of a deployment zone, but the Wyvern does this pretty well. They also have plenty of killing power against tanks, and don't necessarily need help in that department.


I think you have it for the most part. The Wyvern in my mind fills a very specific role for the IG, and that is to remove backfield objective holders in cover. A unit must maintain at least 1 model within 3" of the objective in order to hold it, so if the enemy displaces the maximum 2" from each model, he's going to limit how many models are actively holding the objective. Putting one model on top of the objective, you can then fit a maximum of 6 additional models maintaining 2" coherency within the 3" radius objective bubble. A full unit of Wyverns will be able to pound a unit off an objective over the course of a game, or draw fire from more expensive units if it is accomplishing its goal. Either way the IG player is benefiting.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 15:59:41


Post by: Red Corsair


I like some of what I am seeing in this thread but I have to say, I am seeing WAY too many points flushed into the pooper on power axes with some of these blobs.

A PW is 15pts! Some of these blobs I am seeing are 5 strong. Thats 75 points. You can get an Inquisitor with rad grenades and hammer hand for less then that. Do you really think the enemy is going to survive a 5 squad platoon swinging at s4 against -1t all prescience from a PP at initiative 3? If anything give the sarges melta bombs so wrath knights or iron clads can't tar pit that high cost blob as easily.

Heck I just noticed one blob had 5 guys with axes at 15ppm and no HW's. Buy 5 AC's and still save 25 points! A platoon HAS to have an AC or LC max. Other wise your wasting so much opportunity cost from orders.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 17:32:32


Post by: portugus


 Anpu42 wrote:
Here is one way to think about it.

You take 3 Level-2 Psykers.
#1 Rolls a 1 Getting: Foreboding. Happy with that you move on trying to get Precognition, but rolls a 6 giving you Scryer’s Gaze so you take Presence.
#2 Rolls a 2 Giving you Forewarning. Then you make your second roll and gets 5 giving you Precognition.
#3 Roll a 4 giving you Perfect Timing and then rolls a 6 giving you Scryer’s Gaze so you take Presence.


Sadly Precog only works on the psyker, not even the unit he is in gets the buff.
Perfect timing is good but only works on the psyker and the unit he is in so no buffing tanks with it.

:p and Scryer's Gaze isn't so bad if you have reserves or outflanking units.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 17:58:06


Post by: BlaxicanX


I'm not impressed with wyverns at all.
200 points for a squadron of three gets you 12 shots.

Assuming *every* shot doesn't scatter at all (and this isn't very likely, even with re-rolls), with a small blast you're only going to be hitting at *most* two models if your opponent does even a semi-decent job at spreading out his unit. So 12 shots, hitting two models each is 24 hits.

24 STR4 AP6 shots with re-rolls to wound does 6 wounds on average to MEQ, 11 to Firewarriors and 14 to GEQ.

But that's with optimal conditions, assuming there's *no* scatter for any of them, which is rather unlikely.

idk.

edit- Also, it'd be nice if someone answered my question. If scions are in a platoon, does that mean that a single successful reserve roll brings them all the squads in together?


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 18:06:08


Post by: rabidguineapig


 BlaxicanX wrote:
edit- Also, it'd be nice if someone answered my question. If scions are in a platoon, does that mean that a single successful reserve roll brings them all the squads in together?


Unless they specified anything for the Scions, platoons count as one unit for the purposes of reserves until they are deployed.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 18:18:43


Post by: Crablezworth


 BlaxicanX wrote:
I'm not impressed with wyverns at all.
200 points for a squadron of three gets you 12 shots.

Assuming *every* shot doesn't scatter at all (and this isn't very likely, even with re-rolls), with a small blast you're only going to be hitting at *most* two models if your opponent does even a semi-decent job at spreading out his unit. So 12 shots, hitting two models each is 24 hits.

24 STR4 AP6 shots with re-rolls to wound does 6 wounds on average to MEQ, 11 to Firewarriors and 14 to GEQ.

But that's with optimal conditions, assuming there's *no* scatter for any of them, which is rather unlikely.

idk.


How's that bad again? And even a bad turn of shooting, they'll likely get more no? How many lists can effortlessly contend with 3 of these bastards sitting at your board edge potentially behind los blocking terrain.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 18:19:49


Post by: Ailaros


 rabidguineapig wrote:
 BlaxicanX wrote:
edit- Also, it'd be nice if someone answered my question. If scions are in a platoon, does that mean that a single successful reserve roll brings them all the squads in together?


Unless they specified anything for the Scions, platoons count as one unit for the purposes of reserves until they are deployed.

Actually, that's not the case.

In the old guard codex, it specifically stated that platoons counted as a single entity for reserves. It no longer has that special rule, and I can't find it anywhere else. The only thing they say is that a platoon only takes up one force org slot, but that's all.

It looks like platoons now come in piecemeal from reserves.

Also, to stir the pot a bit, they went out of their way to insist that infantry platoons took up a single force org slot, but they didn't say that about scion platoons. Does that mean that they don't take up a single elites slot?

In any case, they come in piecemeal as well.

Biophysical wrote: 4 shots per 65 point tank is a lot of firepower, even at S4. There's so many twin-linked shots, with shred, that even sub-optimal targets take a lot of damage.

But we both know that just because a tank is cheap and has 4 twin-linked shots doesn't make it good. Just look at the hydra.

Just like with the hydra, where you have to expand your vision to notice things like skyfire without interceptor, so you have to widen your field of view with the wyvern to see the "Ap6 blast" part.






For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 18:29:21


Post by: rabidguineapig


 Ailaros wrote:
 rabidguineapig wrote:
 BlaxicanX wrote:
edit- Also, it'd be nice if someone answered my question. If scions are in a platoon, does that mean that a single successful reserve roll brings them all the squads in together?


Unless they specified anything for the Scions, platoons count as one unit for the purposes of reserves until they are deployed.

Actually, that's not the case.

In the old guard codex, it specifically stated that platoons counted as a single entity for reserves. It no longer has that special rule, and I can't find it anywhere else. The only thing they say is that a platoon only takes up one force org slot, but that's all.

It looks like platoons now come in piecemeal from reserves.

Also, to stir the pot a bit, they went out of their way to insist that infantry platoons took up a single force org slot, but they didn't say that about scion platoons. Does that mean that they don't take up a single elites slot?

In any case, they come in piecemeal as well.

Biophysical wrote: 4 shots per 65 point tank is a lot of firepower, even at S4. There's so many twin-linked shots, with shred, that even sub-optimal targets take a lot of damage.

But we both know that just because a tank is cheap and has 4 twin-linked shots doesn't make it good. Just look at the hydra.

Just like with the hydra, where you have to expand your vision to notice things like skyfire without interceptor, so you have to widen your field of view with the wyvern to see the "Ap6 blast" part.






How incredibly annoying of them... You can't say for sure what they count as in reserves if that's the case. You have to decide to use combined squads before deployment though right, so in that case you have a regular guardsmen blob come in as one single unit (not including the PCS). That wouldn't work for Scions though, sucks that they changed the platoon thing. GW giveth and GW taketh away.

Once again, my lack of a codex at work makes me look like a jabroni haha


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 18:29:34


Post by: NuggzTheNinja


AP6 on the Wyvern isn't as damning as you think.

It's just as good as AP5 against 4+ saves, just as good as AP4 against 3+ saves, and just as good as AP3 against 2+ saves. In other words, it's never going to AP their armor. On the other hand, it's never going to give the enemy cover saves. This can be a big deal when you G2G with a bunch of crappy-save models like Cultists who are camping on a backfield objective.


I'm not sold on them yet - I think the Manticore is still probably a better buy, but they have the benefit of survivability. I'll give them a shot.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:01:22


Post by: Ailaros


NuggzTheNinja wrote:It's just as good as AP5 against 4+ saves, just as good as AP4 against 3+ saves, and just as good as AP3 against 2+ saves. In other words, it's never going to AP their armor.

Exactly. Do we say that heavy bolters are good at killing marines? Do we say that banewolves are a good unit to take against terminators? No, we call them bad at that role. By extension, Ap6 is bad against every armor class except for against Sv6+.

You can sometimes ameliorate this problem by other means. For example, people talk about how weight of fire makes lasguns not so bad. But in this case, you need serious volume of fire, which four small blasts doesn't achieve. It's the same reason why a grenade-launcher PCS is scarcely taken - a few small blasts just doesn't do enough. Now yes, the wyvern is better than 4 grenade launchers (except against vehicles), but it's somewhat better than something that's VERY weak. It's sort of like noting that one poop smells less worse.

And as for units dug into heavy cover for that magic 2+, there are plenty of ways of digging them out, and the wyvern isn't the best among them. Not that it has to be, of course, but when it's not even the best in its own slot, that does raise some eyebrows, given that it's such a specialist weapon.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:10:42


Post by: Swastakowey


I tried a single wyvern in a small game last night, first round killed 6 Marines, Second round Killed 1 eldar artillery battery gun (thanks to re rolls) and killed a few guardians.

Did heaps for the points, but the taurox ended up doing a lot more killing a farseer + guardians and taking a lot of hits.

I still lost unfortunately but both vehicles surprised me.

I might take 2 next time.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:13:21


Post by: obsidiankatana


Being a spiteful person, I can do no more than point and laugh at the Taurox given that I, as an SM player, has been stuck with Rhinos. I also get gleeful looking at the wyven while patting my TFC.

That said, you have Manticores for backfield and Eradicators for midfield. Granted Wyverns can probably put out more wounds per point than a manticore, but their target of choice is pretty niche.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:39:27


Post by: Ailaros


Swastakowey wrote:I tried a single wyvern in a small game last night, first round killed 6 Marines

Six marines?

That means either you were very, very lucky, or you got over SIX HITS per small blast template, in which case your opponent needs to learn not to deploy his space marines in a filled-in circle with all of the bases touching each other.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:42:43


Post by: rabidguineapig


Maybe the 6 marines left their helmets off...


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:44:59


Post by: Swastakowey


Yea they had to bunch up because my friend had deep striked some space marine things, he had them all in a 2 deep row behind cover (to try not die from the in even your opinion superior other weapons) and they even had a 6+ feel no pain which saved a couple. With the re rolls to wound its so easy to get wounds. And hit special weapons.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:56:14


Post by: Biophysical


I was guessing bailed out of a vehicle or hiding behind cover. With the Wyvern, you make them chose to space out our eat it. Even spaced out you can pick the most important model in a squad and kill it pretty reliably.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:57:32


Post by: Swastakowey


Biophysical wrote:
I was guessing bailed out of a vehicle or hiding behind cover. With the Wyvern, you make them chose to space out our eat it. Even spaced out you can pick the most important model in a squad and kill it pretty reliably.


Pretty much, I mean its not mega amazing, but its not horrifically bad at all. Just above average. Which is fine for 60 points.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 19:59:10


Post by: Mr.Omega


 Crablezworth wrote:
 BlaxicanX wrote:
I'm not impressed with wyverns at all.
200 points for a squadron of three gets you 12 shots.

Assuming *every* shot doesn't scatter at all (and this isn't very likely, even with re-rolls), with a small blast you're only going to be hitting at *most* two models if your opponent does even a semi-decent job at spreading out his unit. So 12 shots, hitting two models each is 24 hits.

24 STR4 AP6 shots with re-rolls to wound does 6 wounds on average to MEQ, 11 to Firewarriors and 14 to GEQ.

But that's with optimal conditions, assuming there's *no* scatter for any of them, which is rather unlikely.

idk.


How's that bad again? And even a bad turn of shooting, they'll likely get more no? How many lists can effortlessly contend with 3 of these bastards sitting at your board edge potentially behind los blocking terrain.


>Just wiped almost a full squad of Firewarriors off the board or a huge chunk of an IG platoon or wiped/half wiped an MEQ squad.
>Meh, that level of firepower isn't impressive.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 20:22:51


Post by: Happygrunt


 Mr.Omega wrote:
 Crablezworth wrote:
 BlaxicanX wrote:
I'm not impressed with wyverns at all.
200 points for a squadron of three gets you 12 shots.

Assuming *every* shot doesn't scatter at all (and this isn't very likely, even with re-rolls), with a small blast you're only going to be hitting at *most* two models if your opponent does even a semi-decent job at spreading out his unit. So 12 shots, hitting two models each is 24 hits.

24 STR4 AP6 shots with re-rolls to wound does 6 wounds on average to MEQ, 11 to Firewarriors and 14 to GEQ.

But that's with optimal conditions, assuming there's *no* scatter for any of them, which is rather unlikely.

idk.


How's that bad again? And even a bad turn of shooting, they'll likely get more no? How many lists can effortlessly contend with 3 of these bastards sitting at your board edge potentially behind los blocking terrain.


>Just wiped almost a full squad of Firewarriors off the board or a huge chunk of an IG platoon or wiped/half wiped an MEQ squad.
>Meh, that level of firepower isn't impressive.


>The year of our lord 2014
>Greentexting outside of 4chan

I have a hard time taking the Wyrven seriously when IG now has PLENTY of options for removing cover (including an order).


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 20:45:22


Post by: Blacksails


 Happygrunt wrote:


>The year of our lord 2014
>Greentexting outside of 4chan

I have a hard time taking the Wyrven seriously when IG now has PLENTY of options for removing cover (including an order).


I cringe when people do this. I think I pulled a neck muscle.

I don't doubt the Wyvern isn't awful, but its using up precious heavy slots that can be filled with well-rounded units like Russes of most flavours and Manticores.

Don't forget the Manticore is still D3 large blast, netting you an average of 2 Large Blasts per turn, at S10 and AP4.

I don't think its a matter of the Wyvern being bad, but more of it being worth it in contention for proven, take all comer options that can handle everything thrown at them.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 20:49:37


Post by: Mavnas


 Swastakowey wrote:
I tried a single wyvern in a small game last night, first round killed 6 Marines, Second round Killed 1 eldar artillery battery gun (thanks to re rolls) and killed a few guardians.

Did heaps for the points, but the taurox ended up doing a lot more killing a farseer + guardians and taking a lot of hits.

I still lost unfortunately but both vehicles surprised me.

I might take 2 next time.


In my last game with my SoB army my very first shooting attack, dominions with HB and rending buff activated scored me first blood off an eldar wraith knight that had been foolishly deployed in the open. Does that mean I should always base my decisions on that one time I turned 12 shots into 3 rending hits? (The other two dom squads stripped two hull points each from his wave serpents. So yeah my dice were hot that turn.)


Automatically Appended Next Post:
 Swastakowey wrote:
Yea they had to bunch up because my friend had deep striked some space marine things, he had them all in a 2 deep row behind cover (to try not die from the in even your opinion superior other weapons) and they even had a 6+ feel no pain which saved a couple. With the re rolls to wound its so easy to get wounds. And hit special weapons.


Moral of this story, forget Hydra needing interceptor, give it to the wyverns!


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 20:54:24


Post by: Crablezworth


The manticore with enginseer allowing it to fire twice will also be a problem, but you can have that and still have 3 wyverns in a squadron. And still have potentially 3 more russ squadrons because all you have to do is pay a 30pt tax and get a tank commander, which makes said squadron hq.

If you want your manticore to dissallow cover saves it takes some chance, that's the crucial difference for me. I have to hope one of my primaris psykers rolls perfect timing. The manticore is great, just not ideal for targetting units in cover.

I guess the real question is if power of the machine spirit lets a deathstrike fire turn one.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 20:54:47


Post by: Swastakowey


Mavnas wrote:
 Swastakowey wrote:
I tried a single wyvern in a small game last night, first round killed 6 Marines, Second round Killed 1 eldar artillery battery gun (thanks to re rolls) and killed a few guardians.

Did heaps for the points, but the taurox ended up doing a lot more killing a farseer + guardians and taking a lot of hits.

I still lost unfortunately but both vehicles surprised me.

I might take 2 next time.


In my last game with my SoB army my very first shooting attack, dominions with HB and rending buff activated scored me first blood off an eldar wraith knight that had been foolishly deployed in the open. Does that mean I should always base my decisions on that one time I turned 12 shots into 3 rending hits? (The other two dom squads stripped two hull points each from his wave serpents. So yeah my dice were hot that turn.)


No no at all, but whats more likely, a wyvern killing 6 marines, or a heavy bolter killing a wraith knight. Its not like 6 marines are hard to kill... But what it does show, is that sometimes those cheap units bring out surprises. And should not be dismissed off hand (unless you are playing competitively where things like this matter to the percent) because they can, and frequently will do more than you expect.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 20:56:50


Post by: Crablezworth


I remember the first time I ran the thunderfire, opponent was like "oh cute a fluffy unit no one ever plays" and post game was like "that things undercosted, it's bs bla bla bla". That will happen with the wyverns, oh god it will happen.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:02:14


Post by: obsidiankatana


 Crablezworth wrote:
I remember the first time I ran the thunderfire, opponent was like "oh cute a fluffy unit no one ever plays" and post game was like "that things undercosted, it's bs bla bla bla". That will happen with the wyverns, oh god it will happen.


Except the Wyvern can't ID T3 models or be AP4.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:02:21


Post by: Biophysical


Are Heavy slots really that precious anymore? Russes can be part of HQs, lots of our heavies can squadron, fast attack choices come loaded with firepower.

I think the Wyvern mathematically stands up very well to the Manticore. You basically get 3 Wyverns for a Manticore and change. If we use this hypothetical "max spacing", the Manticore is hitting 6 models if it gets two shots that don't scatter. If the Wyvern hits a model with it's initial blast (highly likely), it'll hit 2 more with each further "hit" rolled (about 6 more should be hits), plus any off the scatters. If we assume the scatters hit no more models, the Wyvern is doing 13 hits. That's ~9 wounds to T4. The Manticore is doing ~5. That's assuming they both get a good initial hit and the Wyvern scatters get zero hits, which is skewing the math heavily in favor of the Manticore.

I'm calling it now, the Wyvern squadron is not dropping pie plates, it's dropping hockey pucks, because the plates stack so high on top of each other.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:06:32


Post by: Trickstick


 Crablezworth wrote:
The manticore with enginseer allowing it to fire twice will also be a problem...


It doesn't work. The Manticore has a weapon called "Storm Eagle Rockets", which is still only one weapon. It counts them as different weapons for destroyed results, but nothing states it counts as more than one weapon in other cases.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:10:21


Post by: UlrikDecado


I like Wyvern...but in squadron of three, because without damage overload it simply (IMO) wont work so well. But 6 TL Shred blasts generates a huge potential to fail those armor saves.

Still, as big fan of Basilisk I probably will not take them, because... I like BIG GUNS

By the way, I met, now many times, opinion that Take Aim! order makes every single shot (not just sixes) made by unit Precision...god no... I see the wording is poor, but its clearly not intended this way, from the sole reason it would be completely absurd. So, please, dont tell me there is a lot of people who want to play it this way and not just, with common sense, to sixes.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:31:42


Post by: Mr.Omega


 Blacksails wrote:
 Happygrunt wrote:


>The year of our lord 2014
>Greentexting outside of 4chan

I have a hard time taking the Wyrven seriously when IG now has PLENTY of options for removing cover (including an order).


I cringe when people do this. I think I pulled a neck muscle.

I don't doubt the Wyvern isn't awful, but its using up precious heavy slots that can be filled with well-rounded units like Russes of most flavours and Manticores.

Don't forget the Manticore is still D3 large blast, netting you an average of 2 Large Blasts per turn, at S10 and AP4.

I don't think its a matter of the Wyvern being bad, but more of it being worth it in contention for proven, take all comer options that can handle everything thrown at them.


Indirectly insulting me and turning your nose up at me because of internet etiquette. I'd say I cringed, or more likely, laughed, but I didn't, mostly because in my experience the internet doesn't cause that sort of physical reaction.

Some people need to descend from their correctional high horses.

___________________________________________________________________________________________________________________________________________________________

Russes can be taken as HQ choices, most often you'll be taking max 2 Manticores, and a single Manticore costs almost as much as 3 Wyverns, has a chance to flop and give you one pie plate, or miss the single ranging pie plate, and even with 2 S10 AP4 pie plates are you really getting better than 12 TL S4 Shred small blasts? I'd say almost certainly not.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:33:38


Post by: Crablezworth


 Trickstick wrote:
 Crablezworth wrote:
The manticore with enginseer allowing it to fire twice will also be a problem...


It doesn't work. The Manticore has a weapon called "Storm Eagle Rockets", which is still only one weapon. It counts them as different weapons for destroyed results, but nothing states it counts as more than one weapon in other cases.


Ah, very true. It's still just one weapon. My bad.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:36:59


Post by: Trickstick


 Crablezworth wrote:
 Trickstick wrote:
 Crablezworth wrote:
The manticore with enginseer allowing it to fire twice will also be a problem...


It doesn't work. The Manticore has a weapon called "Storm Eagle Rockets", which is still only one weapon. It counts them as different weapons for destroyed results, but nothing states it counts as more than one weapon in other cases.


Ah, very true. It's still just one weapon. My bad.


No problem. I tried to break the rule when I first read it, was pleased that I couldn't.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:38:06


Post by: tomjoad


 UlrikDecado wrote:
By the way, I met, now many times, opinion that Take Aim! order makes every single shot (not just sixes) made by unit Precision...god no... I see the wording is poor, but its clearly not intended this way, from the sole reason it would be completely absurd. So, please, dont tell me there is a lot of people who want to play it this way and not just, with common sense, to sixes.


I'm sure there'a a YMDC thread on this. RAW, ALL hits are Precision Shots. RAI, PROBABLY only 6's are Precision Shots. But, like I say, there'a a better place to discuss and debate this.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:42:20


Post by: Biophysical


 UlrikDecado wrote:
I like Wyvern...but in squadron of three, because without damage overload it simply (IMO) wont work so well. But 6 TL Shred blasts generates a huge potential to fail those armor saves.


12, not six. Each Wyvern has 2 Stormshard Mortars, which are Heavy 2.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 21:44:07


Post by: Kain


 tomjoad wrote:
 UlrikDecado wrote:
By the way, I met, now many times, opinion that Take Aim! order makes every single shot (not just sixes) made by unit Precision...god no... I see the wording is poor, but its clearly not intended this way, from the sole reason it would be completely absurd. So, please, dont tell me there is a lot of people who want to play it this way and not just, with common sense, to sixes.


I'm sure there'a a YMDC thread on this. RAW, ALL hits are Precision Shots. RAI, PROBABLY only 6's are Precision Shots. But, like I say, there'a a better place to discuss and debate this.

If your opponent does go with the first thing, laugh at your good fortune and cackle insanely when met with a screamer-star.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 22:17:51


Post by: Ailaros


Swastakowey wrote:
Biophysical wrote:I was guessing bailed out of a vehicle or hiding behind cover.

Pretty much

But this is 6th ed where you get to emergency disembark. If he clustered his troops that much, then it was a choice. And if he had a 6+ FNP, that means you need to get either SEVEN OR EIGHT HITS per small blast template. What is even the maximum number that it's possible to hit with a blast template?

Either you got extremely lucky, or your opponent played in literally the stupidest possible way possible, and you merely got very lucky.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 23:23:17


Post by: Mavnas


 Swastakowey wrote:
Mavnas wrote:
 Swastakowey wrote:
I tried a single wyvern in a small game last night, first round killed 6 Marines, Second round Killed 1 eldar artillery battery gun (thanks to re rolls) and killed a few guardians.

Did heaps for the points, but the taurox ended up doing a lot more killing a farseer + guardians and taking a lot of hits.

I still lost unfortunately but both vehicles surprised me.

I might take 2 next time.


In my last game with my SoB army my very first shooting attack, dominions with HB and rending buff activated scored me first blood off an eldar wraith knight that had been foolishly deployed in the open. Does that mean I should always base my decisions on that one time I turned 12 shots into 3 rending hits? (The other two dom squads stripped two hull points each from his wave serpents. So yeah my dice were hot that turn.)


No no at all, but whats more likely, a wyvern killing 6 marines, or a heavy bolter killing a wraith knight. Its not like 6 marines are hard to kill... But what it does show, is that sometimes those cheap units bring out surprises. And should not be dismissed off hand (unless you are playing competitively where things like this matter to the percent) because they can, and frequently will do more than you expect.


4 rending heavy bolters have around a 1 in 8 chance of inflicting 3 or more rending hits. I can do the math for your gun killing 6 marines when I get home.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 23:24:08


Post by: Swastakowey


Sweet as, i dont do mathhammer so dont quote me too hard on the odds


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 23:33:53


Post by: daedalus


I killed an Eldar titan with a plasma pistol once.

I would not make the argument that plasma pistols are worth taking because of this happening.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 23:40:38


Post by: NamelessBard


 Ailaros wrote:
Swastakowey wrote:
Biophysical wrote:I was guessing bailed out of a vehicle or hiding behind cover.

Pretty much

But this is 6th ed where you get to emergency disembark. If he clustered his troops that much, then it was a choice. And if he had a 6+ FNP, that means you need to get either SEVEN OR EIGHT HITS per small blast template. What is even the maximum number that it's possible to hit with a blast template?

Either you got extremely lucky, or your opponent played in literally the stupidest possible way possible, and you merely got very lucky.


And those choices do often happen in games. You cannot ever maintain a perfect 2" between every model for the entire game unless you're not moving. These things are going to hit. They are going to cause wounds. And your opponent is going to fail saves. It's going to be a pain in his backside and effect everything he does (with boots on the ground) until he deals with it (almost more so than any other unit).


 daedalus wrote:
I killed an Eldar titan with a plasma pistol once.

I would not make the argument that plasma pistols are worth taking because of this happening.


He is not claiming that. It preformed well for him in one game and wants to take more to see how good they do. It's a very reasonable approach.

These weapons will do more than what mathhammer can realistically predict.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 23:49:13


Post by: Swastakowey


I am simply saying it did not do as horribly as people said it would. Not every player is always gonna be 2 apart. If they want make use of a barricade or cover because a bunch of melta guns landed nearby or or I just killed a vehicle, then in my opinion it can reasonably hurt a squad of marines with a wyvern.

I never said auto take, never said its amazing. Its just cheap and if you play your cards right it can come in handy.

Use sense when you read things

I recommend people try them in a range of games before they start screaming yay or nay too hard.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/17 23:53:33


Post by: Mavnas


Actually, now I kind of want to try Pask in a Punisher with 3 squads of HB dominions for 2 turns of 56 rending S5 shots. If Pask's unit gets prescienced, that's 42 hits or 7 rending hits on average per turn. The downside is neither of those units can ignore cover. The upside is it would take 21 lascannon shots to put out that amount of AP2 wounds on a T8 model and they do a great job on horde killing as well.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 00:18:17


Post by: Red Corsair


People aren't realizing how accurate those wyverns are, even they scatter (1/3 chance) they have 11 more templates with 2/3 chance to aquire hits and walk the damn thing back. That weapon is basically a long range flamer PCS that is harder to kill and gets to fire from turn one and live after it delivers it's payload. Sure it only scores in big guns but who cares.

Lets not forget that it doesn't matter if it only kills a handful of models per volley, if it's sniping that lascanon and plasma gun from those 10 marines behind and aegis then it just took all their teeth away.

Blob players will regret knocking it, when those things put 5+ wounds a turn on that priest or primaris with forewarning, thats all it really need to do against hordes. Snipe.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 00:35:11


Post by: Ailaros


You don't have to bow down to the great god of mathhammer and seek his comfort in these dark times. It's really basic. Watch:

4 hits that land as direct hits (let's give the wyvern the benefit of the doubt, even though the most likely result is only 2 of them achieving a direct hit, and only a roughly 1 in 2 chance that that first shot doesn't roll a scatter). Each hit lands 7 models (which only happens if they're ludicrously packed in there. Each hit lands .75 wounds (because that's the easy math), and 1 in 3 shots make it through armor (because they're Sv 3+).

4 x 7 = 28 hits. 28 x 3/4 is 21. 21 / 3 is 7.

So, even in this absolutely perfect situation, you still need to hit between 6 and 7 marines per small blast template to get that kind of damage.

Or, you were insanely lucky.

Tell us, should we all make decisions based on how lucky you were once, or should we all only take the wyvern if our opponents bunch up that much?



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 00:37:22


Post by: Swastakowey


 Ailaros wrote:
You don't have to bow down to the great god of mathhammer and seek his comfort in these dark times. It's really basic. Watch:

4 hits that land as direct hits (let's give the wyvern the benefit of the doubt, even though the most likely result is only 2 of them achieving a direct hit, and only a roughly 1 in 2 chance that that first shot doesn't roll a scatter). Each hit lands 7 models (which only happens if they're ludicrously packed in there. Each hit lands .75 wounds (because that's the easy math), and 1 in 3 shots make it through armor (because they're Sv 3+).

4 x 7 = 28 hits. 28 x 3/4 is 21. 21 / 3 is 7.

So, even in this absolutely perfect situation, you still need to hit between 6 and 7 marines per small blast template to get that kind of damage.

Or, you were insanely lucky.

Tell us, should we all make decisions based on how lucky you were once, or should we all only take the wyvern if our opponents bunch up that much?



Yea sure why not. (I never said once that you all need to take it, nor did i say it was super amazing....) So i wont read that post as its probably just a waste of time.

They all got hits (one after a reroll) so i will give you that. But you cant really mathhammer hits and misses properly, thats called guessing.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 01:58:34


Post by: Leth


So far from what I have seen in battle reports the wyvern has been pretty impressive. Going after people in cover, people hiding on objectives, things that emergency disembarked(which is gonna happen often with IG).

Thing is it only needs to stop one unit from getting an objective to have more than earned its points back. I think 4 small blasts re-rolling to wound and ignoring cover are good at clearing off objectives. I


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 02:08:50


Post by: NamelessBard


 Ailaros wrote:
You don't have to bow down to the great god of mathhammer and seek his comfort in these dark times. It's really basic. Watch:

4 hits that land as direct hits (let's give the wyvern the benefit of the doubt, even though the most likely result is only 2 of them achieving a direct hit, and only a roughly 1 in 2 chance that that first shot doesn't roll a scatter). Each hit lands 7 models (which only happens if they're ludicrously packed in there. Each hit lands .75 wounds (because that's the easy math), and 1 in 3 shots make it through armor (because they're Sv 3+).

4 x 7 = 28 hits. 28 x 3/4 is 21. 21 / 3 is 7.

So, even in this absolutely perfect situation, you still need to hit between 6 and 7 marines per small blast template to get that kind of damage.

Or, you were insanely lucky.

Tell us, should we all make decisions based on how lucky you were once, or should we all only take the wyvern if our opponents bunch up that much?



It happened one time. He even said so. You'll find that I am a huge supporter of math hammer but this is something that can't be predicted that well as there are numerous other factors to take into account (noteably how the opponent reacts to it) with this unit.

I will agree that 4 per hit is probably high but not completely out of this world. You have lots of targets to choose from with 48" range. Pick the one that is most bunched up. Let's say on a good day you get 16 hits. They are then 12 wounds and then 4 dead after marine saves. Pretty decient. Even if you average 8 hits that is still 2 dead marines per turn at a 65 point invesentment.

The effect of causing the opponent to not bunch up is also hard to measure in value. But by all means ignore that.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 02:20:57


Post by: Zengu


Is it a good idea to buy 3 wyverns and put them in a squad? I know that that they work best in groups but if they got shot up wouldn't be a big lost but it would be a little dishearten.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 03:11:13


Post by: kir44n


NamelessBard wrote:
 Ailaros wrote:
You don't have to bow down to the great god of mathhammer and seek his comfort in these dark times. It's really basic. Watch:

4 hits that land as direct hits (let's give the wyvern the benefit of the doubt, even though the most likely result is only 2 of them achieving a direct hit, and only a roughly 1 in 2 chance that that first shot doesn't roll a scatter). Each hit lands 7 models (which only happens if they're ludicrously packed in there. Each hit lands .75 wounds (because that's the easy math), and 1 in 3 shots make it through armor (because they're Sv 3+).

4 x 7 = 28 hits. 28 x 3/4 is 21. 21 / 3 is 7.

So, even in this absolutely perfect situation, you still need to hit between 6 and 7 marines per small blast template to get that kind of damage.

Or, you were insanely lucky.

Tell us, should we all make decisions based on how lucky you were once, or should we all only take the wyvern if our opponents bunch up that much?



It happened one time. He even said so. You'll find that I am a huge supporter of math hammer but this is something that can't be predicted that well as there are numerous other factors to take into account (noteably how the opponent reacts to it) with this unit.

I will agree that 4 per hit is probably high but not completely out of this world. You have lots of targets to choose from with 48" range. Pick the one that is most bunched up. Let's say on a good day you get 16 hits. They are then 12 wounds and then 4 dead after marine saves. Pretty decient. Even if you average 8 hits that is still 2 dead marines per turn at a 65 point invesentment.

The effect of causing the opponent to not bunch up is also hard to measure in value. But by all means ignore that.


Depending on how much terrain one plays with, forcing the opponent to choose between bunching up and not bunching up is important. Let us assume that you have a list with no barrage weapons, or deny cover blasts. This means your opponent can run bunched up, or can hide out of LoS bunched up to confer cover saves, or avoid being shot at completely. If you take a unit of 3 wyverns (or for arguments sake a manticore), then they will also have to weigh bunching up against denying LOS/Cover to other units.

In example. lets say I have a leman russ. Without being backed up by a barrage weapon, the enemy's sole concern depending on the fire lanes is to put any intervening terrain between himself and the Russ. Bunching up behind certain pieces of terrain can deny the russ the ability to shoot (thus 100% saves to the unit hiding). They could also bunch up behind an Aegis, then go to ground for a 2+ save that the russ cannot remove.

By having a barrage weapon you can force the enemy to displace, leaving less units out of LoS for the rest of your army, or denying the all important cover-saves they may gain (such as going to ground inside ruins).

I also believe that the argument "They compete for the all important Heavy Slot" is a non-issue. If someone is interested in completely filling their heavy slots with tanks, they will in fact run out of points before they run out of slots. Running an HQ squadron is between 300-550 points alone, let alone the cost of your tanks in the first two heavy slots. Then throw in mandatory Troops choices, and what you could conceivable use in that last Heavy slot becomes far more limited.

That said, I still feel the wyvern fills a very specific role, which is to dig light-medium infantry out of gone-to-ground, and force displacement. The Manticore in comparison can force displacement, force enemies into cover, threaten all vehicles, and be a general nuisance as well. It just can't deal with light-medium infantry that have dug themselves into a 2+ cover-save.

If i were to use a Wyvern, it would be when my list had 65-130 points I had not yet allocated, and needed something to force my enemy to displace even when out of LoS. I have seen games lost by one player completely hiding out of LoS, bunched up like mad, becuase the opposing player had nothing mobile enough to threaten the unit on the rear objective. And since the wyvern can do it on the cheap, I would consider it to be not such a garbage purchase. And thats ignoring its S4 Ap6 statline. Killing power is not the end-all-be-all when you can play psychological warfare and get your opponent to play the way you want them to play.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 03:30:09


Post by: Mavnas


Actually, though I doubted it initially, I can definitely see the wyvern murdering guys post-Deep Strike if they choose to not run. I can also understand that clearing an objective may be worth it even if the squad of three don't strictly make back their points, particularly in a game where the enemy has some LoW or *star and very few actual scoring units that are hard to get to because of his big bad thing in the middle of the table.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 04:08:40


Post by: gmaleron


Think the Wyvern has its uses, especially against xenos factions. Even then put enough hits and wounds on a MEQ squad they are bound to fail some saves. Sorry this game is random enough that I don't completely by into or listen to mathhammer, its something to keep in mind but not bank on.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 05:15:00


Post by: Mavnas


Mathhammer means a lot more when you have lots of shots.

When you have a single shot that has a 20% chance to murder something, you either murder it or you don't. When you have a blob firing 100 shots that you expect to kill 20% of an enemy unit, chances are good you're murdering 15-25%.

The trouble is unless you use a calculator you're missing the variance in the probabilities, which is pretty important. I mean averages are nice and all, but it would be nicer to know exactly what the odds of doing X wounds more or less in a given situation. At some point I saw such a calculator, but I can't find it now :(


Automatically Appended Next Post:
Also, I'm convinced my seraphim are better at making rerollable 6++ saves than 3+. (I've had them shrug off the special weapons fired at them only to fall to the bolter fire from the rest of the unit, way too often.)


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 05:28:10


Post by: Happygrunt


 Mr.Omega wrote:
 Blacksails wrote:
 Happygrunt wrote:


>The year of our lord 2014
>Greentexting outside of 4chan

I have a hard time taking the Wyrven seriously when IG now has PLENTY of options for removing cover (including an order).


I cringe when people do this. I think I pulled a neck muscle.

I don't doubt the Wyvern isn't awful, but its using up precious heavy slots that can be filled with well-rounded units like Russes of most flavours and Manticores.

Don't forget the Manticore is still D3 large blast, netting you an average of 2 Large Blasts per turn, at S10 and AP4.

I don't think its a matter of the Wyvern being bad, but more of it being worth it in contention for proven, take all comer options that can handle everything thrown at them.


Indirectly insulting me and turning your nose up at me because of internet etiquette. I'd say I cringed, or more likely, laughed, but I didn't, mostly because in my experience the internet doesn't cause that sort of physical reaction.

Some people need to descend from their correctional high horses.

___________________________________________________________________________________________________________________________________________________________

Russes can be taken as HQ choices, most often you'll be taking max 2 Manticores, and a single Manticore costs almost as much as 3 Wyverns, has a chance to flop and give you one pie plate, or miss the single ranging pie plate, and even with 2 S10 AP4 pie plates are you really getting better than 12 TL S4 Shred small blasts? I'd say almost certainly not.


Relax my friend, I was just having a but of fun. Not often do I get to make stupid comments (Intentionally you gits!), I was hoping the Costanza style intro would lead you on to the sarcasm.

The thing is that HQ russes SOUND good, but they have to be in a squadron and you will only ever be taking one of them as your other slot will be some order wielding character.

Manticores have the advantage, at least in my case, because I can tank hunt with them if I need to. Wyrvens can't.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 06:40:46


Post by: Mavnas


Yeah, I'm starting to wonder if HQ Russes aren't a trap in an allied detatchment. With the forced squadron and a psyker to twin link them they easily get close 500 points, and a min size platoon and some sniper squads and suddenly my 1 HQ 1 Troop allied detachment is over half my 1500 point army.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 07:18:52


Post by: Ir0njack


No fun allowed here Happygrunt, plastic men that do the shootbangs across the table is serious business.

So we've seen the statistics on the wyvern, and we've also seen the luck that some folks have with them. Some folks will take three some will take none but I for one hold my judgement for after a few batreps have been churned out. I think atleast the wyvern might serve as a mini deathstrike and make opponents think twice about castling up. Me? I'm going to build mine, paint it and probably set it on a shelf until a fancy strikes me, I have a apoc game, or I move to a horde heavy meta.

Also I hope that it turns out that a scion platoons count as one unit for deep striking. For me that was part of the allure with the auger arrays, that ability to suddenly have 35 guy drop out of the sky and open up with plas, melta and shot hot las caused me to be all smiles when the idea hit me.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 10:02:12


Post by: schadenfreude


Wyvern math made easy, same works for a thudd with prescience.

Round the lead shot down to a single hit. Assume the opponent is spread out.

Follow up shots

A hit can flip in between 3 models so hit=3

A scatter=1 sometimes more sometimes less average it to 1.

Out of 9 follow up shots 5 hits=15 and 9 scatters=4 total is 19/9 or an average of 2.1111 hits per follow up shot.

12 shots=1 hit on lead and 23.2222 hits on follow up shots for a total of 24.222 round down to 24

Against T4 that's 16 wounds/dead orks or 5.3333 dead meq

Against T3 that's 21.3 dead gaunts, 10.6 dead fire warriors, or 14 dead GEQ


Automatically Appended Next Post:
*** Note I have played dozens of games with tl thudd guns any my subjective experience matches math hammer. About 75% of the time the lead shot is good and the average is about 24 hits for 12 blasts against a spread out opponent. Max 2" coherency means models form a triangle when they are not in a line and the center of the triangle can catch 3 models.***


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 12:07:14


Post by: Paradigm


On the Wyvern:

It's damage output may not be the best, and certainly doesn't compete with the likes of the Manticore or Leman Russ, but it doesn't really have to. It's only 60 points, making it the cheapest AV12 Chimera hull in the codex (handy for armour saturation in a Mech list).

It is similar in role to a mortar HWT, but gets more shots, more durability, is not bothered by leadership and has a slightly smaller footprint for the same price. Even 2 is only setting you back 120 points.

In terms of spacing, yes they're terrible when everything is at 2" separation, but the chances of every potential target remaining at that spacing throughout the game is about nil. Units will manoeuvre and bunch up to pass around terrain or other units, and then you'll be hitting them hard. Either that, or it will deter them from doing this, in which case they'll be slower at moving around obstacles and present larger target footprints, meaning there's more chance of your other units drawing LOS.

They are admittedly useless against vehicles, but between cheaper Vanquishers and melta-stormtroopers/vets, I think we have that covered elsewhere.

Do they come close to replacing the effectiveness and versatility of the removed artillery units? No. Are they decent units that can be useful to an army? Yes.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 14:00:02


Post by: Biophysical


To introduce a new subject, I keep coming back to the Bullgryn. I'm not quite sure what to make of them. I've played Ogryn a bit, and I felt like all they really needed to make them playable was a 4+ armor save. Their lousy leadership could be overcome with attached characters. Well, now they've got the 4+ armor save, but they got it for a 5 point increase and swapped out a decent gun for a crummy one. The slabshields do have some value in their own right, though, both for the Ogryn and for any units cowering behind them. A possible 3+ save for T5, 3 wound models is distinctly tough.

Does a 3+ armor save make them tough enough to do something useful? I think it might. They're 15 points per toughness 5, 3+ save wound. That's better than a tac marine who is pretty durable for his points. They can take orders now, so you can make them run better, but without another leadership upgrade they're only going faster about half the time.

With their stats, they basically need to be hit by heavy weapons to really make much headway. Consequently, I thing they actually be good on foot in AV12 lists. They can provide a cover-save wall for Chimera-vets moving forward toward an objective. Anything that's hitting the Bullgryn is probably also a threat to Chimeras, artillery, or Sentinels. They also would provide a solid counter-attack to any units assaulting a mechanized formation. In a foot-platoon list, I think they can provide some useful cover, but I think most platoons are too big to benefit. In a foot list, I think they'd be more useful leading the charge, as a way to have some concentrated power in a list with a lot of bodies to move. They're a natural target for antitank weapons in a pure foot list, so you probably don't want them in one of those.

I see two real ways to use these guys.

1.) 4-6 with a Priest for giving cover and cc protection to advancing vehicles. ~200-300 points.

2.) 10 with Priest and Inquisitor. The Inquisitor has the Liber Heresius to scout, and probably takes rad grenades and Hammerhand. You also upgrade a few in the second rank to the Power Maul/Brute Shield. This is about 700 points, and actually does hit like a ton of bricks. You've got a few guys swinging at S8 at I2, IDing T5 or less. Everybody else can ID T4 or less, with lots of attacks and lots of hits, and lot's of T5 3+ saves to eat through. It's probably to many points for what it offers.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 14:21:56


Post by: tybg


 Happygrunt wrote:
 Mr.Omega wrote:
 Blacksails wrote:
 Happygrunt wrote:


>The year of our lord 2014
>Greentexting outside of 4chan

I have a hard time taking the Wyrven seriously when IG now has PLENTY of options for removing cover (including an order).


I cringe when people do this. I think I pulled a neck muscle.

I don't doubt the Wyvern isn't awful, but its using up precious heavy slots that can be filled with well-rounded units like Russes of most flavours and Manticores.

Don't forget the Manticore is still D3 large blast, netting you an average of 2 Large Blasts per turn, at S10 and AP4.

I don't think its a matter of the Wyvern being bad, but more of it being worth it in contention for proven, take all comer options that can handle everything thrown at them.


Indirectly insulting me and turning your nose up at me because of internet etiquette. I'd say I cringed, or more likely, laughed, but I didn't, mostly because in my experience the internet doesn't cause that sort of physical reaction.

Some people need to descend from their correctional high horses.

___________________________________________________________________________________________________________________________________________________________

Russes can be taken as HQ choices, most often you'll be taking max 2 Manticores, and a single Manticore costs almost as much as 3 Wyverns, has a chance to flop and give you one pie plate, or miss the single ranging pie plate, and even with 2 S10 AP4 pie plates are you really getting better than 12 TL S4 Shred small blasts? I'd say almost certainly not.


Relax my friend, I was just having a but of fun. Not often do I get to make stupid comments (Intentionally you gits!), I was hoping the Costanza style intro would lead you on to the sarcasm.

The thing is that HQ russes SOUND good, but they have to be in a squadron and you will only ever be taking one of them as your other slot will be some order wielding character.

Manticores have the advantage, at least in my case, because I can tank hunt with them if I need to. Wyrvens can't.



Except, the majority of time your Russes can split fire, and the squadron mates are keeping your mandatory Pasknisher nice and alive.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 15:30:05


Post by: Ailaros


Biophysical wrote:
To introduce a new subject, I keep coming back to the Bullgryn. I'm not quite sure what to make of them. I've played Ogryn a bit, and I felt like all they really needed to make them playable was a 4+ armor save. Their lousy leadership could be overcome with attached characters. Well, now they've got the 4+ armor save, but they got it for a 5 point increase and swapped out a decent gun for a crummy one. The slabshields do have some value in their own right, though, both for the Ogryn and for any units cowering behind them. A possible 3+ save for T5, 3 wound models is distinctly tough.

Does a 3+ armor save make them tough enough to do something useful?

Honestly, I don't think the Sv4+ is going to be doing much. Ogryn are so expensive that you're not that likely to have much else by means of vehicles in your list, which means they get a nasty tendency to get anti-tank weapons shot at them. They also fall into that annoying little niche of where you actually want heavy bolters and autocannons and the like, which have an unfortunate tendency to be Ap4 as well.

Now, talking about 3+ save makes it a different story. The problem, though, is that the hardest counters to ogryn are those S10 wepaons which are getting rarer, but still exist, especially in the form of smash attacks. In this case, the big shields help them against one set of things that hurts them, but not the other, and to do this, the ogryn need to be more expensive and have pretty crappy killing power, which is bad for a unit that's so expensive. At that price too it's hard to justify just as mobile cover, since the other ogryn do nearly as good of a job for either cheaper, and with better weapons.

The mace bullgryn are the interesting ones, though, as that 5++ helps against both Ap4 and against S10. And they're S8 on the charge, which is nice. The only problem, of course, is that you're not doing anything until you're in close combat, which is a small drawback given that this is where ogryn are usually best, but there ARE times when, even with an invul save, it's going to be a bit dicey being in close combat. And the versatility of ripper guns is nice. Prescience with 30 S5 shots picks an AV10 flier out of the sky with a single volley, and can take down raiders, rather than futilely chasing after them as they poison you to death.

6th ed is such a shooty edition that something that is both shooty and cheaper is going to get a big leg-up. Bullgryn may be better in close combat by a lot... but I think I might honestly stick with just regular ogryn here. Especially since the difference between 10 ogryn and 10 mace bullgryn is a whopping THREE HUNDRED POINTS. That's 17 regular ogryn against 10 mace bullgryn, or said bullgryn against 10 regular ogryn and two punishers. I think I know which wins that contest.




For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 15:47:22


Post by: Biophysical


Actually, Ogryn lost furious charge when they got hammer of wrath. So mace Bullgryn are S7 unless buffed by something else. I do love me my ripper guns, I'm just tired of 5+ saves.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 15:59:08


Post by: Anpu42


I have been thing of going with a 1 for every 3 Bullgryn armed with the Grenade Launcher to act as mobile ADL for a unit.
That could make a real good cover for a couple of Russ's with Smoke and Camo Nets.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 16:05:25


Post by: Ailaros


Biophysical wrote:
Actually, Ogryn lost furious charge when they got hammer of wrath.

Derp.

Anpu42 wrote:I have been thing of going with a 1 for every 3 Bullgryn armed with the Grenade Launcher to act as mobile ADL for a unit.

I've been thinking about it, but there's an annoying problem. The maces get a ++, but the GLs don't. That means that the GLs keep the maces safe from exactly Ap4, but nothing else, while you'd actually want them in the REAR of the squad when AP1-3 weapons come by, because you'd want the invul save to take the hits. If the big shield gave both a +1 to Sv and also conferred a ++, well that would be a different matter, but as it is, it's not obvious that the maces are what need protection from the big shields, and not the other way around.

The one way to fix this, of course, is to go fishing for forewarning, but that makes the squad even more expensive, and you're not guaranteed to get it, or have the power go off when it needs to. When we're talking about a unit that now costs over 500 points, the idea of having it be a maybe you get a 4++, maybe you're just screwed is a little dicey, especially on a model that can get sniped.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 16:12:35


Post by: Anpu42


 Ailaros wrote:
Biophysical wrote:
Actually, Ogryn lost furious charge when they got hammer of wrath.

Derp.

Anpu42 wrote:I have been thing of going with a 1 for every 3 Bullgryn armed with the Grenade Launcher to act as mobile ADL for a unit.

I've been thinking about it, but there's an annoying problem. The maces get a ++, but the GLs don't. That means that the GLs keep the maces safe from exactly Ap4, but nothing else, while you'd actually want them in the REAR of the squad when AP1-3 weapons come by, because you'd want the invul save to take the hits. If the big shield gave both a +1 to Sv and also conferred a ++, well that would be a different matter, but as it is, it's not obvious that the maces are what need protection from the big shields, and not the other way around.

The one way to fix this, of course, is to go fishing for forewarning, but that makes the squad even more expensive, and you're not guaranteed to get it, or have the power go off when it needs to. When we're talking about a unit that now costs over 500 points, the idea of having it be a maybe you get a 4++, maybe you're just screwed is a little dicey, especially on a model that can get sniped.


I had though about fishing [Three times] for Fire Shield, at the least I add a Flamer Template, and then fishing for Forboding if that fails. Though we do not play in a real "Competative Group".


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 17:13:47


Post by: Leth


I think bullgrys with shield mace would be pretty good in the right list.

Having directional mobile cover is no joke. If you have enough hulls then they are not going to be the priority target if they are sitting in your table side. I think they would be great for protecting artillery since they are a pretty significant close combat threat(especially with a priest) so any fast units that deep strike, outflank etc are going to get mulched before they can get a charge off. Throw camo on the vehicles. Put em behind an Aegis and now they are getting 2+ cover from the front.

I can see a basilisk, manticore groups being protected well by bullgryns.


For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 17:18:07


Post by: Ailaros


Vegans of warhammer. Lol.

Anyways, the problem I have with mobile cover is that they're super expensive. Other, cheaper units can also give out cover saves, and camo netting is super cheap in this rules edition. Plus, if it's artillery, you won't need mobile cover anyways, so just buy an aegis.

Last time around, I noted that ogryn could be used as cover, which they can do better this time around, but giving cover saves was only ONE of the things that ogryn did. It's kind of hard to avoid thinking about the large shield ogryn as that's all they do.

Plus, taking mace bullgryn to pass out a cover save, is just as strange of an idea as buying a squad of THSS terminators just to provide bubble wrap for some razorbacks.



For the Emperor!: The combined IG/AM tactica thread. @ 2014/04/18 17:21:52


Post by: kir44n


 Ailaros wrote:
Vegans of warhammer. Lol.

Anyways, the problem I have with mobile cover is that they're super expensive. Other, cheaper units can also give out cover saves, and camo netting is super cheap in this rules edition. Plus, if it's artillery, you won't need mobile cover anyways, so just buy an aegis.

Last time around, I noted that ogryn could be used as cover, which they can do better this time around, but giving cover saves was only ONE of the things that ogryn did. It's kind of hard to avoid thinking about the large shield ogryn as that's all they do.

Plus, taking mace bullgryn to pass out a cover save, is just as strange of an idea as buying a squad of THSS terminators just to provide bubble wrap for some razorbacks.



I think people would want to take the bullgryn for the cover if they were already planning to use an aegis and camo netting. They all stack, thus conferring a 2+ cover save. Since most anti-cover weapons are relatively low strength, vehicles gain more from the ability to stack cover bonuses.

The primary exception that comes to mind is IG, with HWS getting issued the no cover save order. As always, IG seems to primarily excel at murdering other IG.