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![[Post New]](/s/i/i.gif) 2016/01/19 22:32:58
Subject: Astra Militarum - used competatively
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Decrepit Dakkanaut
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I can't believe someone just said Mechvets were overpriced. Sure the Chimera can go down 10 points, but it's a super excellent transport. There's a mention of Drop Pods, and you don't see Rhinos outside Gladius for a reason.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/01/19 22:55:53
Subject: Astra Militarum - used competatively
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Pyromaniac Hellhound Pilot
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I liked mech vets a lot more before they bumped the chimera up to 65pts and reduced its firing ability down to 2 models...
Now I'd usually just use a vet squad with an autocannon and bolter to sit on objectives if I need a second troop choice after a platoon
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2016/01/19 23:16:35
Subject: Astra Militarum - used competatively
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Lone Wolf Sentinel Pilot
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The chimera hatch nerf hurts for sure, but still, 2 special weapons is better than 1, or none. I mean, if you're hellbent on getting that third melta shot off, my all means, disembark, or wait to get Wrecked. In all honestly I would think with the nerf, the chimera would go down 5 or 10 points.
Taurox would be worth the 50 points if it was Fast like the Prime.
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![[Post New]](/s/i/i.gif) 2016/01/19 23:32:45
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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The Primes are good.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 0030/01/20 01:27:27
Subject: Re:Astra Militarum - used competatively
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Longtime Dakkanaut
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The vets with out upgrades are useless though. Who cares about about s3 ap- these days, that is killing what exactly.
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![[Post New]](/s/i/i.gif) 2016/01/20 04:24:42
Subject: Re:Astra Militarum - used competatively
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Lone Wolf Sentinel Pilot
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HoundsofDemos wrote:The vets with out upgrades are useless though. Who cares about about s3 ap- these days, that is killing what exactly.
I agree in the fact that vets need upgrades to really get good use out of them, and that lasguns really won't be wounding much. Shotguns aren't bad if you're going to assault, and the squad has melta or the demo charge doctrine. Since vets are typically mechanized, take the 2 or 3 special weapons, but heavy weapons and vox won't do you good, since they'll probably find themselves out of orders range fast. I take grenadiers for 4+ armor and camo netting on my DT. +1 vehicle cover and +1 infantry armor saves doesn't seem like much for 30 points, but in most cases it takes my enemy a disproportionately higher quantity of shooting (or even assaulting in some cases! I've had the fortune of tarpitting Canoptek Wraiths because I charged 'em first  ) to kill of the unit entirely. Maybe your enemy decides that the unit is effectively neutered when only 2 lasgun guardsmen are left. Their weaponry will be beyond pitiful... but ObSec ftw. Maybe you'll get one more VP out of them for paying for the armor to survive a salvo of AP5.
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![[Post New]](/s/i/i.gif) 2016/01/25 16:54:30
Subject: Astra Militarum - used competatively
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Enginseer with a Wrench
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Jancoran wrote:
In my (purely) IG army i have two blobs. I push them forward hard, leaving the Lascannon in the back of the unit unmoving so that they can still fire every turn.
I'm pretty sure if you move a model in a unit, the entire unit counts as moving for shooting purposes. I don't think leaving the lascannon stationary while the rest of the squad moves would give them any benefit.
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![[Post New]](/s/i/i.gif) 2016/01/25 17:02:47
Subject: Astra Militarum - used competatively
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Pyromaniac Hellhound Pilot
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Nope, used to work that way in previous editions but doesn't now. That's definitely helped blobs quite a bit!
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This message was edited 1 time. Last update was at 2016/01/25 17:03:14
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2016/01/25 19:33:45
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Dramagod2 wrote: Jancoran wrote:
In my (purely) IG army i have two blobs. I push them forward hard, leaving the Lascannon in the back of the unit unmoving so that they can still fire every turn.
I'm pretty sure if you move a model in a unit, the entire unit counts as moving for shooting purposes. I don't think leaving the lascannon stationary while the rest of the squad moves would give them any benefit.
This misperception has caused more than one person to underestimate IG.
Move, then give them the shoot and move order. makes them fairly fast to their intended positions.
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This message was edited 1 time. Last update was at 2016/01/25 19:34:21
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/01/25 20:31:03
Subject: Astra Militarum - used competatively
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Regular Dakkanaut
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I have been looking at building a list around blobs, but there seems to be so many options. Azrael looks temping due to two things, the obvious 4++, but also he can select warlord traits. Furious charge and the +3" on run and charge look very appealing. Is he to expensive?
Some of the GK HQ's also look appealing, one or two of them come with hammerhand and sanctuary default. With war hymms and str 5, their dmg potential looks really good. Combining GK with Azreal would net a 3++, or is this just going overboard with buffs? Having hammerhand would sure be nice for multi assaulting transports vs gladius battle companies.
Inqusition looks like a cheap alternative, the 15 point relic that can scout the whole blob and rad grenades reducing toughness by 1 to enemies locked in combat.
Then there is the Libby conclave with Tiggy. Putting them in the blob should make them relativly safe, but it's still random what spells you get. It seems important to get hammerhand, invis or the 4++ atleast, but there are many other good spells, but for tournaments not getting a key spell is a huge hit.
Then there is Severin, with fixed invis he can either buff the blob vs lists with dakka, or keep your elite units buffed vs grav spam.
Azreal has the advantage of being immune to culexus, but it seems psykers have a higher potential? Or is it simply better to keep the blob cheap adding some IG priests and perhaps a inquisitor?
Seems like a blob would be very efficient for dealing with close combat deathstars and grav spam lists. I'm just not sure it can hold up to Eldar with their high amount of volume shots.
This is all just theoretical ideas though, it would be nice to hear from someone playing blobs competivly as there is no substitute for experience.
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![[Post New]](/s/i/i.gif) 2016/01/25 23:59:03
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Well the blobs are ABSOLUTELY in my lists regardless of the rest of the details.
I personally go 40 Men (4 LasCannons, 4 Axes, 4 Meltabombs if you want meltabombs and you probably do) + 3 Priests + 3 Psykers.
Its a beast at that point.
Azrael is quite good. Since we're sort of focusing on IG competitiveness Id shy away from going outide the Militarum/Tempestus realm but thats just me. Its not because they arent good options. Just because we're focusing in on IG
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This message was edited 1 time. Last update was at 2016/01/25 23:59:26
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/01/25 23:59:15
Subject: Astra Militarum - used competatively
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Pyromaniac Hellhound Pilot
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I recommend coteaz as the leader for a blob - decent psyker support, daemon hammer and termi armour are all good, plus his re-roll to seize is awesome.
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2016/01/26 06:18:11
Subject: Astra Militarum - used competatively
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Blood-Drenched Death Company Marine
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Jancoran wrote:Well the blobs are ABSOLUTELY in my lists regardless of the rest of the details. I personally go 40 Men (4 LasCannons, 4 Axes, 4 Meltabombs if you want meltabombs and you probably do) + 3 Priests + 3 Psykers. Its a beast at that point. Azrael is quite good. Since we're sort of focusing on IG competitiveness Id shy away from going outide the Militarum/Tempestus realm but thats just me. Its not because they arent good options. Just because we're focusing in on IG Your blob squad as built above costs 200 for the troops (not factoring in the points for the PCS for the platoon), plus 80 points for the lascannons, plus 60 points for the power weapons, plus 75 for the priests, plus another 150 (Minimum) for the three psykers if they're all level 1, or 225 if they're all level 2. That's * 565* points JUST for the blob with level one Primaris Pskers. If you tack on Melta Bombs and bump the psykers up to level 2 it's a whopping * 660* points... With a bare bones PCS tacked on thats * 690* points.... How can you justify sinking almost 700 points into *ONE* troops choice?.. Yea, they're fearless, with Zealot and all, but damn son. It's huge and amazingly easy to hit. You can't get invisibility on it, since only Astropath CCS advisers have access to that Psychic Tree and only get one roll, and at best you'll give them a 4+ invulnerable save with other powers on the Primaris Psyker. They will tarpit a unit for a while but if something like Wraith Guard or other tough opponents get them tied up that's ~700 points of your army not doing a thing for quite a while. I can't ses this being viable, ever. I'm not saying it can't work, and I get the feeling your meta is fairly soft core if this thing works. I know for an absolute fact that two to three of my good friends who make the local (and national) tournament circuit would utterly annihilate any list with this much of your points tied up into one troops choice. Go with what works there, but don't take this anywhere competitive and expect to do much with it. Just my opinion. Take it easy. -Red__Thirst-
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This message was edited 1 time. Last update was at 2016/01/26 06:19:36
You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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![[Post New]](/s/i/i.gif) 2016/01/26 07:28:40
Subject: Astra Militarum - used competatively
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!!Goffik Rocker!!
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I thought you can only run 2 psychers in cad.
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![[Post New]](/s/i/i.gif) 2016/01/26 07:54:01
Subject: Astra Militarum - used competatively
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Regular Dakkanaut
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Hammerhand seems really appealing with a blob, str 5 can hull point most tanks in assault, and with war hymms your putting out alot of wounds.
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![[Post New]](/s/i/i.gif) 2016/01/26 08:24:29
Subject: Astra Militarum - used competatively
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Blood-Drenched Death Company Marine
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I don't have my codex handy so I can't confirm the number you can put on the field, but I do know that Primaris Psykers are HQ choices that do not take up a slot in the standard CAD force organization slot, and that they also do not count for the mandatory HQ choice required for a CAD to be considered battleforged & receive the warlord trait reroll + Ob-Sec for the troops & their transports. They can also be taken in multiples but I don't remember if it's in multiples of two or three per CAD Formation.
That said, if my memory serves, I believe you can run up to three Primaris Psykers, as well as three Ministorum Priests (which work as detailed above, taking an HQ slot without counting toward the mandatory HQ required for a CAD) in a single CAD Formation.
Blob squads are modestly good at assault, the problem is most every army out there is going to drop every ounce of their firepower not going at tanks at that blob till it's so weakened that it won't be effective once an assault element gets to it and picks the remnants up in one to two assault phases.
Honestly Coetez is an infinitely better choice to attach to a blob squad than one or more Primaris Psykers for Hammerhand alone, let alone having all his wargear and the seize the initiative re-roll.
I maintain that Blobs are too expensive for what you get, and that they will struggle to do anything meaningful in a game beyond be bullet catchers for the lion's share of your opponents anti-infantry firepower. Just my opinion on that.
Take it easy.
-Red__Thirst-
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You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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![[Post New]](/s/i/i.gif) 2016/01/26 11:34:11
Subject: Astra Militarum - used competatively
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Regular Dakkanaut
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I recently picked up 70-80 guardsmen, really wan't to give the blob a shot in a competitive setting.
I'm leaning towards Severin Loth + blob with a few extra psykers, i was initially worried about culexus, but most lists that take one usually don't have very strong answers to cheap infantry. Daemons and GK can stop invis, but they are not that great vs mass infantry as well.
I guess seer council + scat bikes might be a challenge, but i have yet to face any Eldar running this.
So we are looking at roughly 500 points for Severin Loth, 55 guardmen and 2 priests. They can still be tarpitted by walkers so we need 5 meltabombs. For close combat we either need hammerhand or an inquisitor with rad grenades, we can't have both due to the 3 detachment limit, i'd really like hammerhand but a GK libby that has the spell automatically is 150-185 points, which is pricy. Being able to multi assault a gladius can give us a huge turn 2.
Another option is going for Severin plus a conclave, Tiggy goes santic for a high chanse at hammerhand while we grab daemon summoning and other useful spells in divination on the others. If we go with Conclave we are looking at 800 points, which is kinda crazy, but we can atleast spawn some screamers for mobile objective grabbers?
Seems like an large invis blob combined with armored support can be a good way to make a counter meta list. If we add some wyverns and perhaps some forgeworld tanks (scorpius or sicaran) we also have good fire support.
Thoughts?
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![[Post New]](/s/i/i.gif) 2016/01/26 12:09:58
Subject: Astra Militarum - used competatively
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Pyromaniac Hellhound Pilot
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It sounds strong and a right pain to remove for certain opponents. I tend to take the opposite strategy though - trying to have multiple blobs for more bodies and redundancy. The main reason for this is knights - both wraith and imperial. A big fancy blob can be held up for most of a game by one of these critters, as they can simply stomp out the melta bombs (invisible or not). I prefer something like this: PCS with autocannon 40pts 3 infantry squads with 3 lascannons, 3 bolters and 2 melta bombs (attached priest) 248pts 40 conscripts with attached priest and coteaz 245pts The conscripts unit will kill almost anything of their equivalent points cost (or if not then tie it up for most of the game). The priest's hymns can give Coteaz a potential 2+ re-rollable armour save too, and Coteaz can have a shot at invisibility or the rending power from divination (which works wonders with lasguns!)
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This message was edited 1 time. Last update was at 2016/01/26 12:11:06
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2016/01/26 12:45:32
Subject: Astra Militarum - used competatively
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Regular Dakkanaut
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Excellent point, especially againsts imperial knights. Vs the wraithknight hammerhand and force weapons should scare a lot of wraithknights away, but against IKnights it can quickly get problematic. A few sixes on the stomp table vs characers can quickly deflate half the army.
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This message was edited 1 time. Last update was at 2016/01/26 12:46:00
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![[Post New]](/s/i/i.gif) 2016/01/26 20:08:38
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Red__Thirst wrote:
How can you justify sinking almost 700 points into *ONE* troops choice?..
-Red__Thirst-
Well... If I gave your codex a Level 2 Psyker that could roll for six powers for 225 points, gave it 9 Force Weapon attacks plus Rage activated all the time until it takes four wounds, would you consider it? What if it had the special ability to split itself into three parts and go take objectives at the end if it wanted to? Would that add to its appeal? How about it i make it so they don't take up a Force org slot too?
It starts to sound NOT so crazy anymore. And that's kind of what you get with IG Psykers. You have to look at what they do in the end.
What if I could get a 4+ invul save for my squad? What if i could re-roll all my saves in close combat, become better than Fearless and then maybe against a squishier target forego the re-rolling of saves to simply Smite the enemy targets? Say, Terminators who want to get sparky with me?
I don't know. Would that be worth something to you?
The blob on its own is nothing special. WHILE the blob is combat effective, these expenditures make it special. And then when (I should say if) the blob ever gets below that point then i will leave them to die and go find other tasks to accomplish if free to do so.
The blob does pump out a lot of pain though. Four Lascannons does hurt, especially when twin linked which the blob can get from its attendant members. Consider that. Tank hunting, twin linked Lascannons? Yes please?
You know just try it a time or two. Pretty darn fun.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/01/26 20:27:10
Subject: Astra Militarum - used competatively
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Lone Wolf Sentinel Pilot
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While the blob certainly has advantages and a couple drawbacks, I really hope there are strategies and tactics for using the rest of the army. Even with approximately 60 infantry, it's tough for me to build a big power blob because I built so many special weapons troops for vet squads. I'm hoping that with all these transports, tanks, and artillery, we can have other elements of our army that have strategic value to them.
Sorry for the  , but I feel that the powerblob has been very thoroughly covered in this thread while other units have been somewhat underrepresented.
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![[Post New]](/s/i/i.gif) 2016/01/26 23:53:22
Subject: Astra Militarum - used competatively
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Regular Dakkanaut
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The Vulture is really solid (Forgeworld) It's 150-160ish points with the twin linked gatling cannon. You aslo get strafing run (bs4 vs ground units) and vector dancer so you can stay on the board most of the game.
Throw in an officer of the fleet in your ccs for the reserve buff.
With vector dancer it should be possible to get a decent amount of rear shots on tanks/dreadnoughts as well.
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![[Post New]](/s/i/i.gif) 2016/01/27 04:15:43
Subject: Astra Militarum - used competatively
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Blood-Drenched Death Company Marine
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Jancoran wrote: Well... If I gave your codex a Level 2 Psyker that could roll for six powers for 225 points, gave it 9 Force Weapon attacks plus Rage activated all the time until it takes four wounds, would you consider it? What if it had the special ability to split itself into three parts and go take objectives at the end if it wanted to? Would that add to its appeal? How about it i make it so they don't take up a Force org slot too? One, go re-read the Combined Squads rule in the Astra Militarum Codex. It's on page 37. Note the last sentence that states your squad must remain in whatever configuration it was in when you declared it prior to rolling warlord traits. If you are splitting a (declared and deployed) 40 man blob squad into smaller sub squads during a game, you are (apparently inadvertently) cheating. You either deploy them as one 10 man squd and one 30 man squad, two 20 man squads, four 10 man squads, or one 40 man squad. That one 40 man blob squad holds one objective at any one time ever. Also, if you take it as part of a CAD them it takes up a force org slot. I can't speak toward a formation but Taking a force org slot isn't really pertinent to it's effectiveness now is it? Two, you can have 9 or 90 force weapon attacks, you have to make it to melee to use them and any competent opponent will wait to charge until that squad has bee reduced in strength so much that it will be wiped out in one to two phases of combat. Putting that many points into a single part of your army (Again, just shy of 700 points) that will be a boat anchor to the rest of your force is just not smart man. I have nothing against blob squads but keep them under 300 points or so. That way you can field a couple of them. Hell I can get a 30 man blob, a 40 man conscript squad, with two priests, a Primaris Psyker, and =][= Coeteaz for under 700 points EASY. Math: PCS = 30, 3x Infantry Squad = 195 (Krak Grenades & Melta bombs), 40x Conscripts = 120, 2x Priests = 50, Primaris Psyker = 50, Coeteaz = 100. Total: 495 points. I have 30 more bodies on the board and am just shy of 200 points cheaper. Jancoran wrote: It starts to sound NOT so crazy anymore. And that's kind of what you get with IG Psykers. You have to look at what they do in the end. No, the way you run it is terribly inefficient and frankly crazy. Also I know what IG psykers can do. I run one regularly in my lists, sometimes more than one points allowing. They're useful but by no means are they show stopping. A space Marine Librarian is just a little more expensive and, in my opinion, a vastly superior choice for the psychic phase. Jancoran wrote: What if I could get a 4+ invul save for my squad? What if i could re-roll all my saves in close combat, become better than Fearless and then maybe against a squishier target forego the re-rolling of saves to simply Smite the enemy targets? Say, Terminators who want to get sparky with me? I don't know. Would that be worth something to you? A 4+ invulnerable save is nice and all but you're still going to lose models in droves because they're going to get shot to pieces and any weapon you point at them is going to, generally speaking, wound you on a 3+ or 2+, That translates to a plethora of wounds every turn and a loss of 8, 10, or even more models every shooting phase. You keep coming back to close combat, but NO opponent is going to sit there and let you charge them with that mass of infantry unless they are extremely inept. Bear in mind that this blob squad revolves around of a LOT of variables. Do you successfully get the right psychic power? Can you successfully cast it every turn without getting denied or flubbing the roll? Can you reliably get the leadership check on the priest to pass (On LD:7) to get his hymn rule for that phase? Lots of things can go wrong and result in easily losing half or more of the squad to one decent enemy shooting or assault phase. Jancoran wrote: The blob on its own is nothing special. WHILE the blob is combat effective, these expenditures make it special. And then when (I should say if) the blob ever gets below that point then i will leave them to die and go find other tasks to accomplish if free to do so. The blob does pump out a lot of pain though. Four Lascannons does hurt, especially when twin linked which the blob can get from its attendant members. Consider that. Tank hunting, twin linked Lascannons? Yes please? You know just try it a time or two. Pretty darn fun. Versus my regular opponents, your squad would be left to die by turn three more often than not and would have accomplished little, if anything. Tank hunting twinlinked lascannons can do some damage, to one vehicle, maybe two. Then by turn three the squad is decimated/removed/effectively destroyed and you've at best killed a couple of hundred and fifty point tanks, or damaged destroyed some transports. Not worth it, because if you're shooting at tanks you're not using the plethora of lasguns to pour at enemy infantry in range as you advance. I'll take my twinlinked lascannons on my Vendetta. It's cheaper to field, harder to kill, and INFINITELY more mobile. I've run blob squads, with priests and psykers and =][= attached and every single game they die without accomplishing a blessed thing other than being spectacular bullet catchers. Just my opinion, and experiences. Take it easy. -Red__Thirst-
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This message was edited 3 times. Last update was at 2016/01/27 04:20:41
You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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![[Post New]](/s/i/i.gif) 2016/01/27 07:02:27
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Red__Thirst wrote:
One, go re-read the Combined Squads rule in the Astra Militarum Codex. It's on page 37. Note the last sentence that states your squad must remain in whatever configuration it was in when you declared it prior to rolling warlord traits.
Two, you can have 9 or 90 force weapon attacks, you have to make it to melee to use them and any competent opponent...
No, the way you run it is terribly inefficient and frankly crazy.
A 4+ invulnerable save is nice and all but.,..
Versus my regular opponents, your squad would be left to die...
-Red__Thirst-
Clipped for brevity.
One, you are misunderstanding my post. I wasn't suggesting you can take the squad apart afterwards. I was talking about the six characters that can leave it. Also, it doesnt have to blob at the start of the game as you point out. So if the mission calls for it, you have that option. if not, you kind of still do in a way. Going last for the win.
If you feel getting across the board is a problem consider two things: First that I wont need to against quite a few opponents. they WILL come to me either because they are melee oriented or because they are a Drop pod army or they are a speed army etc... Or they're coming BASICALLY any time they are not a gunline because I fire too many high powered shots to allow that to continue unabated. I in turn am also coming to them. So I understand that there may well be a gunline in my future. I do it better. So if you're content to let me keep shooting, I'm content TO keep shooting. Yup. I am.
Calling it crazy is fine as long as you'r a good sport when the games over.
A 4+ save IS nice and all and there is no BUT attached to that. It just is nice, period. Not only that but it also means that I will in all likelihood have tjhe ablative wounds needed to reach the goals for that unit.
If your opponents are able to nix me and my "crazy" that's cool. I'll see 'm at the next TSHFT or whatever.
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This message was edited 1 time. Last update was at 2016/01/27 07:02:48
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
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![[Post New]](/s/i/i.gif) 2016/01/27 08:09:25
Subject: Astra Militarum - used competatively
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Blood-Drenched Death Company Marine
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Snipped relevant portion: Jancoran wrote:What if it had the special ability to split itself into three parts and go take objectives at the end if it wanted to? You must admit that you worded this very poorly and that it seems like you're breaking the squad up late game and not detaching the few IC's attached. Just letting you know. Jancoran wrote:Clipped for brevity. This seems like way more work than it needs to be instead of just addressing my entire post, but whatev's. Jancoran wrote:One, you are misunderstanding my post. I wasn't suggesting you can take the squad apart afterwards. I was talking about the six characters that can leave it. Also, it doesnt have to blob at the start of the game as you point out. So if the mission calls for it, you have that option. if not, you kind of still do in a way. Going last for the win. See, you didn't exactly make that point very clear based on the way you explained it earlier. No harm, no foul, just try to explain it better in the future so you avoid confusing those whom you're speaking with. That said yes one inherent benefit of infantry squads is the combined squads rule and how you can mix and match their deployment depending on your opponent. That said, if you deploy them individually it does weaken them quite a bit because it isn't difficult to remove one 10 man infantry squad from the table, especially if it doesn't have the benefit of cover. Even blobbed up though, they're too easy to avoid and remove with massed shooting. I can hear my Tau buddy salivating over what kind of damage he could do to this squad from here. Jancoran wrote:If you feel getting across the board is a problem consider two things: First that I wont need to against quite a few opponents. they WILL come to me either because they are melee oriented or because they are a Drop pod army or they are a speed army etc... Or they're coming BASICALLY any time they are not a gunline because I fire too many high powered shots to allow that to continue unabated. I in turn am also coming to them. So I understand that there may well be a gunline in my future. I do it better. So if you're content to let me keep shooting, I'm content TO keep shooting. Yup. I am. Calling it crazy is fine as long as you'r a good sport when the games over. I'm sorry but Guard are a terribly inefficient gunline army, which is sad because that's kind of our thing. Again, play a competent Tau player, or Eldar player, or Necrons, God forbid, and you will learn that the person who dictates the fight is not you because of the extremely limited mobility of the Guard (Outside of our flyers, which are admittedly pretty good all told). You are going to lose the attrition battle every single time. No ifs ands or buts, Using your blob squad, In an 1850 list, almost 700 points of it is tied up in one Infantry platoon & attached characters and in that blob you have four lascannons. I don't know what the rest of your army looks like but four lascannons is not what I would consider a lot, and considering I could get nine twinlinked lascannons in the form of three vendettas (Either as one FA choice in a squadron or three individual FA choices for 510 points, 180 points less than your blob squad), four conditionally twinlinked, possibly tank hunting lascannons isn't as stellar compared to nine always twnlinked Lascannon shots on hard to remove, highly mobile flyer platforms. Example: I would rather run 3 Vendettas and have enough points to buy a PCS with some cheap special weapons (3x Flamers) to ride in one, with a pair of bare bones infantry squads on the ground (No upgrades, just combined together) and still have enough points to put a special weapon squad with 3x flamers in a second vendetta. I'm only showing you what you can do with equivalent points that you're spending on your blob. Let your CCS ride in the third vendetta I've just described, then put a veteran squad on the table as your second troops choice to make it battleforged, and if you're feeling really froggy, squadron up the PCS and SWS Vendettas, field the CCS vendetta as it's own FA choice, and put a Valkyrie on the table for your veterans to ride in. That gives you over 45 wounds, four flying gun platforms with nine lascannon shots plus the valkyrie's guns. See the difference? I know which option I would have a harder time dealing with personally. Lastly, yea being a good sport should always be the end result. Jancoran wrote:A 4+ save IS nice and all and there is no BUT attached to that. It just is nice, period. Not only that but it also means that I will in all likelihood have tjhe ablative wounds needed to reach the goals for that unit. If your opponents are able to nix me and my "crazy" that's cool. I'll see 'm at the next TSHFT or whatever. I'm just letting you know that in other more competitive metas, a 'most of your eggs in one basket' kind of set up like your blob here is going to hurt you far more often than it helps you. Be prepared to try new things and don't get pigeon holed into the same build over ad over again. Look for more efficient ways to use your points within your army and make sure you're getting the most out of every points investment you make in a list. Just my perspective. Take it easy. -Red__Thirst- Edits: Stupid quote tags....
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This message was edited 5 times. Last update was at 2016/01/27 08:17:09
You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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![[Post New]](/s/i/i.gif) 2016/01/27 08:14:45
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Red__Thirst wrote:
I'm just letting you know that in other more competitive metas, a 'most of your eggs in one basket' kind of set up like your blob here is going to hurt you far more often than it helps you.
-Red__Thirst-
And Im just letting you know there isnt a more competitive one than we have. 8 of the top 40 ITC Generals are here and a lot of unmentioned ones. Believe me. Nothing here is new. And im not looking for ways to lose. If im doing it, you can take it as a fair bet that I'm doing it against a lot of juggernauts.
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This message was edited 1 time. Last update was at 2016/01/27 08:15:21
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/01/27 08:21:26
Subject: Astra Militarum - used competatively
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Blood-Drenched Death Company Marine
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Jancoran wrote:
And Im just letting you know there isnt a more competitive one than we have. 8 of the top 40 ITC Generals are here and a lot of unmentioned ones. Believe me. Nothing here is new. And im not looking for ways to lose. If im doing it, you can take it as a fair bet that I'm doing it against a lot of juggernauts.
Ok den.
Take it easy.
-Red__Thirst-
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You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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![[Post New]](/s/i/i.gif) 2016/01/27 08:25:50
Subject: Astra Militarum - used competatively
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Decrepit Dakkanaut
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That's a lie and you know it. I can still point to that battle report you did when you said you faced Mechdar and it wasn't even close to true.
You face bad opponents AND bad lists.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/01/27 09:03:22
Subject: Astra Militarum - used competatively
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Slayer-Fan123 wrote:That's a lie and you know it. I can still point to that battle report you did when you said you faced Mechdar and it wasn't even close to true.
You face bad opponents AND bad lists.
I don't think they, nor I, give a damn whether you think so. True story.
But you do you, man.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/01/27 09:05:08
Subject: Astra Militarum - used competatively
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Blood-Drenched Death Company Marine
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Slayer-Fan123 wrote:That's a lie and you know it. I can still point to that battle report you did when you said you faced Mechdar and it wasn't even close to true. You face bad opponents AND bad lists. I won't call him a liar, though I do think he plays in a more casual/fun meta compared to some. Guard have their strengths, and to a point blob squads are one of them, but the blob squad only works against new players or people inexperienced with how to deal with them or inept enough to not understand their weaknesses. Also, mono guard Blobs are not nearly as stupid as what you can do with allies. Invisible blobs or large blob conscript squads (Attached librarians/Tigerius/Severin Loth to provide such) with a Priest attached are Got Dang annoying to deal with by comparison. That said, people are welcome to whatever deluded opinions they wish to have. One day the truth will smack 'em like a halibut to the face and I only hope someone else can record it for posterity. Take it easy. -Red__Thirst- Automatically Appended Next Post: Jancoran wrote: And Im just letting you know there isnt a more competitive one than we have. 8 of the top 40 ITC Generals are here and a lot of unmentioned ones. Believe me. Nothing here is new. And im not looking for ways to lose. If im doing it, you can take it as a fair bet that I'm doing it against a lot of juggernauts. Ok... For funsies, since you've made a claim here, let me ask. Post up these 8 generals names and their exact rank in the top 40 please. (A link to the ITC top 100 or whatever is fine, but do let me know who they are in the top 40 ranking so I can gauge it here). Secondly, how often do you play said generals and what are their lists? Post up an example of the top two or three lists of the 8 you cited that you tackle/play regularly with your guard please Lastly, link your 'standard' list you take against them, and if possible, have one of them come chime in here and add to the discussion regarding your super blob and if it's as tough and successful as you claim. If you play them on the regular I'm sure they wouldn't mind chiming in here & discussing tactics. I get the feeling none of the above will happen, but whatev's. A man can dream. Take it easy. -Red__Thirst-
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This message was edited 2 times. Last update was at 2016/01/27 09:27:17
You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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