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Made in gb
Sadistic Inquisitorial Excruciator




He doesn't even have Demo charges? He gets a zero AP pistol?


... Yay...

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in gb
Towering Hierophant Bio-Titan



UK

My Evesor is still going to be my Marbo, in this case.

His blood is a demo charge

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Storm Trooper with Maglight





CO

If there is no AP modifier on his knife then he will be hot garbage. What is the point of an assassin if he can't even take out a GE character? Haha I think I'll stick with my Eversor and rough riders if that is the case. Sad because his rules seem very fun, just not very effective.

5k Imperial Guard
2k Ad Mech 
   
Made in fi
Been Around the Block




Nope, no AP on knife nor pistol but then again neither did he have those in 5th edition either.

He seems pretty much the same as in 5th edition: cheap harassing unit that doesnt really do much other than slight psychological scare-factor.
   
Made in de
Fresh-Faced New User





Well, he did have a demo charge back then, and for many people that was the main reason to field him at all. He made TEQs that arrived via deepstrike crap their pants.
   
Made in fi
Stalwart Veteran Guard Sergeant




[Expunged from Imperial records] =][=

If I want a harassing unit, no, a guy, I'll just field an Eversor Assassin.

Most people don't ignore this skull-guy near their back ranks. And when they do go after him, it's already too late. I counted on them to divide their attention to this one front that has no real importance to me. There lies only the promise of an unlikely Eversor-rampage to me. If I get that, hey, bonus. If I don't, I've already played them like a bowed string musical instrument.

Heck, most of the time that skull guy doesn't even need to kill people to pull his weight.

"Be like General Tarsus of yore, bulletproof and free of fear!" 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Eversors should come three to a pack, like bon-bons.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Heroic Senior Officer





Western Kentucky

To be fair marbo wasn't super competitive back in the day either. His main use was mind games and messing with people behind the lines. He was a 65pt distraction that the opponent had to deal with or he would just start charging everything in sight.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

 MrMoustaffa wrote:
To be fair marbo wasn't super competitive back in the day either. His main use was mind games and messing with people behind the lines. He was a 65pt distraction that the opponent had to deal with or he would just start charging everything in sight.


I'd argue that he was a very competitive choice in fifth. By sixth, units with interceptor limited his utility sharply.

But an accurate demo charge, followed by a melta bomb, made him a hyper efficient choice, especially in single force org chart games, where as an elite he didn't compete with anything good.

He was rarely game changing, but he punched above his weight.
   
Made in us
Storm Trooper with Maglight





CO

Well he's susceptible to just dying in melee to even a shooty unit. At least the Eversor has 6W a 4++ and rolls 3d6 to charge me (although that's only marginally superior to a d6 move + then 2d6 to charge.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Heroic Senior Officer





Western Kentucky

 Polonius wrote:
 MrMoustaffa wrote:
To be fair marbo wasn't super competitive back in the day either. His main use was mind games and messing with people behind the lines. He was a 65pt distraction that the opponent had to deal with or he would just start charging everything in sight.


I'd argue that he was a very competitive choice in fifth. By sixth, units with interceptor limited his utility sharply.

But an accurate demo charge, followed by a melta bomb, made him a hyper efficient choice, especially in single force org chart games, where as an elite he didn't compete with anything good.

He was rarely game changing, but he punched above his weight.

Maybe it was just our area, but we found he had a nasty habit of hitting himself with his own demo charge

I agree he hit above his weight, but often in 5th you found the points going toward him got you another chimera, or halfway to another manticore/Medusa/vendetta, units that were likely to do far more damage overtime and definitely live longer. I ran infantry of course so he was a natural fit, but if we want to talk true competitive, marbo didn't mesh as well with the top power list of leaf blower.

You have to remember we had stupidly efficient units in 5th edition and with something like a vendetta only costing something like a 125pts if I remember correctly you could make a strong argument that marbo still hurt your list because he wasn't AV12.

We also didn't have things like linebreaker and slay the warlord, so a lot of marbo's utility didn't really come into effect for missions. This was back when only troops could hold objectives after all.

I think marbo will have utility this edition, especially for catachan lists, but after reading the eversor rules I get why people would prefer one over Marbo. Marbo's big utility is going to lie in his special rules, which I've not got a great look at. Depending on how his special rules interact, especially his hopping back into deepstrike he ability, he could be very handy. At the bare minimum, he will continue to excel at popping up where people don't want him and raising hell. I'd also be very surprised if his pistol doesn't have some sort of rend ability. It had sniper in the past which let him ignore armor on a 6 to wound.

Personally, I see his big utility being dropping in with Stormtroopers. If I'm reading his knife ability right, he'd be able to potentially tie up a deadly unit should your stormtrooper drop fail to kill it. In addition, if he survives, you pop his ability to slip back into the shadows and either get a guaranteed linebreaker point, send him to deal with a breakthrough, or just hunt down another target.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in gu
Longtime Dakkanaut





Gig Harbor, WA

So 4 PL, that translates to around 75 points? Same as Strakken?

Seems like it would make sense to give the Dagger relic to a PL and bring along a squad of Catachan guardsmen to help Marbo out. That might turn an annoyance into a credible distraction, although certainly not much of a threat. Index Rough Riders would be another good option.

If you're fighting other IG the lack of AP probably isn't that big of a deal I suppose.

edit: He would also work well against Orks I think. Some Tryranids too.

This message was edited 1 time. Last update was at 2017/12/24 08:50:22


 
   
Made in us
Storm Trooper with Maglight





CO

Well also remember that he is only wounding "infantry" on 2+ and whenever GW limits things like that we always get screwed. Like getting to reroll damage against vehicles and monsters and then you have Primarchs, demon princes, battle suits, etc running around immune to bonuses against them.

5k Imperial Guard
2k Ad Mech 
   
Made in gb
Pyromaniac Hellhound Pilot






Anyone been running an ogryn bodyguard with the death mask relic for a 2++ invuln? Seems like he could be a good anvil unit in my foot horde to advance with the main infantry wave and tie up tanks / enemy threats. Even dedicated CC units will often struggle against his high toughness and 2++. Mortal wounds are all he needs to fear

This message was edited 1 time. Last update was at 2017/12/24 18:16:34


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

 DoomMouse wrote:
Anyone been running an ogryn bodyguard with the death mask relic for a 2++ invuln? Seems like he could be a good anvil unit in my foot horde to advance with the main infantry wave and tie up tanks / enemy threats. Even dedicated CC units will often struggle against his high toughness and 2++. Mortal wounds are all he needs to fear

I'm planning on it when my slow-moving escalation campaign has enough points to spare for him in a centaur. Lob him up table to tie things up...

Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop  
   
Made in us
Haemonculi Flesh Apprentice






PL does not always indicate points well. If Marbo isn't overly expensive then I think he is solid. Dropping him in and shooting a character 6 times is useful. He won't kill a powerful character but he will drop support characters. Also don't underestimate that d3 mortal wounds on something critical. Or stalk with knife giving him 6 base attacks and effectively a 3d6 charge. I think he will work well taking out small units in peoples backfields or objective camper units. Don't forget he also can jump back into hiding to grab another objective later. My big concern is how that special rule is worded. Because if he needs to be on the table by turn 3 then you basically can only ever return him to hiding on turn 2 any later will auto kill him.

   
Made in us
Longtime Dakkanaut




He seems better then Demo charge since he does d3 (possible d6 with large units) mortal wounds every other turn.

Or good at sniping support characters like primaris, priests, commissars or commanders.

Depending on points and other wargear he is decent.
He's also catschan and gets all those bonuses as well and it's already arguably the best regiment.

This message was edited 1 time. Last update was at 2017/12/26 05:16:06


 
   
Made in us
Drop Trooper with Demo Charge





Catachan rules don't give him anything useful. +1 strength doesn't matter because he's wounding infantry on 2+s, and S4 to S5 (Edit: forgot about the blade +1) only matters for attacking T4/T5/T8/T9 non-infantry (which he has no reason to attack). Ld bonus doesn't matter for a single character either.

Honestly without an Invul save or a way to move after fighting, I don't see how to get him back into reserves on the top of your turn 2.

This message was edited 1 time. Last update was at 2017/12/26 14:50:12


The executions will continue until morale improves  
   
Made in us
Haemonculi Flesh Apprentice






 Commissar_Rex wrote:
Catachan rules don't give him anything useful. +1 strength doesn't matter because he's wounding infantry on 2+s, and S4 to S5 (Edit: forgot about the blade +1) only matters for attacking T4/T5/T8/T9 non-infantry (which he has no reason to attack). Ld bonus doesn't matter for a single character either.

Honestly without an Invul save or a way to move after fighting, I don't see how to get him back into reserves on the top of your turn 2.


Well then your expecting too much from him. He is useful for killing and wiping that 10 man cultist unit in a back field or for taking out those annoying mortar teams. Also don't forget he can easily tie down something like an artillery tank or a predator. I know the next response is something about bubble wrap, but bubble wrapping againsty a single model is actually annoying AF. Especially when he costs so little and forces you to use 5 time his cost to block him out from every angle. Don't forget he doesn't have to come in on their back line immediately. He can easily appear midfield or in your own deployment in order to set off some mortal wounds to finish off that annoying flier or Altaioc tank then rehide. 2d3 mortal wounds is actually very useful. I bet he is in every guard list just to do that very thing.


Automatically Appended Next Post:
 Commissar_Rex wrote:
Catachan rules don't give him anything useful. +1 strength doesn't matter because he's wounding infantry on 2+s, and S4 to S5 (Edit: forgot about the blade +1) only matters for attacking T4/T5/T8/T9 non-infantry (which he has no reason to attack). Ld bonus doesn't matter for a single character either.

Honestly without an Invul save or a way to move after fighting, I don't see how to get him back into reserves on the top of your turn 2.


Catachan is useful, it lets me fulfill a slot without losing my doctrine elsewhere.

This message was edited 1 time. Last update was at 2017/12/26 15:39:30


   
Made in us
Heroic Senior Officer





Western Kentucky

Well to be fair, most people are bubble wrapping against IG to begin with. Even with weapon costs going up, Stormtroopers are still nasty and most people run them.

Also, the mortal wounds are not guaranteed, they hinge on a 3-5+ roll to go off depending on the target. The sweet spot appears to be vehicles and elite, hard to kill infantry. Any unit giving him a plus one to hit with the mortal wounds is probably a unit of cheap infantry you don't need mortal wounds to kill, and I wouldn't trust a 5+ to hit a character for a measly d3 mortal wounds unless they're really hurting and I know that could kill them. I think his pistol and knife abilities will be more useful usually, since they're much more reliable in going off.

EDIT: Just got a look at his rules, the mortal wounds ability can target anything on the table, so that makes it a bit more useful. Still a bit of a hail Mary but not as limited as I thought. Im sure there will be times where that may be your only option to finish an enemy character off such as an elder pyskers or an IG officer but I doubt it'll be used more than once or twice every 10 games.

This message was edited 1 time. Last update was at 2017/12/26 21:02:09


'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Quick question, has anyone tried running Skitarii Vanguard as a screen in a Valhallan list? The interaction between Rad Saturation and Fire on My Command! seems like it has some real potential. I don't know how well it would work in practice though.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Longtime Dakkanaut





Marbo is an hq that is useful in itself since he doesn’t benefit from the catachan ability. I’ll be taking him in an imperium detachment with three eversors and a vindicare.... maybe four eversors depending on what I can squeeze in 500 points

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Fresh-Faced New User




Has anyone tried our crusaders? One of the few options for melee outside of ogryns and rough riders. 3 units of 10 ambushing with Tallarn and maybe using the other ambush artifact to bring an extra unit + character?
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

They don't have the <regiment> keyword, can they ambush?

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

 Fenris-77 wrote:
They don't have the <regiment> keyword, can they ambush?


Ooh good point - does that mean they can't ride in AM transports either?

I've seen them used to good effect in video batreps, 1 unit of 3-5 alongside a medium or large unit of bullgryn. They're not amazing at killing things but they are amazing at tying enemy cc units up with their invulnerable save and 2+ to recover a casualty every turn. It's best to only have one unit, not too large, so that you're getting the biggest impact from your acts of faith for the points you spend. They won't win you the battle but they're an excellent speed bump!

Check out Guerilla miniature games on YouTube (posted here by achilles) for a couple of examples.

Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop  
   
Made in us
Longtime Dakkanaut





No, they can ride in transports because they have the astra militarum keyword

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Drop Trooper with Demo Charge





 Captain Roderick wrote:

I've seen them used to good effect in video batreps, 1 unit of 3-5 alongside a medium or large unit of bullgryn. They're not amazing at killing things but they are amazing at tying enemy cc units up with their invulnerable save and 2+ to recover a casualty every turn. It's best to only have one unit, not too large, so that you're getting the biggest impact from your acts of faith for the points you spend. They won't win you the battle but they're an excellent speed bump!


I've actually stuck 8 of them into a list I'm looking to test soon, in place of 3 bullgryn (they hang out with celestine). Based on a quick spreadsheet, they're actually pretty nasty in melee due to anything wounding anything in 8th and -3 AP. Larger groups of them are actually better value than small ones, because the act of faith applies on a per unit basis. That means their value goes up quickly as you add more to the group. More wounds to get through before the squad is wiped, more units fighting twice, etc. Maybe I'm going to be disappointed, but they look pretty solid to me

The executions will continue until morale improves  
   
Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

Ah - I've not seen them fighting twice much, mainly regenerating to keep the speedbump in place after moving twice to get to cc.
I suppose if a big enough squad survives the 1-2 rounds it takes to get to fighting twice you might consider that instead, but with str/t 3 you're going to be taking a lot of saves, and against meq your 2 attacks per model won't actually get you that far (it seems).
Fancy reporting back when you've tested them?

Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop  
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I can see getting good use out of one unit, small or large. Acts of Faith mitigate pretty hard for just the one though, I agree. As well, they are a keen opportunity for fancy conversions, also a strong selling point for me.

I would also be interested in hearing back about how they work our for people.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in ca
Guardsman with Flashlight





High up on my list of things to get too. I'm totally keen on throwing a squad of 10 along with a Priest and Iniquisitor into a Chimera, and raising hell with it. Don't know if it's the most 'points efficient,' don't care - it'll just out-cool your opponent to death.
   
 
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