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Made in us
Stubborn Prosecutor





For heavy weapon teams there are two popular choices: Lascannon teams in sets of three (for cheap disposable firepower) and mortar teams for some light anti-infantry work that doesn't need LOS

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

 Niiai wrote:
Is there anywhere I can read up on heavy weapon teams? I am adding some genestealer cults to my nid army. I might support them with some astra militarum, but I do not know enough about them. My tyranids brings venom cannons and impaler cannons. The cult brings hammer abbrrants. I don't know what AM can bring. The army is very saturated in infantery, I feel a tank would be shot of the table turn 1.


I took this from my index review here: https://www.dakkadakka.com/dakkaforum/posts/list/730110.page

Heavy Weapons
The humble mortar really benefited from the changes in 8th edition, with it's prior small blast marker exchanged for d6 shots, which helps from both a gameplay and logistical perspective, and rolling all of those dumb little markers took forever. The mortar is still pillowfisted, averaging just under two S4 hits a turn, which aren't going to turn the tide. At five points, with 48” range and no need for line of sight, it's a fun option for heavy weapon squads (seriously, 33 points for 3d6 shots a turn). I suppose very front line squads that are built to take a charge might go for mortars over the heavy bolter, but for a few points more I like the 3+ to wound T4 and the AP1. With ITC rules, the ability to shoot out of LOS is huge, and the cheapness allows them to fill out a spearhead, flank lascannons in a Las/Mortar/Mortar heavy weapon team, and generally overpunch their points. They dont' do a lot, but they cost even less.

Speaking of the other anti-infantry heavy weapon, the heavy bolter also loves it some 8th edition, most notably gaining AP1, which means it does some work even against marines. As always, it doesn't really get enough shots to clear hordes, it isn't accurate or strong enough to damage anything tough, and while cheap, that only really helps on heavy weapon squads and vehicles. The reality of 8th edition, with first turn charges and plenty of movement, is that your front line is going to get mulched. Keep 'em cheap, and the heavy bolter has the range and ability to meaningfully threaten enough units to make it a good choice. On vehicles, I'd remember that moving give them a -1 to hit, which means one S5, AP1 hit per heavy bolter on the move. How valuable that is to you is going to correlate strongly with how many heavy bolter sponsons you'll be strapping on all over the place. In short, the Heavy Bolter is the cheapest weapon for a direct fire squad, and is great in heavy weapon squads (42pts for 9 shots!) and pretty decent in screening infantry squads. Tallarn doctrine vehicles love them!

The Autocannon continues it's nearly 20 year run as the AM (formerly IG) weapon with the most convoluted ideal target. It's tough to really tell what the Autocannon is good at. It has a long range, S7, AP1, and Damage 2, all with two shots. Against Rhinos (or other T7, 3+ save models) it does a half damage per turn (½ to hit, ½ to wound, ½ to save with AP1, two shots, two damage per hit. That's respectable, but the lascannon averages nearly a full wound a turn (½ to hit, 2/3 to wound, 5/6 failed saves, d6 damage for 3.5 on average. Against higher toughness or better saves, the lascannon continues to pull away. Against two wound bikes, the autocannon does better, and since damage cannot spill over, the autocannon has a chance to kill two bikes. (It's 1/36, but still). One of the best targets, somewhat ironically, are IG weapon bases, which the Autocannon wounds on a 2+ and instant kills. Other good targets are multiwound models with only invulnerable saves, or low saves such as Ork Nobs. If the lascannon is going to bounce anyway, the autocannon (doing two damage with two shots) will average more wounds than the lascannon. The basic autocannon competes directly with the lascannon in most applications, but with the CA drop to 12 points per, you can justify these for their ideal targets. My thought is to run three in a HWS for 54pts. Don't go nuts, but there are enough two wound models, and models with high T and a good invulberalbe save, to justify the AC.

The Missile Launcher is back with a pretty decent dual shot option. The frag missile is a standard d6 S4 shots, while Krak is S8, Ap2, and d6 Damage. So, it's either an expensive direct fire mortar, or a poor man's lascannon. At 20 points it's the same price as an actual lascannon, which is notably superior against enemy armor. Mathhammer says as much, but so does watching enemy tanks bounce Krak Missiles on 5+ saves, or failing to wound a superheavy on a 4+. The real problem with dual purpose weapons for the AM is that we can bring so darn many. When you can easily drop a dozen heavy weapons, take a few of each specialist, instead of generalists. Instead of four missile Launchers, you can take two lascannons and two heavy bolters, and have more effective weapons. Still, in smaller games, the missile launcher isn't the worst option in an infantry squad, but even if I'm playing a big enough game that I want to use my Missile Launchers, I'd rather rep them as lascannons!

The lascannon got a fantastic boost in 8th edition, keeping it's S9 and going to AP3, but gaining d6 Damage. This is your long range heavy killer. It wounds even landraiders on a 3+, and turns a 3+ save into a 6+. It's damage is swingy but is a great place for a command die re-roll. Especially now that split fire allows you to shoot the lascannon independently of the lasguns, basic infantry squads with a big gun are even better. At Bs4+, you'll need more lascannons to destroy a tank than you think, but no gun that's widely available does it better. HWS with triple lascannons are a bit pricey and fragile, and will attract a lot of attention, but really do threaten any non-super heavy model. At least until the meta shifts hard to hordes, the lascannon is going to be the go-to heavy weapon in the armory.

While not available to heavy weapon teams, the heavy flamer is a big part of the AM list, as an option for nearly every vehicle, and also as an add-on to veterans and command. Even more than the basic flamer, the heavy flamer was very conservatively priced. At 17 points, it rates between an autocannon and the Lascannon, and believe it or not, it's worth it. As before, the AM actually benefit a lot from the changes, both while shooting and being shot. Previously, the heavy flamer was wickedly effective against IG, wounding on 2s with no save or cover. Now? Wounding on 3s, while still giving up a 6+ save. On offense, the heavy flamer gains AP1, making it do pretty decent work against anything without a 2+ save. Really, the heavy flamers damage output doesn't along justify the price, but rather the ability to always hit. Compared to a single heavy bolter hit (when moving), heavy flamers do d6 while in range, and with 10” moves on most tanks, that's a big threat range. I'll be talking about the weapon in more detail in the individual units that excel with them, but the existence of the heavy flamer puts pressure on all other mid range shooting.

The multi-melta shows up in two major applications: as a pair of sponsons on the Leman Russ Chassis, or as a hull weapon on the hellhound chassis. It's pretty much exactly what you'd expect, a meltagun with 24” range, that rolls two dice, pick the highest, for damage within half range. In general, it suffers from wanting to move to get a good shot, but then being a 5+ to hit. At 20pts per, it's the same cost as a lascannon for nearly the same damage output (-1 strength, but an extra AP) with half the range. I think I'd generally stick with lascannons where I can, and avoid expensive upgrades of already pricy base models.

The plasma cannon shows up in two places: the armored sentinel, and the sponsons of the leman russ. The cannon is just a giant plasma gun, with 36” range, and heavy d3, and the same option to overcharge. A roll of one will straight up destroy the sentinel, while leman russes have a rule that instead they just take six mortal wounds, and the model cannot fire any plasma cannon again that game. So... don't supercharge unless you're comfortable with tank losing half it's wounds and firepower about 30% of the time. Even in basic mode, the plasma cannon is a fine weapon, with the usual caveats about not moving. Still... plasma is widely and readily available in the troops slot, and I'm not sure I'd pay such a large premium for a bit of range trading rapid fire 1 for heavy d3.

Finally, of the common weapons, the multilaser is last, and unfortunately, the least. No weapon class took a bigger hit in 8th than mid strength weapons with lousy AP, and the multilaser is the lousiest of the bunch. Literally unchanged from prior editions, the multilaser has no AP, no damage multiplier, and only three shots. With the new wound charts, they don't even wound marines on 2+s anymore. If very cheap, such as five points, or even free bundled with the vehicle chassis, the mutli-laser would be wimpy but fine, especially since two of it's primary mounts are transports. Instead, it's more than a heavy bolter, despite being clealry inferior. A weapon that struggled to accomplish much in the past will now face a world with no AV10 targets and a -1 to hit if the model moves (which transports will!). It was a good run, multi-laser, but all things must end!
   
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Bergen

Thanks.

   
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Regular Dakkanaut




I played two ITC 1650 points games over xmas with a pure IG army (1 x battalion of Catachan, 1 x vanguard of MT and 1x Spearhead of Cadian) against a Raven wing and Cadian army. If I have time/am super bored at work I'll post a more in depth analysis in the battle report section but for now the following stood out to me.

The MT vanguard detachment consisting of A Tempestor prime , MT plasma command squad, two astro paths and a Taurox Prime meant I got to use the MT doctrine of extra shots on 6s. I dropped the Prime (with a plasma pistol and NO command rod) with the command squad to reroll 1s. With the price hike on plasma guns these guys looked a little less appealing but with the extra shots on 6s these guys are totally worth taking. Also because the Tempestor prime was deployed behind the command squad it meant he couldn't be targeted until the entire squad was killed. Putting him 2" behind the 4 man command squad meant that he heroically intervened when the last plasma gunner was charged (the command squad took out a rhino in one round of shooting making them a "must wipe out"badge)and with a 4+ armour save he tied up the assaulting infantry squad for quite a while. I didn't need a command rod as he was only giving orders to the one squad but people should make sure the equip a chainsword and plasma pistol to give him that extra attack. I'm considering giving him a plasma sword in future as he did so well in that combat.

The Cadian Vanguard detachment consisting of Paskisher, a mortar HWT, a Heavy Bolter HWT and LRBT with punisher was replaced by a supreme command with Pask and two TC all with punisher and hull mounted lascannons to great effect. The ability to order each other combined with the Cadian "overlapping fields of fire" ripped through everything from Ogryns to chimeras to MEQs. I made the mistake of deploying them on one flank rather than in the centre which meant the 24" punisher couldn't reach things but other than that they performed admirably.Every turn they advanced 4.9" and pumped out 120 S5 (40 hitting on 2+ reroll 1s, 80 hitting on 3+ reroll 1s with one turn with all 120 shots hitting on 2+ thanks to overlapping fields of fire) I used the two astropaths to give -1 to hitand +1 armour save to pask. The only thing that kind of stood up to them for one turn were the ogryns with 2+ armour saves although the 4++ Ogryns were shredded easily. In tournaments the fact all the TC are characters means I can equip the relic of cadia to one of them if I come up against Chaos.

Catachan Infantry supported by a priest and straken were scary IF they charged. I found infantry as a whole was best used to charge into combat, tie up a unit then fall back the next turn and allow either artillery or pask to rip into the poor dudes hanging out in the open. Straken is beast in cc.

Catachan manticores supported by harker are pretty good but after they've fired off their 4th and last missile they're pretty useless. Seeing as ITC goes for 6 rounds and there has been a price hike I'm tempted to switch to basilisks...

I have to mention that I actually lost the first game by only 1 point when I foolishly used straken to fire his plasma pistol at a severly damaged chimera only 2" away from himself. Naturally it blew up and took him with it, gifting my opponent 1 point for killing a HQ and losing me another for no longer controlling a board quarter. Hilarious way to lose but overall I found the ITC rules combined with 8th edition excellently balanced.

This message was edited 2 times. Last update was at 2018/01/03 16:40:34


 
   
Made in us
Longtime Dakkanaut





Crazy idea for a 1500 point list. 38 company commanders with power fists in supreme command detachments.... thoughts?

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Made in us
Regular Dakkanaut




You're limited 3 detachments at 1500 points (matched play at least)

Otherwise I'd make them catachan for S8
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

You could probably do something pretty interesting with a catachan brigade:
Straken
5x Company Commander w/ plasma pistol & power fist
6 infantry squads with plasma gun and power sword
Harker
2x Priests
5x Ogryn Bodyguard
3x Scout Sentinels with heavy flamers
3x Mortar HWS

At that point, I'd run a supreme command with Roboute and a mix of assassins and just be that guy.
   
Made in us
Longtime Dakkanaut





oh yeah .... you could use vanguard detatchments and go 6x platoon commander and 2 Company commander wtih powerfists for 280 points per detachment then fill with priests and ogryns.

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in fr
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France

I have just received my codex, and I'm now writting an armoured company list. I'm interested in hearing about executioner leman russes with plasma sponsons: 2d6 (1d6 shots twice) + 2d3 shots of overheated plasma seem quite good !
With the reroll order and the tallarn doctrine for the sponsons (I have already decided my doctrine will be tallarn).
The punisher seems pretty good too, killing about 15 gaunts/orks a turn with heavy bolters sponsons.

This message was edited 1 time. Last update was at 2018/01/04 15:55:11


   
Made in us
Regular Dakkanaut




Punishers put out an unbelievable amount of S5 shots. Using the tallarn ambush ability you can infiltrate a unit of 3 LRBT into the 24"range. Normally I steer away from side sponsons but if you ambushed those tanks within 9" then sponson multimeltas would kick ass.




Automatically Appended Next Post:
On a completely different note I'm looking at converting some Ogre models into Ogryns but I'm missing heads on them (I previously wanted to convert them to Nobz but I'm in the Guard now son) Every model in my army has a gas mask of some type so I was wondering if anyone knew of a gas mask head sprue ogryn sized.

This message was edited 1 time. Last update was at 2018/01/04 16:48:08


 
   
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A garden grove on Citadel Station

I believe the ogryn box comes with at least one masked head.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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Been Around the Block





I'm positive this has been answered before, but what's the current thought on putting sponsons on a Battle Cannon Russ?

Or for that matter, sponsons in general? I'm leaning towards keeping it cheap, and having more models/bodies on the table, but figured I'd poll you all first.

This message was edited 1 time. Last update was at 2018/01/04 21:45:49


 
   
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Dakka Veteran




ajax_xaja wrote:
I'm positive this has been answered before, but what's the current thought on putting sponsons on a Battle Cannon Russ?

Or for that matter, sponsons in general? I'm leaning towards keeping it cheap, and having more models/bodies on the table, but figured I'd poll you all first.


I used to be for sponsors, but now I'm all about keeping them cheap. I rarely even upgrade the hull gun to Lascannons anymore except on tank commanders due to the relative rarity of BS3 Lascannons.

Leman Russes are pretty high priority targets in general so I find that lowering their cost helps lessen the pain when they inevitably explode.

The LR Annihilator is a beast if you haven't gotten to try one yet. 4 LC shots is tasty, even tastier with overlapping fields of fire and Cadian rerolls of 1. If you're fighting Chaos and pop the VfC strat or the Cadian Relic on top of that, even Morty is going to be a little nervous.
   
Made in ca
Guardsman with Flashlight





I haven't had too many games yet, but I'm leaning in the other direction. At eight points a pop, this is a dirt cheap way to toss a pair of heavy bolters onto a high toughness, high wound platform. Hull lascannon I could go either way on - depends more on the rest of my force, but I think the sponson HBs are definitely worth taking.
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

ajax_xaja wrote:
I'm positive this has been answered before, but what's the current thought on putting sponsons on a Battle Cannon Russ?

Or for that matter, sponsons in general? I'm leaning towards keeping it cheap, and having more models/bodies on the table, but figured I'd poll you all first.


My thought is I'd rather put two heavy bolters on an LRBT than not. Its only 16 points, and then they're on a T8 tank instead of a T3 5+ save infantry. But you're already paying quite a bit for the platform, so not putting them on there is a waste. My LRBTs rarely move much. I don't get to use regiment tactics much anyway, as my opponent's army the last few games has still been stuck with just an index, but I really like the Tallarn trait for the tanks. Heavy bolters are one of the most point efficient weapons in the game.



Automatically Appended Next Post:
 Niiai wrote:
Is there anywhere I can read up on heavy weapon teams? I am adding some genestealer cults to my nid army. I might support them with some astra militarum, but I do not know enough about them. My tyranids brings venom cannons and impaler cannons. The cult brings hammer abbrrants. I don't know what AM can bring. The army is very saturated in infantery, I feel a tank would be shot of the table turn 1.


Lascannons (in my opinion), should either be with a full squad or have two mortars accompanying them as ablative wounds. Lascannons are too expensive to run in a heavy weapon squad alone. I typically put the lascannons with the infantry squads (not all of them, just the line holders), heavy bolters in a team right behind them, and then mortar squads are spaced out behind my lines to prevent deep strikers. I also use sentinels to push the deep strike bubble forward, and usually have some bare infantry squads in front of my lascannon infantry squads so they can keep firing longer.

If you put lascannons in heavy weapon teams, your opponent will just wipe them off the table asap. If you're facing enemy guard, they'll hit you with mortars and your expensive lascannons will just be dead.

This message was edited 3 times. Last update was at 2018/01/04 23:28:35


 
   
Made in us
Dakka Veteran




 argonak wrote:
ajax_xaja wrote:
I'm positive this has been answered before, but what's the current thought on putting sponsons on a Battle Cannon Russ?

Or for that matter, sponsons in general? I'm leaning towards keeping it cheap, and having more models/bodies on the table, but figured I'd poll you all first.


My thought is I'd rather put two heavy bolters on an LRBT than not. Its only 16 points, and then they're on a T8 tank instead of a T3 5+ save infantry. But you're already paying quite a bit for the platform, so not putting them on there is a waste. My LRBTs rarely move much. I don't get to use regiment tactics much anyway, as my opponent's army the last few games has still been stuck with just an index, but I really like the Tallarn trait for the tanks. Heavy bolters are one of the most point efficient weapons in the game.

.


T8 is tough, but a good opposing list is easily capable of removing at least one LR per turn, if not more. It's not as survivable as people make it out to be.

You're paying a lot for the platform, but said platform is also degrading as it takes damage and is a high priority target. 6 damage in and now four guns are hitting on 5's instead of two, against -1 to hit armies, the tank is effectively dead at that point without propping it up with CP.
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

RogueApiary wrote:
 argonak wrote:
ajax_xaja wrote:
I'm positive this has been answered before, but what's the current thought on putting sponsons on a Battle Cannon Russ?

Or for that matter, sponsons in general? I'm leaning towards keeping it cheap, and having more models/bodies on the table, but figured I'd poll you all first.


My thought is I'd rather put two heavy bolters on an LRBT than not. Its only 16 points, and then they're on a T8 tank instead of a T3 5+ save infantry. But you're already paying quite a bit for the platform, so not putting them on there is a waste. My LRBTs rarely move much. I don't get to use regiment tactics much anyway, as my opponent's army the last few games has still been stuck with just an index, but I really like the Tallarn trait for the tanks. Heavy bolters are one of the most point efficient weapons in the game.


.


T8 is tough, but a good opposing list is easily capable of removing at least one LR per turn, if not more. It's not as survivable as people make it out to be.

You're paying a lot for the platform, but said platform is also degrading as it takes damage and is a high priority target. 6 damage in and now four guns are hitting on 5's instead of two, against -1 to hit armies, the tank is effectively dead at that point without propping it up with CP.


Agreed, but cover is a thing, and Tanks are more survivable than Heavy Weapon Teams. It really depends on your opponents of course. I don't find the 16 points to be a waste, and I even usually throw on a stormbolter as well. I mostly play at 1k, so I'm only bringing one or two tanks typically anyway.

My philosophy is always to give my opponent an entire army of things he wants to kill, so he's forced to make an unpleasant choice. Everything I bring is meant to be a threat in some way, and he can't kill all of it. Shoot the tanks? The infantry are carrying heavy weapons and are equally threatening. Shoot the infantry? The heavy weapons are behind the lines laying down fire (mostly heavy bolters and mortars). Shoot the heavy weapon teams? Here come the tanks.

Anyway, that's how I see it. It works for me.
   
Made in gb
Storm Trooper with Maglight





Bath uk

 argonak wrote:
I also use sentinels to push the deep strike bubble forward, and usually have some bare infantry squads in front of my lascannon infantry squads so they can keep firing longer.



talk to me about your sentinels, Lascannon, Autocannon or Heavy Flamer? or any other gun for that matter. I'm assuming these are scout sentinels and not armoured ones aswell.

any input would be appreciated.

RIP Colour Sgt Kell. Forever in our hearts.
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Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I think the Storm Bolter is an easy auto-include for Russes. Personally, I favor no sponsons, but with points left in a list I might add some I guess. I'd rather spam chassis and turret weapons that can fire twice. The hull weapon depends on what else is in your list IMO - if you're short on AT then even BS4+ LC might be a big help in a pinch

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





Okay guys. I got infantry pair of russes and pair of manticores.... need a super heavy. Baneblade, shadowsword or knight warden?

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Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

The Super Heavy tanks are a lot punchier than the Knights, so if you want effective and efficient, then grab the Baneblade or Shadowsword.

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





That’s the rub. Cause while cool the knight is no where near as competitive as the baneblade

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Regular Dakkanaut




Can a Tank commander be put in a Leman Russ Annihilator? A tallarn TC with BS 3+....
   
Made in us
Stubborn Prosecutor





No. Forgeworld hasn't created tank commander profiles for it or the stygies vanquisher. You can have another tank commander give them reroll 1s via orders, which is pretty good

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Regular Dakkanaut




Has anyone tried using the Tallarn Ambush Stratagem using Hellhounds? Ambushing 2 Hellhounds with melta cannons and one Devil Dog with Heavy Bolters 9" away from the enemy would mean a S**t tonne of half range melta shots on any armour as well as two inferno cannon shots (16" range) into any nearby infantry.

I currently run a Cadian spearhead detachment with Paskisher, two LRBT and a HWT. For the cost of that detachment (plus a hellhound from my catachan detachment) I could run a Tallarn Outrider detachment with a Punisher Tank commander with sponson HB, the two Hellhounds, one Devil dog, two Rough riders and a sentinel.

I'd lose the possibility of using the Relic of Cadia (only great against Chaos imo) but would gain the ability to safely deliver 3 flame and melta belching beasts into shooting distance.

I have found that the go to speed of LRBT is now 5" with grinding advance and the 12" of the hellhound varients (which won't cause a -1 to hit thanks to the tallarn special rule) appeals to me. I'm keen to hear peoples thoughts though.


   
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Longtime Dakkanaut





so i have 250 bucks to spend tomorrow on guard. currently i have two leman russes and some infantry. what should i get? definately getting a super heavy of some kind. ATM leaning baneblade..... or knight..... or shadowsword

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Dakka Veteran




gendoikari87 wrote:
so i have 250 bucks to spend tomorrow on guard. currently i have two leman russes and some infantry. what should i get? definately getting a super heavy of some kind. ATM leaning baneblade..... or knight..... or shadowsword


Baneblade. Then make sure you magnetize it so you can swap between the different types. At the minimum be able to switch between shadowsword and baneblade. Personally, I would magnetize for all eight since GW seems to Nerf/buff so quickly now.
   
Made in at
Tail-spinning Tomb Blade Pilot





I personally like the transport variants a bit more... they each have a specific niche, AT, AI, and general purpose. They can carry a decent amount of infantry, or even a squad of Bullgryn. In a pinch, they can be played as the shadowsord hull variants.

Trying to add the baneblade variant as well just adds loads of additional work, and Im not sure its worth it. Especially if the baneblade hull has some warping going on, which is pretty common in large plastic parts.

So yeah. Id just go with banehammer, doomhammer and stormlord. Just needs to switch guns then.
   
Made in us
Longtime Dakkanaut





Got the baneblade. FORTRESS OF ARROGANCE!!!!!

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Made in us
Heroic Senior Officer





Western Kentucky

 godardc wrote:
I have just received my codex, and I'm now writting an armoured company list. I'm interested in hearing about executioner leman russes with plasma sponsons: 2d6 (1d6 shots twice) + 2d3 shots of overheated plasma seem quite good !
With the reroll order and the tallarn doctrine for the sponsons (I have already decided my doctrine will be tallarn).
The punisher seems pretty good too, killing about 15 gaunts/orks a turn with heavy bolters sponsons.

It will only get to fire once, because once an opponent sees 2d6+2d3 plasma shots and a lascannon come from a single tank they will do everything in their power to kill it. I have seen mine kill a repulsor in a single phase like it was a joke, not to mention it absolutely murders things like primaris or dreads. It's a bit pricey, but they hit so hard I cannot complain. If any tank is going to be your commander, it's an executioner. It is expensive though for arguably even less survivability, so make sure you're cool with it dying a lot, because it will rarely live to turn 3.

The issue is compared to a LRBT, they will fire far less, but they will be far more spectacular for that 1-2 turns of shooting they get. I would absolutely make it a tank commander but try running several normal russe's and keep the executioner away from fire for the first turn or two. The executioner excels at the "I want that dead NOW" role and really shines when used to hunt a key Target or stop a breakthrough. If you park it in the open turn 1 on the front line it will go down hard.


Building from that, there's a local group that I found that's a bit more competitive so I've been trying out random things. They play ITC missions and are preparing for some event in Tennessee, so they've been going pretty hard, primarily eldar and necrons. I'm curious, how are you guys running pure/mostly pure guard dealing with shenanigans like -1/-2 to hit abilities? Because my solution seems to be just bring more guns. I tried being clever and it didn't go well, but when I added more tanks and dudes it was way more effective. The elder seem to blow their load pretty quickly and if you can survive that aloha strike it gets much easier. The necrons have shenanigans but none of them seem to help prevent dying, at least in the initial opening volley.

One thing I'm really happy to see is just how solid Company commanders + infantry squads + leman russe's works. It's just that peanut butter and chocolate of combos and I love it. It's critical to get the ratio right though, and I'm still toying with it. I think the sweet spot for 2000pts is going to be 100 infantry/5 LRBT's in a spearhead, but we'll see. 80 feels a bit light, even when I went ham and had something like 40 Stormtroopers dropping in. It seems like against most opponents you can expect to lose 60-70 guardsmen by end of turn 2. I'm hoping 100 gives me a few squads to grab objectives later on after the russes have done their work, we'll see how it works. Stormtroopers are absolutely a good addition for an infantry army as they give you some mobility, but you can't count on it. I've dropped down to 20 and I honestly wonder if those points would be better spent elsewhere. They only get one good round of shooting for the same price as a Russ, but have drastically reduced range and often are at risk to -1 auras or deepstrike denial, whereas if a Russ can see something it can hit it just like normal. LRBT's really shine in an infantry list as battlecannon/LC, although I'm not sure which regiment is the best yet. They definitely get better the more you add though. 3 is a joke, but if you hit the 5-6 territory your opponent will start to sweat more.


Other than that I'm basically caught in a weird struggle over the ratio of boys:toys in my pure IG lists. I want to try things like primaris psykers or tac bombs but often just find that more of my grunt units seems to do the job better. I'm not sure if this is just the weird confirmation bias or a legit thing, but I've been noticing it more and more over the 6 or so games I've had this week. I often find myself just wanting more bodies and hulls, and rarely thinking "man if only I had smite/some sort of pyschic power/weird gimmick unit I'd be fine." It's always "huh I need more guardsmen" or " huh, maybe another Russ would help."

'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  
   
 
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