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Made in us
Guarded Grey Knight Terminator






Has anyone used sentinel power lifters? They seem decent enough.

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
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CO

I've only heard good things from people who have used them.


I normally run Catachans but today I was playing my buddy in a 500pt battle just so he could test out some Tau stuff so I tried out Cadians. Holy crap. The guard are SO strong in small games haha. It was crazy. I had a battalion with 40 guardsmen. An astropath. 2 CCs. A mortar HWS. THEN I had a patrol with a Tempestor Prime an 2x5s of Scions. 1 with plasma and 1 with hot shot volley guns.

My CC warlord had Laurels of Command with the Cadian trait. That was freaking brutal. I merged 2 infantry squads with heavy Bolters and Plasma guns then put Nightshroud on them. They proceeded to use Take Aim AND Bring It Down on every turn. It was hilarious. The mortars got the same thing every turn, too. Absolutely brutal in such a small game. And the Astropaths Astral Divination power was a game changer. His stealth suits would have never died if they kept their 2+ cover saves.

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Made in fi
Locked in the Tower of Amareo





 Unit1126PLL wrote:
tneva82 wrote:
Or not interested in replacing years worth of terrain just because GW is too lazy to come up with proper terrain rules...

Do you think for example gaming stores are swimming with time and money to replace 10 tables worth of terrain they have been building up little by little for years...


I bet this piece of terrain took hours to painstakingly assemble after costing $300, to be sure.

I can't even imagine the pain the owner will go through when he paints it...


If that's the standard your gaming store has then too bad. Others don't though. That sort of terrain isn't even good PR so would be bad idea for gaming store to do those.

sure if you can go cheap you can but then that looks like crap so is not nice to play and for store is very bad as it would make games bad PR which hurts sales. At that point better to not have gaming area at all.

Oh and btw that piece is pretty much useless for LOS blocking as well. Lol.

Automatically Appended Next Post:
 Unit1126PLL wrote:
 Wolf_in_Human_Shape wrote:
I’d probably rather play with ineffective but good-looking terrain rather than actual garbage on the table.


Me too. But the claim that "IT'S TOO EXPENSIVE TO TERRAIN" is literally ignoring how I lived for the first 1/3rd of my 40k career. Books stacked as hills covered with sheets, actual plant clippings as shrubbery, cardboard ruins...


You really have books stacked as hills in your gaming store?

In what sort of store you play at? That store doesn't have any idea how to do promotion for sure. Sales are probably very bad then.


Automatically Appended Next Post:
Nuck Fewton wrote:
Bubba4President wrote:
Hello fellow generals!!

After 15 years of (stupidly) buying/selling my IG armies for the next shiny thing; I've decided to step back to the army I know best, paint better (cause ya know, 60+ minis makes good practice) and that my wife supports paying for as long as I clean out my collection closet. I'm not a new 8th player aside from using Space Marines (which turned into a giant boring gunline) and want to go back to IG for a mixed force. My goal is to do roughly 400pts of Cadian infantry/sentinels in a Battalion for a solid firebase in my DZ; with the rest of my forces a mix of LR armor, a flyer, command squads, supporting infantry squads to move with the LR's, and tank commanders to specialize to take down their targets.

Couple of quick questions while I wait for my codex to come in though. For the non-Cadian part of my army, should I use Tallaran or Vostroyan doctrine? Given the 13CP I've cooked up from going two Bats I'm not sure which doctrine fits best the second one to go with Cadians. Do anything of the doctrines really stand out apart from Cadians to make my other Bat good on the move? I've made a list on BattleScribe of what I want to get as well.


you're mixing guard? I think it would look a little bleh on the table myself


That's what GW is pushing for so...If you dont' you are shooting yourself to foot.

This message was edited 5 times. Last update was at 2018/04/25 06:08:30


2024 painted/bought: 109/109 
   
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Longtime Dakkanaut





 Arbitrator wrote:
The age old debate: Lascannons in Infantry Squads or dedicated HWTs?
Because of how easy they are to remove with any sort of shooting I would only run HWT's as Mortars so they can hide. Lascannons on Infantry squads is fine since you have 8 bodies in the way
   
Made in us
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Columbia, SC (USA)

 Colonel Cross wrote:

My CC warlord had Laurels of Command with the Cadian trait. That was freaking brutal. I merged 2 infantry squads with heavy Bolters and Plasma guns then put Nightshroud on them. They proceeded to use Take Aim AND Bring It Down on every turn. It was hilarious. The mortars got the same thing every turn, too. Absolutely brutal in such a small game.

You should read the wording more carefully on Voice of Command. Your units may only receive one order per turn. You still would have crushed your opponent but maybe not as quickly.

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Douglas Bader






 JB wrote:
 Colonel Cross wrote:

My CC warlord had Laurels of Command with the Cadian trait. That was freaking brutal. I merged 2 infantry squads with heavy Bolters and Plasma guns then put Nightshroud on them. They proceeded to use Take Aim AND Bring It Down on every turn. It was hilarious. The mortars got the same thing every turn, too. Absolutely brutal in such a small game.

You should read the wording more carefully on Voice of Command. Your units may only receive one order per turn. You still would have crushed your opponent but maybe not as quickly.


The laurels of command is a relic that lets you give multiple orders to a single unit.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Columbia, SC (USA)

 Peregrine wrote:
 JB wrote:
 Colonel Cross wrote:

My CC warlord had Laurels of Command with the Cadian trait. That was freaking brutal. I merged 2 infantry squads with heavy Bolters and Plasma guns then put Nightshroud on them. They proceeded to use Take Aim AND Bring It Down on every turn. It was hilarious. The mortars got the same thing every turn, too. Absolutely brutal in such a small game.

You should read the wording more carefully on Voice of Command. Your units may only receive one order per turn. You still would have crushed your opponent but maybe not as quickly.


The laurels of command is a relic that lets you give multiple orders to a single unit.

Yes, but he double-dipped on two units: the blob squad and the mortar squad.

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Storm Trooper with Maglight





CO

Company commanders can issue 2 orders per turn. Each time the Laurels of Command get rolled for. The superior tactical training ALSO triggers laurels of command. It's in the latest FAQ.

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Columbia, SC (USA)

 Colonel Cross wrote:
Company commanders can issue 2 orders per turn. Each time the Laurels of Command get rolled for. The superior tactical training ALSO triggers laurels of command. It's in the latest FAQ.

Wow, I didn't pay much attention to that part of the new FAQ since I use Old Grudges as my Warlord trait and the Relic of Lost Cadia as my relic. Your example may lead me to add Laurels of Command as a second relic and maybe use the Cadian Warlord trait whenever my opponent doesn't have a LoW, Imperial Knight, or Monster.

My warlord sits in a cluster of mortar squads so adding Bring It Down to the Take Aim orders, that I currently use, would be sweet.

This message was edited 1 time. Last update was at 2018/04/25 15:21:00


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Storm Trooper with Maglight





CO

It doesn't happen all the time since it's only a 4+ but with Inspired Tactics that 1 CC can just spew orders lol.

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 Smotejob wrote:
Has anyone used sentinel power lifters? They seem decent enough.


I never have not used them since I started using them. Anything with scout moves is great. If you go second? No worries. Block off a lane. Get into terrain. Even move backwards as a feint.

If you go first its a 9inch scout. Plus they move 9. Then 1st turn charge.

Also have been using the salamander scout vehicle too.
   
Made in us
Heroic Senior Officer





Western Kentucky

 Colonel Cross wrote:
It doesn't happen all the time since it's only a 4+ but with Inspired Tactics that 1 CC can just spew orders lol.

Yeah I was looking into it for my Valhallans since it would let me "Fire on my Command" and FRFSRF or Take Aim! With Master of Command Warlord trait and inspired tactics you can kick out 4 orders a turn with some of those units double ordering. For a Cadian Commander you can put Kell next to them for +1 order then chain that off of Superior Tactical Training. With good rolls you could see 10+ orders proc off a single commander, it's kind of insane. Not sure how efficient it is, but it would combo well for voxes in the center of an infantry heavy gunline.

'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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CO

That actually could make voxes viable

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 MrMoustaffa wrote:
 Colonel Cross wrote:
It doesn't happen all the time since it's only a 4+ but with Inspired Tactics that 1 CC can just spew orders lol.

Yeah I was looking into it for my Valhallans since it would let me "Fire on my Command" and FRFSRF or Take Aim! With Master of Command Warlord trait and inspired tactics you can kick out 4 orders a turn with some of those units double ordering. For a Cadian Commander you can put Kell next to them for +1 order then chain that off of Superior Tactical Training. With good rolls you could see 10+ orders proc off a single commander, it's kind of insane. Not sure how efficient it is, but it would combo well for voxes in the center of an infantry heavy gunline.


This was addressed in the most recent faq but a very very good combo

This message was edited 1 time. Last update was at 2018/04/26 01:40:06


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
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Nuck Fewton wrote:
you're mixing guard? I think it would look a little bleh on the table myself


Well I figured I could paint 100 cadians all the same or paint a variety of minis. It would be fluffy accurate to "fill out" a Cadian regiment with some Tallaran reinforcements given their homeworld was destroyed.

Nuck Fewton wrote:

I run a mix of Cadian/Catatchan myself with pretty good results, but I also run a huge amount of infantry. My Cadians make up my gunline, and my Catachans have my LRBTs and unfortunate sacrificial objective grabbers.


I get the feeling that the IG codex is pretty well balanced and not a whole lot is bad game wise. I remember having some catachans back in 4th ed since I loved the "Rambo" look. Back in 5th Ed I had an airborne catachan army spamming Valks/Vendettas.

Aesthete wrote:
For "good on the move" Tallarn is probably the top contender.

You get an ambush stratagem (three units, one of which can be a vehicle), your vehicles can fire heavy weapons without taking penalties to hit, and your infantry can advance and fire assault weapons with no negative modifiers. I forget what the Tallarn order is, but it's tank based and move oriented as well IIRC.


That's a pretty good strategem for vehicles on top of their tank one. I've settled for using Tallarns for my other part of the regiment.

A quick question about the keywords for IG. Do you have to use GW Cadian minis to use the <Cadian> regiment rules/relics/strategems? I'm used to marines where you have to mostly paint them combined to WYSIWYG to play a specific chapter. If I would need Tallarns, this could get a pricey with GW.

This message was edited 1 time. Last update was at 2018/04/26 17:05:51


 
   
Made in us
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Bubba4President wrote:
Aesthete wrote:
For "good on the move" Tallarn is probably the top contender.

You get an ambush stratagem (three units, one of which can be a vehicle), your vehicles can fire heavy weapons without taking penalties to hit, and your infantry can advance and fire assault weapons with no negative modifiers. I forget what the Tallarn order is, but it's tank based and move oriented as well IIRC.


That's a pretty good strategem for vehicles on top of their tank one. I've settled for using Tallarns for my other part of the regiment.

A quick question about the keywords for IG. Do you have to use GW Cadian minis to use the <Cadian> regiment rules/relics/strategems? I'm used to marines where you have to mostly paint them combined to WYSIWYG to play a specific chapter. If I would need Tallarns, this could get a pricey with GW.


You can easily use cadian models and use tallarn tactics. People have done with marines for a long time and most people won't care. You can easily fluff it as well by saying that the tactics of the tallarn fit that specific regiment more. I run my cadians as catachan all the time because I don't want to go buy a whole new army. I think people will be especially open to it because they will understand how expensive tallarn minis would be. There are no rules on actual models or paint jobs you need to have to run any chapter tactic or equivalent.

This message was edited 1 time. Last update was at 2018/04/26 17:11:17


 
   
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CO

This is my TAC list I've been using. It's really fun, kinda fluffy, kinda strong but not overly so. I originally took the Chimeras to help me play faster by not having 100 infantry to move around. But now I've played enough games I think I'm pretty fast with orders, moving models, etc. I'm thinking about ditching 1 or 2 of them. What do you think I should plug in here with the extra 180pts I'd be getting back? I'm thinking 1 more Bullgryn and more Infantry squads? (Honestly the punisher is close to getting axed as well because it's performance has been awful and I'd just rather have a basic Battle Cannon Russ instead).

++ Brigade Detachment +12CP (Imperium - Astra Militarum) [119 PL, 2000pts] ++

+ HQ +

Colonel Straken [75pts]:

Company Commander [35pts]: Bolt pistol, Mamorph Tuskblade, Power sword

Company Commander [31pts]: Boltgun, Chainsword, Grand Strategist, The Laurels of Command, Warlord

Tank Commander [225pts]: Battle Cannon, Heavy Bolters, Lascannon

+ Troops +

Infantry Squad [51pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol, Power maul

Infantry Squad [44pts]: 9x Guardsman
. Sergeant: Laspistol, Power sword

Infantry Squad [41pts]: 9x Guardsman
. Sergeant: Boltgun

Infantry Squad [48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Boltgun

Infantry Squad [56pts]
. 6x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Heavy Weapon Team: Heavy bolter
. Sergeant: Boltgun

Infantry Squad [56pts]
. 6x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Heavy Weapon Team: Heavy bolter
. Sergeant: Boltgun

+ Elites +

Astropath [30pts]: Laspistol, Nightshroud

Astropath [30pts]: Laspistol, Psychic Barrier

Bullgryns [168pts]
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn Bone 'ead: Bullgryn Maul, Slabshield

Sergeant Harker [50pts]

Tech-Priest Enginseer [42pts]: Servo-arm

+ Fast Attack +

Armoured Sentinels [60pts]
. Armoured Sentinel: Lascannon

Armoured Sentinels [60pts]
. Armoured Sentinel: Lascannon

Hellhounds [101pts]
. Hellhound: Heavy Bolter, Turret-mounted Inferno Cannon

+ Heavy Support +

Leman Russ Battle Tanks [205pts]
. Leman Russ Punisher: Heavy Flamer, Heavy Flamers, Storm Bolter, Track guards

Leman Russ Battle Tanks [164pts]
. Leman Russ Battle Tank: Lascannon

Leman Russ Conquerors [155pts]
. Leman Russ Conqueror: Heavy Bolter

+ Dedicated Transport +

Chimera [91pts]: Heavy Bolter, Heavy Bolter

Chimera [91pts]: Heavy Bolter, Heavy Bolter

Chimera [91pts]: Heavy Bolter, Heavy Bolter

++ Total: [119 PL, 2000pts] ++

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 Tibs Ironblood wrote:

You can easily use cadian models and use tallarn tactics. People have done with marines for a long time and most people won't care. You can easily fluff it as well by saying that the tactics of the tallarn fit that specific regiment more. I run my cadians as catachan all the time because I don't want to go buy a whole new army. I think people will be especially open to it because they will understand how expensive tallarn minis would be. There are no rules on actual models or paint jobs you need to have to run any chapter tactic or equivalent.


Ah ok that's what I figured as well. Thanks for the feedback ya'll for this old (and senile) Imperial General
   
Made in ca
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Pask can only be run as Cadian. Saaaad face.

Though as I read Pound them to dust lets you re-roll both dice for a battlecannon. Which is pretty damn good.
   
Made in de
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Germany

 Bubba4President wrote:
 Tibs Ironblood wrote:

You can easily use cadian models and use tallarn tactics. People have done with marines for a long time and most people won't care. You can easily fluff it as well by saying that the tactics of the tallarn fit that specific regiment more. I run my cadians as catachan all the time because I don't want to go buy a whole new army. I think people will be especially open to it because they will understand how expensive tallarn minis would be. There are no rules on actual models or paint jobs you need to have to run any chapter tactic or equivalent.


Ah ok that's what I figured as well. Thanks for the feedback ya'll for this old (and senile) Imperial General


Hmm - sounds like heresy. Where is the commissar when you need one....
   
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Thoni wrote:
Hmm - sounds like heresy. Where is the commissar when you need one....


That's a good question, where did my commissar go off to recently?....

This message was edited 1 time. Last update was at 2018/04/26 23:26:40


 
   
Made in de
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Germany

To get the discussion in a new direction let me rapid fire a few thoughts:

What do you guys think about elysians?
How does the new faq change them?
Are they still a valid asset or are they dead like the forgeworld store suggests?

I usually run a small detachment for early game plasma in the backfield of my enemy and objective grabbing late game.

Do you think the other special regiment are also vanishing over time? When I remember correctly they have been the first new model line from forgeworld. By the way fun fact: as I’ve ordered some this week it says „us to high demands expect delivery times of 28 days“
Maybe the fellow commanders don’t want them to disappear...
   
Made in fr
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France

I'm planning on buying a 1000pts army of Elysian before they go out of stock, I'll buy them this week end. I don't need it to be competitive at all, but do you have any idea, any experience with them ?
I don't know what special weapon to put in my drop troopers squad for example, just 1 special weapon is so few !

This is the list I am working on:


++ Battalion Detachment +5CP (Imperium - FW Elysians) [70 PL, 1250pts] ++

+ No Force Org Slot +

Gametype: Matched

+ HQ +

Elysian Company Commander [3 PL, 49pts]: Display Elysian Orders, Krak grenade, Old Grudges, Plasma pistol, Power sword, Warlord

Elysian Lord Commissar [4 PL, 60pts]: Boltgun, Shotgun, The Blade of Conquest

+ Troops +

Elysian Drop Trooper Squad [4 PL, 57pts]
. Guardsman W/ Special Weapon: Flamer, Krak grenade
. 8x Guardsman w/Lasgun, Frag & Krak Grenades
. Sergeant: Laspistol

Elysian Drop Trooper Squad [4 PL, 57pts]
. Guardsman W/ Special Weapon: Flamer, Krak grenade
. 8x Guardsman w/Lasgun, Frag & Krak Grenades
. Sergeant: Laspistol

Elysian Drop Trooper Squad [4 PL, 57pts]
. Guardsman W/ Special Weapon: Flamer
. 8x Guardsman w/Lasgun, Frag & Krak Grenades
. Sergeant: Laspistol

+ Elites +

Elysian Command Squad [4 PL, 80pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Elysian Command Squad [4 PL, 96pts]
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun

Elysian Drop Sentinels [6 PL, 146pts]
. Elysian Drop Sentinel: Hunter-killer missile, Multi-melta
. Elysian Drop Sentinel: Hunter-killer missile, Multi-melta

Elysian Platoon Commander [2 PL, 38pts]: Display Elysian Orders, Krak grenade, Laspistol, Melta bombs, Power fist

Elysian Veteran Squad [6 PL, 108pts]: Veteran Sergeant
. Veteran W/ Heavy Flamer: Heavy flamer
. 5x Veteran w/ Shotgun
. Veteran w/ Special Weapon: Flamer
. Veteran w/ Special Weapon: Flamer
. Veteran w/ Special Weapon: Flamer

+ Fast Attack +

Tauros Venator [4 PL, 92pts]
. Tauros Venator: Hunter-killer missile, Twin lascannon

+ Flyer +

Avenger Strike Fighter [14 PL, 250pts]: 2 Hellstrike Missiles, 2x Lascannon

Vulture Gunship [11 PL, 160pts]
. Vulture Gunship: Heavy bolter, Twin Punisher Gatling Cannons

++ Total: [70 PL, 1250pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2018/04/27 20:42:26


   
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Germany

 godardc wrote:
I'm planning on buying a 1000pts army of Elysian before they go out of stock, I'll buy them this week end. I don't need it to be competitive at all, but do you have any idea, any experience with them ? I'll post my list later today
I don't know what special weapon to put in my drop troopers squad for example, just 1 special weapon is so few !


For my part I use flamers on the troops for objective camping. Keep them cheep. For the heavy hitters I use two command squad with melter and plasma.
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

I like you idea, I have changed my list a little to take it into consideration.
I put flamers on my veterans too because the shotguns models are gorgeous, so flamers are short ranged too, but I am afraid it isn't really good.

   
Made in us
Heroic Senior Officer





Western Kentucky

Thoni wrote:
 godardc wrote:
I'm planning on buying a 1000pts army of Elysian before they go out of stock, I'll buy them this week end. I don't need it to be competitive at all, but do you have any idea, any experience with them ? I'll post my list later today
I don't know what special weapon to put in my drop troopers squad for example, just 1 special weapon is so few !


For my part I use flamers on the troops for objective camping. Keep them cheep. For the heavy hitters I use two command squad with melter and plasma.

Why use a flamer to keep them cheap when plasma is the same price and far more useful?

I hate being that guy, but if you're honestly asking which special weapons are most effective you may as well buy 30 or so plasma guns right now, with snipers, grenade launchers, and meltas being a somewhat situational and far behind second place. Flamers are just not useful on most guard units at the moment outside of catachans and tallarn. That's just how IG special weapons are right now. Meltas and flamers especially pay what I can only describe as an "assault tax" that makes them far more points than they should be. Snipers are better than nothing in some situations and alongside grenade launcher are decent budget weapons for command squads and vets, but even there you often want plasma.
   
Made in de
Guardsman with Flashlight



Germany

 MrMoustaffa wrote:

Why use a flamer to keep them cheap when plasma is the same price and far more useful?

I hate being that guy, but if you're honestly asking which special weapons are most effective you may as well buy 30 or so plasma guns right now, with snipers, grenade launchers, and meltas being a somewhat situational and far behind second place. Flamers are just not useful on most guard units at the moment outside of catachans and tallarn. That's just how IG special weapons are right now. Meltas and flamers especially pay what I can only describe as an "assault tax" that makes them far more points than they should be. Snipers are better than nothing in some situations and alongside grenade launcher are decent budget weapons for command squads and vets, but even there you often want plasma.


Yes you are right. My answer was a little too short. I use my troops for objectives. So they are more defence oriented. If you bring a flamer the opponent is often hesitating assaulting them. One Plasma haven’t enough punch anyway so I don’t bother using them offensive.

The command squats I use with plasma for deepstriking. With 4 plasma each they pack enough firepower to be a serious threat. Basically they are the same as Scions in a normal guard list.

The command squats jumping out of vendettas I run with melter. You are right, plasma is obviously the better choice for every situation, but for fluff an heritage I use melter.

Because of the rule of cool I use veterans with shotguns and of course plasma.

Sniper are funny. They are no game changer but sometimes they are shining bright.

Tauros ans Venator are good. Not cheap but strong. They fill the same role as sentinels in other guard armys.

Cyclops demo vehicles are situational but when they pull the trick they are great. Park them in terrain and wait till the opponent forget about them.

Drop in a few mortars for geq clearing ans Sentry guns for fire support.

The drop sentinels are just bought and on the way so I can’t say anything about them.

Air wing support works the same as in other guard lists. Just remember to build a spotter. I’ve used the vox parts and the monocular of the sniper pack.
   
Made in us
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Western Kentucky

Is there a serious assault unit in the game actually deterred by flamers? I feel like even just your lasguns and plasma on overwatch would be more intimidating than a single flamer. At best you get 6 hits, which will wound 3 genestealers and kill something like 2. That's hardly stopping most things. A SWS or command squad with flamers? Yeah I'd start thinking harder about how badly I want to stab those guardsmen but I feel a regular flamer isn't going to stop anything but the most fragile of units.

'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 fr
Inquisitorial Keeper of the Xenobanks





France

Thoni wrote:


Drop in a few mortars for geq clearing


why would you take mortars over heavy bolters ?
   
Made in ru
Regular Dakkanaut





 godardc wrote:

why would you take mortars over heavy bolters ?

'Cause they have more range, can shoot out of LOS and can safely sit behind a LOS-block shooting all day long while HB teams will be long ago dead.
   
 
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