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![[Post New]](/s/i/i.gif) 2014/10/29 00:45:12
Subject: Astra Militrum and 7th changes
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Veteran Inquisitorial Tyranid Xenokiller
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if tanks are opening the charge, be very VERY careful for assault unit; a mob o' boyz can charge your Russ, face no overwatch and get to attack that vulnerable AV 10 rear armour. The usual gimmic is to use your guardsmen as a shield or bubble wrap so if a melee unit shows itself within range, it will have to deal with the guardsmen first.
As for MSU or blobs..either/or in my case; I use MSU, mostly because I only got a wooping total of 4 complete infantry squads but 10 men are quite thin to shield a tank..so perhaps go with a 20 man blob, perhaps get Commissars in there to give them decent Ld and stubborn
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![[Post New]](/s/i/i.gif) 2014/10/29 01:43:07
Subject: Re:Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Oh sorry I forgot to mention, it will probably start off with the russes leading but once assault units get close I will have the infantry spring forward and block for the russes. That will also be the situation if deepstike or drop pod units are being played against. I might try to do a mix of the units and try to get some 30man blobs as well as some msu's. I think I might stick with a TC as a vanquisher with a LRBT as his buddy and then have 2 other LRBT's on each side of them. My last heavy slot will be a squad of 2 wyverns to help keep assaulting units at bay. I plan on then including a vendetta for air support and then I might look into 2 squads of 5 scions with 2 meltas each to try and pop heavy armor right away. Otherwise I just need to figure out how to equip my infantry.
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![[Post New]](/s/i/i.gif) 2014/10/29 16:25:25
Subject: Re:Astra Militrum and 7th changes
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Legendary Master of the Chapter
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tankboy145 wrote:So I plan on building a list. 1850-2k In the list I want to use russes to lead a slow charge and then have foot guard advance up with it. How should I go about building this list? Should I stick with pask in a punisher with an executioner buddy or not because they will most likely be in the front. What other russ variants should I use? How should my infantry be, MSU's or blobs? I want to avoid power weapons on the guardsmen as none of mine have them and I play more towards wysiwyg. Sounds like that scene from Fury (awesome and action packed  ) Id say if it isnt going to be pask leading the charge, probably best to keep it cheap or make them bolter boats with the nova or auto cannons. side sponsons should give you extra cover. if all else you could make the TC a Vanquisher with multi melta and las so you could splitfire down some transports.
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This message was edited 1 time. Last update was at 2014/10/29 16:25:45
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 16:51:09
Subject: Re:Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Desubot wrote: tankboy145 wrote:So I plan on building a list. 1850-2k In the list I want to use russes to lead a slow charge and then have foot guard advance up with it. How should I go about building this list? Should I stick with pask in a punisher with an executioner buddy or not because they will most likely be in the front. What other russ variants should I use?
How should my infantry be, MSU's or blobs? I want to avoid power weapons on the guardsmen as none of mine have them and I play more towards wysiwyg.
Sounds like that scene from Fury (awesome and action packed  )
Id say if it isnt going to be pask leading the charge, probably best to keep it cheap or make them bolter boats with the nova or auto cannons. side sponsons should give you extra cover. if all else you could make the TC a Vanquisher with multi melta and las so you could splitfire down some transports.
That scene was my inspiration lol
I will also post the list in the army list section but basically I have:
Tank commander-vanquisher, hull lascannon
LRBT buddy
Ccs-vox, standard, OoF
x2 pcs's-vox for each.
x2 blobs each with 3 PIS's, 3 plasma guns, 1 vox per blob. Priest, and lvl 2 primaris psyker.
20conscripts with priest.
Sws- 3 snipers
Scions-2 melta
Scions- 2 melta
Vendetta
x2 wyverns
LRBT
LRBT
Idea for the list is to have the vanquisher and his battle tank in the center with his battle tank slightly forward on his left or right depending on how the enemy deploys. Then i will have one LRBT on the left of the command squadron and one to the right. If there are deepstrike or pod units that can hurt the russes conscripts will be infront to give cover. Each blob will be in the rear following waiting to get close enough to the enemy for rapid fire. Until then the primaris will be twinlinking the russes. Any infantry that can assault the russes will be barraged by the wyverns since you don't consolidate when destroying a vehicle. Vendetta is air support as well as anti air. Scions eliminate transports and heavy armor.
Jinking skimmers will be a usuall issue.
How does this sound?
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![[Post New]](/s/i/i.gif) 2014/10/29 17:30:57
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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I feel the plasma guns might be of a bit of waste in the blobs. especially if they get caught in assault. I rather see them blank or with flamers maybe to keep em cheaper. and perhaps add another scion or a scion command squad with pllllaasssmmmaaas to take out the elite threat that might screw over the list. As well you could chuck something fun on the special weapon squad and grav out of the vendetta instead of just using them as snipers. The tanks really dont matter as much. Edit: Also give the blobs some kinda grenades/melta bombs and a power weapons so they dont completely get bogged.
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This message was edited 1 time. Last update was at 2014/10/29 17:31:32
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 17:57:15
Subject: Astra Militrum and 7th changes
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Stalwart Strike Squad Grey Knight
Arkansas
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So has anyone found a unit that they just cannot live without. I know there was a lot of debate about the Wyvern, but my God that thing shines in almost every game I play.
I am also really enjoying demolitions on my vet squads... each with a melta bomb and a large blast S8 AP2 is very handy!
I am not a huge fan of the Vendetta, but I still use it for Anti-air... I do feel that the point cost increase a little too much. But I am sure there are a ton of a people that disagree. 150 would have been a heck of a lot more reasonable.
What are things that you do not leave home without? Just curious if I am missing some fun/neat/competitive combos?!
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In the name of the Emperor I will smite you with my Fu**, GW took that away too! |
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![[Post New]](/s/i/i.gif) 2014/10/29 18:20:16
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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I cant really pinpoint 1 thing in IG that really sings out to me as cant live without as they all work together generally.
Personal favorites however are the mega blobs with priests and psykers.
Second being ignore cover Moo in a CCS but thats a bit more gimmicy
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 18:30:05
Subject: Re:Astra Militrum and 7th changes
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Death-Dealing Dark Angels Devastator
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I've found that if you have the models, there is absolutely no reason not to take conscripts. Lately, I have always been taking 40 with a priest (of course), because that's a great 145 point unit for pretty much any opponent. Facing drop pod marines or some sort of other alpha strikey list? Use them to bubble wrap all your important stuff. Facing some sort of low-model count elite army or bikes? Turn your conscripts into a wave that marches forward and tarpits whatever they can get into combat with first. With the priest songs, they will chew threw even good dedicated CC units. And, they can just be generally used as a good space-eater on the board -- forcing your opponent to alter the paths of flyers or getting in the way of them reaching objectives. I've also been throwing in an inquisitor with the liber heresius, which gives them a scout move and counter attack on some turn during the game.
The only drawback to conscripts is that you have to essentially buy them with a PCS and 2 infantry squads. But, you can find uses for both of them. I like either putting the PCS in a chimera to follow behind the conscripts and give them orders along their way or put them in a vendetta to serve as a suicide melta squad later in the game.
The infantry squads are a bit harder to find good purposes for. You can give them a couple of heavy weapons and deck chair them in your backfield as a much more survivable HWS with one less weapon. But the last couple of games I've gone fully mech other than the conscripts and put the two infantry squads in chimeras with a plasma gun and a melta bomb. I've also run games with a conscript blob meant to get into CC with inquisitor buffs like the funky grenades and LH, and a guardsmen blob with plasma and a psyker of some sort giving them prescience. That's also worked reasonably well.
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2,500 points
2,500 points
1,500 points
41-31 since returning to the game.
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![[Post New]](/s/i/i.gif) 2014/10/29 19:33:46
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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Actually i find that Conscripts dont do well against dedicated CC unites without some kinda invul. generally they last maybe 2-3 turns then die (which isnt bad) but they wont be going tooo toe to toe. but add a 4++ forewarning invul and they get nuts. but the rest stands. But they will hold off a DP like no ones business (unless blackmace which makes me sadface.)
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This message was edited 1 time. Last update was at 2014/10/29 19:34:18
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 19:49:03
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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Desubot wrote:Actually i find that Conscripts dont do well against dedicated CC unites without some kinda invul. generally they last maybe 2-3 turns then die (which isnt bad) but they wont be going tooo toe to toe. but add a 4++ forewarning invul and they get nuts.
but the rest stands.
But they will hold off a DP like no ones business (unless blackmace which makes me sadface.)
But consider that those conscripts and their priest only cost around 85-115 points, which is way less than whatever assault or monstrous creature you throw them against. Your enemy will often have to redirect another unit to help clear them off, seriously hampering their game plan. Conscripts are decent at swarming units on the attack, they positively excel at blunting enemy attacks, holding objectives, and protecting flanks.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
2500 points
1500 points
1250 points
1000 points |
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![[Post New]](/s/i/i.gif) 2014/10/29 19:49:38
Subject: Astra Militrum and 7th changes
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Stalwart Strike Squad Grey Knight
Arkansas
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I have always steered clear of a lot of troops. In an 1850 game we will time it for 2.5 hours. I am always just concerned about moving all of those troops. Do you guys have any issues with that?
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In the name of the Emperor I will smite you with my Fu**, GW took that away too! |
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![[Post New]](/s/i/i.gif) 2014/10/29 19:51:12
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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TheSilo wrote: Desubot wrote:Actually i find that Conscripts dont do well against dedicated CC unites without some kinda invul. generally they last maybe 2-3 turns then die (which isnt bad) but they wont be going tooo toe to toe. but add a 4++ forewarning invul and they get nuts.
but the rest stands.
But they will hold off a DP like no ones business (unless blackmace which makes me sadface.)
But consider that those conscripts and their priest only cost around 85-115 points, which is way less than whatever assault or monstrous creature you throw them against. Your enemy will often have to redirect another unit to help clear them off, seriously hampering their game plan. Conscripts are decent at swarming units on the attack, they positively excel at blunting enemy attacks, holding objectives, and protecting flanks.
I know. just stating that they wont actually go toe to toe but are at best tarpits against stronger CC units without invul support.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 19:56:04
Subject: Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Desubot wrote:I feel the plasma guns might be of a bit of waste in the blobs. especially if they get caught in assault. I rather see them blank or with flamers maybe to keep em cheaper. and perhaps add another scion or a scion command squad with pllllaasssmmmaaas to take out the elite threat that might screw over the list.
As well you could chuck something fun on the special weapon squad and grav out of the vendetta instead of just using them as snipers.
The tanks really dont matter as much.
Edit: Also give the blobs some kinda grenades/melta bombs and a power weapons so they dont completely get bogged.
Yea I will probably swap the plasma for flamers and hopefully kill the opponent with weight of fire against elite units. I will probably throw melta bombs on the sergeants.
Also aside from the wyverns staying back I figured the special weapon squad could also sit back on an objective. Its also another small unit that I can hide away on an objective that will take pot shots at big monstrous creatures.
What would you swap with the list right now to get a scion command squad with plasma guns? The list is 4 points from being 2k if points add up correctly.
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![[Post New]](/s/i/i.gif) 2014/10/29 20:00:59
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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Id start by stripping all the excessive stuff on your guys like the standards and vox off the PCS as they are the units that should probably stand waaaaay back perhaps even with snipers.
If the Infantry blob is going to always be blobed then only 1 vox for that unit is fine.
perhaps downgrade some LRBT to cheaper alternatives like Autocannons or the nova one.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 22:30:40
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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Desubot wrote:Id start by stripping all the excessive stuff on your guys like the standards and vox off the PCS as they are the units that should probably stand waaaaay back perhaps even with snipers.
If the Infantry blob is going to always be blobed then only 1 vox for that unit is fine.
perhaps downgrade some LRBT to cheaper alternatives like Autocannons or the nova one.
PCS with four snipers and bring it down are always a good choice at 38 points.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
2500 points
1500 points
1250 points
1000 points |
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![[Post New]](/s/i/i.gif) 2014/10/29 23:28:31
Subject: Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Desubot wrote:Id start by stripping all the excessive stuff on your guys like the standards and vox off the PCS as they are the units that should probably stand waaaaay back perhaps even with snipers.
If the Infantry blob is going to always be blobed then only 1 vox for that unit is fine.
perhaps downgrade some LRBT to cheaper alternatives like Autocannons or the nova one.
Yea the standard could probably go since I have priests in the blobs, there is only 1 vox per blob already. But the pcs's probably could be left with snipers.
And I might drop a russ or two down to be an eradicator. I'm trying to keep as many blasts as possible so my opponent is forced to spread out.
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![[Post New]](/s/i/i.gif) 2014/10/30 08:30:32
Subject: Astra Militrum and 7th changes
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Dakka Veteran
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TheSilo wrote: Desubot wrote:Id start by stripping all the excessive stuff on your guys like the standards and vox off the PCS as they are the units that should probably stand waaaaay back perhaps even with snipers.
If the Infantry blob is going to always be blobed then only 1 vox for that unit is fine.
perhaps downgrade some LRBT to cheaper alternatives like Autocannons or the nova one.
PCS with four snipers and bring it down are always a good choice at 38 points.
PCS has BS3 and Bring it down is a senior officer command. So that 38 points need another 60 points to make them snipe MCs.
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![[Post New]](/s/i/i.gif) 2014/10/30 13:05:31
Subject: Re:Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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I do have a CCS in the list I just will be moving him forward with the blobs. Automatically Appended Next Post: I will edit my list once I get back home to se what changes I can make.
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This message was edited 1 time. Last update was at 2014/10/30 13:06:17
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![[Post New]](/s/i/i.gif) 2015/03/11 14:59:17
Subject: Re:Astra Militrum and 7th changes
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Dakka Veteran
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What are the good/competitive units for IG other than the ones in the codex? Froge world, formation in other books e.g. Steel host, etc?
Has anyone experience with Annihilator and Conqueror from IA1 2nd ed? That book was written before the 6th ed codex, so the prices are different than the codex ones. Are they useful?
Also thunderer, Destroyer, artillery?
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![[Post New]](/s/i/i.gif) 2015/03/12 09:58:53
Subject: Astra Militrum and 7th changes
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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You're best off asking this in a new thread.
This is likely to get closed off, as the last comment was 6 months ago.
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![[Post New]](/s/i/i.gif) 2015/03/12 10:01:22
Subject: Re:Astra Militrum and 7th changes
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[DCM]
Et In Arcadia Ego
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Indeed.
Thread is being locked due to thread necromancy.
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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