Fresh-Faced New User
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Hi!
Let's see, about you first question, one of the best things about playing Astra Militarum is that we have some of the best internal balance in the game, meaning just about everything in the codex is usable in the right list. The only real bad unit I can think of is Rough Riders, and even they have their uses. However, as a general guideline, our strengths are shooting, heavy vehicles, and lots and lots of massed infantry. Some competitive staples are the Leman Russ command squad with Pask in a Punisher or Vanquisher (And ONLY Pask, I'd recommend never using a Vanquisher without him, as it's way too inaccurate) and his squadmate in an Executioner, Grenadier veterans in a Chimera, Infantry Platoons with Commissars/Priests and autocannon teams, etc.
I think the most important thing to keep in mind when playing AM is that we're an army based on force multipliers. An infantry platoon can't really compare to elite armies such as Astartes or Necrons in terms of shooting point for point, normally, however that same platoon buffed with Prescience and given the "First Rank, Fire! Second Rank, Fire!" can be absolutely devastating. The same platoon usually sucks in close combat, but can actually be a considerable threat when led by a Ministorum priest and buffed with psychic powers, and so on. Hell, my Conscripts have been known to kill enough Terminators on the charge to actually grind them down in further rounds and survive, thanks to the priest.
When it comes to vehicles, Vendettas and Manticores used to be autoincludes in previous editions. Now they're pretty balanced, as both got a price bump to 170 and the Vendetta lost some transport capacity. They're still absolutely worth their points, but maybe don't bring 3 Vendettas anymore. The Wyvern, on the other hand, is pretty much the best use of 65 points in the entire game. Extremely reliable, grinds infantry to a fine pulp and needs no support. Bring one, maybe two. And of course, if you have the means, there's a whole lot of Forgeworld stuff available to us, like the cheap and effective Thunderer, artillery carriages, superheavies, and my favourite, the amazing Avenger Strike Fighter - 40k's answer to the A-10 Warthog, AKA that thing that gives tanks nightmares.
Also, some advice I always give new players - Never forget that winning the game means playing the objectives, not (in 5 out of 6 missions) eradicating your enemy. Victories by elimination are pretty rare, and I've only really seen a few in around 8 years in the hobby. Keep your eyes on the prize. I've seen several smaller forces win against a larger enemy who didn't use their advantage to play the objectives properly.
As for the paintjob, I find it helps to think about your army's fluff in order to define what they look like. An urban regiment drawn from a hive world might be painted in grays and browns, while an amphibious force from a largely oceanic planet might choose light blue. For inspiration, it helps to look at regiments famous for their environmental adaptation, such as Valhallans, Tallarn and Catachans. Other characteristics might also define your looks, such as the Jantine Patricians' bright colors representing their disdain for subterfuge, or the Tanith First-and-Only's cloaks and light armour representing their stealth and forest training.
Anyway, I've been ranting for too long. Just remember to have fun! Any questions you might have are welcome!
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