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Made in us
Fresh-Faced New User




I was playing around with dropping my Supreme command of captains on jetbikes and instead taking a whole battalion of tempestus:

2x tempestor prime with command rods

3x 5 man squads with 2x plasma

1x 5 man commad squad with 4x plasma.

and just dropping them in to deal killing blows to lord of skulls. (my buddy and I play ITC and his new list runs 3 and if you play competitively I think they are going to make a big comeback)

Anyone had any luck just running these guys as scalpels or do they not fill that role good enough?

Edit: I run a brigade of guard that included 3x tank commanders, pask, 3x basilisks, 6x infantry, 3xscout sentinels, there is also a valkyrie gunboat. I should also add that I would run the valk in the detach and use the drop force tactics / abilities.

This message was edited 2 times. Last update was at 2020/01/02 21:27:40


 
   
Made in gb
Been Around the Block




I have used a tempestus battalion full of plasma several times and it is IMO a good tool both to grab objectives on the mid turns and to erase a lot of armored treats (just watch out for those invuls). I have been using the following for a while:

Tempestor prime
Tempestor prime

Tempestus comand squad x 4 plasma
Tempestus comand squad x 4 plasma

Tempestus x 5
Tempestus x 5
Tempestus x 5

In total is 355p and gives you some nice tools (CP / Objective grabers / Plasma).
   
Made in gb
Combat Jumping Rasyat




East of England

Greetings commanders! I could really do with some help with building my Krieg army. I know they're distant cousins to most regiments but I'm guessing you lot still know plenty about them.

I play in a big league that runs over about 20 weeks, and looking forward to the next one, I think I'm going to break out my first love, DKoK, knowing full well they're off the competitive curve. (I've been playing CWE in this one and I'm alright dialling it back a bit after feeling a bit dirty at times with what they can now do.)

I have a few questions:

Firstly, we allow for 500pts of allies - I'm weighing up 3 custodes bikes, or a single knight (Castigator perhaps), or even a pair of gmndk and crowe. So Custodes, Knight or GKs, or something else, what would be your pick? (Sorry, no Admech, can't get with the models).

Secondly, I'm thinking of going in for 2 Valkyries to drop 20 engineers and yarrick somewhere they can do the most harm. Engineers are probably the stand-out unit in the DKoK roster, and can threaten SMs like nobody's business (each two engineers equal a dead intercessor, basically). Are they at all viable now? I noticed they now have 'roving gunship' which makes them a bit more legit right? Any favourite loadouts?

Thirdly, Bullgryns. I needs some for sure, but how many? I was thinking 5 - not maximising their damage, but crutching on them instead for their durability as an excellent central assault/counter unit. Is that enough for my purposes or do I need to go all in?

Fourth, Deathriders used to be legit, but now it feels like the marine meta leaves them full of bullet holes. Would you agree?

Happy to post some sample lists if anyone's interested, but also aware that spamming them can be a bit tedious in tactica threads.

Many thanks in advance.

This message was edited 1 time. Last update was at 2020/01/06 10:03:49


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 grouchoben wrote:
Greetings commanders! I could really do with some help with building my Krieg army. I know they're distant cousins to most regiments but I'm guessing you lot still know plenty about them.

I play in a big league that runs over about 20 weeks, and looking forward to the next one, I think I'm going to break out my first love, DKoK, knowing full well they're off the competitive curve. (I've been playing CWE in this one and I'm alright dialling it back a bit after feeling a bit dirty at times with what they can now do.)

I have a few questions:

Firstly, we allow for 500pts of allies - I'm weighing up 3 custodes bikes, or a single knight (Castigator perhaps), or even a pair of gmndk and crowe. So Custodes, Knight or GKs, or something else, what would be your pick? (Sorry, no Admech, can't get with the models).

Secondly, I'm thinking of going in for 2 Valkyries to drop 20 engineers and yarrick somewhere they can do the most harm. Engineers are probably the stand-out unit in the DKoK roster, and can threaten SMs like nobody's business (each two engineers equal a dead intercessor, basically). Are they at all viable now? I noticed they now have 'roving gunship' which makes them a bit more legit right? Any favourite loadouts?

Thirdly, Bullgryns. I needs some for sure, but how many? I was thinking 5 - not maximising their damage, but crutching on them instead for their durability as an excellent central assault/counter unit. Is that enough for my purposes or do I need to go all in?

Fourth, Deathriders used to be legit, but now it feels like the marine meta leaves them full of bullet holes. Would you agree?

Happy to post some sample lists if anyone's interested, but also aware that spamming them can be a bit tedious in tactica threads.

Many thanks in advance.


Bullgryns are solid i run 7 with priest and astropath. Deathriders are fast but die way to quick.

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Made in us
Discriminating Deathmark Assassin






 Dynas wrote:
 grouchoben wrote:
Greetings commanders! I could really do with some help with building my Krieg army. I know they're distant cousins to most regiments but I'm guessing you lot still know plenty about them.

I play in a big league that runs over about 20 weeks, and looking forward to the next one, I think I'm going to break out my first love, DKoK, knowing full well they're off the competitive curve. (I've been playing CWE in this one and I'm alright dialling it back a bit after feeling a bit dirty at times with what they can now do.)

I have a few questions:

Firstly, we allow for 500pts of allies - I'm weighing up 3 custodes bikes, or a single knight (Castigator perhaps), or even a pair of gmndk and crowe. So Custodes, Knight or GKs, or something else, what would be your pick? (Sorry, no Admech, can't get with the models).

Secondly, I'm thinking of going in for 2 Valkyries to drop 20 engineers and yarrick somewhere they can do the most harm. Engineers are probably the stand-out unit in the DKoK roster, and can threaten SMs like nobody's business (each two engineers equal a dead intercessor, basically). Are they at all viable now? I noticed they now have 'roving gunship' which makes them a bit more legit right? Any favourite loadouts?

Thirdly, Bullgryns. I needs some for sure, but how many? I was thinking 5 - not maximising their damage, but crutching on them instead for their durability as an excellent central assault/counter unit. Is that enough for my purposes or do I need to go all in?

Fourth, Deathriders used to be legit, but now it feels like the marine meta leaves them full of bullet holes. Would you agree?

Happy to post some sample lists if anyone's interested, but also aware that spamming them can be a bit tedious in tactica threads.

Many thanks in advance.


Bullgryns are solid i run 7 with priest and astropath. Deathriders are fast but die way to quick.


Agreed Deathriders die quickly but I'm liking them (I'm running rough riders - don't have the book in front of me but I assume they have the same come in from a board edge ability) better than the scout sentinels I usually take to fill my FA slot. Being able to magically appear along a board edge to get line breaker or start moving on to an objective can be very useful. You just need to make good use of los blockers and cover. Usually by turn 3 either I'm being totally routed or I've killed enough that the rough riders can go do their business for the remainder of the game.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

I prefer the tallarn armor sentinels with autocannons for marines. But my local meta is very marine heavy. Or mutlilasers for cheap. Its also easier to hide a single sentinel and use them for recon ITC mission than it is a blob of horses.

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Made in gb
Combat Jumping Rasyat




East of England

Death Riders punch hard on the charge, and have some kind of defence against bolters spam with their S4>disgustingly resilient rule, and before the SM meta I had quite a lot of success with them (relative to their points). But they're the kind of unit that has really suffered. It's pretty trivial for most SM lists to put them down.

Yeah you can flank with them if you bring a deathrider command squad, but you're talking more of a points investment, minimum of 68pts, and you're bringing them to do damage (with no charge bonus) rather than just board control.

This message was edited 1 time. Last update was at 2020/01/06 22:18:58


 
   
Made in nz
Been Around the Block




Anyone got experience running a tank commander as warlord?

I'm thinking of running a valhallan tank commander as my warlord. Probably not a competitive choice I know, due to being targetable and relatively fragile, but it'd be for the rule of cool. That being said, what would be the best warlord trait? I'd like to put the hammer of sunderance on it to give it some flexibility hunting heavy infantry and light/medium vehicles and monsters. I'm thinking either the vallhallan/BRB trait to ignore wounds on sixes or Old Grudges. Any thoughts?
   
Made in us
Heroic Senior Officer





Western Kentucky

ArikTaranis wrote:
Anyone got experience running a tank commander as warlord?

I'm thinking of running a valhallan tank commander as my warlord. Probably not a competitive choice I know, due to being targetable and relatively fragile, but it'd be for the rule of cool. That being said, what would be the best warlord trait? I'd like to put the hammer of sunderance on it to give it some flexibility hunting heavy infantry and light/medium vehicles and monsters. I'm thinking either the vallhallan/BRB trait to ignore wounds on sixes or Old Grudges. Any thoughts?

For purely tactical reasons, don't give warlord hammer of sunderance. Whichever tank carries that will be drawing a lot of fire. Better to make him a secondary tank so he's not drawing all the heat at once. Master of command is a great trait for TC's, especially with a thematic armored company where your regular tanks outnumber the commanders quite a bit. Old grudges is also good on occasion to help cover Valhallans lack of rerolls, only issue is it only works on a single unit and telegraphs what you plan to do. Another one worth considering is the vigilus tank wlt. A tank company will find that really useful sometimes. Not every game, but it can matter.

Really that's Valhallans Achilles heel, they lack offensive punch. They can take hits, they have utility, and they can get out of tighter spots than most, but they just don't have that massive firepower an army like Catachan or cadians have. Anything you can take to fix that is key for Valhallans. Heck it's such a big deal I found myself running Yarrick sometimes just to eek out a little more damage.

'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 gb
Combat Jumping Rasyat




East of England

If you're going in 100pts for Yarrick, how about 350 for Mr G?

I'm trialling him at the moment - his aura is wayyyy better and he's one of the best CC units in the game.

You lose a detachment, but picking him as warlord gives you 3cp which really takes the edge off.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

ArikTaranis wrote:
Anyone got experience running a tank commander as warlord?

I'm thinking of running a valhallan tank commander as my warlord. Probably not a competitive choice I know, due to being targetable and relatively fragile, but it'd be for the rule of cool. That being said, what would be the best warlord trait? I'd like to put the hammer of sunderance on it to give it some flexibility hunting heavy infantry and light/medium vehicles and monsters. I'm thinking either the vallhallan/BRB trait to ignore wounds on sixes or Old Grudges. Any thoughts?


Yeah. Don't do it. hes over 12 wounds and gives up slay the warlord T1 easy. Just give it to a Company Cmdr instead.


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Made in es
Storm Trooper with Maglight





Haven't played 40k for 1,5 year or so, but want to end the hiatus to see my Wargames Atlantic Raumjagers (aka, not!Armageddon Steel Legion) in action. I already have a buckload of Catachans, so thought of combining them with Armageddon. This is my first idea:

Armageddon Battailon:

HQ

Company Commander with Boltgun, Warlord Grand Strategist
Lord Commissar with Boltgun and Powerfist

TROOPS

Infantry Squad, Sergeant with Boltgun
Infantry Squad, Sergeant with Boltgun
Infantry Squad, Sergeant with Boltgun

ELITES

Platoon Commander with Boltgun
Platoon Commander with Boltgun

Veteran Squad, Sergeant with Boltgun, 3 Plas
Veteran Squad, Sergeant with Boltgun, 3 Plas

Chimera, 2 H.Bolters
Chimera, 2 H.Bolters



Catachan Battalion, Emperor's Wrath:

HQ

Company Commander, Boltgun, Kurov's Aquila
Tank Commander, Executioner PlasCannon, 2 PlasCannons, H.Bolter

TROOPS

Infantry Squad, Sergeant with Boltgun
Infantry Squad, Sergeant with Boltgun
Infantry Squad, Sergeant with Boltgun

ELITES

Harker
Platoon Commander, Boltgun
4 Bullgrys, 2 with Brute Shield, 2 with Slab Shield, Mauls

HEAVY SUPPORT

Basilisk
Basilisk
LR Executioner, 2 PlasCannons, H.Bolter

Capping at 1499 points and 12 CPs.

The idea is that the Armageddon Veterans go for overcharged Plas MEQ Hunting whereas the LR and Basilisks shoot from the distance, re-rolling ones thanks to Harker. The 6 bare bones infantry Squads screen the tanks and grab objectives, whereas the Bullgryns are to be kept as a response troop if CC and/or tank hunters should get close to my tanks.

My main concern at first glance - after being out of practice, mind - is that even with 2 LR and 2 Basilisks, the list might lack heavy fire power.
Thoughts and suggestions?

   
Made in ca
Regular Dakkanaut





I got a question. Last year I read somewhere in this thread that units disembarking from a valk using the "grav chute" ability had to disembark 9" away from enemy's. I can't find this in any of the FAQ's, only that they cannot move after disembarking like that. Does anyone know where is says that they have to be 9" away too?

This message was edited 1 time. Last update was at 2020/01/24 15:20:04


 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

Robcio wrote:
I got a question. Last year I read somewhere in this thread that units disembarking from a valk using the "grav chute" ability had to disembark 9" away from enemy's. I can't find this in any of the FAQ's, only that they cannot move after disembarking like that. Does anyone know where is says that they have to be 9" away too?


Look at the AM Codex rules for the Valkyrie.

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 gb
Combat Jumping Rasyat




East of England

GW have announced a rework of FW rules with their own books... all I can think is Kriieeeeeg
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 grouchoben wrote:
GW have announced a rework of FW rules with their own books... all I can think is Kriieeeeeg


I really really hope so. And i want rough riders.

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Made in ca
Regular Dakkanaut





 JB wrote:
Robcio wrote:
I got a question. Last year I read somewhere in this thread that units disembarking from a valk using the "grav chute" ability had to disembark 9" away from enemy's. I can't find this in any of the FAQ's, only that they cannot move after disembarking like that. Does anyone know where is says that they have to be 9" away too?


Look at the AM Codex rules for the Valkyrie.


I did.... -_-

Then an faq that stated what I said, but nothing on what someone said before on this thread, I guess they can disembark wherever, they just can't move after
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

Robcio wrote:
 JB wrote:
Robcio wrote:
I got a question. Last year I read somewhere in this thread that units disembarking from a valk using the "grav chute" ability had to disembark 9" away from enemy's. I can't find this in any of the FAQ's, only that they cannot move after disembarking like that. Does anyone know where is says that they have to be 9" away too?


Look at the AM Codex rules for the Valkyrie.


I did.... -_-

Then an faq that stated what I said, but nothing on what someone said before on this thread, I guess they can disembark wherever, they just can't move after

The AM Codex dataslate for the Valkyrie tells you that models that use the grav chute rule to disembark cannot setup within 9" of an enemy unit.

This message was edited 2 times. Last update was at 2020/01/24 18:04:28


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 ca
Regular Dakkanaut





 JB wrote:
Robcio wrote:
 JB wrote:
Robcio wrote:
I got a question. Last year I read somewhere in this thread that units disembarking from a valk using the "grav chute" ability had to disembark 9" away from enemy's. I can't find this in any of the FAQ's, only that they cannot move after disembarking like that. Does anyone know where is says that they have to be 9" away too?


Look at the AM Codex rules for the Valkyrie.


I did.... -_-

Then an faq that stated what I said, but nothing on what someone said before on this thread, I guess they can disembark wherever, they just can't move after

The AM Codex dataslate for the Valkyrie tells you that models that use the grav chute rule to disembark cannot setup within 9" of an enemy unit.



Wow my bad, I could've sworn it didn't.
   
Made in us
Roaring Reaver Rider






On the note about grav chute insertion I've been looking for the FAQ that states they can't move after dropping but looking in the official GW FAQ pages I can't find it, which FAQ is it located in? I like to print them out and keep them with my books for easy reference.

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Made in gb
Hardened Veteran Guardsman





It's on the second page of the Astra Milatarum FAQ, under Grav Chute Insertion.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Dynas wrote:
 grouchoben wrote:
GW have announced a rework of FW rules with their own books... all I can think is Kriieeeeeg


I really really hope so. And i want rough riders.


FW rules do not have a very good track record in this edition. Let's just hope they are not as bad as the index, which is probably the worst GW book I own. So many errors and weird things.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Heroic Senior Officer





Western Kentucky

 Trickstick wrote:
 Dynas wrote:
 grouchoben wrote:
GW have announced a rework of FW rules with their own books... all I can think is Kriieeeeeg


I really really hope so. And i want rough riders.


FW rules do not have a very good track record in this edition. Let's just hope they are not as bad as the index, which is probably the worst GW book I own. So many errors and weird things.

Well, the FW indexes were pretty clearly written last second before 8th released. I get the feeling they were sitting there writing stuff like fires of Cyraxis with 7th in mind and GW just kicked down the door two months before launch and says "hey we're completely redoing the game in two months, we need you to write indexes for every model you've ever made without any idea of how 8th actually plays. Here's the free rules booklet, you have a week to get it done." Would explain a lot. FW isn't the main team so probably had little idea 8th was coming and I doubt their team had time to playtest at all, especially with a collection as eclectic as the FW range.

However, this time it's being written by the same team that writes all the codexes, supplements, and Pyschic awakening for regular 40k. So it *should* be to the same standard we know and love for the regular codexes. Let's just hope the team that wrote the space wolf codex and was in charge of proofreading it doesn't touch any of our FW stuff

On the bright side, this should be the final nail in the coffin of anyone attempting to say FW isn't allowed because it's not GW. The rules are being fully handled by GW now. I know people will still have hangups about it here and there, but hopefully it'll mean you can run FW on a regular basis in pickup games and tournaments without worry for the most part.

What I'm curious to see is if these are index 2.0's or proper campaign books, and if we see stuff like Krieg getting the proper regiment treatment on par with what a guard codex regiment gets. So for example the regiment trait adds an ability for vehicles, and then they get a WLT, relic, special order, the works. I've got a good amount of FW stuff, especially flyers, so I'm anxious to see if they fix the vendetta or work to ensure more vehicles properly work with the regular regiment traits.

'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 gb
Junior Officer with Laspistol




Manchester, UK

 MrMoustaffa wrote:
On the bright side, this should be the final nail in the coffin of anyone attempting to say FW isn't allowed because it's not GW.


I think we both know that will never happen. It could shift the balance even more in FW's favour, but I think that at the heat-death of the universe, one psychic ascended gas cloud will be trying to argue that you can't use your Arvus Lighters.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Longtime Dakkanaut




So it sounds like this PA book will be the astra militarum book but it doesn’t sound like we are getting any new models. Was kinda hoping for a new basilisk dual build kit or some new hero.
   
Made in de
Boom! Leman Russ Commander






I have the slim hope that they will use the PA book to do something with wyrdvane psykers that makes them worth taking. Whatever that might be.

~6550 build and painted
819 build and painted
830 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

gungo wrote:
So it sounds like this PA book will be the astra militarum book but it doesn’t sound like we are getting any new models. Was kinda hoping for a new basilisk dual build kit or some new hero.

Which PA book, the Ork or the Admech one?


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 gb
Combat Jumping Rasyat




East of England

He's talking about Ork I'd guess, as Admech is paired with Daemons, Knights & Chaos Knights...

This message was edited 1 time. Last update was at 2020/01/30 18:06:07


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

And Guard are in February, with "The Greater Good"--Tau vs GSC vs IG.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Yeah, i like that grouping as its all the humanoid races, and none of the super powered space marines etc...

Model will be shadowsun, but guard should get some new stratagems, doctines, WLT.

I wonder if they are going to port in build your own regiments that allow Krieg & elysians since FW is going to be revamped.

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