Switch Theme:

Astra Militarum: More Competitive in 8th Edition?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran





Get some Bullgryns as well! Something to tie up anything that tries to get into close combat!
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Hey guys, would you say the officio assassinorum us still worth it following the evolution of the meta and all the new releases ?

This message was edited 1 time. Last update was at 2020/04/25 02:42:05


   
Made in ca
Regular Dakkanaut




Assassin's are still worth it IMHO. We are one of the few factions without a "META detachment" bonus, so we don't lose anything by taking them, and they definitely fill roles that we lack in our vanilla army
   
Made in us
Battlewagon Driver with Charged Engine





Are plasma guns worth it in infantry squads? My current standard gun line list has 10, which would mean 70 points freed up if I dropped them...not sure where else I’d put them.

Heres the list, any general C&C is appreciated as well!

Spoiler:


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [36 PL, 572pts, 7CP] ++

+ Configuration +

Battle-forged CP [3CP]

Detachment CP [5CP]

Regimental Doctrine: Regiment: Cadian

Use Beta Rules

+ Stratagems +

Specialist Detachment [-1CP]: Emperor's Wrath Artillery Company

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Display Astra Militarum Orders, Emperor's Wrath, Laspistol

Company Commander [2 PL, 30pts]: Chainsword, Emperor's Wrath, Laspistol

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

+ Heavy Support +

Basilisks [13 PL, 216pts]
. Basilisk: Emperor's Wrath, Heavy Bolter
. Basilisk: Emperor's Wrath, Heavy Bolter

Basilisks [7 PL, 108pts]
. Basilisk: Emperor's Wrath, Full Payload, Heavy Bolter

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [16 PL, 264pts, 5CP] ++

+ Configuration +

Detachment CP [5CP]

Regimental Doctrine: Regiment: Cadian

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Laspistol

Primaris Psyker [2 PL, 46pts]: Force Stave, Psychic Barrier

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [81 PL, 1,159pts, 3CP] ++

+ Configuration +

Detachment CP [5CP]

Regimental Doctrine: Astra Millitarum, Gunnery Experts, Jury-rigged Repairs

+ Stratagems +

Specialist Detachment [-1CP]: Emperor's Fist Tank Company

Tank Ace [-1CP]

+ HQ +

Tank Commander [12 PL, 172pts]: Battle Cannon, Display Tank Orders, Emperor's Fist, Heavy Bolter, Relic (Emperor's Fist): Hammer of Sunderance, Warlord, Weapon Expert

Tank Commander [12 PL, 172pts]: Display Tank Orders, Emperor's Fist, Lascannon, Turret-mounted Executioner Plasma Cannon

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Laspistol

+ Heavy Support +

Leman Russ Battle Tanks [20 PL, 274pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Battle Tanks [20 PL, 274pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Manticore [8 PL, 133pts]: Heavy Bolter

++ Total: [133 PL, 1,995pts, 15CP] ++

This message was edited 2 times. Last update was at 2020/04/27 17:29:52


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in gb
Norn Queen






No, you're better off giving your Tank Commanders Sponsons.
   
Made in us
Battlewagon Driver with Charged Engine





Thats what I was kinda thinking. Plasma?

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in gb
Norn Queen






 Billagio wrote:
Thats what I was kinda thinking. Plasma?
Plasma is great, though risky to overheat due to the -1 to hit (explodes on natural 2's, can't re-roll them with the order). But generally worth the risk as it's only mortal wounds
   
Made in us
Battlewagon Driver with Charged Engine





Awesome! Dropped the plasma guns and gave 2 Tank Commanders plasma sponsons. Also had enough points to drop a regular LRBT and add a Tank Commander (barebones)

This message was edited 2 times. Last update was at 2020/04/27 19:10:21


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in gb
Norn Queen






In the Spearhead I hope for ObjSec
   
Made in us
Heroic Senior Officer





Western Kentucky

 Billagio wrote:
Are plasma guns worth it in infantry squads? My current standard gun line list has 10, which would mean 70 points freed up if I dropped them...not sure where else I’d put them.

Heres the list, any general C&C is appreciated as well!

Spoiler:


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [36 PL, 572pts, 7CP] ++

+ Configuration +

Battle-forged CP [3CP]

Detachment CP [5CP]

Regimental Doctrine: Regiment: Cadian

Use Beta Rules

+ Stratagems +

Specialist Detachment [-1CP]: Emperor's Wrath Artillery Company

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Display Astra Militarum Orders, Emperor's Wrath, Laspistol

Company Commander [2 PL, 30pts]: Chainsword, Emperor's Wrath, Laspistol

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

+ Heavy Support +

Basilisks [13 PL, 216pts]
. Basilisk: Emperor's Wrath, Heavy Bolter
. Basilisk: Emperor's Wrath, Heavy Bolter

Basilisks [7 PL, 108pts]
. Basilisk: Emperor's Wrath, Full Payload, Heavy Bolter

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [16 PL, 264pts, 5CP] ++

+ Configuration +

Detachment CP [5CP]

Regimental Doctrine: Regiment: Cadian

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Laspistol

Primaris Psyker [2 PL, 46pts]: Force Stave, Psychic Barrier

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [81 PL, 1,159pts, 3CP] ++

+ Configuration +

Detachment CP [5CP]

Regimental Doctrine: Astra Millitarum, Gunnery Experts, Jury-rigged Repairs

+ Stratagems +

Specialist Detachment [-1CP]: Emperor's Fist Tank Company

Tank Ace [-1CP]

+ HQ +

Tank Commander [12 PL, 172pts]: Battle Cannon, Display Tank Orders, Emperor's Fist, Heavy Bolter, Relic (Emperor's Fist): Hammer of Sunderance, Warlord, Weapon Expert

Tank Commander [12 PL, 172pts]: Display Tank Orders, Emperor's Fist, Lascannon, Turret-mounted Executioner Plasma Cannon

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Laspistol

+ Heavy Support +

Leman Russ Battle Tanks [20 PL, 274pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Battle Tanks [20 PL, 274pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Manticore [8 PL, 133pts]: Heavy Bolter

++ Total: [133 PL, 1,995pts, 15CP] ++

It's tough. I used to be a firm believer in special weapons for my squads but the more I play the more I tend to just stay barebones. My main offensive order is FRFSRF anyways so the plasma rarely helps. It's great for finishing off things or plinking a marine but at competitive play you're far past that making a difference. Better to let the tanks and artillery handle the hard targets and sending the points there.

If infantry warrant any upgrades, I find myself looking at stuff like lascannons or missile launchers. It's a tough choice that I need to test though. I have the models to easily field 15 of any heavy weapon I wish, it's just a question of is it worth it. If you get first turn, especially as Cadian, that's a lot of extra firepower the guardsmen can contribute pt for PT. 10 lascannons is 150pts for example, 10 ML 100. The closest equivalent pt for PT firepower wise would be a leman Russ variant, which is either the Russ with d3 damage, or the Demolisher with half the range, and both of which have random shots so may not even compete on a shot per shot basis.

This is mainly only because I see so many big and scary things in my area that guardsmen were only good for screening and objectives. That said, those are very valuable roles and heavy weapons tempt you stay still and distract you from their main job. The flipside is that the armies scared of those weapons will have difficulty shutting down all the heavy weapons spread across your men, and it makes them focus squads more. Once the virus shenanigans is over I will try it for my metal Cadians. I have a ton of weapons laying around and may as well use them. Even if you only used them turn one with the relic of Cadia they could do some serious damage, especially vs chaos. Math seems to check out, just need to try it.

'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 us
Dakka Veteran





My Plasmas always end up exploding in my squads. I've killed more of my own guys than enemies with the Plasmas. I joke that they come from the shady Forgeworld of "Bee Jang".

I need to finish more models so I can bring basic lasgun squads.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

ArikTaranis wrote:
Has anyone deployed a tallarn superheavy with ambush? Im trying to envisage it with 2 shadowswords (I'd have to use the strategem twice). I presume its the only way to protect them from alpha strike, as you cant simply reserve any chosen unit in 8th, right? I love the guard super heavies but im trying to figure out how to make them last.

Also, anyone used tank ace on a superheavy? The three options seem pretty underwhelming.



Can you use the Tallarn stratagem twice? That's cool, if so. Never occurred to me.
   
Made in us
Storm Trooper with Maglight





Fredericksburg, VA

 Unit1126PLL wrote:
ArikTaranis wrote:
Has anyone deployed a tallarn superheavy with ambush? Im trying to envisage it with 2 shadowswords (I'd have to use the strategem twice). I presume its the only way to protect them from alpha strike, as you cant simply reserve any chosen unit in 8th, right? I love the guard super heavies but im trying to figure out how to make them last.

Also, anyone used tank ace on a superheavy? The three options seem pretty underwhelming.



Can you use the Tallarn stratagem twice? That's cool, if so. Never occurred to me.


You can indeed, use it as many times as you can afford, as its a pre-deployment stratagem that does not take place in a 'phase'.
Though you'd also have to be wary of the Tactical reserves rule, probably; so you might be hard pressed to get 2 SuperHeavies in Ambush, unless they were not more than half your force.
   
Made in gb
Towering Hierophant Bio-Titan



UK

Hi Folks, can I check has anything (besides points) changed much for Astra Militarum since the newest rules have been released?

Can you run multiple detachments and have a battleforged (shares a keyword - Imperium, right?) army from multiple sources?

Thanks

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Norn Queen






Razerous wrote:
Hi Folks, can I check has anything (besides points) changed much for Astra Militarum since the newest rules have been released?

Can you run multiple detachments and have a battleforged (shares a keyword - Imperium, right?) army from multiple sources?

Thanks
Psychic Awakening: The Greater Good has rules for Custom Regiments, Scion Regiments and Tank Aces.

You can run multiple detachments and bind the army with IMPERIUM, you can't bind a detachment itself with IMPERIUM.

Legal Army: A Detachment of ADEPTUS ASTARTES (which itself contains ULTRAMARINES and SPACE WOLVES), a Detachment of CADIANS, a Detachment of CATACHANS.

Not a legal Army: A Detachment containing 2 CADIAN Company Commanders and 3 ULTRAMARINES Tactical Squads.

This message was edited 3 times. Last update was at 2020/05/04 09:41:46


 
   
Made in gb
Towering Hierophant Bio-Titan



UK

 BaconCatBug wrote:
Razerous wrote:
Hi Folks, can I check has anything (besides points) changed much for Astra Militarum since the newest rules have been released?

Can you run multiple detachments and have a battleforged (shares a keyword - Imperium, right?) army from multiple sources?

Thanks
Psychic Awakening: The Greater Good has rules for Custom Regiments, Scion Regiments and Tank Aces.

You can run multiple detachments and bind the army with IMPERIUM, you can't bind a detachment itself with IMPERIUM.

Legal Army: A Detachment of ADEPTUS ASTARTES (which itself contains ULTRAMARINES and SPACE WOLVES), a Detachment of CADIANS, a Detachment of CATACHANS.

Not a legal Army: A Detachment containing 2 CADIAN Company Commanders and 3 ULTRAMARINES Tactical Squads.
Sweet TY

Just getting back into it... Sooo many books but I'm glad to see, refinements on the glory that is 8th edition

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Storm Trooper with Maglight





France, region of Paris

Hello fellow Guard commanders.
Valhallan platoon commander speaking.

Since Chapter Approved 2019, the price of the two most powerful heavy weapons of the Imperial Guard have been nicely lowered by 5 points.
Have you tested the missile launcher, or laser cannon in your line infantry squads ?
I lack recent play time due to taking my "duty" in the club painting some ruins elements, then the quarantine.

Previously I have fielded a few infantry squads with laser cannons (then @ 20 points), with mixed results to be fair...
Now I'm planning to build 3 missile launcher teams, as I have the figurines since a looooong time.

Is it a false hope ?
Is the bare bones line squad the only competitive configuration ?

This message was edited 1 time. Last update was at 2020/05/05 21:37:26


longtime Astra Militarum neckbeard  
   
Made in nz
Been Around the Block




I feel like a missile launcher is an ok investment in an infantry squad. It kind of depends what role you want your infantry to play. If you have them camping in the back lines on an objective then it's not too bad a cost for some pot shots. But if you're using infantry to run to objectives you might find it might not be terribly productive. Maybe also abstain if they're screening and you know they'll get mowed down first turn.

What else is in your list? Also, the valhallan missile teams look awesome.



   
Made in us
Regular Dakkanaut




Washington State

So I've finally collected enough minis to run a Brigade of Tanith 1st and Only. Now I'm trying to figure out how to run them. So far I'm thinking a custom Regiment with Woodland Survivors and Disciplined Shooters to represent their camo cloaks and rifle prowess. That or Tallarn to get some cool sneaky vibes coming in on the flanks.

Anyone ran anything similar or have any thoughts? I'm not super competitive, I just want the army to feel right.
   
Made in gb
Fluttering Firewyrm of Tzeentch




Any thoughts on the Doomhammer as a super-heavy option? I keep thinking it might be decent - not very competitive, but might get good enough work done.

Are there liabilities I’m overlooking vs other options?
   
Made in pl
Regular Dakkanaut




Ok
Devil Dogs. Asaault Melta with 24'' range on fast t7 chasis. It does not need Tallarn to move and shoot, can be taken with gunnery experts or Catachan to almost guarantee 2 shots. It occupies same role as Sentinel with Lascannons/Missle launcher.
Honestly I usually run 3 hellhounds (conversions from chimera) but thinking about buying some original kits from GW.

Anybody tried running DDs?
   
Made in us
Storm Trooper with Maglight





CO

Here is my take on the Devil Dog:

It is basically 1-3 multimelta shots at BS4+. It wants to get within 12" to use melta rule, but it doesn't have scary overwatch like the Hellhound and it doesn't explode on a 4+.

These are an easy pass for me, if you're trying to be competitive.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Heroic Senior Officer





Western Kentucky

Gnollu wrote:
Ok
Devil Dogs. Asaault Melta with 24'' range on fast t7 chasis. It does not need Tallarn to move and shoot, can be taken with gunnery experts or Catachan to almost guarantee 2 shots. It occupies same role as Sentinel with Lascannons/Missle launcher.
Honestly I usually run 3 hellhounds (conversions from chimera) but thinking about buying some original kits from GW.

Anybody tried running DDs?

Run a Demolisher for like 30 pts more and you'll see why no one runs a devil dog.

Demolisher averages over 3 times the shots of a devil dog, is 2 strength higher, and is on a far tougher frame. It's trade off is slower (although if you're cool with only d6 shots, only 2" slower, which is still about double the devil dog) and 1 less AP. The melta roll 2d6 pick the highest is easily outdone by the weight of fire the demolisher has and the ability to wound even T9 on 3's (chaos knights/buildings) and t5 infantry on 2's.

Hellhounds specifically are pretty good. I'm tempted to run the FW variant with d6 shots that deal 2 damage apiece, but have had good luck with the regular variant. I just fight so many marines I get little value out of the single damage shots the regular Hellhounds puts out. Plus one of the biggest advantages of a Hellhound is the 4+ explode, and the FW variant puts out d6 wounds which can be devestating. The devil dog just explodes on a 6+ so it offers nothing special sadly. You want a fast melta platform, run armiger warglaives, they're faster, have longer melta range, an invuln, and can fight in melee for about 40pts more. Hate giving that kind of advice but that's the truth

'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 us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Yeah, the realy tragedy is that the devil dog isn't all that much better against vehicles than the hellhound. Even against it's premium target, T7, 3+, no invulnerable, the Dog does like twice the wounds. which sounds great, until your realize it then struggles against any other target.
   
Made in nz
Been Around the Block




Anyone have advice for what our best objective takers are? Was wondering about salamander scout tanks potentially, for speed and resilience. Or is the best bet to just throw guardsmen forward?


Also, is it essential to have a few scout sentinels/salamander tanks/ratlings/Rein & Raus to deny deepstrikers? Or is screening enough.

Just trying to figure out the balance of killyness and board control atm.
   
Made in us
Heroic Senior Officer





Western Kentucky

ArikTaranis wrote:
Anyone have advice for what our best objective takers are? Was wondering about salamander scout tanks potentially, for speed and resilience. Or is the best bet to just throw guardsmen forward?


Also, is it essential to have a few scout sentinels/salamander tanks/ratlings/Rein & Raus to deny deepstrikers? Or is screening enough.

Just trying to figure out the balance of killyness and board control atm.

Guardsmen, they're very versatile. They'll have objective secured, move move move, are cheap, and overall only downside they have is durability, and even there if you look at them point for point they're pretty good.

For screening? Guardsmen. You should be aggressive with the front tank of guardsmen to push back deepstrike. Theoretically our scout type units are even better but with all the stuff that just deploys in the center in deployment, you'll often find our scout units never even leave our deployment zone. If our stuff could do it's scout move in deployment maybe, but as is not worth it.

'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
Longtime Dakkanaut



Glasgow

right now infantry are the best holders but depending on how they reword things for ninth particularly in relation to points and blast weapons that could completely change.

takers is somewhat of a different question because infantry are not good at clearance - bullgryn or artillery/tanks are better at that
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

I would be pretty surprised if IG avoided the blast/horde thing because of having mass 10 man squads. Either 10 mans will be affected, or larger squads are coming. I like the idea of 30 man squads with a junior officer backing them up. Would simplify order numbers greatly.

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
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Trickstick wrote:
I would be pretty surprised if IG avoided the blast/horde thing because of having mass 10 man squads. Either 10 mans will be affected, or larger squads are coming. I like the idea of 30 man squads with a junior officer backing them up. Would simplify order numbers greatly.

So does this magical stratagem called "Consolidate Squads".

I don't see 10 being 'horde' sized. 15 or higher would be right for a start.

   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Kanluwen wrote:
So does this magical stratagem called "Consolidate Squads".

I don't see 10 being 'horde' sized. 15 or higher would be right for a start.



Consolidate squads is extremely limited though. You can't use it to theme an army, pretty much just save the last few men from a squad.

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

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
 
Forum Index » 40K General Discussion
Go to: