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![[Post New]](/s/i/i.gif) 2014/07/24 23:32:56
Subject: Astra Militrum and 7th changes
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Dakka Veteran
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More Dakka wrote:Need some input on a 1500 tourney list, tried getting help from the list forum but it's hard to get traction over there.
HQ
Pask Punisher
MM sponsons
Hull LC
Camo netting
LR Executions
Plas Sponsons
Hull LC
Troops
Vet Squad
3x Melta
Chimera
Vet Squad
3x Melta
Chimera
Fast
Vendetta
HS
2x Hydras
2x Wyverns
2x either Vanquisher with LC hull or 2x Eradicator with 2x HB sponsons.
What do you guys think? I can take or leave the Hydras and/or the Vendetta frankly.
Seems pretty solid. Is there a way to squeeze at least 1 Primaris Psyker or Wyrdvane Psyker squad in? With the low model count, squeezing the max performance from every unit is critical, and a Presience (or 2) would be a big bonus - the psykers can also secure objectives in the back field for you. You could drop 1 melta from each vet squad if you plan on keeping them in their chimera.
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![[Post New]](/s/i/i.gif) 2014/07/24 23:51:10
Subject: Astra Militrum and 7th changes
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Prescience would really only benefit the tanks, and with Pask's trait not even by much. AM guns are pretty cheap to the point where you're hard pressed to find a situation where just buying another squad isn't better than a psyker.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/07/25 02:48:52
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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Desubot wrote:Speaking of fun time vendettas.
I also put up a list that isnt gaining any traction
but i think it be fun think itd be ok?
1500 points IG with MT second cad
CCS with a MoO, OotF in a Chimera with relic plating and SL
2 LV 2 Psykers
Vet squad with an auto cannon
2nd vet squad with demolitions and 3 meltas
a Valkery with LC and MRP
3 Vendettas (two will need to be squadron)
then MT PCS with 4 plasma guns
and 2 Infantry squads with double meltas and double plasmas
Seeing as they have Move through cover, i could grav insert them anywhere T2 without worrying about scatter then obliterate nearly anything i want with PE or Rending orders.
Seems sorta all over the place honestly, are the vets in chimeras? Why the autocannon?
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Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2014/07/25 03:43:55
Subject: Re:Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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I would agree more guns is better than psykers to try and buff a unit. Once you play a psyker heavy army and get denied a lot you start to not use psykers and just bring more dakka. Automatically Appended Next Post: More Dakka wrote:Need some input on a 1500 tourney list, tried getting help from the list forum but it's hard to get traction over there.
HQ
Pask Punisher
MM sponsons
Hull LC
Camo netting
LR Executions
Plas Sponsons
Hull LC
Troops
Vet Squad
3x Melta
Chimera
Vet Squad
3x Melta
Chimera
Fast
Vendetta
HS
2x Hydras
2x Wyverns
2x either Vanquisher with LC hull or 2x Eradicator with 2x HB sponsons.
What do you guys think? I can take or leave the Hydras and/or the Vendetta frankly.
Personally I like my pask in a vanquisher but thats just me.
Also since you have a squad of 2 wyverns you have horde and units that would hide in cover taken care of so you dont need eradicators. You lack a little anti tank so I would go with the vanquishers. Vandettas wont come in until turn 2, melta vets are super short range and pasks squadron (aside from lascannons) has short anti tank range. So the vanquisher will allow you to popp enemy transports and long ranged vehicles starting turn one allowing your army to have a better chance at keeping their army at bay.
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This message was edited 1 time. Last update was at 2014/07/25 03:48:17
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![[Post New]](/s/i/i.gif) 2014/07/25 05:41:15
Subject: Astra Militrum and 7th changes
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Dakka Veteran
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tankboy, what do you typically use in your command squadron - sponsons/hul wpns on Pask, other tanks in his squadron... I'm all over the place at the moment trying to settle on a good combo. Obivously it depends on the rest of the list, but I'm very interested in what you do.
Also, especially with the Maelstrom missions, are people using Hellhound (and variants) more? Their Fast movement looks pretty appealing, but they are a little bit pricey.
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![[Post New]](/s/i/i.gif) 2014/07/25 15:17:17
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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Frankenberry wrote: Seems sorta all over the place honestly, are the vets in chimeras? Why the autocannon? Fair enough. Its meant to play like a beta strike army, survive the enemy long enough for T2 and melta or plasma everything to death. The chimera was added for the "Survive" part of it Though it is still a bit flimsy but the Master of the Fleet needs to be alive for delicious 2+ reserves. if i had a nickle for every time my reserves didn't come in...... Anyway the MT PCS should be able to put out 8 plasma shots at bs 4 with possible PE or Twin linked, with an emergency Rending against vehicles. The first Vet squad would of had forward sentry but i ran out of points, they are because FOC and the auto cannon is just cheap and has a nice range. The list will lose soooo quickly against a dedicated drop pod army but that's about it from what i can tell. also rolling nothing but 1s on reserves. Still it is 10 las cannons, 5 Melta, 6 Plasma, and 1 token autocannon with most being twin linked, and 2 sources of big pie plates. 1 being potentially ignore cover (though not to be really counted on ( moo)) Edit: as for Pask, his Split fire ability basically will let him be paired up however the heck he wants to. so build doesn't matter as much. Iv had success with vanquisher pask as he is cheap with a buddy vanquisher, but now im running him with a executioner buddy. still my favorite pask atm has to be punisher pask only for the hilarity of throwing 20 dice with rending.
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This message was edited 2 times. Last update was at 2014/07/25 15:23:07
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) 2014/07/25 15:36:53
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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At this point I am considering skipping the AA portion of my army all together and going with this:
Pask Punisher
MM Sponson
Hull LC
LR Executioner
Plas Sponsons
Hull LC
Troops
Melta Vets
Grenadiers
Chimera
Melta Vets
Grenadiers
Chimera
Flamer Vets
Grenadiers
Chimera
HS
2x Vanquishers
Hull LC
1x Eradicator
HB Sponsons
2x Wyverns
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![[Post New]](/s/i/i.gif) 2014/07/25 18:06:23
Subject: Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Snapshot wrote:tankboy, what do you typically use in your command squadron - sponsons/hul wpns on Pask, other tanks in his squadron... I'm all over the place at the moment trying to settle on a good combo. Obivously it depends on the rest of the list, but I'm very interested in what you do.
Also, especially with the Maelstrom missions, are people using Hellhound (and variants) more? Their Fast movement looks pretty appealing, but they are a little bit pricey.
For my tank commander I always have him in a vanquisher. If I have points to spare I will upgrade him to pask.
But as for his load out I usually always go with hull lascannon and sponson MM's. Sometimes I will go with PC's.
As for the other tank in his squadron I always will have an executioner with PC sponsons. If there are points to spare I will give him a lascannon on the hull.
Another TC squad I run for fun is
Vanquisher- TC/lascannon
x2 LRBT's
It's just a fun combo but it works for me sometimes. But the vanq and executioner are always my go to formation.
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![[Post New]](/s/i/i.gif) 2014/07/25 22:44:06
Subject: Astra Militrum and 7th changes
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Dakka Veteran
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tankboy145 wrote:Snapshot wrote:tankboy, what do you typically use in your command squadron - sponsons/hul wpns on Pask, other tanks in his squadron... I'm all over the place at the moment trying to settle on a good combo. Obivously it depends on the rest of the list, but I'm very interested in what you do.
Also, especially with the Maelstrom missions, are people using Hellhound (and variants) more? Their Fast movement looks pretty appealing, but they are a little bit pricey.
For my tank commander I always have him in a vanquisher. If I have points to spare I will upgrade him to pask.
But as for his load out I usually always go with hull lascannon and sponson MM's. Sometimes I will go with PC's.
As for the other tank in his squadron I always will have an executioner with PC sponsons. If there are points to spare I will give him a lascannon on the hull.
Another TC squad I run for fun is
Vanquisher- TC/lascannon
x2 LRBT's
It's just a fun combo but it works for me sometimes. But the vanq and executioner are always my go to formation.
Thanks. I guess one difference in thinking is that you'll upgrade to pask if you have points; I've been taking him for granted and that might be a bad thing - he's great but seems to provide more benefits to some squadron combos than others.
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![[Post New]](/s/i/i.gif) 2014/07/25 23:00:30
Subject: Re:Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Yea if you take pask you really should take an executioner as a squad member so you reroll your to hits with gets hot. The executioner becomes a very strong and deadly tank.
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![[Post New]](/s/i/i.gif) 2014/07/28 18:32:22
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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So is anyone having issues with Jinking Nurgle Daemon princes running up and face punching your army? (2+ cover saves with them generally getting iron arm and wrecking face) Its becoming incredibly difficult to deal with. Im starting to think my only option will be slowing it down with a fearless conscript blob and calling it a day
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This message was edited 1 time. Last update was at 2014/07/28 18:32:57
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) 2014/07/28 18:38:20
Subject: Astra Militrum and 7th changes
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Blood Angel Neophyte Undergoing Surgeries
MN
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Don't ground them. Then they have to sit on the ground for a turn before they charge. It's a small window but one you will have to take.
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![[Post New]](/s/i/i.gif) 2014/07/28 18:39:09
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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Almost every Daemon prince playing players lately have been walking em 12" up board as they should be.
Even on the ground they are able to jinks.
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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) 2014/07/29 17:24:46
Subject: Astra Militrum and 7th changes
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Guard Heavy Weapon Crewman
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Desubot wrote:Seeing as they have Move through cover, i could grav insert them anywhere T2 without worrying about scatter then obliterate nearly anything i want with PE or Rending orders.
I love the sound of that... but how are you able to grav chute insert them without scattering? i'm probably missing something obvious, but this would be huge for my upcoming campaign match.
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Only the artist, not the fool.. Discovers that which nature hides... |
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![[Post New]](/s/i/i.gif) 2014/07/29 17:26:57
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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Well without worrying about the if they fail a DT they all die thing. So you still scatter if you are not careful so you deploy them as though you where DS near by and be careful (or use other methods like beacons or homing arrays) Also there is the rerolls if you get the specific warlord trait in MT book IIRC. they could also work well to support incoming STEL RHEIN space marines if the pods have beacons as a follow up.
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This message was edited 1 time. Last update was at 2014/07/29 17:28:11
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) 2014/07/29 18:27:15
Subject: Astra Militrum and 7th changes
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Guard Heavy Weapon Crewman
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Ohhhh that's right. Thanks for explaining. Just don't be an idiot when you deploy via DS and you should be fine.
Has anybody here played against a nid player who fielded a Harridan?
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This message was edited 1 time. Last update was at 2014/07/29 19:32:54
Only the artist, not the fool.. Discovers that which nature hides... |
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![[Post New]](/s/i/i.gif) 2014/07/29 19:40:55
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
Indiana
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Move through cover means you auto pass DT tests.....
We have an ignore cover order. I am not really worried about nurgle daemon princes, Hell I killed belakor with a unit of two wyverns. If he is on the ground he is wyvern/ignore cover bait.
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This message was edited 3 times. Last update was at 2014/07/29 19:42:54
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![[Post New]](/s/i/i.gif) 2014/07/30 03:12:02
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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More Dakka wrote:At this point I am considering skipping the AA portion of my army all together and going with this:
Pask Punisher
MM Sponson
Hull LC
LR Executioner
Plas Sponsons
Hull LC
Troops
Melta Vets
Grenadiers
Chimera
Melta Vets
Grenadiers
Chimera
Flamer Vets
Grenadiers
Chimera
HS
2x Vanquishers
Hull LC
1x Eradicator
HB Sponsons
2x Wyverns
Flamer vets are a waste of that delicious BS4, might want to reconsider their loadouts. Otherwise you're going to waste a lot the first turn you get to shoot.
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This message was edited 1 time. Last update was at 2014/07/30 03:15:09
Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2014/07/30 15:16:33
Subject: Astra Militrum and 7th changes
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Guard Heavy Weapon Crewman
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Frankenberry wrote:Flamer vets are a waste of that delicious BS4, might want to reconsider their loadouts. Otherwise you're going to waste a lot the first turn you get to shoot.
Valid point. My preference is to take at least one flamer and/or heavy flamer in each squad if possible. Especially my PCS if you're running platoons rather than vets.
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Only the artist, not the fool.. Discovers that which nature hides... |
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![[Post New]](/s/i/i.gif) 2014/07/30 15:35:29
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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Think its worth the points to shove in a flamer with chimera troops?
The thinking goes since you only ever have 2 people shooting out the top, 1 of 3 special weapons are wasted on vets, but to have 1 flamer gives you the option to wall of flame or put potentially more wounds on grouped up targets. but im not sure its worth the points when across a Mc Beth army it would cost as much as a las cannon at least.
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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) 2014/07/30 16:45:08
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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Frankenberry wrote: More Dakka wrote:At this point I am considering skipping the AA portion of my army all together and going with this:
Pask Punisher
MM Sponson
Hull LC
LR Executioner
Plas Sponsons
Hull LC
Troops
Melta Vets
Grenadiers
Chimera
Melta Vets
Grenadiers
Chimera
Flamer Vets
Grenadiers
Chimera
HS
2x Vanquishers
Hull LC
1x Eradicator
HB Sponsons
2x Wyverns
Flamer vets are a waste of that delicious BS4, might want to reconsider their loadouts. Otherwise you're going to waste a lot the first turn you get to shoot.
You're right, and I rewrote the list so that each Vet squad is 2x Melta and grenediers on all 3, then gave Dozer Blades to Pask and his buddy since he has to move up and dig into cover to be effective.
Thoughts on the overall list?
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![[Post New]](/s/i/i.gif) 2014/07/30 16:58:06
Subject: Astra Militrum and 7th changes
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Longtime Dakkanaut
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Desubot wrote:Think its worth the points to shove in a flamer with chimera troops?
The thinking goes since you only ever have 2 people shooting out the top, 1 of 3 special weapons are wasted on vets, but to have 1 flamer gives you the option to wall of flame or put potentially more wounds on grouped up targets. but im not sure its worth the points when across a Mc Beth army it would cost as much as a las cannon at least.
I really like the 2 plasma, 1 heavy flamer load out on mech vets. It's excellent against any army with 4+ saves. Of course the plasma does its thing, and then you pop out and roast an entire squad of fire warriors, or Necrons, or Orks, or Eldar. And you're only going to disembark if they blow your chimera or are close enough to put that flamer to use. Enemies keep popping my chimeras with krak grenades only to get roasted on my turn. Plus it has a longer effective range than the chimera's flamer, which can only move 6" and fire. Move the chimera 6", disembark the 6" more, and break out the brewskis for the BBQ.
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This message was edited 2 times. Last update was at 2014/07/30 16:59:07
"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) 2014/07/30 17:50:04
Subject: Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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Desubot wrote:So is anyone having issues with Jinking Nurgle Daemon princes running up and face punching your army? (2+ cover saves with them generally getting iron arm and wrecking face)
Its becoming incredibly difficult to deal with.
Im starting to think my only option will be slowing it down with a fearless conscript blob and calling it a day
Run a blob with lascannons, this way you can order ignores cover when it drops into gliding mode. From my experiences lately hybrid lists seem to do much better than all mech or all gunline lists. Tank commaders, and russes being cheaper makes them more useful as well as massed infantry with new orders such as ignores cover really is useful.
Most of my lists lately have been using tank commanders with a CCS with a gunline style guard army. fearless conscripts are a great unit for grabbing objectives or holding up a monstrous creature.
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![[Post New]](/s/i/i.gif) 2014/07/30 18:46:19
Subject: Re:Astra Militrum and 7th changes
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Lone Wolf Sentinel Pilot
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Charge the Nurgle Daemon Prince with an Inquisitor, preferably Coteaz
Blam, he's I1 because of psykout grenades and you have a force weapon striking first or simultaneously with him. Particularly if you have Hammerhand and Rad Grenades, you have a fairly "heroic" chance of instant killing him given that your Force Sword striking at S5 will be wounding him on 4's with both benefits going.
If you wanted to be called a tailoring swine you'd also take the 5 point relic that does -5 to his weapon skill because he's a Daemon
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This message was edited 2 times. Last update was at 2014/07/30 18:48:22
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![[Post New]](/s/i/i.gif) 2014/07/30 18:54:13
Subject: Astra Militrum and 7th changes
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Legendary Master of the Chapter
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 Yeah i know assaulting it works generally.
Was trying to do a not mass infantry blob army and inquisitors are kinda uselessish in a basically armored battle group list.
I basically broke down and finalized my all comers as a massive blob list with roughly 200+ infantry models. with a buuuch of inquisitors and 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) 2014/07/30 21:36:46
Subject: Astra Militrum and 7th changes
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Stalwart Strike Squad Grey Knight
Arkansas
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I personally have been having some amazing success with:
Vet Squads (X2)
2 meltas
Demolitions
Chimera
I then throw in some other threats and cause mayhem all over the board. These guys have taken out Wraithknights, Dreadknights, Dreadnoughts, LandRaiders...
Great Unit for the destruction it can cause!! 3 points per model for melta bomb and a single demolition charge is beast!
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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) 2014/08/02 17:16:52
Subject: Astra Militrum and 7th changes
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Boom! Leman Russ Commander
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azactaylor wrote:I personally have been having some amazing success with:
Vet Squads (X2)
2 meltas
Demolitions
Chimera
I then throw in some other threats and cause mayhem all over the board. These guys have taken out Wraithknights, Dreadknights, Dreadnoughts, LandRaiders...
Great Unit for the destruction it can cause!! 3 points per model for melta bomb and a single demolition charge is beast!
I always forget these guys have melta bombs lol. Probably would help when vehicles and monstrous creatures are around.
Has anyone yet tried running multiple vet squads out of chimeras yet? 10pts more than standard infantry squads and they can take much better equipment.
Part of a Gunline list I've been using 2 vet squads with a lascannons, 3 plasma and forward sentries. My opponents tend to focus on my tanks or my blobs and then these guys pick off enemy armor and when the enemy gets close enough the plasma starts firing.
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![[Post New]](/s/i/i.gif) 2014/08/02 17:24:08
Subject: Astra Militrum and 7th changes
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Rough Rider with Boomstick
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So, I'm looking into allies for the first time for my IG and noticed the Ordo Hereticus Inquisitor. I saw that he can pickup the psyocculum that give the hold and is unit BS 10 vs psykers, am I correct in thinking how ridiculous this could be if you have a psyker heavy meta and stuck him in a guard blob?
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Vorradis 75th "Crimson Cavaliers" 8.7k
The enemies of Mankind may employ dark sciences or alien weapons beyond Humanity's ken, but such deviance comes to naught in the face of honest human intolerance back by a sufficient number of guns. |
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![[Post New]](/s/i/i.gif) 2014/08/02 17:59:50
Subject: Re:Astra Militrum and 7th changes
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Death-Dealing Dark Angels Devastator
VA
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So i had my first game yesterday played Tau at 1500 points. My list was roughly:
Pask
Vanquisher
MM/LAS
Plasmaquitioner
Plasma Sponsons
Eradicator
HB sponsons
2x Vets with 2x melta and chimera
4+ Armor
3x vets with senteries
Las cannon
3x Sniper
3x Priests (they stayed in cover with the Senterie vets)
Valkerie
Wyvern
It was actually a pretty lack luster game, he didnt really have anything to pop aromr 14 and only had one round of shooting on side armor of the Plasmaquitioner. He only took of one hull point off it and I did another to myself. I just lumbered forward slowly whittling away at his army each turn. He finally called it at turn 4 when he relaised he had nothing to pop armor. Pask didnt have much to shoot at and when he did my buddy was able to make his cover saves. I want to try the list again because it seems to have potential, just needs a few tweaks.
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![[Post New]](/s/i/i.gif) 2014/08/02 20:30:34
Subject: Astra Militrum and 7th changes
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Dakka Veteran
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Lately my Chaos Warband has been fighting a lot of uphill battles and decided they need a break, thus it has fallen upon the Severian Insurgent Army to carry the fight against those still loyal to the corpse-throne. I've just thrown together a 1750 list with models I have available or can borrow, but I hope I'll manage to get a few wins in.
A few things though:
Maybe I've missed it, but I can't find anything in the core rulebook about the character with the highest LD having to be the Warlord, does this mean I can run Pask with a CCS?
I know everyone is raving about Wyverns but I don't have the money for the models, so I'm stuck with my Thudd Guns. They don't have ignore cover and shred, but they are S5 AP5. As far as I see they can recieve orders, is this correct? I think you can also put an IC in with them, right? If so, an Inquisitor with a Psyocculum would be very fun to ruin a daemon/GK player's day.
Which fortifications do you use, if any? I personally lean heavily towards the Aegis Defence line for my guard, while I love the Imperial Bunker for some of my CSM lists. I would be interested in hearing what others have tried and how it has worked.
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