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![[Post New]](/s/i/i.gif) 2015/08/17 12:17:33
Subject: What HQ do you use for Astra Militarum?
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Shadowy Grot Kommittee Memba
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I use a Paskisher, make him warlord so I can have as PE Plasmacutioner with him, then also have a CCS for the baller regimental advisors.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2015/08/17 12:48:57
Subject: What HQ do you use for Astra Militarum?
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Death-Dealing Dark Angels Devastator
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vipoid wrote:I like Yarrick. He's an IC that can issue orders, and is pretty durable as HQs go (especially IG ones).
Merellin wrote:Also, Why is the Lord Commissar such a bad HQ? Seems quite good to me. Sure he dosent give orders, But I got 2 other command squads to give orders..
Well, for a start, how are you fitting both of those CCSs in your army? You've only got 2 HQ slots and the LC takes up one of them.
I think he meant platoon command squads rather than company command squads. They can issue orders, but don't get the best ones.
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![[Post New]](/s/i/i.gif) 2015/08/17 12:59:09
Subject: What HQ do you use for Astra Militarum?
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Killer Klaivex
The dark behind the eyes.
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Ah, fair enough.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2015/08/17 13:06:22
Subject: What HQ do you use for Astra Militarum?
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Longtime Dakkanaut
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Yes, I did mean platoon command squads. I have 2 platoons, Thus 2 platoon command squads that can give orders to the two platoons. And each unit can only get 1 order per turn right? (Or am I wrong about that?) and if so, Having 2 command squads (1 company, 2 platoon) for 2 platoons seems a bit unnececary..
I dont realy have much of a guard army right now but I have played a larger guard army where I used a Lord Commissar and 2 platoons. I moved the platoons forwards, With the platoon command squads moving after them in chimeras to give orders (Normaly FRFSRF) and that seemed to work well, and was fun. One of the reasons I'm building a guard army now, Cus I had fun.. xD
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![[Post New]](/s/i/i.gif) 2015/08/17 13:49:58
Subject: What HQ do you use for Astra Militarum?
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Hardened Veteran Guardsman
New York
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Depends on the army. I almost always bring a Lord Commissar. It's not the best unit but I like the model and having a decent combat HQ. The other HQ is either a tank commander in a Vanquisher squadron if I run a mech list, or a command squad if its an infantry list
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He's been ferried through hell on a ship that's ten thousand years old to some godforsaken, war-torn rock; He is one of ten million men snatched from his home to fight a war he barely understands; He wages war against devouring hiveminds, ravenous demons and hordes of hyper-advanced aliens with strange technologies and sorceries he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold lightyears from home.
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his lasgun, his orders, and those beside him. He is the Imperial Guard.
And he will hold the line.
Ferox 1st Calvary Regiment 2500pts |
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![[Post New]](/s/i/i.gif) 2015/08/17 14:39:59
Subject: What HQ do you use for Astra Militarum?
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Worthiest of Warlock Engineers
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Grimskul wrote:
Not to mention some of the ridiculousness of the basis behind the rules. Really? Drinking tea calmly gives you a 6+ invuln. (which is made into a 5+ invuln...) Wouldn't the calmness be effectively represented by ignoring shaken/stun? Not to
mention the orders just being flat out better and the force multiplier effects for only 40 points? At this point might as well slap on the rule that all the weapons it shoots count as strength D.
Feels like someone is definitely feeling the dick envy from other armies if he's thinking that this is "reasonable".
Eh, looking at some of the dickery out there and some of the utter cheesecake I have to deal with she is more than fair. That said, I do agree that she is underpriced and needs increasing. However until we get a codex update I am going to keep her where she is just to balance out the overpriced units I have to bring anyway. It comes down to my opponent and what they want - if they say no I am more than happy to remove her and play her as a regular tank commander.
Once the Imperial Guard get their much needed fix I will review the rules for her and rebalance them based on the new ones - probably increasing the price to 50 or 60 points plus tank (so 275 to 285 instead of 265).
@Grimskul an invulnerable save from drinking tea is no more ridiculous than one gained from wearing a fancy metal arc above your head or believing in the Emprah a lot and always saying your prayers
That said I do like your idea about ignoring the Stunned/Shaken results - that might be a good alternative.
The orders are, however, better, yes. That said have you even seen the current Tank Commander orders? Of the three one of them is there purely to partially nullify the effects of being in a squadron in the first place, one of them is a one use only order (You can only use your Smokes once per game) and the final one is.... Well, nothing special. Given that the Guard need their orders to work our vanilla Tank Commanders (not to mention Pask) need an upgrade.
And I forgot to mention - the Concentrate Fire order only works on cover saves - it was a typo
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/08/17 15:27:31
Subject: What HQ do you use for Astra Militarum?
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Gargantuan Gargant
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master of ordinance wrote: Grimskul wrote:
Not to mention some of the ridiculousness of the basis behind the rules. Really? Drinking tea calmly gives you a 6+ invuln. (which is made into a 5+ invuln...) Wouldn't the calmness be effectively represented by ignoring shaken/stun? Not to
mention the orders just being flat out better and the force multiplier effects for only 40 points? At this point might as well slap on the rule that all the weapons it shoots count as strength D.
Feels like someone is definitely feeling the dick envy from other armies if he's thinking that this is "reasonable".
Eh, looking at some of the dickery out there and some of the utter cheesecake I have to deal with she is more than fair. That said, I do agree that she is underpriced and needs increasing. However until we get a codex update I am going to keep her where she is just to balance out the overpriced units I have to bring anyway. It comes down to my opponent and what they want - if they say no I am more than happy to remove her and play her as a regular tank commander.
Once the Imperial Guard get their much needed fix I will review the rules for her and rebalance them based on the new ones - probably increasing the price to 50 or 60 points plus tank (so 275 to 285 instead of 265).
@Grimskul an invulnerable save from drinking tea is no more ridiculous than one gained from wearing a fancy metal arc above your head or believing in the Emprah a lot and always saying your prayers
That said I do like your idea about ignoring the Stunned/Shaken results - that might be a good alternative.
The orders are, however, better, yes. That said have you even seen the current Tank Commander orders? Of the three one of them is there purely to partially nullify the effects of being in a squadron in the first place, one of them is a one use only order (You can only use your Smokes once per game) and the final one is.... Well, nothing special. Given that the Guard need their orders to work our vanilla Tank Commanders (not to mention Pask) need an upgrade.
And I forgot to mention - the Concentrate Fire order only works on cover saves - it was a typo
Oh, don't get me wrong. Imperial Guard are definitely in a rough spot right now, they have plenty of issues regarding their place on the tabletop being superseded by several factions (i.e. space marines getting their own tank squadrons that get buffs for doing so). Just not so much so that they need to respond with ridiculous rules like this or things that are as broken as Necrons or Eldar. Imperial Guard really just needs to reassert their identity as an army in several ways (i.e. regaining lumbering behemoth or an equivalent of some sort in addition to proper pricing and an overhaul of the orders system as you pointed out, for both tank commanders and CCS). The only thing I could see needing strength D (short of super-heavies) is the deathstrike missile since its a bloody ICBM.
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![[Post New]](/s/i/i.gif) 2015/08/17 21:27:20
Subject: What HQ do you use for Astra Militarum?
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Death-Dealing Dark Angels Devastator
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Merellin wrote:Yes, I did mean platoon command squads. I have 2 platoons, Thus 2 platoon command squads that can give orders to the two platoons. And each unit can only get 1 order per turn right? (Or am I wrong about that?) and if so, Having 2 command squads (1 company, 2 platoon) for 2 platoons seems a bit unnececary..
I dont realy have much of a guard army right now but I have played a larger guard army where I used a Lord Commissar and 2 platoons. I moved the platoons forwards, With the platoon command squads moving after them in chimeras to give orders (Normaly FRFSRF) and that seemed to work well, and was fun. One of the reasons I'm building a guard army now, Cus I had fun.. xD
Yes each unit can only get one order per turn, but each Platoon command can only issue one order per turn, not one for each squad in the platoon. So, a Company command squad and two platoon commands would give you 4 orders per turn in total (excluding any extra for warlord traits).
If you combine all the squads in your platoon, then two order will be enough. I like to run lots of separate squads in some missions and like having a range of units that can give orders.
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![[Post New]](/s/i/i.gif) 2015/08/18 05:49:54
Subject: What HQ do you use for Astra Militarum?
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Longtime Dakkanaut
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With platoons I run a blob. 30-50 men or so, all blobbed together into one massive squad.
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![[Post New]](/s/i/i.gif) 2015/08/18 06:11:39
Subject: What HQ do you use for Astra Militarum?
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Ork-Hunting Inquisitorial Xenokiller
Strike Cruiser Vladislav Volkov
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One thing to keep in mind with master of ordinance's ridiculous character is that his regular opponent (apparently) routinely fields homebrew SM characters with Primarch level capabilities and points costs in the mid 200s, so... his idea of "fair" is highly skewed.
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![[Post New]](/s/i/i.gif) 2015/08/18 06:26:37
Subject: What HQ do you use for Astra Militarum?
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Hurr! Ogryn Bone 'Ead!
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I bring the old school ccs and company commander, he was one of the first units I had as a kid and was repainted by my ex. Very centimental. I stick his squad in a chimera and drive around shouting orders and firing a auto cannon out of the back hatch. People in our gaming group call it the "the technical".
Anyway the ccs is worth it for the advisors, the large blast, reserve bonuses and a extra dice for the powers is worth it I think.
I run with them a Lord commisar but he never does much. He's there as a close combat backup, strangely my special little commander ends up doing better. But that's purely down to luck.
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3000 - 天空人民军队
1500
2000+ - The Sun'zu Cadre.
2000 Pt of Genestealers
1500 Pt of Sisters
'Serve the people'
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![[Post New]](/s/i/i.gif) 2015/08/18 07:15:43
Subject: What HQ do you use for Astra Militarum?
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Worthiest of Warlock Engineers
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j31c3n wrote:One thing to keep in mind with master of ordinance's ridiculous character is that his regular opponent (apparently) routinely fields homebrew SM characters with Primarch level capabilities and points costs in the mid 200s, so... his idea of "fair" is highly skewed.
Well that may be a factor but then again there is also the fact that my regular opponents are:
The afore mentioned tank hating Primarch owning (he has six of them, SIX!) Space Marine player and his homebrews.
A Grey Knights player with more 2 wound Terminators than is pleasant to face
A Dark Angels player whom runs Ravenwing (and I have no AA, and no funds to get any for some time)
A Dark Angels player whom runs Deathwing
A Spacewolf/Chaos Nurgle/Vanilla SM 1st Company veteran player
The rest of the club is not much better and as of the last count I am the only active Guard player. Guess what 90% of the others play?
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/08/18 08:33:44
Subject: What HQ do you use for Astra Militarum?
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Camouflaged Zero
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CCS has access to unique orders the PCS lacks as well.
The faster move order from the tank commander is decent. How else can you get a heavy tank to go more than 6"
The CCS needs some way to improve its survivability. Atm its too fragile, even more so than Lord Commissars as they can be attached to massive squads. It's be nice to have bodyguards back, provided they're affordable.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2015/08/18 08:37:52
Subject: What HQ do you use for Astra Militarum?
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Hurr! Ogryn Bone 'Ead!
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rahxephon wrote:CCS has access to unique orders the PCS lacks as well.
The faster move order from the tank commander is decent. How else can you get a heavy tank to go more than 6"
The CCS needs some way to improve its survivability. Atm its too fragile, even more so than Lord Commissars as they can be attached to massive squads. It's be nice to have bodyguards back, provided they're affordable.
I agree, but you can give them the medic and a chimera to sit in.
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3000 - 天空人民军队
1500
2000+ - The Sun'zu Cadre.
2000 Pt of Genestealers
1500 Pt of Sisters
'Serve the people'
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![[Post New]](/s/i/i.gif) 2015/08/18 13:57:27
Subject: What HQ do you use for Astra Militarum?
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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CCS, all the way.
They get better orders, twice as many, and more choices.
I use mine blank, in a Chimera. Being a Command Vehicle, they're safe, and make the units better. Maybe put a HWT or a pair of specials in there, to shoot out of the hatch.
Vox casters start costing a lot when per-squad, but you only need 1 in a blob.
Start the shooting phase with them, give out the 2 orders from there, and move on to the PCS.
Don't forget, they can order themselves (not when in a vehicle, though.)
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This message was edited 1 time. Last update was at 2015/08/18 14:00:34
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![[Post New]](/s/i/i.gif) 2015/08/18 14:25:00
Subject: What HQ do you use for Astra Militarum?
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Killer Klaivex
The dark behind the eyes.
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For those of you who use CCSs, how do you keep them alive? They seem incredibly fragile for such a vital unit.
rahxephon wrote:
The CCS needs some way to improve its survivability. Atm its too fragile, even more so than Lord Commissars as they can be attached to massive squads. It's be nice to have bodyguards back, provided they're affordable.
Not sure how much this would help, but it would be amusing if, when a Warlord Company Commander died (or, perhaps when all Senior Officers died), a Lord Commissar could take over as Warlord and gained Senior Officer.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2015/08/18 15:33:01
Subject: What HQ do you use for Astra Militarum?
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Pewling Menial
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master of ordinance wrote: Grimskul wrote:
Not to mention some of the ridiculousness of the basis behind the rules. Really? Drinking tea calmly gives you a 6+ invuln. (which is made into a 5+ invuln...) Wouldn't the calmness be effectively represented by ignoring shaken/stun? Not to
mention the orders just being flat out better and the force multiplier effects for only 40 points? At this point might as well slap on the rule that all the weapons it shoots count as strength D.
Feels like someone is definitely feeling the dick envy from other armies if he's thinking that this is "reasonable".
Eh, looking at some of the dickery out there and some of the utter cheesecake I have to deal with she is more than fair. That said, I do agree that she is underpriced and needs increasing. However until we get a codex update I am going to keep her where she is just to balance out the overpriced units I have to bring anyway. It comes down to my opponent and what they want - if they say no I am more than happy to remove her and play her as a regular tank commander.
Once the Imperial Guard get their much needed fix I will review the rules for her and rebalance them based on the new ones - probably increasing the price to 50 or 60 points plus tank (so 275 to 285 instead of 265).
@Grimskul an invulnerable save from drinking tea is no more ridiculous than one gained from wearing a fancy metal arc above your head or believing in the Emprah a lot and always saying your prayers
That said I do like your idea about ignoring the Stunned/Shaken results - that might be a good alternative.
The orders are, however, better, yes. That said have you even seen the current Tank Commander orders? Of the three one of them is there purely to partially nullify the effects of being in a squadron in the first place, one of them is a one use only order (You can only use your Smokes once per game) and the final one is.... Well, nothing special. Given that the Guard need their orders to work our vanilla Tank Commanders (not to mention Pask) need an upgrade.
And I forgot to mention - the Concentrate Fire order only works on cover saves - it was a typo
I like the Veteran Team ability, I think Pask should have that as that is a fair point cost. I run a pure tank army so abilities like that and Tea would be really good if incorporated into the next codex. However you do know you could make the Stormlord a troop choice seeing how it is a tank and not a dedicated transport with the Senshado ability. Now the tank is expensive but it's the same price as getting a normal tank with the same loadout, the character it's self and the abilities the character brings is just underpriced. A character like that I would say no less than 60 points. I mean you are made BS5, can fire ordnance weapons with no drawbacks, you have a 5+ invun on you warlord who is on a tank with 14/11/10 armour and you have the potential to fir a second str 8 ap 3 shot and you can splitifre at 3 different targets.
I think the rules themselves are great I would like to make a homebrew commander with some of them abilities like the increase of BS on other tanks for 10+ points. But you need to increase the price. I know that tanks can be destroyed very easily but then look at previous editions, like 5th edition where you guessed if you hit your enemies no premeasuring. They go back and forth one edition is super shooty the next it's all about assault like when power weapons just plain right ignored armour, no ap stuff. That hurt guard with their power swords as they now have no chance against termies. You just have to make though the storm and stop complaining.
However your case is a rare one with all your 1st company opponents, so just pack in executions and pass their 2+ armour or a Deathstrike. And what can they do with their normal men when you can just pack up cheaply on Wyverns which are just deadly even for MEQs, they could pack up on transport then your Vanquishers just 1 hit take them out or your hydras take out their air transport.
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"Baneblade, For when you're finally sick of holding the line." Anomalous.
369th Mars Tank Company: 4000pts
Adeptus Mechanicus: 46th Expedition Team: 500pts
Cydonia Crusade: 2000pts
Here is my Imperial Guard Armoured Regiment Project/Blog http://www.dakkadakka.com/dakkaforum/posts/list/608933.page |
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![[Post New]](/s/i/i.gif) 2015/08/18 16:57:18
Subject: Re:What HQ do you use for Astra Militarum?
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Worthiest of Warlock Engineers
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*Chuckles* Not quite young padiwan. The Spliitfire, firing Ordnance with no drawbacks (Something a Russ should do anyway) and the re-rolling cover saves are all orders - this means that you have to pass a LD test to use them and a troop can only be affected by one order per turn. So sadly no splitfire reroll successful cover saves dakka blitz.... For now anyway.
I am glad that you like my design although you seem to have made a slight miscount when adding up the points - without Darjeeling the tank is a mere 225 points with its upgrades. Still you are right, this does not stop her being cheap for what she does and I agree that a points increase is needed.... Although I still really want to wait for the new codex to drop first.
Hadnt thought about the prospect of SH tanks being available as troops choices - as much as I like it it will need retconning.
Anyway, as I said I am glad that you liked some of the aspects.
( PS, I have never managed to get the second shot off. Ever.  )
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/08/19 07:49:37
Subject: What HQ do you use for Astra Militarum?
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Rough Rider with Boomstick
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I run straken because.. reasons. But in all seriousness it's because his rules fit the the fluff of my regiment's commander the best. That, and watching a guardswoman pump out 5x S7 AP2 attacks on a charge after plasma and autocannon shooting is always fun to watch when it all comes together.
I love Straken as a character, he's just so expensive even with fearless, relentless and handing out Furious charge and counter attack (fun times with bullgryns) to anything within 6" I don't think he's worth it but darn it is he fun!
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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) 2015/08/19 11:38:01
Subject: Re:What HQ do you use for Astra Militarum?
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Hellacious Havoc
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Imperial Armor 11: The Doom of Mymeara.
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