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![[Post New]](/s/i/i.gif) 2016/01/04 16:13:25
Subject: What makes Astra Militarum so bad?
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The Last Chancer Who Survived
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Here is 10 pages of why we don't need more of these threads:
http://www.dakkadakka.com/dakkaforum/posts/list/0/669516.page
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![[Post New]](/s/i/i.gif) 2016/01/04 17:50:47
Subject: Re:What makes Astra Militarum so bad?
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Dakka Veteran
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Astra Militarum are not a bad army, they can still be competitive however the issue they are currently running into is that they are over costed for what you get for them for a lot of their units. For them to be more effective, they need to have access to cheaper units, and maybe some upgrades for certain units such as their Militarum Tempestus Scions. Other than point costs, they also like a lot of hitting power that a lot of the new armies currently have, which makes it hard for them to stand up against the most armies currently. They aren't a horrible army but they do need a lot of help to become more competitive in this edition
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![[Post New]](/s/i/i.gif) 2016/01/04 17:57:47
Subject: What makes Astra Militarum so bad?
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Dark Angels Librarian with Book of Secrets
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Iron_Captain wrote:morfydd wrote:Orks and AM are both great army's that will allow you to win 99% of the time after you learn to use them. Neither are zero thought gun lines. Both require a great deal of pre planning ..Both require you to know your armys str and weakness.Now that said IG codex took some minor hits last go around. IG's MBT's need to be 4 HP not 3 ..( I think that is IG/ AM's Largest problem atm) No other army can feild as many troops or tanks as IG can. No other army has as many Ignor cover weapons organic to it. You can play IG anyway you like and use thier codex to represent any of a hundred variants of army types.
Fun can TAC if you have a good player .. IG is not a Beginner army like Beakies/Tau/Eldar No push this button to WIN laid out for you like Eldar and Tau ...
Oh, so the issue is not that AM is ridiculously underpowered, it is just that AM players don't know how to play? Evidently, all AM players here on Dakka and in tournaments are in need of your supreme tactical guidance. Please master, enlighten us!
I was just waiting for one of these to pop out. They're the best part of the day
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![[Post New]](/s/i/i.gif) 2016/01/04 18:01:25
Subject: What makes Astra Militarum so bad?
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Shadowy Grot Kommittee Memba
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I've beaten a double-wraithknight plus seerstar/windrider buddies Eldar list with IG.
The first one Pask and some Monster Hunter-fied Meltaguns took out after it shot a tank to death, and the second one stomped its way through my conscript line and I charged it with my full platoon with the "everything rends" psychic power from Divination on it.
Probably would have had a much tougher time vs 2 of the Wraithcannon ones (this was 1 wraithcannon 1 sword) but I think Psyker support is something that's woefully under-represented in most Guard armies.
That new artillery formation is absolutely gorgeous at smashing scatbikes though, I learned that much. Ignores Cover Twin Linked Basilisks do some serious work.
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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) 2016/01/04 21:27:12
Subject: What makes Astra Militarum so bad?
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Willing Inquisitorial Excruciator
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the_scotsman wrote:I've beaten a double-wraithknight plus seerstar/windrider buddies Eldar list with IG.
I once saw an albino squirrel in the wild. Therefore, albino squirrels must be fairly common, amirite?
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![[Post New]](/s/i/i.gif) 2016/01/04 21:56:10
Subject: Re:What makes Astra Militarum so bad?
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Longtime Dakkanaut
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When is the last time an IG army won a major tournament as the primary force. That pretty much is the main measure we have of an army being competitive.
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![[Post New]](/s/i/i.gif) 2016/01/04 22:06:46
Subject: What makes Astra Militarum so bad?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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I want to say 5E? I know there were a couple that placed well in some 6E events using artillery carriage spam backed up by allied ld/payer support, but not many.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2016/01/04 22:09:45
Subject: What makes Astra Militarum so bad?
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The Last Chancer Who Survived
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I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
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![[Post New]](/s/i/i.gif) 2016/01/04 22:16:56
Subject: Re:What makes Astra Militarum so bad?
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Journeyman Inquisitor with Visions of the Warp
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HoundsofDemos wrote:When is the last time an IG army won a major tournament as the primary force. That pretty much is the main measure we have of an army being competitive.
https://www.frontlinegaming.org/2015/10/30/mr-moretanks-harvester-of-souls- gt-report/
Little write-up here. You should note it wasn't ITC format.
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![[Post New]](/s/i/i.gif) 2016/01/04 22:22:36
Subject: What makes Astra Militarum so bad?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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That's also a weird mishmash of IA1 ABG, IG CAD, and white scars biker librarian conclave, though I guess it is IG primary.
Edit: also doesn't look like he had to face many of the more classic top table armies, no necrons or eldar or multi-knight armies, though did have to deal with the ba/skitarii silliness..
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This message was edited 1 time. Last update was at 2016/01/04 22:31:29
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2016/01/04 22:34:04
Subject: Re:What makes Astra Militarum so bad?
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Longtime Dakkanaut
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yea, that list is weird and needs what four different books to create?
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![[Post New]](/s/i/i.gif) 2016/01/04 23:02:17
Subject: What makes Astra Militarum so bad?
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Horrific Howling Banshee
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Selym wrote:I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
Agreed, I remember how in 5th how it was also possible to actually win games with a infantry heavy IG list.
Nowadays the main reason I think that the current codex is so woefully inadequate on it's own is because the only unit worth it's points is the Wyvern. The Guard just don't put out enough firepower point for point to deal with the kind of stuff we see on the table in 7th.
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![[Post New]](/s/i/i.gif) 2016/01/05 02:26:39
Subject: What makes Astra Militarum so bad?
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Pragmatic Primus Commanding Cult Forces
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Selym wrote:I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
5th edition best edition.
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Error 404: Interesting signature not found
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![[Post New]](/s/i/i.gif) 2016/01/05 08:02:54
Subject: What makes Astra Militarum so bad?
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Journeyman Inquisitor with Visions of the Warp
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Vaktathi wrote:That's also a weird mishmash of IA1 ABG, IG CAD, and white scars biker librarian conclave, though I guess it is IG primary.
Edit: also doesn't look like he had to face many of the more classic top table armies, no necrons or eldar or multi-knight armies, though did have to deal with the ba/skitarii silliness..
The lesson I took was that ITC format doesn't favor Guard, and that GMCs and Superheavies are a particularily sore spot to deal with. Lack of Hit and Run is problematic too (for infantry blobs).
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![[Post New]](/s/i/i.gif) 2016/01/07 00:26:11
Subject: Re:What makes Astra Militarum so bad?
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Maniacal Gibbering Madboy
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I've just completed a total rebuild of my guard army, and have been playing with it in a pretty competitive environment for the past few months. The weak points stated above are all totally solid, but I will re-iterate some of them i feel are the biggest problems:
Vehicles suck, especially those with blast weapons, the vehicle damage chart may as well not exist any more as hull point stripping weapons are so prevalent.
Guard infantry are weak, and easily shredded. There are ways of making blobs work, but I can't personally be bothered moving a 50 man squad of unreliable dudes around the table.
Character options are dull, over costed, and don't actually act as the force multipliers that they do in many other codices.
For guard you need to sacrifice shooting if you want mobility. And if you do move, you often end up incredibly close to something that will definitely kill you next turn.
A complete inability to put out as many effective shots, on a point to point basis as the other major gun line army in the game, Tau.
That said, I've been running this list for the past few months, and while it is not EVER going to win a tournament, it is fun to play, and has given a LOT of players a serious run for their money. Not that I'm saying there aren't still a LOT of rock/paper/scissors issues with this list, but I've tried to address as many as I can, by forcing my opponent to face a wall of AV12 for the first two turns, using the Skyshield as a castle for the wyverns, and remember the chimeras and wyverns can go up to 18" a turn if I choose to sacrifice their shooting for movement. It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on mot of the insanity you see at even local tournaments.
Tank Commander: Knight Commander Pask 70
Leman Russ Punisher: lascannon; sponson multi-meltas; relic plating; dozer blade; heavy stubber 183
Leman Russ Punisher: lascannon; sponson multi-meltas; dozer blade; heavy stubber 180
Leman Russ Punisher: lascannon; sponson multi-meltas; dozer blade; heavy stubber 180
Platoon Command Squad: 4× meltagun; + 1 Platoon Commander (plasma pistol) 85Chimera: heavy bolter; heavy flamer; dozer blade 70
Infantry Squad: plasma gun; Heavy Weapons Team (autocannon); + 1 Sergeant 75Chimera: heavy bolter; heavy flamer; dozer blade 70
Infantry Squad: plasma gun; Heavy Weapons Team (autocannon); + 1 Sergeant 75Chimera: heavy bolter; heavy flamer; dozer blade 70
Veteran Squad: 3× sniper rifle; Veteran Weapons Team (autocannon); Forward Sentries; + 1 Veteran Sergeant 86
Vendetta Gunship: sponson heavy bolters 190
3 Armoured Sentinels: 3× autocannon; 3× searchlight; relic plating 1411
Wyvern: heavy bolter 65
Wyvern: heavy bolter 65
Wyvern: heavy bolter 65
Skyshield Landing Pad: Ready for Takeoff 80
1850 points
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![[Post New]](/s/i/i.gif) 2016/01/07 00:42:45
Subject: Re:What makes Astra Militarum so bad?
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Journeyman Inquisitor with Visions of the Warp
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goblinzz wrote:It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on most of the insanity you see at even local tournaments.
The game is balanced around formations now. You are getting bonuses that aren't tied to the core points value of your CAD units.
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![[Post New]](/s/i/i.gif) 2016/01/07 01:23:25
Subject: Re:What makes Astra Militarum so bad?
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Maniacal Gibbering Madboy
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Yoyoyo wrote: goblinzz wrote:It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on most of the insanity you see at even local tournaments.
The game is balanced around formations now. You are getting bonuses that aren't tied to the core points value of your CAD units. Granted, and without access to formations, I am totally unable to compete. I haven't thoroughly reviewed those available in the Montka expansion, as frankly i don't have enough money, but the reviews I've gone through have indicated that they are expensive, and still not as powerful as those in other armies. In addition, the core choices in the decurion style detachment are so expensive they severely limit your ability to ( ab)use other formations.
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This message was edited 1 time. Last update was at 2016/01/07 01:24:58
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![[Post New]](/s/i/i.gif) 2016/01/07 01:53:54
Subject: What makes Astra Militarum so bad?
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Graham McNeil
Kaliningrad, Russia
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The BIGGEST problem of AM codex is that it's not actuall going to get FIXED any time soon.
CSM should be first in line, that obvious, and from the rumors around this isn't happening.
I mean, AM got that Mon'tka Book. That's enough by GW's means.
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This message was edited 1 time. Last update was at 2016/01/07 01:54:07
"It's called treachery, Roboute. It works very well." - Lorgar Aurelian. |
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![[Post New]](/s/i/i.gif) 2016/01/07 03:53:17
Subject: What makes Astra Militarum so bad?
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Dakka Veteran
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The game got more durable and faster, its not just AM that suffer for this. Chaos, Orks and Dark Eldar all have books that would plow the field in a 5th or 4th edition environment. Its just that sadly were not going to see those days again.
Vehicles needed toning down however now its case where multi wound models are in need of the same thing, baring that simply remove the armor value rules and make everything similar. AM have no speed or durability on platforms to withstand much. You can bring a large amount of units however you can now routinely face marine lists that equal you or exceed you in numbers of men and tanks thanks to 'formation lol'.
The never got around to seeing how the rules have passed by the guard, the current Cadian rules really exasperate this perception. Its sad when the best footslogging guard army is the traitor guard unending horde army from FW.
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![[Post New]](/s/i/i.gif) 2016/01/07 06:27:48
Subject: Re:What makes Astra Militarum so bad?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Yoyoyo wrote: goblinzz wrote:It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on most of the insanity you see at even local tournaments.
The game is balanced around formations now. You are getting bonuses that aren't tied to the core points value of your CAD units.
"balanced" is the word I'd use, "built around" maybe, but there's a world of difference between a Mechanicum War Convocation giving 500pts of free wargear on top of gobs of extra special rules, and a Reclusiam Command Squad or the like. Formations are just rules packages to move web bundles, but even they're not really balanced against each other in general.
lazarian wrote:The game got more durable and faster, its not just AM that suffer for this. Chaos, Orks and Dark Eldar all have books that would plow the field in a 5th or 4th edition environment. Its just that sadly were not going to see those days again.
Vehicles needed toning down however now its case where multi wound models are in need of the same thing,
It wasn't vehicles as a whole, nobody complained about Land Raiders or Leman Russ tanks in 5E, it was the 35pt Rhino where, if you couldn't kill or immobilize it, it simply didn't care and continued on doing its job. That's what needed to be fixed
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2016/01/10 17:28:28
Subject: Re:What makes Astra Militarum so bad?
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Spawn of Chaos
Topsham, Maine, USA
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The name change from Imperial Guard to " AM" did annoy me. (I have never called them AM, that’s a dumb name GW used to get a copy right)
The infantry has always had terrible saves so, I’m not sure how people are using this as a point that they got worse.
My biggest complaint (although someone will disagree) is that leeman Russ tanks are so limited now. It’s pointless to buy spontons, unless you bend to the will of the rules.
Personally i think it’s really dumb and silly that tanks have get hot rules now (Tanks that big would have proper cooling systems).
And I really hate how I can’t shoot my battle cannon with any other weapons, it’s my strong opinion that tanks should be able to move 6 and shoot it all, especially if the tank is labeled "Heavy"
It’s really discouraging to see other players in skimmers like necrons/ eldar being able to shoot it all, but my tank apparently has one guy driving and shooting?
The annoying part is that the rules are not 100% clear; it’s worded on multiple pages and counters its own rules for a heavy tank.
So yeah I’m annoyed still, i want to drive my "heavy tank" 6 shoot its cannon and shoot its spontons (i usually have Heavy bolters, i don’t get why i can’t even do snapfire?)
I have argued the rule with a guy at the store though, since the rule says a vehicle that shoots its ordinance weapon cannot shoot any other weapons after, so i asked him if i was allowed to shoot all of my spontons and then when i was done shooting those if i could shoot my battle cannon, he agreed. Still not sure if that was allowable, but he was on my side 100%.
Opinions will differ, but i say vehicles should always be able...
-to move 6" and shoot it all.
-move 12" shoot main weapon at BS, everything else snapfire
-all vehicles aside from walkers should have Spitfire
-Remove “gets hot” for tanks and walkers (Dumb rule GW, we did fine for 6 editions without this crap rule)
It would clear up a lot of problems in army’s, even necrons monoliths technically are not allowed to shoot its template blast and any other weapon, so what’s the point in the 4 side weapons that are included in the models cost? No point, GW just didn’t play test enough, or even listen to its gaming fans.
And if anyone disagrees with vehicles being able to shoot ever weapon in a turn, please show me a games workshop warhammer picture that doesn’t have a tank shooting every weapon in a different direction!
Aside from all that, I have no problems with my Imperial Guardsmen, they are very playable and versatile. Still not the best starter army though
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![[Post New]](/s/i/i.gif) 2016/01/10 17:34:25
Subject: Re:What makes Astra Militarum so bad?
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The Last Chancer Who Survived
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GraywarTS wrote:
And if anyone disagrees with vehicles being able to shoot every weapon in a turn, please show me a games workshop warhammer picture that doesn’t have a tank shooting every weapon in a different direction!
Stationary Russes.
Although, an IRL example would be (like many modern MBT's) the Challenger 2. Which has no problem whatsoever with driving at 40 mph while blowing up tanks and using a machine gun to help pick off some local infantry.
And use smoke when needed.
Possibly while blowing up a tank.
Tanks are cool.
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![[Post New]](/s/i/i.gif) 2016/01/10 18:00:03
Subject: Re:What makes Astra Militarum so bad?
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Norn Queen
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For guard you need to sacrifice shooting if you want mobility. And if you do move, you often end up incredibly close to something that will definitely kill you next turn.
That for me is pretty much the glaring weakness throughout the codex. Coupled with the overall weaknesses of vehicles in 7th and a general overcosting.
I ran a very similar list to yours (an extra Vendetta in place of the 2nd and 3rd wyverns) in a 5 player double round robin tournament and it came last :(
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2016/01/10 18:26:41
Subject: Re:What makes Astra Militarum so bad?
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Spawn of Chaos
Topsham, Maine, USA
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Selym wrote: GraywarTS wrote:
And if anyone disagrees with vehicles being able to shoot every weapon in a turn, please show me a games workshop warhammer picture that doesn’t have a tank shooting every weapon in a different direction!
Stationary Russes.
Even stationary Russes cannot shoot the battle cannon, and another weapon, all because of ordinance rules. It’s one or the other.
Doesn’t make sense IMO.
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![[Post New]](/s/i/i.gif) 2016/01/10 18:41:16
Subject: What makes Astra Militarum so bad?
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The Last Chancer Who Survived
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I meant images of stationary Russes, like the DoW Winter Assault box art. But yes, this gets rather silly.
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![[Post New]](/s/i/i.gif) 2016/01/10 18:42:08
Subject: What makes Astra Militarum so bad?
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Decrepit Dakkanaut
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Russes SHOULD at the very least have a rule saying that, if they're stationary, they get to fire the other weapons with full accuracy.
Losing Lumbering Behemoth is utter nonsense.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/01/10 19:34:27
Subject: What makes Astra Militarum so bad?
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Spawn of Chaos
Topsham, Maine, USA
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Selym wrote:I meant images of stationary Russes, like the DoW Winter Assault box art. But yes, this gets rather silly.
Ah, ok. My bad
Slayer-Fan123 wrote:Russes SHOULD at the very least have a rule saying that, if they're stationary, they get to fire the other weapons with full accuracy.
Losing Lumbering Behemoth is utter nonsense.
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![[Post New]](/s/i/i.gif) 2016/01/11 00:50:31
Subject: What makes Astra Militarum so bad?
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Dakka Veteran
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If the Leman Russ really had such a huge barrel firing a fitting huge size round, the entire turret would blow off when fired because of the recoil. This doesn't happen, but fluff (and Dawn of War video games) still accept the fact that a huge recoil occurs from such a cannon, so the entire tank are blown back because of the recoil and so other guns can't be fired because the crew are probably knocked around in there.
Would be great if they dared to make a smaller barrel on the next Leman Russ model... Only by then, do you have my permission to shoot the sponson weapons simultaneously with the Battle cannon.
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Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. |
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![[Post New]](/s/i/i.gif) 2016/01/11 02:44:29
Subject: What makes Astra Militarum so bad?
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Precocious Human Child
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Vaktathi wrote:shyzo wrote: There's a number of reasons why IG armies have a hard time. The infantry are cheap, but largely worthless, and even at their low cost, not delivering enough to justify their paltry investment. The tanks are better, but are hardly point efficient in 7th edition (just better than the infantry).
IG infantry options are largely garbage. Thus, the army relies on its vehicles. The rules for non-skimmer vehicles in this edition (sadly, like most editions), are pretty bad. They're basically treated like MC's...but without saves and any time "to-wound" roll exceeds the minimum required to "wound" them, they are crippled in some way or risk getting one-shotted by weapons of low enough AP. The HP system hamfisted in really was not terribly well thought out, and makes most IG vehicles very vulnerable to massed "multirole" firepower like scatterlasers and autocannons. There's also simply just more ways than ever to quickly and effectively strip HP's without having to worry about the AV, stuff like Haywire, Gauss, Grav, Destroyer, etc.
IG vehicles also largely are still costed and built around 5E effectiveness, when they aren't offering that sort of capability anymore in terms of lifespan or firepower output. A lot of IG vehicles also are just quite simply highly overcosted (even for their 5E functionality), units like Hellhounds, Sentinels, etc. 130pts for an AV12 torrent S6 flamer? really? The price increase on the Chimera was a hamfisted reaction to perceived issues in 5th just weeks before the release of 7th. The poor Hydra got absolutely raped by the " AM" codex, making it open-topped and removing its "ignores Jink" ability for no discernible reason. The whole army really is like that.
What used to make IG scary in many ways was access to huge numbers of blast templates. The problem is that these no longer have the capability they once did. A blast template can only ever put a single wound on an MC, they can't hit fliers or FMC's, and with the general increase in toughness & Instant Death resistance on units like Bikers, TWC's, Necron Wraiths, etc the utilty of such blasts has decreased dramatically. To add-on to the blast thing as well, in anti-tank roles, the utility of heavy hitting but low RoF guns has decreased there as well, as quantity of fire to strip HP's matters a lot more than being able to punch through and roll on the damage chart. To further compound the issue, the "Heavy" designation does not override the restrictions on ordnance weapons and other weapons firing, so platforms like Leman Russ tanks that rely on such weaponry are notably less capable than they were in 5E.
Then of course, we get into the infantry. The scale of the game has completely outpaced the point of infantry like those that IG have. When we've got things like Wraighknights, Stormsurges, Transcandent C'tan, and Baneblades as completely acceptable normal game units, and things like Necron Wraiths that can be kitted to require nearly a thousand lasgun shots to kill a unit or more S10 AP1 fire to kill than a Warhound Titan, the point of infantry like Guardsmen, becomes little more than board control. Even against things they can harm, they're just monstrously overcosted and undercapable. IG heavy weapons squads are probably both the least effectivee, most easily killed/broken, least mobile and most expensive (per gun) heavy weapons units in the game. Basic Guardsmen struggle to hurt just about anything even in absurdly large numbers.
Even relatively "elite" IG units, like Ogryns or Stormtroopers/Scions. they're just awful. Ogryns have to deal with absurdly poor leadership and a cost tied to them that makes them completely unable to engage anything else of similar role and cost on anything near an equal level (no...an Ogryn is not going to 1v1 a TWC or Necron Wraith, nor have the speed or resiliency of one). Scions get Deep Strike and AP3...on S3 guns that struggle to hurt *anything* with even shorter range than normal Lasguns and an otherwise basically identical statline to a Veteran that's half the cost and is an Objective Secured Troop unit.
IG Psykers likewise are rather poor, they don't get any of the nifty abilities other races psykers do and are generally restricted to rather low psy ratings, and can't make effective use of many powers the way other factions can (e.g. Iron Arm, Warp Speed, or Endurance isn't doing as much for you on an S3 T3 I3 W2 model the way it is on a T5 S5 Rune Priest on a TWC or a Daemon GUO).
EDIT: also, the army has really very little mobility. Most of the army is slow, either foot infantry or normal movement vehicles or even Heavy vehicles that can only move 6"/turn regardless, and, more to the point, has a very strong incentive not to move because the closer it gets to the enemy, the easier it is for the opponent to destroy generally (often trivially easy), while there's no corresponding increase in capability for being close for many IG units. Meanwhile, the army has almost nothing capable of Deep Striking, almost no Fast vehicles, no Skimmers, no Bikes/Jetbikes, no Jump/Jet infantry, only one Cavalry unit (that happens to be one of the most useless units in the game), leaving largely just the Valkyrie/Vendetta for "real" mobility.
TL;DR the army is built (in a mediocre fashion) to the standards of an edition long since past, suffers from the massive scope creep the game has introduced, is crippled in terms of mobility, and largely just suffers from everything being painfully expensive for what it brings.
Okay so I'very gathered you know alot about IG. So I have a question. You say that tanks have been nerfed, and the mobility of the IG is poor at best right now. What about the Elysian Drop Troops? I know they get Valks and Vendettas as transports, and can deep strike everything. How do they fair with out tanks, and in 7th edition over all?
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This message was edited 1 time. Last update was at 2016/01/11 02:54:18
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![[Post New]](/s/i/i.gif) 2016/01/11 04:35:34
Subject: What makes Astra Militarum so bad?
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Mekboy Hammerin' Somethin'
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@ Herr.
Elysians have trouble bringing sufficient firepower to bear, they're very much a 'small but elite' force in an army which is terrible at 'small but elite'. They very much need to capitalize on the mobility their flyers offer, because with higher points costs and so few options they do not have the durability or damage output to win slug fests.
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