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Made in us
Beast of Nurgle





Alabama2

As someone who has never play AM before and only played against one AM player, what should I be looking at if I wanted to start a AM army?

 
   
Made in us
Lone Wolf Sentinel Pilot






Iowa

 UncleJetMints wrote:
As someone who has never play AM before and only played against one AM player, what should I be looking at if I wanted to start a AM army?


What kind of army are you thinking? Footslogging, mechanized, Super-heavy, tank company, Scions like I’m building, gunline? You’ve got lots of options.

If the truth can destroy it, then it deserves to be destroyed. 
   
Made in us
Beast of Nurgle





Alabama2

 Apple Peel wrote:
 UncleJetMints wrote:
As someone who has never play AM before and only played against one AM player, what should I be looking at if I wanted to start a AM army?


What kind of army are you thinking? Footslogging, mechanized, Super-heavy, tank company, Scions like I’m building, gunline? You’ve got lots of options.


AH! Decisions! I suppose some mix of mechanized and tanks,

 
   
Made in us
Storm Trooper with Maglight





CO

 UncleJetMints wrote:
 Apple Peel wrote:
 UncleJetMints wrote:
As someone who has never play AM before and only played against one AM player, what should I be looking at if I wanted to start a AM army?


What kind of army are you thinking? Footslogging, mechanized, Super-heavy, tank company, Scions like I’m building, gunline? You’ve got lots of options.


AH! Decisions! I suppose some mix of mechanized and tanks,


You should check out Cadian Shock's blog or maybe Mordian Glory on Youtube. Those guys really do a fantastic job of helping out new and prospective guard commanders.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Crazed Spirit of the Defiler





Sorry I'm still unclear. Wouldn't the Scion and prime's regiment be catachan? I wanted them to be in the catachan detachment but still be able to interact with each other. I understand they won't get catachan doctrine

   
Made in us
Guard Heavy Weapon Crewman





What’s the consensus on the Shadowsword now that Tallarn beta striking is dead? Is it still worth taking and if yes, do we still run it as Tallarn and Ambush turn 2?
   
Made in pl
Regular Dakkanaut




 UncleJetMints wrote:

AH! Decisions! I suppose some mix of mechanized and tanks,


1) Learn to love magnets. It is much better to have interchangeable weapons. Leman Russ is a must, sentinel and hydra/wyvern with magnets are also very good
2) Buy chimeras . Either use them as transport or convert them to hellhounds (sentinel heavy flamer as inferno cannon and flamer backpacks or some barrels and voila) or even to salamander scout tanks (convert turret to use autocannon, get rid of lasgun array and voila) or even better magnetize everything . It is not as hard as it looks but still not as easy (yesterday I managed to seriously cripple my sentinel with plastic cement :/, now I need to paint it and add some camo netting with tree branches to cover all the wholes after scrubbing down melted plastic...).
3) You will lose against competitive army. Vehicles are not in the very good spot right now... With everything wounding on 6 tanks can still be destroyed by mass lasgun fire.
4) Tanks are cool and very fun to paint. Painting camo on vehicles oh boy, multiple techniques, multiple patterns. You will never get bored while painting multiple vehicles
5) Still you will need to paint around 54 basic guardsmen, 6 sargs, 3 company commanders as bare minimum in 2000 pts games.
   
Made in us
Storm Trooper with Maglight





Denver

 Guardsmanwaffle wrote:
What’s the consensus on the Shadowsword now that Tallarn beta striking is dead? Is it still worth taking and if yes, do we still run it as Tallarn and Ambush turn 2?


Since being able to kill a Knight is a requirement for a competitive list I would avoid taking a Shadowsword now. Having 20% of your army either locked out of Turn 1 shooting or dead of your opponent goes first is pretty painful.

Even as someone who was running Tallarn Shadowsword as the foundation of Guard lists since the Codex came out, their time has passed.

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

*This means published works by professional artists, not me of course. 
   
Made in us
Beast of Nurgle





Alabama2

Gnollu wrote:
 UncleJetMints wrote:

AH! Decisions! I suppose some mix of mechanized and tanks,


1) Learn to love magnets. It is much better to have interchangeable weapons. Leman Russ is a must, sentinel and hydra/wyvern with magnets are also very good
2) Buy chimeras . Either use them as transport or convert them to hellhounds (sentinel heavy flamer as inferno cannon and flamer backpacks or some barrels and voila) or even to salamander scout tanks (convert turret to use autocannon, get rid of lasgun array and voila) or even better magnetize everything . It is not as hard as it looks but still not as easy (yesterday I managed to seriously cripple my sentinel with plastic cement :/, now I need to paint it and add some camo netting with tree branches to cover all the wholes after scrubbing down melted plastic...).
3) You will lose against competitive army. Vehicles are not in the very good spot right now... With everything wounding on 6 tanks can still be destroyed by mass lasgun fire.
4) Tanks are cool and very fun to paint. Painting camo on vehicles oh boy, multiple techniques, multiple patterns. You will never get bored while painting multiple vehicles
5) Still you will need to paint around 54 basic guardsmen, 6 sargs, 3 company commanders as bare minimum in 2000 pts games.


Thanks for the advice. I don't really play competitive games so that isn't an issue, but I guess I will need to learn camo painting techniques now lol.


Automatically Appended Next Post:
Spoiler:

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [101 PL, 1986pts] ++

+ No Force Org Slot +

Regimental Doctrine: Vostroyan

+ HQ +

Company Commander [2 PL, 43pts]: Bellowing Voice, Display Astra Militarum Orders, Plasma pistol, Power fist, The Laurels of Command, Warlord

Tank Commander [12 PL, 239pts]: Display Tank Orders, Heavy Bolter, Multi-meltas, Storm Bolter
. Command Battle Tank: Battle Cannon

+ Troops +

Infantry Squad [3 PL, 57pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 57pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

Infantry Squad [3 PL, 57pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Laspistol

+ Heavy Support +

Leman Russ Battle Tanks [30 PL, 636pts]
. Leman Russ Battle Tank: Battle Cannon, Hunter-Killer Missile, Lascannon, Plasma Cannons, Storm Bolter, Track guards
. Leman Russ Battle Tank: Battle Cannon, Hunter-Killer Missile, Lascannon, Plasma Cannons, Storm Bolter, Track guards
. Leman Russ Battle Tank: Battle Cannon, Hunter-Killer Missile, Lascannon, Plasma Cannons, Storm Bolter, Track guards

Leman Russ Battle Tanks [30 PL, 552pts]
. Leman Russ Punisher: Heavy Bolter, Heavy Bolters, Hunter-Killer Missile, Storm Bolter, Track guards, Turret-mounted Punisher Gatling Cannon
. Leman Russ Punisher: Heavy Bolter, Heavy Bolters, Hunter-Killer Missile, Storm Bolter, Track guards, Turret-mounted Punisher Gatling Cannon
. Leman Russ Punisher: Heavy Bolter, Heavy Bolters, Hunter-Killer Missile, Storm Bolter, Track guards, Turret-mounted Punisher Gatling Cannon

+ Dedicated Transport +

Chimera [6 PL, 115pts]: Dozer blade, Heavy Flamer, Hunter-Killer Missile, Multi-laser, Storm Bolter

Chimera [6 PL, 115pts]: Dozer blade, Heavy Flamer, Hunter-Killer Missile, Multi-laser, Storm Bolter

Chimera [6 PL, 115pts]: Dozer blade, Heavy Flamer, Hunter-Killer Missile, Multi-laser, Storm Bolter

++ Total: [101 PL, 1986pts] ++

Created with BattleScribe (https://battlescribe.net)


How is this for a generic starter list?

This message was edited 2 times. Last update was at 2018/10/03 18:16:12


 
   
Made in pl
Regular Dakkanaut




yup. but maybe without dozer blade nor track guards. also if you rake different regiment than tallarn your vehicles will be mostly static bunkers because of -1 to hit after moving
   
Made in us
Crazed Spirit of the Defiler






Honestly chimera are not worth their points, you're almost always better off taking more bodies. With just 3 basic squads you'l always find yourself losing on objectives.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in fi
Locked in the Tower of Amareo





If he could find one HQ more he could put leman russes into spearhead and have objective secured leman russes. And another CP.

Ways to get points: Drop vox casters, meltas to plasma gun(cheaper, better), no gear for company commander, tank commander multi melta to cheaper and better weapon and trim gear on vehicles. All those track guards, hunter killers etc adds up. Boys before toys is IG mantra anyway

This message was edited 1 time. Last update was at 2018/10/04 07:16:53


2024 painted/bought: 109/109 
   
Made in us
Boom! Leman Russ Commander





Ohio

Agreed, drop some of the extra upgrades and get another hq.

Then move your tank commander and russes to a heavy detachment so they get obsec.

 
   
Made in us
Guardsman with Flashlight




A Tallarn Shadowsword and a BA slam cap we're gonna be my next purchases for my Catachans (in their own detachments obviously)... Oh well.

With them going the way of the dodo, what are our best AT and Knight-killing options now?

Just amassed fire power? Tons of infantry LC squads? Catachan PF commanders?

And who are now our best allies? I've got some lonely old SM I'd love to breathe some new life into...

This message was edited 1 time. Last update was at 2018/10/05 13:53:57


 
   
Made in gb
Longtime Dakkanaut



Glasgow

That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower
   
Made in us
Guardsman with Flashlight




U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


Thanks yeah that's kinda what I thought regarding allies, hmm...

It's too bad, I really prefer mono faction lists, and like the aesthetic of baneblades so much more than knights for some reason. Still not gonna take a Knight, but I need something to take down this one friends renegade in particular

I've got 3 LRs, guess I can pick up some executioner turrets. Gonna kit bash a slam cap, a few PF commanders and hide em in hordes. Maybe max out psykers and astropaths too, for lots of buffs
   
Made in us
Dakka Veteran




U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


What format are you playing? If ITC Champions, all he needs to do is consistently kill more units than you do while holding even on the board objectives. That's pretty much how my mono-guard lists lose in general during ITC matches. There just aren't enough enemy units on the board for me to stay even on the 'killed more' primary, then he just needs to keep me off of a single objective on my side of the board for one turn to pull ahead. Going with a ton of infantry also made it trivial for my opponent to max reaper and DBTC (DBTC is gone now, but the new version is even easier to get since it involves killing just two units/turn instead of 3)


Automatically Appended Next Post:
TankCmdr wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


Thanks yeah that's kinda what I thought regarding allies, hmm...

It's too bad, I really prefer mono faction lists, and like the aesthetic of baneblades so much more than knights for some reason. Still not gonna take a Knight, but I need something to take down this one friends renegade in particular

I've got 3 LRs, guess I can pick up some executioner turrets. Gonna kit bash a slam cap, a few PF commanders and hide em in hordes. Maybe max out psykers and astropaths too, for lots of buffs


Executioners won't do any more to a Knight than Battlecannons will. Same # of shots, the better AP doesn't matter because of 5++ (more likely a 3++ or 4++), and same average damage.

Fighting a renegade knight is significantly easier, but you need to go pretty much full artillery and Cadian. Try to get a scratch wound in with mortars or lasguns, then Overlapping Fields of Fire + the Cadian Relic to unleash hell on the Knight. At least 3 basilisks, 2 manticores, and 2 leman russes to pull this off, but you should be able to bring it down.

Killing a 3++ Knight in a single turn as Guard is pretty much mathematically impossible as far as I can tell without doing something silly like going 100% armor.

This message was edited 1 time. Last update was at 2018/10/05 22:52:27


 
   
Made in jp
Been Around the Block




RogueApiary wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


What format are you playing? If ITC Champions, all he needs to do is consistently kill more units than you do while holding even on the board objectives. That's pretty much how my mono-guard lists lose in general during ITC matches. There just aren't enough enemy units on the board for me to stay even on the 'killed more' primary, then he just needs to keep me off of a single objective on my side of the board for one turn to pull ahead. Going with a ton of infantry also made it trivial for my opponent to max reaper and DBTC (DBTC is gone now, but the new version is even easier to get since it involves killing just two units/turn instead of 3)


Automatically Appended Next Post:
TankCmdr wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


Thanks yeah that's kinda what I thought regarding allies, hmm...

It's too bad, I really prefer mono faction lists, and like the aesthetic of baneblades so much more than knights for some reason. Still not gonna take a Knight, but I need something to take down this one friends renegade in particular

I've got 3 LRs, guess I can pick up some executioner turrets. Gonna kit bash a slam cap, a few PF commanders and hide em in hordes. Maybe max out psykers and astropaths too, for lots of buffs


Executioners won't do any more to a Knight than Battlecannons will. Same # of shots, the better AP doesn't matter because of 5++ (more likely a 3++ or 4++), and same average damage.

Fighting a renegade knight is significantly easier, but you need to go pretty much full artillery and Cadian. Try to get a scratch wound in with mortars or lasguns, then Overlapping Fields of Fire + the Cadian Relic to unleash hell on the Knight. At least 3 basilisks, 2 manticores, and 2 leman russes to pull this off, but you should be able to bring it down.

Killing a 3++ Knight in a single turn as Guard is pretty much mathematically impossible as far as I can tell without doing something silly like going 100% armor.


Take Bullgryns. Go second and use the strategem to buff armor saves. Then Take Cover! strat. Bring a psyker for the armor buff power, and take a priest. Knights lose their invul in melee, and not a single screening unit in their army would be able to stand up to 9 Bullgryns (and 3 Bullgryn characters just for giggles). The main problem with this idea is the slow movement speed, although that can also be a plus if you're just trying to make the enemy waste shots into your Bullgryns. That's about 27 wounds walking up the board with essentially 2++ or 3++ saves, and if you don't like math or plan on failing a psychic phase, you could always stick a brute shield in there for a steady 4++. It's going to take at least a full turn of enemy shooting devoted to killing these guys...and if you brought 10 crusaders, then they're already busy shooting at their 3+ saves because the crusaders moved up twice in a turn due to Acts of Faith.

It's a little point heavy, but as far as making enemies pick targets to shoot at, it's a good setup. Just have some Basilisks (or other Line of Sight ignoring thing) parked in the back away from everything else (with a screen) and you should be able to support the Bullgryns as they go up.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in us
Dakka Veteran




Ravemastaj wrote:
RogueApiary wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


What format are you playing? If ITC Champions, all he needs to do is consistently kill more units than you do while holding even on the board objectives. That's pretty much how my mono-guard lists lose in general during ITC matches. There just aren't enough enemy units on the board for me to stay even on the 'killed more' primary, then he just needs to keep me off of a single objective on my side of the board for one turn to pull ahead. Going with a ton of infantry also made it trivial for my opponent to max reaper and DBTC (DBTC is gone now, but the new version is even easier to get since it involves killing just two units/turn instead of 3)


Automatically Appended Next Post:
TankCmdr wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


Thanks yeah that's kinda what I thought regarding allies, hmm...

It's too bad, I really prefer mono faction lists, and like the aesthetic of baneblades so much more than knights for some reason. Still not gonna take a Knight, but I need something to take down this one friends renegade in particular

I've got 3 LRs, guess I can pick up some executioner turrets. Gonna kit bash a slam cap, a few PF commanders and hide em in hordes. Maybe max out psykers and astropaths too, for lots of buffs


Executioners won't do any more to a Knight than Battlecannons will. Same # of shots, the better AP doesn't matter because of 5++ (more likely a 3++ or 4++), and same average damage.

Fighting a renegade knight is significantly easier, but you need to go pretty much full artillery and Cadian. Try to get a scratch wound in with mortars or lasguns, then Overlapping Fields of Fire + the Cadian Relic to unleash hell on the Knight. At least 3 basilisks, 2 manticores, and 2 leman russes to pull this off, but you should be able to bring it down.

Killing a 3++ Knight in a single turn as Guard is pretty much mathematically impossible as far as I can tell without doing something silly like going 100% armor.


Take Bullgryns. Go second and use the strategem to buff armor saves. Then Take Cover! strat. Bring a psyker for the armor buff power, and take a priest. Knights lose their invul in melee, and not a single screening unit in their army would be able to stand up to 9 Bullgryns (and 3 Bullgryn characters just for giggles). The main problem with this idea is the slow movement speed, although that can also be a plus if you're just trying to make the enemy waste shots into your Bullgryns. That's about 27 wounds walking up the board with essentially 2++ or 3++ saves, and if you don't like math or plan on failing a psychic phase, you could always stick a brute shield in there for a steady 4++. It's going to take at least a full turn of enemy shooting devoted to killing these guys...and if you brought 10 crusaders, then they're already busy shooting at their 3+ saves because the crusaders moved up twice in a turn due to Acts of Faith.

It's a little point heavy, but as far as making enemies pick targets to shoot at, it's a good setup. Just have some Basilisks (or other Line of Sight ignoring thing) parked in the back away from everything else (with a screen) and you should be able to support the Bullgryns as they go up.


One, 9 Bullgryn with 5 attacks each will fail to even bracket a Knight with average rolls. Two, 6" movement vs. 12" movement. If your opponent lets the Bullgryns make contact, he messed up. Far more likely is that he will just kite the Bullgryn while shooting up your backline, throwing a Guard squad in front of the Bullgryn every turn as a speed bump. A 9 Bullgryn deathstar would be pretty easy to just ignore for most of the game. Three, see one and realize that after you've done your 10 damage, he will kill one in return using happy feet, then just fall back 12" and continue shooting the things you actually care about.
   
Made in jp
Been Around the Block




Spoiler:
RogueApiary wrote:
Ravemastaj wrote:
RogueApiary wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


What format are you playing? If ITC Champions, all he needs to do is consistently kill more units than you do while holding even on the board objectives. That's pretty much how my mono-guard lists lose in general during ITC matches. There just aren't enough enemy units on the board for me to stay even on the 'killed more' primary, then he just needs to keep me off of a single objective on my side of the board for one turn to pull ahead. Going with a ton of infantry also made it trivial for my opponent to max reaper and DBTC (DBTC is gone now, but the new version is even easier to get since it involves killing just two units/turn instead of 3)


Automatically Appended Next Post:
TankCmdr wrote:
U02dah4 wrote:
That would be either BA slam CPT allies or IK allies

The best we can muster is catachan executioners clustered around harker and its probably not that strong by comparison

Alternatively dont kill the knight i intend to just out horde the knights at my next tourney got my list to 39 units and 260W the knights dont have the firepower


Thanks yeah that's kinda what I thought regarding allies, hmm...

It's too bad, I really prefer mono faction lists, and like the aesthetic of baneblades so much more than knights for some reason. Still not gonna take a Knight, but I need something to take down this one friends renegade in particular

I've got 3 LRs, guess I can pick up some executioner turrets. Gonna kit bash a slam cap, a few PF commanders and hide em in hordes. Maybe max out psykers and astropaths too, for lots of buffs


Executioners won't do any more to a Knight than Battlecannons will. Same # of shots, the better AP doesn't matter because of 5++ (more likely a 3++ or 4++), and same average damage.

Fighting a renegade knight is significantly easier, but you need to go pretty much full artillery and Cadian. Try to get a scratch wound in with mortars or lasguns, then Overlapping Fields of Fire + the Cadian Relic to unleash hell on the Knight. At least 3 basilisks, 2 manticores, and 2 leman russes to pull this off, but you should be able to bring it down.

Killing a 3++ Knight in a single turn as Guard is pretty much mathematically impossible as far as I can tell without doing something silly like going 100% armor.


Take Bullgryns. Go second and use the strategem to buff armor saves. Then Take Cover! strat. Bring a psyker for the armor buff power, and take a priest. Knights lose their invul in melee, and not a single screening unit in their army would be able to stand up to 9 Bullgryns (and 3 Bullgryn characters just for giggles). The main problem with this idea is the slow movement speed, although that can also be a plus if you're just trying to make the enemy waste shots into your Bullgryns. That's about 27 wounds walking up the board with essentially 2++ or 3++ saves, and if you don't like math or plan on failing a psychic phase, you could always stick a brute shield in there for a steady 4++. It's going to take at least a full turn of enemy shooting devoted to killing these guys...and if you brought 10 crusaders, then they're already busy shooting at their 3+ saves because the crusaders moved up twice in a turn due to Acts of Faith.

It's a little point heavy, but as far as making enemies pick targets to shoot at, it's a good setup. Just have some Basilisks (or other Line of Sight ignoring thing) parked in the back away from everything else (with a screen) and you should be able to support the Bullgryns as they go up.


One, 9 Bullgryn with 5 attacks each will fail to even bracket a Knight with average rolls. Two, 6" movement vs. 12" movement. If your opponent lets the Bullgryns make contact, he messed up. Far more likely is that he will just kite the Bullgryn while shooting up your backline, throwing a Guard squad in front of the Bullgryn every turn as a speed bump. A 9 Bullgryn deathstar would be pretty easy to just ignore for most of the game. Three, see one and realize that after you've done your 10 damage, he will kill one in return using happy feet, then just fall back 12" and continue shooting the things you actually care about.


That all depends on how you score points. In ITC, Bullgryns don't give up easy kill points, and in regular games they are a unit that holds objectives like no other. A squad of 9 is big enough to limit movement options for a Knight, since they will get into base-to-base contact with them if they try to pass (granted that you have supporting elements like Crusaders or Sentinels backing them up). Don't forget the fact that Bullgryns get grenades, and they can use the strategy that lets all 9 of them throw grenades. They can wipe out multiple screening units a turn very easily. I'm not saying they are a perfect match-up to destroy Knights - I'm saying they are a perfect option to force Knights into losing the game.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in us
Guardsman with Flashlight




What about the Cyclops? Keep it screened or behind cover, punch through enemy screens with another unit, then send it in?
   
Made in jp
Been Around the Block




 Spartan089 wrote:
Honestly chimera are not worth their points, you're almost always better off taking more bodies. With just 3 basic squads you'l always find yourself losing on objectives.


With the new strategem for going second, you should take another look at Chimeras. They can get a 2+ save, and if you use Armageddon, you can hop out with a commander after the Alpha Strike and start going to town on whatever moved up the board. Armageddon is now an amazing beta-strike list - especially since their vehicles can ignore the AP of Autocannons and their equivalents on top of the extra save. Not saying they are top tier yet, but it would definitely be a neat trick against most opponents.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in us
Discriminating Deathmark Assassin






Went to a tournament yesterday with my guard list and two out of 3 matches were against lists where most of their army was a -1 to hit (Necron tomb blade heavy list and a all bike custode list with the dude with the banner). What can we do against this stuff? I have a single hydra that I managed to forget to take with me so I back filled with mortar teams but still that would have just died first and I went second all three matches seizing on only one.

This message was edited 1 time. Last update was at 2018/10/07 15:20:07


 
   
Made in gb
Longtime Dakkanaut



Glasgow

Answer A: Custodes is a tough match for pure guard volume of models/firepower is probably the best answer if your cadian or catachan with harker your still hitting 40% of the time. big vehicles are a red herring now everyone is primed with anti tank for the knights so as you say that would get shot off first 12 infantry squads with a lascannon is a little bit harder

Answer b: look to your Allies SM DA GK AdM and IK are all 3+ BS so the -1 has less effect BA will get in close enough to ignore the -1.


Automatically Appended Next Post:
TankCmdr wrote:
What about the Cyclops? Keep it screened or behind cover, punch through enemy screens with another unit, then send it in?

Cyclops is fun in a catachan list and excellent anti flyer probably our best unit for it but it suffers from being unreliable. The sneaking thing works but with random range and number of shots impact can be variable and it can also hit you

This message was edited 2 times. Last update was at 2018/10/07 15:35:29


 
   
Made in us
Discriminating Deathmark Assassin






Ah, I forgot to mention I had a BA Smash Captain detachment with 2 captains and 3 units of scouts. In the first game they dropped in to kill a baneblade variant (forget which one) and my winged you-can't-over-watch-me captain failed a 3d6 charge with a command point reroll :( and the second captain died to over watch because the first one couldn't get it :( Second game the winged captian got in and killed 4 out of 6 necron destroyers (forgot to swing a second time) and then they all got back up and the other captain failed his charge with a reroll....

I also ran a Shadowsword without sponsons. In the end the winner of tournament by a long shot was the knight player with a guard battery....he pretty much tabled every opponent.
   
Made in gb
Longtime Dakkanaut



Glasgow

I'm not fond of the shadowsword just because if you go down that route an IK is just more survivable.

I think it sounds like the problem was you geared yourself up to take down a few large targets (knights) and then didn't face knights. Thats the problem with taking an anti-meta list over a TAC.

This message was edited 1 time. Last update was at 2018/10/07 16:51:24


 
   
Made in us
Storm Trooper with Maglight





CO

Is anybody else pissed that our commander option for Kill Team is going to be a lousy Commissar? So lame :(

5k Imperial Guard
2k Ad Mech 
   
Made in gb
Longtime Dakkanaut




UK

 Colonel Cross wrote:
Is anybody else pissed that our commander option for Kill Team is going to be a lousy Commissar? So lame :(


Lol, well I would hope that there are other options too.

I mean, Imperials have a total of 4 new commanders according to that news leak. And a commissar is at least pretty fluffy.

Chaos have to resort to being commanded by... nobody at all.
   
Made in us
Lone Wolf Sentinel Pilot






Iowa

Niiru wrote:
 Colonel Cross wrote:
Is anybody else pissed that our commander option for Kill Team is going to be a lousy Commissar? So lame :(


Lol, well I would hope that there are other options too.

I mean, Imperials have a total of 4 new commanders according to that news leak. And a commissar is at least pretty fluffy.

Chaos have to resort to being commanded by... nobody at all.

Except, in photos from, I believe, Warhammer World, we see Box art from the Commander’s booth. This includes a Tempestor Prime for sure. There will be what, 40 Commanders, right? That’s a good amount to go around.

If the truth can destroy it, then it deserves to be destroyed. 
   
Made in us
Storm Trooper with Maglight





CO

Niiru wrote:
 Colonel Cross wrote:
Is anybody else pissed that our commander option for Kill Team is going to be a lousy Commissar? So lame :(


Lol, well I would hope that there are other options too.

I mean, Imperials have a total of 4 new commanders according to that news leak. And a commissar is at least pretty fluffy.

Chaos have to resort to being commanded by... nobody at all.


I don't quite see how commissars are fluffy for leading a squad of soldiers? Maybe hunting down a lone heretic guardsman or something? But if you could enlighten me, maybe I wouldn't be so annoyed.

5k Imperial Guard
2k Ad Mech 
   
 
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