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Made in us
Decrepit Dakkanaut






Springfield, VA

 vipoid wrote:
 Unit1126PLL wrote:
U02dah4 wrote:
Where does it say the datasheet in the AM codex is overridden.

It overode the datasheet in the SoB index 2 but the datasheet in the AM Codex is current with the right keyword


It says it in the Designers Note on Page 69 of Chapter Approved, at the beginning of the Adepta Sororitas Beta Codex section. It specifically calls out the Crusaders, and explicitly instructs Astra Militarum players to use the Datasheet from the beta Codex.



Does that me we also need to abide by the footnote on p94, saying that a detachment without any Ministorum Priests can only include one unit of Ecclesiarchy Battle Conclave unit (one of which is Crusaders)?


Yes, I assume so. If it had said "Adepta Sororitas" detachment, then the case may be that IG can ignore the restriction. But as it stands, if you have a detachment, whether you are Imperial Guard, Space Marines, Ynnari, Chaos Daemons, or Tau, you can only bring one "Ecclesiarchy Battle Conclave" unit per detachment, unless you also include a Ministorum Priest.
   
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Longtime Dakkanaut




Yeah, for now i am just going to skip the crusaders. The new rules for them dont help at all, it just makes them worse. I hope gw doesnt stick to this plan. I shouldnt have to buy a sisters codex when it comes out to use crusaders from the Astra militarum codex, thats like saying "hey, the new space marine codex came out, all you dark angels/blood angels/space wolves players need to buy it because we changed how the rhino works". Bah, thought this was supposed to be the edition that cut down on books...
   
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Heroic Senior Officer





Western Kentucky

Well GW did say they're going to FAQ it into the IG codex, so theoretically you shouldn't need any additional books, just the FAQ that we're already probably lugging around anyways. As best I can tell, any changes they make to IG crusaders rules wise will be free to access in our FAQ, no different than when they changed how the commissar ability works or added the 50/50 order test for conscripts.

It is annoying though, definitely confusing

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Ohio

So I finally got around to trying out that emperors wrath artillery company.

All I used for the bonuses were wyverns. Let me tell you a Wyvern firing twice, with -1 ap, and possibly ignoring cover is super deadly!

Couple it with over lapping or the aerial spotters and you’ve got a nasty artillery piece!

I’ve mainly been playing with the emperors fist tank company and that reroll overwatch bubble is huge! Coupled with defensive gunners and now your opponent is going to lose some models or the model for just charging!

 
   
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 tankboy145 wrote:
So I finally got around to trying out that emperors wrath artillery company.

All I used for the bonuses were wyverns. Let me tell you a Wyvern firing twice, with -1 ap, and possibly ignoring cover is super deadly!

Couple it with over lapping or the aerial spotters and you’ve got a nasty artillery piece!

I’ve mainly been playing with the emperors fist tank company and that reroll overwatch bubble is huge! Coupled with defensive gunners and now your opponent is going to lose some models or the model for just charging!


I haven't read it but I thought you only got extra -1 on hit rolls of 6?
   
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Ork-Hunting Inquisitorial Xenokiller





Hi

Did a tournament with a pure AM army this weekend so thought I would share my list and experience. I used 2 of the Vigilus Defiant specialist detachments.

List was...

== Cadian Battalion ==

Company Commander (Old Grudges, Kurov's Aquila)
Company Commander
Primaris Psyker

3 infantry squads

Heavy Weapons Squad: Mortars

== Cadian Supreme Command Detachment ==
Specialist Detachment: Emperor's Fist Tank Company

Pask with Battle Cannon
Tank Commander with Hammer of Sunderance relic Battle Cannon
Tank Commander with Punisher - Field Commander with "Unflinching Resolve" warlord trait

Tech-priest enginseer

Shadowsword (barebones no sponsons)

== Militarum Tempestus Battalion ==
Specialist Detachment: Tempestus Drop Force

Tempestor Prime - Chainsword, Command Rod. Field Commander with "Grav-Chute Commando" warlord trait
Tempestor Prime - Chainsword, Command Rod.

Scions squad with 2 x Hotshot Volley Guns
Scions squad with 2 x Hotshot Volley Guns
Scions squad with 2 x Meltaguns

Scions Command Squad with 4x Plasmaguns

Valkyrie with Rockets and Multilaser

Taurox Prime with gatling, hotshot volley guns and storm bolter.



-----------

I think the list has potential although there are plenty of sub-optimal choices here... for example the scions loadout is "what can I build from 4 boxes of scions?" rather than "what is the best loadout possible?". You only get 1 plasmagun per box.

The shadowsword was a total waste of 420 ish points. I think it killed 5 marines and 4 cultists over 3 games or something. I went second in every game and it was either useless (shooting a volcano cannon at chaos cultists!) or dead.

I horribly misplayed the tanks in games 2 and 3 (put infantry WAYYYY too close to them so the opponent charged the infantry then piled into/consolidated into 1" of the tanks... so their wonderful overwatch was wasted as they were never charged) and I also forgot to use Overlapping Fields of Fire all tournament (never played Cadian before and forgot about it) which might have made a difference in a couple of instances.

The Drop Force formation is LEGIT though. 4 plasma scions and a Tempestor Prime... jump out 9" away from something and get 8 shots, hitting on 2s... and 1s don't kill them due to the +1 to hit. Within half range so 5s and 6s create extra shots. I gave them the tempestus "reroll all wounds against vehicles and monsters" order instead of reroll 1s to hit. They are all-stars. Killed a tank commander in 1 volley. They are absolute all-stars.

They die immediately after doing their thing but that's not hugely surprising.

Anyway there you go.

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

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Iowa

I’m still building my Scion army, and with specialist detachments, I’m wondering if I should change my approach.

Pre-specialist detachments, my plan was having two Valkyries with two ten man hot-shot lasgun squads aboard, as well as a Tempestor Prime for FRFSRF. There could be other things as well, like a Lord Commissar and an Astropath, but that is not important now.

I basically wanted to alpha strike the enemy infantry (or, if lacking infantry, maybe spend a CP for grenadiers and throw ten Kraks). I would then have three plasma Scion Command squads and a Tempestor Prime deepstrikes the next turn for a beta strike on either whatever the infantry is guarding or something else. Laurels of Command on that Tempestor Prime, too.

But with Tempestus Drop force, would it be more efficient to put plasma squads in a Valkyrie and have the appropriate supporting officers in the second Valkyrie?

I’m still on the fence, as hot-shot lasguns can’t deepstrike into rapid fire range while plasma can, and with Laurels, I have a fair chance of getting both Take aim and Elimination Protocol Sanctioned off on the plasma squads anyway. And the plasma squads would have the benefit of less infantry to immediately fire at them if I alpha strike the enemy’s infantry.

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 Silentz wrote:



The shadowsword was a total waste of 420 ish points. I think it killed 5 marines and 4 cultists over 3 games or something. I went second in every game and it was either useless (shooting a volcano cannon at chaos cultists!) or dead.

I horribly misplayed the tanks in games 2 and 3 (put infantry WAYYYY too close to them so the opponent charged the infantry then piled into/consolidated into 1" of the tanks... so their wonderful overwatch was wasted as they were never charged) and I also forgot to use Overlapping Fields of Fire all tournament (never played Cadian before and forgot about it) which might have made a difference in a couple of instances.


Anyway there you go.


Well, if the enemy nuked the Shadowsword turn 1, consider the alternative would be losing Pask + your relic tank commander, since the Shadowsword is about as durable as both combined. I'd usually rather lose the Shadowsword. Did you try assaulting things with it? I discovered in a game this weekend that the Shadowsword (if you use the 1 CP stratagem Crush Them) is a god damn beast in close combat, 9 str9 AP-2 hits, each doing D3 damage is absurd for a tank.

On your other tanks, when they were consolidated into, was that a turn 1 charge by the enemy? I'm playing a similar list (Shadowsword + Pask and 2 Tank Commanders as supreme command) and wondering how best to protect them turn 1. If it was a turn 2 charge, probably just move the infantry screens out a bit so there's a 7" gap between the tanks and the infantry, so they can't consolidate into the tanks?
   
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Sounds like a fun army to play

My advice would be that you don't actually need to decide this right now. You can see your opponent's army and think...
yikes! Loads of tanks and a knight! I am putting my plasma in the Valkyries!
or alternatively
yikes! 200 ork boyz! I am putting my hot shots in the valkyries.

Some sort of alterate, ground based transport system is also useful... e.g. taurox primes, chimeras. You need some board presence.

Note that as far as I can understand (although there seems to be some disagreement on this) you don't get to move your troops after they disembark from a Valkyrie. They can disembark after the 45" move but I believe they then don't get to move again. So they will always be outside the hotshot lasgun half range. You can just get them into the opponent's backfield on turn 1, which you can't do with native deepstrike.

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
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Decrepit Dakkanaut






Springfield, VA

My experience with IG Superheavy tanks is that you should probably bring 3 or 0, unless you have a plan to deal with them. It's like the old phrase "Two is one, and one is none." You need redundancy. My superheavy tank companies often lose a tank on the first turn fairly easily, but fortunately I've got two more to maneuver and engage with. The lack of giving a crap about getting Stuck In, plus their own ability to overrun enemy units getting Stuck In themselves (as aptly noted by Horst) makes them quite good.

I typically leave a single vehicle back and rather isolated, while having two maneuver vehicles that move forwards to engage the enemy. If the terrain is dense enough (e.g. an apoc urban board on a 12x8), then I leapfrog the overwatching (military term, not 40k term) tanks. Usually, a 6x4 is small enough that no leap-frogging forwards is required. The goal is to absolutely get the vehicles stuck in.

Remember, a Baneblade is more at home stuck in combat than it is anywhere else. In combat, it can still effectively engage the enemy with both its guns and its formidable CC power, while the enemy is both prevented from firing at it with guns and from falling back and charging something else (disregarding special rules to the contrary of course).

One hilarious way to protect a Shadowsword from an enemy Castellan, while still being able to blast the Castellan in the face, is to stick the Shadowsword into combat with something. Use a mob of Guardsmen to pin the enemy unit in place, and then run the shadowsword in. I've done this to a unit of deep-striking Terminators - the Shadowsword didn't use Crush Them! so it was unreliable, and of course the regular Guard mob didn't wipe them out either. The Terminator's power fists were solidly meh against the Shadowsword itself and lacked volume against the Imperial Guardsmen. The trapped Terminators made the Shadowsword immune to the Castellan's guns, but the Shadowsword could happily blaze away at the Castellan for however long it wished...
   
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Ork-Hunting Inquisitorial Xenokiller





 Horst wrote:
 Silentz wrote:



The shadowsword was a total waste of 420 ish points. I think it killed 5 marines and 4 cultists over 3 games or something. I went second in every game and it was either useless (shooting a volcano cannon at chaos cultists!) or dead.

I horribly misplayed the tanks in games 2 and 3 (put infantry WAYYYY too close to them so the opponent charged the infantry then piled into/consolidated into 1" of the tanks... so their wonderful overwatch was wasted as they were never charged) and I also forgot to use Overlapping Fields of Fire all tournament (never played Cadian before and forgot about it) which might have made a difference in a couple of instances.


Anyway there you go.


Well, if the enemy nuked the Shadowsword turn 1, consider the alternative would be losing Pask + your relic tank commander, since the Shadowsword is about as durable as both combined. I'd usually rather lose the Shadowsword. Did you try assaulting things with it? I discovered in a game this weekend that the Shadowsword (if you use the 1 CP stratagem Crush Them) is a god damn beast in close combat, 9 str9 AP-2 hits, each doing D3 damage is absurd for a tank.

On your other tanks, when they were consolidated into, was that a turn 1 charge by the enemy? I'm playing a similar list (Shadowsword + Pask and 2 Tank Commanders as supreme command) and wondering how best to protect them turn 1. If it was a turn 2 charge, probably just move the infantry screens out a bit so there's a 7" gap between the tanks and the infantry, so they can't consolidate into the tanks?

Game 1 was a massive win for me - playing a fully footslogging Crimson Fists army. Great guy, thematic army but not really a tournament-grade force.

2nd match was against Chaos Soup. I didn't think he could get a first turn charge off but forgot that Dark Crystal relic existed. So it wasn't the mased cultists that got me is was the Tzangors who suddenly appeared 9" away on turn one.

Hard to know how to defend against this - particularly in Dawn of War deployment where you get hardly any space to play with. I think should have deployed my Emperor's Fist tanks on the back edge of the table. without any screen. At least they would have then been able to get some overwatch in.

Didn't actually take a photo of this game but here's the deployment for the 3rd game...

https://imgur.com/gallery/SjdVV0h

Making similar mistakes. The Russes should be on the back line and the Shadowsword should be in the opposite corner. I made it so that if they get to me, my army is shut down and I am completely boxed in.

I lose many of my games during deployment. Lack of practice really.


Automatically Appended Next Post:
 Unit1126PLL wrote:
My experience with IG Superheavy tanks is that you should probably bring 3 or 0, unless you have a plan to deal with them. It's like the old phrase "Two is one, and one is none." You need redundancy.


I agree completely.

One reason I will never be a proper competitive player is that I take the painting part too seriously and it takes me ages. Plus I rarely want to paint the same unit over and over again.

When I bought the Shadowsword in February 2018, Leman Russes and Shadowswords could tallarn Ambush outflank on T1. I think I finished it in November? By the time I had painted it the Ambush stratagem and T1 deepstrike had been nerfed not once, but twice! You can't even deep strike it in your own deployment zone now.

The idea of painting 2 more of the same model just doesn't get me going.

 Unit1126PLL wrote:

One hilarious way to protect a Shadowsword from an enemy Castellan, while still being able to blast the Castellan in the face, is to stick the Shadowsword into combat with something.

Yeah... I should defo be more aggressive with it. You have infinite more experience with these models than I do. I've used my Shadowsword... 7 times. 2 x 3-game tournaments and a one off homehammer game.

This message was edited 2 times. Last update was at 2019/01/07 16:49:42


TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in gb
Regular Dakkanaut




 Silentz wrote:
Sounds like a fun army to play

My advice would be that you don't actually need to decide this right now. You can see your opponent's army and think...
yikes! Loads of tanks and a knight! I am putting my plasma in the Valkyries!
or alternatively
yikes! 200 ork boyz! I am putting my hot shots in the valkyries.

Some sort of alterate, ground based transport system is also useful... e.g. taurox primes, chimeras. You need some board presence.

Note that as far as I can understand (although there seems to be some disagreement on this) you don't get to move your troops after they disembark from a Valkyrie. They can disembark after the 45" move but I believe they then don't get to move again. So they will always be outside the hotshot lasgun half range. You can just get them into the opponent's backfield on turn 1, which you can't do with native deepstrike.


The rules for transports say that disembarking models get to move normally, don’t see why the valk would be any different
   
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C4790M wrote:


The rules for transports say that disembarking models get to move normally, don’t see why the valk would be any different

There's a big thread on this in YMDC at the moment.

The rules for transports say that disembarking models get to move normally - that is correct
The rules for transports also say that disembarking is always done BEFORE the transport moves
The rules (FAQs) also say that units disembarking via some special rule AFTER a transport has moved also count as having moved.

I don't see that GW could possibly have intended to make Valkyries the single exception to the pretty much hard and fast universal rule that you don't get to jump out 9" away and then move closer.

What else in the game allows you to do that?

I could be wrong but I am pretty sure I am not

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
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Silentz, looking at your list, I think a major difference is that I'm using a lot more infantry (80 vs 30), so I think I'll try a different approach... spread the russes out (12" apart at least), and surround them with bubble-wrap. Don't bother to wrap the Shadowsword, because it cannot be locked in combat.

I think the only time I'll need to consolidate all my russes together is if the enemy has a Knight Castellan, so I can use my Warlord's Old Grudges ability to re-roll wounds against it. Most lists like that shouldn't be able to achieve a turn 1 charge, and if they are I doubt they can clear two 10 man screens... though I may have to spend some CP to pass a morale test or two to keep them locked if they have like Custodes Jetbikers in my face turn 1.

Looking at going to my first tournament in 2 weeks, so your experiences are helpful
   
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Springfield, VA

 Horst wrote:
Silentz, looking at your list, I think a major difference is that I'm using a lot more infantry (80 vs 30), so I think I'll try a different approach... spread the russes out (12" apart at least), and surround them with bubble-wrap. Don't bother to wrap the Shadowsword, because it cannot be locked in combat.

I think the only time I'll need to consolidate all my russes together is if the enemy has a Knight Castellan, so I can use my Warlord's Old Grudges ability to re-roll wounds against it. Most lists like that shouldn't be able to achieve a turn 1 charge, and if they are I doubt they can clear two 10 man screens... though I may have to spend some CP to pass a morale test or two to keep them locked if they have like Custodes Jetbikers in my face turn 1.

Looking at going to my first tournament in 2 weeks, so your experiences are helpful


Indeed, you'll be able to trap more enemy units with those 80 guardsmen as well, using them like a wave of dirt to bury units in, if you, say, wish to prevent a unit from falling back from the Shadowsword... lol.
   
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Iowa

 Silentz wrote:
Sounds like a fun army to play

My advice would be that you don't actually need to decide this right now. You can see your opponent's army and think...
yikes! Loads of tanks and a knight! I am putting my plasma in the Valkyries!
or alternatively
yikes! 200 ork boyz! I am putting my hot shots in the valkyries.

Some sort of alterate, ground based transport system is also useful... e.g. taurox primes, chimeras. You need some board presence.

Note that as far as I can understand (although there seems to be some disagreement on this) you don't get to move your troops after they disembark from a Valkyrie. They can disembark after the 45" move but I believe they then don't get to move again. So they will always be outside the hotshot lasgun half range. You can just get them into the opponent's backfield on turn 1, which you can't do with native deepstrike.

I know, I made the thread in YMDC that you are referencing. It seems, however, that the vast majority play as units can move after disembarking, so I’m playing under that assumption.
I’ve got Tauroxes in the list as well, it’s for a full 2000 point army, I was only curious about this specific tactic involving some of my units. I’m just wondering which is more mathematically efficient, really.

This message was edited 1 time. Last update was at 2019/01/07 18:18:43


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 Silentz wrote:
C4790M wrote:


The rules for transports say that disembarking models get to move normally, don’t see why the valk would be any different

There's a big thread on this in YMDC at the moment.

The rules for transports say that disembarking models get to move normally - that is correct
The rules for transports also say that disembarking is always done BEFORE the transport moves
The rules (FAQs) also say that units disembarking via some special rule AFTER a transport has moved also count as having moved.

I don't see that GW could possibly have intended to make Valkyries the single exception to the pretty much hard and fast universal rule that you don't get to jump out 9" away and then move closer.

What else in the game allows you to do that?

I could be wrong but I am pretty sure I am not


good points, however, wouldn't the valk be the exception as no other supersonic transport has the grav-chute insertion? it is the only rule to suggest the transport move first then disembark, presumably, as normal. also, which FAQ are you are you referencing? the only thing I can find is the ork errata pertaining to blood axes falling back and shooting/charge, and the rulebook errata about gate of infinite and heavy weapons having count as moved. Both of which do not seem to directly influence disembarking rules?
   
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Iowa

ghenghis_Ken wrote:
 Silentz wrote:
C4790M wrote:


The rules for transports say that disembarking models get to move normally, don’t see why the valk would be any different

There's a big thread on this in YMDC at the moment.

The rules for transports say that disembarking models get to move normally - that is correct
The rules for transports also say that disembarking is always done BEFORE the transport moves
The rules (FAQs) also say that units disembarking via some special rule AFTER a transport has moved also count as having moved.

I don't see that GW could possibly have intended to make Valkyries the single exception to the pretty much hard and fast universal rule that you don't get to jump out 9" away and then move closer.

What else in the game allows you to do that?

I could be wrong but I am pretty sure I am not


good points, however, wouldn't the valk be the exception as no other supersonic transport has the grav-chute insertion? it is the only rule to suggest the transport move first then disembark, presumably, as normal. also, which FAQ are you are you referencing? the only thing I can find is the ork errata pertaining to blood axes falling back and shooting/charge, and the rulebook errata about gate of infinite and heavy weapons having count as moved. Both of which do not seem to directly influence disembarking rules?

BRB FAQ page 6 is the issue.

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ah gotcha. "having count as moved" seems to suggest embarked units have moved their full extent.
   
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ghenghis_Ken wrote:
ah gotcha. "having count as moved" seems to suggest embarked units have moved their full extent.


I think really it implies they count as having moved, which means they fire heavy weapons at -1 to hit, no? They don't count as having moved they're full distance, they're not 'Unable to move further this phase', they simply count as having moved for the purpose of any rules which check if a unit has undertaken any form of movement this turn.

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AdmiralHalsey wrote:
ghenghis_Ken wrote:
ah gotcha. "having count as moved" seems to suggest embarked units have moved their full extent.


I think really it implies they count as having moved, which means they fire heavy weapons at -1 to hit, no? They don't count as having moved they're full distance, they're not 'Unable to move further this phase', they simply count as having moved for the purpose of any rules which check if a unit has undertaken any form of movement this turn.


I just read through the full YMDC and now my head hurts...personally, I'm slightly leaning toward yes to moving after disembark but I'm gonna check with my opponent first to see if they are cool with it.
   
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Yeah I have realised I am like a lone voice in the wilderness who thinks this is totally no bueno.

I don't believe GW have intentionally given any transport the ability to get people closer than 9". They sort of did it with the old infiltrate rules, but there was an inherent risk in that if you didn't get first turn you could be a bit stranded. I think the "you can die on a roll of 1" is the amount of risk you would expect to pay from being able to deploy after a 45" transport move.

Anyway if my opponents are cool with me dropping scions anywhere on a 45" line, deploying them within 3" then moving them a further 6"... well, more power to me! Maybe I should buy another Valkyrie! The turn 1 objective capture could be legendary.

Not a huge difference for Scions but will allow them to nudge into half hotshot range (while keeping within 6" of the valkyrie so it can overwatch on a 4+!)

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Read the blog at:
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 Horst wrote:
Well, if the enemy nuked the Shadowsword turn 1, consider the alternative would be losing Pask + your relic tank commander, since the Shadowsword is about as durable as both combined. I'd usually rather lose the Shadowsword. Did you try assaulting things with it? I discovered in a game this weekend that the Shadowsword (if you use the 1 CP stratagem Crush Them) is a god damn beast in close combat, 9 str9 AP-2 hits, each doing D3 damage is absurd for a tank.


Pask and russ would be easier to hide in LOS though.

Not that shadowsword would be all that hard to cover most of LOS around here anyway though.

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So I'm considering replacing the Shadowsword with a Knight Gallant in my army. It will serve a similar role, anti-superheavy, but it will do it with melee, and it will be a hell of a lot more durable. Has anyone done something like this, where you have just a single cheap Knight, backed by a lot of Tank Commanders for ranged firepower? Here's an example list of what I'm thinking of.

IG Brigade, Cadian -

3x CC
8x Infantry
2x Astropath
1x Techpriest
2x Hellhound
1x Armored Sentinel
3x Mortar HWS

IG Supreme Command, Cadian

Pask, Executioner (las/plas sponsons)
TC Executioner (las/plas sponsons)
TC Leman Russ (3x Heavy Bolter)
TC Leman Russ (3x Heavy Bolter)

Aux Superheavy

House Terryn, Exalted Court, Heirlooms of Household for -2 CP

Knight Gallant w/ Ion Bulwark + Paragon Gauntlet
   
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 Horst wrote:
So I'm considering replacing the Shadowsword with a Knight Gallant in my army. It will serve a similar role, anti-superheavy, but it will do it with melee, and it will be a hell of a lot more durable. Has anyone done something like this, where you have just a single cheap Knight, backed by a lot of Tank Commanders for ranged firepower? Here's an example list of what I'm thinking of.

IG Brigade, Cadian -

3x CC
8x Infantry
2x Astropath
1x Techpriest
2x Hellhound
1x Armored Sentinel
3x Mortar HWS

IG Supreme Command, Cadian

Pask, Executioner (las/plas sponsons)
TC Executioner (las/plas sponsons)
TC Leman Russ (3x Heavy Bolter)
TC Leman Russ (3x Heavy Bolter)

Aux Superheavy

House Terryn, Exalted Court, Heirlooms of Household for -2 CP

Knight Gallant w/ Ion Bulwark + Paragon Gauntlet



You can only take an household in a super heavy detachment, in an auxilary superheavy (aka a single knight) you can only be a freeblade


 
   
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Locked in the Tower of Amareo





Household is still decided for aux superheavies. They don't get the bonus(extra help for making the charge) but can still use house teryn "fight twice" strategem.

2024 painted/bought: 109/109 
   
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Stealthy Warhound Titan Princeps






Bummer. I mean I can do the normal thing of dropping 2 tank commanders and just taking my brigade + the 2 executioners, and just up the Knights to a full Superheavy Detachment with 2 Helvarins, but I liked the idea of Pask + 3 Tank Commanders in a Supreme Command.
   
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Hurr! Ogryn Bone 'Ead!





WA

You get a household with an aux, just not the household trait.

That being said, I'd go with landstrider instead of ion bulwark. The improved invul in ranged is not going to help you as much, as that thing should be in combat every round and landstrider makes sure its there

 
   
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Ork-Hunting Inquisitorial Xenokiller





 Horst wrote:
Bummer. I mean I can do the normal thing of dropping 2 tank commanders and just taking my brigade + the 2 executioners, and just up the Knights to a full Superheavy Detachment with 2 Helvarins, but I liked the idea of Pask + 3 Tank Commanders in a Supreme Command.

Yeah in case you missed it tGuardStrider has read the rules wrong. You can be anything you like in a Super Heavy Aux Detachment and use all the strategems, even the ones that only apply to your household.

What you don't get is the "Chapter Tactic" - which is called a Household Tradition in that codex.

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Regular Dakkanaut




The vigalus artillery special detachment fire twice strat is awesome with a catachan basilisk and yarrick nearby. Took out a squad of 5+ dark reapers in a turn even with - 1 to hit.

Im playing an itc tournament tomorrow and my first opponent is running nothing but 3 x great brass scorpions of khorne. Ill be combining that strat with vengeance for cadia. Any other tips for taking on 3 cc based super heavies who can fire out of cc are appreciated.
   
 
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