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Made in fi
Locked in the Tower of Amareo





Nostro wrote:
tneva82 wrote:
Keep in mind you still need to pay for assasin. You don't get him for free. You do get to choose WHICH assasin you take with the stratagem so can choose one suited for opponents army.


He made the point actually, he took the assassin via stratagem which means it isn't in the list so he can make the decision to drop it for the next step up, and use 250pt+95pt=345pts instead of 250pts and keeping the assassin


Except he alrready said it's no balance so he plays with 95 pts more.

And one could arque removing reserve points is changing previous list

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 schadenfreude wrote:
Maxzero wrote:
 Mr.Omega wrote:

The Manticore is certainly the more efficient use of the support ace max damage ability because as Moustaffa has pointed out there's no additional CP tax to get extra shots.

I am going to be taking a Master of Ordnance while I test out the new custom regiment rules with Gunnery Experts, which seems like its going to be great on both the Manticore and Basilisk. The MoO is just a no brainer now I think even in a Cadian list, with 6 Basilisk-lite shots at BS3+ for only 30 pts and 1 CP, on top of the re-roll aura.

I'm weighing up whether to take a Wyvern personally at the moment alongside my Manticore and two Basilisks in my EW Artillery Battalion as trash clearance. Got the idea having read a few pages back on the shield drone debate, having looked at the numbers It looks like it can kill 8-9 Shield Drones in the first turn. Unfortunately, I haven't had a chance to play the infamous Riptide/Drone list yet at my local so I don't know how disruptive that would be to a Riptide spam list along with everything else unloading as well



A single Mortar HWS with the Concentrated Fire Stratagem is 3D6 str 4 attacks that hit on 3+ with +1 to wound for 45 points.

Wyvern is really hard to justify.


Mortars will average 10.5 shots.

Wyvern with full magazines will average 18 shots

Same to wound agaisnt shield drones if mortars spend a CP

Mortars hit on 3+ with a CP, wyverns get rerolls to wound.

They can compete against each other. If you need 1 a list should have both.

If you really need the mortars then the wyvern can shoot twice for 2 CP and dump out an average of 36 shots.


So I forego a Tank Ace on a Manticore/Basilisk and pay for a 150% point cost increase for an 80% increase in firepower? Seems like a great deal.

Yeah there is a reason they are not popular at the moment.
   
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tneva82 wrote:
Nostro wrote:
tneva82 wrote:
Keep in mind you still need to pay for assasin. You don't get him for free. You do get to choose WHICH assasin you take with the stratagem so can choose one suited for opponents army.


He made the point actually, he took the assassin via stratagem which means it isn't in the list so he can make the decision to drop it for the next step up, and use 250pt+95pt=345pts instead of 250pts and keeping the assassin


Except he alrready said it's no balance so he plays with 95 pts more.

And one could arque removing reserve points is changing previous list


So for clarification: matched play, but because I brought in an assassin with the stratagem, technically it wasn't part of the list, I just left out 95 points for it. So instead of spending 250, I can spend 250+95 if I don't bring an assassin next time.

So any ideas? I thought of a Valkyrie, heavy bolter spam, I don't even have more ideas. I just need to get there faster than him, and close the bridge.

This message was edited 1 time. Last update was at 2020/03/02 15:11:31


 
   
Made in de
Junior Officer with Laspistol






Some ideas to your problem, but please take it just as that, as I'm not really familiar with Tyranids and don't know how your table will look like.
So if I'm not completely mistaken those hormagaunts can move 8 + (3d6 pick the highest) x2 (with opportunistic advance) and might move a second time with metabolic overdrive. So they might move up to 40'', correct?

1. The Valkyrie is an excellent idea, especially since it will likely be useful in a variety of different scenarios, that you might encounter alongside your campaign.
2. One IG unit that moves surprisingly fast are Scout Sentinels. With Scout move (9''), normal move (9''), advance (D6') and "Go Recon" (2D6 Inch), you on average get 28''. IF you go first and this 28'' are enough to reach the bridge, the relatively large base of the Sentinels might(!) be enough to slow the bugs down a bit.
3. depending on how many rounds that mission will take a mean thing to do could be a Deathstrike that just remains in your deployment zone, ideally out of LOS. If the bugs just swarm the objective they risk being nicely bound up and eat a Vortex Missile turn 2 or 3. It's risky, but it might tempt him to spread his beasts more or divert some of them to your backfield.

You might even (it's not optimal, but in your case of limited Points possible), Exchange the Valks Hellstrikee Missiles with Missile Pods and ditch the Heavy Bolters to bring the Valk to 124 Points and squeeze in two of them. They can even fire their Missile Pods when advancing. So with this setup you could do the following:
a) order the Inf squads to "Move Move Move" and let them advance => they are 12+2D6'' from the Deployment Zone.
b) let all Bullgryns, the Commissar, Priest and Company Commander embark and fly+Advance to the objective (45+20'' should be enough for that). Don't forget to fire the Missile Pods at the Hormagaunts
c) go into hover mode turn two to let them savely disembark.
d) fly+ Advance back towards the Infantry squads that move again. Since they are now on average 25-28'' (depending on if they advanced) from the deployment zone and you have flown back ~24'' in their direction it could be enough that they can embark in the same turn. Fire the Missile Pods and the Multilaser again.
e) bring your Infantry to your Bullgryns.

=> that might be enough to even outrun the Tyranids.... maybe. But I'm just theorycrafting here


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New idea, based on the nature of your comments.

For my 345 poins, I thought of Hector Rex, a regular squad, a mortar HWS, and a Valkyrie. That would give me major psychic defence, some more bodies (if you table your enemy too soon, you are actually hindered, as the game ends and unopened loot is lost), and a cheap option to slowly clear his Terma blob and Ripper swarm.

However, there is a high risk version as well. Hector Rex, Valkyrie, Wyvern with vigilus artillery. I'll have enough CP for 2 turns of 4 CP stratagem shooting (shot twice, hit+1, reroll failed hits). That would clear the Terma blob first turn (18 dead models + possibly the rest of the squad if outside synapse), or a Genestealer squad, or the Warrior squad. I can't bring more bodies if I bring the Wyvern, but I can effectively clear out half his army with it.

Very, very nasty option, but the lack of 10 more bodies and the fast CP burning might be a big risk. How does this sound?

This message was edited 1 time. Last update was at 2020/03/04 15:43:46


 
   
Made in us
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Texas

Pyroalchi wrote:
Some ideas to your problem, but please take it just as that, as I'm not really familiar with Tyranids and don't know how your table will look like.
So if I'm not completely mistaken those hormagaunts can move 8 + (3d6 pick the highest) x2 (with opportunistic advance) and might move a second time with metabolic overdrive. So they might move up to 40'', correct?

1. The Valkyrie is an excellent idea, especially since it will likely be useful in a variety of different scenarios, that you might encounter alongside your campaign.
2. One IG unit that moves surprisingly fast are Scout Sentinels. With Scout move (9''), normal move (9''), advance (D6') and "Go Recon" (2D6 Inch), you on average get 28''. IF you go first and this 28'' are enough to reach the bridge, the relatively large base of the Sentinels might(!) be enough to slow the bugs down a bit.
3. depending on how many rounds that mission will take a mean thing to do could be a Deathstrike that just remains in your deployment zone, ideally out of LOS. If the bugs just swarm the objective they risk being nicely bound up and eat a Vortex Missile turn 2 or 3. It's risky, but it might tempt him to spread his beasts more or divert some of them to your backfield.

You might even (it's not optimal, but in your case of limited Points possible), Exchange the Valks Hellstrikee Missiles with Missile Pods and ditch the Heavy Bolters to bring the Valk to 124 Points and squeeze in two of them. They can even fire their Missile Pods when advancing. So with this setup you could do the following:
a) order the Inf squads to "Move Move Move" and let them advance => they are 12+2D6'' from the Deployment Zone.
b) let all Bullgryns, the Commissar, Priest and Company Commander embark and fly+Advance to the objective (45+20'' should be enough for that). Don't forget to fire the Missile Pods at the Hormagaunts
c) go into hover mode turn two to let them savely disembark.
d) fly+ Advance back towards the Infantry squads that move again. Since they are now on average 25-28'' (depending on if they advanced) from the deployment zone and you have flown back ~24'' in their direction it could be enough that they can embark in the same turn. Fire the Missile Pods and the Multilaser again.
e) bring your Infantry to your Bullgryns.

=> that might be enough to even outrun the Tyranids.... maybe. But I'm just theorycrafting here



Maybe, but doubtful. You forgot the 6" pile in and consolidate, and the 2d6 charge range. So now you are adding 13-24" more on the threat range. Hormagants are weak though. Screen properly, then just counter charge with bullgryns or Catachan infantry blobs and take them apart.

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Made in de
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@ Dynas: My answer was specifically meant for the described scenario of both forces starting at the same table edge and racing towards an obective behind a bridge. Therefore I assume that screening/countercharging is in this scenario not really relevant for the guard player as the Tyranid does not move in his direction.

Regarding forgetting the charge + consolidate range: if they use metabolic overdrive to move a second time, they can not charge. So assuming they roll a 6 on their 3D6 advance they would have the choice between:
a) 8'' move + (2x3D6'' pick the highest) Advance + 2D6'' charge + 6'' consolidate = mean 33'' range, IF there is a unit they can charge on the way to the bridge/objective they want to reach.
b) 2 x (8'' move + (2x3D6'' pick the highest) Advance) = 40'' with metabolic overdrive (but no charge)

This message was edited 1 time. Last update was at 2020/03/04 19:08:01


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Texas

8+6 =14
8+6 = 14 swarmlord hiv commander
2d6 charge 7" average , 12" max
6" pile in
6" consolidate or use Overrun for move again for 8+ incehs

Range
40-45" range
57" with pile in and conslidate
So basically the entire table.


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OK, I stay corrected.

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Heroic Senior Officer





Western Kentucky

For you guys who have played lots of tournaments, which did you feel was worth more for it's weight in points. Shadowsword/Baneblade, or it's points in leman Russ variants, primarily Demolishers and a hammer of sunderance.

Trying to come up with a pure guard army that would play relatively quickly at events, and was considering a single shadowsword or Baneblade. However, with all the negative aura buffs out there and ways to shut down a single source of shooting, it feels like that many points in a single unit would leave you very vulnerable. Plus, you can easily take 3-4 Russe's now for the cost of a shadowsword properly kitted out and I can't help but feel that that is more flexible, durable, and has far more shooting. Yes, you can't buff the tanks as easily as the shadowsword and the tanks don't have anything for melee, but the other advantages just seem too useful to ignore.

My gut tells me to stick with the Russe's, but I've never actually used a Baneblade variant (heresy I know) so I'd appreciate any advice people familiar with them could give.

'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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 MrMoustaffa wrote:
For you guys who have played lots of tournaments, which did you feel was worth more for it's weight in points. Shadowsword/Baneblade, or it's points in leman Russ variants, primarily Demolishers and a hammer of sunderance.

Trying to come up with a pure guard army that would play relatively quickly at events, and was considering a single shadowsword or Baneblade. However, with all the negative aura buffs out there and ways to shut down a single source of shooting, it feels like that many points in a single unit would leave you very vulnerable. Plus, you can easily take 3-4 Russe's now for the cost of a shadowsword properly kitted out and I can't help but feel that that is more flexible, durable, and has far more shooting. Yes, you can't buff the tanks as easily as the shadowsword and the tanks don't have anything for melee, but the other advantages just seem too useful to ignore.

My gut tells me to stick with the Russe's, but I've never actually used a Baneblade variant (heresy I know) so I'd appreciate any advice people familiar with them could give.


Stick with the Leman Russ. The baneblade will be shot off turn 1/2 at best. ITs too big to hide. You can sometimes get work done with it if you outflank with tallarn. Also, charging with it is great as well, as you can use stratagem grind em to dust. If you can somehow tripoint the unit the Baneblade is in combat with all the better. then just kill the unit in opponents fight phase so you are free to shoot next turn. Its difficult to do and the lack of invul save and massive size doesnt help.

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Ohio

 MrMoustaffa wrote:
For you guys who have played lots of tournaments, which did you feel was worth more for it's weight in points. Shadowsword/Baneblade, or it's points in leman Russ variants, primarily Demolishers and a hammer of sunderance.

Trying to come up with a pure guard army that would play relatively quickly at events, and was considering a single shadowsword or Baneblade. However, with all the negative aura buffs out there and ways to shut down a single source of shooting, it feels like that many points in a single unit would leave you very vulnerable. Plus, you can easily take 3-4 Russe's now for the cost of a shadowsword properly kitted out and I can't help but feel that that is more flexible, durable, and has far more shooting. Yes, you can't buff the tanks as easily as the shadowsword and the tanks don't have anything for melee, but the other advantages just seem too useful to ignore.

My gut tells me to stick with the Russe's, but I've never actually used a Baneblade variant (heresy I know) so I'd appreciate any advice people familiar with them could give.


My experience at tournaments(local and GT’s like Nova)is that baneblades and their variants aren’t too great. The meta was guard with knights and smash captains/custodes bikes but knights took a bit of a nerf and shortly after the meta was open a bit with a lot of eldar and choas up top. Now the meta being marines which has taken a necessary hit will change.

The above is important as once when knights were dominant they were everywhere. So most lists have enough anti tank to take of a knight which usually has a 4++. A baneblade does not have the invuln and is much easier to bring down in experience. If you don’t cripple your opponents anti tank your first turn, and that is if you go first then more than likely your super heavy is going to die. Also your super heavy unless vostroyan(strat for +1 to hit) or Cadian (overlapping) your tank is only hitting on bs4.

My opinion is so ready your firepower out amongst multiple units forcing your opponent to split fire. As now if he doesn’t kill a russ you just pop a strat for it to operate at full tier. And our other strat against vehicle for max number of shots is a huge boost.

Although rule of cool is most important and playing what you like!

Just my opinion, hope it helps your decision!

 
   
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Springfield, VA

 Dynas wrote:
 MrMoustaffa wrote:
For you guys who have played lots of tournaments, which did you feel was worth more for it's weight in points. Shadowsword/Baneblade, or it's points in leman Russ variants, primarily Demolishers and a hammer of sunderance.

Trying to come up with a pure guard army that would play relatively quickly at events, and was considering a single shadowsword or Baneblade. However, with all the negative aura buffs out there and ways to shut down a single source of shooting, it feels like that many points in a single unit would leave you very vulnerable. Plus, you can easily take 3-4 Russe's now for the cost of a shadowsword properly kitted out and I can't help but feel that that is more flexible, durable, and has far more shooting. Yes, you can't buff the tanks as easily as the shadowsword and the tanks don't have anything for melee, but the other advantages just seem too useful to ignore.

My gut tells me to stick with the Russe's, but I've never actually used a Baneblade variant (heresy I know) so I'd appreciate any advice people familiar with them could give.


Stick with the Leman Russ. The baneblade will be shot off turn 1/2 at best. ITs too big to hide. You can sometimes get work done with it if you outflank with tallarn. Also, charging with it is great as well, as you can use stratagem grind em to dust. If you can somehow tripoint the unit the Baneblade is in combat with all the better. then just kill the unit in opponents fight phase so you are free to shoot next turn. Its difficult to do and the lack of invul save and massive size doesnt help.


A baneblade in combat never ever wants to actually kill its foes, since being in combat prevents the baneblade from being shot, but does not actually restrict its shooting.
   
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I run an infantry/leman russ heavy army with basilisk support, just read the new PA stuff. Any opinions on the Tank Ace? Worth taking? Im not sure id create a new regiment, cadian for infantry and catachan for Russes still seems pretty good.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
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Western Kentucky

 Billagio wrote:
I run an infantry/leman russ heavy army with basilisk support, just read the new PA stuff. Any opinions on the Tank Ace? Worth taking? Im not sure id create a new regiment, cadian for infantry and catachan for Russes still seems pretty good.

Well, full payload is a gimme for a manticore or basilisk. Id say that's usually an autotake unless you're fighting green tide or something like that. Either one, don't forget your Hunter killer missile for a flat 6 damage shot turn one. Might be the one thing on a vehicle worth spending an auger array on, a S8, ap2, flat 6 damage missile with a built in reroll is pretty solid for 11pts. If you don't end up using it for the hunter killer you just use it on a miss for the missile and it still does something.

As for tanks, that'll be heavily dependent on the opponent, since the actual skill is picked game to game. Lots of 2-3 flat damage enemy AT? Take the -1 damage. Lots of low AP AT, 2+ armor save. Fighting Valorous Heart? Take additional AP on your hammer of sunderance to smash through their imagifier buff.

I know my first choice would the manticore, only burning my WLT for a second if I really needed it and didn't see grand Strategist or Old grudges paying off, and I'll be honest I can't think of a situation at the moment where that'd be true.

Also thanks to everyone for their input on the Russ vs Baneblade variant debate. I kind of had a feeling the Russe's were the right answer but wanted to give the Baneblade frames a fair shake. Gonna stick with my tried and true Russe's and Bullgryn.

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 MrMoustaffa wrote:
 Billagio wrote:
I run an infantry/leman russ heavy army with basilisk support, just read the new PA stuff. Any opinions on the Tank Ace? Worth taking? Im not sure id create a new regiment, cadian for infantry and catachan for Russes still seems pretty good.

Well, full payload is a gimme for a manticore or basilisk. Id say that's usually an autotake unless you're fighting green tide or something like that. Either one, don't forget your Hunter killer missile for a flat 6 damage shot turn one. Might be the one thing on a vehicle worth spending an auger array on, a S8, ap2, flat 6 damage missile with a built in reroll is pretty solid for 11pts. If you don't end up using it for the hunter killer you just use it on a miss for the missile and it still does something.

As for tanks, that'll be heavily dependent on the opponent, since the actual skill is picked game to game. Lots of 2-3 flat damage enemy AT? Take the -1 damage. Lots of low AP AT, 2+ armor save. Fighting Valorous Heart? Take additional AP on your hammer of sunderance to smash through their imagifier buff.

I know my first choice would the manticore, only burning my WLT for a second if I really needed it and didn't see grand Strategist or Old grudges paying off, and I'll be honest I can't think of a situation at the moment where that'd be true.

Also thanks to everyone for their input on the Russ vs Baneblade variant debate. I kind of had a feeling the Russe's were the right answer but wanted to give the Baneblade frames a fair shake. Gonna stick with my tried and true Russe's and Bullgryn.


Ah yeah full payload will be real helpful. Main opponent is tyranids and he loves hive guard, will be useful for wiping those out right away.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
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You can take the free tank ace ability, sacrifice your WLT for a second ace ability, and use the Scion strat to give a Tempestor Prime a WLT like old Grudges. That's what I've done in a few games and it's worked out pretty good
   
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I feel like old grudges on a tempestor would be harder to use. Maybe it's because I like to drop them, but getting that 6" aura to fire is harder. I would probably take one of the MT traits instead.

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Opinions on best LR variant for general use? Ive been partial to conquerors myself, or the executioner

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 Trickstick wrote:
I feel like old grudges on a tempestor would be harder to use. Maybe it's because I like to drop them, but getting that 6" aura to fire is harder. I would probably take one of the MT traits instead.


I just drop him next to my artillery/LRTC. Figure losing his orders for the 1 Scion squad is worth getting Old Grudges on my big shooty things
   
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 Billagio wrote:
Opinions on best LR variant for general use? Ive been partial to conquerors myself, or the executioner


Conqueror's are FW, so they have missed some of the point changes that normal Leman Russes have had. A battlecannon russ /w bolter is 137, a conqueror is 155. Not the end of the world but is the coax ability worth 18 points?

I would say it highly depends on what your army is. If we go off raw numbers, the demolisher is the most powerful gun. However, the short range means that it doesn't work in all armies. For example, a gunline Cadian army would probably be better with battlecannons or plasma, as you waste your doctrine if you have to move into range.

I'm a bit of a Tallarn demolisher lover, as I love throwing tanks into close range and blasting.

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Have you considered a valkyrie as a high speed deployment for a 10 man squad of crusaders? backed by an astropath to give them +1 to saves and a minipriest to give them extra attack?

121 cheap flyer (2 multirocket, 1 mulilaser) .. (althouh I always spring for the heavy bolters and the lascannon!)
130 10 crusaders (s3/t3/pwersword 2 swings) (3++ invuln)
15 astropath (to grant a +1 save for the 3++)
35 minipriest (to grant a +1A for the 2 attack)

You can therefore drop the 301 pointblob on the bridge round 1, making a nice line of nearly unshiftable crusaders (you will probably lose a couple stepping out of the bird at high speed). 2++ invuln on the infantry, though, and a valkyrie that isn't in hover mode (thus -1 to hit even if you didn't buy the countermeasure strat, AND can't be charged by non-flyers) ...

I haven't foudn the original question but figure you need to (from context) take and hold the bridge before the termies do. If you were to come in LATER, though, you could do something similar with deepstriking 10 man iotan gorgonnes scions (70 point for 10 model) ... they can come in at short range, drop a tempest prime behind them, and order them to fire x4 shots each, pop the point blank strat, and that's an average 42 s4/-2/1 shots hitting on 3+.(cause six's give double hits) Total cost is 105 inculding a tempester, but it will clear a screen or two before it dies. Stormtroopers do slightly better, dropping from a valkyrie at the same range, but firing at +1 and increasing their firepower by 1/3.

This message was edited 3 times. Last update was at 2020/03/09 03:23:15


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CO

Earlier in 8th edition we all tried to make crusaders work. The problem is there is so much anti infantry firepower it doesn't matter how good the save is, T3 infantry with only a single wound aren't worth all the effort and investment.

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 Trickstick wrote:
 Billagio wrote:
Opinions on best LR variant for general use? Ive been partial to conquerors myself, or the executioner


Conqueror's are FW, so they have missed some of the point changes that normal Leman Russes have had. A battlecannon russ /w bolter is 137, a conqueror is 155. Not the end of the world but is the coax ability worth 18 points?

I would say it highly depends on what your army is. If we go off raw numbers, the demolisher is the most powerful gun. However, the short range means that it doesn't work in all armies. For example, a gunline Cadian army would probably be better with battlecannons or plasma, as you waste your doctrine if you have to move into range.

I'm a bit of a Tallarn demolisher lover, as I love throwing tanks into close range and blasting.


Sure the coax storm bolter for 18 points isn’t worth it on its own but having it for the reroll hits is pretty good, no? Mainly run gun line cadian so I agree with battle cannons or plasma being the most effective choice for those lists

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
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Western Kentucky

 Billagio wrote:
Opinions on best LR variant for general use? Ive been partial to conquerors myself, or the executioner

It's probably the Demolisher or the generic leman Russ, depends on regiment. I'm really partial to the Demolisher lately, that extra strength, AP, and d6 damage and at two points less is very powerful. I tend to run more aggressive guard lists (as in I actually try to move out of the deployment zone, not turn 1 charge enemy ) so the range usually isn't an issue. Either I'm moving in on the enemy or they're moving in on me.

However, whenever I rely on demolishers I'm always taking a hammer of sunderance, a full payload manticore (aka hammer of Sunderance number 2) and most likely another tank command with something like an executioner cannon, some basilisks, or even just missile launchers in my line squads to make sure I have something to reach out and touch someone.

Main plan to make demolishers work though is to take them with the spotter detail/gunnery experts traits. At that point you have a demolisher that rerolls its shot amount and has a 35" grinding advance threat range, that's enough to make it useable as your mainline tank in my opinion. Let's me take say 4 regular tanks as Demolishers and a couple tank commanders with support weapons like a hammer and Punisher. Then you take hammer of Sunderance two: manticore edition and you have a very powerful armor component to your army. I don't like tank commander demolishers because they tend to be in the thick of the fighting and I can only take 3 tanks, and I also don't have a shadowsword. For that reason if I want armor saturation I have to have regular tanks somewhere, and honestly with the discounts regular Demolishers got I think they're very solid at 135pts with those buffs.

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 MrMoustaffa wrote:
 Billagio wrote:
Opinions on best LR variant for general use? Ive been partial to conquerors myself, or the executioner

It's probably the Demolisher or the generic leman Russ, depends on regiment. I'm really partial to the Demolisher lately, that extra strength, AP, and d6 damage and at two points less is very powerful. I tend to run more aggressive guard lists (as in I actually try to move out of the deployment zone, not turn 1 charge enemy ) so the range usually isn't an issue. Either I'm moving in on the enemy or they're moving in on me.

However, whenever I rely on demolishers I'm always taking a hammer of sunderance, a full payload manticore (aka hammer of Sunderance number 2) and most likely another tank command with something like an executioner cannon, some basilisks, or even just missile launchers in my line squads to make sure I have something to reach out and touch someone.

Main plan to make demolishers work though is to take them with the spotter detail/gunnery experts traits. At that point you have a demolisher that rerolls its shot amount and has a 35" grinding advance threat range, that's enough to make it useable as your mainline tank in my opinion. Let's me take say 4 regular tanks as Demolishers and a couple tank commanders with support weapons like a hammer and Punisher. Then you take hammer of Sunderance two: manticore edition and you have a very powerful armor component to your army. I don't like tank commander demolishers because they tend to be in the thick of the fighting and I can only take 3 tanks, and I also don't have a shadowsword. For that reason if I want armor saturation I have to have regular tanks somewhere, and honestly with the discounts regular Demolishers got I think they're very solid at 135pts with those buffs.


Currently I have my list as cadian infantry and basilisks with catachan LR Conqueror spearhead detachment (at 1500). Seems to be working ok, but I havent delved too much into the new PA stuff. Have not tried demolishers yet, with sunderance they do look nasty. General concensus that the stock LRBT is the best all-rounder due to the points drop over the conqs?

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
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Demolishers in custom regiments for +6" range and shot re roll.

Amazing deal for 135 points.
   
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Manchester, UK

Maxzero wrote:

Demolishers in custom regiments for +6" range and shot re roll.

Amazing deal for 135 points.


I just can't give up the advantages of Tallarn tanks. The +6" looks nice, but better movement and orders is too nice.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

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Texas

Maxzero wrote:

Demolishers in custom regiments for +6" range and shot re roll.

Amazing deal for 135 points.


This is good, if your making it for something like a Spearhead Detachment of only Leman Russ


Automatically Appended Next Post:
 Trickstick wrote:
Maxzero wrote:

Demolishers in custom regiments for +6" range and shot re roll.

Amazing deal for 135 points.


I just can't give up the advantages of Tallarn tanks. The +6" looks nice, but better movement and orders is too nice.


True.

The outflank potential and the ability to move shoot move is big. Put in a Vigilus Tank Detachment.

Tallarn Tank Commander with Relic Battle Canon, lascannon, plasma sponsons, Tank Ace +1 AP
Tank Commander Demolisher, lascannon, Plasma Sponsons, use unyielding advance for another 5" movement, So you can move at full, scoot, use tallarn tank order and really extend the threat range of this bad boy. Maybe make him tank Ace for slow and purposeful.

Spend CPC to double shoot the demolisher and use the new Hail of Fire stratagem for maximum shots.

This message was edited 2 times. Last update was at 2020/03/10 13:45:19


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You do have to watch out for hail of fire with plasma though. You are increasing your chance of overheats. Not that I wouldn't do it, but maybe use gunners kill on sight the round you plan on using it, to help mitigate the danger.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
 
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