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Made in us
Longtime Dakkanaut




Indiana

shank911 wrote:
 Trickstick wrote:
Thought some may be interested in this piece I found about Conscripts. I would never go to the extreme of an all conscript army, although I was thinking about 100 to be a nice manpower force. Temped to build some movement trays for them and march them forward Chenkov style.

Spoiler:


Wouldn't snipers be the downfall of this technique since they could shoot the commander out and commissar?


Once you do the math on snipers it takes quite a few to reliably drop a character in one shooting phase.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Hardened Veteran Guardsman






10 Ratlings drop a commissar/commander a turn for 70pts.
   
Made in de
Enginseer with a Wrench






Since we are already talking about snipers:

10 Ratlings vs Vindicare Assassin?
   
Made in gb
Sybarite Swinging an Agonizer





Kazakhstan

Snipers aren't terribly difficult to over come, a few over sized banners and Cadian flags would do the trick. If you can't see the model, you can't shoot it.

   
Made in us
Longtime Dakkanaut




Indiana

 SuspiciousSucculent wrote:
10 Ratlings drop a commissar/commander a turn for 70pts.


10 shoots
6.66 hits
1 mortal
4.44 wounds
2.22 get through

That i just over 3 wounds. Not seeing a reliable drop of a character from that.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Hardened Veteran Guardsman






 Leth wrote:
 SuspiciousSucculent wrote:
10 Ratlings drop a commissar/commander a turn for 70pts.


10 shoots
6.66 hits
1 mortal
4.44 wounds
2.22 get through

That i just over 3 wounds. Not seeing a reliable drop of a character from that.


First off both commissars and commanders have only a 5+ armor, so 3.33 + 1 mortal wound get through, which will drop either in a single turn. Even if in cover, the commissars are only 3 wounds, and so are reliably dropped, and they are what really holds conscripts together.
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

 Leth wrote:
 SuspiciousSucculent wrote:
10 Ratlings drop a commissar/commander a turn for 70pts.


10 shoots
6.66 hits
1 mortal
4.44 wounds
2.22 get through

That i just over 3 wounds. Not seeing a reliable drop of a character from that.

Three unsaved wounds will kill an ordinary commissar or platoon commander. A lucky fourth wound would finish off a lord commissar or company commander.

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in se
Dakka Veteran





 JB wrote:

Three unsaved wounds will kill an ordinary commissar or platoon commander. A lucky fourth wound would finish off a lord commissar or company commander.


At least they both have a 5++, so it's has to be very lucky indeed.

This message was edited 1 time. Last update was at 2017/06/13 11:06:46


5500 pts
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Made in us
Daemonic Dreadnought






20 ratlings using shoot and scamper to stay out of LOS.
10 hits
1.66 mortal wounds
5 regular wounds
3.33 unsaved wounds against IG characters, 2.5 agaist eldar psykers

Not bad

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Rough Rider with Boomstick





Lord Commissars get 4+, so they're a little harder to kill, but definitely still don't want to get shot.
   
Made in us
Hardened Veteran Guardsman






Biophysical wrote:
Lord Commissars get 4+, so they're a little harder to kill, but definitely still don't want to get shot.


They are also nearly twice the cost of a non-aristocratic commissar, so...
   
Made in se
Dakka Veteran





Lord Comissars are also infinitely cooler and better at fighting.

I know what I'm fielding.

5500 pts
6500 pts
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13.000 pts
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 schadenfreude wrote:
20 ratlings using shoot and scamper to stay out of LOS.
10 hits
1.66 mortal wounds
5 regular wounds
3.33 unsaved wounds against IG characters, 2.5 agaist eldar psykers

Not bad


If you try to use ssas like jsj, then you are taking the -1 to move with a heavy weapon.

Also, Ratlings will die to pretty much any fire. A couple of mortar squads would make short work of them.

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

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Hardened Veteran Guardsman






You get to set up ratlings after mortars are set up, though, so this can be mitigated to an extent. And it would still take 2-3 turns of shooting with the mortars to wipe a squad of 10, depending on your luck. Ratlings will likely make their points back in dead characters by then.

Deepstriking Scion command squad with 2 volley guns has about the same damage output, costs 2 points more, can be positioned more accurately, and have a reasonable chance of making a charge and tying up the snipers in melee after shooting them up.

Ratlings are certainly fragile, but they are cheap and effective at what they do for what they cost.
   
Made in us
Longtime Dakkanaut




Indiana

I think we are going to see plenty of indirect fire weapons making a comeback, thunderfire cannons, mortars, whirlwinds, etc.

They are pretty good in general and have a solid damage output.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Angelic Adepta Sororitas




I cant find what platoon standards do, did I miss it somewhere? I see regimental standards, +1 leadership. Platoon standard is also 5 pts but cant find the rules.
   
Made in us
World-Weary Pathfinder




 lash92 wrote:
Since we are already talking about snipers:

10 Ratlings vs Vindicare Assassin?


The vindicare has an advantage in survivability and range. Because it is a character it can only be targeted by counter snipers (which it may outrange) unless it is the closest unit.

A good artillery strike, like from a wyrven or HWS will seriously hurt ratlings. A wyrven will do an average of 3.39 wounds to a group of ratlings in cover. Doesn't seem bad except in the morale phase they will, on average, lose 5 more due to morale (they are LD 5). The wyrven can't even target the vindicare unless it is closest enemy unit. And even if it could, it will do an average of 1.15 wounds.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Twoshoes23 wrote:
I cant find what platoon standards do, did I miss it somewhere? I see regimental standards, +1 leadership. Platoon standard is also 5 pts but cant find the rules.


Platoon standards are just the version for Scion command squads. There is no longer a difference between ccs/pcs, or the different banners they had, it is all just the regimental standard and normal command squad.

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

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

I have played three games using 2000 points. My initial impression is that IG artillery is too good for the points cost. I have enjoyed using Wyverns, Basilisks, and Manticores with a Master of Ordnance. The Basilisk is fair but the others are beat sticks.


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I am going to check on using another superheavy company in a game today. The last two games with it have been super duper badwrongfun for the opponent, since the Baneblades basically drove in a straight line forwards until everything was dead, so they may not want to play them and I won't force them too.

Might get something done with stormswords, or might play something else entirely.
   
Made in de
Enginseer with a Wrench






Lendys wrote:
 lash92 wrote:
Since we are already talking about snipers:

10 Ratlings vs Vindicare Assassin?


The vindicare has an advantage in survivability and range. Because it is a character it can only be targeted by counter snipers (which it may outrange) unless it is the closest unit.

A good artillery strike, like from a wyrven or HWS will seriously hurt ratlings. A wyrven will do an average of 3.39 wounds to a group of ratlings in cover. Doesn't seem bad except in the morale phase they will, on average, lose 5 more due to morale (they are LD 5). The wyrven can't even target the vindicare unless it is closest enemy unit. And even if it could, it will do an average of 1.15 wounds.


Good points.
Plus the Vindicare has imo the far cooler model.
   
Made in gb
Towering Hierophant Bio-Titan



UK

 Unit1126PLL wrote:
I am going to check on using another superheavy company in a game today. The last two games with it have been super duper badwrongfun for the opponent, since the Baneblades basically drove in a straight line forwards until everything was dead, so they may not want to play them and I won't force them too.

Might get something done with stormswords, or might play something else entirely.
Does the Baneblade have a Inv save?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in ca
Regular Dakkanaut



Canada

Razerous wrote:
 Unit1126PLL wrote:
I am going to check on using another superheavy company in a game today. The last two games with it have been super duper badwrongfun for the opponent, since the Baneblades basically drove in a straight line forwards until everything was dead, so they may not want to play them and I won't force them too.

Might get something done with stormswords, or might play something else entirely.
Does the Baneblade have a Inv save?


Don't think any of the super heavy tanks for AM do
   
Made in us
Member of the Ethereal Council






me and my friends can find anything that says otherwise....but does the baneblade still suffer -1 to hit with special weapons?

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Made in us
Regular Dakkanaut




Wish you could put Pask in a baneblade haha

This message was edited 1 time. Last update was at 2017/06/13 18:38:00


 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 hotsauceman1 wrote:
me and my friends can find anything that says otherwise....but does the baneblade still suffer -1 to hit with special weapons?


Yeah, -1 to hit with heavy weapons.

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

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Towering Hierophant Bio-Titan



UK

 Trickstick wrote:
 hotsauceman1 wrote:
me and my friends can find anything that says otherwise....but does the baneblade still suffer -1 to hit with special weapons?


Yeah, -1 to hit with heavy weapons.
Why.. can only think of the Titanic keyword?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Discriminating Deathmark Assassin






So what's everyone's opinion on wyverns? I own three and would hate to see them start collecting dust
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Razerous wrote:
 Trickstick wrote:
 hotsauceman1 wrote:
me and my friends can find anything that says otherwise....but does the baneblade still suffer -1 to hit with special weapons?


Yeah, -1 to hit with heavy weapons.
Why.. can only think of the Titanic keyword?


Everything in the game gets -1 to hit with heavy weapons whilst moving, unless they have a rule on their datasheet that removes it. A lot of people are going to forget that things like fliers shoot most guns at -1. Most superheavies, like the knight, have a rule that stops the -1. However, the baneblades have a rule that lets them shoot in combat and after retreating, but nothing about the -1.

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

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Rough Rider with Boomstick





The "while moving" part is also important. Specifically, it only applies if you moved in the movement phase. Just another reason why a Baneblade generally wants to be in combat in 8th: if you're locked in melee you're not moving, the pile-in move doesn't count because that's part of the fight phase. So a Baneblade can happily sit in melee, getting 9 attacks in the fight phase on top of being able to shoot all of its weapons at full BS because it's considered to be not moving.
   
 
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