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Made in us
Fixture of Dakka






Columbia, SC (USA)

 Aaranis wrote:
What's the thoughts about Primaris Psykers ? For 40 pts, having a Psyker with 2 powers looks good. And, as Sisters of Silence no longer hinder your own Psykers I'm considering adding one or two in my army. Wyrdvane Psykers look awful (and their models, ugh) and the Astropath looks like a very specific support, maybe to help some Snipers ? I already have a 7 points Omnispex to negate Cover.

I like using one astropath to buff the saving throw for Pask so that his tank gets a 2+ save.

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
Dakka Veteran




gungo wrote:
In all honesty this is a weak nerf. I expected scions to go up in cost and plasmaguns to be nerfed across the board given how much better then grenade launchers and poorly melta works w deepstrike. Command squads isn't that big a deal as people said regular scion squads are still awesome.
And the match play undersized unit ruling is ripe for abuse.


Automatically Appended Next Post:
Colonel Cross wrote:
They also nerfed the crap out of the Void Shield Generator :( haha I was going to have some fun with that.

I read it quickly what got nerfed? Sounded like they completely removed the damage chart. How is that a nerf?


Halved the bubble to wholly within 6", reduced the invuln to 5+.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Requizen wrote:
 JB wrote:
 SonsofVulkan wrote:

Regular scion squads hits no where as hard as a CS with 2 less special weapons and not very cost effective for suicide drop purposes. Still better than nothing lol

Why do you say that a regular scion squad has 2 less special weapons than a scion command squad? They can both take four.


Yeah we may very well see more maxed out Scion squads now for those 4 specials. Plus, bullet catchers are always nice.


I'd been leaning toward running them maxed even before the FAQ. Hot Shots are pretty solid this edition, depending on the matchup, and they can sometimes finish the job the plasma gunners started, especially if that job was hunting heavy infantry. I'll be running 2x10 with Prime in most lists.

   
Made in sg
Humorless Arbite





Hull

RogueApiary wrote:
gungo wrote:
In all honesty this is a weak nerf. I expected scions to go up in cost and plasmaguns to be nerfed across the board given how much better then grenade launchers and poorly melta works w deepstrike. Command squads isn't that big a deal as people said regular scion squads are still awesome.
And the match play undersized unit ruling is ripe for abuse.


Automatically Appended Next Post:
Colonel Cross wrote:
They also nerfed the crap out of the Void Shield Generator :( haha I was going to have some fun with that.

I read it quickly what got nerfed? Sounded like they completely removed the damage chart. How is that a nerf?


Halved the bubble to wholly within 6", reduced the invuln to 5+.


Look at it from a tactical perspective, it is a nerf (not even talking about the bubble size) because with the damage chart your opponent had a valid tactical choice;
Shoot the VSG, do some damage and reduce it's effectiveness OR
Shoot the units it's protecting and deal with the increased invuln.

Now there's no point in shooting the VSG unless you intend to fully delete it -- there's no deliberate play to reduce its effectiveness.

   
Made in us
Rough Rider with Boomstick





One amusing thing is Elysians didn't get hit quite as hard by the command squad cap as Scions did, because they can unlock a command squad with a 30-point platoon commander (though that PC does take up an elite slot, which is likely to be a rather scarce resource if you're running drop squads).

In terms of cost breakdown for two full squads:
Elysian command squads: 60 points for 2 PCs, 56 points for 8 Elysian veterans, 56 points for 8 plasma guns, 172 points total.

Scion command squads: 80 points for two TPs, 72 points for 8 Scions, 56 points for 8 plasma guns, 208 points total. (but you do get 4+ armor)

Scion trooper squads: 40 points for one TP, 180 points for 20 Scions, 56 points for 8 plasma guns, 12 points for 10 hot-shot lasguns and 2 hot-shot laspistols, 288 points total (so you basically pay 80 points for 12 extra bodies with hot-shots)

Elysian Veteran squads: 40 points for CC, 140 points for 20 Elysian veterans, 42 points for 6 plasma guns, 222 points total.

Elysian SWS: 40 points for CC, 60 points for 12 Elysian infantry, 42 points for 6 plasma guns, 142 points (downside is, the SWS is BS4+)
   
Made in us
Tunneling Trygon





NJ

Trying to figure out the best way to kill infantry at 36" range or longer. I was going to go with the Taurox Prime (so efficient it's crazy) but I don't like that I can't buff its ballistic skill at all, especially when it hits on 4+ if it moves.

Is there some way to buff the BS (or give re-rolls to) a Taurox Prime other than Yarrick?

I had planned to use defense searchlights to increase the Prime's ballistic skill but I see that they buff REGIMENT units, and I see that the Taurox prime has a REGIMENT of Tempestus and that apparently you can't choose for your REGIMENT to be Militarum Tempestus.

So what's a good long range infantry killer to use? Wyverns? Heavy Quad Launcher Batteries? I think I might like those better anyhow since I can grab what's his face to give re-rolls of 1 to hit to catachans, and I like catachans....but I just feel like the Taurox is just so ridiculously efficient
   
Made in us
Rough Rider with Boomstick





Mortar HWS are good if you can hide them out of LoS, and the Taurox Prime is still pretty good despite its inability to receive buffs.

The vast majority of our good anti-infantry options are within 24" range now though, because most of our blast weapons got changed to be mostly anti-tank and most of our long-range anti-infantry used to be blast weapons. So in general the best way to kill infantry as Guard now is to just get within 24" and hit them with lasguns (or a Punisher).

A cluster of Earthshaker platforms huddling around a Salamander Command Tank and Trojan Support vehicle might make good general-purpose fire support base though. Each Earthshaker would be rolling 2d6 dropping the lowest for shots (so should be getting around 4 most of the time), hitting on 3+ thanks to the Salamander, and re-rolling all misses thanks to the Trojan. So while it may not have the most volume of fire, the support auras it's getting sure would make it accurate. Much like the mortar teams you'll want to hide them somewhere out of LoS, especially since Earthshakers explode on 3+ for some reason.

If you have a lot of vehicles, one thing that can provide a bit of an anti-infantry boost at 36" is to stick a heavy stubber on everything that can take one. It's 3 S4 shots at 36" for just 4 points, it adds up.
   
Made in us
Daemonic Dreadnought






Bit of a nerf in the FAQ. # of command squads can not exceed the # of officers.

No more scion command squad spam unless you also spam platoon commanders to issue take aim orders.

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 gb
Killer Klaivex




The dark behind the eyes.

 schadenfreude wrote:
Bit of a nerf in the FAQ. # of command squads can not exceed the # of officers.

No more scion command squad spam unless you also spam platoon commanders to issue take aim orders.


Actually, Scion Command Squads need Tempestor Primes. Platoon Commanders only allow you access to normal Command Squads.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

 MacPhail wrote:
I'd been leaning toward running them maxed even before the FAQ. Hot Shots are pretty solid this edition, depending on the matchup, and they can sometimes finish the job the plasma gunners started, especially if that job was hunting heavy infantry. I'll be running 2x10 with Prime in most lists.


That's what I've been running, and they've been all stars. Basic hotshot lasguns do work against heavy infantry, and 10 men with 4+ saves are tougher in 8th than you realize, especially if you can drop into cover.
   
Made in gb
Longtime Dakkanaut



Glasgow

Isn't military tempests a regiment so can't you name tempestus the regiment for the platoon commander
   
Made in gb
Fully-charged Electropriest



UK

U02dah4 wrote:
Isn't military tempests a regiment so can't you name tempestus the regiment for the platoon commander


No.

Also cleared up in the FAQ, along with no regiments called Militarum Auxillia as well.

 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Loopstah wrote:
U02dah4 wrote:
Isn't military tempests a regiment so can't you name tempestus the regiment for the platoon commander


No.

Also cleared up in the FAQ, along with no regiments called Militarum Auxillia as well.


that one actually annoyed me. there's nothing OP or unfluffy about assigning officers to abhuman regiments. It seemed gamey, but it also was a good way to get a bit more out of some mid level units.
   
Made in us
Tunneling Trygon





NJ

 ross-128 wrote:
Mortar HWS are good if you can hide them out of LoS, and the Taurox Prime is still pretty good despite its inability to receive buffs.

The vast majority of our good anti-infantry options are within 24" range now though, because most of our blast weapons got changed to be mostly anti-tank and most of our long-range anti-infantry used to be blast weapons. So in general the best way to kill infantry as Guard now is to just get within 24" and hit them with lasguns (or a Punisher).

A cluster of Earthshaker platforms huddling around a Salamander Command Tank and Trojan Support vehicle might make good general-purpose fire support base though. Each Earthshaker would be rolling 2d6 dropping the lowest for shots (so should be getting around 4 most of the time), hitting on 3+ thanks to the Salamander, and re-rolling all misses thanks to the Trojan. So while it may not have the most volume of fire, the support auras it's getting sure would make it accurate. Much like the mortar teams you'll want to hide them somewhere out of LoS, especially since Earthshakers explode on 3+ for some reason.

If you have a lot of vehicles, one thing that can provide a bit of an anti-infantry boost at 36" is to stick a heavy stubber on everything that can take one. It's 3 S4 shots at 36" for just 4 points, it adds up.


I think I'd sooner just take Harken and call my guys Catachan (which I certainly plan to do anyhow) to give re-rolls of 1 to the artillery. The Sabre defense searchlights can boost the ballistic skill of anything regiment, so the earthshakers are already set. But I think you're right that the Taurox prime is still more effective even without the ballistic skill buffs
   
Made in us
Longtime Dakkanaut




I'm kinda liking my sentinel powerlifter again. Seems like a fun fluffy unit.
   
Made in us
Evasive Eshin Assassin






has it been mentioned(and i'm sorry if it has) that technically a tempestor prime cant issue any orders since it doesn't have the <Regiment> keyword?

scions also cant receive them...

is this just being ignored for now?

Voice of Command - This unit may issue one order per turn at the start of their shooting phase. Orders may only be issued to Infantry units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order pick a target unit and choose which order you wish to issue from the ORDERS table. A unit may only be affected by one order per turn.
   
Made in us
Kabalite Conscript





Dallas

 usernamesareannoying wrote:
has it been mentioned(and i'm sorry if it has) that technically a tempestor prime cant issue any orders since it doesn't have the <Regiment> keyword?

scions also cant receive them...

is this just being ignored for now?

Voice of Command - This unit may issue one order per turn at the start of their shooting phase. Orders may only be issued to Infantry units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order pick a target unit and choose which order you wish to issue from the ORDERS table. A unit may only be affected by one order per turn.

The Militarum Tempestus are considered to be their own regiment as of page 10 of the Imperium 2 codex, so the Tempestor Prime can issue orders to other Tempestus Units.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 usernamesareannoying wrote:
has it been mentioned(and i'm sorry if it has) that technically a tempestor prime cant issue any orders since it doesn't have the <Regiment> keyword?

scions also cant receive them...

is this just being ignored for now?

Voice of Command - This unit may issue one order per turn at the start of their shooting phase. Orders may only be issued to Infantry units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order pick a target unit and choose which order you wish to issue from the ORDERS table. A unit may only be affected by one order per turn.


'Militarum Tempestus' is a <regiment>. You're just not allowed to choose it as the <regiment> for other units.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Evasive Eshin Assassin






sorry guys, i misread that part.
i thought it was giving that as an example.
thanks for your help.
   
Made in us
Loyal Necron Lychguard




What do you guys think of this Mechanized + Scions list?

Tempestor Prime, Rod
Tempestor Prime, Rod
Tempestor Prime, Pistol (built that way, will probably change later)

Scion Command Squad, Plasmas
Scion Command Squad, Plasmas
Scion Command Squad, Meltas
Master of Ordinance

Scions, 2 Flamers
Scions, 2 HSVGs
Scions, 2 HSVGs
Scions, 2 Meltas
Scions, 2 Plasmas

Hellhound Squad, 3 with Heavy Flamers

Manticore
Manticore

Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + HSVGs


MSU to the extreme, but should be able to play at almost all ranges - close up with dudes and Hellhounds, ranged with Manticores and Taurox Missiles.

Not sure if the Manticores/Hellhounds are better or worse than a Superheavy like a Knight or Shadowsword, but it is a lot less "eggs in one basket". Worried about the SHV getting one-shot if the meta shifts that way, this way the power is spread out across the army.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Requizen wrote:
What do you guys think of this Mechanized + Scions list?

Tempestor Prime, Rod
Tempestor Prime, Rod
Tempestor Prime, Pistol (built that way, will probably change later)

Scion Command Squad, Plasmas
Scion Command Squad, Plasmas
Scion Command Squad, Meltas
Master of Ordinance

Scions, 2 Flamers
Scions, 2 HSVGs
Scions, 2 HSVGs
Scions, 2 Meltas
Scions, 2 Plasmas

Hellhound Squad, 3 with Heavy Flamers

Manticore
Manticore

Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + HSVGs


MSU to the extreme, but should be able to play at almost all ranges - close up with dudes and Hellhounds, ranged with Manticores and Taurox Missiles.

Not sure if the Manticores/Hellhounds are better or worse than a Superheavy like a Knight or Shadowsword, but it is a lot less "eggs in one basket". Worried about the SHV getting one-shot if the meta shifts that way, this way the power is spread out across the army.


Aren't you literally one troops and one Heavy away from a Brigade? Wouldn't it be worth dropping a Taurox or 2 for a manticore and more scions. To get all those extra CPs.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Coyote81 wrote:
Requizen wrote:
What do you guys think of this Mechanized + Scions list?

Tempestor Prime, Rod
Tempestor Prime, Rod
Tempestor Prime, Pistol (built that way, will probably change later)

Scion Command Squad, Plasmas
Scion Command Squad, Plasmas
Scion Command Squad, Meltas
Master of Ordinance

Scions, 2 Flamers
Scions, 2 HSVGs
Scions, 2 HSVGs
Scions, 2 Meltas
Scions, 2 Plasmas

Hellhound Squad, 3 with Heavy Flamers

Manticore
Manticore

Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + HSVGs


MSU to the extreme, but should be able to play at almost all ranges - close up with dudes and Hellhounds, ranged with Manticores and Taurox Missiles.

Not sure if the Manticores/Hellhounds are better or worse than a Superheavy like a Knight or Shadowsword, but it is a lot less "eggs in one basket". Worried about the SHV getting one-shot if the meta shifts that way, this way the power is spread out across the army.


Aren't you literally one troops and one Heavy away from a Brigade? Wouldn't it be worth dropping a Taurox or 2 for a manticore and more scions. To get all those extra CPs.


Won't he also need another two FA units?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Loyal Necron Lychguard




 Coyote81 wrote:
Requizen wrote:
What do you guys think of this Mechanized + Scions list?

Tempestor Prime, Rod
Tempestor Prime, Rod
Tempestor Prime, Pistol (built that way, will probably change later)

Scion Command Squad, Plasmas
Scion Command Squad, Plasmas
Scion Command Squad, Meltas
Master of Ordinance

Scions, 2 Flamers
Scions, 2 HSVGs
Scions, 2 HSVGs
Scions, 2 Meltas
Scions, 2 Plasmas

Hellhound Squad, 3 with Heavy Flamers

Manticore
Manticore

Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + Autocannons
Taurox Prime, Missiles + HSVGs


MSU to the extreme, but should be able to play at almost all ranges - close up with dudes and Hellhounds, ranged with Manticores and Taurox Missiles.

Not sure if the Manticores/Hellhounds are better or worse than a Superheavy like a Knight or Shadowsword, but it is a lot less "eggs in one basket". Worried about the SHV getting one-shot if the meta shifts that way, this way the power is spread out across the army.


Aren't you literally one troops and one Heavy away from a Brigade? Wouldn't it be worth dropping a Taurox or 2 for a manticore and more scions. To get all those extra CPs.


True, could split up the Hellhound into 3 squads and then go that route. Didn't even realize, that might be extra good. Though in this force any CPs would really only be used for rerolls - min units generally die before having to take Morale and I don't care about interrupting charges.

Still, 6 extra rerolls is nothing to sneeze at. Though I think wonder if another Manticore might be a bit redundant? Maybe Wyverns or a LRBT might be more all-arounder, multiple Wyverns is pretty meh if you're going against, say, MSU or hordes.
   
Made in us
Storm Trooper with Maglight





CO

That's a pretty nasty list. I think we're going to see tons of Scions with Taurox Primes supported with a knight. It's just too mean. Blob up your Taurox Primes and protect them with conscripts. Then deep strike your Scions in whenever you need em.

Hilariously, there is almost no Militarum Tempestus stuff on eBay right now haha. Which is sad because I wanted a start collecting box so I can make a few more kit bashes to make melta Kasrkin.

This message was edited 2 times. Last update was at 2017/07/04 00:58:03


5k Imperial Guard
2k Ad Mech 
   
Made in us
Loyal Necron Lychguard




I think one Knight lists is asking to be countered. You run across a Pylon or Shadowsword and that's over 500 points gone in a round of shooting.
   
Made in nl
Regular Dakkanaut





Requizen wrote:
I think one Knight lists is asking to be countered. You run across a Pylon or Shadowsword and that's over 500 points gone in a round of shooting.


As awesome as a Shadowsword is, it won't one-shot a Knight like everyone thinks it does. On average it will deal 10,5 wounds.
Though I'm sure you want to give it re-rolls of one to hit with Yarrick/Harker. Not to mention you'll throw a command point at it's number of hits roll.
With re-rolling the number of hits die using a command point and Yarrick/Harker, you get about 16 wounds on the titan on average.

And you can increase that by giving it Lascannon sponsons (who can benefit from his +1 to hit vs titanic).

However, this shows how much the Knight's Ion Shield helps him. A super-heavy without an invuln save (like the Stompa for instance) takes a bloody 16 wounds.
With Yarrick/Harker and re-rolling the hits roll, its 23.8 wounds!

This message was edited 2 times. Last update was at 2017/07/03 23:47:59


 
   
Made in us
Regular Dakkanaut




So question about the Forge World Imperial Armour Index: Astra Militarum.

Thunderbolt. Can add up to 8 hellstrike missiles. (4? 8? I don't remember) These things aren't one shot?... You can fire 8 hellstrike missiles every turn?

Oversight? Busted as hell? Will you get your tires slashed if you try to play this?

This message was edited 1 time. Last update was at 2017/07/04 05:08:08


 
   
Made in us
Sadistic Inquisitorial Excruciator





ThePorcupine wrote:
So question about the Forge World Imperial Armour Index: Astra Militarum.

Thunderbolt. Can add up to 8 hellstrike missiles. (4? 8? I don't remember) These things aren't one shot?... You can fire 8 hellstrike missiles every turn?

Oversight? Busted as hell? Will you get your tires slashed if you try to play this?


I think they cost 20 points a piece though? Good luck keeping that thing alive if you spend so much on its weaponry, also I'm seeing it as able to take only 4, am I missing something?
   
Made in us
Regular Dakkanaut




Nah you're not missing anything. Fully loaded the thunderbolt is 270 points I think. But I honestly think the firepower might be worth the investment. It sports multiple autocannons, lascannons, and hellstrikes.

8 shots of S7 AP-1 2D
2 shots of S9 AP-3 D6
4 shots of S8 AP-2 D6

That's honestly super-heavy levels of dakka. AND with 15 wounds, toughness 7, 3+ save, and hard to hit, this thing is survivable as hell. And, unlike most flyers, it has BS3+ to hit, so it'll be as accurate as anything else in the army hitting on 4+

Am I overestimating this? It seems amazing.

(edit) oh and lets not forget it tries to repair itself every turn

This message was edited 4 times. Last update was at 2017/07/04 18:15:48


 
   
Made in gb
Drop Trooper with Demo Charge





With the (apparent) consensus being that outside of Vendettas and the sub-par Vanquishers, there isn't too much in the way of long range anti tank (barring lascannons in infantry squads) has anyone considered allying in space marine predator annihilators?

Seems like it could fit a tank hunter role in most people's forces.
   
 
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