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Made in us
Longtime Dakkanaut






 ThePie wrote:
What's the best way to deal with Tau Stormsurges? Thier 4+ invulnerable save makes them tough to shoot down and thier missile spamm annihilates any heavy weapon teams or scions i bring.
surround it in melee. It can fall back and shoot, but it cannot move over infantry like an Imperial Knight.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I killed 3 stormsurges with a 3 Stormsword company for the loss of only 1 stormsword which was alpha-struck by the markerlight destroyer missile thingies.

I really wasn't impressed with the stormsurges.
   
Made in us
Regular Dakkanaut




shank911 wrote:
Does anyone happen to have a link to someone that did the weapon stats vs target T and save.

And then was able to find points per wound?
If not I am going to try and excel the hell out of it to find best weapon per wound and points


This website is pretty good at all that stuff. You'll have to calculate the points per wound yourself.

http://www.3plusplus.net/2017/06/astra-militarum-tank-weapons-40k-8th-ed/#more-12718




Automatically Appended Next Post:
 vipoid wrote:
Doctoralex wrote:
My fellow Guard players, I have a problem....

As much as I enjoy how powerful Imperial Guard is at the moment, I feel that it isn't a fun army to fight against anymore.

Fighting a shooty army already isn't fun for a more melee-focused army, but our current firepower just turns it into a one-sided slaughterhouse.

No-one wants to see his beloved Khorne Beserkers in a Rhino first get obliterated by Basilisks and then shot to pieces by infantry squads.

No-one wants their favourite character (often representing the player himself or the reason they play said army) get sniped turn one by two Vindicare Assassins.

I mean, even with taking 'mediocre' units like grenade/missile launchers, sentinels etc, it still was very un-fun for my opponent...

What can I do to help their experience?



I'll been thinking along the same lines. I've used IG a few times now (led by St. Celestine - both because I have a conversion that I really like using and to give myself a more interesting HQ) and all but one of them have been pretty brutal for my opponents.

My army is entirely infantry, save for a few Sentinels (they're the only FA choices I own). I've got infantry squads with flamers in the front and then ones with lascannons and missile launchers behind, with HB HWSs right at the back (along with CCs and Commissars to give them orders and keep them around). Basically, it's just too many bodies for my opponents to kill. I feel especially sorry for my opponents' melee units - which will usually butcher a 47pt screening squad and then get obliterated by massed lasgun and plasma fire. What's more, even if they take out those screening squads, the positioning of my other units basically means that the next squad in line takes their place (so if they kill the flamer squad, the plasma and missile squad will act as a screening unit for the plasma and lascannon squad - preventing most multi-charges). And then of course there are the dreaded MT command squads with plasmaguns. Even with the new faq, I can still afford plenty of them (or just ordinary scions).


Anyway, for my next game, I was wondering about proxying DKOK and trying to play them as flavourfully as possible - taking flamers and meltas (maybe some plasma) and rushing them forward with the intention of getting close and even charging the enemy. Incidentally, Celestine will probably appreciate this change of tactic.

I honestly don't know whether this will work but I'm hoping that it will at least be more fun for my opponents (perhaps for me at well).


People are playing against 8th ed IG as if it was 6th or 7th ed. The ability of infantry to pull themselves out of combat allowing the next line of infantry to open up (while possibly shooting themselves thanks to" get back in the fight") is a lethal combo against 7th ed style of play but I'm sure good competitors will find a way to combat it. That or GW will just re-nerf the orders (maybe bring back the requirement to pass a leadership test.)

The way you play your lines of infantry sounds similar to my own. What distance do you leave between the lines to ensure they second and third lines ca'nt be consolidated into?



This message was edited 1 time. Last update was at 2017/07/11 15:05:29


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

CaptainO wrote:

People are playing against 8th ed IG as if it was 6th or 7th ed. The ability of infantry to pull themselves out of combat allowing the next line of infantry to open up (while possibly shooting themselves thanks to" get back in the fight") is a lethal combo against 7th ed style of play but I'm sure good competitors will find a way to combat it. That or GW will just re-nerf the orders (maybe bring back the requirement to pass a leadership test.)


To be fair, the Orders are pretty weak already. They offer some nice utility, but I think cheap infantry and solid special weapons are the real killers. For the first time since I started playing IG, the 'drown them in bodies' strategy is actually functional.

CaptainO wrote:

The way you play your lines of infantry sounds similar to my own. What distance do you leave between the lines to ensure they second and third lines ca'nt be consolidated into?


Usually the second and third lines are pretty close, with the first line further in front.

The thing is though, I really don't care if an enemy consolidates into my secondary line. I'll take my free attacks on them, Fall Back in my turn and then use Get Back in the Fight to shoot them anyway.

Might not be quite as good as FRFSRK or such, but frankly it rarely matters.

 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
Regular Dakkanaut




I'm running this Spearhead detachment alongside a larger Infantry and artillery based Brigade detachment all for 1500pts

1 Knight Commander Pask [Cadian] - Punisher + heavy bolter
1 Leman Russ - Executioner [Cadian]
1 Leman Russ - Executioner [Cadian]
3 Heavy Weapons Squad (mortar) (Catachan)

I've avoided any additional weaponry on the tanks and used the mortar team to keep points as low as possible. The idea being Pask will be firing off 23 shots at 2+ and will be able to give "gunners kill on sight" to the two Executioners in the event they decide to supercharge their plasma cannons (I've heard people suggest that Pask can give orders to himself but think thats not really keeping to the spirit of the game.

A competition I'm thinking of entering is 2000pts so I'll be giving Pask two more heavy bolters but was looking at attaching a Techpriest Enginseer at 52pts to the three tanks in order to offset some of the wounds Pask is invariably going to attract. However, for just 45pts I could take 3 astropaths with las pistol who not only could up the tanks armour save to 2+ but also removes cover bonus for 3 different units within 18" of them. (also deny the witch)

My 1500pt build has 13 command dice while the 2000 pt would have 14 meaning at I can reroll 1 failed perils of the warp roll each Psychic phase.

Problem is with the size of my army I'll invariably be going second meaning I won't be able to give Pask and the two other tanks a 2+ until its probably too late. Any suggestions?


   
Made in us
Loyal Necron Lychguard




Why bring Leman Russes when you can take a Supreme Command Detachment with Pask + Commanders, getting that sweet 3+ to hit? Bring a cheap HQ to get the HWS in a separate Spearhead.
   
Made in nl
Regular Dakkanaut





See the thing with the Executioner.... an overcharged shot only get -1ap compared to the regular Battle Cannon and 2 damage instead of D3.
And following that, its more expensive and has only half its range.
Even with re-roll 1's, you re still gonna damage youraelf at least twice per game. Is that really worth taking over a regular battle cannon?
   
Made in us
Rough Rider with Boomstick





The executioner is definitely underwhelming currently. There's no reason for it to cost more than a battle cannon when it has less strength, the same number of shots, and less damage. Or the same strength, less damage, and a chance of lopping off half your wounds (a chance that can severely punish you for rolling well on your number of shots).

The executioner either needs to drop drastically in price, or it needs to be buffed. One good buff would be to just make its rate of fire 3d3 or 3d6 to reflect its previous incarnation's three small blasts. Spewing so many shots would make up for the lower strength, so you could happily just fire non-overcharged so you don't have to worry about blowing yourself up. It would also of course make firing overcharged a huge gamble (you're likely firing more than 6 shots, good luck not getting any 1s!) that has a potentially huge payoff (tons of S8 AP-3 hits).

   
Made in us
Regular Dakkanaut




Requizen wrote:
Why bring Leman Russes when you can take a Supreme Command Detachment with Pask + Commanders, getting that sweet 3+ to hit? Bring a cheap HQ to get the HWS in a separate Spearhead.


I never thought of that, cool idea.

I'm tight on points though and upgrading the two Russes to commanders would be 70 more points versus the 27 I would save by not "having" to take the HWS. Also the two commanders wouldn't be able to give their tank orders to each other.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

Yeah, I think the executioner should definitely have 3d3 shots.

I also think that plasma needs to be less damaging to vehicles. Especially since it's not significantly stronger than other vehicle-mounted weapons.

 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
Regular Dakkanaut




Doctoralex wrote:
See the thing with the Executioner.... an overcharged shot only get -1ap compared to the regular Battle Cannon and 2 damage instead of D3.
And following that, its more expensive and has only half its range.
Even with re-roll 1's, you re still gonna damage youraelf at least twice per game. Is that really worth taking over a regular battle cannon?


The executioner is cheaper than the battle cannon (160pts vrs 162pts) and the mathhammer shows that while its is slightly worse in standard mode than the battle cannon, when overcharged its better.

http://www.3plusplus.net/wp-content/uploads/2017/06/WeaponChart_IG_Russ.png

Pasks ability to give the both the Leman Russes a re-roll of 1 would further reduce the possibility of a screw up.

The shorter range is a pain but the idea would be to keep the three tanks together (in range of Pasks orders and either the Enginseer or the three Astropaths to buff them) and since my Pask is rocking the Punisher gatling cannon they're going to be within the 36" range.

   
Made in us
Dakka Veteran




 ross-128 wrote:
The executioner is definitely underwhelming currently. There's no reason for it to cost more than a battle cannon when it has less strength, the same number of shots, and less damage. Or the same strength, less damage, and a chance of lopping off half your wounds (a chance that can severely punish you for rolling well on your number of shots).

The executioner either needs to drop drastically in price, or it needs to be buffed. One good buff would be to just make its rate of fire 3d3 or 3d6 to reflect its previous incarnation's three small blasts. Spewing so many shots would make up for the lower strength, so you could happily just fire non-overcharged so you don't have to worry about blowing yourself up. It would also of course make firing overcharged a huge gamble (you're likely firing more than 6 shots, good luck not getting any 1s!) that has a potentially huge payoff (tons of S8 AP-3 hits).



I know it boosts the cost to silly levels, but a Salamander Command Vehicle would make an executioner immune to overheat when stationary, right?
   
Made in us
Rough Rider with Boomstick





RogueApiary wrote:
 ross-128 wrote:
The executioner is definitely underwhelming currently. There's no reason for it to cost more than a battle cannon when it has less strength, the same number of shots, and less damage. Or the same strength, less damage, and a chance of lopping off half your wounds (a chance that can severely punish you for rolling well on your number of shots).

The executioner either needs to drop drastically in price, or it needs to be buffed. One good buff would be to just make its rate of fire 3d3 or 3d6 to reflect its previous incarnation's three small blasts. Spewing so many shots would make up for the lower strength, so you could happily just fire non-overcharged so you don't have to worry about blowing yourself up. It would also of course make firing overcharged a huge gamble (you're likely firing more than 6 shots, good luck not getting any 1s!) that has a potentially huge payoff (tons of S8 AP-3 hits).



I know it boosts the cost to silly levels, but a Salamander Command Vehicle would make an executioner immune to overheat when stationary, right?


It would, but I think I would prefer an array of 5 searchlights over a 100 point Salamander (75 base, 8 heavy bolter, 17 heavy flamer). The redundancy provided by the searchlights makes them less vulnerable to being sniped despite each one being more fragile, and the other lights can support other units while they're up.

Also, while discussing the FW buff units with a friend, they pointed out that I had overlooked something about the Salamander and Trojan: their aura only applies to a SINGLE model within their range. Don't know how I kept skipping over that word every time I read it, maybe my brain just refused to accept it until someone else pointed it out to me, but there it is.

This unfortunately means that building a firebase around a Salamander and a Trojan doesn't work, and it makes the searchlight the best buff option by far in my opinion. It works on any <REGIMENT> unit instead of only vehicles, it can support a friendly model anywhere on the board as long as it has an enemy within a very generous 48" to target, the auras can only affect a single unit anyway, and its dirt-cheap price allows you to build a good amount of redundancy into the network.

A Trojan might be worth taking to support a Baneblade variant though. If you can only buff one unit, that unit might as well be a Baneblade. And unlike the Salamander, the Trojan enjoys a monopoly on its buff type: it's the only AM unit (that I know of) that can provide full re-rolls to a vehicle. However, Harker beats it out for anything that is rolling on 2+ (whether baseline or due to buffs) because at that point, his buff becomes equivalent and he's about half the price. And of course, Harker beats it if you want to buff multiple units because while his buff may be weaker, it applies to his entire aura instead of just one unit.

But yes. You can make plasma cannons immune to exploding with a bit of support.
   
Made in nl
Dakka Veteran




Stockholm

Requizen wrote:
Why bring Leman Russes when you can take a Supreme Command Detachment with Pask + Commanders, getting that sweet 3+ to hit? Bring a cheap HQ to get the HWS in a separate Spearhead.


Well for one you can't take all Leman Russes with a Commander or Pask. The Annihilator, Conqueror, Stygies Vanquisher and Mars-Alpha Vanquisher remain out of reach for now.

Just a small detail of course, the Commander deals a ~33% more damage while costing ~22% more at most so it's usually a decent proposition.

This message was edited 2 times. Last update was at 2017/07/11 22:01:13


~5000 points of IG and DKoK

I'm awful at reading private messages, so just reply to the threads I'm visiting.  
   
Made in ca
Hardened Veteran Guardsman





Here is a question, do you think that RAI Tank commanders should be able to ride in Annihilators and Conquerors, and their exclusion from taking these tanks RAW is an oversight? I'm really wishing for a BS 3+ Annihilator.
   
Made in us
Storm Trooper with Maglight





CO

Just finished my 3000pt game against space wolves with 2 knights. I held 5/6 OBJs by the end of turn 4. He only had 1 wolf claw, Bjorn, and a Vindicare left.

I managed to seize and then roll poorly enough to only kill a predator turn 1 and knock a knight and land raider down a level. With 14 weapons S9 or more I was expecting a better showing. Plus 2 battle cannons and all the deep striking plasma.

All I know is that I had Harker buffing a blob of troops, a Manticore and a Basilisk, and Yarrick buffing troops, the Vendetta, and 3 tanks. Which allowed Pask to issue Strike & Shroud. It felt wrong. Haha.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Fresh-Faced New User




How have you guys been utilizing your manticores?
   
Made in us
Tunneling Trygon





NJ

Imperial_Wolf wrote:
How have you guys been utilizing your manticores?


With ample flashlights and Harker
   
Made in us
Boom! Leman Russ Commander





Ohio

Requizen wrote:
Why bring Leman Russes when you can take a Supreme Command Detachment with Pask + Commanders, getting that sweet 3+ to hit? Bring a cheap HQ to get the HWS in a separate Spearhead.


Only issue I have with taking pask and tank commanders is obviously pask can order himself and the other tank commanders but those other tank commanders don't have russes to give orders to unless you take more. With how expensive russes are I have a hard time taking more than 3. But what I'm getting at is, the tank commander upgrade is 30pts more than a standard russ so is bs +3 worth that if you're also not ordering anyone?

 
   
Made in nl
Dakka Veteran




Stockholm

 Otto von Bludd wrote:
Here is a question, do you think that RAI Tank commanders should be able to ride in Annihilators and Conquerors, and their exclusion from taking these tanks RAW is an oversight? I'm really wishing for a BS 3+ Annihilator.


Intended? I have no idea. The Krieg Assault Brigade could make any of its Leman Russ tanks into a Forward Command Tank, granting it BS4 and some nifty rules in previous editions, and it included both the Conqueror, Annhilator and all three kinds of Vanquishers (Mars-Alpha, Stygies and normal one). The Armoured Battlegroup could make any non-Demolisher variant (i.e, not the Demolisher, Executioner or Punisher) into a Company Command Tank or Commissar Tank. But all three were still different units from the codex version, which could never take any Forge World tank (as, even though IA1 2nd stated that Annihilator and Conqueror ones could be taken as parts of a codex LR Squadron, the TC had to choose one from pg 102 of the codex).

If and when we get rules for ABG or other FW Tank Commanders, I believe they will have the option to take Conquerors, Annihilators or Vanquisher variants and that they were just omitted for space right now. Of course, adding a rule stating that TC could take them to the unit entries right now would have been a solution to both, but I don't think they actually intended to add that kind of rule to any of the tanks in Index Astra Militarum. It could just have been an omission but if they just copy-pasted rules from previous publications then it was probably not.

Nonetheless, all the errors in the Index makes it hard to discern RAI and RAW. I would have no problem with anyone running either as a tank commander, if they just increased the points cost of the Conqueror by about 25-30 points.

This message was edited 2 times. Last update was at 2017/07/12 10:32:32


~5000 points of IG and DKoK

I'm awful at reading private messages, so just reply to the threads I'm visiting.  
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I've not got a chance to field my ABG in 8th yet. After looking over the rules this is the list I came up with using DKoK and Tanks.

Spearhead Detachment:
HQ-
Field Marshal (DKoK) Bolter + Power sword

Tank commander (Vanquisher tank, stubber, heavy bolters x3)

Troops-
DKoK storm squad with plasma x2 in storm chimera

Heavy support
DKoK Heavy weapon team Missile Launcher x3 in Storm chimera
Hydra with heavy flamer
Mars-Alpha Conqueror battle tanks Storm bolter, lascannon and heavy bolter x2 (Squad of 3)
Mars-Alpha Demolishers battle tank Storm bolter lascannon

Super heavy Aux:
Stormsword with 2x lascannons and 2x heavy bolters.

Since most fights are fought at close range for tanks, I decided to go with stormbolters instead heavy stubbers to benefit from the rapid fire. In addition, running conqueror style tanks gives me a second stormbolter. Mean at 24" range 4 shots, 12" range 8 shots. The Conqueror battle tanks are the way to go in this edition. Used to be you didn't use them because it was a small blast and not a large blast like its brother LR-BT. Now the only difference between the two is the LR-CQ has a reduced range, but even then its 48" with a 24" Stormbolter. It makes for a great close range to medium range tank. Demolisher is in the list just because I have one on hand for the army. Same for the heavy weapon team. They have proven themselves before. Hydra is my anti-air (fly keyword) unit.

Then we come to the big boy. I usually take some form of a LoW in my tank army to give it the extra muscle it needs. Normally this is a baneblade. After looking over the rules for the baneblade, I was not impressed. So looked into some of the other variants and found the Stormsword. Stormsword siege cannon is 36" range, str 10 -4 d6 damage. Roll 2 dice, pick the highest for number of shots. Re-roll 1's for damage. This seems like a win win. There is a FW version of this model, but the rules are exactly the same.

Thoughts?

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in au
Infiltrating Broodlord





Brisbane

What do you guys think of this for a beginner friendly starter list?

Supreme Command Detatchment


HQ

Elysian Company Commander with Plasma Pistol (Deepstriking) - 45 points
Elysian Company Commander with Plasma Pistol (Deepstriking) - 45 points
Elysian Company Commander with Plasma Pistol (Deepstriking) - 45 points
Elysian Company Commander with Plasma Pistol (Deepstriking) - 45 points
Elysian Company Commander with Plasma Pistol (Deepstriking) - 45 points

Elites

Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points

Dedicated Transport

Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points


Vanguard Detachment


HQ
Elysian Company Commander with Plasma Pistol (Deepstriking) - 45 points
Elysian Company Commander with Bolt Pistol (Deepstriking) - 41 points

Elites

Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points
Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points
Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points
Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points
Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points
Elysian Command Squad with 4 Veterans with 4 Plasma Guns (Deepstriking) - 56 Points

Heavy Support

x3 Sabre Weapon Platforms with Spotlight - 60 Points
x3 Sabre Weapon Platforms with Spotlight - 60 Points

Dedicated Transport

Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points
Taurox Prime with Two Hot-shot Volley Guns, Storm Bolter, Taurox Gatling Cannon - 98 Points

- 1999 Points (14 On the field / 14 Deepstriking) (5 CPs)

Elysian Commanders can issue 2 orders without sacrificing their guns like Tempestus Primes. They also come with a 5++ stock

Elysian's Plasmaguns for some reason have 3 damage when overcharged and 2 damage standard. Pretty sure it's a typo but it's printed that way about 15 times throughout the book. Makes them insane considering they're cheaper than Tempestus Scions.

The Taurox comfortably kill 115 Conscripts in 1 turn. The Elysians using the Spotlights comfortably kill 6 Stormravens in a single turn.

This message was edited 4 times. Last update was at 2017/07/12 14:18:54


 
   
Made in us
Kid_Kyoto






Probably work

I think it's mean. I also think it's going to autolose any KP game you don't table the enemy in.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in de
Crafty Clanrat



Germany

@Zande4: What about this list is "beginner friendly" and "starter", or where you being sarcastic? If so, disregard the rest of my post.

This is about as spammy and boring as it gets. 12 (!) completely identical vehicles (which will cost about 500 Euros by themselves), 28 Plasma gunners (have fun finding the bitz for those and converting them, beginner!), and 6 models that are OOP and need to be converted or picked up off ebay or forums. Plus a bunch of identical characters. Okay, I'm being unfair. One has a bolt pistol.

Soooooo... not commenting on efficacy or anything, but if that is your idea of what a beginner should get, I'd recommend some reflection...
   
Made in au
Infiltrating Broodlord





Brisbane

Aldaris wrote:
@Zande4: What about this list is "beginner friendly" and "starter", or where you being sarcastic? If so, disregard the rest of my post.

This is about as spammy and boring as it gets. 12 (!) completely identical vehicles (which will cost about 500 Euros by themselves), 28 Plasma gunners (have fun finding the bitz for those and converting them, beginner!), and 6 models that are OOP and need to be converted or picked up off ebay or forums. Plus a bunch of identical characters. Okay, I'm being unfair. One has a bolt pistol.

Soooooo... not commenting on efficacy or anything, but if that is your idea of what a beginner should get, I'd recommend some reflection...


I bolded the part where you were correct

 
   
Made in de
Crafty Clanrat



Germany

This is the Internet man. You never know. And you could probably play this list while being asleep, so in that regard it's indeed beginner friendly.

This message was edited 1 time. Last update was at 2017/07/12 14:45:38


 
   
Made in de
Fresh-Faced New User




Does anyone actually have the Sabre Searchlight models? If so could you please post some measurements. I want to build some but the pictures available only help to a degree.
   
Made in us
Rough Rider with Boomstick





That's an amusing list, though there is one small problem with it: Elysians can't take searchlights or Tauroxes. Also, Tauroxes are locked to the Militarum Tempestus regiment, which searchlights can't take.

So the searchlights can't support anything in that list. In fact, both Elysians and MT can't use any of the shooting-buff units at all except for their own Commanders and Yarrick. Harker, Pask, Sabers, Salamanders, and Trojans are all off-limits to them. Though you can at least get away with bringing the Tauroxes by running the army under the AM banner, since you're not actually using them as transports their different Regiment won't cause a problem there.

Yeah, I was disappointed when I found out Elysians couldn't take Saber batteries (even though they can take Tarantula batteries). They would have been so great together.


   
Made in nl
Dakka Veteran




Stockholm

 Glitcha wrote:
I've not got a chance to field my ABG in 8th yet. After looking over the rules this is the list I came up with using DKoK and Tanks.

Spearhead Detachment:
HQ-
Field Marshal (DKoK) Bolter + Power sword

Tank commander (Vanquisher tank, stubber, heavy bolters x3)

Troops-
DKoK storm squad with plasma x2 in storm chimera

Heavy support
DKoK Heavy weapon team Missile Launcher x3 in Storm chimera
Hydra with heavy flamer
Mars-Alpha Conqueror battle tanks Storm bolter, lascannon and heavy bolter x2 (Squad of 3)
Mars-Alpha Demolishers battle tank Storm bolter lascannon

Super heavy Aux:
Stormsword with 2x lascannons and 2x heavy bolters.

Since most fights are fought at close range for tanks, I decided to go with stormbolters instead heavy stubbers to benefit from the rapid fire. In addition, running conqueror style tanks gives me a second stormbolter. Mean at 24" range 4 shots, 12" range 8 shots. The Conqueror battle tanks are the way to go in this edition. Used to be you didn't use them because it was a small blast and not a large blast like its brother LR-BT. Now the only difference between the two is the LR-CQ has a reduced range, but even then its 48" with a 24" Stormbolter. It makes for a great close range to medium range tank. Demolisher is in the list just because I have one on hand for the army. Same for the heavy weapon team. They have proven themselves before. Hydra is my anti-air (fly keyword) unit.

Then we come to the big boy. I usually take some form of a LoW in my tank army to give it the extra muscle it needs. Normally this is a baneblade. After looking over the rules for the baneblade, I was not impressed. So looked into some of the other variants and found the Stormsword. Stormsword siege cannon is 36" range, str 10 -4 d6 damage. Roll 2 dice, pick the highest for number of shots. Re-roll 1's for damage. This seems like a win win. There is a FW version of this model, but the rules are exactly the same.

Thoughts?


The Vanquisher is terrible and should never be used. A Battle Cannon is on average more efficient, although the Vanquisher does have a probability of sometimes dealing a lot of damage in a single shot (and usually nothing at all).
RAW the Mars-Alpha Conqueror does not benefit from the Grinding Advance rule (but this is most definitely an oversight).
The Stormsword isn't very good actually. 2d6 pick highest means that you go from 3.5 to 4.5 shots on average, the re-roll ones only ever gives a small benefit. Problem is, only half of its shots will ever hit a target because of its bad ballistic skill, further worsened by the fact that it gets BS5+ when moving, so your big cannon will usually have 2-3 hits. This just isn't good enough on most targets for 400-500 points of models, and usually goes for every one. The Shadowsword has the benefit having almost as many shots, a better chance to wound and a much better chance of crippling a vehicle.

~5000 points of IG and DKoK

I'm awful at reading private messages, so just reply to the threads I'm visiting.  
   
Made in us
Rough Rider with Boomstick





The Shadowsword also has the benefit of being an excellent insurance policy against enemy superheavies, and a prime beneficiary of single-target buffs.
   
 
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