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Made in jp
Longtime Dakkanaut





Gig Harbor, WA

 ross-128 wrote:
The best use of the MT doctrine would probably be to just take a 10-man squad full of lasguns and run them right up to a target (maybe hopping out of a Taurox) to use FRFSRF, since they need to be within 9" to use it and they want to throw a lot of dice around to fish for 6s. Then they just let the AP-2 do all the heavy lifting.

If they really did remove the restriction on putting the MT keyword on non-MT models, then MT searchlights are potentially horrifying. For one thing, their ability to grant immunity to Gets Hot means a plasma command squad under the effect of a searchlight can use their Elimination Protocols order to re-roll all to-wound rolls instead of using the Aim order to prevent overheating. However, it also interacts with their doctrine: they'll be getting extra shots on 5 and 6 instead of just 6 while under the effect of a searchlight.

Also, because their doctrine isn't restricted to any particular weapon, anything that throws a lot of dice around could end up throwing even more dice at the problem.



Exploding 6s will be easiest to manage with both HSVG and Plasma, and I think anyway that both are the best payoff for it anyway.
   
Made in ca
Regular Dakkanaut








Cant wait for the codex. CANNOT WAIT!!!!

Shadowsword. Pask with demo tank commanders. Cadia will rise again

This message was edited 2 times. Last update was at 2017/10/01 03:41:49


 
   
Made in us
Regular Dakkanaut





I was looking at the rules for Pask and tank commanders and discovered something that I'm not sure if I should be happy or disturbed about.

In the index, the knight commander rule has the sentence "Note that knight commander Pask can issue orders to other Cadian Leman Russ Characters" This sentence has been removed in the index.

The tank commander index has "(though the unit you pick cannot be a character)" when describing the tank order rule. This has also been removed.

At first, I just saw the Pask change, which doesn't seem to change the RAW, but could point to a change in RAI for a future FAQ.

Then I checked the tank commander and saw the character part missing. Unless there is another section of the codex that forbid the orders to characters, It seems like everyone can order each other, including another one ordering Pask.

I honestly have no idea what the intent is here, but the cynic in me doesn't want to get too excited here.

Thoughts? any relevant rules that I haven't seen?
   
Made in us
Longtime Dakkanaut




Huh, interesting. Kinda devalues pask actually, if three normal tank commanders can just chain orders to each other.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Does Pask still have a better BS or was his only thing the ability to order tank commanders?

This message was edited 1 time. Last update was at 2017/10/01 06:45:31


 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in fi
Been Around the Block




 Crazyterran wrote:
Does Pask still have a better BS or was his only thing the ability to order tank commanders?

Pask still gets to order 2 orders per turn, is BS2+ and is actually still a character.

And i've always found it sillyt that you couldnt order your own tank. The commander is just the brains of the tank he isnt doing the legwork. The better BS is represented by the veteran crew they have (and in case of Pask his uncanny leadership ability). In fact there was a lore snippet about pask when he was fighting against Red Corsairs and was ordering his crew around with deadly efficiency.


And personally I think plasma, even if it almost double in the cost, is still the way to go with Scions. When deepstriking the only weapons that can get anything out of their new regiment rules are plasmas and grenade launchers. Everything else is out of range. And since GLs dont do any heavy lifting the plasma is still your primary workhorse. They pay the price for their premium performance (like they should) but are now actually just better than before when you factor in regiment bonus, relics and stratagems.
   
Made in nl
Regular Dakkanaut






Does someone know if a Super Heavy Auxiliary Detachment is enough to take a Baneblade AND get the Regimetn keyword? Or do I have to take a Baneblade in a Supreme Command Detachment?

This message was edited 1 time. Last update was at 2017/10/01 10:49:30


   
Made in at
Tail-spinning Tomb Blade Pilot





Hm... does anyone know if the deathmask of Ollanius relic specifies infantry as its carrier? On an officer or commissar, its nothing special, but a tank commander with 4++ and d3 wound regen... could be something, no?
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 argonak wrote:

Exploding 6s will be easiest to manage with both HSVG and Plasma, and I think anyway that both are the best payoff for it anyway.


Keep in mind that the HSVG will count as having moved in almost every circumstance in which you'd be deploying and using Scions, whether from a Valk or Taurox Prime, or deep striking in. That means it actually won't benefit from the exploding 6's that often.
   
Made in de
Regular Dakkanaut




Paintalist wrote:Does someone know if a Super Heavy Auxiliary Detachment is enough to take a Baneblade AND get the Regimetn keyword? Or do I have to take a Baneblade in a Supreme Command Detachment?

Detachement is detachment, no matter what.
   
Made in de
Longtime Dakkanaut




The codex is explicit that units in Super-heavy Auxiliary Detachments don't get doctrines.
   
Made in fi
Been Around the Block




 Tyr13 wrote:
Hm... does anyone know if the deathmask of Ollanius relic specifies infantry as its carrier? On an officer or commissar, its nothing special, but a tank commander with 4++ and d3 wound regen... could be something, no?

Its infantry only. But you can give it to Ogryn Bodyguard. Combined with Slab Shield he gets whopping 2++.
   
Made in gb
Longtime Dakkanaut




What's the optimum loadout for a valkyrie?

Thanks

DFTT 
   
Made in us
Regular Dakkanaut





With the way these orders work right now it would make more sense just to let them order themselves.

As it stands you have an interaction like this:

Tank Commander 1: "Oi pound them to dust!"

Tank Commander 2: "Great idea! Hey, you should pound them to dust too!

Tank Commander 1: "...Brilliant!"

While silly, it's kind of weird way for the rules to work.



On the table top though, I want to run 3 (HQ) LRBT while using pask and my newly revived tank commissar. I may be wrong but I don't think the tank commissar can give orders. The rules, as they stand will let me get full order saturation between the 3 of them.
   
Made in us
Storm Trooper with Maglight





CO

What's the point of a Commissar tank?

5k Imperial Guard
2k Ad Mech 
   
Made in at
Tail-spinning Tomb Blade Pilot





It gives a ld 9 aura. Thats pretty much it.
   
Made in us
Storm Trooper with Maglight





CO

Haha ok. I suppose it's immensely beneficial for tank heavy lists using infantry only for bubble wrapping to keep them around.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Regular Dakkanaut





Well I'd say the biggest reason I want to use him is that I like the model. But the list I've been really wanting to run with the new codex consists of the 3 Russes, a few artillery units and sentinels ( enough for brigade) and a bunch of infantry and veteran squads. Even just a leadership bubble will help with keeping them in the fight.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

I could see a commissar tank being useful for non conscript screening infantry squads. If a 30 man conscript blob is unwieldy you could have a few 10 man regular guardsman squads screen some armor and not instantly run away and make battalion tax easy.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in be
Mysterious Techpriest





Belgium

Hey guys, does anyone have seen the new points values for the Taurox Prime and its weapons, as well as the new point cost of the Scions' guns ? I read that HSVG went down to 6, and Plasma rifles went up to 15 for Scions but I don't know about the rest. Anyone have a source please ? Thanks !

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in gb
Member of a Lodge? I Can't Say






I have just bought a LRBT but I can’t decide which variant to build it as. I currently have options for a battle cannon, vanquisher cannon, executioner x2, punisher, and demolisher (1 executioner, the punisher and demolisher are magnetised to the same turret) and I have 3 hulls (this new one is my fourth). I’m thinking either a second battle cannon or exterminator autocannon. Any advice?

Thanks,
Ed

“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn 
   
Made in us
Kid_Kyoto






Probably work

Magnets?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in fi
Been Around the Block




 edbradders wrote:
I have just bought a LRBT but I can’t decide which variant to build it as. I currently have options for a battle cannon, vanquisher cannon, executioner x2, punisher, and demolisher (1 executioner, the punisher and demolisher are magnetised to the same turret) and I have 3 hulls (this new one is my fourth). I’m thinking either a second battle cannon or exterminator autocannon. Any advice?

Thanks,
Ed

Magnets.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Still need help picking a doctrine for my SHTR if you guys are up for helping... can give details if so.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 edbradders wrote:
I have just bought a LRBT but I can’t decide which variant to build it as. I currently have options for a battle cannon, vanquisher cannon, executioner x2, punisher, and demolisher (1 executioner, the punisher and demolisher are magnetised to the same turret) and I have 3 hulls (this new one is my fourth). I’m thinking either a second battle cannon or exterminator autocannon. Any advice?

Thanks,
Ed


All depends what regiment you are planning to go with, as they make different weapons more viable. For instance, Cadians have a tank order to reroll the number of shots for turrets, which would make battlcannons, demolishers and executioners suited to them. Catachans have a similar doctrine, making flamers sponsons and such better for them. Personally, I am looking at a Tallarn armoured company list as I love mobile armour. They get to ignore -1 to hit when moving. Previously I have tended towards flamers as they could move with no penalty. However, I am thinking that I may go back to the classic las/bolter tank to save points and increase range.

I'm interested to see if the Vanquisher tank commander is viable with 2 shots, or if FW gets the co-ax version updated soon. I have a mars al;pha vanquisher which makes a lovely command tank but has not been a great variant for a while.

I think that a common question to Guard posts is going to be "what do you want your army to do?". Mobile Tallarn tanks, durable Valhallan tanks, elite shooting Cadians, overwatching Mordians, there are so many choices now. These regiments all have different weapons that they will want to use to get the most out of them too. No point in giving the Mordians flamers, as they make no use of the increased hance to hit that they get.


Automatically Appended Next Post:
 Unit1126PLL wrote:
Still need help picking a doctrine for my SHTR if you guys are up for helping... can give details if so.


Valhallan has a lovely rule making your super heavies stay at peak efficiency for much longer. I am going Tallarn for Russes but their rules don't offer much to super heavies. You could just go for Cadians if you never want to move, or Catachan if you want to use a lot of flamers.

This message was edited 1 time. Last update was at 2017/10/02 13:15:36


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
Decrepit Dakkanaut






Springfield, VA

 Trickstick wrote:

 Unit1126PLL wrote:
Still need help picking a doctrine for my SHTR if you guys are up for helping... can give details if so.


Valhallan has a lovely rule making your super heavies stay at peak efficiency for much longer. I am going Tallarn for Russes but their rules don't offer much to super heavies. You could just go for Cadians if you never want to move, or Catachan if you want to use a lot of flamers.


Well, the problem with Valhallan is that in my experience people focus-fire one superheavy down at a time, so it'll only ever help one tank and that's if it's not instantly obliterated in one shooting phase (surprisingly common).

Cadians are a no-go because I bring Trojans, which are +100 pts per tank but give them re-rolls and of course are a separate model.

I have considered Armageddon for fluff reasons, since the solar system that they're produced from is known for a specific ultra-hard alloy of adamantium that comes from only one archaeotech forge that the Mechanicus has and is of course unwilling to copy (think like the Aetherium Forge in Skyrim, kinda). The ignoring -1 AP weapons rule is fluffy but comparatively useless.

I have considered Tallarn for fluff reasons as well: as a comparatively urban combat regiment, being trained to move fast is great. The -1 to hit for shooting after advancing sucks, but being able to shoot after advancing makes sense. It's just unhelpful though, much like the Armageddon one.

Catachan are hilarious, because I can re-roll one of the dice for the main gun when it fires. Not sure how to fluff that other than "they shoot really hard and super explody shells guys!" Maybe call them siege shells or somesuch? I don't use many flamers though.

Mordian would be funny, as the tanks are always within 3" of a Trojan (and therefore overwatch on a 5+ even without the 1CP stratagem that makes it a 4+) and Baneblades can always overwatch...
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Which super heavies and weapons do you use?

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
Decrepit Dakkanaut






Springfield, VA

 Trickstick wrote:
Which super heavies and weapons do you use?


Depends on how I am feeling. I have 7 companies to choose from:

My 1st and 3rd are Baneblade companies, with the "classic" loadout: one set of rear-mounted sponsons with lascannon and twin heavy bolter, then the standard armament. 1st company gets pintle heavy stubbers as well.

2nd and 4th companies are Stormsword 'siege' or 'assault' companies. 2nd are the cheapo company with no sponsons, just one twin heavy bolter and one stormsword siege cannon per tank. The 4th company has a better loadout, with the two 'lesser' tanks having one set of lascannon + twin HB sponsons (for a total of 3 twin HB, 2 lascannons, and the stormsword cannon) and the command tank has an extra set of the same sponsons (for a total of 5 twin heavy bolters, 4 lascannons, and the stormsword cannon).

5th Company are stormhammers with the Stormhammer Cannon, 4 Lascannons, 4 Heavy Bolters, and one Twin Battlecannon. The command tank replaces the 4 Heavy bolters with 4 Heavy Flamers.

6th company are Valdor Tank Hunters with 1 Neutron Laser and 1 Lascannon per tank.

7th Company are the 'transport' company -3 barebones Banehammers with one twin heavy bolter and the Tremor cannon per tank.
   
Made in us
Longtime Dakkanaut




Just use steel legion or vosroyan depending on setup.
Reason being steel legion isn't all that but since you have almost no infantry and 3 superheavies all of your opponents anti infantry weapons are going into your SHVs. This actually makes the -1ap ability useful and likely to save your tanks from the mass anti infantry meta we are currently playing.

Vostoyan has 2 benefits 1) if you use a lot of multi melta or heavy bolters etc 30in range helps. 2) for 1cp per SHV you increase all thier shooting by 1 <-this is huge... even the warlord trait is decent if you try to charge with your warlord w reroll to hit and wound in combat.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

gungo wrote:
Just use steel legion or vosroyan depending on setup.
Reason being steel legion isn't all that but since you have almost no infantry and 3 superheavies all of your opponents anti infantry weapons are going into your SHVs. This actually makes the -1ap ability useful and likely to save your tanks from the mass anti infantry meta we are currently playing.

Vostoyan has 2 benefits 1) if you use a lot of multi melta or heavy bolters etc 30in range helps. 2) for 1cp per SHV you increase all thier shooting by 1 <-this is huge... even the warlord trait is decent if you try to charge with your warlord w reroll to hit and wound in combat.


Yes. I was thinking that. Though with Trojans the +1 to hit is less awesome (since I get re-rolls in the Shooting Phase). I have seriously considered Mordian because Baneblades can never be stopped from overwatching (except by psychic powers) and so get to overwatch every single unit that charges them. Keeping a Trojan within 3" (which I already do) makes that overwatch hit on a 5+, and I can blow the Defensive Gunners stratagem to make it hit on a 4+. So yay, free shooting phases, except possibly against multiple units.
   
 
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