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Made in gb
Member of a Lodge? I Can't Say






Blightstar wrote:
 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.

I was thinking magnets. Would it be easy enough to magnetise the LRBT turret? the demolisher was easy enough to magnetise as the weapons are separate from the hinge bit.

“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
Stubborn Prosecutor





 edbradders wrote:
Blightstar wrote:
 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.

I was thinking magnets. Would it be easy enough to magnetise the LRBT turret? the demolisher was easy enough to magnetise as the weapons are separate from the hinge bit.


It is. I shaved off the pegs on the guns and replaced them with magnets. Two magnets on the inside of the turret and now I can choose my gun.

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in gb
Member of a Lodge? I Can't Say






 ChargerIIC wrote:
 edbradders wrote:
Blightstar wrote:
 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.

I was thinking magnets. Would it be easy enough to magnetise the LRBT turret? the demolisher was easy enough to magnetise as the weapons are separate from the hinge bit.


It is. I shaved off the pegs on the guns and replaced them with magnets. Two magnets on the inside of the turret and now I can choose my gun.

I never thought about doing it that way. Thanks, I’ll give it a go

“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

I've done that before on a predator and those unmanned cannon things that had the battle cannon turrets when fortifications were the hot new thing. Can confirm it works really well with the right size of magnet.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in gb
Member of a Lodge? I Can't Say






I’ve only got 2mm magnets. Will that do?

This message was edited 1 time. Last update was at 2017/10/02 17:15:52


“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

That might be a little small. I think I used 1/4" ones, because that was what I picked for vehicle size ones. I think that's like 6 mm or so. Just have to play with it though. They'll be a lot stronger if you can get them to sit flush against each other.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in at
Deranged Necron Destroyer





 Unit1126PLL wrote:
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.


Baneblades get to shoot if a unit is within 1". That does not mean they get to overwatch, unless the new codex changed something.

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Storm Trooper with Maglight





France, region of Paris

Reece vs Frankie from Frontline Gaming made available on youtube their battle report of 2000 pts Astra Militarum vs Death Guard :


This message was edited 1 time. Last update was at 2017/10/02 19:50:04


longtime Astra Militarum neckbeard  
   
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Fresh-Faced New User





 Unit1126PLL wrote:
 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...


Best use of tallarn for superheavies is their stratagem. Hide a hellhammer first turn, bring it in 9" away from the enemy, shoot and then charge in with "crush them". Could be quite dangerous?

This message was edited 1 time. Last update was at 2017/10/02 18:07:16


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Irdiumstern wrote:
 Unit1126PLL wrote:
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.


Baneblades get to shoot if a unit is within 1". That does not mean they get to overwatch, unless the new codex changed something.


They do, in fact, get to overwatch.

The Steel Behemoth rule says "It [the Baneblade] may fire its weapons if enemy models are within 1"." It does not specify a phase, or a time, or whatever - simply a blanket rule overriding the rule that says you cannot fire if enemy units are within 1".


Automatically Appended Next Post:
Here is a more detailed analysis complete with accurate wording:

Overwatch rule, BRB pg. 182 wrote: A unit can potentially fire Overwatch several times a turn, though it cannot fire if there are enemy models within 1" of it.


Steel Behemoth rule, Index Imperium 2 pg. various wrote: It [the model] can also still fire if enemy units are within 1" of it (but only it's twin heavy bolter or twin heavy flamer can target units that are within 1" of it - its other guns must target other units).

This message was edited 1 time. Last update was at 2017/10/02 20:16:24


 
   
Made in us
Discriminating Deathmark Assassin






 Unit1126PLL wrote:
 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.


So of all of the super heavies I picked up the one you don't run at all? Is the shadowsword that bad as part of a company?

This message was edited 1 time. Last update was at 2017/10/02 20:27:58


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 necron99 wrote:
 Unit1126PLL wrote:
 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.


So of all of the super heavies I picked up the one you don't run at all? Is the shadowsword that bad as part of a company?


No! The shadowsword is a fantastic tank!

Sadly, though, the fluff (while not the crunch) for the Shadowsword is that it has to disconnect its reactor from the drive train and connect it to the Volcano Cannon's capacitors to fire, rendering it immobile for a good 30 seconds or so while the primary weapon charges. Once it's charged, it can move about and fire, but then it has to disconnect and charge again.

The Shadowsword is very much an ambush predator.

The Valdor, on the other hand, seemed like a better tank destroyer for a urban-combat style regiment that I am going for - small enough that it can still be an ambush predator among the towering hives of the 41st Millenium, and armed with a fantastic primary weapon, but able to shoot & scoot in a way that the shadowsword cannot.

That said, I am considering a Shadowsword company as my eighth, once I finish the seventh. Even with it's crippling abilities, for a siege regiment it would be useful to park outside the city and vaporize select buildings, essentially acting as artillery with it's long range and hugely destructive main weapon.
   
Made in ca
Hardened Veteran Guardsman





 necron99 wrote:
 Unit1126PLL wrote:
 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.


So of all of the super heavies I picked up the one you don't run at all? Is the shadowsword that bad as part of a company?


Does killing a landraider per turn sound bad? The Shadowsword is excellent, even better post codex.
   
Made in us
Longtime Dakkanaut




 Unit1126PLL wrote:
Irdiumstern wrote:
 Unit1126PLL wrote:
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.


Baneblades get to shoot if a unit is within 1". That does not mean they get to overwatch, unless the new codex changed something.


They do, in fact, get to overwatch.

The Steel Behemoth rule says "It [the Baneblade] may fire its weapons if enemy models are within 1"." It does not specify a phase, or a time, or whatever - simply a blanket rule overriding the rule that says you cannot fire if enemy units are within 1".


Automatically Appended Next Post:
Here is a more detailed analysis complete with accurate wording:

Overwatch rule, BRB pg. 182 wrote: A unit can potentially fire Overwatch several times a turn, though it cannot fire if there are enemy models within 1" of it.


Steel Behemoth rule, Index Imperium 2 pg. various wrote: It [the model] can also still fire if enemy units are within 1" of it (but only it's twin heavy bolter or twin heavy flamer can target units that are within 1" of it - its other guns must target other units).


THis is only the case if firing and firing overwatch are the same thing.
   
Made in us
Kid_Kyoto






Probably work

Anyone know if they uncheesed the wording on the Valkyrie?

Can I still dump, say, a vet squad out, and then move them still?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Regular Dakkanaut




Why not use the tallarn ability on a cyclops from FW.
Drop in, charge if they die in combat the blow up if they make it to next turn they blow up haha
   
Made in us
Decrepit Dakkanaut






Springfield, VA

stratigo wrote:
 Unit1126PLL wrote:
Irdiumstern wrote:
 Unit1126PLL wrote:
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.


Baneblades get to shoot if a unit is within 1". That does not mean they get to overwatch, unless the new codex changed something.


They do, in fact, get to overwatch.

The Steel Behemoth rule says "It [the Baneblade] may fire its weapons if enemy models are within 1"." It does not specify a phase, or a time, or whatever - simply a blanket rule overriding the rule that says you cannot fire if enemy units are within 1".


Automatically Appended Next Post:
Here is a more detailed analysis complete with accurate wording:

Overwatch rule, BRB pg. 182 wrote: A unit can potentially fire Overwatch several times a turn, though it cannot fire if there are enemy models within 1" of it.


Steel Behemoth rule, Index Imperium 2 pg. various wrote: It [the model] can also still fire if enemy units are within 1" of it (but only it's twin heavy bolter or twin heavy flamer can target units that are within 1" of it - its other guns must target other units).


THis is only the case if firing and firing overwatch are the same thing.


Why wouldn't they be?
   
Made in at
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To me, the overwatch and baneblade rules you quoted are very clear in that they do not allow overwatch.
Are there Units within 1" of the model? If yes, no Overwatch unless you have a rule specifically allowing you to overwatch.

Anyway, I'm a big fan of the Transport baneblades, especially with Outflank.
The Stormlord and the Doomhammer both look pretty solid (Poor, poor Banehammer). Has there been any consideration for what the optimal filling is?
I'm thinking a 5 man squad of scions for objective secured and 2 Special weapons, but Plasma without overcharge looks pretty lackluster. Meltaguns could work with the Tallarn Outflank.

Do we have any way to deploy Psykers out of the tank after an Outflank? I haven't seen all the strategems yet.

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Just a tiny blog about Dystopian Wars and Armoured Clash 
   
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Irdiumstern wrote:
To me, the overwatch and baneblade rules you quoted are very clear in that they do not allow overwatch.
Are there Units within 1" of the model? If yes, no Overwatch unless you have a rule specifically allowing you to overwatch.

Anyway, I'm a big fan of the Transport baneblades, especially with Outflank.
The Stormlord and the Doomhammer both look pretty solid (Poor, poor Banehammer). Has there been any consideration for what the optimal filling is?
I'm thinking a 5 man squad of scions for objective secured and 2 Special weapons, but Plasma without overcharge looks pretty lackluster. Meltaguns could work with the Tallarn Outflank.

Do we have any way to deploy Psykers out of the tank after an Outflank? I haven't seen all the strategems yet.


How they are clear? To me they clearly allow you to overwatch even if you are within 1" of enemy models.

And there really isnt really way to disembark after outflank. Only ways are either coming as one of the three tallarn units, use valkyrie to arrive there or use the relic.
   
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Longtime Dakkanaut




 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?


A tank commander isn't an "officer" though in terms of keywords, so it wouldn't be able to take the relic.
   
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UK

2d6 Hellfounds?

 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.  
   
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The hellhound change makes so much sense. It's a straight buff, and now hellhounds are twice as good against 1 wound hordes (which they should be) but no worse against heavy things

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UK

Can you field multiple detachments in a single Battle forged army.

One spearhead detachment (as Keyword >Cadians< and another Battalion detachment (as Keyword >Catachans<... as a random example.

I.e. can you mix detachments from different regiments? Not mixing regiments within the detachments, i would assume.

 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 gb
Mighty Vampire Count






UK

Razerous wrote:
Can you field multiple detachments in a single Battle forged army.

One spearhead detachment (as Keyword >Cadians< and another Battalion detachment (as Keyword >Catachans<... as a random example.

I.e. can you mix detachments from different regiments? Not mixing regiments within the detachments, i would assume.


You can normally unless the new Codex has changed that - its fine.

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"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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Baltimore

Razerous wrote:
Can you field multiple detachments in a single Battle forged army.

One spearhead detachment (as Keyword >Cadians< and another Battalion detachment (as Keyword >Catachans<... as a random example.

I.e. can you mix detachments from different regiments? Not mixing regiments within the detachments, i would assume.


As long as each detachment is made up entirely of units from the same regiments then yes.

Cadian Battalion
Tallarn Battlation
Catachan Spearhead

Is a list format I'm thinking about running. Cadian gunline conscripts and heavy weapons/tanks, Tallarn infantry w/ Scions, and Catachan artillery.
   
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UK

 Stus67 wrote:
Razerous wrote:
Can you field multiple detachments in a single Battle forged army.

One spearhead detachment (as Keyword >Cadians< and another Battalion detachment (as Keyword >Catachans<... as a random example.

I.e. can you mix detachments from different regiments? Not mixing regiments within the detachments, i would assume.


As long as each detachment is made up entirely of units from the same regiments then yes.

Cadian Battalion
Tallarn Battlation
Catachan Spearhead

Is a list format I'm thinking about running. Cadian gunline conscripts and heavy weapons/tanks, Tallarn infantry w/ Scions, and Catachan artillery.
Exactly my thoughts.

But why Tallarn scions? Cool counts as Tanith elite troopers?

 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 gb
Junior Officer with Laspistol




Manchester, UK

There are a few things that I am finding to limit my list building for an ABG style Tallarn list. First, I really want to bring a brigade for the extra command points. That means that I can't bring Russes in a spearhead, preventing them from having obsec. Second, Baneblades don't get doctrines in a SH aux detachment, although I can't remember my source on that one so could be wrong. Not such a problem anyway, the Tallarn buff to SH is not painful to lose, I just don't see myself bringing enough HQ choices to field the Supreme Command detachment.

I'm thinking that with Tallarn I will focus on things like las/melta russes, bolter russes, mobile sentinels and melt/shotgun vets. Using the outflank stratagem to bring in 2x meltavets and an officer seems good, as they are fragile otherwise. It reminds me of my old Al'rahem days, although his troops hve become veterans in the meantime.

Is anyone going to put Scions in their normal detachments? It seems like sticking them in a Patrol detachment is far simpler. That is what I am thinking of doing, although I need to actually write some lists up.

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
Regular Dakkanaut




A bit of background. Within my 2000pts I have a <Catachan> Brigade with the classic Harker, straken, Priest and Commisar supported infantry blobs (they have A3 S4 attacks in combat and only lose one dude for failed leadership, plus reroll 1s when shooting). Along with 2 x Manticores and 1 x Basilisk all making use of the reroll number of shots doctrine and Harkers reroll 1s to hit.

A <MT> Vanguard detachment (a Taurox Prime, Tempestor Prime plus plasma'd up MT command squad ready for Deepstrike while the the Taurox Prime waits on my "exposed flank" that allows enemy deepstrikers to land within 12" if they dare (Superior Intelligence strategem)

The bit I'm most looking forward to is my <Cadian> Spearhead Detachement within which there are

Commander Pask in a Punisher with 3 heavy bolters
2 x LRBT with Battle Cannons
1 x Hydra
1 x Company Commander as my warlord with Grand Strategist
1 x Ogryn Body Guard with brute shield

Using the Cadian Strategem "Overlapping Fields of Fire" combined with the LRBT grinding advance, one of the LRBT with battle tank only needs to cause 1 wound on a unit and Pask can end up with 49 autohit when he doesnt move. Similarly if there is a flyer on the board the Hydra only needs to cause it one wound on it to allow the three LRBT (Including Pask) to hit it with no negative modifiers.

I'm looking at running the 4 vehicles in a tight diamond shape with the Warlord in the centre with the Ogryn bodyguard. The Ogryn bodyguard (with his 4++) can absord a couple of Pasks wounds while the Warlord stays safe in his cage of metal.

This isn't even taking into account Pasks ability to give two orders (either <Cadians> tank order reroll no. of shots or reroll 1s to hit)

To be honest the Ogryn bodyguard is a bit of over kill but Pask is going to have a target painted on him with the new Grinding advance rules so anything to increase his sustainability is good (Enginseers instead possibly?).

Oh and the reason I made the company commander the Warlord is so I'm not restricted to Regimental warlord traits that named character have to take.

This message was edited 1 time. Last update was at 2017/10/03 13:56:03


 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Do Orgyn bodyguards work on tanks? Would need to see the wording but seems weird if they do. Personally I would go the techpriest route as it seems fluffier. I'd probably have them ride a trojan or have an atlas nearby, although that depends on how FW goes about updating their stuff. After the joy that was the IA index release, I am not expecting great things.

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 ca
Longtime Dakkanaut





Canada

Anyone think running a Brigade Det is worth it right now?

I can comfortably fit the following with about 150 pts to spare:

Brigade

HQ
Company Cmdr
Company Cmdr
Tempestor Prime

Troops
Infantry Squad
Infantry Squad
Infantry Squad
Infantry Squad
Infantry Squad
Infantry Squad

Elites
MT Cmd Squad w/ 4x plasma
Commissar
MoO/Harker

FA
Hellhound
Scout Sent
Scout Sent

HS
Manticore
Manticore
Manticore

Spearhead Detachment

Tank Cmder (room for pask)
LRBT
HBs and LC

LRBT
HBs and LC

LRBT
HBs and LC

LRBT
HBs and LC

Again, lots of points to beef things up, considering Plasma now since the rules got a LOT better even without the re-roll 1's

Question is are the Strategems in the book worthy of stretching to 13 CPs?

Edit* Sorry I meant Brigade, I've changed that.

This message was edited 1 time. Last update was at 2017/10/03 14:58:10


 
   
 
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