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2017/10/10 13:40:24
Subject: Astra Militarum: More Competitive in 8th Edition?
Blightstar wrote: If you think being guard is being an underdog then you missed 5th edition .
Or you played something other than a mechanized infantry and artillery battlegroup.
Seriously, I played armoured company and lost every single game of 5th that wasn't kill-points because tanks couldn't score, even when they were troops. So I was an underdog in 5th too.
2017/10/10 13:46:56
Subject: Astra Militarum: More Competitive in 8th Edition?
Blightstar wrote: If you think being guard is being an underdog then you missed 5th edition .
Or you played something other than a mechanized infantry and artillery battlegroup.
Seriously, I played armoured company and lost every single game of 5th that wasn't kill-points because tanks couldn't score, even when they were troops. So I was an underdog in 5th too.
At the very least, I don't think IG could be considered the top-dog in 5th. IIRCSWs, GKs, SMs and a couple of others were all pretty strong as well.
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.
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.
2017/10/10 14:21:25
Subject: Astra Militarum: More Competitive in 8th Edition?
Next genAM list of mine. Composition rules, no double same detachment, max 3 detachments, no more than 3 of same unit, all FAQ and future Chapter approved in use.
List is very much a work in progress and some things will change but it's the core where I'll build on.
Supreme Command (Cadia):
-Knight Commander Pask, Executioner, 3 Heavy Bolters, RELIC OF LOST CADIA
-Tank Commander, Executioner, 3 Heavy Bolters
-Tank Commander, Executioner, 3 Heavy Bolters
-Shadowsword, Volcano Cannon, 4 Lascannons, 5 Twin HB, Storm Bolter
Battallion (Cadia):
-Tempestor Prime, Tempestus Command Rod
-Company Commander, GRAND STRATEGIST, KUROV's AQUILA
I'll probably drop one Mortar team so I can afford at least a couple PC sponsons for Pask. Other than that it's pretty solid. Executioner fits Cadia like a hand in a a glove due to 36" range (not need to move so they get free re-rolls to hit) and a random amount of shots (tank order for re-rolls). The aura relic on Pask for 1 CP is pretty sick. They can move once per game and still keep their re-rolls, and it's such a hard counter for all Chaos and Daemon armies that it's absurd.
Celestine's 6+ invulnerable bubble stacks with Take Cover and Psychic Barrier. 1+/4++ Shadowsword for the lolz.
Not bad, I like it. I also personally love Celestine + Eversor Assassins combo. But do note that Pask cannot have Relics due being special characters. The ruling is a bit wonky but gives out examples so that rules special characters out. But Pask is eating a motherload of attention from your opponent so might as well give the relic to other commander.
2017/10/10 14:33:24
Subject: Astra Militarum: More Competitive in 8th Edition?
Or you played something other than a mechanized infantry and artillery battlegroup.
Seriously, I played armoured company and lost every single game of 5th that wasn't kill-points because tanks couldn't score, even when they were troops. So I was an underdog in 5th too.
All foot guard was delightfully mean in 5th too. The crestfallen guys at the FLGS that set up knowing they were playing against IG, and then just muttered "I thought there'd be more tanks" when I unpacked power blobs and some basilisks. Good times.
Therion wrote: Next genAM list of mine. Composition rules, no double same detachment, max 3 detachments, no more than 3 of same unit, all FAQ and future Chapter approved in use.
List is very much a work in progress and some things will change but it's the core where I'll build on.
Supreme Command (Cadia):
-Knight Commander Pask, Executioner, 3 Heavy Bolters, RELIC OF LOST CADIA
-Tank Commander, Executioner, 3 Heavy Bolters
-Tank Commander, Executioner, 3 Heavy Bolters
-Shadowsword, Volcano Cannon, 4 Lascannons, 5 Twin HB, Storm Bolter
Battallion (Cadia):
-Tempestor Prime, Tempestus Command Rod
-Company Commander, GRAND STRATEGIST, KUROV's AQUILA
I'll probably drop one Mortar team so I can afford at least a couple PC sponsons for Pask. Other than that it's pretty solid. Executioner fits Cadia like a hand in a a glove due to 36" range (not need to move so they get free re-rolls to hit) and a random amount of shots (tank order for re-rolls). The aura relic on Pask for 1 CP is pretty sick. They can move once per game and still keep their re-rolls, and it's such a hard counter for all Chaos and Daemon armies that it's absurd.
Celestine's 6+ invulnerable bubble stacks with Take Cover and Psychic Barrier. 1+/4++ Shadowsword for the lolz.
I like the list. Can I ask why you chose not to take Celastine's bodyguards (one or two of them)? Is it for a certain reason or you just needed to fit it into the list points-wise? Thanks.
2017/10/11 01:42:12
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
Therion wrote: Next genAM list of mine. Composition rules, no double same detachment, max 3 detachments, no more than 3 of same unit, all FAQ and future Chapter approved in use.
List is very much a work in progress and some things will change but it's the core where I'll build on.
I like the list. Can I ask why you chose not to take Celastine's bodyguards (one or two of them)? Is it for a certain reason or you just needed to fit it into the list points-wise? Thanks.
The consensus over in the Sisters tactica is that the difference between zero and one is big, and the difference between one and two less so. I'd say try to free up 50 points somewhere for a BFF.
This message was edited 1 time. Last update was at 2017/10/11 02:51:34
blazexiii wrote: Ogryn bodyguard can tank wound for tank commander.
WOW
Yeah my buddy and I noticed this today, we got a good laugh out of that mental image.
They're pretty great. As an infantry player I'm considering a few, not just for countering snipers but also as nice little countercharge elements. I've found infantry characters of all types can make pretty decent little assault forces to take out a few space marines here and there and when you gang them up (say 2-3 officers and a commissar or two) they can fight a unit that appears far more deadly than them. Having an ogryn mixed in would just make them even scarier. Granted they're not beating Mortarion or anything but I've seen more than a couple assault squads thrown back by a few officers stepping in and showing the boys how it's done.
Which is going to be especially fun with Catachans, since they're capable of getting enough buffs with Straken/priests that each guardsman is swinging at least 3 times at S4. That means a single 10 man infantry squad with Straken and a priest nearby puts out 31 S4 attacks! That's more attacks per model than even Black Templar get. And that's without orders, guns, and the fact that you're going to have far more models than the enemy. Granted you're probably not going to survive a charge across the field but it'll make a nasty countercharge element or a way to repel enemy assault stuff. Obviously it's kind of a goofy list idea but I liked the mental image of Powerblobs being back in a sense, especially since you can combine squads now.
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2017/10/11 13:04:36
Subject: Astra Militarum: More Competitive in 8th Edition?
As part of my 2000 pts I'm running a Cadian spearhead with Paskisher two LRBT with Executioner Plasmas and a Hydra (anti tank, anti infantry and anti air) alongside a Catachan Brigade
Unfortunately as Pask is a named character he can't take
a relic (which would be the relic of lost Cadia, which imo is the best Regiment specific relic)
An unnamed catachan company commander is taking the Kurov's Aquila (as it really seems to be the best not regiment specific relic) as Col Straken couldn't take that.
For tournament play I'm looking at adding a single Cadian Platoon Commander to my spearhead and if I come up against Chaos I'll use the "Imperial Commanders Armoury stratagem (1CP) to give this guy the Relic of lost Cadia. He'll be running inside the four Tanks to keep him safe and within the 12" range of the relic. If I'm not against Chaos is there any reason to spend a 1CP just to give those 4 vehicles reroll 1s for to hit and to wound?
2017/10/11 15:03:35
Subject: Astra Militarum: More Competitive in 8th Edition?
Which is going to be especially fun with Catachans, since they're capable of getting enough buffs with Straken/priests that each guardsman is swinging at least 3 times at S4.
I'm strongly considering running this little Vanguard Detachment sometime:
Lands at 314 points, and you can easily give or take some equipment, or even ride in a Valkyrie instead. In any case, drive up, get out, order "Burn them out!" to the two squads, enjoy your pile of re-rollable Flamers and Heavy Flamers. Then assault with your Chimera to eat overwatch, followed by the S4 3A Guardsmen and Straken. Seems like a neat little proactive assault kit at a fairly reasonable price.
2017/10/11 15:50:31
Subject: Astra Militarum: More Competitive in 8th Edition?
Which is going to be especially fun with Catachans, since they're capable of getting enough buffs with Straken/priests that each guardsman is swinging at least 3 times at S4.
I'm strongly considering running this little Vanguard Detachment sometime:
Lands at 314 points, and you can easily give or take some equipment, or even ride in a Valkyrie instead. In any case, drive up, get out, order "Burn them out!" to the two squads, enjoy your pile of re-rollable Flamers and Heavy Flamers. Then assault with your Chimera to eat overwatch, followed by the S4 3A Guardsmen and Straken. Seems like a neat little proactive assault kit at a fairly reasonable price.
I like it. My similar package swaps out the command and SWS and adds a veteran squad, fully loaded. You lose three flamers, but gain a heavy flamer, a plasma pistol, and a S4, four swing power weapon.
On an unrelated note, how does a Taurox full of basic infantry read as an objective holder/grabber? 72pts for two autocannons and a storm bolter make it a genuinely affordable little guy, and it can hold a dirt cheap infantry squad. If they're Tallan, they can move and shoot without penalty, while Cadians can sit tight and reroll ones. Catachans don't really benefit from it, other than possibly making it a more offensive package with two command squads with max flamers and a CC.
I dunno, I feel like in a lot of games I would have liked infantry in a fast transport, either for obsec or linebreaker, or even to assault and tie up enemy shooters.
2017/10/11 16:00:44
Subject: Astra Militarum: More Competitive in 8th Edition?
Polonius wrote: I dunno, I feel like in a lot of games I would have liked infantry in a fast transport, either for obsec or linebreaker, or even to assault and tie up enemy shooters.
I hadn't considered the benefits of Tallarn transports too much. The ability to advance after disembarking gives them a decent advantage over others, and the ability to move the transports without degrading firepower is obviously good.
Polonius wrote: I dunno, I feel like in a lot of games I would have liked infantry in a fast transport, either for obsec or linebreaker, or even to assault and tie up enemy shooters.
I hadn't considered the benefits of Tallarn transports too much. The ability to advance after disembarking gives them a decent advantage over others, and the ability to move the transports without degrading firepower is obviously good.
Thats a good point, only weakness of taurox specifically is they cant get track guards, so it will slow down with damage. Transport heavy Tallarn would be fun to play, would heavily encourage meltas and flamers since if you were wanting plasma Steel Legion would be more useful fir disembarking infantry.
For consistency valhallans would ensure tauroxes stay at top speed for longer, about the only way to keep them at full throttle. Vlahallan units could also go in with less emphasis on commissars, something important to consider on tauroxes as they only carry 10.
Otherwise Chimeras with track guards are more reliable as even at 1 wound they will remain at top speed, which is the main point of transports. Your Leman russes should be the bulk of youre firepower, not transports (inless youre stormtroopers of course)
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2017/10/11 17:13:59
Subject: Astra Militarum: More Competitive in 8th Edition?
There's just so much you can do with guard now. It's crazy. Very exciting.
I just played a solid combined arms list against Death Guard at 2500 pts and holy crap they are tough! Without double firing leman russes I would have been wiped so quickly haha. That new lawn mower bloat drone is death!
5k Imperial Guard
2k Ad Mech
2017/10/11 18:24:36
Subject: Astra Militarum: More Competitive in 8th Edition?
Polonius wrote: I dunno, I feel like in a lot of games I would have liked infantry in a fast transport, either for obsec or linebreaker, or even to assault and tie up enemy shooters.
I hadn't considered the benefits of Tallarn transports too much. The ability to advance after disembarking gives them a decent advantage over others, and the ability to move the transports without degrading firepower is obviously good.
The Taurox has the only weapons you'd really care too much about not taking the -1, and even that's only autocannons, which aren't great. However, I think you can build a really interesting army around the Tallarn, as they have a ton of things that add to their mobility. OTOH, tallarn infantry simply won't spend long in their transports, as they can move almost as quickly on their own, or they can ambush. Also, I'd rather spend those points on juicy tanks that can move and fire, maybe even after ambushing...
2017/10/11 18:52:08
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
Finally downloaded the codex. Disappointed we're still missing some basic things like closed compartments for open topped vehicles and carapace armour for vets. Different pricing for plasma is something I thought I'd never see, but a solid move. Still feels undercosted slightly though.
Tallarn overall feels like one of the stronger regiments, especially with any amount of vehicles. Very mobile and lots of synergy. I may be a Mordian at heart, but I like my tanks and I like them functioning as vehicles not as bunkers, so I may be running my Mordians mostly as Tallarn when I run armoured.
I'm glad I can combine infantry squads now, even though it costs 1CP for every 20 I want to put together. Never liked conscripts as a unit so I'll likely just powerblob it up with regular infantry squads.
I like that regiment doctrines exist, but I maintain it would have been better to use doctrines as a regiment type, not as a homeworld. I would have liked to see veteran doctrines return or at least more options for them.
I never liked many of the units that are currently hot stuff in the book, but I'm glad Russes were improved. Means I run an armoured company with mechanized infantry and be relevant without being overpowered. Overall, not a bad codex, but missing some flavour and shine that could have been included from previous codices. Still, doctrines are more than welcome.
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