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Made in us
Decrepit Dakkanaut






Springfield, VA

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.
   
Made in us
Storm Trooper with Maglight





CO

You may want to consider another Astropath so you can use the -1 to hit power as well. A 2nd deny ability is probably worth the points alone.

5k Imperial Guard
2k Ad Mech 
   
Made in ca
Longtime Dakkanaut





Canada

RE Loadouts for LR tanks. I think if you're going to lean heavy on them then they should just be bare bones.

Spearhead with LRBT Cmdr and 5 LRBTs comes to just under 1K, that's if you only put a HB on them.

That's 6 Obsec units with T8 3+ 12 wounds and 12 D6 battle cannon shots that can reach anything on the board.

This leaves plenty of room for troops, artillery and chaff killing as well.


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Unit1126PLL wrote:
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. IIRC SWs, 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.


 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
Reverent Tech-Adept






Weren't Demolishers always D6 shots against 5 or more models or is that something changed in the codex?
   
Made in fi
Been Around the Block




 Therion wrote:
Spoiler:
Next gen AM 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

-4 Militarum Tempestus Command Squad, 4 Plasma Guns

-29 Conscripts
-29 Conscripts
-5 Militarum Tempestus Scions, 2 Plasma Guns, 1 Plasma Pistol

-3 Heavy Weapon Teams, Mortars
-3 Heavy Weapon Teams, Mortars
-3 Heavy Weapon Teams, Mortars

Vanguard:

-Celestine

-Astropath, Laspistol
-Commissar, Boltgun
-Eversor Assassin
-Eversor Assassin

TOTAL 2000p


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.

   
Made in us
Kid_Kyoto






Probably work

 Unit1126PLL wrote:

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.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 deltaKshatriya wrote:
Weren't Demolishers always D6 shots against 5 or more models or is that something changed in the codex?


The index had it at 10 or more models, until the faq came out. Was obviously a typo as other books had 5 or more.

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
Pyro Pilot of a Triach Stalker





The Eternity Gate

Quick question since battlescribe isn't updated yet; how much is a base kit baneblade now? Same for base kit shadowsword? Thanks!

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 us
Regular Dakkanaut




Washington State

 buddha wrote:
Quick question since battlescribe isn't updated yet; how much is a base kit baneblade now? Same for base kit shadowsword? Thanks!


390 Imperial Guard bolt pistols.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 necrontyrOG wrote:
 buddha wrote:
Quick question since battlescribe isn't updated yet; how much is a base kit baneblade now? Same for base kit shadowsword? Thanks!


390 Imperial Guard bolt pistols.


Thanks good sir.

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 gb
Junior Officer with Laspistol




Manchester, UK

 buddha wrote:
 necrontyrOG wrote:
 buddha wrote:
Quick question since battlescribe isn't updated yet; how much is a base kit baneblade now? Same for base kit shadowsword? Thanks!


390 Imperial Guard bolt pistols.


Thanks good sir.


As long as you meant without any guns.

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

Yeah I think the lowest price you can pay for a Shadowsword is just over four-hundred Bolt Pistols.

The Baneblade's lowest price is four-hundred and fourty-nine bolt pistols, if my math is correct.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Using bolt pistols is cheating...

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
Tunneling Trygon






 Trickstick wrote:
Using bolt pistols is cheating...


Maybe, but who wants to count how many laspistols that is???


 
   
Made in gb
Towering Hierophant Bio-Titan



UK

 jifel wrote:
 Trickstick wrote:
Using bolt pistols is cheating...


Maybe, but who wants to count how many laspistols that is???
How many Lasguns does it take to piss off a Space Marine?


Razerous wrote:
 jifel wrote:
 Trickstick wrote:
Using bolt pistols is cheating...


Maybe, but who wants to count how many laspistols that is???
How many Lasguns does it take to piss off a Space Marine?
HERSEY!

 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 us
Fresh-Faced New User





 Therion wrote:
Next gen AM 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

-4 Militarum Tempestus Command Squad, 4 Plasma Guns

-29 Conscripts
-29 Conscripts
-5 Militarum Tempestus Scions, 2 Plasma Guns, 1 Plasma Pistol

-3 Heavy Weapon Teams, Mortars
-3 Heavy Weapon Teams, Mortars
-3 Heavy Weapon Teams, Mortars

Vanguard:

-Celestine

-Astropath, Laspistol
-Commissar, Boltgun
-Eversor Assassin
-Eversor Assassin

TOTAL 2000p


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.
   
Made in gb
Towering Hierophant Bio-Titan



UK

How exactly do Celestine and the Evesors synergise?

 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 mo
Fresh-Faced New User





MADcau

Ogryn bodyguard can tank wound for tank commander.
WOW

"There is nothing new under the sun."
「太陽底下無新鮮事。」 
   
Made in fi
Been Around the Block




Razerous wrote:
How exactly do Celestine and the Evesors synergise?

Both are fast, in-your-face melee threats that you cant really ignore and can strike almost everywhere.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Jkbulldogg wrote:
 Therion wrote:
Next gen AM 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


   
Made in us
Heroic Senior Officer





Western Kentucky

 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  
   
Made in us
Regular Dakkanaut




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?



   
Made in us
Regular Dakkanaut




 MrMoustaffa wrote:

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:

Colonel "Iron Hand" Straken

Ministorum Priest w/ Autogun, Chainsword
Special Weapons Squad w/ 3xFlamer
Command Squad w/ 3xFlamer, 1xLaspistol + Chainsword

Chimera w/ 2xHeavy Flamer, Dozer Blade

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.
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

KestrelM1 wrote:
 MrMoustaffa wrote:

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:

Colonel "Iron Hand" Straken

Ministorum Priest w/ Autogun, Chainsword
Special Weapons Squad w/ 3xFlamer
Command Squad w/ 3xFlamer, 1xLaspistol + Chainsword

Chimera w/ 2xHeavy Flamer, Dozer Blade

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.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 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 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
Heroic Senior Officer





Western Kentucky

 Trickstick wrote:
 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  
   
Made in us
Storm Trooper with Maglight





CO

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 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

 Trickstick wrote:
 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...

   
Made in us
Lord of the Fleet






Halifornia, Nova Scotia

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.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
 
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