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2017/10/24 23:11:20
Subject: Astra Militarum: More Competitive in 8th Edition?
Are inquistors basically the new commissars now? 55pts for a LD 10 bubble plus smite is just epic! Now we need to look for an alternate source of LD buff these guys seem to outshine commissars by a long way in my opinion.
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2017/10/24 23:26:16
Subject: Astra Militarum: More Competitive in 8th Edition?
DoomMouse wrote: Are inquistors basically the new commissars now? 55pts for a LD 10 bubble plus smite is just epic! Now we need to look for an alternate source of LD buff these guys seem to outshine commissars by a long way in my opinion.
I think Inquisitors are only Ld9.
Regardless, the main issue that I see is that they're not Astra Militarum units. Nor are they included in the list of exceptions. So if you take one in a regular detachment then you'll lose both your Objective Secured bonus and your Regimental Doctrine.
Hence, they'll need their own dedicated detachment - which means either forking out more points to take some other stuff with the Inquisitor or else sacrificing a Command Point.
Then again, I suppose if you have excess HQs or Elites who can't benefit from doctrines anyway (Primaris Psykers, Tech priests etc.), then you could always put those in a Supreme Command or Vanguard detachment with one or more Inquisitors.
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.
2017/10/24 23:48:18
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
If you can fit in (min.) 165 points for a Supreme Command Detachment you could get 3 Inquisitors with bolt pistol/chainsword + Smite/1 Telethesia psychic power.
W + 2; A +1; LD +1; Save +1 for 24 more points
I think that could work.
If Khorne needs blood, will drown him in his own blood!
If Slaanesh wants pleasure, then we´ll give him DEATH, the greatest pleasure known to man!
If Tzeentch asks for forbidden knowledge, then we will enlighten him with fear of The God Machine!
If Nurgle wants us to embrace rebirth, then to hell with that, the Guard embrace Death, we live to DIE!
2017/10/25 05:55:32
Subject: Astra Militarum: More Competitive in 8th Edition?
it is so trivially easy to fill out a supreme command detachment that you really don't need to care too much about how an HQ would effect your army. You have a bunch of HQs that get nothing from being in regiments.
2017/10/25 06:11:15
Subject: Astra Militarum: More Competitive in 8th Edition?
Blacksails wrote: I don't understand how FW and GW can feth up basic things like writing unit entries in the same manner. If we're going to use the absolutely fethed up method they're using nowadays for wargear, might as well stick to one method.
How hard would it have been to simply add "Twin-linked lascannon - XXpts" in the wargear section, or "Conqueror Battle Cannon - XXpts"? Honestly.
/rant
Well, Tank Commanders are only in the Codex. GW, so far this edition, is almost 99% only giving unit options for models it makes. No LRBT kit comes with either weapon option that FW made those rules for. FW, for their part, cannot errata their options into the GW books. All they can do is create their own unit entries in their own books. So FW would have to create their own tank commander and give it said options.
So its not a messed up method, honestly. Its actually quite clear. Making extra options available for FW units and upgrades is entirely FW responsibility.
Standing in the light, I see only darkness.
2017/10/25 07:44:10
Subject: Astra Militarum: More Competitive in 8th Edition?
MrMoustaffa wrote: Tyranids can't hide all their synapse stuff like IG can, if I want synapse gone I can drop the big bugs pretty quickly. I'm sure there's some smaller stuff that can blend in but it's nowhere near as cheap or as spammable as Commissars were. At the very least they're nowhere near as easy to hide from snipers, considering the commissar is a single human model and can be hidden with even a single chimera or corner of a building. I'm no Nid expert but I don't recall ever having an issue shutting down synapse in 8th.
Tyranid Primes can be hidden. Warriors and Zoanthropes come in units.
And let's not forget that you can park Venomthropes nearby for a sweet, sweet -1 to Hit.
Broodlords can hide as well as can Malanthropes
Venomthropes -1 to hit only effects infantry so it pairs nicely with warriors and that's about it. They can't keep up with Genestealers move plus advance speed, and Tyranid players aren't going to spend 90 points on venoms to keep 40 points of hormagaunts or termagaunts alive.
Quick Question can Astropaths deny the witch on a 2D6 and manifest powers other than Smite on a 2d6? It seems like it should be 1d6 given their cost but the Rule clearly states when manifesting Smite.
As a Nid player myself, (my IG army is built around tanks not infantry and is there to support my GSC) I am always amused whem people bemoan and complain how "overpowered" or "strong" or"Impossible" conscript are to kill and I just get this sick smirk on my face as I cannot wait to tell them how my Guant lists runs. I put my guants in cover I take usually about 120-160 and sprinkle devilguants in there, surround them with Terigons and warriros and Venonthropes. They become a respawning, -1 BS 5+/5++/5+++ with better damage and soaking ability than anything the guard can put out. (void shield, catalist and venomthropes for all the modifiers for those who are confused)
I've never had problems with conscripts myself, because I always build my lists to handle infantry blobs, more specifically I like infantry and thus I take lots of them. Conscripts are easy to kill, if you as a player or army list builder cannot make your build kill 30 mooks, your army is bad. Simple as that. Restructure and try again, or players like me or Ork will walk in and stomp you.
DoomMouse wrote: Are inquistors basically the new commissars now? 55pts for a LD 10 bubble plus smite is just epic! Now we need to look for an alternate source of LD buff these guys seem to outshine commissars by a long way in my opinion.
I think Inquisitors are only Ld9.
Regardless, the main issue that I see is that they're not Astra Militarum units. Nor are they included in the list of exceptions. So if you take one in a regular detachment then you'll lose both your Objective Secured bonus and your Regimental Doctrine.
Hence, they'll need their own dedicated detachment - which means either forking out more points to take some other stuff with the Inquisitor or else sacrificing a Command Point.
Then again, I suppose if you have excess HQs or Elites who can't benefit from doctrines anyway (Primaris Psykers, Tech priests etc.), then you could always put those in a Supreme Command or Vanguard detachment with one or more Inquisitors.
Taking a detachment is highly recommend. I take Inquisitors in my Imperium lists all the time, because I think they are cool. Take some SOB or some acoyltes or some servitors and watch them do work. You can even steal a ride from the IG or Space marines!
This message was edited 2 times. Last update was at 2017/10/25 07:53:30
8th Overhaul!
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About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
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About 3000 Deamons
2 Imperial Knigts... Soon to be a third
2017/10/25 09:00:34
Subject: Astra Militarum: More Competitive in 8th Edition?
DoomMouse wrote: Are inquistors basically the new commissars now? 55pts for a LD 10 bubble plus smite is just epic! Now we need to look for an alternate source of LD buff these guys seem to outshine commissars by a long way in my opinion.
I think Inquisitors are only Ld9.
Regardless, the main issue that I see is that they're not Astra Militarum units. Nor are they included in the list of exceptions. So if you take one in a regular detachment then you'll lose both your Objective Secured bonus and your Regimental Doctrine.
Hence, they'll need their own dedicated detachment - which means either forking out more points to take some other stuff with the Inquisitor or else sacrificing a Command Point.
Then again, I suppose if you have excess HQs or Elites who can't benefit from doctrines anyway (Primaris Psykers, Tech priests etc.), then you could always put those in a Supreme Command or Vanguard detachment with one or more Inquisitors.
Ah yes - I'd forgotten they were only LD 9... Need to rememeber that. I thought they were 10 because I was used to running coteaz.
Zeshi wrote:If you can fit in (min.) 165 points for a Supreme Command Detachment you could get 3 Inquisitors with bolt pistol/chainsword + Smite/1 Telethesia psychic power.
W + 2; A +1; LD +1; Save +1 for 24 more points
I think that could work.
Yeah - in my most competitive foot list I've switched to using a supreme command detachment and two brigades
21 CPs
Brigade detachment (tallarn doctrine) 795pts
HQ Company commander (warlord with Kurov’s aquila relic and grand strategist warlord trait) 30pts
Company commander 30pts
Company commander 30pts
Elites
Astropath 15pts (with dagger relic)
Astropath 15pts
Astropath 15pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support – 384pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HQ:
Primaris psyker 40pts
Primaris psyker 40pts
Primaris psyker 40pts
Elites
5 ratlings 35pts
5 ratlings 35pts
5 ratlings 35pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2017/10/25 09:45:03
Subject: Astra Militarum: More Competitive in 8th Edition?
No LRBT kit comes with either weapon option that FW made those rules for. FW, for their part, cannot errata their options into the GW books.
I'm not asking for GW to errata in a FW option to the main codex.
All they can do is create their own unit entries in their own books. So FW would have to create their own tank commander and give it said options.
This is what I'm asking. In the FW book, there should be "Leman Russ Battle Tank" with turret weapon options that say "Conqueror Battle Cannon" and "Twin-linked Lascannon". Then have another entry that says "Tank Commander". Now you can have tank commanders with Annihilators or Conqeuerors.
So its not a messed up method, honestly. Its actually quite clear. Making extra options available for FW units and upgrades is entirely FW responsibility.
It is messed up because its not consistent between the two design teams. GW has decided to add generic vehicle chassis for Russes that you pay for a turret choice. FW has decided you pick the specific Leman Russ and then pay nothing for the turret weapon. Essentially, FW is actually doing what GW did for their artillery.
No matter how I look at it, the unit entries and wargear selection is probably the most fethed it has ever been, and probably the most fethed I could even imagine it could be. Its almost as though someone sat down and decided to make it as confusing, complicated, and inconsistent as possible.
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2017/10/25 10:11:37
Subject: Astra Militarum: More Competitive in 8th Edition?
Can the astropath still take this relic after the FAQ? FAQ changed it to "infantry officer only".
You're right... I'd missed that one! Well that makes it less good. Not sure if any of the infantry squads are really worth infiltrating with the dagger if it costs 1 CP and 20pts for a platoon commander. Maybe it's just better to go with scions?
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2017/10/25 10:59:11
Subject: Astra Militarum: More Competitive in 8th Edition?
Zeshi wrote: If you can fit in (min.) 165 points for a Supreme Command Detachment you could get 3 Inquisitors with bolt pistol/chainsword + Smite/1 Telethesia psychic power.
W + 2; A +1; LD +1; Save +1 for 24 more points
I think that could work.
Honestly, that's far too expensive for my tastes. Maybe Smite makes up for it but my lists already spend quite a bit on characters and I'm not keen to add even more to that figure.
You're right... I'd missed that one! Well that makes it less good. Not sure if any of the infantry squads are really worth infiltrating with the dagger if it costs 1 CP and 20pts for a platoon commander. Maybe it's just better to go with scions?
This is another change that irritates me. I can understand them not wanting Tank Commanders infiltrating with the dagger, but why not just limit it to infantry?
Yeah - in my most competitive foot list I've switched to using a supreme command detachment and two brigades
21 CPs
Spoiler:
Brigade detachment (tallarn doctrine) 795pts
HQ Company commander (warlord with Kurov’s aquila relic and grand strategist warlord trait) 30pts
Company commander 30pts
Company commander 30pts
Elites
Astropath 15pts (with dagger relic)
Astropath 15pts
Astropath 15pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support – 384pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HQ:
Primaris psyker 40pts
Primaris psyker 40pts
Primaris psyker 40pts
Elites
5 ratlings 35pts
5 ratlings 35pts
5 ratlings 35pts
Troops
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Infantry squad with plasma gun and bolter 48pts
Fast attack
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
5 Rough riders with 2 plasma guns 60pts
Heavy support
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
HWS with 2 mortars and lascannon 48pts
Well, that certainly puts my infantry list to shame.
I've got a few questions if you don't mind:
1) What do yo use the psykers for? It seems that trying to protect one squad with Nightshroud or Psychic Barrier would be a moot point. Do they just spam Smite?
2) Are the Mortars not wasted with the Lascannons? Since they can't hide out of sight (without screwing over the lascannons), wouldn't Heavy Bolters make more sense?
3) Are the HWSs not too fragile? They seem very vulnerable as your only long-range firepower.
4) For a list with so much infantry, you have surprisingly few Company Commanders. How do you use the three that you have? I suppose I'm especially surprised because this seems like a list that would love FRFSRF.
5) How does this list play in general?
(Sorry for all the questions, but this is quite different to the Infantry lists I use and I'd quite like to give it a try.)
6) Finally, do you think this list could function without Rough Riders? (I ask because I don't own them, nor any suitable stand-ins) Is there anything that could reasonably replace them or are they just too important?
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.
2017/10/25 12:42:56
Subject: Astra Militarum: More Competitive in 8th Edition?
1) Yes psykers are there for smite spam. Lasguns blow away horde cover and psykers get to work on enemy heavies. Having 8 of them including astropaths and inquisitors puts out around 11 mortal wounds per turn on average
2) To be honest I'm not too concerned about hiding mortars out of sight as they're so cheap. They're in mixed squads so they can tank for the pricey lascannon. It also means that the enemy can't choose to just take out my anti infantry-HWTs or my anti-tank HWTs if they're mixed. I also like that the range synergises well with the lascannons.
3) Yes they are a little to be honest. It depends on the list I'm facing. If the enemy doesn't have a lot of long range firepower then they're generally stars all game long, but if they do then they can be rubbed out in short order. Going to keep them or now. I might just tone them down to the bare six needed to unlock the brigades.
4) Yeah another company commander or two would be great... I just struggle to weigh them up against more bodies or more smite. The warlord sits at the back, orders HWTs while not dying. The other two advance with the infantry, using 'get back in the fight', 'move move move' and FRFSRF as needed. I should probably crowbar in another one to go with the main push.
5) It's played very well so far - I've not lost a game with my competitive AM list yet this edition (not that I've played it loads and I've only been to one tourney). Infantry squads, psykers, inquisitors + 2 commanders barrel forwards onto midfield objectives while lasgunning / smiting at will. HWTs sit at the back and fire. Ratlings can either be a screen for turn-one-assault armies, early objective grabbers or just snipe from cover. Rough riders jump out from whatever flank is needed, plasma stuff dead, tie up tanks/targets of opportunity in assault, and capture backfield objectives. I also use either a scion squad or dagger of tusakh to deep strike a unit onto a midfield objective if needed. Celestine starts in the middle for the invuln save, and jumps forward 24" (act of faith) and kills something. This draws loads of enemy fire. Then she comes back next turn and does it again cos she's crazily undercosted haha.
6) the rough riders are awesome little units as they let you apply a horde to the opponent's backfield! Being 2W each makes them surprisingly reslient too and they take a LOT of anti infantry firepower to put down for their points. If I couldn't use them I'd probably have to swap them for cheap scout sentinels in a brigade (which I don't like at all tbh - they'll just die instantly in an infantry list).
If I had to use sentinels I'd probably drop the second brigade for a battalion so I don't have to take more than three. I'd use the tallarn ambush stratagem to get some backfield threats. Any points I'd save by using sentinels/dropping riders I'd put into scions.
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2017/10/25 12:54:12
Subject: Astra Militarum: More Competitive in 8th Edition?
Thanks, DoomMouse, that's a fantastic help. I'm definitely going to try an army along these lines.
Just one more question - would it be worth giving Plasma Pistols to the Infantry sergeants?
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.
2017/10/25 13:41:52
Subject: Astra Militarum: More Competitive in 8th Edition?
I think it can be a good idea to take one detachment that doesn't benefit from Doctrines, etc.
That way you can indeed put an Inquisitor in it or any other Imperial units you fancy. Doctrines are useful but you don't need to have them on every single model in your army. For example, Assassins work just fine, even if they are not from Valhalla or some other backwater world like the rest of your guys.
All you need is a solid plan for your off-world reinforcements.
Just one more question - would it be worth giving Plasma Pistols to the Infantry sergeants?
I don't know. Do they get to use them?
The only dudes I give plasma pistols to are Tempestor Primes because they are expected to go near tough enemies along with their Command Squads and the plasma pistols just might tip the scales there. Not to mention, they are good shots.
This message was edited 1 time. Last update was at 2017/10/25 13:50:39
"Be like General Tarsus of yore, bulletproof and free of fear!"
2017/10/25 13:52:12
Subject: Astra Militarum: More Competitive in 8th Edition?
Looking for some advice in my "Horde clearer" spot for my lists. Can people tell me why the Taurox prime is seems to be preferred over the Vulture and the LR Punisher.
I mean I think they are all good at the job it just I see a heck of alot more Taurox Primes then the other 2 at the top tables.
2017/10/25 15:06:03
Subject: Astra Militarum: More Competitive in 8th Edition?
Khadorstompy wrote: Looking for some advice in my "Horde clearer" spot for my lists. Can people tell me why the Taurox prime is seems to be preferred over the Vulture and the LR Punisher.
I mean I think they are all good at the job it just I see a heck of alot more Taurox Primes then the other 2 at the top tables.
Personally I love Vultures with punishers. They're really mobile, hit non flying targets on 4+ if they move, are about as durable, if not more durable as a leman russ (more wounds, and -1 to hit, vs 1 point lower toughness) for less points. Granted they don't benefit from doctrines, but a 25 point officer of the fleet can give them rerolls of 1 to hit. They also can't stop tabling, and soon won't be able to take objectives, but other than that they're great. Take them Elysian and they get deep strike at the cost of diddly squat. I guess taurox primes are reasonably cheap and many hordes are t3 so the difference in strength is moot. They're also bs3+ which is likely a large factor.
Armies:
: 4000 points painted
just started (sep 17)
Skaven: 2400 WIP
, OandG and Dwarves in a cupboard.
Eagerly awaiting codex (yeah this sig was written in 2010...)
2017/10/25 15:43:38
Subject: Astra Militarum: More Competitive in 8th Edition?
vipoid wrote: Thanks, DoomMouse, that's a fantastic help. I'm definitely going to try an army along these lines.
Just one more question - would it be worth giving Plasma Pistols to the Infantry sergeants?
No worries
Personally I don't bother as I'll never want to overcharge a plasma pistol on a sergeant as it risks the squad lowering its LD. I'm sure they'd be fine to use on a tallarn infantry wave that gets up into your opponent's face though.
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2017/10/25 15:51:07
Subject: Astra Militarum: More Competitive in 8th Edition?
Personally I don't bother as I'll never want to overcharge a plasma pistol on a sergeant as it risks the squad lowering its LD. I'm sure they'd be fine to use on a tallarn infantry wave that gets up into your opponent's face though.
Well, even if you don't overcharge it, it's still S7 AP-3.
Also, since you're specifically using Inquisitors for their Ld bubble, are sergeants really needed for Ld?
That said, do your infantry typically keep their distance? I'd assumed that you'd try to advance many of them into rapid-fire (and pistol) range.
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.
2017/10/25 16:16:41
Subject: Astra Militarum: More Competitive in 8th Edition?
MrMoustaffa wrote: Tyranids can't hide all their synapse stuff like IG can, if I want synapse gone I can drop the big bugs pretty quickly. I'm sure there's some smaller stuff that can blend in but it's nowhere near as cheap or as spammable as Commissars were. At the very least they're nowhere near as easy to hide from snipers, considering the commissar is a single human model and can be hidden with even a single chimera or corner of a building. I'm no Nid expert but I don't recall ever having an issue shutting down synapse in 8th.
Tyranid Primes can be hidden. Warriors and Zoanthropes come in units.
And let's not forget that you can park Venomthropes nearby for a sweet, sweet -1 to Hit.
Broodlords can be hidden as well.
Something else to consider is that, whilst these units are indeed more expensive than Commissars, they also contribute far more to the battle. Commissars basically do one thing and one thing only - stop units running. other than that, they can maybe bring a Bolter.
A Tyranid Prime can wield an Assault Heavy Bolter, can have 5 attacks with S5 AP-2 melee weapons, and gives all Warriors +1 to hit.
A Broodlord is practically a monstrous creature in terms of melee ability. It has 6 S5 AP-3 Dd3 attacks, rerolls failed to-wound rolls and any to-wound rolls of 6+ are resolved at AP-6 and do 3 damage. It also gives nearby genestealers +1 to hit and is a psyker to boot. Oh, and like genestealers it can charge after Advancing.
They're also considerably tougher than Commissars, having T5, 6 wounds apiece with a 3+ save and a 4+/5+ save on the Prime and Broodlord, respectively.
You're correct on the Broodlord and the Prime, however you do need to add that the Prime clocks in at north of 100 points and the Broodlord is 167 points, to keep things in perspective.
Battlesong wrote: You're correct on the Broodlord and the Prime, however you do need to add that the Prime clocks in at north of 100 points and the Broodlord is 167 points, to keep things in perspective.
That was my point though. I was pointing out that while both are indeed significantly more expensive than a Commissar, they also both bring far more to the table.
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.
2017/10/25 17:07:55
Subject: Astra Militarum: More Competitive in 8th Edition?
Personally I don't bother as I'll never want to overcharge a plasma pistol on a sergeant as it risks the squad lowering its LD. I'm sure they'd be fine to use on a tallarn infantry wave that gets up into your opponent's face though.
Well, even if you don't overcharge it, it's still S7 AP-3.
Also, since you're specifically using Inquisitors for their Ld bubble, are sergeants really needed for Ld?
That said, do your infantry typically keep their distance? I'd assumed that you'd try to advance many of them into rapid-fire (and pistol) range.
Yeah, that's all true! To be honest I usually try and advance forward as fast as possible with my infantry, so there'd be nothing wrong with using them. I can certainly think of times they'd have come in handy. I'm not sure whether they're worth the points of another HWS or infantry squad and the loss of 12 bolters though. On scion sergeants they're pretty awesome on the other hand now that their plasma guns cost 15pts each!
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2017/10/25 18:14:36
Subject: Astra Militarum: More Competitive in 8th Edition?
Yeah, that's all true! To be honest I usually try and advance forward as fast as possible with my infantry, so there'd be nothing wrong with using them. I can certainly think of times they'd have come in handy. I'm not sure whether they're worth the points of another HWS or infantry squad and the loss of 12 bolters though. On scion sergeants they're pretty awesome on the other hand now that their plasma guns cost 15pts each!
Huh, that's a very good point about Scions.
And, yeah, I get that the cost aspect is tricky. I think I'd be tempted to do it, especially since the squads aren't using Heavy Weapons.
Oh, one other thing - do you use the Ambush stratagem with this army?
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.
2017/10/25 19:14:12
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
On Chimeras, does the twin heavy bolter make them workable? I still feel that the two autocannons on the Taurox with its much cheaper cost is the better IFV, but I'd prefer to run chimeras. Spring for the hull heavy flamer or run it cheap with the heavy bolter?
I'll probably run my mech/armoured force as Tallarn so I can move and shoot freely.
Mordian Iron Guard - Major Overhaul in Progress
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2017/10/25 20:57:28
Subject: Astra Militarum: More Competitive in 8th Edition?
As a Nid player myself, (my IG army is built around tanks not infantry and is there to support my GSC) I am always amused whem people bemoan and complain how "overpowered" or "strong" or"Impossible" conscript are to kill and I just get this sick smirk on my face as I cannot wait to tell them how my Guant lists runs. I put my guants in cover I take usually about 120-160 and sprinkle devilguants in there, surround them with Terigons and warriros and Venonthropes. They become a respawning, -1 BS 5+/5++/5+++ with better damage and soaking ability than anything the guard can put out. (void shield, catalist and venomthropes for all the modifiers for those who are confused)
I've never had problems with conscripts myself, because I always build my lists to handle infantry blobs, more specifically I like infantry and thus I take lots of them. Conscripts are easy to kill, if you as a player or army list builder cannot make your build kill 30 mooks, your army is bad. Simple as that. Restructure and try again, or players like me or Ork will walk in and stomp you.
Yeah I'd ignore the gants until after I killed the Tervigon and Warriors.
vipoid wrote: Thanks, DoomMouse, that's a fantastic help. I'm definitely going to try an army along these lines.
Just one more question - would it be worth giving Plasma Pistols to the Infantry sergeants?
On Cadians that are holding an objective and therefore aren't moving you get to reroll that 1.
2017/10/25 20:58:41
Subject: Astra Militarum: More Competitive in 8th Edition?
vipoid wrote: Thanks, DoomMouse, that's a fantastic help. I'm definitely going to try an army along these lines.
Just one more question - would it be worth giving Plasma Pistols to the Infantry sergeants?
On Cadians that are holding an objective and therefore aren't moving you get to reroll that 1.
Did you mean to quote me there?
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.
2017/10/25 22:42:29
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
Fishborne wrote: I played this 100 PL list and had a blast against a blood angels player and an Ad Mech Mars player :
Spoiler:
Steel Legion Brigade
Company Commander-Power Weapon, bolt pistol, The Laurels of Command
Company Commander-Power Weapon, bolt pistol (warlord with Grand Strategist)
Company Commander-Power Weapon, bolt pistol
Primarius Psyker-Staff
Special Weapons Squad-3 flamers
Command Squad-4 plasma guns
Chimera-2 heavy flamers, Track Guards
Special Weapons Squad-3 flamers
Command Squad-4 Melta Guns
Chimera-2 heavy flamers, Track Guards
Commissar-Power Weapon, Power Fist
Commissar-Power Weapon, Bolter
Scout Sentinel- Heavy Flamer (or lascannon second game), Hunter Killer Missile
Scout Sentinel- Heavy Flamer (or lascannon second game), Hunter Killer Missile
Scout Sentinel- Heavy Flamer (or Missile Launcher second game), Hunter Killer Missile
Heavy Weapons Team-3 Autocannons
Heavy Weapons Team- Autocannon, 2 lascannons
Heavy Weapons Team-3 heavy bolters
Catachan SpearHead
Primarius Psyker-staff
Leman Russ Tank-2 plasma cannons, heavy bolter, Track Guards
Leman Russ Tank-3 heavy bolters, Track Guards
Manticore-Heavy bolter
I might trade out the flamers in the special weapon squads for grenade launchers because once they got out of the tank on an objective they were out of the fight.
Your post about your Steel Legion army got buried in all the FAQ stuff, so I thought I'd PM you instead. Hope that's okay.
I've got a few questions about your army if you don't mind:
1) Do you find the Steel Legion doctrine useful for normal (non-mechanised) Infantry?
2) Do you think the SWS/Command Squad combination in a Chimera is better than just having a Veteran Squad in there?
3) Do you get much use out of the Steel Legion order or stratagem?
4) Do you find the Steel Legion bonus to vehicles useful?
5) Really random but is there a reason the Company Commander with Laurels of Command isn't your warlord?
1)Yes because you can catch people at 18 inches and get a full round of shooting FRFSRF before charged next turn (for fast units IE jump marines, deamonettes) against heavy armor, 18 inch plasma rapid fire is a great range!
2)for Power level yes, for points and the recent Commissar change they might become more of a background unit instead of a frontline one.
3)the order is good for late turns when you want to keep things alive when someone close combatty gets through with a unit next to them. The stratagem was used every turn I got out of the bus. reroll ones for hits and wounds from just one order? its good. I wish it was a 2CP strat and everyone getting out of a chimera that turn got the bonus... but such is life.
4)For Main Battle Tanks, not really. But for Sentinals, chimeras, Turoxs' they are heaven sent! Against armies like Mechanicus its fantastic.
5)He was a front line guy who I thought would bite the dust. And I knew I was going to order several units jumping out of a chimera next to him. The warlord was in the back refunding CP
What are peoples thoughts on the other warlord traits?
2017/10/26 02:57:41
Subject: Astra Militarum: More Competitive in 8th Edition?
Battlesong wrote: You're correct on the Broodlord and the Prime, however you do need to add that the Prime clocks in at north of 100 points and the Broodlord is 167 points, to keep things in perspective.
That was my point though. I was pointing out that while both are indeed significantly more expensive than a Commissar, they also both bring far more to the table.
Don't forget that Primes and Broodlords both are HQs as well versus Commissars as Elites.
2017/10/26 03:17:00
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
Zeshi wrote: If you can fit in (min.) 165 points for a Supreme Command Detachment you could get 3 Inquisitors with bolt pistol/chainsword + Smite/1 Telethesia psychic power.
W + 2; A +1; LD +1; Save +1 for 24 more points
I think that could work.
Maybe 1-2 Inquisitors and 3 Assassins. So you get an Vanguard detachment. more costly than that supreme command, but more versitale than just 3 Inqs
2017/10/26 04:26:33
Subject: Astra Militarum: More Competitive in 8th Edition?
How many of yall run Super Heavies in a 2,000 pt list? I have an idea of running a mixed Tallarn infantry/Russ brigade with a Stormlord. 4 sponsons seems like a TON of points though.
This message was edited 1 time. Last update was at 2017/10/26 04:26:58