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![[Post New]](/s/i/i.gif) 2017/10/29 22:55:24
Subject: Astra Militarum: More Competitive in 8th Edition?
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Pyromaniac Hellhound Pilot
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I've used loads of psykers but I just spam smite haha. The inquisitor power where you get to shoot a characters weapon can be very powerful. I used to like using +1 armour save for 50 man conscript blobs but now they're 30 and their leadership is crap it seems a bit meh
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2017/10/29 23:03:45
Subject: Astra Militarum: More Competitive in 8th Edition?
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Stubborn Prosecutor
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vipoid wrote:All my IG armies thus far have included no psykers whatsoever. However, that's about to change drastically, so I'm looking for a bit of advice regarding our psychic powers.
For reference, my army is likely to include:
1-3 Primaris Psykers
3 Astropaths
3 Inquisitors
Anyway, my main questions are:
1) How do you rate our psychic powers?
2) Are there some powers that it's better for an Astropath to know (as opposed to a Primaris Psyker), or vice versa?
3) With multiple Psykers, is it better to have an even selection of powers, or should I lean towards redundancy with the 'good' powers?
4) Lastly, does anyone know whether the IG Mental Fortitude counts as the same power as the Inquisition Mental Fortitude? I ask because you can only cast each power once per turn. However, in this case, the powers have the same name but different wording (one affects any Imperium unit, the other only affects IG units), does that matter?
Most of the AM Psyker powers are crap. I'd hate to say it, but Smite is so good that there isnt a good reason to take the other offensive ones. Doing a minus to leadership is also kind of shaky since its a chance of killing a model instead of killing one outright. The two supports powers on the other hand are great. I generally bring psykers for their ability to deny the witch, but being able to help infantry saves or cinch or morale test is worth it in the right situation. The rest of the time smite, smite, smite.
According to the chaos FAQ, spells with the same title count as the same instance. It hasn't been offically ruled for Mental Fortitude, but I'd expect a TO to refer to that ruling when making the call
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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 |
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![[Post New]](/s/i/i.gif) 2017/10/30 00:13:04
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Angelic Adepta Sororitas
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Just picked up an Enginseer from my FLGS and want to pose this mini Tallarn ambush build to you all. Tell me if its garbage or not. My plan kind of hinges on Tank Commanders being able to order themselves, as I only have one Leman Russ and really want to play a Tallarn-style regiment..
Leman Russ Tank Commander w/ Battle Cannon, Lascannon, Heavy Bolter Sponsons, heavy stubber & ambushing with two Infantry squads with plasma/flamer/grenade launcher.
Tech priest with Dagger relic accompanied by 4 Servitors, 2 w/ Plasma Cannons.
Tactics depend on map/game but in my head these all deploy en masse on one flank and/or enemy deployment zone. Techpriest heals the tank while the rest support, grab objectives, i.e: force the opponent to make choices. Also keeps them off the table for 1st turn alpha strikes.
Possible Commissar tank stratagem on the Leman Russ to give LD boost to all the infantry.
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This message was edited 1 time. Last update was at 2017/10/30 00:13:15
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![[Post New]](/s/i/i.gif) 2017/10/30 03:27:39
Subject: Astra Militarum: More Competitive in 8th Edition?
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Dakka Veteran
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vipoid wrote:All my IG armies thus far have included no psykers whatsoever. However, that's about to change drastically, so I'm looking for a bit of advice regarding our psychic powers.
For reference, my army is likely to include:
1-3 Primaris Psykers
3 Astropaths
3 Inquisitors
Anyway, my main questions are:
1) How do you rate our psychic powers?
2) Are there some powers that it's better for an Astropath to know (as opposed to a Primaris Psyker), or vice versa?
3) With multiple Psykers, is it better to have an even selection of powers, or should I lean towards redundancy with the 'good' powers?
4) Lastly, does anyone know whether the IG Mental Fortitude counts as the same power as the Inquisition Mental Fortitude? I ask because you can only cast each power once per turn. However, in this case, the powers have the same name but different wording (one affects any Imperium unit, the other only affects IG units), does that matter?
1) Pretty good. Gaze of the Emperor is kinda weak, but Nightshroud, Psychic Barrier, Maelstrom, and the morale booster are all useful.
2) I would give the Astropath a dedicated buff such as Barrier/Nightshroud/Morale. Maelstrom could be interesting as a way of getting around his weak Smite though if you feel like being more aggressive with them.
3) Definitely prefer redundancy on Night Shroud/Barrier. Not just in case a Psyker dies, but in case all of his intended buff targets in range die. You might have a turn where your earthshaker doesnt need barrier or night shroud but your conscripts at the front do. Take a couple of the more situational ones as backup if you have space for them.
4) I would say they are different by virtue of coming from different disciplines and the different target key words, but I can definitely see the counter argument. I'd play it conservatively and treat them as the same until it gets FAQ'd
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This message was edited 1 time. Last update was at 2017/10/30 03:28:07
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![[Post New]](/s/i/i.gif) 2017/10/30 14:33:47
Subject: Astra Militarum: More Competitive in 8th Edition?
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Regular Dakkanaut
Baltimore
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Just to add to the what's better than discussion, what's everybody's go-to Leman Russ variant?
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![[Post New]](/s/i/i.gif) 2017/10/30 15:41:05
Subject: Astra Militarum: More Competitive in 8th Edition?
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Stubborn Prosecutor
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Stus67 wrote:Just to add to the what's better than discussion, what's everybody's go-to Leman Russ variant?
Battle Cannon is the best all-around choice. Executioner is good with Cadians. Eradicator Autocannon is still the best anti-heavy infantry choice.
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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 |
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![[Post New]](/s/i/i.gif) 2017/10/30 15:48:10
Subject: Astra Militarum: More Competitive in 8th Edition?
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Regular Dakkanaut
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Stus67 wrote:Just to add to the what's better than discussion, what's everybody's go-to Leman Russ variant? Conqueror and Annihilator are the gold standards.* Battle Cannon, Executioner, Demolisher, and Punisher are all solid. Stygies Vanquisher and Eradicator are okay. Vanquisher and Exterminator are trash. *(Assuming their prices get normalized in the next FW update. They're still probably worth it at +10, though)
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This message was edited 1 time. Last update was at 2017/10/30 18:04:05
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![[Post New]](/s/i/i.gif) 2017/10/30 15:49:20
Subject: Astra Militarum: More Competitive in 8th Edition?
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Killer Klaivex
The dark behind the eyes.
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What do you guys take in the way of sponsons and such?
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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. |
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![[Post New]](/s/i/i.gif) 2017/10/30 16:10:12
Subject: Astra Militarum: More Competitive in 8th Edition?
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Regular Dakkanaut
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vipoid wrote:What do you guys take in the way of sponsons and such?
Depends entirely on regiment, role, and personal preference.
Cadian Russes want to sit still anyway, so heavy bolters or even plasma cannons seem like good buys.
Tallarn Russes can move and shoot without penalty, so pretty much anything works.
Catachan Russes can re-roll shots on heavy flamers and plasma cannons.
Vostroyan Russes get +6" range on everything, making multi-meltas seem pretty functional. Tallarn probably does them better, though.
Beyond that it's mostly personal preference. Do you want your Russes to be immobile turrets, or are you playing Tallarn? Throw in some sponsons. If you value mobility or like the shorter-range turrets, probably skip them, and consider a hull heavy flamer.
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![[Post New]](/s/i/i.gif) 2017/10/30 16:30:10
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Pyromaniac Hellhound Pilot
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Twoshoes23 wrote:Just picked up an Enginseer from my FLGS and want to pose this mini Tallarn ambush build to you all. Tell me if its garbage or not. My plan kind of hinges on Tank Commanders being able to order themselves, as I only have one Leman Russ and really want to play a Tallarn-style regiment..
Leman Russ Tank Commander w/ Battle Cannon, Lascannon, Heavy Bolter Sponsons, heavy stubber & ambushing with two Infantry squads with plasma/flamer/grenade launcher.
Tech priest with Dagger relic accompanied by 4 Servitors, 2 w/ Plasma Cannons.
Tactics depend on map/game but in my head these all deploy en masse on one flank and/or enemy deployment zone. Techpriest heals the tank while the rest support, grab objectives, i.e: force the opponent to make choices. Also keeps them off the table for 1st turn alpha strikes.
Possible Commissar tank stratagem on the Leman Russ to give LD boost to all the infantry.
Unfortunately, they FAQ'd the dagger so it can only be taken by Infantry Officers.
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![[Post New]](/s/i/i.gif) 2017/10/30 17:15:17
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Towering Hierophant Bio-Titan
UK
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I've got a question about the conqueror - to target a weapon at a unit, does it need to be in range first?
Regarding the co-axial stormbolter for that delicious re-roll to hit.
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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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![[Post New]](/s/i/i.gif) 2017/10/30 17:47:53
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Regular Dakkanaut
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Razerous wrote:I've got a question about the conqueror - to target a weapon at a unit, does it need to be in range first?
You cannot target something out of range:
In order to target an enemy unit, a model from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting model.
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![[Post New]](/s/i/i.gif) 2017/10/30 18:01:42
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Towering Hierophant Bio-Titan
UK
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KestrelM1 wrote:Razerous wrote:I've got a question about the conqueror - to target a weapon at a unit, does it need to be in range first? You cannot target something out of range: In order to target an enemy unit, a model from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting model.
Good, appreciate the reference. Okay on this basis, how good is the conqueror ( Charlatan ahem Catachan regiment, damnit autocorrect!) 1d6+1d6 shots, re-rolling no. of shots. Re-rolls to hit within 24"+5", Str 8 (so wounding on 2's or 3's vs most things). Basically the latent re-roll to hit just seems exceptionally strong. I just can't see the worth of the Executioner (and assuming you'll have some form of re-roll 1's nearby) in comparisons, especially as cheap plasma is so accessible.
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This message was edited 2 times. Last update was at 2017/10/30 18:46:22
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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![[Post New]](/s/i/i.gif) 2017/10/30 18:11:06
Subject: Astra Militarum: More Competitive in 8th Edition?
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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Re-rolls to hit within 31"? You mean 24"?
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2017/10/30 18:17:50
Subject: Astra Militarum: More Competitive in 8th Edition?
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Fresh-Faced New User
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Where are people finding their Conqueror turrets?
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![[Post New]](/s/i/i.gif) 2017/10/30 18:34:03
Subject: Astra Militarum: More Competitive in 8th Edition?
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Stubborn Prosecutor
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I'd like to know this too - they've been OOP for a while
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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 |
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![[Post New]](/s/i/i.gif) 2017/10/30 18:51:14
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Towering Hierophant Bio-Titan
UK
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I have amended, 24"+5". (thanks!  )
Still, question still stands?
What does the cannon look like, assuming a scratch build is possible?
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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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![[Post New]](/s/i/i.gif) 2017/10/30 19:18:48
Subject: Astra Militarum: More Competitive in 8th Edition?
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Decrepit Dakkanaut
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This message was edited 3 times. Last update was at 2017/10/30 19:20:56
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![[Post New]](/s/i/i.gif) 2017/10/30 21:24:05
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Heroic Senior Officer
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Razerous wrote:KestrelM1 wrote:Razerous wrote:I've got a question about the conqueror - to target a weapon at a unit, does it need to be in range first?
You cannot target something out of range:
In order to target an enemy unit, a model from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting model.
Good, appreciate the reference.
Okay on this basis, how good is the conqueror ( Charlatan ahem Catachan regiment, damnit autocorrect!)
1d6+1d6 shots, re-rolling no. of shots. Re-rolls to hit within 24"+5", Str 8 (so wounding on 2's or 3's vs most things).
Basically the latent re-roll to hit just seems exceptionally strong.
I just can't see the worth of the Executioner (and assuming you'll have some form of re-roll 1's nearby) in comparisons, especially as cheap plasma is so accessible.
Executioner is durable plasma that puts out a stupid amount of shots. Yes, guardsmen are cheaper for more shots, but they can be shot off the table pretty easily, especially in the open. Plasma infantry that can take the weapon in any appreciable number ( SWS, vets, command squads) are all very fragile and stormtroopers are a one shot unit usually. Also executioners have a longer range and get all their shots at 36", instead of the 18" a moving infantry squad will get (or 24" if you talk Armageddon) Add in a decked out executioner with plasma cannons and a lascannon still comes in under 200pts, it can put out very respectable firepower considering how much you're paying for durability. Usually it'll get around 10 plasma shots and a lascannon, while Cadians and Catachans can fire potentially far more. Granted it's not as aggressive or reactive as Stormtroopers can be, but it's job is more to anchor a battle line and provide heavy firepower.
Basically, it's your "feth you" button. You pick a target and the executioner makes it go away. It also makes excellent bait in more casual metas, since people tend to freak out the first time they watch it fire the turret twice  Personally I think it works best in tandem with plasma Stormtroopers and tons of infantry spamming plasma. Basically make it where no matter what the opponent does, at least one method is hitting home. It's high AP, good stength, and a decent amount of shots, about the only complaint I have is the asinine way modifiers work which means my tank is twice as likely to wound itself when it moves or it fights sneaky marines, but there are ways to mitigate that kind of thing at least.
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'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 |
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![[Post New]](/s/i/i.gif) 2017/10/31 01:38:32
Subject: Astra Militarum: More Competitive in 8th Edition?
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Longtime Dakkanaut
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vipoid wrote:All my IG armies thus far have included no psykers whatsoever. However, that's about to change drastically, so I'm looking for a bit of advice regarding our psychic powers.
For reference, my army is likely to include:
1-3 Primaris Psykers
3 Astropaths
3 Inquisitors
Anyway, my main questions are:
1) How do you rate our psychic powers?
2) Are there some powers that it's better for an Astropath to know (as opposed to a Primaris Psyker), or vice versa?
3) With multiple Psykers, is it better to have an even selection of powers, or should I lean towards redundancy with the 'good' powers?
4) Lastly, does anyone know whether the IG Mental Fortitude counts as the same power as the Inquisition Mental Fortitude? I ask because you can only cast each power once per turn. However, in this case, the powers have the same name but different wording (one affects any Imperium unit, the other only affects IG units), does that matter?
I love Astropaths, but then we play on terrain heavy tables. Being able to remove cover in a bubble is awesome, its essentially giving ap -1 to a couple squads of guard and probably a HWT or LRBT. That's the main reason I bring them. I ussually bring two and put them with the flank squads.
I generally bring one or two primaris, and give them specific tasks (Pyschic barrier or Nightshroud a specific unit). He costs as much as a basic infantry squad, so he needs to be doing something effective as a force multiplier. Keeping my LRBT, Ogryns, or Taurox Prime alive counts in my opinion. I find just doing a few mortal wounds is harder to justify.
1.) I like the buffing ones, and don't much care for the damage ones.
2.) Not really. Neither them or the Primaris are any better at casting spells.
3.) I ussually go for variety. The powers that I pick (in order):
- Pyschic Barrier. Awesome ability. This is defending my troops that already have good save, like Ogryns. I'm looking forward to using it on crusaders now.
- Night shroud. Also an awesome ability. I like to put it on the LRBT, I used to put it on the Taurox Prime.
- Mental Fortitude, great if you run conscripts, but otherwise its below psychic maelstrom in my opinion.
- Psychic Maelstrom. This is ok, lets you get mortal wounds on something you choose. Nice for sniping characters that are charging your lines (like daemon princes).
- Terrifying visions: This would be ok if it didn't cost 7. I don't ussually take it, but its paid off for me once against some MEQ.
- Gaze of the Emperor. Blah I think this is lame. I don't want my psykers that close to bad guys.
4.) In my opinion, its different. its on a different spell list, targets different things, and is given to a different character.
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![[Post New]](/s/i/i.gif) 2017/10/31 03:50:27
Subject: Astra Militarum: More Competitive in 8th Edition?
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Storm Trooper with Maglight
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I just won a three way dance between to Marine players with only 2 Company Comms, 1 Sgt., 1 Inf. man w/ Missle Launcher, 1 Inf. man, and a Leeman Russ with Executioner on only one wound left. What a fight.
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Feed the poor war gamer with money. |
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![[Post New]](/s/i/i.gif) 2017/10/31 09:36:20
Subject: Astra Militarum: More Competitive in 8th Edition?
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Jervis Johnson
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ChargerIIC wrote: Stus67 wrote:Just to add to the what's better than discussion, what's everybody's go-to Leman Russ variant?
Battle Cannon is the best all-around choice. Executioner is good with Cadians. Eradicator Autocannon is still the best anti-heavy infantry choice.
Executioner seemed like the go-to choice before GW decided that every army should be at -1 to hit or worse. Overheats on 1, 2 and 3 suck. I'm also using Battle Cannons now (with Cadians and everything else). Conqueror seems amazing. Easily the best Russ variant. I wish it was a codex option so it wouldn't be illegal most of the time.
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This message was edited 2 times. Last update was at 2017/10/31 09:42:50
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![[Post New]](/s/i/i.gif) 2017/10/31 09:48:16
Subject: Astra Militarum: More Competitive in 8th Edition?
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Rough Rider with Boomstick
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Hey folks,
Apologies if this has already been mentioned, I tried catching up on the thread but I have a job and need sleep!
I've thought of a couple of wacky, potentially useful tactics, I'd be curious to see what others think of them.
Ogryn taxi: take 1 ogryn bodyguard with slabshield, maul and death mask. Place in a centaur. Use the centaur's small size to hug los-blocking terrain while working up to your opponent's deployment zone, then romp about his backfield assaulting weak objective-holding units. 116 points by my count for a unit that can absorb a silly amount of firepower and potentially derail your opponent's plans - if you get lucky there's linebreaker as well.
Suicidal infernus: take a valhallan malcador infernus with twin heavy flamer sponsons. Charge right into the heart of the enemy, flame everything in sight (avoid chemical ammo as you won't be a threat to vehicles) and hug your opponent's most valuable units. Charge them, even. Seek a glorious death, and use a command point re-roll when it finally is destroyed to ensure it explodes.
Valhallan keeps it moving so that your opponent can't run away, and the weapons are a formidable annoyance. 18w means it will soak up a LOT of firepower, and the threat of the explosion may force your opponent to avoid it, withdraw from combat (wasting a turn), or just take d6 mortal wounds on the chin on every nearby unit.
I'd love to hear everyone's thoughts on these ideas - haven't playtested yet but should be able to report back in a few weeks.
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Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop |
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![[Post New]](/s/i/i.gif) 2017/10/31 13:00:18
Subject: Astra Militarum: More Competitive in 8th Edition?
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Decrepit Dakkanaut
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Captain Roderick wrote:Hey folks,
Apologies if this has already been mentioned, I tried catching up on the thread but I have a job and need sleep!
I've thought of a couple of wacky, potentially useful tactics, I'd be curious to see what others think of them.
Ogryn taxi: take 1 ogryn bodyguard with slabshield, maul and death mask. Place in a centaur. Use the centaur's small size to hug los-blocking terrain while working up to your opponent's deployment zone, then romp about his backfield assaulting weak objective-holding units. 116 points by my count for a unit that can absorb a silly amount of firepower and potentially derail your opponent's plans - if you get lucky there's linebreaker as well.
Suicidal infernus: take a valhallan malcador infernus with twin heavy flamer sponsons. Charge right into the heart of the enemy, flame everything in sight (avoid chemical ammo as you won't be a threat to vehicles) and hug your opponent's most valuable units. Charge them, even. Seek a glorious death, and use a command point re-roll when it finally is destroyed to ensure it explodes.
Valhallan keeps it moving so that your opponent can't run away, and the weapons are a formidable annoyance. 18w means it will soak up a LOT of firepower, and the threat of the explosion may force your opponent to avoid it, withdraw from combat (wasting a turn), or just take d6 mortal wounds on the chin on every nearby unit.
I'd love to hear everyone's thoughts on these ideas - haven't playtested yet but should be able to report back in a few weeks.
My Sororitas use Infernuses, and since they're in a Sororitas detachment they get no trait, but I was thinking Catachan myself to get that sweet sweet shots re-roll on the main armament and the HF sponsons.
Also, I do use it as a suicide bomber sometimes
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![[Post New]](/s/i/i.gif) 2017/10/31 15:08:53
Subject: Astra Militarum: More Competitive in 8th Edition?
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Stubborn Prosecutor
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Captain Roderick wrote:Hey folks,
Apologies if this has already been mentioned, I tried catching up on the thread but I have a job and need sleep!
I've thought of a couple of wacky, potentially useful tactics, I'd be curious to see what others think of them.
Ogryn taxi: take 1 ogryn bodyguard with slabshield, maul and death mask. Place in a centaur. Use the centaur's small size to hug los-blocking terrain while working up to your opponent's deployment zone, then romp about his backfield assaulting weak objective-holding units. 116 points by my count for a unit that can absorb a silly amount of firepower and potentially derail your opponent's plans - if you get lucky there's linebreaker as well.
Suicidal infernus: take a valhallan malcador infernus with twin heavy flamer sponsons. Charge right into the heart of the enemy, flame everything in sight (avoid chemical ammo as you won't be a threat to vehicles) and hug your opponent's most valuable units. Charge them, even. Seek a glorious death, and use a command point re-roll when it finally is destroyed to ensure it explodes.
Valhallan keeps it moving so that your opponent can't run away, and the weapons are a formidable annoyance. 18w means it will soak up a LOT of firepower, and the threat of the explosion may force your opponent to avoid it, withdraw from combat (wasting a turn), or just take d6 mortal wounds on the chin on every nearby unit.
I'd love to hear everyone's thoughts on these ideas - haven't playtested yet but should be able to report back in a few weeks.
The Ogryn Taxi seems like it'll just get stuck in melee against something it can't kill and you'll have waste 3 infantry squads worth of points. Better to buy 3 more squads and rush the enemy with them.
Suicidal Infernus: I'm assuming this is a normal explode on 6. In that case the reroll doesn't even bring you up to the 50% chance you'd need for that to be a viable option. Worse, even successful explodes don't kill much more than loose infantry.
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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 |
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![[Post New]](/s/i/i.gif) 2017/10/31 15:10:36
Subject: Astra Militarum: More Competitive in 8th Edition?
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Decrepit Dakkanaut
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I think the Infernus explodes on a 4+, with a 2d6" radius and d6 mortal wounds.
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![[Post New]](/s/i/i.gif) 2017/10/31 15:22:06
Subject: Astra Militarum: More Competitive in 8th Edition?
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Longtime Dakkanaut
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argonak wrote: vipoid wrote:All my IG armies thus far have included no psykers whatsoever. However, that's about to change drastically, so I'm looking for a bit of advice regarding our psychic powers.
For reference, my army is likely to include:
1-3 Primaris Psykers
3 Astropaths
3 Inquisitors
Anyway, my main questions are:
1) How do you rate our psychic powers?
2) Are there some powers that it's better for an Astropath to know (as opposed to a Primaris Psyker), or vice versa?
3) With multiple Psykers, is it better to have an even selection of powers, or should I lean towards redundancy with the 'good' powers?
4) Lastly, does anyone know whether the IG Mental Fortitude counts as the same power as the Inquisition Mental Fortitude? I ask because you can only cast each power once per turn. However, in this case, the powers have the same name but different wording (one affects any Imperium unit, the other only affects IG units), does that matter?
I love Astropaths, but then we play on terrain heavy tables. Being able to remove cover in a bubble is awesome, its essentially giving ap -1 to a couple squads of guard and probably a HWT or LRBT. That's the main reason I bring them. I ussually bring two and put them with the flank squads.
I generally bring one or two primaris, and give them specific tasks (Pyschic barrier or Nightshroud a specific unit). He costs as much as a basic infantry squad, so he needs to be doing something effective as a force multiplier. Keeping my LRBT, Ogryns, or Taurox Prime alive counts in my opinion. I find just doing a few mortal wounds is harder to justify.
1.) I like the buffing ones, and don't much care for the damage ones.
2.) Not really. Neither them or the Primaris are any better at casting spells.
3.) I ussually go for variety. The powers that I pick (in order):
- Pyschic Barrier. Awesome ability. This is defending my troops that already have good save, like Ogryns. I'm looking forward to using it on crusaders now.
- Night shroud. Also an awesome ability. I like to put it on the LRBT, I used to put it on the Taurox Prime.
- Mental Fortitude, great if you run conscripts, but otherwise its below psychic maelstrom in my opinion.
- Psychic Maelstrom. This is ok, lets you get mortal wounds on something you choose. Nice for sniping characters that are charging your lines (like daemon princes).
- Terrifying visions: This would be ok if it didn't cost 7. I don't ussually take it, but its paid off for me once against some MEQ.
- Gaze of the Emperor. Blah I think this is lame. I don't want my psykers that close to bad guys.
4.) In my opinion, its different. its on a different spell list, targets different things, and is given to a different character.
4) I opened a YMDC on this and the verdict is clear. What matters is that they have the same name, so you cannot cast one from a Primaris and one from an Inquisitor.
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![[Post New]](/s/i/i.gif) 2017/10/31 15:36:23
Subject: Astra Militarum: More Competitive in 8th Edition?
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Rough Rider with Boomstick
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@charger you're right, it might get stuck in combat, but the question is whether the thing that it can't kill is worth more points than it is. If so I'd consider the points well spent. If you play against a lot of superheavies it's probably not worth it but short of Lords of war anything that can tie it up or kill it will not be usefully pummelling your line (I hope).
And unit was right on the money - 4+ with a re-roll seems like a fair chance.
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Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop |
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![[Post New]](/s/i/i.gif) 2017/10/31 16:22:10
Subject: Re:Astra Militarum: More Competitive in 8th Edition?
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Towering Hierophant Bio-Titan
UK
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What about x number of hellhounds, doing much... ah they don't have the steel behemoth rule.
Got it
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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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![[Post New]](/s/i/i.gif) 2017/10/31 16:25:39
Subject: Astra Militarum: More Competitive in 8th Edition?
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Regular Dakkanaut
Washington State
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Anyone have any experience with a Marauder Bomber? I just started assembling mine and hot damn does it look fun. 2 Lascannons, and 4 heavy bolters is meh, but some sweet Mortal wound capabilities. Especially with those Hellstorm bombs.
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