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Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

Razerous wrote:
What about x number of hellhounds, doing much... ah they don't have the steel behemoth rule.

Got it

Neither does the malcador - tbh you could probably do it with either, but the explosion is smaller on the hellhounds and will backfire less with just 1 malcador. I also like the d2 on its flamer, and psychologically I imagine it's more annoying to have 1 malcador up in your grill than 3 hellhounds. Could be wrong though, and if one just wants to flame as many things as possible, the hellhounds are probably better.


Automatically Appended Next Post:
 Unit1126PLL wrote:
.

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


I like the catachan re-roll of course, but I feel like keeping it moving (since it already auto-hits) seems more utilitarian. I hate the idea of losing a target through only being able to move 4...

This message was edited 1 time. Last update was at 2017/10/31 16:51:42


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  
   
Made in ch
Legendary Dogfighter





RNAS Rockall

 necrontyrOG wrote:
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.


Only the Marauder Destroyer. The hellstrikes were F'N SWEET but the bombs were a bit underwhelming. I think I got more mileage out of the tail and turret guns.

Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in us
Loyal Necron Lychguard




What have people's experiences been with the Hellhound? I've only used it a couple times, and the range is so short and the number of shots so random that it didn't feel super effective for the points.
   
Made in us
Kid_Kyoto






Probably work

I like hellhounds still. My primary use for them is as a psychological warfare unit though, not a point-effective unit. You might get your points back if you're lucky (or killing Rangers) but ultimately, the way to play them is to get them as close to multiple enemy units as possible and have them start dealing out the pain, and then watch the opponent try to get his stuff out of your 4+ death bubble before destroying you out of fear of the mortal wounds. It forces him to react to you, and it's cheap enough you can spare it.

Way I see it is any damage you do along the way before that happens is just gravy.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in gb
Towering Hierophant Bio-Titan



UK

So an assault 16 gun, str6 ap -1 isn't any good? (Hellhound)

 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
Kid_Kyoto






Probably work

Razerous wrote:
So an assault 16 gun, str6 ap -1 isn't any good? (Hellhound)


Assault 16?

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





Razerous wrote:
So an assault 16 gun, str6 ap -1 isn't any good? (Hellhound)


Technically a Heavy 2d6 Str6 Ap -1 autohit weapon.

That being said it's an amazing threat when combined with it's armor and speed. It'll eat 3-5 MEQ a turn, which is just enough to force way more than 100pts to be dedicated to destroying it over a couple turns. It's the only fast attack option I've seen that actually flanks and does it well.

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


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Loyal Necron Lychguard




Perhaps it was just the games that I played. I am often presented with threats that it's not particularly effective against (vehicles, Daemon Primarchs, elite models with Invulns), or it gets killed quickly because it is short ranged and people have to go through it to get to my backline.

I think it's good, but the meta has made it feel less effective than I previously estimated it at.
   
Made in ca
Secretive Dark Angels Veteran



Canada

Requizen wrote:
Perhaps it was just the games that I played. I am often presented with threats that it's not particularly effective against (vehicles, Daemon Primarchs, elite models with Invulns), or it gets killed quickly because it is short ranged and people have to go through it to get to my backline.

I think it's good, but the meta has made it feel less effective than I previously estimated it at.


I've been using two (one with Inferno and one with Chem Cannon) and they have been useful. They attract lots of fire, which sucks for them but is good for other things in my army. They can help guard a flank against assault since their auto-hits can be deadly in Overwatch. If they reach the enemy line, of course, they can dish out some pain.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Nurgle Chosen Marine on a Palanquin






Just getting into guard in 8th ed, and I wanted to double check on some clarification for the Catachan regiment, because it seems really, really awesome.

So re-rolling on flamers is pretty obvious, but then when I bring FW into it, I would get to re-roll the number of shots on a Earthshaker Carriage, or heavy quad launcher, as they both have the Vehicle and Regiment keywords.

An army filled with flamer scout sentinels, hellhounds and some artillery seems like a really good time.

   
Made in us
Stubborn Prosecutor





 gwarsh41 wrote:
Just getting into guard in 8th ed, and I wanted to double check on some clarification for the Catachan regiment, because it seems really, really awesome.

So re-rolling on flamers is pretty obvious, but then when I bring FW into it, I would get to re-roll the number of shots on a Earthshaker Carriage, or heavy quad launcher, as they both have the Vehicle and Regiment keywords.

An army filled with flamer scout sentinels, hellhounds and some artillery seems like a really good time.


Yeah, but even better is the wyvern (4d6 attacks, reroll to wound, 93pts)

The Leman Russ Battle Cannon (D6 attacks, AP-2)

I'm not certain flamer scount sentials are worth it since they can't use them in melee, but the hellhound is defintly good with the 2d6 attacks and 16" range

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


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Loyal Necron Lychguard




So do people buy the metal Ratling models or convert them? I was thinking of getting some Skaven models for conversion fodder, what have other people done?
   
Made in us
Longtime Dakkanaut




Requizen wrote:
So do people buy the metal Ratling models or convert them? I was thinking of getting some Skaven models for conversion fodder, what have other people done?

https://puppetswar.eu/product.php?id_product=720
use these i hate the GW ratling models
   
Made in us
Nurgle Chosen Marine on a Palanquin






 ChargerIIC wrote:
 gwarsh41 wrote:
Just getting into guard in 8th ed, and I wanted to double check on some clarification for the Catachan regiment, because it seems really, really awesome.

So re-rolling on flamers is pretty obvious, but then when I bring FW into it, I would get to re-roll the number of shots on a Earthshaker Carriage, or heavy quad launcher, as they both have the Vehicle and Regiment keywords.

An army filled with flamer scout sentinels, hellhounds and some artillery seems like a really good time.


Yeah, but even better is the wyvern (4d6 attacks, reroll to wound, 93pts)

The Leman Russ Battle Cannon (D6 attacks, AP-2)

I'm not certain flamer scount sentials are worth it since they can't use them in melee, but the hellhound is defintly good with the 2d6 attacks and 16" range


Great to know they work as written! I was sure there was going to be some hidden line I missed or something. Have any suggestions for loadouts on sentinels? I have 10 of them... I like sentinels.

   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

Requizen wrote:
So do people buy the metal Ratling models or convert them? I was thinking of getting some Skaven models for conversion fodder, what have other people done?


Honestly I'm using 10 old dwarf metal thunderers from WFB. These dwarfs were probably some of the best things I ever painted as a kid, so I've been trying to find reasons not to ebay them with the rest of my dwarfs.

But I may switch to my Ratskin gangers since I'm going to repaint them for Necromunda. Ratlings. . .ratskins. . .same difference right? They're largely inconsequential in most of my games anyway.
   
Made in us
Heroic Senior Officer





Western Kentucky

Requizen wrote:
So do people buy the metal Ratling models or convert them? I was thinking of getting some Skaven models for conversion fodder, what have other people done?


I know a lot of IG players who just use regular sniper models, and just make sure they never use snipers elsewhere in the list. That way they can point at all their snipers and say they're ratlings.

I personally would use the metal ones, I kind of like them personally.

Skaven seem like they'd be a bit too "beastly" to be in an imperial force personally, but who knows, you may be able to make them work.

'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 gb
Rough Rider with Boomstick





Greater Manchester, UK

 gwarsh41 wrote:
 ChargerIIC wrote:
 gwarsh41 wrote:
Just getting into guard in 8th ed, and I wanted to double check on some clarification for the Catachan regiment, because it seems really, really awesome.

So re-rolling on flamers is pretty obvious, but then when I bring FW into it, I would get to re-roll the number of shots on a Earthshaker Carriage, or heavy quad launcher, as they both have the Vehicle and Regiment keywords.

An army filled with flamer scout sentinels, hellhounds and some artillery seems like a really good time.


Yeah, but even better is the wyvern (4d6 attacks, reroll to wound, 93pts)

The Leman Russ Battle Cannon (D6 attacks, AP-2)

I'm not certain flamer scount sentials are worth it since they can't use them in melee, but the hellhound is defintly good with the 2d6 attacks and 16" range


Great to know they work as written! I was sure there was going to be some hidden line I missed or something. Have any suggestions for loadouts on sentinels? I have 10 of them... I like sentinels.

It's worth remembering that it only works on 1 dice per weapon, so catachan has the biggest statistical impact on 1d6 weapons such as the battle cannon. It also works great on earthshakers and you should always re-roll the lowest. Wyvern feel being catachan the least.

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  
   
Made in gb
Longtime Dakkanaut



Glasgow

 ChargerIIC wrote:
Razerous wrote:
So an assault 16 gun, str6 ap -1 isn't any good? (Hellhound)


Technically a Heavy 2d6 Str6 Ap -1 autohit weapon.

That being said it's an amazing threat when combined with it's armor and speed. It'll eat 3-5 MEQ a turn, which is just enough to force way more than 100pts to be dedicated to destroying it over a couple turns. It's the only fast attack option I've seen that actually flanks and does it well.


Rough riders flank well
   
Made in us
Nurgle Chosen Marine on a Palanquin






 Captain Roderick wrote:

It's worth remembering that it only works on 1 dice per weapon, so catachan has the biggest statistical impact on 1d6 weapons such as the battle cannon. It also works great on earthshakers and you should always re-roll the lowest. Wyvern feel being catachan the least.


That is a great bit of info to remember, thank you! Should help the malcador infernus be properly terrifying!

   
Made in de
Longtime Dakkanaut




 Captain Roderick wrote:

It's worth remembering that it only works on 1 dice per weapon, so catachan has the biggest statistical impact on 1d6 weapons such as the battle cannon. It also works great on earthshakers and you should always re-roll the lowest. Wyvern feel being catachan the least.

The Catachan doctrine actually does very little for Earthshakers. They benefit less than basically anything else that benefits at all. Even the 4d6 Wyvern does about 13% better with the doctrine, whereas an Earthshaker only does 11% better.
   
Made in us
Longtime Dakkanaut





So question. What would the consensus be on using triple flamer vet squads in twin heavy flamer chimeras for anti infantry and objective grabbing?

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Decrepit Dakkanaut






Springfield, VA

gendoikari87 wrote:
So question. What would the consensus be on using triple flamer vet squads in twin heavy flamer chimeras for anti infantry and objective grabbing?


As long as the triple flamer vet squads have a heavy flamer in addition (so 4 flamers) and have a Catachan regiment keyword for to issue the "Burn them Out" order, that'd be pretty badass.

Though IMO the chimera is a bad transport for its price, I think the dual heavy flamer loadout is so on theme that you're golden.

Have your fast attack be Hellhounds, your elite choices be lascannon Command Squads (so you can actually kill tanks with something) and your heavy support be Malcador Infernuses, and then BURN EVERYTHING.
   
Made in us
Longtime Dakkanaut





 Unit1126PLL wrote:
gendoikari87 wrote:
So question. What would the consensus be on using triple flamer vet squads in twin heavy flamer chimeras for anti infantry and objective grabbing?


As long as the triple flamer vet squads have a heavy flamer in addition (so 4 flamers) and have a Catachan regiment keyword for to issue the "Burn them Out" order, that'd be pretty badass.

Though IMO the chimera is a bad transport for its price, I think the dual heavy flamer loadout is so on theme that you're golden.

Have your fast attack be Hellhounds, your elite choices be lascannon Command Squads (so you can actually kill tanks with something) and your heavy support be Malcador Infernuses, and then BURN EVERYTHING.
sir I like the way you think!


Automatically Appended Next Post:
Also plasmacutioners for anti tank anyone trying this since plasma vents took it down to a single mortal wound now? Point for point they're awesome .... also you can still fire them afterwards now

This message was edited 2 times. Last update was at 2017/11/02 14:17:02


011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Regular Dakkanaut




 gwarsh41 wrote:
 ChargerIIC wrote:
 gwarsh41 wrote:
Just getting into guard in 8th ed, and I wanted to double check on some clarification for the Catachan regiment, because it seems really, really awesome.

So re-rolling on flamers is pretty obvious, but then when I bring FW into it, I would get to re-roll the number of shots on a Earthshaker Carriage, or heavy quad launcher, as they both have the Vehicle and Regiment keywords.

An army filled with flamer scout sentinels, hellhounds and some artillery seems like a really good time.


Yeah, but even better is the wyvern (4d6 attacks, reroll to wound, 93pts)

The Leman Russ Battle Cannon (D6 attacks, AP-2)

I'm not certain flamer scount sentials are worth it since they can't use them in melee, but the hellhound is defintly good with the 2d6 attacks and 16" range


Great to know they work as written! I was sure there was going to be some hidden line I missed or something. Have any suggestions for loadouts on sentinels? I have 10 of them... I like sentinels.
Cheap, Multilaser or Flamethrower and use Scout ability to push Deep Strike off the rest of your units.
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Dionysodorus wrote:
 Captain Roderick wrote:

It's worth remembering that it only works on 1 dice per weapon, so catachan has the biggest statistical impact on 1d6 weapons such as the battle cannon. It also works great on earthshakers and you should always re-roll the lowest. Wyvern feel being catachan the least.

The Catachan doctrine actually does very little for Earthshakers. They benefit less than basically anything else that benefits at all. Even the 4d6 Wyvern does about 13% better with the doctrine, whereas an Earthshaker only does 11% better.


The catachan doctrine has a smaller percentage increase in firepower when multiple dice are rolled, but more dice increases the raw increase in shots. Earthshakers prefer the cadian doctrine (barely), but 2d6 blasts love being catachan, because the odds of rolling low with at least one die go up, so that reroll is very handy. You can check my math here: https://www.dakkadakka.com/dakkaforum/posts/list/3120/725440.page#9644878

The gist is that under catachan, d6s gain .72 shots, 2d6 drop the lowest gain .5 shots, and 2d6 gain 1.23 shots. This is roughly a 20% bump in firepower. The key is to compare it to the other two relevant doctrines: tallarn and cadian. Tallarn give a 50% boost to heavy weapons on the move, which is really only relevant to sentinels, hull and sponson weapons on the LRBT, the Devil Dog, and transports. None of those are generally seen as heavy lifters, except maybe for the LRBT (assuming lascannon/HBx2, A tallarn LRBT gains 1/6 lascannon hit and 1 HB hit per turn over any other tank moving, while the catachan LRBT would gain .36 Battle Cannon hits) The Doctrines are just powerful enough to shape what you take. IF you like hellhounds, anything with heavy flamers, bare bones LRBTS, manticores, or even basilisks, Catachan is the favorite. Tallan love fully loaded but mobile LRBTs (but not with heavy flamers), Tauroxes, Devil Dogs, and armored sentinels. Cadian love static LRBTs, basilisks, Wyvverns, hydras (who rarely need to move).





   
Made in us
Heroic Senior Officer





Western Kentucky

gendoikari87 wrote:
So question. What would the consensus be on using triple flamer vet squads in twin heavy flamer chimeras for anti infantry and objective grabbing?

Why not just use a pair of flamer special weapon squads or flamer equipped command squads for more flamers per transport, then have a follow up transport with an officer and vet squad rocking something like plasma/melta as a contingency plan?

Takes more vehicles but gives you more firepower on target and is harder to stop.

'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
Longtime Dakkanaut





 MrMoustaffa wrote:
gendoikari87 wrote:
So question. What would the consensus be on using triple flamer vet squads in twin heavy flamer chimeras for anti infantry and objective grabbing?

Why not just use a pair of flamer special weapon squads or flamer equipped command squads for more flamers per transport, then have a follow up transport with an officer and vet squad rocking something like plasma/melta as a contingency plan?

Takes more vehicles but gives you more firepower on target and is harder to stop.
have you been reading my mind? Cause I've been thinking just that....

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
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Loyal Necron Lychguard




While getting the slightly extra firepower seems good, I'm considering making my vehicle detachment Valhallan. Too often my Basilisks or Manticores take a couple d6 hits and, while not dead yet, are essentially useless and ignorable since hitting on 5+ or 6+ is such a huge disadvantage. Being able to mitigate that seems just as useful as getting a smidge more damage out of random shots.


Automatically Appended Next Post:
Also do you think we should shift away from Artillery given that there are now so many sources of "-1 to hit when far away" doctrines?

This message was edited 1 time. Last update was at 2017/11/02 18:48:22


 
   
Made in us
Heroic Senior Officer





Western Kentucky

Requizen wrote:
While getting the slightly extra firepower seems good, I'm considering making my vehicle detachment Valhallan. Too often my Basilisks or Manticores take a couple d6 hits and, while not dead yet, are essentially useless and ignorable since hitting on 5+ or 6+ is such a huge disadvantage. Being able to mitigate that seems just as useful as getting a smidge more damage out of random shots.


Automatically Appended Next Post:
Also do you think we should shift away from Artillery given that there are now so many sources of "-1 to hit when far away" doctrines?

Not really, if -1 invalidated artillery it would invalidate most of our other units as well.

Big thing to remember is that if they chose that strategy they lose out on more offensive firepower in the opening turns for a more consistent long game. Just like you've chosen to drop say cadia/catachan for valhallan, they've chose to drop things like Mars, Ultramarines, etc.

This means your battle will be a little bit more of a slugging match than just focusing on the alpha strikes. Not a huge amount obviously, aloha strikes are still king, but it'll be noticeable.

IG are meant to deal with stuff like this by weight of fire anyways, which is what we specialize in. The massive amount of blast weapons we have alone ensure that. Not to mention high rof weapons like punishers and FRFSRF, and aggressive close quarters fire like Stormtroopers, hellhounds, and potentially vets dropped from Valkyries.

Like any other army trait, -1 requires some forethought going in. It's not a lost battle, just a different one.

'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 pl
Fresh-Faced New User




Well, from what I'm seeing Tauroxes wont benefit from any Doctrines save Tempestus one, as they dont have <REGIMENT> keyword.
   
 
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