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Made in ru
Regular Dakkanaut





Xirax wrote:
Are leman russes so bad?

Leman Russes are great! They are probably the best unit in our codex, but they are quite expensive and you may end with "IG army with BA ally" instead of "BA army with IG support" (and do not forget an "Imperial Guard Rule of Three": if you take some good unit in your army take AT LEAST three of them!). If it is right for you then go on.

As for your questions: yes they are multipart kits and you can customize both tanks and HWTs but you should pay attention to what turret guns you LR box comes with. There are two boxes (LRBT and LR Demolisher if I'm not mistaken) and they have totally different sets of main guns. Though you can usually buy necessary turrets from bits resellers of course. And while HWTs have all weapon options they lack weapon mounts for them so you'll have to get a bit creative (as I did).

As for orders they are VERY simple: commanding officer points at a nearby unit (or maybe at himself) and tells: "Do this!" And ordered unit does. For example, Tank Commander can point at himself and tell: "Reroll 1s to-hit!" and it gives him said rerolls in this shooting phase. Simple and effective (like Imperial Guard likes it to be).

And about Pask: there is a miniature of Pask you can glue (or magnet -- always try to magnetize your tanks!) into the top hatch of your LR to represent him, but you can probably use any tank commander miniature if you can make it different enough from other commanders. I did it this way and had no complaints.

This is a photo of a regular Tank Commander -- just replace his head with one from Company Commander and give him power sword (as a more noble weapon) and you will have your own Pask ready.

This message was edited 1 time. Last update was at 2018/05/17 06:38:34


 
   
Made in us
Longtime Dakkanaut




AstraVlad wrote:
This is a photo of a regular Tank Commander -- just replace his head with one from Company Commander and give him power sword (as a more noble weapon) and you will have your own Pask ready.


Or you could put a practical weapon on him like a pistol. Realistically speaking, a sword is pretty fething useless on a tank commander, from both inside the tank and sitting at the top hatch. Any tank commander who is worth his salt is going to carry a sidearm instead of a sword.

Infantry officers on the other hand, actually might get some use out of swords, as they frequently close with the enemy. It is still a mostly ceremonial weapon of last resort though.

Off topic I know, but I just wanted to point that out. Go for the grittier, more realistic pistol on your tank commander.
   
Made in ru
Regular Dakkanaut





w1zard wrote:
AstraVlad wrote:
This is a photo of a regular Tank Commander -- just replace his head with one from Company Commander and give him power sword (as a more noble weapon) and you will have your own Pask ready.


Or you could put a practical weapon on him like a pistol. Realistically speaking, a sword is pretty fething useless on a tank commander, from both inside the tank and sitting at the top hatch.

WHAT?! HERESY!!! DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!!!

   
Made in fi
Locked in the Tower of Amareo





Alpharius Walks wrote:
Company Commander
Company Commander

Infantry Squad-Mortar
Infantry Squad-Mortar
Infantry Squad-Mortar
Infantry Squad-Mortar
Infantry Squad-Mortar
Infantry Squad-Mortar

Heavy Weapons Squad - x3 Mortars
Heavy Weapons Squad - x3 Mortars
Heavy Weapons Squad - x3 Mortars

429 points and a good foundation for area denial in 8th. Relatively affordable if you can buy used over time, might bust your budget (~$400 USD at retail) otherwise. You can bulk up the points by adding some special weapons as well. With creative modelling you can get lots of weapons teams out of the kits so you could change some weapons around or buy some bits and save as well.

If you want to be a little different and/or do not want to dump CP into Guard morale switch out a commander for a lord commissar and drop him in the middle of a few squads.

Using the start collecting box is hard because of the tank and commissar. If you go x3 infantry squads, 2 officers using the commissars and x3 Lemans you would save money but probably not achieve the result you seem to want.


If you have points I would be upgrading mortas on infantry squad for heavy bolters. They will be largely screen duty so ignore LOS is useless and you get +1S and -1AP. That's going to make you deadlier against infantry.


Automatically Appended Next Post:
 Ordana wrote:
Xirax wrote:
Dunno if this is the right place to ask.. I can start a new threat for soups.. I've been intrigued to start a astra militarum detachment along with my blood angels before I even started playing 40k thanks to Dawn of War: winter assault. I'd like to get someone's opinion what would it take for me to get a AM gunline with screens with minimal investment. Which I would supplement with my mobile close combat oriented Blood Angels. Maybe 1/3 or 2/5 of the 2k army could be for the AM models. The tricky part is that I have already three armies at 3000-6000 points and I can't spend another 500€ to get stuff to make it work. I know that AM is an expensive faction, but using the start collecting and such boxes might give me the tools to have a proper gunline with lil' screen to accompany my blood thristy marines.

Hep me out here or just suggest to start a sepparate threat.

Thanks.

- Xirax
In support of BA I would look at some Scion squads who can Deepstrike to keep up with them. Leman Russus, Basilisk/Manticores and Mortar Heavy Weapon Squads to provide fire support.


He'll run into issues with the deep strike limits especially looking at his dream list. Actually he'll be running into them anyway. DC+sanguinary guard+captian=over 50 PL already. He'll need to have that much in other stuff. If he has scions even harder to ensure he doesnt' have TOO MANY deep strikers.


Automatically Appended Next Post:
w1zard wrote:
Or you could put a practical weapon on him like a pistol. Realistically speaking, a sword is pretty fething useless on a tank commander, from both inside the tank and sitting at the top hatch. Any tank commander who is worth his salt is going to carry a sidearm instead of a sword.


But it looks cool I have sword fielding guy top of chimera with twin flamer. Appropriately enough that chimera spends lots of time charging into combat!

This message was edited 2 times. Last update was at 2018/05/17 07:32:54


2024 painted/bought: 109/109 
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Under 200€ (which is still ok budget-wise) with three box of start collecting and the Pask model (list price 203,5€ here in Finland), but I think I can get it with a -10% discount. So Feels ok.

If I understood correctly I could field a batallion:

Pask (LR)
Lord Comissar

3x 10man infantry w/ heavy weapon

2x LR

Spoiler:


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [46 PL, 763pts] ++

+ No Force Org Slot +

Regimental Doctrine: Astra Millitarum/Imperium

+ HQ +

Knight Commander Pask [13 PL, 239pts]: Display Tank Orders, Heavy Bolters, Heavy Stubber, Lascannon, Warlord
. Command Battle Tank: Battle Cannon

Lord Commissar [4 PL, 35pts]: Bolt pistol, Power sword

+ Troops +

Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

+ Heavy Support +

Leman Russ Battle Tanks [20 PL, 354pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolters, Heavy Stubber, Lascannon
. Leman Russ Punisher: Heavy Bolter, Heavy Bolters, Heavy Stubber, Turret-mounted Punisher Gatling Cannon

++ Total: [46 PL, 763pts] ++

Created with BattleScribe


Would this be so bad? Codex is another 30+ €, but at that point it's not a biggie. This should atleast keep my army BA with AM ally

..and thanks for replies.. much appreciated.
   
Made in ru
Regular Dakkanaut





Xirax wrote:

Would this be so bad?

No, it would not . But I would do it another way. I would take an Infantry Battalion (2 Company Commanders + 3 Infantry Squads + HWT Squad) and Supreme Command Detachment of 3 Tank Commanders without Pask. It would have:
1. One more CP.
2. Four infantry orders per turn (that is really important!).
3. A tank order for every tank.
4. Redundancy (Pask is not so difficult to kill turn 1 -- and if you lose them you lose the only source of tank orders that cripples your tanks efficiency a lot).

As a rule of thumb, when you create an IG list it is almost always better to aim for redundancy and be ready to lose a lot of models every turn. Guardsmen are squishy so one should plan for an army to stay working even after heavy losses.
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





AstraVlad wrote:
Xirax wrote:

Would this be so bad?

No, it would not . But I would do it another way. I would take an Infantry Battalion (2 Company Commanders + 3 Infantry Squads + HWT Squad) and Supreme Command Detachment of 3 Tank Commanders without Pask. It would have:
1. One more CP.
2. Four infantry orders per turn (that is really important!).
3. A tank order for every tank.
4. Redundancy (Pask is not so difficult to kill turn 1 -- and if you lose them you lose the only source of tank orders that cripples your tanks efficiency a lot).

As a rule of thumb, when you create an IG list it is almost always better to aim for redundancy and be ready to lose a lot of models every turn. Guardsmen are squishy so one should plan for an army to stay working even after heavy losses.


Hey,
thank you soo much!

That feels right yes, maybe I'll still get the Pask model and magnetize.

That's not even too big of an investment.

@Tneva82: My captain and DC probably start on the table anyways (if I want to try a T1 charge), but now with the free'd points I'll get some razor/rhino plasma tacticals for objective grabbing.

- Xirax

This message was edited 1 time. Last update was at 2018/05/17 08:45:27


 
   
Made in fi
Locked in the Tower of Amareo





AstraVlad wrote:
4. Redundancy (Pask is not so difficult to kill turn 1 -- and if you lose them you lose the only source of tank orders that cripples your tanks efficiency a lot).


I would try to find points upgrading that one commander into Pask. Just 'cause you have Pask doesn't mean you can't take regular commanders. Maybe pask+commander+regular. The Pask upgrade over regular commander is IMO well worth it. Especiallly with plasma's he's just hideous.

Yes he'll be shot down often but if you get T1 he'll generally torch at least 1 big target and you can use it as distraction carnifex drawing firepower from the death company and sanguinary guard at least. He's not THAT much more expensive than regular tank commander so if you go for tank commander might just as well go for pask.

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




Xirax wrote:
I have no idea how orders really work or which HQ as AM I should take, but in my head I see a bunch of tanks screened by infantry and my BA slowing the opponent my AM gunline to be operational.. I made a quick list, but I have no idea what is good or bad so a lot of grain and salt here please.. This is more of a crippling your opponent the whole game than a get those objectives list.. Is the idea haywire?

Spoiler:


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [16 PL, 288pts] ++

+ No Force Org Slot +

Regimental Doctrine: Astra Millitarum/Imperium

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Display Astra Militarum Orders, Kurov's Aquila, Laspistol

Primaris Psyker [2 PL, 46pts]: Force Stave

+ Troops +

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [46 PL, 732pts] ++

+ No Force Org Slot +

Regimental Doctrine: Astra Millitarum/Imperium

+ HQ +

Knight Commander Pask [13 PL, 207pts]: Heavy Bolter
. Command Battle Tank: Battle Cannon

+ Heavy Support +

Basilisks [7 PL, 108pts]
. Basilisk: Heavy Bolter

Leman Russ Battle Tanks [20 PL, 314pts]
. Leman Russ Battle Tank: Battle Cannon, Lascannon
. Leman Russ Punisher: Heavy Bolter, Turret-mounted Punisher Gatling Cannon

Wyverns [6 PL, 103pts]
. Wyvern: Heavy Bolter

++ Vanguard Detachment +1CP (Imperium - Blood Angels) [67 PL, 980pts] ++

+ HQ +

Captain [6 PL, 129pts]: 2. Artisan of War, Jump Pack, Storm shield, The Angel's Wing (replaces jump pack), Thunder hammer, Warlord

Chief Librarian Mephiston [8 PL, 145pts]

+ Elites +

Death Company [27 PL, 315pts]: Jump Pack
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Power axe
. Death Company Marine: Boltgun, Power axe
. Death Company Marine: Boltgun, Power axe

Sanguinary Ancient [6 PL, 99pts]: Angelus boltgun, Encarmine sword, Standard of Sacrifice

Sanguinary Guard [20 PL, 292pts]
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Inferno pistol, Power fist
. Sanguinary Guard: Inferno pistol, Power fist

++ Total: [129 PL, 2000pts] ++

Created with BattleScribe


Probably way over my budget, but you should get the idea of my vision.

EDIT:

After some GW browsing.. would it be that bad to get three sets of start collecting boxes? This could be the batallion and spearhead.

I assume that those kits are multipart? That I can choose which weapon options I can take for the LR or the heavy weapons team or am I wrong?

To supplement the above I could get like a wyvern and a basilisk later..

Another modeling question, how do you build the Commander Pask’s command tank, so can I use one of the starter sets to do it?

Some noob guestions for sure.. hope you can take it.



I used three start collecting boxes to start building up my force. The commissars can be left or converted into company commanders with a simple head swap, the LHBT have a variety of weapon choices and the heavy weapon squads have the weapons for all 4 weapon sets. I’d advise buying 6 extra 60mm bases so you can make more heavy weapons teams (the missile launcher (which is crap) can easily be converted into another mortar). One thing to note is that there are discount websites that only ship to Europe and the boxes literally cost 60% of the US prices.

   
Made in us
Drop Trooper with Demo Charge





Xirax wrote:
I have no idea how orders really work or which HQ as AM I should take, but in my head I see a bunch of tanks screened by infantry and my BA slowing the opponent my AM gunline to be operational.. I made a quick list, but I have no idea what is good or bad so a lot of grain and salt here please.. This is more of a crippling your opponent the whole game than a get those objectives list.. Is the idea haywire?

Spoiler:


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [16 PL, 288pts] ++

+ No Force Org Slot +

Regimental Doctrine: Astra Millitarum/Imperium

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Display Astra Militarum Orders, Kurov's Aquila, Laspistol

Primaris Psyker [2 PL, 46pts]: Force Stave

+ Troops +

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

Infantry Squad [3 PL, 53pts]
. 9x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Laspistol

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [46 PL, 732pts] ++

+ No Force Org Slot +

Regimental Doctrine: Astra Millitarum/Imperium

+ HQ +

Knight Commander Pask [13 PL, 207pts]: Heavy Bolter
. Command Battle Tank: Battle Cannon

+ Heavy Support +

Basilisks [7 PL, 108pts]
. Basilisk: Heavy Bolter

Leman Russ Battle Tanks [20 PL, 314pts]
. Leman Russ Battle Tank: Battle Cannon, Lascannon
. Leman Russ Punisher: Heavy Bolter, Turret-mounted Punisher Gatling Cannon

Wyverns [6 PL, 103pts]
. Wyvern: Heavy Bolter

++ Vanguard Detachment +1CP (Imperium - Blood Angels) [67 PL, 980pts] ++

+ HQ +

Captain [6 PL, 129pts]: 2. Artisan of War, Jump Pack, Storm shield, The Angel's Wing (replaces jump pack), Thunder hammer, Warlord

Chief Librarian Mephiston [8 PL, 145pts]

+ Elites +

Death Company [27 PL, 315pts]: Jump Pack
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Power axe
. Death Company Marine: Boltgun, Power axe
. Death Company Marine: Boltgun, Power axe

Sanguinary Ancient [6 PL, 99pts]: Angelus boltgun, Encarmine sword, Standard of Sacrifice

Sanguinary Guard [20 PL, 292pts]
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Inferno pistol, Power fist
. Sanguinary Guard: Inferno pistol, Power fist

++ Total: [129 PL, 2000pts] ++

Created with BattleScribe


Probably way over my budget, but you should get the idea of my vision.

EDIT:

After some GW browsing.. would it be that bad to get three sets of start collecting boxes? This could be the batallion and spearhead.

I assume that those kits are multipart? That I can choose which weapon options I can take for the LR or the heavy weapons team or am I wrong?

To supplement the above I could get like a wyvern and a basilisk later..

Another modeling question, how do you build the Commander Pask’s command tank, so can I use one of the starter sets to do it?

Some noob guestions for sure.. hope you can take it.



Here to help, noob .

Start collecting boxes are pretty good, coming out to something like $110 USD (at MSRP, so - 15/20% for FLGS prices). Main consideration for you: The LRBT set cannot make a Punisher- the Punisher is a variant of the Leman Russ Demolisher. You can build the tank in the SC set with a Battle cannon, eradicator, vanquisher, exterminator, or with a small conversion a conqueror. The box is still giving you savings even if you don't use the commissar, as long as you're fine with those options and not the executioner/punisher/demolisher.

For pask, you take whatever type of tank you want him in and throw this dashing hero of the imperium on top https://www.games-workshop.com/en-US/Knight-Commander-Pask

I prefer mortars to wyverns. For real artillery look at manticores & basilisks (different uses+preferences, depending on your local meta and your regiment)

The executions will continue until morale improves  
   
Made in ca
Regular Dakkanaut





How are people liking Hellhounds? Im surprised I never have used them before but I think ill take 2x in a brigade.

Ive been having issues being Cadian and not wanting to move. Also issues hitting things with tons of minuses to hit. So Im thinking they are great options to try and hit a flyer so try and engaged overlapping fields of fire.

Also as a counter charge unit to run in front of my bullgryn blob.
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

 rhinoceraids wrote:
How are people liking Hellhounds? Im surprised I never have used them before but I think ill take 2x in a brigade.

Ive been having issues being Cadian and not wanting to move. Also issues hitting things with tons of minuses to hit. So Im thinking they are great options to try and hit a flyer so try and engaged overlapping fields of fire.

Also as a counter charge unit to run in front of my bullgryn blob.


Hellhounds are amazing. That's why someone made the top 10 at LVO by running 14 of them. You don't need to go that crazy though. I've found one to be great. Sometimes people explode it in one turn, but even if it's damaged it's still doing work unhindered. I had a game where it killed 3 squads of marine scouts during overwatch in one turn.
   
Made in ca
Regular Dakkanaut





14 hey. Yeah that would really piss off those sneaky eldar with the -3 to hit hemlock.

WORST TIME EVER!!

Cool. So I guess I cant shoot it even. Now I know how orcs feel.
   
Made in se
Crafty Clanrat




Stockholm, Sweden

I've been considering what to run in infantry squads, and I've come to the conclusion that plasmas are definately the most worthwhile special weapon outside of more specialized squads, letting the squad punch above their weightclass. Also very cheap for what it does! I'm a lot more conflicted on heavy weapons, which I feel are a waste of points running in HWT(aside from mortars) if going up against anything that are shooty. Squads are excellent homes for them in that regard, but its two models removed for FRF!SRF! and hit quite poorly if the squad has to move forward. I play against a lot of shooting armies, so its often I who needs to move up a bit to get range on the Tau and Admech.

Outside of that, I feel like Autocannons do well in Infantry Squads, to further allow them to punch upward - if you even want to spend the points to put a HWT in them to begin with?
Lascannons seems a waste on their 4+ BS, but I wonder if getting a lot of Command Squads with a lascannon is not a cheap way to get good lascannon shots? Maybe as many as you've got company commanders.

What's your thought on equipping the infantry squads, heavy weapon team or no? I know people are going to say mortars though, but I really don't feel like mortar spamming my enemy. Also I just don't have the models.
   
Made in fi
Locked in the Tower of Amareo





I would go hb over mortar. Extra s and ap and ignore los not usefull for infantry squad that is often on front anyway.

2024 painted/bought: 109/109 
   
Made in se
Crafty Clanrat




Stockholm, Sweden

tneva82 wrote:
I would go hb over mortar. Extra s and ap and ignore los not usefull for infantry squad that is often on front anyway.


That's a good point, hb has some nice punching power for infantry, though it's a lot harder to do anything with vehicles. Would you run them in every infantry squad just for added firepower, or is that too many points?

I was thinking of running a brigade detachment and going for 6-8 squads with plasmas and potentially a HWT.
   
Made in us
Rough Rider with Boomstick






 rhinoceraids wrote:
How are people liking Hellhounds? Im surprised I never have used them before but I think ill take 2x in a brigade.

Ive been having issues being Cadian and not wanting to move. Also issues hitting things with tons of minuses to hit. So Im thinking they are great options to try and hit a flyer so try and engaged overlapping fields of fire.

Also as a counter charge unit to run in front of my bullgryn blob.


Hellhounds are rock solid. Quick and nasty versus nearly everything. Added bonus: If your opponent charges at your Hellhounds with melee troops the Hound more or less gets a second shooting phase. Flamer weapons for the win! Also Hellhounds explode on a 4+ when destroyed, which is nasty for attackers.

On another note... Anybody make use of regular Ogryns? If you know you're going to be fighting hordes of cheaper units I could see them being effective. Otherwise Bullgryns seem to pack one heck of a lot more punch and can take a lot more hits.

I would like to have a unit of regular Ogryns in my army but they are expensive models...

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Guarded Grey Knight Terminator






Ran a unit of 10 crusaders with a priest and astropath screening my cadians against some nids the other day. Genestealer heavy army. These guys did amazing! Got charged, lost 1 guy, returned by eating 7 genestealer, and by the end of my turn I had cleared the genestealer squad in cc. Gave my shooting units a chance to deal with other incoming threats. More play testing to come, but excited to finish converting this squad. That game made me a believer.

This message was edited 1 time. Last update was at 2018/05/20 03:18:32


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Heroic Senior Officer





Western Kentucky

 Smotejob wrote:
Ran a unit of 10 crusaders with a priest and astropath screening my cadians against some nids the other day. Genestealer heavy army. These guys did amazing! Got charged, lost 1 guy, returned by eating 7 genestealer, and by the end of my turn I had cleared the genestealer squad in cc. Gave my shooting units a chance to deal with other incoming threats. More play testing to come, but excited to finish converting this squad. That game made me a believer.

I had a weird idea of a Roman legion themed army using Mordian rules that would use a bunch of crusaders. Doubt it'd be super competitive but it would look cool and let me use Roman soldiers as the basis for conversions.
   
Made in us
Dakka Veteran




 Smotejob wrote:
Ran a unit of 10 crusaders with a priest and astropath screening my cadians against some nids the other day. Genestealer heavy army. These guys did amazing! Got charged, lost 1 guy, returned by eating 7 genestealer, and by the end of my turn I had cleared the genestealer squad in cc. Gave my shooting units a chance to deal with other incoming threats. More play testing to come, but excited to finish converting this squad. That game made me a believer.


Hate to be a downer, but that's either really hot dice on your part or really cold dice on his. Assuming a 15 man unit, that's 45 attacks, 30 hits, 19 wounds, and 6-7 dead crusaders after the 3++.

Your 9 crusaders with priest buff should have gotten 27 attacks, 18 hits, 6 wounds, and 4 dead stealers after their 5++.

Granted, going purely off of averages is what causes people to make bad listbuilding or tactical decisions because they blindly follow mathhammer without looking at a unit's other qualities. But I think you should give it a few more games because this sounds like a freak occurrence.

   
Made in us
Fixture of Dakka






Columbia, SC (USA)

The astropath can make the Crusaders 2++ if he successfully uses the Psychic Barrier power.

Crusaders can be a useful tarpit but they do cost a lot of points and they are easily wiped by anything causing mortal wounds so keep some infantry squads around to help screen.

This message was edited 1 time. Last update was at 2018/05/21 02:54:19


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Heroic Senior Officer





Western Kentucky

Well apparently this is the 8th place list from the London GT, pure IG

8th Place
Spoiler:


Breaking news, shadowswords, tank commanders, mortars, and bullgryn are good. News at 11

On a more serious note, very interesting mix of detachments. Can't believe he made it to 8th with just 30 guardsmen with all the crazy stuff running around but I guess a shadowsword and 6 bullgryn help cover that weakness a bit.

This message was edited 1 time. Last update was at 2018/05/21 15:56:26


'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

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Bullgryns are pretty intense. I am surprised by the shadowsword. Doesnt seem to be enough huge units to make it worth it but clearly there are.

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Got a noob friendly tournament at 1500 points coming up and thought I'd bust out my Guard for a change. I don't have much infantry because Vostroyans are sort of expensive, so I was thinking somethink like 3 infantry squads, some Basilisks and heavy weapon squads to hold the line, backed up by Scions and maybe Bullgryns. Does that sound any fun? Maybe too much gunline -type of list. I could bring Valkyrie for some mobility. I expect less optimized casual lists, but could face some big baddies like Knights or Daemon Primarchs.

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 rhinoceraids wrote:
I am surprised by the shadowsword. Doesnt seem to be enough huge units to make it worth it but clearly there are.


Alternatively they could just be me like me and hate losing to big things. The Shadowsword can help guarantee that you do not lose to your opponent's silly big thing. They can also do some things like kill Wave Serpents where the rest of your options can really struggle.

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Western Kentucky

 rhinoceraids wrote:
Bullgryns are pretty intense. I am surprised by the shadowsword. Doesnt seem to be enough huge units to make it worth it but clearly there are.

*Note the lack of forgeworld*

Shadowsword is more than just a fethoff AT gun. That thing kicks out 30 heavy bolters shots and 4 lascannons a turn as well, not to mention it can be scary in combat and even use it's guns in combat if it doesn't feel like falling back.

It is a powerful centerpiece model that can shoot and fight in CQC while being fairly difficult to kill, all things that your average guard units lack. It's a "death star" type unit that is otherwise missing in pure guard armies, a jack of all trades unit and honestly pretty good at all of them for the cost. For casual games this isn't something you need as often but I don't think it's surprising that most top tier lists tend to have some sort of super unit, you know things like a primarch or Celestine, something that is a heavy hitter. You need a unit that can dependably knock the enemy off objectives, drop something scary across the map, and just not die right off the bat. It degrades overtime but the shadowsword even gets to ignore that a bit since anything superheavy it gets a natural bonus to hit. You'll note that this guy made his Vostroyan too, meaning that he had a lot of things he could hit on 2's with that shadowsword, and at worst hit on 4's if the right targets presented themselves. It's not great versus Altaoic but that's what the tank commanders and bullgryn are for.

The shadowsword is essentially the answer to one of guard's most classic weaknesses, the difficulty we have with projecting a lot of force into a small area, especially on the counterattack. Yes a baneblade is pretty big, but it can bring a lot more force to bear per inch it takes up on the table than just about any other combo of units we have. Either you take leman Russe's for firepower but then have no CQC options, or you take bullgryn, with little shooting options, and anything else is going to be too fragile for a true counterattack unit when the chips are down (waves of guardsmen can only do so much to stop something like Magnus when he's in your lines for example)

The shadowsword can kill literally anything your opponent can throw at you, is a great way to take advantage of things like pyskers barriers and negative to hit, and pairs really well with strategems. If I had one I'd probably run it every chance I got. I just picked up an old school baneblade and plan on giving it a spin for similar reasons, but I'd be crazy to not admit that the shadowsword is pretty much the best variant. Don't forget a lot of stuff has the Titanic key word these days, including things that aren't taken in superheavy slots. The shadowsword bonuses come up more than you think. And even against non Titanic units, it'll wound just about anything on 2's, has AP5, and 2d6 damage on a 3d3 main cannon profile. It's a very consistent weapon and can realistically drop just about anything. It's only true weakness is green tide and if I remember right that's exactly what he lost against.

TL;DR I can see why he brought it. In tournament play sometimes you just need a unit that can do whatever and hit like a train.

'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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 MrMoustaffa wrote:
shadowsword is pretty much the best variant

Why everyone forgets about Hellhammer? :( That 3D6 S10, AP-4, Damage 3, Ignoring Cover (!) cannon makes wonders. Add to that another D3/D6, S10, AP-3, Damage D6 cannon, autocannon, 4 LCs and 30 HB shots... well it's pretty damn scary!

This message was edited 2 times. Last update was at 2018/05/22 06:47:44


 
   
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AstraVlad wrote:
 MrMoustaffa wrote:
shadowsword is pretty much the best variant

Why everyone forgets about Hellhammer? :( That 3D6 S10, AP-4, Damage 3, Ignoring Cover (!) cannon makes wonders. Add to that another D3/D6, S10, AP-3, Damage D6 cannon, autocannon, 4 LCs and 30 HB shots... well it's pretty damn scary!


It's more expensive than baneblade which has -3 which is generally mostly enough and S10 isn't that big boost. Not many T5 targets generally you'll shoot.

Albeit if you can afford the upgrade fine but often points better spent elsewhere in competive enviroment.

And baneblade good, shadowsword better.

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tneva82 wrote:

It's more expensive than baneblade which has -3 which is generally mostly enough and S10 isn't that big boost. Not many T5 targets generally you'll shoot.

It seems you do not play a lot against DG, do you?

And considering the amount of cover on the tables, AP-4 + Ignores Cover most of the time equals AP-5 that is a pretty big deal (TEQ in cover will roll 4+ against Baneblade but only 6+ against Hellhammer).
   
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 rhinoceraids wrote:
How are people liking Hellhounds? Im surprised I never have used them before but I think ill take 2x in a brigade.

Just a quick tip for Hellhounds - Take Track Guards!
Fairly cheap upgrade and a Hellhound can function to full capability even when down to one wound... and it makes it easier to drive one into the opponents battleline when they're about to explode!

This message was edited 1 time. Last update was at 2018/05/22 07:45:57


 
   
 
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