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2017/06/09 15:26:41
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Twoshoes23 wrote: Just had a thought, turrets in general are completly redundant and offer absolutely no benefit now as everything can shoot 360 degrees. That is very lame, as comparing the taurox to the chimera i realized this. Also, why does the basilisk, wyvern, hydra ( the open topped chimera gun platforms) have 1 more wound then the chimera? Not really sure why they did this, it would make sense give the chimera a little extra durability ( in addition to its one extra toughness) to really differentiate it from the taurox.
I think the extra toughness is reasonable to note a little bit more armour.
+1w for a more robust suspension(carrying a big gun instead of a hollow crew compartment.
But -1t for less armour/open topped.
They take wounds easier from lower str weapons(autocannon wounds on a 3+ vs the 4+ for chimera and hellhound), but are better built for taking damage.
I like this.
2017/06/09 15:29:21
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
Kaiyanwang wrote: Still, I came in for the tanks even if I stayed for the carapace, so I do wonder if I can expand on a paratroopers + russes list. I have my old magenitzed russes somewhere, I am tmpted to start a discussion just to asses
I) Which russes are the best
II) Which front and sponson weapons suit better each turret weapon
III) Which Russes are better as Pask, which as Commander, which as "normal".
If your aim is to close with the enemy, a mix of demolishers and punishers can work. Also, if the annihilator is the cost of a russ + 2 lascannons, I can see that being the popular AT tank. It may even get a slight discount, as some of the twin-weapon costs do.
As for which weapon options to take, it is far more open now. With the addition of split fire, I can see the classic las/bolt layout making a return. Cheap, has some hitting power and by spreading your AT power out you can shoot it one at a time, preventing overkill.
Good point on the split fire. I am still locked on the paradigm of the "dedicated" unit, but maybe in this case the pressure to build units in a certain manner is smaller.
2017/06/09 15:30:57
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Doctoralex wrote: While I am very glad that IG is a strong faction now, surely it's not just all Plasma-Scions and mortars right?
What else has been working for you people?
I'd like to know people's thoughts/experiences with the Hellhound and the Banewolf.
Also, what do you guys think of Ogryn/Bullgryns?
I like the Hellhound. Good damage, especially with the 2dmg the inferno cannon gets. Very good overwatch with the dual flamers. Losing bs as you take damage doesn't matter, so it makes a good advancing/suicide unit. Add to that the increased chance of exploding for the Hellhound variant and I will certainly be trying it out. For 2 points a stormbolter seems good, 4 shots within 12" and no -1 to hit on the move like a stubber. I'm thinking a pair in 2000pts, with sentinels/rough riders to make a brigade possible.
Storm bolters don't seem to be available to hellhounds.
2017/06/09 15:51:34
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Odd that the anti-infantry pintle weapons are not available to the (primarily) anti-infantry tanks.
This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
2017/06/09 15:52:19
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Khadorstompy wrote: I just mathed out the odds of a squad of 10 ratlings average damage to the Common Marine HQ Types and compared it to a Vindicare assassin.
Damage per Round of Shooting.
10 Ratlings (2.22 vs T4 3+)
(1.85 vs T5 3+)
(1.67 vs T4 2+)
(1.48 vs T5 2+)
vs
Vindicare (1.30 vs T4 3+)
(1.30 vs T5 3+)
(0.67 vs T4 2+)
(0.67 vs T5 2+)
Needless to say I don't think either have great odds out right killing any of the Space Marine HQs in a round even with multiple groups. If someone could check my math would appreciate it.
There are a couple of things here we have to keep in mind:
First of all, one squad of Ratlings (70 points) does not compare equally to one Vindicare (90 points), so let's make two squads of Ratlings; one of 10 models (70) and one of three models. (21)
Secondly, their weapons are quite different:
Ratlings: Heav1 S4 ap- damage 1, BUT a wound roll of a 6 is a Mortal Wound IN ADDITION to its regular damage.
Vindicare: Heavy 1 S5 AP -3 damage D3, a roll of a 6 to wound causes D6 damage instead.
Also, the Vindicare always wounds on a 2+ against infantry and invuln saves cannot be made against his attacks. And the target cannot take cover bonuses vs his attacks.
So let's see:
VS T4, 3+4++
Ratlings: 13 shots at BS 3+= 13, 0,67= 8.71 hits. 4+ wound= x 0,5= 4,3 wounds with one pretty much guaranteed mortal wound in addition to that. 3+ save = 4,3 x 0,33= unsaved 1.43, with one additional mortal wound.
Vindicare: 1 shot at BS 2+ = 1 x 0,83= 0,83 hits. 2+ to wound=x 0,83= 0,67 wounds, with 0,14 chance it being D6 wounds. 6+ save = 0,67 x 0,83= 0,55 unsaved wounds. D3 damage = 0,55 x 2 = unsaved 1.11 wounds. With D6 damage= 0,55 x 3,5= 1.9 unsaved wounds.
However, I feel that the Vindicare's.... talent, is kind of wasted against a mere Space Marine Captain.
Let's take a look at something tougher: Ghazhkull Thraka.
Ratlings:
13 shots at BS 3+= 13 x 0,67= 8.71 hits. 5+ to wound= 8.71 x 0,33= 2.87 wounds. with one additional mortal wound. 2+ save = 2.87 x 0.17= 0.49 unsaved wounds, with one additional mortal wound.
Vindicare:
1 shot at BS 2+ = 1 x 0,83= 0,83 hits. 2+ to wound= x 0,83= 0,67 wounds, with 0,14 chance it being D6 wounds. 5+ save= 0,45 unsaved wounds. D3 damage= 0,45 x 2 = 0,9 unsaved wounds. With D6 damage= 0,45x 3,5= 1.56 unsaved wounds.
Unfortunately it seems that the Vindicare can't really put out the same amount of damage as the Ratlings, simply due to the fact that they can dish out Mortal Wounds. Even if your roll lucky dice and get D6 damage with the Vindicare, you should get lucky with the Ratlings too and score 2-3 Mortal Wounds, in which case they REALLY outshine the Vindicare.
The only thing the Vindicare has going for him is high survivability. With T 5, 5 wounds a 4+ invuln and -2 to hit if he is in cover, he is a tough nut to crack.
The Ratlings with a mere T2, 4+ save in cover and 1 wound will likely drop models very quick and start losing firepower.
A real non shooting benefit to the ratlings is pushing out that 9" deep strike bubble from your main force very effectively. Ratlings turn 1 will likely do more damage than the Vindicare as you show, but T2 onwards the superior survivability of the assassin will really help. I gotta think the Vindicare will do more damage overall throughout the average game.
That's why they have "Shoot sharp and scarper" though.
You should be setting them up in or near some piece of terrain so they can pop out, shoot, then pop back into cover on their turn so they can't be shot.
Essentially you need to channel your annoying Tau player and Jump Shoot Jump with them, since heavy only causes you -1 to hit when you move back into position next turn. You're mainly fishing for 6's anyways and those will be the same whether you moved or stayed put.
'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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2017/06/09 16:03:04
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Khadorstompy wrote: I just mathed out the odds of a squad of 10 ratlings average damage to the Common Marine HQ Types and compared it to a Vindicare assassin.
Damage per Round of Shooting.
10 Ratlings (2.22 vs T4 3+)
(1.85 vs T5 3+)
(1.67 vs T4 2+)
(1.48 vs T5 2+)
vs
Vindicare (1.30 vs T4 3+)
(1.30 vs T5 3+)
(0.67 vs T4 2+)
(0.67 vs T5 2+)
Needless to say I don't think either have great odds out right killing any of the Space Marine HQs in a round even with multiple groups. If someone could check my math would appreciate it.
There are a couple of things here we have to keep in mind:
First of all, one squad of Ratlings (70 points) does not compare equally to one Vindicare (90 points), so let's make two squads of Ratlings; one of 10 models (70) and one of three models. (21)
Secondly, their weapons are quite different:
Ratlings: Heav1 S4 ap- damage 1, BUT a wound roll of a 6 is a Mortal Wound IN ADDITION to its regular damage.
Vindicare: Heavy 1 S5 AP -3 damage D3, a roll of a 6 to wound causes D6 damage instead.
Also, the Vindicare always wounds on a 2+ against infantry and invuln saves cannot be made against his attacks. And the target cannot take cover bonuses vs his attacks.
So let's see:
VS T4, 3+4++
Ratlings: 13 shots at BS 3+= 13, 0,67= 8.71 hits. 4+ wound= x 0,5= 4,3 wounds with one pretty much guaranteed mortal wound in addition to that. 3+ save = 4,3 x 0,33= unsaved 1.43, with one additional mortal wound.
Vindicare: 1 shot at BS 2+ = 1 x 0,83= 0,83 hits. 2+ to wound=x 0,83= 0,67 wounds, with 0,14 chance it being D6 wounds. 6+ save = 0,67 x 0,83= 0,55 unsaved wounds. D3 damage = 0,55 x 2 = unsaved 1.11 wounds. With D6 damage= 0,55 x 3,5= 1.9 unsaved wounds.
However, I feel that the Vindicare's.... talent, is kind of wasted against a mere Space Marine Captain.
Let's take a look at something tougher: Ghazhkull Thraka.
Ratlings:
13 shots at BS 3+= 13 x 0,67= 8.71 hits. 5+ to wound= 8.71 x 0,33= 2.87 wounds. with one additional mortal wound. 2+ save = 2.87 x 0.17= 0.49 unsaved wounds, with one additional mortal wound.
Vindicare:
1 shot at BS 2+ = 1 x 0,83= 0,83 hits. 2+ to wound= x 0,83= 0,67 wounds, with 0,14 chance it being D6 wounds. 5+ save= 0,45 unsaved wounds. D3 damage= 0,45 x 2 = 0,9 unsaved wounds. With D6 damage= 0,45x 3,5= 1.56 unsaved wounds.
Unfortunately it seems that the Vindicare can't really put out the same amount of damage as the Ratlings, simply due to the fact that they can dish out Mortal Wounds. Even if your roll lucky dice and get D6 damage with the Vindicare, you should get lucky with the Ratlings too and score 2-3 Mortal Wounds, in which case they REALLY outshine the Vindicare.
The only thing the Vindicare has going for him is high survivability. With T 5, 5 wounds a 4+ invuln and -2 to hit if he is in cover, he is a tough nut to crack.
The Ratlings with a mere T2, 4+ save in cover and 1 wound will likely drop models very quick and start losing firepower.
A real non shooting benefit to the ratlings is pushing out that 9" deep strike bubble from your main force very effectively. Ratlings turn 1 will likely do more damage than the Vindicare as you show, but T2 onwards the superior survivability of the assassin will really help. I gotta think the Vindicare will do more damage overall throughout the average game.
That's why they have "Shoot sharp and scarper" though.
You should be setting them up in or near some piece of terrain so they can pop out, shoot, then pop back into cover on their turn so they can't be shot.
Essentially you need to channel your annoying Tau player and Jump Shoot Jump with them, since heavy only causes you -1 to hit when you move back into position next turn. You're mainly fishing for 6's anyways and those will be the same whether you moved or stayed put.
Yep that is definitely possible! Comes at a price of -1 to hit though, with sniper rifles being Heavy.
2017/06/09 19:06:50
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Alright. I'm going to use Pask and 2 Tank Commanders in my first list.
I'm planning on all plasma and lascannons on the Tank Commanders, since they get Pasks orders.
But the question is what is the best turret for Pask? He's got BS2+, but the executioner turret is still too scary. Is a battle cannon better? or a vanquisher? I don't need a punisher as there will be both wyverns and conscripts around.
The battle cannon seems like the better choice since vanquishers are (stupidly) STR 8, meaning they have a 50/50 chance to wound the targets they are made for. On the other hand(!), I'll have 16 CP, so that 4+ to wound a T 8 units can be rerolled each shooting phase.
2017/06/09 19:24:09
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Ok I am looking at
2 x squads of 50 conscripts
1 x commissar
Straken
Uriah jacobus
That will give us 2 orders for the conscripts.
Leadership bubble of 10 (9 from Straken +1 from uriah)
And an extra 2 attacks each for all the conscripts?
This looks a little optbh?
2017/06/09 23:06:24
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Twoshoes makes a very good point:
Under the current rules for 8th turrets are useless, and in fact a detriment to the vehicle carrying them. As vehicles have a 369 degree firearc now, turrets have no real special purpose, but their addition increases the height of the vehicle in question, meaning that it has a harder time taking cover.
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2017/06/09 23:39:04
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
NenkotaMoon wrote: IG is not strong Conscripts, Scions, and Artillery are strong.
Well, and Hellhounds. And Baneblades. And Tauroxen. And Mortar HWS teams. And the other stuff isn't bad either, since pretty much all of it got cheaper except for tanks and chimeras. I mean, infantry lost combined squads, but commissars made that matter far less (it's probably a buff at this point in a lot of ways), AND they got cheaper, so it's not like they got worse. Oh, and they changed the core rules so that the entire army no longer has their armor negated by every other army's cheapest, crappiest weapons.
But if you keep repeating your mantra about how bad IG are once a page or so, it might become true.
I'm not saying it's bad, Im saying that there are certain things that are available and more iconic are pretty useless. And when I mean artillery I include mortar. I'm actually a huge advocate for mortar as I even used it in my Company Command teams whenever possible. Our arty is gonna wreck gak. Baneblades are too expensive still for regular play (more just $ cost).Flamers I also advocated here already were very effective.
I hate Tauroxes, even them being good wont stop me from despising how they look. Unfortunately, I don't have the money to convert them to have Chimera treads.
I do like a lot of the rules, but a lot of the stuff that I got into Guard for isn't there for me. I came for Tanks and Chimera, with big groups of men running and shooting everything they can. Now I can only take big groups of men.
Though I will say it is way better than 7E. Regardless of how I feel I will take 8E any day of the week over 7E.
Automatically Appended Next Post:
master of ordinance wrote: Twoshoes makes a very good point:
Under the current rules for 8th turrets are useless, and in fact a detriment to the vehicle carrying them. As vehicles have a 369 degree firearc now, turrets have no real special purpose, but their addition increases the height of the vehicle in question, meaning that it has a harder time taking cover.
Pretty much, really stupid really.
This message was edited 1 time. Last update was at 2017/06/10 02:43:23
Feed the poor war gamer with money.
2017/06/10 05:01:38
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
MrPyro wrote: Any mathhammer for a plasma cannon vs lascannon on sentinels?
No, but I can do it if it's a matter of debate. I don't own any sentinels, so I don't usually set up simulations for units I don't care about.
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2017/06/10 05:12:48
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
jaxor1983 wrote: Alright. I'm going to use Pask and 2 Tank Commanders in my first list.
I'm planning on all plasma and lascannons on the Tank Commanders, since they get Pasks orders.
But the question is what is the best turret for Pask? He's got BS2+, but the executioner turret is still too scary. Is a battle cannon better? or a vanquisher? I don't need a punisher as there will be both wyverns and conscripts around.
The battle cannon seems like the better choice since vanquishers are (stupidly) STR 8, meaning they have a 50/50 chance to wound the targets they are made for. On the other hand(!), I'll have 16 CP, so that 4+ to wound a T 8 units can be rerolled each shooting phase.
Almost anything is better then the Vanquisher. Even if the Vanquisher auto-hit it's damage wouldn't rise in any notable fashion.
Whatever you go with I'd say just make it cheap. You're already investing enough points into the commanders.
2017/06/10 17:26:57
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
MrPyro wrote: Any mathhammer for a plasma cannon vs lascannon on sentinels?
No need.
They have different targets of choice.
A Lascannon wants to fire at big-nasties.
The Plasmacannon wants to fire at heavy infantry.
Now, that said, plasma as a whole got better. It only overheats if you choose to supercharge. You only need to supercharge if you find yourself facing down the big-nasties without the proper tools available to take them out. With guard having a multi-detachment need you should find yourself with plenty of command points if you do decide to supercharge.
Plasma on a moving sentinel will be getting and average of 2, 5+ to hit s7 single damage shots that only completely negates carapace or lesser armor. S7 means it will only wound Lascannon targets on a 5+. Lascannon targets are also still going to get a 6+ save. Take all that into accout and you get a single shot doing 1/3*1/3*5/6 damage or .0925925 per shot. Supercharge only increases most lascannon target to wounds to 50% and doubles damage. This amounts to .2777 damage per shot with a 1in6 to kill your sentinel. Against a SM the sentinel will score .185 damage per shot without supercharge, and average 2 shots per turn.
This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
2017/06/10 18:39:21
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
NenkotaMoon wrote: IG is not strong Conscripts, Scions, and Artillery are strong.
Well, and Hellhounds. And Baneblades. And Tauroxen. And Mortar HWS teams. And the other stuff isn't bad either, since pretty much all of it got cheaper except for tanks and chimeras. I mean, infantry lost combined squads, but commissars made that matter far less (it's probably a buff at this point in a lot of ways), AND they got cheaper, so it's not like they got worse. Oh, and they changed the core rules so that the entire army no longer has their armor negated by every other army's cheapest, crappiest weapons.
But if you keep repeating your mantra about how bad IG are once a page or so, it might become true.
I'm not saying it's bad, Im saying that there are certain things that are available and more iconic are pretty useless. And when I mean artillery I include mortar. I'm actually a huge advocate for mortar as I even used it in my Company Command teams whenever possible. Our arty is gonna wreck gak. Baneblades are too expensive still for regular play (more just $ cost).Flamers I also advocated here already were very effective.
I hate Tauroxes, even them being good wont stop me from despising how they look. Unfortunately, I don't have the money to convert them to have Chimera treads.
I do like a lot of the rules, but a lot of the stuff that I got into Guard for isn't there for me. I came for Tanks and Chimera, with big groups of men running and shooting everything they can. Now I can only take big groups of men.
Though I will say it is way better than 7E. Regardless of how I feel I will take 8E any day of the week over 7E.
This pretty much sums up how I feel about the 8th edition update to our army. I came to IG to run Mechanised Veterans with Armoured Support, and now my options for any kind of competitive play have been reduced to Guardsmen, Conscripts and Artillery. Hell, I dont even have any Artillery. I WAS going to purchase three Basilisks to convert into Medusa's (them being more fluffy and fitting with my army) but them GW removed them from the book. Now I find myself in possession of a semi finished army (no army is ever finished, suggestions otherwise are false and heresy ) that has been rendered utterly obsolete overnight.
In all honesty, whilst some things have finally been fixed and made better, there are still major issues with IG. Leman Russ tanks are pretty much useless, barring the odd one or two. Chimeras are actually weaker than their open-topped artillery compatriots. Veterans have gone from being a solid troops choice to becoming overpriced and useless. Tauroxes are still a fugly abortion of a model, no mater how much GW buffs them. Ogryns are still overpriced and weak in combat. Ratlings are still questionable. The Deathstrike Missile is still a joke. This update, hell - this entire edition, feels like a desperate bid by GW to get people to purchase all the model kits that no one wanted to get in previous editions through the selective tactical nerfing of the models that people did buy and did want.
This message was edited 1 time. Last update was at 2017/06/10 18:40:37
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
2017/06/10 23:51:48
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
Then tell me that mech guard and tanks are dead. They aren't at all. You are over reacting.
Edit: They are in fact BUFFED significantly.
I see 1 tank there.
I also saw a lot of IFV's and 2 artillery pieces.
Watching it now to see what that tank achieves.
Edit: 3 tanks. There's 2 Banewolves
Okay, I watched most of it. I skipped around, trying to just watch the IG Shooting phases. I don't think I saw the Battle Cannon do a thing. I did see the tank use it's trio of heavy flamers on necrons, but I didn't see the primary cannon do anything. I can buy Chimerae or Hellhounds if I need tanks to cart flamers around.
This message was edited 5 times. Last update was at 2017/06/11 00:41:36
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2017/06/11 03:06:20
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
Then tell me that mech guard and tanks are dead. They aren't at all. You are over reacting.
Edit: They are in fact BUFFED significantly.
I see 1 tank there.
I also saw a lot of IFV's and 2 artillery pieces.
Watching it now to see what that tank achieves.
Edit: 3 tanks. There's 2 Banewolves
Okay, I watched most of it. I skipped around, trying to just watch the IG Shooting phases. I don't think I saw the Battle Cannon do a thing. I did see the tank use it's trio of heavy flamers on necrons, but I didn't see the primary cannon do anything. I can buy Chimerae or Hellhounds if I need tanks to cart flamers around.
Mech Guard means Guardsmen / Vets in transports supported by other vehicles, which I'm sure you know, and that is what was showcased in the video. Others were lamenting the apparent death of this playstyle which, as this video shows, is a premature lamentation.
As for the Leman Russ, BS3 (BS4+ now) Russes were never great, even when they shot templates. That is why he gave his heavy flamers, to mitigate that poor BS and to function as close range support for his assault, which it did very well when it wasn't tied up in combat, which it was for a couple turns. If you want to use ranged weapons and keep your Russ back, simply mitigate that BS4+ with a Tank Commander, rather than flamers. If you want to just run a vanilla Russ with a mediocre BS than of course its shooting is going to be mediocre, just like it always was.
edit: I messed up my quote badly.
This message was edited 2 times. Last update was at 2017/06/11 03:07:38
2017/06/12 03:06:30
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Okay whilst we've seen that Veterans lose Carapace, Camo Cloaks and some weapon options (e.g. Plasma Guns) in the index, is there some hope they'll be returned to us when the dedicated IG codex comes out or is that pretty much dead for sure?
I definitely hope camo cloaks and camo netting at least come back in the codex. I sure would like to have all my vehicles rolling around (or not rolling, since you have to sit still to get the netting bonus) with a 2+ save.
2017/06/12 05:10:48
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Otto Weston wrote: Okay whilst we've seen that Veterans lose Carapace, Camo Cloaks and some weapon options (e.g. Plasma Guns) in the index, is there some hope they'll be returned to us when the dedicated IG codex comes out or is that pretty much dead for sure?
Vets are dead pretty much now. Their only hopes is that.
Feed the poor war gamer with money.
2017/06/12 07:37:35
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Vets can have plasma guns. 3 of them like as always.
But now they can also have a heavy flamer.
Oh, and I am guessing that catachan vets, if the full dex, will have camo cloaks or at least a similar rule for the regiment.
This message was edited 1 time. Last update was at 2017/06/12 07:40:26
This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
2017/06/12 11:53:40
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Khadorstompy wrote: I just mathed out the odds of a squad of 10 ratlings average damage to the Common Marine HQ Types and compared it to a Vindicare assassin.
Damage per Round of Shooting.
10 Ratlings (2.22 vs T4 3+)
(1.85 vs T5 3+)
(1.67 vs T4 2+)
(1.48 vs T5 2+)
vs
Vindicare (1.30 vs T4 3+)
(1.30 vs T5 3+)
(0.67 vs T4 2+)
(0.67 vs T5 2+)
Needless to say I don't think either have great odds out right killing any of the Space Marine HQs in a round even with multiple groups. If someone could check my math would appreciate it.
There are a couple of things here we have to keep in mind:
First of all, one squad of Ratlings (70 points) does not compare equally to one Vindicare (90 points), so let's make two squads of Ratlings; one of 10 models (70) and one of three models. (21)
Secondly, their weapons are quite different:
Ratlings: Heav1 S4 ap- damage 1, BUT a wound roll of a 6 is a Mortal Wound IN ADDITION to its regular damage.
Vindicare: Heavy 1 S5 AP -3 damage D3, a roll of a 6 to wound causes D6 damage instead.
Also, the Vindicare always wounds on a 2+ against infantry and invuln saves cannot be made against his attacks. And the target cannot take cover bonuses vs his attacks.
So let's see:
VS T4, 3+4++
Ratlings: 13 shots at BS 3+= 13, 0,67= 8.71 hits. 4+ wound= x 0,5= 4,3 wounds with one pretty much guaranteed mortal wound in addition to that. 3+ save = 4,3 x 0,33= unsaved 1.43, with one additional mortal wound.
Vindicare: 1 shot at BS 2+ = 1 x 0,83= 0,83 hits. 2+ to wound=x 0,83= 0,67 wounds, with 0,14 chance it being D6 wounds. 6+ save = 0,67 x 0,83= 0,55 unsaved wounds. D3 damage = 0,55 x 2 = unsaved 1.11 wounds. With D6 damage= 0,55 x 3,5= 1.9 unsaved wounds.
However, I feel that the Vindicare's.... talent, is kind of wasted against a mere Space Marine Captain.
Let's take a look at something tougher: Ghazhkull Thraka.
Ratlings:
13 shots at BS 3+= 13 x 0,67= 8.71 hits. 5+ to wound= 8.71 x 0,33= 2.87 wounds. with one additional mortal wound. 2+ save = 2.87 x 0.17= 0.49 unsaved wounds, with one additional mortal wound.
Vindicare:
1 shot at BS 2+ = 1 x 0,83= 0,83 hits. 2+ to wound= x 0,83= 0,67 wounds, with 0,14 chance it being D6 wounds. 5+ save= 0,45 unsaved wounds. D3 damage= 0,45 x 2 = 0,9 unsaved wounds. With D6 damage= 0,45x 3,5= 1.56 unsaved wounds.
Unfortunately it seems that the Vindicare can't really put out the same amount of damage as the Ratlings, simply due to the fact that they can dish out Mortal Wounds. Even if your roll lucky dice and get D6 damage with the Vindicare, you should get lucky with the Ratlings too and score 2-3 Mortal Wounds, in which case they REALLY outshine the Vindicare.
The only thing the Vindicare has going for him is high survivability. With T 5, 5 wounds a 4+ invuln and -2 to hit if he is in cover, he is a tough nut to crack.
The Ratlings with a mere T2, 4+ save in cover and 1 wound will likely drop models very quick and start losing firepower.
A real non shooting benefit to the ratlings is pushing out that 9" deep strike bubble from your main force very effectively. Ratlings turn 1 will likely do more damage than the Vindicare as you show, but T2 onwards the superior survivability of the assassin will really help. I gotta think the Vindicare will do more damage overall throughout the average game.
That's why they have "Shoot sharp and scarper" though.
You should be setting them up in or near some piece of terrain so they can pop out, shoot, then pop back into cover on their turn so they can't be shot.
Essentially you need to channel your annoying Tau player and Jump Shoot Jump with them, since heavy only causes you -1 to hit when you move back into position next turn. You're mainly fishing for 6's anyways and those will be the same whether you moved or stayed put.
Well, -1 to hit reduces the number of wounds you get. Stuff is going to die anyway, reducing the firepower of ratlings in order to keep them alive seems counter productive.
2017/06/12 12:27:44
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
Dovis wrote: You can have a detachment of 6 Mortar teams (18 total Mortars) for just 162 points, that's 72 hits per turn average at 48" range, couple that with parashooting Scions, all with Plasmas (your friend used the points innefficiently, you can do 4 man squads of them, each with a special weapon, so you don't have to have that filler like your friend did)
What am I missing? 18 mortars=average 63 shots=31.5 hits in average. To get 72 hits with 18 mortars would basically require all rolling 6 for shots and then have BS4.
As it is 18 flamers don't cause 72 hits in average and they hit automatically. Mortars need to hit.
NenkotaMoon wrote: You messed up more than that, whatever you were trying to prove to us.
BTW
Command point rules, having some trouble figuring out how to calculate that.
I have a feeling no amount of evidence of any kind would dissuade you from your doomsaying at this point.
One tank that did almost nothing the entire game, except for a brief desperate spray of flamers before it was locked down in close combat
IFV's that really did not do much
Artillery platforms that really did all the legwork.
Whatever you where trying to prove, unless it was that Leman Russ are bad, you failed at.
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+