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So I've finally come across to play as the Astra Mililitarum, for the glory of the Emperor, and so on and so on. Previously I've played Tau, Necrons, Eldar, Dark Eldar and Nyds. I've had a lot of experience against the guard on previous editions, so I'm basing this list on what I found hardest to play against, and after a good bit of number bashing. So...
HQs:
Company Commander - 30pts
Company Commander - 30pts
Commissar Yarrick - 138pts
The strategy for this army is quite simple, laid out in 3 lines. The Basilisks forming a line at the rear of the board (no more than 8 inches, this should stop most deep striking or flanking). Their role is simple, to shell to death anything large and menacing on the other side of the table (or another table for that matter).
The middle rank is formed of the scout sentinel and the 2 units of infantry. Their role is to protect the Basilisks. Aslong as there is no more than 17 inches between the Basilisks and any models of these 3 units, nothing can deep strike between. Might be a waste of 150pts, but they endure my big guns never tire.
The front rank is 2 blobs of conscripts. 2 units will run side by side, with Yarrick and a Company Commander between one pair and a commissar and a company commander between the other pair. With orders, leadership boost, and yarricks bubble of re-roll 1's. 160 wounds of conscripts running across the table.
The vultures will just do strafing runs, I'll pray to the dice gods that the artillery deals with most things that can shoot them down.
MoO would not be a bad investment since you are relying on the Basilisks. Actually a OotF would not be a bad investment either if you have him move up with your conscripts so that he would be in range to use his ability with your vultures.
Only problem you may have with this army is that a smart opponent will move heaven and earth to kill Yarrick and the other Commissar since the conscripts will fall apart without them. Might not be a terrible idea to throw in one more commissar if you can manage it as extra insurance.
EldarRegenade wrote: I might have a shuffle of points and invest in 2 more commissars, or a commissar and a MoO. I didn't quite think about conscript morale enough.
Agreed, your conscripts will get massacred with failed leadership tests. And extra Commissar and then a MoO should do you right as long as the basilisks remain at range.
I would drop Yarrick for a Lord Commissar. I can't justify his cost and rerollings 1s isn't that impressive on conscripts. I'd take a heavy bolter and plasma gun/flamer instead of an autocannon on the guardsmen. Astropaths could compliment the basilisks, increasing their durability and adding some help for removing stuff in cover.
E.g
2 company commanders 60
Lord com 55
4*40 conscripts 480
2*10 guardsmen 80
Commissar 31
2 astropaths 30
3 sentinels w/ HF 156
3*2 basilisks w/ HB 648
2 Punisher Vultures 320
1850
Then you can squeeze it into a brigade as well.
If your attack is going too well, you have walked into an ambush
Rahxephon gave sound advice. Was going to suggest the same thing. Yarrick is wasted on conscripts ... although if you sat your Vultures near him, you could reroll all their 1s.
EldarRegenade wrote: So I've finally come across to play as the Astra Mililitarum, for the glory of the Emperor, and so on and so on. Previously I've played Tau, Necrons, Eldar, Dark Eldar and Nyds. I've had a lot of experience against the guard on previous editions, so I'm basing this list on what I found hardest to play against, and after a good bit of number bashing. So...
HQs:
Company Commander - 30pts
Company Commander - 30pts
Commissar Yarrick - 138pts
The strategy for this army is quite simple, laid out in 3 lines. The Basilisks forming a line at the rear of the board (no more than 8 inches, this should stop most deep striking or flanking). Their role is simple, to shell to death anything large and menacing on the other side of the table (or another table for that matter).
The middle rank is formed of the scout sentinel and the 2 units of infantry. Their role is to protect the Basilisks. Aslong as there is no more than 17 inches between the Basilisks and any models of these 3 units, nothing can deep strike between. Might be a waste of 150pts, but they endure my big guns never tire.
The front rank is 2 blobs of conscripts. 2 units will run side by side, with Yarrick and a Company Commander between one pair and a commissar and a company commander between the other pair. With orders, leadership boost, and yarricks bubble of re-roll 1's. 160 wounds of conscripts running across the table.
The vultures will just do strafing runs, I'll pray to the dice gods that the artillery deals with most things that can shoot them down.
Opinions?
I think you've concentrated too much of your firepower into too few units. If you lose the basilisks or the vulture's, you're in big trouble. That's just five units to do the bulk of your fighting. Let us know how it works out.
This message was edited 1 time. Last update was at 2017/07/24 11:33:00