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0XFallen wrote: I want to mainly stick to admech, but as we dont have many choices I want to put a knight in for 2k points or higher. We Lack mobility, antitank and CC capabilities so I want him to fill as many holes as possible.
What would be good traits and relics to run then for -2cp? Should I run him as a freeblade, is it worth? And do I pick or roll for them to get 1 more or less respectivly and which ones to pick?
Here my current list:
Graia Bat.:
2 Enginseers, one with Necromechanic for the knight, guarded by servitors and ruststalkers
5x5 Vanguards ( filling with plasma if still have points)
1x4 Servitors
2x5 Ruststalkers ( Rule of Cool, might swap out one squad though)
Mm... this is a weird mix of units. Here, let me post a list and explain my thinking:
House Krast Super-Heavy Auxiliary Detachment - 500
Lord of War - 500 1x Knight Styrix - Volkite Chierovile, Hekaton Siege Claw, Twin Rad-cleanser, Graviton Crusher, Warlord: First Knight (-1 CP), Relic: The Headsman's Mark (-1 CP)
Total: 1999 points 20 CP (-3)
+Necromechanic to repair the Sytrix
+Eye is perhaps the only good relic we have, so it's good to get if you're taking Necromechanic
+Icarus Crawlers and Las Ballistarii to shoot down bikes, battlesuits, transports
+Graia lets you deny psychic spells
+Agripinaa lets you rapid deploy your Servitors inside your own deployment zone; can use Graia too, but there are plenty here
+Infiltrators to selectively delete infantry behind enemy lines; can fight heavier targets in a pinch
+Lots of infantry to grab objectives
+CP recycler to draw out your already ridiculous amount of CP -No solid anti-tank aside from the Knight; boils down to your Knight versus their super-heavy
-No Mortars to thin out Drones and Grotz hidden out of LOS
In essence, a Knight list needs to be built around your Knight, just like how a list with Dakkabots needs to be built around the Cawlstar. You have to have things to screen your Knight, grab objectives, kill fast vehicles that can pin your Knight, a decent amount of melee as well. I use a Styrix here, but you can also use a Castellan. It's just even more CP hungry and even more reliant on your infantry, which I guess is not a huge problem.
Kanluwen wrote: Hoplites or Peltasts: do people like either one of them?
Hoplites seem pretty good for Drills if you bring Skitarii friends and a Mask. The Hoplites are a bit meh. Regular Skitarii seem more appealing. Lucius Shooty Priests are probably better than both though.
This message was edited 3 times. Last update was at 2019/01/15 20:38:14
Slayer-Fan123 wrote: If you're that concerned about preventing Psyker powers, using Graia for the Infiltrators in that mixed detachment would likely be beneficial.
But then you would lose Wrath of Mars, which combines with Doctrina to make them hit really hard.
I alternated between Monitor Malevelous for 6+/6+ and +1 to repair and Kurov's. Both felt okay. The omniscient mask was fairly useless and never helped because the Infiltrators always deep struck far away.
Game 1 - Jesse
Jesse was running a loyal 32 and 63 grey knights. His list could theoretically put out 240 bolter shots on the perfect turn. This ended up being a far harder list than you might think. Dakkabots would have been flatly superior to the Castellan knight. But I still like the knight in every other matchup. I got first turn and was able to shoot guard squad off the table and a few grey knights thanks to the knight being able to climb 'Hills' and it being 12" tall. Every turn he pushed forwards and used his 'shoot through walls' psychic power and he never failed a psychic test. But turn 3 all my guardsmen were dead. I needed to be much more aggressive with my infiltrators, but this was just too tough of a matchup because my screens and infiltrators are so vulnerable to hundreds of accurate bolter shots and weapon swings at -3, d3 damage. We ended up timing out after round 4 and I lost 21-27 or so. I think I could have won this with 6 turns and more careful play, but slow play tho. The infiltrators + cawl were allstars that picked off lots of grey knights a turn until they were easily tied up in combat because my entire screen died so fast. I should have casteled harder and concentrated my forces tighter. Also, Grey Knights characters are crazy strong now and easily rival the various smash captain builds. The grey knights can use their psychic powers to move around the board and bring some strong psychich support in addition to their thunderhammers.
Game 2 - lets call him Jon
Jon was running a sub optimal genestealer cults list. He had lots of abberanets and a loyal 32 and a 6x biovore ball and a swarmlord and two different flavors of 15x genestealer bombs. I got second turn and my castellan climbed up a 'hill' (not a ruin) and got LOS on his biovores. His initial genestealer wave kill 20 guardsmen. But then another 20 combined squads and swung twice with the full catachan auras to kill the 15 off. The RAVEN strategem erased all 6 biovores because there weren't any ruins for them to whore out in. After that his various melee waves crashed into my guardsmen and rangers and died. I dropped my infiltrators in the back field and they rinsed away his loyal32 and took his objectives. Swarmy crashed into the icarus, they didn't die, then fell back and let the knight and guys shoot the swarmy. It was effectively a tabling on turn 5.
Game 3 - Romeo
Rom was running a fairly optimized tau list of 3x riptides, 3x missilesides, lady commander, 25 shield drones, firewarriors for CP, and the scea 3x markerlight guys. I luckily got first turn, put everything I had into shooting his missilesides and killed one and 12 drones. I began a pattern of suiciding my 60 guys using move move move to hold 3 objectives. He then did 14 wounds to my knight using half of his CP and i had to 3++. He killed about 10 guardsmen but then I spend CP and got lucky on my morale to hold 3 objectives to his two. I also got kill more since he didn't kill anything due to lucky and CP morale. Next turn my shooting kinda sucked but I killed another missile side and 10 more drones using my icarus. I did not use the RAVEN strat and instead repaired twice and went for wrath of mars. This was bad. The wrath of mars sucked and I rolled all the wrong mortal wound rolls so two missile sides lived on low wounds. My knight had 18 wounds and using all his CP he killed it through a 4++ save. A good tau list can kill a big knight in two turns of firing using all their CP. My infiltrators then pushed up and killed some more guys on the side and charged some firewarriors and commanders. A riptude turned around and sneezed on a 10 stack of infiltrators and they all died. But, due to my continuous sacrifice of multiple squads and characters on the objectives I was decisively ahead on primary and won by 10 something points.
Unit reviews:
Cawl - he got the luckiest roll ever and aced a grandmaster dreadknight at 6" with a reroll into 5 + 6 damage. Also, litany of the electromancer did 1 mortal wound to the dreadknight first. This resulted in Cawl's first ever kill.
Icarus - these are tough and good blockers for the knight. Cawl makes their firepower permanently relevant, especially against tau or any of the curently in meta 1-2 wound elite infantry models. With the repair WLT you can easily fill up a crippled onager all the way to full. In my tau game these things stalemated the game against CP-less riptides with no missileside support. Neither side could get a kill, but I had more infantry.
Infiltrators - they really need T3 targets. I want to like them but I don't have the CP to make wrath of mars consistently work with the damned Castellan knight. Also, they are never in range for the omniscient mask. They hit like trucks in melee with the +1 to hit and rr1 canticle. Overall I like them and think they are a good thing in primary admech lists. They did wonders against the genestealer list, and did help versus the tau kind of, but they wet the bed kind of against the grey knight player. Hopefully I can run them again this saturday to get more practice in with them.
Rangers - they don't do any killing and they are cheap and they give CP and they can hide in the back and still throw out 5 bolter shots while being your deep strike deniers.
Catachan Infantry - these guys rock when they can do their thing. They really do kill like 4x as much as cadians in combat. I can't think of when you want more rangers than you would want more catachans. Maybe ... and I mean maybe ... big GRAIA balls of mixed rangers and vanguard with the GRAIA WLT of shoot into combat and the omniscient mask can kinda compete with catachans. But then you still don't have MOVE MOVE MOVE, and MOVE MOVE MOVE wins games. Cadian mortars are really popular, but they are fewer wounds and fewer attacks and you cant use them for MOVE MOVE MOVE tricks like you can infantry blobs. If you are in a bad matchup (like a Tau that can kill your knight/dakkabots), just move move move you mans onto those objectives. The only other infantry blob I would consider competitive would be a VALHALLA blob just because you don't need straken. But then you can't do powerful swings that kill genestealers or other assault elements. VALHALLA would be strictly better for running up the field and squatting on objectives due to the superior morale and the excellent relic that limits morale losses to 1 model. MOVE MOVE MOVE is almost always better than shooting their guns. I don't think they did even a single wound all RTT from overwatch so consider just not rolling it or find ways to optimize rolling it fast.
Castellan knight - this thing is still dominant. InControl brought his Porphyrion and won the RTT over the best Tau player in the game right now (Brian). Porphyrion is just better than the castellan, but the castellan still does work. If you face tau, RAVEN into the missilesides and hope for 3x rolls of a 1. Always shoot the big guns last and try to bait the reroll on the 1s. I will try a dakkabot list out on saturday if I can so I can get a comparison, but I am certain that dakkabots are just worse against tau. You end up with a 4++ versus the 18 shots rerolling to wound str6/-2/2 damage riptide. That means 2-3 dead bots a turn. But the knight can actually get a lucky kill and fight from 48" range and doesn't auto lose if he gets piled in to.
Straken/Priest - these two are an 80 point tax combined. If your guardsmen don't end up in combat then that is 80 points down the pisser. But when the do, the guardsmen really are good at killing fast light melee threats. If you run VALHALLA you get those 80 points back and limit your guard to strictly being objective squatters.
0XFallen wrote: I want to mainly stick to admech, but as we dont have many choices I want to put a knight in for 2k points or higher. We Lack mobility, antitank and CC capabilities so I want him to fill as many holes as possible. What would be good traits and relics to run then for -2cp? Should I run him as a freeblade, is it worth? And do I pick or roll for them to get 1 more or less respectivly and which ones to pick? Here my current list:
Graia Bat.: 2 Enginseers, one with Necromechanic for the knight, guarded by servitors and ruststalkers 5x5 Vanguards ( filling with plasma if still have points) 1x4 Servitors 2x5 Ruststalkers ( Rule of Cool, might swap out one squad though)
Mm... this is a weird mix of units. Here, let me post a list and explain my thinking:
House Krast Super-Heavy Auxiliary Detachment - 500
Lord of War - 500 1x Knight Styrix - Volkite Chierovile, Hekaton Siege Claw, Twin Rad-cleanser, Graviton Crusher, Warlord: First Knight (-1 CP), Relic: The Headsman's Mark (-1 CP)
Total: 1999 points 20 CP (-3)
+Necromechanic to repair the Sytrix +Eye is perhaps the only good relic we have, so it's good to get if you're taking Necromechanic +Icarus Crawlers and Las Ballistarii to shoot down bikes, battlesuits, transports +Graia lets you deny psychic spells +Agripinaa lets you rapid deploy your Servitors inside your own deployment zone; can use Graia too, but there are plenty here +Infiltrators to selectively delete infantry behind enemy lines; can fight heavier targets in a pinch +Lots of infantry to grab objectives +CP recycler to draw out your already ridiculous amount of CP -No solid anti-tank aside from the Knight; boils down to your Knight versus their super-heavy -No Mortars to thin out Drones and Grotz hidden out of LOS
In essence, a Knight list needs to be built around your Knight, just like how a list with Dakkabots needs to be built around the Cawlstar. You have to have things to screen your Knight, grab objectives, kill fast vehicles that can pin your Knight, a decent amount of melee as well. I use a Styrix here, but you can also use a Castellan. It's just even more CP hungry and even more reliant on your infantry, which I guess is not a huge problem.
Kanluwen wrote: Hoplites or Peltasts: do people like either one of them?
Hoplites seem pretty good for Drills if you bring Skitarii friends and a Mask. The Hoplites are a bit meh. Regular Skitarii seem more appealing. Lucius Shooty Priests are probably better than both though.
So the Styrix, what is the hype? Cheap 3++? Is it just that he is tough? I am not seeing the damage output as that great. He is 500 points whereas the 4x rocket castellan is 593. His weapon profiles are all super dodgy against another knight (but good against riptides). A crusader with the 4++ WLT is almost as tough, but can switch between the GATLER and HeadsMark depending on opponents.
EDIT: the math on krast crusaders shooting at castellans is pretty good. For sure it forces the 3++ every time. And a krast crusader would have been pretty good in all the games I had. For sure better versus the grey knights and genestealers. Against the tau i could have used rotate ion shields more often and the more dakka from the gatler could have killed more drones. The crusader needs a lot less CP than the castellan, which was a total CP hog. I would have to lean more on wrath of mars, but I think I should be. Yeah, going to try and take out the crusader on saturday. That will get me a few more rangers.
This message was edited 2 times. Last update was at 2019/01/16 23:41:13
@Wulfey
GK are much improved. I consider them to be second rate 1K Sons.
Crawlers and Mortars are key against Tau. Gotta kill their Drones for your Volcano Lance to land hits.
Yeah. You only need 2x10 Guard and the Crawlers to fully screen your Knight against shooting armies, so the remaining 3-4x10 Guard should be running around grabbing objectives with Move Move Move. The only time I would keep them all in close is against aggressive assault armies like Orks, Nids/GSC, and Eldar.
Omniscient Mask is not that great; it only seems good on paper. The only time I can see it being useful is if you have an Enginseer out there with your Knight, and you have Dragoons supporting that Knight.
Your point on not being forced to choose between sustaining your Infiltrator and your Castellan is why I think the Styrix is better.
Really? A Porphyrion? Sigh. The problem with bringing a Knight is that you are always under immense pressure to bring the bigger Knight, even if it's wildly inefficient.
I think 80 points is a good insurance policy against being overrun by a horde. Straken actually has a really good body too.
Wulfey wrote: So the Styrix, what is the hype? Cheap 3++? Is it just that he is tough? I am not seeing the damage output as that great. He is 500 points whereas the 4x rocket castellan is 593. His weapon profiles are all super dodgy against another knight (but good against riptides). A crusader with the 4++ WLT is almost as tough, but can switch between the GATLER and HeadsMark depending on opponents.
EDIT: the math on krast crusaders shooting at castellans is pretty good. For sure it forces the 3++ every time. And a krast crusader would have been pretty good in all the games I had. For sure better versus the grey knights and genestealers. Against the tau i could have used rotate ion shields more often and the more dakka from the gatler could have killed more drones. The crusader needs a lot less CP than the castellan, which was a total CP hog. I would have to lean more on wrath of mars, but I think I should be. Yeah, going to try and take out the crusader on saturday. That will get me a few more rangers.
The Krast Styrix has many things going for it that make it great for AdMech. Built-in Ion Bulwark frees up the WLT. And there's no need for Cawl's Wrath, which frees up the Relic. Using both, you get reroll 1s to hit and bonus damage against titans; this makes up somewhat for the lack of Raven stratagem. It's also a Questoris, so only 1 CP for 3++; using the 2 CP per turn opportunity cost to fuel Tech-Adept + Benevolence or Resurgent, you can see that Styrix is wayyyy more durable than Castellan. Indeed, the super cheap CP requirement is the biggest draw. Then you need to look at the secondary weapons. You get a non-throwy Gauntlet, which means you can threaten vehicles in the midfield. You also have two anti-elite weapons that are much stronger than a Heavy Stubber or Flamer.
In short, lots of value for very little commitment.
A Krast Crusader is comparable, but you don't get the fightiness or the rerolls.
This message was edited 2 times. Last update was at 2019/01/17 01:00:22
Alone? It doesn't really work. Knights can't walk over infantry on the first move, and your opponent should have tools to handle a Knight. Indeed, a Knight's value comes later; once all of its threats are removed, if you are the only one with a Knight, the other guy has to play around a moving, shooting, fighting, un-killable firebase.
More generalized advice: Don't plan a strategy with the assumption that it will work. Always ask: What can go wrong?
This message was edited 2 times. Last update was at 2019/01/17 05:14:05
I mean the arc rifle has twice the shots still does d6dam vs vehicles at a trade off in S and AP but realistically against targets like IK that lower AP makes no difference.
Performance is therefore simillar between the 2 weapons but the arc rifle is 14pts per model cheaper and has 12" more rangenot a small difference.
+ we have neutronagers for the few targets where AP4 matters.
This message was edited 2 times. Last update was at 2019/01/17 07:46:44
Slayer-Fan123 wrote: If you're that concerned about preventing Psyker powers, using Graia for the Infiltrators in that mixed detachment would likely be beneficial.
But then you would lose Wrath of Mars, which combines with Doctrina to make them hit really hard.
Doctrina doesn’t directly help Wrath of Mars, just helps those 2 rolls become hits. Assuming rerolled ones that’s what, improving an average of 5 or 6 mortal wounds to an average of 8?
Just in case you were making the mistake I did early on, thinking WoM activated on hit rolls of 6 (rather than wound rolls, something we can’t buff).
IVIOOSE wrote: Have any of you tried a terryan outflanking gallant with landstrider just to put pressure on them later turns and mess with them?
I desperately want this to work, but there is a big problem with solo knights. A single knight in a SHD does not get a HOUSEHOLD TRADITION. This means you don't get the 3d6 drop the lowest for TERRYN. But you do get access to the strategems (specifically the TERRYN fight twice strategem). This also means you don't get the 6+++ FNP for TARANIS (but you do get the strategem to stand back up).
Slayer-Fan123 wrote: If you're that concerned about preventing Psyker powers, using Graia for the Infiltrators in that mixed detachment would likely be beneficial.
But then you would lose Wrath of Mars, which combines with Doctrina to make them hit really hard.
Doctrina doesn’t directly help Wrath of Mars, just helps those 2 rolls become hits. Assuming rerolled ones that’s what, improving an average of 5 or 6 mortal wounds to an average of 8?
Just in case you were making the mistake I did early on, thinking WoM activated on hit rolls of 6 (rather than wound rolls, something we can’t buff).
I have a small tournament coming up in March and was looking for some advice. It’s 2.5k points and will probably have around 30 folks. No ITC/ETC just normal rules from rulebook and faq/chap approved etc. The expected opponents will be a healthy mix from competitive types to casuals bringing the odd Warhound Titan. I’m also expecting quite a variety of factions though from hordes to superheavies and aeldari lists
I have to stick to Admech/Knights and stay mono forgeworld. I have bounced between a few ideas for my list and cannot decide what to do. I thought I had a list in my mind but I’ve changed it yet again.
The core of my list is a Castellan and two Gallants which I really want to run as Taranis for darkest hour shenanigans. Knights are fully magnetised so I have options there. I also have a Valiant, two Hellverins and two warglaives but I don’t expect to use these.
I am undecided if I should back the Castellan/Gallants with a dragoon heavy stygies list or a mars dakkabot list. Ironically the 2500 point limit is actually giving me more of a headache despite being able to squeeze more in.
I have quite a few Admech units but I am running out of time for adding and getting things ready in time.
Does anyone have any thoughts as to which route they would go down.
**Also credit to poor Suzuteo who has been bombarded with my questions in the run up to this tournament haha**
I have just bought some more Kataphron Destroyers (I will have 9 plasma, and 3 Grav). and I was just wondering what to equip the new 6 plasma destroyers with (phosphor blasters or cognis flamers?)
currently I have 3x plasma destroyers with phosphor blasters, 2x grav destroyers with phosphor and 1x grav destroyer with flamer.
do I equip the 6x new destroyers with the flamers for overwatch defense or go for phosphor to increase the damage (even if only a bit) at range? I tend to run the Kataphrons as either Ryza or Stygies.
I had two dakkabot lists. One that had 53 barebones rangers as screen and another with only 30 but a ton of transuranic arquebus in the list
I would go for the 30 with arquebus, as this way you can get rid of any psykers that your opponant brings before they get many powers off. it also allows you to camp the rangers in the back field to prevent deep strike etc. and let them still have a meaningful impact on the game.
This message was edited 1 time. Last update was at 2019/01/19 12:17:27
Are you going to be playing in ITC? Because I can tell you that 53 guys is >>> 30 guys that can shoot a little better. The 30 guys that shoot better have a better combat attrition value assuming both sides sit there and throw dice. But what if you face a list that out shoots yours? Like Tau? Then you just lose. Or what if you face a list with a lot more bodies than you? Then you lose on objectives. Having run my loyal 63 last weekend I cannot go back to having fewer models than the other guy. ITC punishes you badly for having less objectives than your opponent and only bringing more bodies gets you more objectives. Also, guardsmen are flatly overpowered relatives to rangers. It is dumb. Even if rangers are combat attrition better than guardsmen in a shooting gallery match, MOVE MOVE MOVE just breaks everything. Guardsmen can run 14-24" a turn. It is a joke. Who cares if they never shoot. Those extra 30 something bolter shots a turn aren't going to swing the game. But running 24" up and stealing an objective will. Especially if you are in a game where your opponent's army can kill yours.
I have wanted to try out arquebuses for a while but over and over again the fact that they can't move and shoot and the opportunity cost of missing out of 3 more bodies to have that 1 arquebus keeps me away from them. To make them work you would need some kind of commitment or gimmick. Not just 3 arquebus because that doesn't statistically kill a company commander per turn. You need 6. And you also need some favorable terrain. I can't figure out a way to make them work honestly. Maybe a skyshield landing pad so you can force a terrain location that works for you?
Do all you guys play these weird ITC missions? I think you guys play different games of 40k than I do...all your lists look, well, strange. Like not geared up for a knock out fight. The lists just look like they are built to sit on objectives and die...
Its probably just me though- I'm not much of a tournament player!
You get to take 2 per 5 guys wulfey, so with 30 rangers in 6 squads he'd have 12 arquebuses (arquebi?) Which is probably getting to the point they can be somewhat relied on. Plus they can hurt vehicles and MC's pretty reliably, I'd say most lists can find a use for them. 390pts to give characters the middle finger isn't too bad. 12 shots, ~9 hits with reroll 1's, 6 wounds with a mortal wound or 2, and say 2 to 3 will get through to most characters dealing D3 damage per. Given how much most lists rely on characters, you're either forcing the opponent to hide to stay out of the line of fire or dealing damage they're not used to taking.
But not being able to move really hurts them. They're one of the only weapons in the game that can't move and shoot, and with ITC terrain rules odds are whatever you want to snipe can just hide from most of them. If they could move and shoot, even taking the heavy penalty they'd be really awesome, but not being able to move means they can just be ignored. Which is really weird because back in 7th rangers had relentless, and that made them one of the only infantry units that could move and shoot with heavy weapons without penalties. Really makes GW's decision to make them unable to move and shoot all the more puzzling.
Really if you're taking arquebuses they're no longer acting like troops, you're taking them because you're forced to take troops but wanted to just gunline instead. That or you really hate characters. They'd be really good for a red tide list I bet, one where you just committed to nothing but infantry and used them as your fire support units alongside more mobile infantry units.. Maybe if the new admech hq provides a way to reroll wounds for cheap and fill out detachments you could make it work. That or have them allied with an IG infantry company to make up the numbers and mobility, or ally in stormtroopers for the same thing. I'm gonna give both a try sometime and see how it goes. May not be super competitive but it'd be fun.
I can see them being an excellent choice for casual or even competitive games where ITC rules aren't used. It's really ITC magic bunker rules that shut them down.
Automatically Appended Next Post:
Heafstaag wrote: Do all you guys play these weird ITC missions? I think you guys play different games of 40k than I do...all your lists look, well, strange. Like not geared up for a knock out fight. The lists just look like they are built to sit on objectives and die...
Its probably just me though- I'm not much of a tournament player!
Yes, itc is a completely different beast. What's good in ITC isn't necessarily good in casual and vice versa. Also terrain rules are different so it's much harder to win with just shooting.
So take the transuranic arquebus, I gurantee you we will start hearing casual players start complaining about them in less competitive areas. When you can see most the board and shoot through ruins those things will be nasty when spammed. But in ITC where 1st floor guaranteed blocks line of sight they'll often not get to do much.
This message was edited 1 time. Last update was at 2019/01/20 02:33:53
'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
Are people here only discussing heavy tournament ideas? I only play in local tournaments and play mono Admech, as I want to see how far I can push them, and some fun lists from time to time.
Regarding Arquebi, If I take them I only use min squads with 2 Arquebi as they cant move so the rangers are only shields and are mostly not in range anyway, Omnispex doesnt do much as they are either not in cover or have a high enough invuln. I currently have 4 which is were the threat starts to kill most turn 2. I also mainly use them to stay in the back to deny deepstrike and sit on objectives as our onagers are too big for some.
Regarding Relentless, I loved the Idea, still do. However changing the arquebus to the current state is fine by me, BIF IF it was a really strong weapon. I know its the best sniper but it could be either S8 or AP-3/4 as its only one shot, costs more than plasma and is immobile. Always loved to shoot anti Tank rounds.
I think most of us play a mix of rule sets. But this thread is geared toward tourney play, and ITC is the most common tourney ruleset.
The Guardsmen are great for multiple reasons, but the three most important are:
1) Body count for objective secured
2) Crazy mobility
3) Protects your gunline against hordes
@Wulfey this isn’t a tournament using ITC rules, just regular 40k with chap approved and the latest faqs.
@Mrmoustaffa yeah no special ruin rules for this tournament. It’s basically a casual style tournament setup but it contains a lot of competitive minded players mixed in with some casuals.
My current list for those that are interested. (10 arquebus’s)
Kastelan Robots [30 PL, 550pts] . Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
I've been looking at agripinaa breachers now they are really cheap. Do we think it is worth giving them the +1inv from the maniple im not sure its worth it as with auto cover 2-3 turns depending on whether you go first I'm not sure it impacts enough?