Switch Theme:

Militarum Tempestus Tactica — 8th Edition  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Decrepit Dakkanaut




General Hobbs wrote:
 Trickstick wrote:
Bear in mind that Thetoid Eagles is an extra hit on a 6, whilst Stormtroopers is an extra shot on a 6. I have seen people get this confused, so I thought I would point it out.


The advantage though is that you can stack a couple +1 modifiers and get guaranteed extra shots that are almost guaranteed to hit as well, whereas with the bonus 6, it is a bonus on a natural 6.

That's a lot more effort though. Gorgonnes are the ones I'd rather use and they don't have much I want to be honest.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

I'm all about the Dragons. They seem to be the best for a small detachment of just drop scions. The others seem better suited to when you are maining scions, or taking vehicles.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in ru
Fresh-Faced New User




Slayer-Fan123 wrote:
General Hobbs wrote:
 Trickstick wrote:
Bear in mind that Thetoid Eagles is an extra hit on a 6, whilst Stormtroopers is an extra shot on a 6. I have seen people get this confused, so I thought I would point it out.


The advantage though is that you can stack a couple +1 modifiers and get guaranteed extra shots that are almost guaranteed to hit as well, whereas with the bonus 6, it is a bonus on a natural 6.

That's a lot more effort though. Gorgonnes are the ones I'd rather use and they don't have much I want to be honest.


If you want extra hits doctrine better to puck Storm Troopers or Thetoid Eagles

This message was edited 1 time. Last update was at 2020/03/13 18:06:36


 
   
Made in us
Fresh-Faced New User





For a single detachment of drop scions I think the Dragons are best for killing marines since they can maximize FRSRF while the Lions are best for killing vehicles since the warlord trait rerolls 1s so you can use the order to reroll wounds.
   
Made in ru
Fresh-Faced New User




 CptJericho wrote:
For a single detachment of drop scions I think the Dragons are best for killing marines since they can maximize FRSRF while the Lions are best for killing vehicles since the warlord trait rerolls 1s so you can use the order to reroll wounds.


But in practice the best is Storm Troopers in Drop Force hahaha
   
Made in us
Decrepit Dakkanaut




MrDot wrote:
 CptJericho wrote:
For a single detachment of drop scions I think the Dragons are best for killing marines since they can maximize FRSRF while the Lions are best for killing vehicles since the warlord trait rerolls 1s so you can use the order to reroll wounds.


But in practice the best is Storm Troopers in Drop Force hahaha

Absolutely not. Dragons fix literally every issue that came with Scions.


Automatically Appended Next Post:
MrDot wrote:
Slayer-Fan123 wrote:
General Hobbs wrote:
 Trickstick wrote:
Bear in mind that Thetoid Eagles is an extra hit on a 6, whilst Stormtroopers is an extra shot on a 6. I have seen people get this confused, so I thought I would point it out.


The advantage though is that you can stack a couple +1 modifiers and get guaranteed extra shots that are almost guaranteed to hit as well, whereas with the bonus 6, it is a bonus on a natural 6.

That's a lot more effort though. Gorgonnes are the ones I'd rather use and they don't have much I want to be honest.


If you want extra hits doctrine better to puck Storm Troopers or Thetoid Eagles

Realistically Gorgonnes will do it more often since they don't require you to be in half range. Chances are that if you needed to be in half range for Eagles or regular Scions, it was the closest target anyway. Ergo, Gorgonnes actually have LESS targeting restrictions.

This message was edited 1 time. Last update was at 2020/03/13 19:38:49


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ru
Fresh-Faced New User




Slayer-Fan123 wrote:
MrDot wrote:
 CptJericho wrote:
For a single detachment of drop scions I think the Dragons are best for killing marines since they can maximize FRSRF while the Lions are best for killing vehicles since the warlord trait rerolls 1s so you can use the order to reroll wounds.


But in practice the best is Storm Troopers in Drop Force hahaha

Absolutely not. Dragons fix literally every issue that came with Scions.


Automatically Appended Next Post:
MrDot wrote:
Slayer-Fan123 wrote:
General Hobbs wrote:
 Trickstick wrote:
Bear in mind that Thetoid Eagles is an extra hit on a 6, whilst Stormtroopers is an extra shot on a 6. I have seen people get this confused, so I thought I would point it out.


The advantage though is that you can stack a couple +1 modifiers and get guaranteed extra shots that are almost guaranteed to hit as well, whereas with the bonus 6, it is a bonus on a natural 6.

That's a lot more effort though. Gorgonnes are the ones I'd rather use and they don't have much I want to be honest.


If you want extra hits doctrine better to puck Storm Troopers or Thetoid Eagles

Realistically Gorgonnes will do it more often since they don't require you to be in half range. Chances are that if you needed to be in half range for Eagles or regular Scions, it was the closest target anyway. Ergo, Gorgonnes actually have LESS targeting restrictions.


But its better to shoot in this dangerous tank behind the screen with extra hits than shoot on useless screen with extra hits


Automatically Appended Next Post:
And gorgonnes especially has A LOT targeting restrictions~

This message was edited 1 time. Last update was at 2020/03/13 20:22:19


 
   
Made in us
Decrepit Dakkanaut




So what are you hitting with, at half range of the weapons, to go behind a screen and hit that tank for extra hits?
Exactly.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Just was listening to a podcast and they reread some bits of the MT rules. I didn't realise that you could only use the relics if you have a MT warlord in a MT detachment. Not that it is too much of a loss, but I was considering using the relic plasma pistol in my small battalion.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Decrepit Dakkanaut




 Trickstick wrote:
Just was listening to a podcast and they reread some bits of the MT rules. I didn't realise that you could only use the relics if you have a MT warlord in a MT detachment. Not that it is too much of a loss, but I was considering using the relic plasma pistol in my small battalion.

They have a Strat to make a dude a Warlord. That solves your problem right there.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Slayer-Fan123 wrote:
They have a Strat to make a dude a Warlord. That solves your problem right there.


Progeny of Conflict only let's a character take a warlord trait, and count as a warlord for the purposes of that trait. It does not make them count as a warlord for other reasons, such as taking relics.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Lone Wolf Sentinel Pilot






Iowa

 Khorzain wrote:


Within Psychic Awakening: The Greater Good, the Militarum Tempestus have gained quite a few new bonuses that remind me of their Codex from 7th edition. Some people asked for a tactica thread for pure Militarum Tempestus detachments, and the Administratum delivers!
I'll add much more detail for individual units, but for now, here's everything that was added in the Psychic Awakening book, word-for-word:

MILITARUM TEMPESTUS
Militarum Tempestus units in your army gain the <Tempestus Regiment> keyword. When you include a unit with the <Tempestus Regiment> keyword in your army, you must nominate which Tempestus Regiment it is from, and then replace all instances of the <Tempestus Regiment> keyword on that unit's datasheet with the name of your chosen Tempestus Regiment.

If your army contains any units with both the <Regiment> and <Tempestus Regiment> keywords, you must choose a different keyword to replace each of those keywords on those units' datasheets.


REGIMENTAL DOCTRINES
If your army is Battle-forged, all <Tempestus Regiment> units in a Militarum Tempestus Detachment gain a Regimental Doctrine selected from those presented below, so long as every unit in that Detachment has the same <Tempestus Regiment> keyword (excluding the Advisors and Auxilla mentioned below).

The <Tempestus Regiment> keyword can only be replaced by one of the following:
Spoiler:
Storm Troopers
  • If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.

  • 54th Psian Jackals
  • Each model destroyed by an attack made by a model with this doctrine in your Shooting phase is treated as 2 destroyed models in the following Morale phase.

  • 32nd Thetoid Eagles
  • When resolving an attack made with a ranged weapon by a model with this doctrine against a unit that is within half range, an unmodified hit roll of 6 scores 1 additional hit.

  • 133rd Lambdan Lions
  • Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 (e.g. AP 0 becomes AP -1).

  • 43rd Iotan Dragons
  • Add 6" to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with.

  • 55th Kappic Eagles
  • Infantry models with this doctrine do not suffer the penalty for moving and firing Heavy weapons. When resolving an attack made by a model with this doctrine in a turn in which it disembarked from a Transport, add 1 to the hit roll.

  • 9th Iotan Gorgonnes
  • When resolving an attack made with a ranged weapon by an Infantry model with this doctrine against the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit.


  • ADVISORS AND AUXILLA
    The units listed below can be included in a Militarum Tempestus Detachment, despite not having the Militarum Tempestus keyword. In addition, they do not prevent other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine.
    Spoiler:
  • Tech-Priest Enginseer
  • Servitors
  • Ministorum Priest
  • Crusaders
  • Aeronautica Imperialis units
  • Militarum Auxilla units
  • Officio Prefectus units
  • Scholastica Psykana units


  • HEIRLOOMS OF THE REGIMENTS
    If your army is led by a Warlord in a Militarum Tempestus Detachment, you can give one of the following Relics to a Character model in a Militarum Tempestus Detachment from your army instead of giving them a Relic from Codex: Astra Militarum.
    Note that some Relics are weapons that replace one of the model's existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.
    Spoiler:

    THE HOUND'S TEETH
    54th Psian Jackals model equipped with a chainsword only. This relic replaces a chainsword and has the following profile:
    S+1/AP -2/D2 | When the bearer fights, it makes 3 additional attacks with this weapon. When resolving an attack made with this weapon against an AELDARI unit, you can re-roll the wound roll.

    FIRE OF JUDGEMENT
    32nd Thetoid Eagles model equipped with a hot-shot laspistol only. This Relic replaces a hot-shot laspistol and has the following profile:
    12" Pistol 2 | S3/AP-/D- | When resolving an attack made with this weapon, a successful hit roll inflicts 1 mortal wound on the target and the attack sequence ends.

    REFRACTOR FIELD GENERATOR
    133rd Lambdan Lions model only. Friendly 133rd Lambdan Lions models have a 5+ invulnerable save whilst within 6" of a model from your army with this Relic.

    EMPEROR'S FURY
    43rd Iotan Dragons model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
    -Standard | 12" Pistol 3 | S7/AP-3/D1
    -Supercharge | 12" Pistol 3 | S8/AP-3/D2

    DISTRACTION CHARGES
    55th Kappic Eagles model only. When resolving an Overwatch attack made by a friendly 55th Kappic Eagles model within 3" of a model with this Relic, if that attack scores a hit, the target is slowed until the end of the phase. When a charge roll is made for a slowed unit, halve the result (rounding up).

    BLESSED BOLTGUN
    9th Iotan Gorgonnes model equipped with a boltgun only. This Relic replaces a boltgun and has the following profile:
    12" Rapid Fire 1 | S5/AP-2/D2 | This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of 3 for that attack.



    MILITARUM TEMPESTUS WARLORD TRAITS
    If a Militarum Tempestus unit in a Militarum Tempestus Detachment from your army is your Warlord, you can pick a Militarum Tempestus Warlord Trait from the list below instead of from the Warlord Traits table in Codex: Astra Militarum, but only if your Warlord is from the relevant Tempestus Regiment.
    Spoiler:

    54th Psian Jackals: Skilled Tracker
    At the start of the first battle round, before the first turn begins, select up to three 54th Psian Jackals units from your army on the battlefield. Remove those units from the battlefield then set them up again as described in the Deployment section of the mission being played (if both players have abilities that redeploy a unit, roll off; the winner chooses who redeploys their units first).

    32nd Thetoid Eagles: Uncompromising Prosecution
    When resolving an attack made with a hot-shot lasgun, hot-shot laspistol, or hot-shot volley gun by a friendly 32nd Thetoid Eagles model whilst within 6" of this Warlord, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -4 for that attack.

    133rd Lambdan Lions: Keys to the Armoury
    Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly 133rd Lambdan Lions units whilst their unit is within 6" of this Warlord.

    43rd Iotan Dragons: Precision Targeting
    At the start of your Shooting phase, select one enemy unit within 18" of this Warlord. Until the end of that phase, when resolving an attack made by a friendly 43rd Iotan Dragons model whist its unit is within 6" of this Warlord, that enemy unit does not receive the benefit of cover.

    55th Kappic Eagles: Master Vox
    When using this Warlord's Voice of Command ability, it can issue orders to friendly 55th Kappic Eagles Infantry units within 24". In addition, while this Warlord is embarked within a Transport model it can still use its Voice of Command ability; when doing so, make any measurements from that Transport model's hull.

    9th Iotan Gorgonnes: Sanctity of Spirit
    When a Psychic test is taken for an enemy Psyker model within 24" of this Warlord, that model suffers Perils of the Warp on a roll of any double.


    MILITARUM TEMPESTUS SPECIALIST DETACHMENT
    Spoiler:
    Tempestus Drop Force (1CP)
    Use this Stratagem when choosing your army. Pick a Militarum Tempestus Detachment from your army to be a Tempestus Drop Force Specialist Detachment. Tempestor Primes, Tempestus Scions, Tempestus Command Squads and Valkyries in that Detachment gain the Tempestus Drop Force keyword.
  • If a Tempestus Drop Force Character is your Warlord, you can give them the following Warlord Trait.
  • If your army includes any Tempestus Drop Force Specialist Detachments, you can give the following relic to a Tempestus Drop Force Character in your army.

  • Tempestus Drop Force Warlord Trait: Grav-Chute Commando
    Add 1 to hit rolls for attacks made by friendly Tempestus Drop Force Infantry units that disembarked from a friendly Tempestus Drop Force Valkyrie this turn while they are within 6" of your Warlord.

    Tempestus Drop Force Relic: Cypra Mundi Null-Emitter
    If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer.

    Tempestus Drop Force Strategems:
    Precision Drop (1CP)
    Use this Stratagem at the start of your Movement phase. Pick a Tempestus Drop Force Valkyrie from your army. Until the end of that phase, if models embarked within that Valkyrie use the Grav-chute Insertion ability to disembark, do not roll a d6 for each model to determine if any are slain. Instead, no models from that unit are slain by that ability.

    Aerial Fire Support (1CP)
    Use this Stratagem in the enemy Charge phase after a Tempestus Drop Force Infantry unit from your army is chosen as the target of an enemy unit’s charge. Pick a Tempestus Drop Force Valkyrie from your army within 6" of the unit being charged. That Valkyrie can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.


    MILITARUM TEMPESTUS STRATEGEMS
    If your army is Battle-forged and includes any Militarum Tempestus Detachments (excluding Auxiliary Support Detachments), you have access to the Strategems shown here, and can spend Command Points to activate them. When one of these Strategems refers to a unit from your army, that unit must be in a Militarum Tempestus Detachment from your army.

    Universal Militarum Tempestus Strategems:
    Spoiler:

    Superior Intelligence (1CP)
    Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

    Point-Blank Efficacy (1CP)
    Use this Strategem in your Shooting phase, when a Militarum Tempestus unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit against a unit within half range, add 1 to the Strength characteristic of that weapon for the attack.

    Unquestioning Obediance (1CP)
    Use this Strategem in the Morale phase. Select one Tempestor Prime or Commissar model from your army. Until the end of that phase, when a Morale test is taken for a friendly Militarum Tempestus unit within 12" of that model, do not roll the dice; it is automatically passed.

    Precision Drop (1CP)
    Use this Strategem in your Movement phase. Select one Aeronautica Imperialis model with the Flyer Battlefield Role and the Grav-chute Insertion ability from your army. Until the end of that phase, when a Militarum Tempestus unit with the Arial Drop ability embarked aboard that model disembarks, that unit must be set up more than 5" away from any enemy models, instead of more than 9". In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed.

    Hammer Blow (2CP)
    Use this Strategem in your Shooting phase, when a model is destroyed by an attack made by an Aeronautica Imperialis model with the Flyer Battlefield Role from your army. That destroyed model's unit is pinned until the start of your next turn. Halve the result of any Advance and Charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll.

    Advanced Counter-Measures (1CP)
    Use this strategem before the battle. Select one Valkyrie model from your army. When you declare that model will Hover, it does not lose the Hard to Hit ability.

    Tactical Air Control (1CP)
    Use this Strategem at the start of your Shooting phase. Select one Officer of the Fleet model from your army. Until the end of that phase, when picking an enemy unit for that model's Air Raid Requested or Strafing Coordinates abilities, you can measure the range and visibility from any friendly Militarum Tempestus unit on the battlefield that has a vox-caster, instead of from that model. When rolling a D6 for that model's Air Raid Requested ability, add 2 to the roll.

    Progeny of Conflict (1CP)
    Use this Strategem before the battle, after nominating your Warlord. Select one Militarum Tempestus Character model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Strategem once per battle.

    Killing Zone (1CP)
    Use this Strategem in your Shooting phase, after you have shot with a <Tempestus Regiment> Infantry unit from your army. Select one enemy unit that had any models destroyed as a result of attacks made by models from that unit in that phase. Until the end of that phase, when resolving an attack made by a friendly <Tempestus Regiment> Infantry model against that enemy unit, add 1 to the wound roll.

    Regiment-Specific Militarum Tempestus Strategems:
    Spoiler:
    55th Kappic Eagles - Tactical Misdirection (1CP)
    Use this Strategem in your Shooting phase, when a model is destroyed by an attack made by a model in a 55th Kappic Eagles unit from your army. In your opponent's next Shooting phase, when resolving an attack made by an enemy model against a unit other than that 55th Kappic Eagles unit, subtract 1 from the hit roll if that 55th Kappic Eagles unit is the closest visible unit from your army to that model.

    43rd Iotan Dragons - Drilled to Perfection (1CP)
    Use this Strategem in your opponents Charge phase, before a 43rd Iotan Dragons unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4+ scores a hit.

    54th Psian Jackals - Ellusive Hunters (1CP)
    Use this Strategem in your opponent's Shooting phase, when a 54th Psian Jackals unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made with a ranged weapon by an enemy model against that unit whist that unit is not within half range, subtract 1 from the hit roll.

    133rd Lambdan Lions - Gifts from the Mechanicus (1CP)
    Use this strategem in your Shooting phase, when a 133rd Lambdan Lions unit from your army is chosen to shoot with. Until the end of that phase when resolving an attack made with a hot-shot lasgun, hot-shot laspistol, or hot-shot volley gun by a model in that unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.

    32nd Thetoid Eagles - Full Charge (1CP)
    Use this Strategem in your Shooting phase, when a 32nd Thetoid Eagles Taurox Prime model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model against an enemy unit within 12", you can re-roll the hit roll.

    9th Iotan Gorgonnes - Daring Descent (1CP)
    Use this Strategem in your Movement Phase. Select one 9th Iotan Gorgonnes unit from your army that was set up in a high-altitude transport. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn.


    ASTRA MILITARUM STRATEGEMS
    (That Can Be Used With Tempestus Detachment Units)
    Spoiler:
    RELENTLESS (1CP)
    Use this Stratagem at the start of your turn. Select one VEHICLE model (except a TITANIC model) that has a damage table on its datasheet. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost.

    JURY RIGGING (1CP)
    Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn.

    DEFENSIVE GUNNERS (1CP)
    Use this Stratagem when a charge is declared against one of your ASTRA MILITARUM VEHICLE units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.

    CRUSH THEM! (1CP)
    Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.

    TAKE COVER! (1CP)
    Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour saving throws you make for this unit until the end of the phase.

    INSPIRED TACTICS (1CP)
    Use this Stratagem after an OFFICER from your army has issued an order or tank order. That officer may immediately issue an additional order.

    GRENADIERS (1CP)
    Use this Stratagem before an ASTRA MILITARUM INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.

    FIGHT TO THE DEATH (1CP)
    Use this Stratagem at the start of the Morale phase. Pick an ASTRA MILITARUM INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.

    FIRE ON MY POSITION (3CP)
    Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds.

    VENGEANCE FOR CADIA! (1CP)
    Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase.

    SHIELD OF FLESH (1CP)
    Use this Stratagem in the Shooting phase, when an INFANTRY unit from your army that is within 3" of a friendly BULLGRYNS unit is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that INFANTRY unit, if that BULLGRYNS unit is closer to the attacking model than that INFANTRY unit is, subtract 1 from the hit roll.

    FURIOUS CHARGE (1CP)
    Use this Stratagem in your Charge phase, when an OGRYN unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.

    FOCUSED BOMBARDMENT (1CP)
    Use this Stratagem in your Shooting phase, when a MASTER OF ORDNANCE unit from your army is chosen to shoot with. Until the end of that phase, the artillery barrage that unit is equipped with has a Type characteristic of Heavy 6.

    IMPERIAL COMMANDER’S ARMOURY (1CP/3CP)
    Use this Stratagem before the battle. Your army can have one extra relic from the Heirlooms of Conquest for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ASTRA MILITARUM CHARACTERS. You can only use this Stratagem once per battle.

    PRELIMINARY BOMBARDMENT (2CP)
    Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.


    MILITARUM TEMPESTUS UNITS

    Tempestor Prime
    Spoiler:
    (3 Power) Includes 1 Tempestor Prime with a hot-shot laspistol, frag grenades, and krak grenades.
    Tempestor Prime (35pts) | M6" | WS 3+ | BS 3+ | S3 | T3 | W4 | A3 | Ld 8 | Sv 4+ |
  • This model may take a chainsword or one item from the Melee Weapons list.
  • This model may replace its hot-shot laspistol with a Tempestus command rod, a bolt pistol, or a plasma pistol
  • Voice of Command — May issue orders to Militarum Tempestus units
    Tempestus Command Rod — A model with a Tempestus Command Rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
    Aerial Drop — During deployment you can set up this model in a high-altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your Movement phases the model can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Plasma Pistol (5pts.) | 12" Pistol 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3 | D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Hot-shot Laspistol | 6" Pistol 1 | S3 | AP-2 | D1 |
    Bolt Pistol (1pt.) | 12" Pistol 1 | S4 | AP-0 | 1D |
    Frag Grenade | 6" Grenade 1d6 | S3 | AP-0 | D1 |
    Krak Grenade | 6" Grenade 1 | S6 | AP-1 | 1d3 |
    Chainsword | S-User | AP-0 | D1 |
    Power Sword (4pts.) | S-User | AP-3 | D1 |
    Power Fist (8pts.) | Sx2 | AP-3 | 1d3 | Subtract 1 from the hit roll


    Militarum Tempestus Scions
    Spoiler:
    (3 Power): Includes 1 Tempestor and 4 Tempestus Scions — and up to 5 additional Tempestus Scions (+2 Power)
    Tempestus Scions (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A1 | Ld 6 | Sv 4+ |
    Tempestor (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A2 | Ld 7 | Sv 4+ |
  • Each Tempestus Scion is armed with a hot-shot lasgun, frag grenades, and krak grenades.
  • The Tempestor is armed with a hot-shot laspistol, chainsword, frag grenades, and krak grenades.
  • One Tempestus Scion may either replace its hot-shot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
  • For every five models in the unit, up to two other Tempestus Scions may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, grenade launcher or hot-shot volley gun.
  • The Tempestor may replace their chainsword with an item from the Melee Weapons list (Power Sword/Fist).
  • The Tempestor may replace their hot-shot laspistol with a bolt pistol or plasma pistol.
  • Aerial Drop: During deployment, you can set up this unit in a high-altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your Movement phases the unit can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Vox-caster (5pts.): If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
    Hot-shot Lasgun | 18" Rapid Fire 1 | S3 | AP-2 | D1 |
    Hot-shot Volley Gun (7pts.) | 24" Heavy 4 | S4 | AP-2 | D1 |
    Flamer (6pts.) | 8" Assault 1d6 | S4 | AP-0 | 1D | Automatically hits target
    Grenade Launcher (3pts.)
    Frag | 24" Assault 1d6 | S3 | AP-0 | D1 |
    Krak | 24" Assault 1 | S6 | AP-1 | 1d3 |
    Meltagun (14pts.) | 12" Assault 1 | S8 | AP-4 | 1d6 | When target is in half range, roll two dice when inflicting damage and discard the lowest result.
    Plasma Gun (11pts.) | 24" Rapid Fire 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3| D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Plasma Pistol (5pts.) | 12" Pistol 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3 | D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Hot-shot Laspistol | 6" Pistol 1 | S3 | AP-2 | D1 |
    Bolt Pistol (1pt.) | 12" Pistol 1 | S4 | AP-0 | 1D |
    Frag Grenade | 6" Grenade 1d6 | S3 | AP-0 | D1 |
    Krak Grenade | 6" Grenade 1 | S6 | AP-1 | 1d3 |
    Chainsword | S-User | AP-0 | D1 |
    Power Sword (4pts.) | S-User | AP-3 | D1 |
    Power Fist (8pts.) | Sx2 | AP-3 | 1d3 | Subtract 1 from the hit roll


    Militarum Tempestus Command Squad
    Spoiler:
    (3 Power): Includes 4 Tempestus Scions
    Tempestus Scions (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A1 | Ld 6 | Sv 4+ |
    Tempestor (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A2 | Ld 7 | Sv 4+ |
  • Each Tempestus Scion is armed with a hot-shot lasgun, frag grenades, and krak grenades.
  • One Tempestus Scion may either replace its hot-shot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
  • One other model may either replace its hot-shot lasgun with a hot-shot laspistol and a medi-pack, or take a hot-shot laspistol and a medi-pack in addition to their hot-shot lasgun.
  • One other model may take a platoon standard.
  • Up to four other models may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, grenade launcher or hot-shot volley gun.
  • Aerial Drop: During deployment, you can set up this unit in a high-altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your Movement phases the unit can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Vox-caster (5pts.): If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
    Platoon Standard(5pts.): All MILITARUM TEMPESTUS units within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking Morale tests.
    Medi-pack(5pts.): At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.

    Hot-shot Lasgun | 18" Rapid Fire 1 | S3 | AP-2 | D1 |
    Hot-shot Volley Gun (7pts.) | 24" Heavy 4 | S4 | AP-2 | D1 |
    Flamer (6pts.) | 8" Assault 1d6 | S4 | AP-0 | 1D | Automatically hits target
    Grenade Launcher (3pts.)
    Frag | 24" Assault 1d6 | S3 | AP-0 | D1 |
    Krak | 24" Assault 1 | S6 | AP-1 | 1d3 |
    Meltagun (14pts.) | 12" Assault 1 | S8 | AP-4 | 1d6 | When target is in half range, roll two dice when inflicting damage and discard the lowest result.
    Plasma Gun (11pts.) | 24" Rapid Fire 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3| D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Plasma Pistol (5pts.) | 12" Pistol 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3 | D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Hot-shot Laspistol | 6" Pistol 1 | S3 | AP-2 | D1 |
    Bolt Pistol (1pt.) | 12" Pistol 1 | S4 | AP-0 | 1D |
    Frag Grenade | 6" Grenade 1d6 | S3 | AP-0 | D1 |
    Krak Grenade | 6" Grenade 1 | S6 | AP-1 | 1d3 |
    Chainsword | S-User | AP-0 | D1 |
    Power Sword (4pts.) | S-User | AP-3 | D1 |
    Power Fist (8pts.) | Sx2 | AP-3 | 1d3 | Subtract 1 from the hit roll


    If you have any feedback or ideas to add to the primer, feel free to let me know, otherwise I welcome discussion on Militarum Tempestus tactics!

    For the love of all things good, change this to what is actually written in the Greater Good book, as it is not as rules are written word-for word. Don’t change around the order, and don’t put Stormtroopers! in the <Tempestus Regiment> list, as it isn’t something on that list. Also, take the <Tempestus Regiment> away from the Regimental Doctrine list, as they aren’t the same (even if they intuitively should be). We are working with rules issue about how you may be able to take a doctrine that doesn’t actually match your <Tempestus Regiment> (as it’s the only way to take the Stormtroopers doctrine, because the <Stormtroopers> <Tempestus Regiment> isn’t a thing). Put the real names of the doctrines, (Prized Weaponry, Death from the Dark, etc) on that list in their respective places.

    If the truth can destroy it, then it deserves to be destroyed. 
       
    Made in de
    Junior Officer with Laspistol






    I'm building an Imperial Guard force and have my eye on some models that look like nice Scion stand-ins for my prefered aestetics. Now I'm considering if I just "sprinkle them into" my normal force or if I put them in a tiny MT detachment to get another WL trait. Fluffwise I like the Gorgons. My question would be: can anybody tell me if the "Sanctity of Spirit" warlord trait is something that would actually trigger now an then? I have yet to play my first game and I have no real feeling if 1/6 chance for perils is something that is at least a bit anoying on the tabletop or if it is still so scarce that you can save yourself the 1CP.

    ~7510 build and painted
    1312 build and painted
    1200 
       
    Made in ru
    Fresh-Faced New User




    Pyroalchi wrote:
    I'm building an Imperial Guard force and have my eye on some models that look like nice Scion stand-ins for my prefered aestetics. Now I'm considering if I just "sprinkle them into" my normal force or if I put them in a tiny MT detachment to get another WL trait. Fluffwise I like the Gorgons. My question would be: can anybody tell me if the "Sanctity of Spirit" warlord trait is something that would actually trigger now an then? I have yet to play my first game and I have no real feeling if 1/6 chance for perils is something that is at least a bit anoying on the tabletop or if it is still so scarce that you can save yourself the 1CP.


    Its very situational trait and if you not sure that you will face heavy magic army better to choose something else!

    And please tell then how effective was gorgonnes)



    Automatically Appended Next Post:
    This tread really lacking the big review of rules from experienced players who plays a lot games with new scions and can tell newbies all regiments pros and cons(

    And how to best use them

    This message was edited 1 time. Last update was at 2020/03/16 18:33:08


     
       
    Made in us
    Scuttling Genestealer





     Apple Peel wrote:



    For the love of all things good, change this to what is actually written in the Greater Good book, as it is not as rules are written word-for word. Don’t change around the order, and don’t put Stormtroopers! in the <Tempestus Regiment> list, as it isn’t something on that list. Also, take the <Tempestus Regiment> away from the Regimental Doctrine list, as they aren’t the same (even if they intuitively should be). We are working with rules issue about how you may be able to take a doctrine that doesn’t actually match your <Tempestus Regiment> (as it’s the only way to take the Stormtroopers doctrine, because the <Stormtroopers> <Tempestus Regiment> isn’t a thing). Put the real names of the doctrines, (Prized Weaponry, Death from the Dark, etc) on that list in their respective places.


    Done, thanks for the feedback!

    I misinterpreted the FAQ to Storm Troopers and didn't realize they're still not a <Tempestus Regiment> keyword.

    This message was edited 3 times. Last update was at 2020/03/16 20:32:51


     
       
    Made in us
    Lone Wolf Sentinel Pilot






    Iowa

     Khorzain wrote:
     Apple Peel wrote:



    For the love of all things good, change this to what is actually written in the Greater Good book, as it is not as rules are written word-for word. Don’t change around the order, and don’t put Stormtroopers! in the <Tempestus Regiment> list, as it isn’t something on that list. Also, take the <Tempestus Regiment> away from the Regimental Doctrine list, as they aren’t the same (even if they intuitively should be). We are working with rules issue about how you may be able to take a doctrine that doesn’t actually match your <Tempestus Regiment> (as it’s the only way to take the Stormtroopers doctrine, because the <Stormtroopers> <Tempestus Regiment> isn’t a thing). Put the real names of the doctrines, (Prized Weaponry, Death from the Dark, etc) on that list in their respective places.


    Done, thanks for the feedback!

    I misinterpreted the FAQ to Storm Troopers and didn't realize they're still not a <Tempestus Regiment> keyword.

    That’s a lot better. Thank you for the good work amidst these incompetent rules writers.

    If the truth can destroy it, then it deserves to be destroyed. 
       
    Made in us
    Scuttling Genestealer





    I've yet to try them in a game, but Lambdan Lions seem like a good pick if you invest in their warlord trait and relic. They have several flexible options which makes me like them a bit more than the other regiments.

    They seem especially effective against Primaris marines. Plasma guns can hit on 3's, wound on 2's, and re-roll 1's for both if they're within the aura and ordered. AP-4 means most units don't get an armor save without special abilities or cover. It also makes plasma more effective vs vehicles.

    Their hotshot lasguns are nothing to scoff at either if they get within half-range to FRSRF. You can spend 1CP to bump them to S4, giving them an excellent S4/AP-3/1D profile hitting on 3's — that's better than primaris intercessors for half the cost. The only catch is getting them in range.

    Alternatively, spend 1CP on their regiment strategem Gifts from the Mechanicus to make unmodified hit rolls of 6 with hotshot weapons deal a mortal wound. A full squad with 36 shots has a good chance at getting multiple 6's. If you can somehow position the Scions both within half-range of their target, and within the Tempestors re-roll 1's aura, then you can deal a high number of mortal wounds, but it looks good even without the aura bonus.

    To help with the range issue, you can give a unit four Volley Guns to get 16 shots at 24", they'll have -1 to hit if they moved, but since it's unmodified hits of 6 it doesn't matter as much. Precision Efficacy bumps volley guns to S5/-3/1D, but the Heavy weapon type seems better for defending a position than assaulting.

    If we're officially able to take Tempestus Drop Force with all the regiments then Lion Scions can be even more potent, letting Valkyrie squads hit on 2's.

    The 6" 5++ aura relic gives some of your units a chance to survive until their next turn, but it works like a Kustom Force Field, where only the models within the aura get the 5++, so it's a little harder to utilize. You could take the Booming Voice warlord trait with the relic to extend the aura to 9".

    The extra -1 AP, re-roll 1's to hit aura, and 5++ aura all affect the Taurox Prime as well. I'm still not sure if they're worth taking, and good luck fitting all of those units within those auras, but it's something to consider.

    Nork Deddog or an Ogryn Bodyguard might actually be worth taking to keep your Tempestors alive if you're going to group them together.

    Also I haven't given it much thought yet, but Commissar Yarrick can also be taken in a Militarum Tempestus detachment right? He falls under the Advisors exceptions, and while 100 points is quite expensive, he's another provider of a 6" re-roll 1's aura for all Astra Militarum units, and can go with any regiment.

    I think Iotan Dragons are probably the better regiment for a small supporting Scion detachment though. The extra range on their lasguns and plasma is really good, as it lets you get within half-range to fully utilize FRSRF and Precision Efficacy the same turn you deep-strike.

    This message was edited 22 times. Last update was at 2020/03/17 05:07:17


     
       
    Made in ru
    Fresh-Faced New User




     Khorzain wrote:
    I've yet to try them in a game, but Lambdan Lions seem like a good pick if you invest in their warlord trait and relic. They have several flexible options which makes me like them a bit more than the other regiments.

    They seem especially effective against Primaris marines. Plasma guns can hit on 3's, wound on 2's, and re-roll 1's for both if they're within the aura and ordered. AP-4 means most units don't get an armor save without special abilities or cover. It also makes plasma more effective vs vehicles.

    Their hotshot lasguns are nothing to scoff at either if they get within half-range to FRSRF. You can spend 1CP to bump them to S4, giving them an excellent S4/AP-3/1D profile hitting on 3's — that's better than primaris intercessors for half the cost. The only catch is getting them in range.

    Alternatively, spend 1CP on their regiment strategem Gifts from the Mechanicus to make unmodified hit rolls of 6 with hotshot weapons deal a mortal wound. A full squad with 36 shots has a good chance at getting multiple 6's. If you can somehow position the Scions both within half-range of their target, and within the Tempestors re-roll 1's aura, then you can deal a high number of mortal wounds, but it looks good even without the aura bonus.

    To help with the range issue, you can give a unit four Volley Guns to get 16 shots at 24", they'll have -1 to hit if they moved, but since it's unmodified hits of 6 it doesn't matter as much. Precision Efficacy bumps volley guns to S5/-3/1D, but the Heavy weapon type seems better for defending a position than assaulting.

    If we're officially able to take Tempestus Drop Force with all the regiments then Lion Scions can be even more potent, letting Valkyrie squads hit on 2's.

    The 6" 5++ aura relic gives some of your units a chance to survive until their next turn, but it works like a Kustom Force Field, where only the models within the aura get the 5++, so it's a little harder to utilize. You could take the Booming Voice warlord trait with the relic to extend the aura to 9".

    The extra -1 AP, re-roll 1's to hit aura, and 5++ aura all affect the Taurox Prime as well. I'm still not sure if they're worth taking, and good luck fitting all of those units within those auras, but it's something to consider.

    Nork Deddog or an Ogryn Bodyguard might actually be worth taking to keep your Tempestors alive if you're going to group them together.

    Also I haven't given it much thought yet, but Commissar Yarrick can also be taken in a Militarum Tempestus detachment right? He falls under the Advisors exceptions, and while 100 points is quite expensive, he's another provider of a 6" re-roll 1's aura for all Astra Militarum units, and can go with any regiment.

    I think Iotan Dragons are probably the better regiment for a small supporting Scion detachment though. The extra range on their lasguns and plasma is really good, as it lets you get within half-range to fully utilize FRSRF and Precision Efficacy the same turn you deep-strike.


    Have you tested another regiments? How they doing?
       
    Made in ca
    Secretive Dark Angels Veteran



    Canada

    My gaming is on hold right now, but I had a few games with my Astra Militarum supported by a Tempestor detachment after the book came out. I'd been running a Vigilus Drop Force Patrol as a Distraction Carnifex for my AM army for the last year so I tried out a few variations with the new book. Its been fun!

    My take thus far is that Iotan Dragons are the most solid, well-rounded choice in terms of Doctrine and Warlord Trait. They've caught some opponents off-guard with a Turn 1 drop that can do some real damage. The extra range lets you get a little further past chaff at valuable stuff, although canny opponents will look for ways to mitigate.

    I have also been finding Kappic Eagles to be a useful Patrol Detachment. Their Warlord Trait and Relic are a little ho-hum, but +1 on to hit rolls when you disembark is nice when my Plasma suicide squads disembark from their Valkyrie in the face of something valuable. Let's me focus Orders on damage rerolls instead of hitting. I have some Hotshot Volleyguns, and they are also more useful with Kappic Eagles. Planning a mechanized aspect as I expand.

    Despite the rules contortions some folks are going through, the Tempestus part of the book is, perhaps, the surprise hit of the Psychic Awakening series thus far. Several of the Regiments look intriguing/viable and there is not the same clear cut "winner" like we saw in the Drukhari book. Its inspired me to expand my Scions into a proper army.

    All you have to do is fire three rounds a minute, and stand 
       
    Made in us
    Fresh-Faced New User




    Finally had my first game with the new scions rules before my local area got locked down. I used a kappic eagles detachment with three ten man scions squads, two max plasma, one max hot shot volley guns, two tempestor primes, one plasma pistol, one command rod, a couple tauroxes, and a Valkyrie. Overall I liked the scion troops performances but would probably sub out the tauroxes for chimeras in a regular Guard detachment and spend points elsewhere in the future.

    I played against an orc boys heavy list and went first. I used the Valkyrie to drop a plasma squad on a 3.5” tall shipping crate just outside five inches from his lines using the precision drop strat. I split their fire and used the hot shot to finish off a unit of grots so I could pop tactical misdirection and fired the plasma into the nearest unit of boys.

    They had cover and I used the take cover stratagem so they had a 2+ save. They survived the orc counterfire, provides my entire army a -1 to hit which would have been helpful if more of the orc army was in range, and the cut charges in half relic made the orc player only able to get one model into combat with them on top of the crate so they got to fall back and shoot on the next turn even.

    I still lost the game due to several misplays but I think the basic strategy of a turn one Valkyrie drop with eagles has some merit and I’m going to keep playing with it.
       
    Made in us
    Boom! Leman Russ Commander








    Just wanted to clarify some rules.

    I just looked over the transport rules and I saw nothing about which units can ride in whichever transports are available, but I know there are rules governing this. Where are they? ( for example, an infantry squad hopping into a space marine rhino, or coming down in a drop pod....).

    An AM or MT Detachment....do they only get doctrines if the army is solely AM/MT? ( and Marines...they still get chapter tactics? I know they don't get their super doctrines, but what about normal doctrines).

    I'm actually thinking a 2 detachment with Stormtroopers coupled with a small Marine detachment in drop pods might be a viable force.


    .Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
       
    Made in us
    Storm Trooper with Maglight





    Fredericksburg, VA

    General Hobbs wrote:


    Just wanted to clarify some rules.

    I just looked over the transport rules and I saw nothing about which units can ride in whichever transports are available, but I know there are rules governing this. Where are they? ( for example, an infantry squad hopping into a space marine rhino, or coming down in a drop pod....).

    An AM or MT Detachment....do they only get doctrines if the army is solely AM/MT? ( and Marines...they still get chapter tactics? I know they don't get their super doctrines, but what about normal doctrines).

    I'm actually thinking a 2 detachment with Stormtroopers coupled with a small Marine detachment in drop pods might be a viable force.



    Each Transports Datasheet says who can get in it. AM guys can't get in a Rhino unfortunately. There is one exception that I know of, Inquisitors, but mainly check the datasheet of the transport.

    And no if each detachment of AM/MT meets its requirements, any other detachments of different types do not stop them from getting Doctrines, so long as you're battle-forged overall correctly,
       
    Made in us
    Boom! Leman Russ Commander






     Kcalehc wrote:
    General Hobbs wrote:


    Just wanted to clarify some rules.

    I just looked over the transport rules and I saw nothing about which units can ride in whichever transports are available, but I know there are rules governing this. Where are they? ( for example, an infantry squad hopping into a space marine rhino, or coming down in a drop pod....).

    An AM or MT Detachment....do they only get doctrines if the army is solely AM/MT? ( and Marines...they still get chapter tactics? I know they don't get their super doctrines, but what about normal doctrines).

    I'm actually thinking a 2 detachment with Stormtroopers coupled with a small Marine detachment in drop pods might be a viable force.



    Each Transports Datasheet says who can get in it. AM guys can't get in a Rhino unfortunately. There is one exception that I know of, Inquisitors, but mainly check the datasheet of the transport.

    And no if each detachment of AM/MT meets its requirements, any other detachments of different types do not stop them from getting Doctrines, so long as you're battle-forged overall correctly,


    I never noticed that before! Lol bad me.

    Wow so...Stormtroopers can ride in chimeras and tauroxes and Taurox Primes and Valkyries...But regular infantry can't ride in Taurox Primes! ......

    .Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
       
    Made in vu
    Been Around the Block




    General Hobbs wrote:

    I never noticed that before! Lol bad me.

    Wow so...Stormtroopers can ride in chimeras and tauroxes and Taurox Primes and Valkyries...But regular infantry can't ride in Taurox Primes! ......


    Yup, the Prime is the super-exclusive Tempestus-only transport that regular grunts don't have access to; on the other hand Tempestus can ride in whatever Guard transport they request. Makes sense fluffwise.

    Note that chimeras and regular Tauroxes prevent a detachment from gaining a MT doctrine as they don't have the MT keyword so they'll have to be taken in another detachment if you want a MT doctrine. Primes work though.

    Side note, AM are one of the few lucky armies to have "Codex-wide" transports: notice that they allow you to embark ASTRA MILITARUM units, not only <REGIMENT> units, which is generally the case. SM Rhinos for example only take <CHAPTER> units, so Ultramarines can only ride in Ultramarines rhinos and not Salamander rhinos. It's not the case with guard, where a Cadian squad can ride in a Vostroyan chimera. That means if you have enough detachments to shuffle them around, you can put your transports in whichever gives more doctrine benefits (even depending on armament choice, eg HF Chimera in Catachan and HB Chimera in Tallarn) and still not hinder your ability to transport any squad in your army.
       
    Made in fi
    Regular Dakkanaut




    After FLGS lockdown in my area I will give a try to Tempestus Detachment in Tallarn/Catachan Chimeras.

    Just as a reminder, you can get dedicated transport per unit, not infantry unit . Therefore one can get 3 Tallarn Tank Commanders and chimera for each of them and scions in chimeras running around with bs 4+
       
    Made in us
    Boom! Leman Russ Commander






    Gnollu wrote:
    After FLGS lockdown in my area I will give a try to Tempestus Detachment in Tallarn/Catachan Chimeras.

    Just as a reminder, you can get dedicated transport per unit, not infantry unit . Therefore one can get 3 Tallarn Tank Commanders and chimera for each of them and scions in chimeras running around with bs 4+


    Yeah I just learned this as well!

    .Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
       
    Made in au
    Battlewagon Driver with Charged Engine





     Khorzain wrote:
    I've yet to try them in a game, but Lambdan Lions seem like a good pick if you invest in their warlord trait and relic. They have several flexible options which makes me like them a bit more than the other regiments.

    They seem especially effective against Primaris marines. Plasma guns can hit on 3's, wound on 2's, and re-roll 1's for both if they're within the aura and ordered. AP-4 means most units don't get an armor save without special abilities or cover. It also makes plasma more effective vs vehicles.

    Their hotshot lasguns are nothing to scoff at either if they get within half-range to FRSRF. You can spend 1CP to bump them to S4, giving them an excellent S4/AP-3/1D profile hitting on 3's — that's better than primaris intercessors for half the cost. The only catch is getting them in range.

    Alternatively, spend 1CP on their regiment strategem Gifts from the Mechanicus to make unmodified hit rolls of 6 with hotshot weapons deal a mortal wound. A full squad with 36 shots has a good chance at getting multiple 6's. If you can somehow position the Scions both within half-range of their target, and within the Tempestors re-roll 1's aura, then you can deal a high number of mortal wounds, but it looks good even without the aura bonus.

    To help with the range issue, you can give a unit four Volley Guns to get 16 shots at 24", they'll have -1 to hit if they moved, but since it's unmodified hits of 6 it doesn't matter as much. Precision Efficacy bumps volley guns to S5/-3/1D, but the Heavy weapon type seems better for defending a position than assaulting.

    If we're officially able to take Tempestus Drop Force with all the regiments then Lion Scions can be even more potent, letting Valkyrie squads hit on 2's.

    The 6" 5++ aura relic gives some of your units a chance to survive until their next turn, but it works like a Kustom Force Field, where only the models within the aura get the 5++, so it's a little harder to utilize. You could take the Booming Voice warlord trait with the relic to extend the aura to 9".

    The extra -1 AP, re-roll 1's to hit aura, and 5++ aura all affect the Taurox Prime as well. I'm still not sure if they're worth taking, and good luck fitting all of those units within those auras, but it's something to consider.

    Nork Deddog or an Ogryn Bodyguard might actually be worth taking to keep your Tempestors alive if you're going to group them together.

    Also I haven't given it much thought yet, but Commissar Yarrick can also be taken in a Militarum Tempestus detachment right? He falls under the Advisors exceptions, and while 100 points is quite expensive, he's another provider of a 6" re-roll 1's aura for all Astra Militarum units, and can go with any regiment.

    I think Iotan Dragons are probably the better regiment for a small supporting Scion detachment though. The extra range on their lasguns and plasma is really good, as it lets you get within half-range to fully utilize FRSRF and Precision Efficacy the same turn you deep-strike.


    I'm rather fond of the Lions warlord/relic backing up a trio of taurox primes loaded up with autocannons. Keeps em decently safe, their firepower gets a pretty good buff and their 48" range lets em reach out and put in some good damage. Only thing I'm still pondering on is what to put in the transports. Volleyguns come to mind but I like them on my Kappas quite a bit. Plasma is a little short ranged though and melta doesn't really use the buff well.
       
    Made in de
    Fresh-Faced New User




    cody.d. wrote:
    Only thing I'm still pondering on is what to put in the transports. Volleyguns come to mind but I like them on my Kappas quite a bit.


    If I understood it right, you can put your Kappa Volleyguns into your Lions transports. They still would benefit from the Kappa's +1 to hit after disembarking.


       
    Made in de
    Hardened Veteran Guardsman




    Hello all,

    I wanto to expand my AM Army with a Tempestus Force, as I hope, this will add some more movement to my army I am currently missing or not using.

    I have a few questions:

    1. With the new Psychic Awakening Doctrins and MT Regiments, is there still a reason to pick a Tempestus Drop Force Detachment I am currently not seeing? Given the better Precision Drop in PA and the other Warlord Traits and Stuff?
    2. Lions Stratagem Gift from the Mechanicus: What does this "an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends" mean? I cant quite wrap my head around it. Does it just means, that the one shot only causes a mortal wound and I do not resolve the normal wound from the 6? Can someone explain the wording to me?
    3.Can you give me some basic workarounds what I should be careful of if I want to include some Scions? Any tips would be welcome to help me get started building the detachment, I really like the valkyrie, are more than one viable? "Advanced Counter Measures" looks nice. Besides the precison drop stratagem, is there any advantage to put the scions in the valkyrie (Or Tauroxes, if they are not Kappas) instead of dropping them via their aerial drop? I read the last few pages here with the discussions about the new stuff, but any tips would be nice =)
    4. What are some good ways to include Ogryns? I would guess, these would be good to be transported in a valkyrie? Bullgryns or normal Ogryns?

    I am trying to build a list and the core idea would be an infantry brigade with wilderness surviver & +6" rapid fire, with maybe some basilisks and then to add a battailon of MT Lions.Or the main part MT Lions with Tauroxes and Valkyries and fill it up with with AM.

    Thanks in advance!

    This message was edited 1 time. Last update was at 2020/04/12 22:13:16


       
    Made in us
    Longtime Dakkanaut




    Annandale, VA

    Bago wrote:
    2. Lions Stratagem Gift from the Mechanicus: What does this "an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends" mean? I cant quite wrap my head around it. Does it just means, that the one shot only causes a mortal wound and I do not resolve the normal wound from the 6? Can someone explain the wording to me?


    I can't answer your other questions, but you got this right- a wound roll of 6 inflicts a mortal wound instead of a normal wound, so it ignores armor and invulnerable saves.

       
     
    Forum Index » 40K General Discussion
    Go to: