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. |
|
 |
![[Post New]](/s/i/i.gif) 2022/10/27 14:55:34
Subject: Astra Militarum Rumors 2022
|
 |
[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
|
Bureau Gnome wrote:So I got my Shadowvaults box yesterday, and building the Kasrkin I was wondering what the instructions are for the second Gunner with a Hot-Shot Volley gun, it appears to use the same pose as the recon-trooper, but I have no idea what left arm goes with it.
+1, I'm also a bit annoyed that the instructions miss out on how to use the second volleygun in the kit.
|
Fatum Iustum Stultorum
Fiat justitia ruat caelum
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 16:27:59
Subject: Astra Militarum Rumors 2022
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
BrookM wrote:Bureau Gnome wrote:So I got my Shadowvaults box yesterday, and building the Kasrkin I was wondering what the instructions are for the second Gunner with a Hot-Shot Volley gun, it appears to use the same pose as the recon-trooper, but I have no idea what left arm goes with it.
+1, I'm also a bit annoyed that the instructions miss out on how to use the second volleygun in the kit.
I think it's still supposed to use that grenade arm or auspex.
Those are the only two left arms that make sense.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 19:42:10
Subject: Astra Militarum Rumors 2022
|
 |
Tzeentch Veteran Marine with Psychic Potential
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 20:49:08
Subject: Astra Militarum Rumors 2022
|
 |
Fixture of Dakka
|
With the Relic Gatekeeper (Relic Battle Cannon) back it would have been funny if it could be taken on the Rogal Dorn to replace one of its two battle cannons.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 21:03:07
Subject: Astra Militarum Rumors 2022
|
 |
[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
|
Lord Commissar appears to be gone, pity if true, one of the few models I've actually fully painted up over the years. 😅
|
Fatum Iustum Stultorum
Fiat justitia ruat caelum
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 21:17:56
Subject: Re:Astra Militarum Rumors 2022
|
 |
Boom! Leman Russ Commander
|
So Kasrkin cannot deepstrike but Stormtroopers can.
The only benefit I am seeing for taking Kasrkin is the extra doctrine and the sniper rifle.
Tempestor Primes can use commissar orders as well as normal ones......
Need to see what else Stormtroopers have to take....the 2 keyword thing = doctrines? Not sure I'd want to give up Hammer......
|
.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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 22:13:39
Subject: Astra Militarum Rumors 2022
|
 |
Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
|
No Commissar HQs? That sucks.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/27 22:46:37
Subject: Re:Astra Militarum Rumors 2022
|
 |
Regular Dakkanaut
|
Mordian Glory is leaking the AM strats. Should be full in text in just a matter of hours
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 06:24:11
Subject: Astra Militarum Rumors 2022
|
 |
Dakka Veteran
|
I just came across these. Someone over on Reddit transcribed them from an excessively long video.
Relics
THE EMPEROR'S BENEDICTION – range 18 Pistol 3 S4 AP1 D2 Abilities: ignore the Look Out, Sir rule. unmodified wound roll of 6 does 1 mortal wound in addition
TACTICAL AUTO-RELIQUARY OF TYBERIUS- issue +1 order
DEATH MASK OF OLLANIUS – bearer + their unit gets a 4++
THE BARBICANT'S KEY Grand – Dark matter crystal/viel of shadows equivalent (e.g. pick up and put down same turn)
KUROV'S AQUILA – Vect equivalent (e.g., 1 enemy strat costs 1 more CP for the game)
GATEKEEPER 72” rang.: Blast. Turret Weapon. Heavy D3+6 str 9 ap-3 D3
RELIC OF LOST Cadia- Cadian only. Once per battle. (Aura): CADIAN INPANTRY in range get +1 WS and BS and attacks and Ld
ORDER OF THE BASTIUM STELLARIS – Transhuman for bearer and unit
PSY-SIGIL OF SANCTION Psyker model only know +1 power, cast +1 power
ARMOUR OF GRAF TOSCHENKO bearer gets 2+ save and +1 wound
LAURELS OF COMMAND Can issue one order (from a specific subset, not all orders) in the enemy turn. Once per game
Claw of the Desert Tigers: Model with power sword or Power Saber only. Str +2 Ap-3 D2. Each time the bearer fights with this weapon you get +2 attacks.
Clarion Proclomatus: Upgrade for a Master Vox guy in a command squad. Gives a command squad officer unlimited range for orders, but only when ordering another unit that has a vox caster.
Relic Banner (name unknown): Upgrade for a regimental standard bearer only. 6” Aura that effects friendly core units. Friendly core units ignore any modifiers to hit and to wound when making ranged attacks. Enemy models cannot use any rules to ignore the wounds it looses (no feel no pain!) (not sure how this works with Transhuman and units that can only loose so many wounds per phase)
Null Coat: Tempestor Prime and Commissar model only. Bearer can attempt to deny 1 enemy psychic power and gets +1 to deny.
Emperors Fury: Model with a plasma pistol only. Range 12” Pistol 3 Str 8 Ap-3 D2. (doesn’t seem to overheat)
Refractor Field Generator: Tempestor Prime Only. 6” Aura that effects friendly scions Infantry units. Friendly scions within range get 5++
======================================================================
Stratagems
Relentless: Use in the command phase on a friendly vehicle. Model counts as being on its top profile until start of next command phase. 2CP for titanic vehicles, 1CP for other vehicles.
Field Promotion: Costs 1 CP. Use this when your Warlord dies. Select 1 officer model in your army and give it a warlords trait it is able to take. Full all rules and objective purposes this model now becomes your warlord. If the enemy had a objective to kill your warlord then it does not succeed. Can only be used once per game.
Vengeful Salute: Use when a friendly vehicle is destroyed in the enemy shooting or fight phase, as long as the vehicle did not explode. Before you remove the model the vehicle can shoot with its turret weapons. The vehicle counts as having BS 5+. Costs 1CP to use on Battle Tanks or Armored Superiority units, otherwise it costs 2CP.
Crush them! Costs 1 CP. Use in the fight phase. Use on Battle Tank or Superheavy units. Cannot be used when fighting enemy vehicles or monsters. Model gets WS 4+. If the model has the armored Keyword the model gets WS 3+. Unmodified wound roles of a 6 do 1 mortal wound in addition to other damage. (Note sure how this works with a dozer blade)
Fire on my Position: Costs 2 CP. Use when a Friendly model with a vox caster dies from a melee attack. Don’t remove the vox caster model. After all attacks have been resolved roll a D6 for each unit within 3” of the voxcaster. On a 4+ that unit take D3 Mortal wounds. Once resolved remove the vox caster model. This strat only costs 1 CP for Units with the Cult of Sacrifice keyword.
Officer Cadre: Costs 1 CP. Standard extra warlord trait stratagem.
Battlefield Request: Costs 1 CP. Select a Sgt or Watchmaster model in your army and give them 1 of the following relics: Claw of the Desert Tigers, Barbicants Key, The Emperors Fury, Relic of Lost Cadia.
Imperial Guards Armory: Costs 1 CP Standard extra relic stratagem.
Maverick Maneuvers: Costs 1 CP. Use in your shooting phase. Select a sentinels unit. After they have resolved their shooting, the unit can make a normal move up to 6”. It can’t shoot again this phase.
Thunderous charge: Costs 1 CP. Use on Ogryns or Rough Riders when they have finished a charge. Select 1 enemy unit within engagement range. Roll 1 D6 for each Ogryn or Rough Rider in Engagement range, for each roll that equals or beats the enemy Toughness, they suffer 1 Mortal Wound.
Artillery Strike Request: Costs 2 CP. Use this stratagem in your command phase when the Master of Ordnance or an Expert Bombardier Officer is on the board. Place a marker on the board. At the start of your next command phase, roll 1 D6 for each enemy unit within 6” of the center of the marker. Add +1 for each unit within 3” and -1 for an enemy character. On a 2-5 the enemy units suffers d3 mortal wounds. On a 6 they suffer d6 mortal wounds. You can only use this stratagem once.
Vicious Traps: Costs 1 CP. Use in your opponents charge phase when an enemy unit charges one of your units is fully inside area terrain. Roll D6, 2-5 the enemy suffers d3 mortal wounds, on a 6 suffers 2d3. Add +1 to the roll if your unit has the Catachan or Veteran Guerrillas Keyword. Add +1 if they have the Melta Mine keyword. Add +1 if Sly Marbo is on the battlefield.
Feign & Strike: Costs 1 CP. Use on Rough Riders in the movement phase when they fall back. The unit can Shoot and Charge even though they fell back.
Flakk Barrage: Costs 1 CP. Use in the enemy movement phase after the enemy has set up reinforcements. 1 Hydra may shoot as though it were in your shooting phase, but can only target aircraft that have set up as reinforcements this turn.
Shield of Flesh: Costs 1 CP. Basically the same as it is in Psychic Awakening: The Greater Good.
Mount up: Costs 2CP. Use in your shooting phase. Can only be used on units with Mechanized or Militarum Tempestus Keywords. After they have resolved their shooting, if the whole unit is within 3” of a friendly transport they can embark.
Overcharge Lascells: Costs 2 CP. Use in the shooting phase on a Kasrkin or Scions unit. Each time that unit makes an unmodified wound roll of a 6 with a Hotshot weapon, it inflicts 1 mortal wound in addition to normal damage. Can do 6 mortal wounds max.
Smoke launchers: Costs 1 CP. Standard smokescreen like stratagem.
Ablative Plating: Costs 2 CP. Use the stratagem in any phase. Select one battle tank or Armoured unit. Until the end of the phase reduce the damage of enemy attacks by 1 (to a minimum of 1). This stratagem costs 3 CP for a Rogal Dorn or Superheavy unit.
Melta Mine: Costs 1 CP. Unit with Melta Mine Keyword only. Use in the fight phase against an enemy monster or vehicle. Roll a D6, on a 2-5 the enemy unit suffers d3+1 mortal wound. On a 6 it suffers 2d3 mortal wounds.
Battlefield Surgery: Costs 1 CP. Details unknown. Orbital Interference: Costs 1 CP. Effects Officer of the Fleet models. Other Details unknown. Acceptable Losses: Costs 1 CP. Details unknown.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 08:53:00
Subject: Astra Militarum Rumors 2022
|
 |
Regular Dakkanaut
|
Dolnikan wrote:
Field Promotion: Costs 1 CP. Use this when your Warlord dies. Select 1 officer model in your army and give it a warlords trait it is able to take. Full all rules and objective purposes this model now becomes your warlord. If the enemy had a objective to kill your warlord then it does not succeed. Can only be used once per game.
This is pretty dope
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 09:58:14
Subject: Astra Militarum Rumors 2022
|
 |
Trazyn's Museum Curator
|
Will the guard still have that stupid auto-wound on a 6 rule, or are they dropping it as the guard are getting a proper update? Automatically Appended Next Post: That's a pity, but it kind of makes sense I guess? Aren't commissars supposed to only take command if there's no senior officer left? There's Yarrick, but he's supposed to be a special case, no?
|
This message was edited 3 times. Last update was at 2022/10/28 10:08:08
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 10:02:44
Subject: Astra Militarum Rumors 2022
|
 |
Regular Dakkanaut
|
CthuluIsSpy wrote:Will the guard still have that stupid auto-wound on a 6 rule, or are they dropping it as the guard are getting a proper update?
According to Mordian Glory is still there but with a new name. BUT if you want 2 regimental doctrines, you have to drop it
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 10:08:36
Subject: Astra Militarum Rumors 2022
|
 |
Trazyn's Museum Curator
|
Garrac wrote: CthuluIsSpy wrote:Will the guard still have that stupid auto-wound on a 6 rule, or are they dropping it as the guard are getting a proper update?
According to Mordian Glory is still there but with a new name. BUT if you want 2 regimental doctrines, you have to drop it
Why would you want to drop it though? It seems pretty powerful overall.
|
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 10:31:09
Subject: Astra Militarum Rumors 2022
|
 |
Regular Dakkanaut
|
CthuluIsSpy wrote:
Why would you want to drop it though? It seems pretty powerful overall.
Some of the doctrines seem to make pretty good combinations, plus lore reasons for full custom regiments I guess
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 11:27:03
Subject: Astra Militarum Rumors 2022
|
 |
Locked in the Tower of Amareo
|
CthuluIsSpy wrote:Garrac wrote: CthuluIsSpy wrote:Will the guard still have that stupid auto-wound on a 6 rule, or are they dropping it as the guard are getting a proper update?
According to Mordian Glory is still there but with a new name. BUT if you want 2 regimental doctrines, you have to drop it
Why would you want to drop it though? It seems pretty powerful overall.
You get 2 regimental doctrines?
Will depend on which one is more powerful. Autowounds or 2 doctrines
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 12:18:35
Subject: Re:Astra Militarum Rumors 2022
|
 |
Hardened Veteran Guardsman
Knee deep in bone ash, gore and mud
|
Honestly, I would drop it just out of spite. It is a terrible rule.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 12:33:16
Subject: Re:Astra Militarum Rumors 2022
|
 |
Dakka Veteran
Derbyshire, UK
|
GiToRaZor wrote:Honestly, I would drop it just out of spite. It is a terrible rule.
Absolutely, it's the most counterintuitive piece of nonsense in the game. I doesn't simulate anything in-universe, its a purely abstract mechanical fix to Guard not being killy enough to compete in tournaments. I would never use it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 13:54:24
Subject: Re:Astra Militarum Rumors 2022
|
 |
Stalwart Tribune
Canada,eh
|
pgmason wrote: GiToRaZor wrote:Honestly, I would drop it just out of spite. It is a terrible rule.
Absolutely, it's the most counterintuitive piece of nonsense in the game. I doesn't simulate anything in-universe, its a purely abstract mechanical fix to Guard not being killy enough to compete in tournaments. I would never use it.
I completely agree, it's a greasy rule that is only there because the book is so horribly out of date. I will never use it. My commitment to that feeling is backed up by not using my guard army at all since the rule came out. Between that rule, AoC and easy non interactive secondaries I'd feel like needing a shower after a game like that.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 14:00:12
Subject: Astra Militarum Rumors 2022
|
 |
[MOD]
Otiose in a Niche
|
The no double weapons is a huge irritation.
Any chance of people dropping that out of spite?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 14:28:04
Subject: Re:Astra Militarum Rumors 2022
|
 |
Locked in the Tower of Amareo
|
pgmason wrote: GiToRaZor wrote:Honestly, I would drop it just out of spite. It is a terrible rule.
Absolutely, it's the most counterintuitive piece of nonsense in the game. I doesn't simulate anything in-universe, its a purely abstract mechanical fix to Guard not being killy enough to compete in tournaments. I would never use it.
You basically describes most of stratagems and abilities in 40k
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 14:49:49
Subject: Astra Militarum Rumors 2022
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
Yeah, it's a major irritation for those three units(two of which are literally Command Squads which really should have had set loadouts to begin with) still remaining that could do so...except you still can for Scions too. You just can't quad up, and doubling requires a 10 model unit from what's been implied. Which is the same as it is for Kasrkin, who reputedly are coming only in 10 model units. And just to head off the inevitable nonsense from certain individuals: Yes, I'm aware of this stance being at odds with my requests for Skitarii...but no, it's not the same thing as Skitarii. Skitarii were an elite-ish unit type comprising two different variants with distinctive roles(short range gunfighters with a melee debuff in the form of Vanguard and long-range pseudosnipers in the form of the Rangers), who have had their maximum unit size doubled and still can't take three of a single weapon despite being able to do so previously at their unit cap and having their distinctive roles watered down to a point of unrecognizability.
|
This message was edited 3 times. Last update was at 2022/10/28 15:01:07
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:01:54
Subject: Re:Astra Militarum Rumors 2022
|
 |
Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
|
And for the 1,745th time, it was stupid and unfair when they did it to Skitarii, and it's the same now, and will continue to be so every single time that they do it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:02:32
Subject: Astra Militarum Rumors 2022
|
 |
Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
|
Yes it is. And Death Guard. And Primaris Captains. And Wyches. And Chosen. And Kommandos. And Hearthkyn Warriors. And so on, and so on, and so on... Gadzilla666 wrote: And for the 1,745th time, it was stupid and unfair when they did it to Skitarii, and it's the same now, and will continue to be so every single time that they do it.
It's only unfair when they do it to Kan's pet armies (and it's always the fault of the players, especially tournament players, and never GW). Everything else is perfectly justified, and he'll tell you why! GiToRaZor wrote:Honestly, I would drop it just out of spite. It is a terrible rule.
pgmason wrote:Absolutely, it's the most counterintuitive piece of nonsense in the game. I doesn't simulate anything in-universe, its a purely abstract mechanical fix to Guard not being killy enough to compete in tournaments. I would never use it.
Both 'Hammer of the Emperor' and 'Armour of Contempt' are the very definition of lazy rules writing. They are virtually an abdication of responsibility for proper game design.
|
This message was edited 5 times. Last update was at 2022/10/28 15:05:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:15:28
Subject: Re:Astra Militarum Rumors 2022
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
Gadzilla666 wrote: And for the 1,745th time, it was stupid and unfair when they did it to Skitarii, and it's the same now, and will continue to be so every single time that they do it.
Except as I literally just explained, it isn't the same thing. But you keep thinking otherwise I guess?
Command Squads getting to spam Specials was always stupid. They were meant to be a COMMAND SQUAD. There literally was Special Weapon Squads that should have been fulfilling that role of spammed Specials...but nope, they let you keep doing it in Command Squads.
No wonder they felt fine cutting special weapon squads.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:17:20
Subject: Re:Astra Militarum Rumors 2022
|
 |
Ridin' on a Snotling Pump Wagon
|
Gadzilla666 wrote: And for the 1,745th time, it was stupid and unfair when they did it to Skitarii, and it's the same now, and will continue to be so every single time that they do it.
This.
Whilst not an active player so my opinion, quite frankly, worthless?
It would be one thing if everyone was affected by Only What Comes In Your Kit. And I am not saying whether that thing is good or bad.
I think it’s less preferable to not putting such a limit, especially on a unit like Skitarii or Wyches where you rarely end up fielding just a single unit, let alone buying just one box.
But the current limitation being applied so unevenly is genuinely The Worst Possible Solution.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:33:13
Subject: Astra Militarum Rumors 2022
|
 |
[MOD]
Otiose in a Niche
|
GW ain't going to go to 'only what you get in the kit' unless of course Marines will be limited to missile launchers in tac squads.
Of course maybe Secundus Marines will go away...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:34:02
Subject: Re:Astra Militarum Rumors 2022
|
 |
Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
|
Kanluwen wrote: Gadzilla666 wrote: And for the 1,745th time, it was stupid and unfair when they did it to Skitarii, and it's the same now, and will continue to be so every single time that they do it.
Except as I literally just explained, it isn't the same thing. But you keep thinking otherwise I guess?
Command Squads getting to spam Specials was always stupid. They were meant to be a COMMAND SQUAD. There literally was Special Weapon Squads that should have been fulfilling that role of spammed Specials...but nope, they let you keep doing it in Command Squads.
No wonder they felt fine cutting special weapon squads.
Wellll.....1: You "literally just explaining it" in an edit that you did while I was "literally" typing the post you quoted. And 2: Allowing the guys helping lead your army/protecting your army's leader to get the "good stuff" isn't "stupid". Those guys should have their pick of equipment. The "stupid" thing was making Command Squads a unit that was separate from said leader, instead of making them an integrated squad with them.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:35:56
Subject: Astra Militarum Rumors 2022
|
 |
Ridin' on a Snotling Pump Wagon
|
Kid_Kyoto wrote:GW ain't going to go to 'only what you get in the kit' unless of course Marines will be limited to missile launchers in tac squads.
Of course maybe Secundus Marines will go away...
Sorry duder, but that’s not really addressing my point.
GW should’ve gone one way or the other. Not the peculiar and fairly random middle ground we have. Well, those actively playing have.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:43:02
Subject: Re:Astra Militarum Rumors 2022
|
 |
[MOD]
Otiose in a Niche
|
Kanluwen wrote:
Command Squads getting to spam Specials was always stupid. They were meant to be a COMMAND SQUAD. There literally was Special Weapon Squads that should have been fulfilling that role of spammed Specials...but nope, they let you keep doing it in Command Squads.
No wonder they felt fine cutting special weapon squads.
GW design philosophy has always been authority=ass kicking. Chapter Masters don't sit in orbit plotting strategy.
With human stats an IG officers can't got toe-toe with even mediocre enemy units, but a command squad with 4 special weapons (or 1 heavy and 2 specials) is an effective unit.
Realistic? LOL, it's 40k.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2022/10/28 15:53:15
Subject: Astra Militarum Rumors 2022
|
 |
Longtime Dakkanaut
|
Kid_Kyoto wrote:The no double weapons is a huge irritation.
Any chance of people dropping that out of spite?
I am, for sure.
|
|
 |
 |
|