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Messages - Private Shadderz

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Discussion: Astra Militarum / Re: 8th Edition on IG
« on: June 11, 2017, 04:23:33 PM »
yeah split fire will be interesting! I can't think of any units it specifically helps, aside from perhaps sentinels? Is it every worth to diversify a squads weapons?

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Discussion: Astra Militarum / Re: 8th Edition on IG
« on: May 29, 2017, 05:23:06 PM »
I feel as though the universal formations will make IG a lot stronger (I have gathered they are universal?), as the other armies had so much better formations than the IG did.

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Discussion: Astra Militarum / 8th Edition on IG
« on: May 27, 2017, 03:35:10 PM »
Interested to know how you think 8th edition will influence Imperial Guard on the tabletop  :D

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Discussion: Astra Militarum / Re: Sentinel build
« on: April 17, 2017, 07:00:06 AM »
I'm a newb, but I didn't think you could order vehicles/walkers, only troops. Right?

^^

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Discussion: Astra Militarum / Re: 1000 points astra militarum list.
« on: April 14, 2017, 06:31:27 PM »
There was a post I read somewhere that said that for the cost of one power sword, you can afford 15 bolters on infantry squad sergeants, which is a much more efficient option. You'll kill a lot more with 15 bolt shots than an AP3 sergeant, is the logic.
Hope this helps, I realise this thread has been and gone  ;D

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Discussion: Astra Militarum / Re: Cadian Battle group CS SPAM
« on: March 22, 2017, 03:59:51 PM »
This sounds like a really interesting idea! I have never tried it, but in theory:

Pros:
- Can be firing from turn 1
- Will insta-kill anything with a toughness 4 or below
- Very strong vs. infantry spam armies (tyranids, orks, other imperial guard, tau)
- Will do well against campy armies due to the lack of the armies mobility not being taken advantage of.

Cons:
- Low model count for your army, if the enemy gets in small-arms fine range (24") then a lot of expensive models will be lost
- The extra scatter may cause the blast to scatter onto your units on a small map, which is compounded by the low model count, or out of the board.
- Will do very poorly against anything with a 2+ armour save (terminators etc) due to blast only being AP3
- Enemies will likely get a cover save on a small map, meaning AP3 isn't too relevant against infantry spam. Barrage mitigates this somewhat, but the lack of accuracy means the blast will be very hard          to target



So it depends on your local meta as to whether this kind of army will be effective. You want a high-model count, low-mobility army to take maximum fire from your shells before mopping anything else up with your BS4 lasguns. This is probably Orks, Tau, Imperial Guard, and will probably suck against Dark Eldar unless you get some great luck. Even then you are relying on your blasts not to scatter off the map, but with 6 that shouldn't be too much of an issue ;)
This won't be a competitive build, but it will be a hell of a lot of fun.

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Discussion: Astra Militarum / Re: Imperial Guards Kill Team
« on: January 03, 2017, 02:22:24 PM »
Nice, I like it!

I would consider taking veterans over infantry squads. The infantry comes with a 30-point tax in the form of a PCS, which you can't benefit from due to orders only benefiting a single model.

Perhaps this would be more suitable to Kill Team:

- 1x Veteran Squad - Autocannon (70)
- 1x Veteran Squad- Autocannon (70)

140 points.
This gives you redundancy in your anti-armour capabilities, and also gives you 20 bodies at BS 4. It leaves you 60 points to do whatever you like with.

Optional:

- 1x veteran squad (60) (Good for volume of shots, and puts 30 bodies on the floor. Good vs. other guard, where biggest blob rule applies)
OR
- 2x grenadiers doctrine + 2x plasma guns (60) (Good vs. factions that have AP5 weapons and 3+ armour *ahem*)
OR
- 2x Forward Sentries + Armoured Sentinel (60) (If you play with a lot of terrain, this essentially gives you 4+ cover saves, which is cheaper than grenadiers and applies more often. It also gives you a sentinel which can take on light armour somewhat effectively, and also deal with infantry well).

Hope this helps :)

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Discussion: Astra Militarum / Re: new to IG 1000pt list
« on: December 17, 2016, 02:00:50 PM »
ohh... well then grab 'em all!
You will have to protect them, probably with the conscripts due to their high price, but they will be devastating against marines.

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Discussion: Astra Militarum / Re: new to IG 1000pt list
« on: December 15, 2016, 01:55:14 PM »
Less so with the basilisk because of it's minimum range in medium engagements. Just sayin' ;) (imo)

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The difference between the two is subtle but important, given that they both cost the same amount of points.
The Commissar gives the unit LD 9, stubborn, and an automatic pass should they fail, at the cost of a 3 point conscript. This is essentially fearless aside from being able to go to ground, at the occasional cost of a conscript. This is very useful for a shooting conscript squad since almost everything is AP5 or below. Even a 6+ cover save is Emprah-send. Even better for cover-campers.

The Priest gives War Hymns and Zealot. Zealot gives Fearless, so no going to ground or executing your own guys, and Hatred. War Hymns gives a 50% chance of doing something awesome in close combat. Fantastic for fighting in close-combat because your volume of dice just got even more amazing on the first turn of combat. Plus due to 50 conscripts and fearless you will likely last longer than a round of combat, so more chances to get War Hymns.

So if you find yourself using conscripts as a shooting unit, go Commissar. If they are used to charge and take charges, go Priest.
This is not definitive, just my thoughts on them without an experience.
Any other suggestions?

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Discussion: Astra Militarum / Re: Old Grudges Warlod Trait
« on: November 06, 2016, 07:18:27 AM »
At a glance, in case of allies and secondary detachments to avoid confusion. In this wording, if you are facing a Chaos Deamons- Chaos Space Marines alliance list, you must choose one of them to gain Preferred Enemy against, and then you will only have Preferred Enemy against those units.

Against the majority of lists however, you simply choose whatever their army is, and Pask gains Preferred Enemy against all of their units.

I hope this helps :)

-Private Shadderz

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Discussion: Chaos Daemons / Re: Active Cultist
« on: October 12, 2016, 05:02:21 PM »
it has been a while, but perhaps a deamonic textbook with eyes popping and oozing from it would be cool?
A whiteboard with a demon hand reaching through it?
A child standing in the corner looking at the floor like in the horror movies?

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I do like the idea of the Eradicator :D however I suppose it's anti- horde abilities are covered by the mass of flamers and chimera Heavy Flamers, the high strength shooting sounds like a good call.

The only truck I have with high strength shooting is where to find it. I really like the heavy weapons teams, however with their Ballistic skill of 3 lascannons seem like a waste. I do generally but the Tank Hunters order on them, but that is inconsistent with their LD7, making them as you say ineffective against AV 13/14

The Demolisher and the Vanquisher are alternatives. I'm not keen on the Vanquisher because of BS3, and a tank commander is an extra 40 points. The Demolisher sounds like a good idea for a cure-all, and can reliably punch through AV14 with it's ordnance. that said it is very expensive now at 170 points  :-[
The Vendetta seems like the best idea for the twin-linked lascannons which will reliably hit and kill stuff. Also it will be great for line-breaker. Yay! The only question is what to use the transport capacity for? I could put the second grounded Infantry Squad into it, but then I have a Platoon command Squad sitting there with nothing to command. I could also swap it for the Heavy Flamer Chimera.

Another option could be to run a veteran squad with lascannon and camo cloaks? Then I have a resilient lascannon with BS4 for 90 points, plus Objective Secured. What do you think?
Also sentinels could be a cheap armour killer, however I have never used them or seen them at all. Any thoughts?
And finally the Devil Dog gives a resilient tank with a decent weapon, but for 135 points... eh? I guess it is a fast tank but it still seems way too heavily priced. The Eldar have a Falcon for 125 points with an arguably better weapon for tank busting.

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For the Leman Russ' the main one I would go for is the Eradicator against Tau since it pierces fire warrior armour and is cheap, so won't cost too much if it blows up turn 1. Also, its main cannon insta- kills T3 and ignore's cover, plus has a decent range so you won't have to get too close to start being killy, as opposed to the demolisher.
Alternatively the Wyvern is so cheap and so effective. I have never used one myself, but it looks insane, especially since you can sit behind blocking terrain and so avoid the Tau's long-range fire power. This likely makes it more effective versus Tau than any of the Russ'.
The Hellhound would also be an interesting choice against Tau, especially now that it is a Fast Tank.

Against generic Marines the Wyvern is still powerful if a little diminished, for the Russ' the Battle Tank is not too bad for shutting down areas of the battlefield and killing tactical marines, however your opponent can simply form two 5-man squads instead of one 10 man which somewhat hurts this tank. The Vanquisher is great against Land Raiders, however a tank commander is useful for this tank as otherwise it hits of 4's which is a little bit sucky. I have never tried the Executioner so I am not too sure how it would fare, though in theory it looks promising against marines. The demolisher is likely your best bet with rear armour 11 to be safe from bolters, plus AP2 so killy against TEQ, however it's high points does make it a steep price for something that will spend Turn 1 and 2 not shooting.
The Bane Wolf might be an interesting choice with its 2+ to wound AP3 weapon. However it does need to get scarily close to do anything, and costs about the same as a Leman Russ.
Sentinels may be a good choice against marines as it wastes their good shooting on a cheap unit that can also be very effective with the right weapon upgrades. Autocannons or Missile Launchers are the stars here because they can move and shoot, and keeps them cheap. I would not use these against Tau because they will get blasted by Fire Warriors and die; however I have not tried so it might be a good strategy against them.

I hope this helps, I realise its been a few months. Good luck!

-Private Shadderz

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Discussion: Astra Militarum / Re: Relative new
« on: October 09, 2016, 01:53:57 PM »
I would second this advice as guardsmen's morale is mediocre at best, so liable to sweeping advances and the like.
If you can find 25 points space, a commissar ironically really boosts the survivability of blobs of guardsmen, and still allows you to go to ground, making them even more effective meatshields and tarpits.
Priests are slightly more resilient with a 4+ invul, and can help out in assault if you roll well for war hymns, however they do take away your ability to go to ground.

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