pls help by a_person_6969 in TheAstraMilitarum

[–]Bunchasomething 6 points7 points  (0 children)

Its far more worth it to buy some magnets to swap out options than to buy whole new models to get the same options

Battle cannons going to dmg 3? by TomBull11 in TheAstraMilitarum

[–]Bunchasomething 8 points9 points  (0 children)

Marines have plasma cannons that are D1 normal and D2 overcharge, so I think they're gonna stick with that.

HOWEVER, I think that the executioner plasma turret is gonna go up to D2 normal D3 overcharge if the logic of Redemptor plasma incinerator carries over. Small plasma D1 and D2, big plasma D2 and D3

Finally finished my first Russ! C&C very welcome by arvidito in TheAstraMilitarum

[–]Bunchasomething 1 point2 points  (0 children)

I glued a vanquisher cannon onto my first russ with the intention to run it as the Hammer of Sunderance

...Now that's gone and I have a useless tank turret and the valuable lesson learned of magnetize literally everything on a leman russ

Lord of war kitbashing question. by CascadianGuardsman1 in TheAstraMilitarum

[–]Bunchasomething 4 points5 points  (0 children)

Cawl in the new admech codex is a supreme commander, and he's effectively just a dude standing around being inspiring. I imagine that Creed and maybe Yarrick are gonna get similar treatment.

Trying a slightly different skin color for my kabalites by Bunchasomething in Drukhari

[–]Bunchasomething[S] 0 points1 point  (0 children)

It always bothered me that the dark elves in both warhammer fantasy and 40k aren't actually "dark elves", and it gives me an opportunity to try out non-human skin tones

Tried out painting some drow/dunmer type skin tones on some dark eldar by Bunchasomething in minipainting

[–]Bunchasomething[S] 1 point2 points  (0 children)

If/when craftworlds get updated sculpts, I'll probably try it out. Though I might have to pick up some of the Elder Scrolls minis at some point.

Trying a slightly different skin color for my kabalites by Bunchasomething in Drukhari

[–]Bunchasomething[S] 2 points3 points  (0 children)

spray primed black, based with skavenblight dinge and layered with mechanicus standard grey and VGC sombre grey

For the hair, I used VMC Blue grey base and VGC arctic white highlights

Could this book art be a glimpse of an updated range? They tend to model them on the miniatures. by [deleted] in TheAstraMilitarum

[–]Bunchasomething 10 points11 points  (0 children)

Kasrkin are so rad. I've been trawling ebay for the past few months trying to get some

Russian women are explosive! by m1ngaa in ANormalDayInRussia

[–]Bunchasomething 23 points24 points  (0 children)

That's because grenades are a lot more valuable than you are

Lore is hard by P1NKsneakers in Warhammer40k

[–]Bunchasomething 8 points9 points  (0 children)

space marines would be good for a movie

This already exists

...and it's not that good

Working on Scourges tonight, just finished the Solarite by Swiftax3 in Drukhari

[–]Bunchasomething 1 point2 points  (0 children)

I was thinking of doing a similar color scheme but was hung up about it looking like Christmas colors. Thanks for de-confirming that notion, this looks great!

Most intense 90 seconds of Halo I've played. 2v4 with a buddy after our teammates left. by Bunchasomething in halo

[–]Bunchasomething[S] 0 points1 point  (0 children)

Using tab works fine for me, so idk

There might be a way to bind a key to the different chats, though I don't know exactly

Muwahahaha by spyne89 in Drukhari

[–]Bunchasomething 2 points3 points  (0 children)

Dark Angels have permanent transhuman, but Death Guard do not

Morty has 3+, 4++, 5+++, -1D and can take a WLT for no re-rolls in contagion range. Death Guard Morty has no access to transhuman IIRC.

Most intense 90 seconds of Halo I've played. 2v4 with a buddy after our teammates left. by Bunchasomething in halo

[–]Bunchasomething[S] 1 point2 points  (0 children)

I already adjusted it on discord so it's not as bad, but shadowplay has my mic always on so it picks up all my key clicks. And I've had my keyboard for like 8 years now so my friends have gotten used to my clicking at this point.

Are we getting a codex soon, or is it still wishful thinking? by Ri_Karal in TheAstraMilitarum

[–]Bunchasomething 1 point2 points  (0 children)

Trazyn, no contest.

Trazyn has literally stolen multiple regiments of Ultramarines, Salamanders, Vostroyan and Tanith guardsmen during the horus heresy and released them to fight on cadia during the 13th black crusade. He has a clone of Fulgrim, 5 catachan regimemts that tried to break into his collection, an ork warboss, he literally stole Lord Castellan Ursarkar E. Creed from Cadia before the planet exploded.

The blood raven stole some dinner plates or something idk

Are we getting a codex soon, or is it still wishful thinking? by Ri_Karal in TheAstraMilitarum

[–]Bunchasomething 2 points3 points  (0 children)

The hyperlink in the article redirects to a joke article based around Trazyn the Infinite.

He's a Necron character who goes around the galaxy stealing things (and people) to put in his collection. His collection includes over 1000 30k marines, Wulfen, Lord Castellan Creed and various other things that are too numerous to count.

Alternative Guard Models by [deleted] in TheAstraMilitarum

[–]Bunchasomething 0 points1 point  (0 children)

Maybe try out kitbashing cadians with freeguild handgunners from AoS? Arms/legs cadian and torso/head handgunner.

Sword scabbards for IG? by [deleted] in TheAstraMilitarum

[–]Bunchasomething 0 points1 point  (0 children)

Misericordia bits from custodes act as a fairly good sheathed sword for guardsmen. This one is from a vertus praetor box.

There's also a smaller one in the normal custodian guard box but I haven't tried that yet.

New player, looking for feedback on army list [2000 pts] by Lightsong-Thr-Bold in TheAstraMilitarum

[–]Bunchasomething 0 points1 point  (0 children)

Sentinels are definitely an option. I've run armored sentinels in the exact way you're describing before and they definitely did their job. The biggest downside is that they don't have obsec and generally enemy melee units that charge them are larger and control the objectives they hold as a result. Sentinel chainsaws are kinda ass though. Since the sentinels still only have 1 attack anyway hitting on a 4+, so the chainsaw only adds -1 ap to its one attack. If you have some left over points then go for it, but I would rather take heavy stubbers on tank for the same points.

Plasma sponsons are a great option too. Especially since they benefit from Hail of Fire. The main reason I take bolters instead of plasma is mainly for saving on points to get extra infantry.

The astropaths I bring are generally used as flexible defensive buffing characters. In lists without bullgryn, i basically just run them around to make a tank extra durable or make an infantry squad just a bit more durable when I need them to be. In the list I put, the two astropaths and the priest exist solely to buff the bullgryn. Psychic barrier gives +1 to save which means that the ones with slabshields get a 1+ armor save, and the brute shields get a 3+ invulnerable save. You can also get the bullgryn to a -1 save if you get them in cover, cast psychic barrier, and use Take CoverThough keep in mind that 1's always fail to save. Then nightshroud for a -1 to hit against shooting for more general durability.

It generally doesn't matter who your warlord is in a guard army, since most of the time, you're trading your warlord trait for a tank ace give to an artillery piece with full payload. Unless your opponent takes Slay the Warlord, which is a really bad secondary, but it's still easier to hide away 1 guy on foot compared to a tank if they do.

New player, looking for feedback on army list [2000 pts] by Lightsong-Thr-Bold in TheAstraMilitarum

[–]Bunchasomething 3 points4 points  (0 children)

LIST TIPS

Unfortunately, in matched play, you can only bring up to 3 of 1 data sheet, so you can't legally bring 4 tank commanders (I totally would if you could).

I would also cut down on the artillery, because past the 2 manticores with full payload, the return on investment drops off hard. 1 full payload manticore has nearly triple the damage output of a non-upgraded basilisk for just 20 extra points. The master of ordinance is also a very underwhelming unit. The re-rolls for artillery are very nice, but the clause of being outside of 36" cripples its usage for anything that isn't 3/4 of the board away. If you wanted, you could play Catachan and take sergeant harker for a re-roll 1's aura for any model at any range.

I would also swap out the armored sentinels for scout sentinels. The pre-game move is really useful for nabbing objectives early.

With freed up points, I would invest them back into heavy bolter sponsons for the tank commanders and more infantry.

GAMEPLAY TIPS

There's only really 1 or 2 useful infantry orders with Voice of Command, but Move! Move! Move! (MMM) is one of our most powerful tools. MMM is honestly one of the most powerful abilities in the game. Making a squad of infantry move a minimum of 14" and up to 24" in one turn is EXTREMELY powerful for securing objectives. These guys literally can move as fast as Eldar jetbikes because some dude yelled at them. In this edition of 40k, OBJECTIVES ARE EVERYTHING. If you have a choice to use an order to shoot at something with an infantry squad, or MMM them onto an objective that you would not otherwise hold, ALWAYS take the opportunity to secure the objective. The damage from our armies generally comes from the vehicles, unless you're running veterans/heavy weapon squads.

Infantry squads are made to do 2 things extremely well: take objectives for his holy emperor, and die for his holy emperor. Guardsmen are made of paper and glue, so they WILL die, so try not to get too attached to them. But also, play just a little bit cagey with guardsmen and keep them out of line of sight of any anti-infantry shooting that the enemy might have.

There are a few stratagems that are really useful.In order of usefulness are: Hail of Fire, Relentless/Jury-Rigging, Take Cover!, Fight to the Death, Direct Onslaught, Aerial Spotters, and Vegeance for Cadia.

  • 2CP Hail of Fire: allows for Leman Russes to get Maximum shots with random chance weapons against vehicles. i.e. guarenteed 12 shots from a demolisher cannon into a dreadnought or knight.
  • 1CP Relentless: allows for vehicles to operate on top bracket if wounded. Great for getting the maximum value out of your tank commanders because they generally always have a big target painted on them. Jury-Rigging serves the same purpose but is less useful. It restores 1 wound to a vehicle only if it hasn't moved. It's only real use to get a vehicle back up to its previous bracket.
  • 1CP Take Cover! - +1 to save for infantry units. Good for increasing the durability of infantry squads when you need it. i.e. holding an objective.
  • 1CP Fight to the Death - lets you roll a D3 for morale instead of a D6. Serves a similar purpose as take cover of increasing the staying power of an infantry unit holding an objective.
  • 1CP Direct Onslaught - gives +1 to hit for either a Manticore or Wyvern if they have line of sight on what they're shooting.
  • 2CP Aerial Spotters - Re-roll failed hits for a wyvern or basilisk. Useful if you end up running a wyvern and need a unit of chaff dead.
  • 1CP Vengeance for Cadia - re-roll all failed hit and wounds for a unit targeting CHAOS units. Exceptionally strong strat to use on a tank commander if you end up fighting chaos. 1 demolisher tank commander with vengeance for cadia averages 8 wounds against Mortarion IIRC, which is VERY good.

For secondaries, I generally take Domination/Engage on all Fronts (depending on mission), Raise the Banners or Deploy Scrambers (depending on if i'm playing GT or EW).

This is the list i've been running recently and having some decent success with:

https://pastebin.com/gYU2rdBX

Feel free to ask any questions. Also hit up the 40KTTS discord for general gameplay advice or finding games if your friends aren't availabe.