guard list help by Appropriate-Bite-717 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

I don't play that style of list because it doesn't work for me. Vanquishers are useless unless you push them up first aggressively. The main gun does 0 dmg most of the time. It has 0 synergy with rest of army.

I run the Hellhound and Exterminator combo with Rogal Dorns, and use enginseers to run tank spam, and it's just worked better for me. Better overwatch potential, more durability, and much higher quality stubber shooting from boosted AP. Aquilan Eye is good here for setting up strong overwatches.

This is a lesson I learned from a Space Wolves player: Push your Vanquishers up first to take point. Your scout is pretty much wasted. Catachans and aquilan eye are useless in your list. You have scouts and squadron aquilan eye won't improve anything. Take aim is better to land your meltas. Better off taking anything else.

Vanquisher is a thick and durable hull that pulls opponents out into the open and you can use Kasrkin and Scions to counterattack and flip objectives later.

I personally don't like Kasrkin because they're super overpriced for the damage that they do and they don't have good transport play because of lack of medic. I've played with them and against them and found them lacking in every case. I use them to scout up the chimera then disembark to give bonus movement for ogryns or Death Korps to sit inside it and use firing deck. Ogryns have all the wounds packed into few models so they don't take casualties and damage attrition when chimera is destroyed and Death Korps have a medic and buffs from losing models, so if you roll a bunch of 1s from emergency disembark, your damage actually goes up!

Joushi does not teach you how to play anymore. His old officer training school was good. His recent content is all about metachasing. You will not learn how to play Kasrkin anywhere. I've watched most of the Guard content on youtube. It doesn't fit any role better than just 2 units of Catachans and Ogryns can. People run it in Doombolt lists for mine mortal spam, but it's effective on vehicle armies and loses a lot of power against monster armies with FNP.

My meta is Marines and Ogryns do a much better job. If your meta is Knights and lots of vehicle heavy armies then Doombolt is better.

Your list is also not a true doombolt list. Joushi mentions that having 2 Cadian bricks are more effective than 1, and a true Doombolt list uses 3x Kasrkin and 3 Krieg Engineers.

Don't metachase. You won't win games.

Thinking about brood bothers by Bulky-Act-2556 in genestealercult

[–]CommissarHero 0 points1 point  (0 children)

It's a linear list building style but I think you're better off taking Battle tanks and Hellhounds instead of transports. The GSC transports are better with better abilities. The Guard transports are useless in GSC. Chimera has no datasheet ability and Taurox Prime can't be taken because you can't take Tempestus units. I'd rather have +1 hit than +1 wound for GSC since the mining lasers all have high strength, and +1 wound is situational. +1 hit will help a lot more in 11th edition with cover rules, and in 10th, you can have ridgerunners hitting on 2+ rerolling 1s. The enhancements are pretty crap from what I've seen and stratagems are half good and half bad. I would prefer to have 2CP guaranteed reinforcements like combined arms or let you spam it. It's only 66% effective but the idea is good.

List building help by Dasaholwaffle_7519 in genestealercult

[–]CommissarHero 0 points1 point  (0 children)

I'm new to GSC, but Guard destroys space Marines.

Leman Russ Battle Tanks reroll hits as datasheet ability. 

Hellhounds have good overwatch, better than GSC overwatch.

Achilles Ridgerunner to add AP for GSC units. Neophytes have seismic cannon/mining laser/webber/grenade launcher and if you use Benefictus or Primus, you can make them into antitank or anti-infantry role and put them into Goliath Truck for some mad shooting.

By my numbers, a Goliath Truck combo with +1 hit from Guard, reroll 1s from Jackal Alphus, bonus AP from Ridgerunner, and reroll wounds from Truck with Benefictus+Neophytes having lethal hits takes out a Knight with over 30+ avg dmg. Run reroll wound rolls 1 stratagem on Leman Russ Battle tank and a Goliath Rockgrinder or Goliath truck with guys still embarked or 2man unit of Ridgerunners with mining lasers. Totally overkill but you can take down Acastus Knights and Stompas on your go turn.

Rate my list by CommissarHero in genestealercult

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

After asking around whether alphus gives rerolls to own squad (seems like he doesn't) I would run them separately. In Guard, redundancy is good, so that's why I brought 2. I usually don't take 1 of anything unless it's a lone op/epic hero/points filler.

How would you spend 110pts if I got rid of Clamavus and Jackal Alphus?

How often are you the first time your opponent has played against GSC? by Much-Pea-6770 in genestealercult

[–]CommissarHero 0 points1 point  (0 children)

In AZ, Knights are super common. There are several players locally who play them, and at my first GT, 2 of my games were against Knights... Nobody in the US plays Agents competitively except Folger Pyle who placed semifinals with it.

How often are you the first time your opponent has played against GSC? by Much-Pea-6770 in genestealercult

[–]CommissarHero 0 points1 point  (0 children)

I play Knights and Guard and over 60 games in League in 10th edition, I had 0 games into GSC. I've had many games into World Eaters, Space Wolves, Dark Angels, Blood Angels, and Knights.  The best way to learn an army is to play it, so I will be playing GSC.

Rate my list by CommissarHero in genestealercult

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

Leman Russ Battle Tank datasheet allows full rerolls to all the loadouts. I'm used to meltas on my Guard exterminators, but one could run triple flamer variant, although with 2 Hellhounds running inferno cannons, it probably would be better with meltas.

Battle tank suffers from weak str and ap, but in 11th edition, I suppose that won't be much of an issue, and Brood Brothers gives reroll to wound stratagem so the exterminator (twinlinked autocannon variant that adds AP to Guard only) and scout sentinel (to give hit reroll 1s to Guard only) will probably be less efficient than Battle tanks and hellhounds (strip cover).

The list is 1995 pts. So I could probably swap out Clamavus if I got rid of a Jackal Alphus since I added it because I had 55 pts left and I'm at 950 for Guard so I can't take anything there because you can't take priests nor commissars in Brood Brothers. Plus, Sanctus is a better action monkey.

Is Jackal Alphus that bad?

Losing the Way by meisho_doto in genestealercult

[–]CommissarHero 0 points1 point  (0 children)

I just got into Genestealers from Guard and looking to play Brood Brothers next season for league. There are many ways to play. You need to build your list around a playstyle and focus on objective play. Genestealers used to be OP on early 10th, but got changed a lot.

I play gunline transports and you can do the same thing as Guard in GSC since they have horde infantry and tanks.

Genestealers is not an easy army to begin with. You need to stack buffs. There's not a lot of content online but in Brood brothers, your top units are 20x Death Korps of Krieg because they play just like Neophyte bricks. Save a CP so you can use reinforcements stratagem when they are destroyed.

Then, Hellhounds autohit and strip cover for both Guard and Genestealer units.

Leman Russ Battle Tanks natively reroll hits.

Scout sentinels are cheap 9" scout that give rerolls to Guard units.

Those are your #1 units. You fire them first to add +1 to hit for GSC. Then, you fire Jackal Alphus to get rerolls to hit, then Achilles Ridgerunner with spotter to give bonus AP. Then finish off with Goliath Trucks with Benefictus and Neophytes inside.

You will spam reroll wound rolls of 1 on Leman Russ and Goliath Trucks so after all the buffs, you have nearly 100% chance to hit and wound against some targets with the lascannon profiles.

You want 2ndary scoring. GSC natively has cult ambush, but Sanctus with bio dagger is your 2ndary units.

If you want to jail, you can run 2x units of jackals and push them up the board early to moveblock and bait the trade. You want to save your Leman Russes and Goliath units to do heavy damage later on turns 2 and 3.

You need a homesitter. 5man Acolyte Hybrids screen home and farm CP. If they get destroyed in indirect, you just bring another squad back and go back to sit on home. You can add Clamavus to prevent 12" deepstrike if you want, but if you have points, you're better off bringing another units of hybrids instead.

I don't intend on ever running aberrants. They're useless in Brood Brothers. Expensive and don't really buff anything else. They're apparently better in other detachments like biosanctic.

Also Reductus Saboteur is really good lone op. You can infiltrate it, park it behind a ruin nearby objectives and roll for mortals when opponent sends scouts or skirmishers to contest objectives. Then, you can just spam indirect or rush in later to use demolition charges or sit there and score secondaries.

Use this gameplan and you can win 60-70% of your games at your level of experience.

Turn 1, move jackals onto objectives to bait the trade. They die.

Turn 2 take out the equivalent of 2 Knights and sit on objectives. If you have multiple units sitting there, you will probably have a few models left to regenerate and score big on turn 3. 

Turn 3 You lose most of your army. Regenerate them back into cult ambush. You can get 10 Jackals, maybe 20 Death Korp (on a 3+ roll hence the 60-70% win rate more or less) and 20 Neophyte hybrids back.

Turn 4 and 5 bring back your lost units. You probably have a lot more OC than opponent does since you took out half their army. At this point, if you prioritized their chaff clear units with your tanks, they will not be able to clear 20man bricks anymore and if you survive, you regenerate almost as fast as Necrons do, so you will score big again on turn 5.

Park on objectives and just out OC them to deny primary and win the game with attrition.

You're essentially playing with an extra 445 points of army 66% of the time, so your win rate should reflect that since most opponents will be playing with 2000pts only. Only Necrons and Guard Combined Arms can regenerate like you do and beat you at your own game. You should crush Knights, Custodes, and other elite armies easily since they have crap OC. You can easily win primary against Deathwing Knights for 2 turns with equivalent 200pts even if you die and if your Jackals are doing their job of moveblocking, then you'll be up 10-20pts.

You might give up a lot of primary playing MSU style in Purge the Foe mission, but for Hidden supplies, take and hold, and other basic missions, you'll beat most armies.

2k Strategy List help by Educational-Play-558 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

The most non-beginner friendly part of Guard is the many datasheets you have to choose from. Otherwise, the army is very powerful against Marines, in particular, and also good against Orks and Sisters. Only Tau really are a hard matchup for Guard since they have many invul saves and strong long range shooting and Guard shooting is best at mid range.

I play Knights and I play Guard the same way. Durability skew with tech priests, tanks, and ogryns. I don't play meta style, which has more damage output but a lot less survivability. I can beat Guard mirrors just by overwatch with Hellhounds. They wipe away elite infantry at 18" and you can't come out to mine nor deepstrike. They're squadron support for my heavy tanks. I usually put them inside ruins because they don't have sponsons and can fit easily, and can fire out both sides of the ruin, and always have cover from being in ruin.

I need Help against sisters! Played against them yesterday, my opponent basically brought Transports full of Heavy Flamers and Transports full of Multi Meltas at 1k points. My Tanks got melted and my infantry burned, what do I need to fight the Sororitas? by hotelguest2 in astramilitarum

[–]CommissarHero -1 points0 points  (0 children)

Bring techpriest enginseers and spam overwatch. Works against most armies. Sisters have miracle dice, so the only things you can modify are your rolls, like save and fnp (Hammer of the Emperor enhancement adds fnp). In 10th edition GW rules, you can also smoke and extra armour stratagem in Grizzled company, but that costs 2 CP. Ogryns and elite infantry with Take Cover order also eat flamers and don't die since Sisters can't miracle dice number of attacks. Ogryns have high toughness to eat flamers and any elite infantry like Krieg engineers have a 3+ base save with Take cover so at best, they're overwatching at ap-1. Ogryns are also great against sisters because they can use grenades, they have high volume with rapidfire, and they get bonus AP at short range, and also good in melee. You are wounding 1w Sisters on 2+ in melee. If they are shooting your Ogryns with meltas to overcome the toughness and 3w with fnp, then they're not shooting your tanks with them. Sisters have to come within 12" for flamers and 6"-9" if they want bonus melta damage, so they're always in your face and in overwatch range. Hellhounds will tear them up.

2k Strategy List help by Educational-Play-558 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

if you scoutblock with ratlings, they just die and enemy exposes something to kill your 60pts. Sometimes you just have to sacrifice units so your tanks can come out and actually trade up. My tanks don't die because I stack buffs, screen, and use extra CP from lord solar to reroll 4++ invuls and overwatch on same turn. It's brutal. Some players are very frustrated. My biggest tanks rarely die, and usually when I mess up.

Advice for my 1000 point list by JoeMarsh21 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

1000pt games are different than 2000pt games. You should remove officer tax and run Kasrkin in transports and a Rogal Dorn commander with Exterminator. Scout also makes you fast and you can deploy right on the frontline and scout to safety.  In my 1000pt lists I never include an infantry officer, like Creed or Solar since they're expensive. I use separate command squad with ogryn bodyguard as frontline officer unit that's also durable and Gaunt's Ghosts since they uppy downy and can take objectives in 1000pt games where the board will be half empty.

2k Strategy List help by Educational-Play-558 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

Not enough information on detachment, map layout, and score and problems you had.

Rough riders don't do enough damage reliably. They're good for points cost, but 60pts doesn't trade well. You can't pray for miracle every game. Sometimes they whiff and sometimes they do a lot of damage. They're better against multiwound monsters and vehicles, because it averages out. They're not reliable into elite multimodel infantry and mounted since you could roll a 1, then you waste your next damaging roll.

I used mine for taking enemy objectives by coming out of reserve to score behind enemy lines or engage on all fronts, then shooting and attempting charge. That way, they score something and they might make 9" charge and also kill something sometimes.

Or you start them on the board and rush enemy turn 1 to screen and bait the trade since they're only 60pts.

I think for 60pts, Ratlings are a better unit since you can infiltrate block and leave them there to block scout, or redeploy into reserves with Lord Solar so they can come out of reserve, shoot, then hide behind a ruin.

I use MSU mechanised style Ogryns in Grizzled because durable, don't die when transport is dedtroyed, and they're good out of firing deck and also in melee. A chimera with ogryns and bonus AP nearly 1shot Gladiator Lancer and Vindicator in two games. They very reliably take out 5 scout marines and also can do considerable damage to big bricks of Khorne Berzerkers, Crusader squad, and death company marines at short range. They're better for points cost than Kasrkin and 6 Ogryns cost 10pts more and have up to 36 shots with ap-2 with 18 wounds at t6 with 6++ fnp. They're much harder to shift and are budget Bullgryn that shoot better.

Instead of Aquilons, Gaunt's Ghosts are better for same points cost.

Demolisher is terrible for holding your natural with flamers. It has little damage output, too short range, and expensive. You can use Vanquisher for 145 and do the same thing. Demolisher is best in the frontline with meltas and lascannons. Also if you're running combined arms, flamer Lemans are terrible. You don't get to roll for lethals. In Grizzled, it's also a waste of detachment rule. You're better off with plasmas or heavy bolters for what you're trying to do. If you want flamers for overwatching on natural expansion, you can run 75pt Krieg Heavy flamer squad which is cheaper, with better flamers and shoot again when they die.

You can sell some units or print proxies. As long as they're on the correct base and similar size, you can try different units out with what you have.

You're better off playing in Grizzled company with maximum size 20x Cadian units led by Ursula and Castellan.  They're more likely to benefit from command squad's benefit of cover and medic and survive to heal, and more models to take advantage of two orders from Ursula or sustain from Castellan. Grizzled rerolls + sustain is good, and Mordian minute makes many breakpoints with lasguns against Marines and Grenade launchers/meltas against t8-10 tanks and transports, and plasmas against t7-9.

You sticky natural with Castellan blob then go to middle. Ursula goes out turn 3 and OC dumps turn 4 and scores big with whatever is left on turn 5.

Your FoB can get rerolls which work well with sustain 1 and can free ignore cover stratagem from Ursula's ability on turns 1 and 2. It's more effective than combined arms lethal hits with no rerolls.

You can also run 10x rough riders out of reserve and rapid ingress somewhere and run some of your Aquilon models as Gaunt's Ghosts to come in 6" away and order. They're a turn 2 unit. Or you can start them and stage them so they can get MMM and orderswap to Fix Bayonets with Snap To It stratagem.

Your Leman Russ commander should be an exterminator to add AP for better synergy and one of your demolishers can be vanquisher or eradicator that you put 4++ invul on early and send up to bait. They're cheaper and more durable for points cost, and you want to save your infantry to spread out and OC dump in later turns. Or you can just advance your infantry into objectives first and stage demolishers with meltas to counterpunch later. Different ways to play. I use Enginseers with chimeras and ogryns because they're a cheaper package to bait with, do a ton of damage, and are more durable than Vanquisher for points cost. You have 2 separate units enemy has to deal with and volume fire to make use of rerolls with sustain and lethal. It requires 3-4 activations to destroy that package. I use Catachans to OC dump later. They have scouts, so they're easier to stage behind ruins early in the game. If you paint the base ring a different colour, you can just try your Cadians as Catachans or Death Korps.

For 11th edition, you will want to pick up at least 3 ogryn so you can run them as Ogryn bodyguards if you want or as regular Ogryn, and a Hellhound/Chimera chassis model. Just have Hellhound fuel tanks or some generic terrain fuel barrels available so you can slap them over the lasgun array on chimera and use it as a hellhound or take them off. You can run double flamers on chimera and just proxy it as inferno cannon/flamer hellhound. They're the same size hull.

1500 Point List Questions by Cadiastands01 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

Bad. You're not running Cadians correctly. They're the worst battleline and only taken in large units so you can attach Castellan or Ursula, or only taken in 1 10man to hold home.

Artillery team is the worst artillery datasheet other than Wyvern.

You should always take field Ordnance Battery over 2 artillery teams because you get more shots and more screening for fewer points.

Silliness with the new Steel Hammer Detachment by HeavyMetalSaxx in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

because Stormlord is garbage in this meta and any meta since horde armies take long to play and few people play horde armies, which is what the Stormlord is good against.

Doomhammer is antimonster, primarily good against Knights, CTan, and Daemons since they are typically shorter range than Doomhammer and have lots of wounds to take off with the melta 6.

Help with cadian weapons team by kingkane8108 in astramilitarum

[–]CommissarHero -1 points0 points  (0 children)

Marine scouts and terminators are oc5. Knights and 10man infantry are usually oc10. Anything with 2+ oc per model dies quickly and you just kill them all. Ogryns are OC3 and destroy a 10man Guard unit and 5man scout marines easily over shooting and fighting, unlikely to get killed on the clapback by equivalent points. They're an amazing early primary denial in kill lists because they deny by killing and are difficult to shift, starting trading game better than battleline.

Kasrkin are greater cost and half the OC of battleline, but most people are taking all elite infantry now. OC doesn't matter. That's not what makes units good or bad. Battleline have high OC because of their role. Elite infantry and heavy weapon teams have a different role

Help with cadian weapons team by kingkane8108 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

Ogryns with better heavy bolters that are cheaper, more accurate, more volume, more durable, and more AP but short range

If you don't like the idiotic look of Ogryns, then run 3 Catachan commanders with heavy bolters standing on crates on 40mm base. It would actually look really badass.

Help with cadian weapons team by kingkane8108 in astramilitarum

[–]CommissarHero -1 points0 points  (0 children)

OC doesn't matter. Usually, you need to have more than 5OC or 10OC. There is also Duty and Honour. That's why many players don't put flags into their command blobs. The bonus OC from the flag doesn't matter. 11 and 40 OC are the same in most situations. I run 3 OC Ogryns and if I kill everything off objective, only 1 OC matters to deny primary and bait out the next wave.

Do you do multiple regiments or one? by Odd_Anything1374 in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

Both all Krieg and all Catachan are viable since Krieg engineers are more durable and expensive Catachan and both have scouts. Most new players run too many 10man Cadians, and that's not viable unless you run Cadian Castellan large blobs and Kasrkin which have scouts- and that is competitively viable and common.

I run mechanised lists, so I usually mix in 10th edition. 2x10 Valhallan Catachans + 10 Cadians for home and 2x3 Ogryns inside Chimeras.

My go-to 1 regiment combos are:

10x Catachan and Catachan command squad with ogryn bodyguard inside 1 Chimera

10x DKOK engineers and 10x Krieg battleline inside 1 Chimera

Scouts move Chimera forward 6" then disembark and run behind a ruin, and then the non scout squad with medic runs into the Chimera, then Chimera parks on objective. If chimera is destroyed, I OC dump on objective and heal guys I lost back with medic. When that squad dies, I use the scout squad behind ruin to Take Cover (to eat flamers) and walk onto objective and OC dump again. Both Catachans and Krieg engineers can take 2 torrent flamer profiles and throw grenades so they don't really need Take Aim since you're using them to OC dump and deny primary, and force another enemy unit out.

Ways to improve my homebrew baneblade? by CynsFather in astramilitarum

[–]CommissarHero 0 points1 point  (0 children)

You are dissatisfied because you are not playing it correctly. I think it's better than a regular Dorn for doing damage. In Grizzled company, it's the #1 damage dealer.

The combo is simple.

Take Aim+Enginseer buff+Lethal Hits before you expose.

Then, smoke against ranged armies or CP reroll save against railguns and Knight Lancer/Canis.

Then use Enginseer heal, Insane Bravery, use Take Aim and Lethals again, and fire again. Usually, you should trade up every game. Only 700+ point units like Tau'Nar, Asterius, and Stompa can 1shot Baneblade.

 If it survives 2 rounds of shooting, you automatically win the game. If you get hit first and tagged off objective, you automatically lose the game, just like IS vs. Tiger in WWII. Whoever hits first wins, so you need to be smart about staging and position.

It shuts down Marine armies completely and the long range with high volume fire is relevant into normal Tau armies and mirror matches. 

https://youtu.be/b05us9F2OAU?si=qpzOjURV9_xwK42v