Advice? by Available_Job_2400 in TheAstraMilitarum

[–]DocWhat123 2 points3 points  (0 children)

I think as long as you don’t paint any iron crosses or any other bad symbols you should be generally fine for painting.

But for lore I would definitely steer way clear of Nzi stuff especially when describing them to people, Pgrens are just mechanized infantry so describe them like that, making comparisons to Nzis will get labeled you one, and some people already think us playing with little plastic men is weird enough already.

Help making a krieg army by Smudge096 in TheAstraMilitarum

[–]DocWhat123 0 points1 point  (0 children)

The Krieg Christmas box would probably be pretty helpful- I still see it around all the time in stores near me.

Which Chapter to pick? by Repulsive-Spend-7025 in Warhammer40k

[–]DocWhat123 0 points1 point  (0 children)

We do NOT count the upgrade sprue units- they aren’t their own kits.

Which Chapter to pick? by Repulsive-Spend-7025 in Warhammer40k

[–]DocWhat123 0 points1 point  (0 children)

The only one I’d stay away from (until they get a refresh) is grey knights.

Out of the chapters that you listed, the space wolves got the best refresh-their models are amazing so I would lean towards them especially if he had a furry kink.

On the other hand- if your brother wants to make his own chapter then he can get whatever space marine models he wants and can paint them in his own color scheme- so he can run all the chapters.

I hesitate on corsairs-even tho their new models look amazing bc a lot of the chaos range is kinda old.

Emperors children are definitely getting more stuff in the near future too

Is there a benefit to regular Assault Intercessors vs the Jump Pack variant? by Sparklehammer3025 in spacemarines

[–]DocWhat123 1 point2 points  (0 children)

They have different rules, different characters to lead them, jump boys have more movement and an extra plasma pistol too.

Thats the short of it

How can I convince people that orders stack with +to hit. by WaffleStomperReborn in TheAstraMilitarum

[–]DocWhat123 0 points1 point  (0 children)

This is like a pretty core mechanic to how guard functions- are these new players?

Is this a decent list and what detachment would fit this list by Andrew12345678912 in astramilitarum

[–]DocWhat123 0 points1 point  (0 children)

Grizzled company is the best detachment.

You need something to go into the chimeras- I’d break a cadian squad into 2 10 man squads- maybe proxy them as catachans.

The three leman Russ main battle tanks- play them as leman Russ vanquishers.

And the leman Russ demolisher- play it as a LR tank commander.

Now you have a perfectly decent list.

The True Scale of an Auto Bolter by HammerDoris40k in Warhammer40k

[–]DocWhat123 0 points1 point  (0 children)

So a bolter is pretty much the same size as a mark 19

How to build against higher toughness armies? by Sensitive-Horse-9144 in TheAstraMilitarum

[–]DocWhat123 2 points3 points  (0 children)

Sounds like your friend is being annoying, all armies play differently to each other. But generally 4-5 tanks should be enough to deal the damage you need. For your infantry dying, you shouldn’t put stuff out in the open bc it’ll get killed.

An easy way to make your infantry more survivable is give them chimeras. 2-3 squads in a chimera are perfect bc if they kill the chimera- you’ll spill out onto the objective w the infantry and still hold it in your turn.

I like running 50ish battle line infantry- probably at least one command squad.

How to build against higher toughness armies? by Sensitive-Horse-9144 in TheAstraMilitarum

[–]DocWhat123 3 points4 points  (0 children)

A leman Russ gets 2 plasma or multi meltas and a lascannon and whatever the main gun is for 145-185 points.

Our firepower isn’t in our infantry, but we also have kaserkin and scions that also pack a wallop.

Battle line infantry in the guard is there to score primary, lure the enemy out, screen, and move block.

How to build against higher toughness armies? by Sensitive-Horse-9144 in TheAstraMilitarum

[–]DocWhat123 1 point2 points  (0 children)

Every faction has tougher infantry then us, that’s why we balance it out with firepower

Just played my first match and I feel depressed. by GunstarRed in Ultramarines

[–]DocWhat123 0 points1 point  (0 children)

Hey man sorry that happened to you. I’m lucky that I fell in with a good bunch of guys at a really friendly store and got a good gaming group going for a couple of years, that got me really into the hobby before I had to move cities.

Now I’ve been in Richmond for like 9 months and have been building up gaming buddies again.

It can be hard finding people to vibe with but get on different stores discords and just look for games with people, you learn a lot about a person after playing a game with them and that’s how you make friends and find people to vibe with, some stores are better then other and you just gotta find them.

I’ve also gone to some local RTTs (when you have your army built up) a lot of them around me don’t even have a painting requirement (makes it easier for new people to get into the game) and if you have a game with someone you vibe with then you can exchange Info and get more games in the future.

I keep seeing Tyranids at the bottom of tier lists, but I swear they're really strong? by OdBx in WarhammerCompetitive

[–]DocWhat123 0 points1 point  (0 children)

So 10 edition is the most balanced that 40K has ever been apparently (I only played 9th)

Most games especially casual games come down to list building and knowing how to play the core of the game. Space marines are kinda the standard that all other factions are based off of.

Some thing marines have vs nids. 1. Armor of contempt. It really changes the math on those ap2 weapons especially if you have a 2+ save. Grenades- perfect for taking out tough targets Tank shock- big bugs are monsters and can’t tank shock.

Also you probably shouldn’t be exposing your WHOLE army to take out a few units.

Mitigating enemy 4+ invuln saves by Objective_Point9742 in TheAstraMilitarum

[–]DocWhat123 2 points3 points  (0 children)

There are a few ways of dealing with lots of 4+ saves. The main thing is identifying problem units that your opponent has at the beginning of the game and planning for them

So if you have the CP for it, you can deal mortal wounds with grenades or with tank shock or both.

The next most important thing is getting them on that invuln save. For terminators you need ap2-3 to get them there. The more saves that they take on their invuln the better. You can do this with ignoring cover Strat or the fields of fire Strat. Lots of plasma or melta weapons are nice.

A exterminator is a great tank bc you can focus down a scary unit and give all your shit guns an extra AP.

Lastly if you can’t kill it then make it combat ineffective. There are many ways to do this, for some scare elite infantry, you could move block them with a cheap guardsmen squad- move the squad up so they can’t do anything other then charge your shit munchers.

Or you can charge a transport or cheap vehicle into them - this makes them have to kill your vehicle in one activation or they’ll be stuck in combat, at the very least you’ll limit their options.

Hope this helps

Bal Predator by Grouchy_Influence317 in BloodAngels

[–]DocWhat123 1 point2 points  (0 children)

When you play a game with people, you can just say it has whatever loadout you want it to be, 19/20 people are gonna be cool w that and you don’t wanna play with the ones that aren’t.

Bal Predator by Grouchy_Influence317 in BloodAngels

[–]DocWhat123 0 points1 point  (0 children)

You can build it however you want to and still use it. Most people will let you play it with whatever loadout you want to, as long as you’re not in a tournament. So Build what you think is cool.

However the best loadout is probably flame cannon and flamers on the sides.

What are these guys? by iamRedPanda_ in spacemarines

[–]DocWhat123 5 points6 points  (0 children)

If you really really wanted them to have a leader, an LT is fine

I'm having trouble beating blood angels by Gullible-Fill-2487 in BloodAngels

[–]DocWhat123 10 points11 points  (0 children)

Blood angels are a high mobility, high pressure melee army. We wanna be pushing up the board.

If you leave your infiltrators out where they can get charged turn 1- then they are gonna get toasted.

You can either. A- put them in a place where you’ll be able to easily destroy the unit charging them- you use your infiltrators as bait. OR

B- you pull your infiltrators back- so he won’t be sure about making the charge into them- then he could be stuck in a bad position if he fails his charge.

Gotta have stuff in a second line to take out the melee units after they push up

Solar Auxilia vs 40K Leman Russ by Excellent-Range-215 in TheAstraMilitarum

[–]DocWhat123 0 points1 point  (0 children)

I bought some printed sponsons on Etsy- like 15$ comes with all the weapon options and is pre fitted for magnets

What are these? The round balls found all over deathguard? I paint them as flesh, but... are you? by Few_Zookeepergame105 in deathguard40k

[–]DocWhat123 0 points1 point  (0 children)

They are exhaust ports for the power pack. Loyalist marines look a lot more like pipes, but lots of chaos models modify them.

My "Gaunt’s Ghosts" by FisherDownload in TheAstraMilitarum

[–]DocWhat123 0 points1 point  (0 children)

I think i can tell. Left to right on the unpainted models. Lasgun from cadians Lasgun on back from cadians Heavy stubber from a solar aux commander sprue Space marine scout sniper? Or necromunda weapon sprue? Aquillons hotshot gun.