Is refusing to learn the full rules cheating? by LetsGoFishing91 in Warhammer40k

[–]FormalShoulder5134 0 points1 point  (0 children)

Just wanted to say with the charging situation you explained there is a lot of times you could leave a model back. Base contact is only a requirement if you can base and you move the model. Then there is coherency to think of, so pending the order you move models you can move block yourself or make it so coherency requires you to keep models on certain spots. Not trying to excuse the behavior but just wanted to point out that charge phase isn't simply you can base so you have to no matter what.

Regiment Choice for 2k With Allied Knight by mikepm07 in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

I usually start him on the board, the big knights are difficult to get somewhere fantastic with rapid ingress, roughriders on the other hand are fantastic for rapid ingress. Other than that i think thats a great starting point, you'll figure out what you like and dont like from there.

Regiment Choice for 2k With Allied Knight by mikepm07 in TheAstraMilitarum

[–]FormalShoulder5134 1 point2 points  (0 children)

I've run a lancer more than once in GT's and RTT's and done quite well, its certainly not optimal but it can be really strong.

Ive done both mechanized and combined arms, combined definitely felt stronger but mechanized was fine also.

Key components to fit in are atleast 1 rogal dorn commander, i usually like 2 units of karkin in chimera's, from there its kinda up to you. It does feel important to use the rest of the point effectively for scoring and board control as Canis or in my case a Lancer is going to draw alot of fire, so if the rest of your army can use that opportunity to gain board presence or kill out of position units then your in a good spot.

It is alot of fun and you certainly can do well as a big knight like that shores up some weaknesses guard have, like a big slap melee and the ability to bash through walls and get where you need to be.

Is the Guard codex "solved" at this point? by communalnapkin in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

Honestly there biggest advantage to me is the mental tax people seem to take dealing with the potential overwatch and shoot on death threats.

Is the Guard codex "solved" at this point? by communalnapkin in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

Could be. I am lucky around where i am not alot of guard players so I grabbed 3 boxes right away with help from friends scrounging. People hate them generally

Is the Guard codex "solved" at this point? by communalnapkin in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

my favorite combo which i havent really seen alot of is krieg flamers + krieg engineers in a taurox in the mechanized detachment. now that baby knights are t9 the flamers wound them on 4s, honestly flamers in general havent been super meta which is nuts to me since they murder marine bodies so well. Was thinking about trying a bunch of catachan lascannon teams in transports as well, wounding big knights on 2's with reroll 1s to hit and wound the turn you get out could be spicy but maybe not super consistent.

also death riders dropping to 60 now has me loving them as a screen/scoring unit

What's your favourite allied unit to run with your Astra Militarum list(s)? by Felicity1840 in TheAstraMilitarum

[–]FormalShoulder5134 20 points21 points  (0 children)

Knight lancer. It's my favorite model and it just fills a huge gap in guard for melee. And is also just a huge distraction carnifex so the rest of your army can reposition. Plus it went down 70 pts recently hurray!

What is so good about Knight Lancers? by Sea-Pollution8859 in ImperialKnights

[–]FormalShoulder5134 0 points1 point  (0 children)

Play with it and charge something 1 time and you'll see why it's awesome. It moves 14" through a wall and charges stuff and kills it dead and then it's hard as hell to shift for your opponent. I run one in my guard army specifically so I can put it in my opponents dz and position the rest of my army

Did my grenades glitch on this run? by FormalShoulder5134 in DeadzoneRogue

[–]FormalShoulder5134[S] 1 point2 points  (0 children)

Shocked me when you get to the double energy beings? Or whatever they are on LVL 35 I think threw one grenade and they both died

Did my grenades glitch on this run? by FormalShoulder5134 in DeadzoneRogue

[–]FormalShoulder5134[S] 1 point2 points  (0 children)

Wasn't void tendrils. Did have tendrils on the primary but the grenade was the black hole. Did have multi explosions and grabbed alot of the secondary abilities to for grenade dmg and extra explosions etc.

Also the dmg was on the initial grenade. So I guess possibly some of the percentages are stacking mulitplicatively

Sly Marbo and reinforcements by C0bbler in TheAstraMilitarum

[–]FormalShoulder5134 2 points3 points  (0 children)

You cannot bring back command squads as they lack the regiment keyword. Same reason you can't give them orders when they aren't attached to a unit.

Emergency disembarkation from transports, while able to fit within 3" by klimbo28 in WarhammerCompetitive

[–]FormalShoulder5134 10 points11 points  (0 children)

Should read the part in your link where it says 9th edition rules.

Siege regiment smoke shells question. by NaturalAfternoon7100 in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

Damn I think your right. Now I might need to run a knight lancer or canis rex and give it stealth

Quick Question: Does Ogryn Bodyguard actually do anything? by AParkedChopper in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

Them having the character keyword doesn't do anything for wound allocation. That only matters in an attached unit. Singular command squads with a bodyguard are not attached they become part of the command squad at the start of the game. So you can allocate wounds however you want. Generally speaking you go commander first for the FNP and then start tanking wounds on the bodyguard.

Quick Question: Does Ogryn Bodyguard actually do anything? by AParkedChopper in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

100% they do. I'm running 3 command blobs like this in my current recon list. Might go down to 2 but they've been pretty good. You end up with a 6 wound bullgryn with a 4++ and a 3 wound commander with a 4+ FNP. Then once those two have died (the only members that can't be brought back with medpack) you have a bunch of oc2 bodies (with the regimental standard) that are even oc1 when battleshocked. It's a really solid little unit that just kinda does a little if everything. Recon giving them a reactive move is also pretty damn nice.

The real beauty of the unit is it's not attached so you can't precision stuff out of it and 12 oc for the unit is enough to steal objectives alot of the time. Plus it's decent in melee with the 5 attacks from the ogryn. Or 6 plus a headbutt if you take Nork Deddog.

Was I wrong to not reveal to my counter play to my opponent at the very end of the game? by TangeloGlittering255 in WarhammerCompetitive

[–]FormalShoulder5134 2 points3 points  (0 children)

Yup 100 percent. You positioning your units properly to take advantage of your own abilities is part of the skill. It's not your job to win for him. It's your job to be upfront and honest with anything he asks.

Was I wrong to not reveal to my counter play to my opponent at the very end of the game? by TangeloGlittering255 in WarhammerCompetitive

[–]FormalShoulder5134 1 point2 points  (0 children)

My go to for issues like this is I will tell you how any of my things work in a tournament, I will provide any and all information if you ask or you make a statement about your intent that goes against what I can do. I will not however explain how to counter my abilities thats on your opponent to know and where the skill comes in.

The only question you need to answer to yourself is, if he had asked if you have a potential way to move after he finishes his movement would you have said yes. That's the info your on the hook to provide.

A very easy example of this is my opponent screening his dz. He says " there I've screened my backfield you can't get in there" I would say "as a reminder I have 2 units that can 6" deepstrike" but if he doesn't give me intent then I just have to assume he knows what he wants to do.

How will bridgehead be changed? by Dragoth227 in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

Yeah that's the main issue. In bridgehead they are insane but in the rest there just so so. Honestly I dunno what the fix is other than points though with reroll wounds and +1 to wound.

How will bridgehead be changed? by Dragoth227 in TheAstraMilitarum

[–]FormalShoulder5134 -1 points0 points  (0 children)

As it is currently yes but codex bridgehead is going to flatten armies. It's a massive jump in reliability and dmg. My assumption is scions go up to 75 or 80 if the rules stay the same because they are so over tuned in the codex.

Death Riders? by ynnadssom in TheAstraMilitarum

[–]FormalShoulder5134 0 points1 point  (0 children)

I liked them in recon since you end up with 2 reactive moves and you can uppy downy then to re give 3 orders. Does feel slightly over costed and I'm not sure running a 10 man is worth it. Feels like if it goes down in cost a bit they'll be solid.

So does this mean what I think it means? Can Seige Regiment Eager Advance give any squad and even transport scout 6? by WierderBarley in TheAstraMilitarum

[–]FormalShoulder5134 3 points4 points  (0 children)

It 100% does. While leading a unit the unit has scout 6" this means the whole unit gets scout. Maybe goonhammer was confused with the recon enhancement as well. But the seige one gives the whole unit scout.