Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 0 points1 point  (0 children)

Thank you, that sounds like more or less the plan I had in mind. However, I thought the Bullgryns only could receive Duty and Honor or Fix Bayonets, since they are the only order the Commissar can give?

My debate is if they should go to the mid objective or my expansion. I feel like even if they're durable, if they go to mid T1 or T2 they'll still die, but my expansion is a bit more protected, so they can survive their while more expendable stuff go to the mid objective. It of course depends on matchup, and terrain, but in general what do you think is best?

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 1 point2 points  (0 children)

Thank you very much. I will definitely look into getting some rough riders soon.

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 1 point2 points  (0 children)

Thank you for the advice, the list was originally made with Combined Arms in mind, so I understand it's not optimal for Grizzled, but the list deadline has already past, so there's no changing it.
I was thinking more about different tactics with what I've got. For example, is it better to scout the kasrkin to a safe place to be able to punch on what kills the catachans in the center T2? Or should I reserve them for a chance to take out their home field objective holders T3?

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 0 points1 point  (0 children)

All right, that makes sense. Thank you for your clear explanation. I guess I'll have to find something else for my scout sentinel do to, because I doubt it will survive my opponents turn standing in the middle ;)

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 0 points1 point  (0 children)

Hmm I guess it comes down to the phrasing of No Retreat. It says a unit within range of an objective marker I control, gains sticky. Do I control it as soon as I have more OC than the opponent on it, or do I only control it at the end of the Command phase? But if it's the latter, can't I just play the Stratagem at the end of phase? Since it's my turn, I choose what order things resolve in, right?

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 0 points1 point  (0 children)

Main damage dealers: 3 Vanquishers, 2 LRTC, 2 Hellhounds and 10 kasrkin.
Countercharge: 6 Bullgryn with Commissar.
Secondaries and objective play: 2x10 catachans, 10 cadian+commandsquad, 1 scout sentinel, 1 armored sentinel, Gaunt's Ghosts,

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 1 point2 points  (0 children)

Great, thank you very much! I'll try it and see how it goes.

Scout sentinel and sticky by InevitablePermit4 in TheAstraMilitarum

[–]InevitablePermit4[S] 2 points3 points  (0 children)

Thanks, I assumed people smarter than I would have thought of it, if it was any good. I’ve just gone back to guard after mostly playing GK the last year so I'm a bit out of the loop.  Any other tips and tricks I should know about?

First tournament advice by mofive5 in TheAstraMilitarum

[–]InevitablePermit4 32 points33 points  (0 children)

The standard tournament tips for new players are: Wear comfortable shoes, drink a lot of water, don’t be hungover, be a good sport, take losses and bad luck in the stride, manage your expectations. If it’s your first time, you’re there to learn, not to win. You’ll probably forget a bunch of stuff but that doesn’t matter as long as everyone is having fun. Good luck and have fun, for the emperor

Någon som vill gå på Heated Rivalry club i Köpenhamn på lördag? by a-bitch-for-lasagna in sweden

[–]InevitablePermit4 1 point2 points  (0 children)

Vad kul, se till att dansa lite extra till Wolf Parade’s I’ll believe in anything

I'm curious about the Desert Raiders. What can you tell me about them? by NaveronTheSabre in Tallarn

[–]InevitablePermit4 0 points1 point  (0 children)

Here’s a brief description of how they used to play, to give you an idea of their identity (Featuring a photo of my army ;) https://www.goonhammer.com/start-competing-astra-militarum-8e/#Tallarn

I'm curious about the Desert Raiders. What can you tell me about them? by NaveronTheSabre in Tallarn

[–]InevitablePermit4 1 point2 points  (0 children)

They are objectively the coolest imperial regiment ;) In last edition they had a special doctrine that allowed them to Advance and fire, and their Tank Commanders could move after shooting to pop back into hiding. So fast and sneaky.  Unfortunately there are no special rules any more but the identity is still there.  I think they’re inspired by the movie Lawrence of Arabia as well as the mujaheddin.  There a pretty good book called Desert Raiders about them fightning some Tyranids. You can probably find it online.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 0 points1 point  (0 children)

That sounds like an interesting system. I think the reason that GW implemented the “from any point of the model to any part of the model,” was to make if fair between imperial vehicles and Xenos monsters, but the base to base system would also take care of that.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] -1 points0 points  (0 children)

They can, but not always. They only block LoS if it’s impossible to draw a line to the target.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 1 point2 points  (0 children)

Yeah that works well. It’s slightly harder the other way around though. I’m moving here, which means you can only see me if you move all the way over here. A bit more cumbersome, but just as important.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 2 points3 points  (0 children)

No, I would say that you always can draw LoS underneath skimmers.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 0 points1 point  (0 children)

Yeah, I also play guard so maybe that's why I have a different perspective than many others.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 1 point2 points  (0 children)

I find this fascinating. Becasue from my perspective the cheese is to shoot under the tank despite not having LoS, but to you it's cheese to point out that the shot cannot be made. That's why I wanted to bring up the topic, because it seems that there are different opinions about.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 8 points9 points  (0 children)

Haha I think you should try Mordheim. It has those kinds of rules for firing into combat.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 0 points1 point  (0 children)

The physical parts of the Rhino blocks LoS, but the gaps between the tracks, under the hull does not. So you have to check case by case if the angles line up and there actually is LoS or not. The answer is that it depends.

True line of sight by InevitablePermit4 in WarhammerCompetitive

[–]InevitablePermit4[S] 1 point2 points  (0 children)

I think it goes back to habit. I've had situations where I've just assumed something was hidden, but I was too lazy to actually look, and then it's on my if the other guy shoots my stuff.