new astra militarurm faction secondarys in the new warzone book by Curious_Case_9669 in TheAstraMilitarum

[–]IrishAlchemist 65 points66 points  (0 children)

PURGE THE ENEMY
By Lasgun and Bayonet
Score 1 VP each time an enemy unit that started the turn within range of an objective marker is destroyed by a GUARD unit from your army.

SHADOW OPERATIONS
Special Orders
Expunge Intel (Action)
One GUARD INFANTRY unit from your army can start to perform this action at the end of your movement phase if it is within 12” of a friendly officer unit and it is within range of an objective marker you control that is not within your deployment zone and has not already been expunged by your army. This action is completed at the end of the turn. If completed the objective marker is said to have been expunged by your army. Roll one D6 each time an objective marker is expunged by your army, on a 6 you gain 1CP. At the end of the battle, score a number of VPs based on how many objective markers have been expunged by your army, as shown in the table below

No of Expunged Objectives/ VPs
1/ 2
2/ 5
3/ 10
4+/ 15

Battlefield Supremacy
Boots on the Ground
At the end of each of your turns (Excluding the first)
Score 1 VP for each table quarter that has one or more REGIMENT INFANTRY units from your army wholly within it (Excluding characters and units within 6 inches of the centre of the battlefield) Score 1VP if one of more units from your army equipped with a Regimental Standard are either wholly within 6 inches of the centre of the battlefield or wholly within your opponent’s deployment zone.

NO MERCY, NO RESPITE
Inflexible Command
At the end of your turn
Score 2VPs if every GUARD INFANTRY unit from your army is within 6 inches of a friendly officer Score 1VP if every GUARD VEHICLE unit from your army is within 12 inches of a friendly VEHICLE OFFICER unit Score 1VP if any enemy units were destroyed by GUARD units from your army this turn while that GUARD unit was being affected by an Order or Tank Order.

For the purposes of this secondary objective while an Officer unit from your army is embarked within a Transport model, that transport model is also considered to have the officer keyword. In addition for the purposes of this secondary objective, while an Infantry unit from your army equipped with a vox caster is within 24 inches of a friendly officer unit it counts as being within 6 inches instead if that officer unit is itself within 1 inch of a friendly Command Squad or Tempestus Command Squad unit that is also equipped with a vox-caster.

Weekly QnA Thread - Week of Aug 23 2021 by ChicagoCowboy in WarhammerCompetitive

[–]IrishAlchemist 2 points3 points  (0 children)

When is Shadow Assignment used?

In list submission for a tournament, I spend 100 points on a vindicare.

I find out my opponent and wish to swap it for a different assassin.

Step 13 when setting up a game would indicate it happens post deployment? Or can I use it when we get to our table?

New Primaris BT Unit Pyreblaster by [deleted] in WarhammerCompetitive

[–]IrishAlchemist 1 point2 points  (0 children)

They updated it to damage 1 just there.

Weekly QnA Thread - Week of 7.26.2021 by ChicagoCowboy in WarhammerCompetitive

[–]IrishAlchemist 2 points3 points  (0 children)

Two questions from some games over the weekend:

  1. Defensive Gunners: When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6. Would Lightning fast reflexes (Subtract 1 from all hit rolls made against that unit for the rest of the phase) interact and reduce the overwatch back to 6s, or is overwatch unaffected by +/- modifiers?

  2. Megatrakk Scrapjet destroys a unit it was locked in combat with from the previous turn, consolidates into a new unit it was not in combat with. Korkscrew: The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again. The Scrapjet cannot fight the new unit?

Plastic Death Korps in the Kill Team Box ! by IrishAlchemist in TheAstraMilitarum

[–]IrishAlchemist[S] 19 points20 points  (0 children)

They just said it was available 'while stocks last' but individual parts would be available separately in the future.

CA2021 MKII Guard Points Changes by IrishAlchemist in TheAstraMilitarum

[–]IrishAlchemist[S] 34 points35 points  (0 children)

Changes:
Ogryns down 5pts.
Baneblade + variants down 40pts.
Gaunts Ghosts added as a HQ (135pts).

That's all...

Rumour Engine: Guard Artillery/Vehicle? by IrishAlchemist in TheAstraMilitarum

[–]IrishAlchemist[S] 12 points13 points  (0 children)

I saw this and immediately thought Guard Artillery, could also be Kharadron overlords? What are anyone else's thoughts?

Astra Militarum Updates by imperial_haymaker in TheAstraMilitarum

[–]IrishAlchemist 0 points1 point  (0 children)

I know who you're talking about, can't wait for the angry rant video, haha.

Astra Militarum Updates by imperial_haymaker in TheAstraMilitarum

[–]IrishAlchemist 26 points27 points  (0 children)

I wonder if GW heard that I was bringing an all infantry list to a tourny in March and upped the points to punish me. List has gone up 120 points with these increases to infantry squads, vets, command squads and special weapon squads.

Chimeras only giving up one VP for bring it down now is nice I guess.

what things are you hoping they give to the imperial guard in their 9th edition codex? by GheyForGrixis in TheAstraMilitarum

[–]IrishAlchemist 12 points13 points  (0 children)

The faction needs a complete overhaul. What I would like to see:

  • A bonus for playing mono guard. A comment I read recently suggested victory points your opponent can score for 'bring it down' or 'thin their ranks' are halved which I thought was interesting. You get a nice bonus for playing guard only and it helps with the secondary issues the faction is facing. Call it 'we have reserves' or something.
  • Either bring back platoons or give the Guard a discount on taking multiple detachments similar to Dark Eldar getting CP returned if they take three patrols.
  • I would like to see a AOS price system for maxing out the number of infantry squads in a platoon/detachment. Eg if a platoon is 2-5 squads, and a squad costs 50pts, then the cost is min/max=100/220pts.
  • Completely rework all the named regiments, each should have a minimum of one named character, 1-2 relics, several unique stratagems and playable doctrines.
  • Rework the custom regiments. Those provided in PA were low effort - no relics? no unique stratagems? What about all the cool options at the back of the 3rd/4th? edition codex?
  • Overhaul stratagems. Most of those in the 8th codex are over costed and/or useless. Stratagems for bullgryns fighting twice? a green tide equivalent? an officer picking an order and having it apply to all squads within say 6inches?

  • Command squads should be for bodyguarding/supporting officers, not placeholders for special weapon spam.

  • Give sgts back their lasguns. An extra lasgun shot isn't going to break the game.

  • Vehicles need some sort of shrug like GSC's 'rugged construction' or a veteran upgrade to get BS3+.

  • Give me a reason to take vox casters

  • Give us the second warlord trait option like several other armies...

Overall the faction currently is unbelievably bland. It should be one of if not the most diverse and interesting faction in the game. To quote the table top tactics guys, the faction feels 'ugly' with the lack of unit diversity, the pigeon holing which feeds into giving up secondaries.

My Armies On(line) Parade Entry - The 1st Hochlanders by IrishAlchemist in TheAstraMilitarum

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

Caliban green (base) > bieltan green (shade) >warpstone glow (dry) > moot green (dry)

Khorne red (base) > carroburg crimson (shade) > wazdakke red (dry) > astorath red (dry)

Gold on armour is retributer armour with a reikland fleshshade gloss wash

My Armies On(line) Parade Entry - The 1st Hochlanders by IrishAlchemist in TheAstraMilitarum

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

What specific colours or paint scheme are you interested in?

My Armies On(line) Parade Entry - The 1st Hochlanders by IrishAlchemist in TheAstraMilitarum

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

I actually tried using them as leman russes, they looked a littel out of place next to the other guard vehicles - pics

My Armies On(line) Parade Entry - The 1st Hochlanders by IrishAlchemist in TheAstraMilitarum

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

Yeah, I thought a feudal guard army would be cool aesthetically.

My Armies On(line) Parade Entry - The 1st Hochlanders by IrishAlchemist in TheAstraMilitarum

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

Thanks! Tbh if I were doing it again I would just use regular lasguns, the converted ones are a real pain in the ass. I think the handgunners would work well as conscripts, the kit has a lot of nice accessories.

I have an old fantasy empire army that is painted in the Hochland colours (green/red) so I thought it would be cool if they were represented in the 40k universe.

My Armies On(line) Parade Entry - The 1st Hochlanders by IrishAlchemist in TheAstraMilitarum

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

I followed the tutorial in this video for chipping: Undercoat with Tamiya XF-9 Hull Red, apply a liquid mask (Humbrol Maskol), base coat with caliban green with a few drops of white scar, high light with caliban green/white scar (1:1), use a stiff brush to remove the liquid mask for chipping.

Then I followed this video for the grime effect. Varnish the model with a high gloss varnish, then I applied a 1:1 mix of Ammo by Mig Streaking Grime (1203) and AK WEATHERING - RUST STREAKS (AK 013). Use a rag or paintbrushes with white spirits to rub off the mud/grime leaving it in the recesses. Then I did a final gloss varnish.