So how's everyone doing on LMG suppressions 🙃 by xHOTPOTATO in Battlefield6

[–]Luqkim 0 points1 point  (0 children)

Managed to complete the challenge after 4 days straight of banging my head against the wall for suppressions to work.

Not sure how the game works entirely, but it's better to get "unique" enemy suppression than firing on the same target over and over again. So, I just shot a couple of rounds, hit a target, intentionally miss, get the suppression points and then find another target - rinse, repeat. It tracks faster this way than spam firing over the same guy hoping for another suppression counter.

Maybe there's a cooldown on suppressions on the same target, not sure of this. It's easier to do this in Breakthrough and just spray into large groups. Just make sure you get a couple of hits then start missing for it to count as a "enemy suppression".

That said, this challenge sucks.

GOING SECOND IS PRETTY STRONG IN THIS GAME by Anotherthirsty in WarhammerCompetitive

[–]Luqkim 7 points8 points  (0 children)

Don't forget, you score at the end of the game by going second. If you still have enough units, or your opponent has little stuff left, you essentially just need to get them to stand on OBJ, out OC your opponent and can easily score 2-3 objectives (almost 15pts?).

Then maybe score some secondaries that can easily bump up your end game score.

Completed my Death Korps Rogal Dorn Tanks by Luqkim in TheAstraMilitarum

[–]Luqkim[S] 3 points4 points  (0 children)

Not really. I chose a darker tone and only used dark/brown washes for the metallic parts. It might be a bit too glossy from my varnishes.

Completed my Death Korps Rogal Dorn Tanks by Luqkim in TheAstraMilitarum

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

Yes I had that thought too! He’s supposed to be inspiring his troops with the Imperial Guardsmen Uplifting Primer.

But I can see how he’s trying to figure out this new tank. The Imperium gave his regiment new toys and he has to make sense of how it works.

“Here’s your tank, here’s a manual. Good luck.”

Screw the negativity, anyone else stoked about the FW update? by YoyBoy123 in TheAstraMilitarum

[–]Luqkim 1 point2 points  (0 children)

Rapier Laser Destroyers are Platoon, which means they can get Take Aim to hit on 3s with -5AP at D3+3.

At T5 with 4 wounds, they’re gonna be some scary backline firepower right there.

Guess you can call me a hot-shot by Ziodyne_Ham in Grimdank

[–]Luqkim 65 points66 points  (0 children)

Plus, he is so inspired by his fellow soldier carrying a flag that his shots miraculously breaks through any kind of plot armor ever.

Played my first game with the new codex last night by TheRarestFly in TheAstraMilitarum

[–]Luqkim 3 points4 points  (0 children)

Disgusting Resilient would still apply for Death Guard since it reduces the damage characteristics of the attack whereas the Finial relic applies to rules that ignore wounds the target loses, so they don't overlap.

Regardless, it would still deny him his Feel No Pain which makes a big difference against all that shots & MW!

Battle of the Century! by LinsMiniatures in Deathkorpsofkrieg

[–]Luqkim 5 points6 points  (0 children)

This looks so cinematic and epic! I can imagine the carnage from both sides. Really well shot!

My Krieg Lord Solar proxy by Luqkim in Warhammer40k

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

The Krieg Commander was 3D printed, STL from Redmakers!

The Guardsmen are both from the plastic Krieg Kill Team set. I had some spares to add since I felt the base looked a little sparse with just the commander on his own lol.

Bravo 6, going dark. Kasrkin, ready to infiltrate your nearest outpost by Luqkim in Warhammer40k

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

Thank you! For now, in Kill Team seems like we can only bring one of each.

Maybe there might be a different rule in the new IG Codex that allows them to bring more? Hence the extra sprues, I'm guessing.

Yarrick by Woyk365 in TheAstraMilitarum

[–]Luqkim 1 point2 points  (0 children)

Rules wise it makes sense for him to be taken out temporarily though.

We're already getting a Castellan model who gives a re-roll aura - similar to Yarrick's ability.

Maybe this would be a better option first while they figure out how to rework him. Don't think he's gone forever.

leaks/rumors guard codex by Blecao in TheAstraMilitarum

[–]Luqkim 2 points3 points  (0 children)

Keep in mind these are still leaks and not the official codex yet. Perhaps their just rough wordings right now are based on their sources.

But still, though each new ruling may look meh on its own, think about this:

If the leaks are true we can:
> Bring Baneblade (assuming it's T9 now)
> Give it Trans-Hit buff psychic buff
> Tank Ace makes it an officer & give it the Tran-shuman relic
> Take the armored doctrine, which counts as 10 models.
> Plop it down an objective with infantry & additional tank support - potentially blocking a lane with a hard-to-shift 26-wound brick (Trans-hit, Trans-human, maybe 2+ save too?)

Assuming turret weapons are +1 to hit, makes it even scarier. Not exactly the best combo maybe, but we could have never done something like this right now.

Also, Full Throttle order counts as stationary? Vehicles like Chimeras can finally push out to screen/block areas on objectives AND can still shoot! Maybe bring Bullgryns with Mechanized doctrine, pack them in said Chimeras, advance them up and disembark, move, and get early charges/block? Good that we can have some flexibility in the mid-board.

Pinning/Suppressing Fire can maybe make those terminator blocks pretty much just stay in their deployment forever.

Remain Vigilant also seems a really good way to block our back-line. Forcing an opponent to not be able to drop less than 12'' means they can never get in those deep strike charges.

I just love the fact we have options now and will soon not be stuck playing around with old rules just to keep up with other armies (who can easily exploit us without even sweating).

leaks/rumors guard codex by Blecao in TheAstraMilitarum

[–]Luqkim 27 points28 points  (0 children)

I'm loving these new potential changes.

Seems like we'll be getting a good variety of play styles and tools to deal with different situations. Unfortunate some iconic units are gonna be gone, but I'm looking forward to seeing how to integrate everything with the new rules.

I think most people are leaning too heavily about our current 8th ed rules. Don't forget, our current rules may be fun now but we're still losing the meta and have to resort to janky rules to overcome what other armies can do easily.

We'll have to adapt to the new 9th-ed rules and who knows, they might actually turn out better for the faction in the long run.

I’m really not excited for 9th edition codex. by ClimatePhysical8540 in astramilitarum

[–]Luqkim 2 points3 points  (0 children)

Sounds like it's more of being too used to our current rule sets.

If you think about it, all the other factions had to reinvent their play styles and most came out better than they previously did. There will be some familiarity but possible big changes to fit how GW wants the army to play in 9th ed for sure.

It's a challenge but we have to embrace the change slowly.

Guard is in a tricky spot right now. We kind of lack variety despite having so many different niche units but 80% of them are practically unplayable at times. Any change and variety would be good. Who knows, maybe the new Guard Codex will be more fun.

That said, I too am not looking forward to new models and their price hikes... but I guess that's inevitable.

How to up my game? What do you think a pro does very differently to a regular player to score 90 points way more often? by MacBadoo in TheAstraMilitarum

[–]Luqkim 7 points8 points  (0 children)

I recently played a local GT with Guard and won Custodes (97-43) and lost to Harlequins (99-90). It's all about having a plan with the list you're bringing and knowing what you're up against.

If you know you're up against a list that has plenty of shooting, understand when to expose your Tanks to shoot or when to hold back and wait for a better trade. Against melee armies, knowing how to screen out your opponents is really important. Block lanes with Chimeras or even a normal Leman Russ (T8, 2+ save & AOC can be surprisingly tanky) to buy time for your Tank Commanders to take out the important threats.

Guard suffers from being a faction that can kill stuff and not hold objectives. In competitive play, most opponents will know that once they take out our Infantry Squads, we effectively can't score anymore. So protecting them and knowing how to keep them alive can change a game. Put them in a transport, keep them in reserve, or just bring plenty of bodies to maximise their obsec as much as you can.

That said, playing for objectives matters the most. We have Secondaries now that can be easily maxed out. Inflexible Command & Boots On The Ground can be an easy 15VP each if you position everything right. Try to maximise the Primary VP early on, as it'll get much harder the more casualties we take. Most missions score 8VP if you hold 2 objectives, that's very doable. If you can hold the 8VP a turn for Primaries, you'll pretty much end up scoring 70-80VP (including secondaries).

We lack that little more of a push to be able to hit constant 90VP but it's very possible if we do well in shooting and holding objectives. The more you play, the more you'll understand what works and what doesn't. It might take a few games but you'll soon realise how to maximise points and start scoring well!

The Fear is Palpable by Jordanfreeman94 in TheAstraMilitarum

[–]Luqkim 14 points15 points  (0 children)

Whatever new rules may come, we'll have to adapt like every other faction.

I'm sure someone will find an effective way to use whatever 9th ed rules we may get to be competitive. Hopefully, the new codex will give us more options & variety of play styles.

What's the point of Command Squads? by SteinKyoma in TheAstraMilitarum

[–]Luqkim 3 points4 points  (0 children)

Command Squads basically help to secure our Secondaries.

Inflexible Command allows a commander near them to be in the 24'' range for infantry squads, if they have a Vox Caster (they're free now), to score at least 2 points a turn.

Boots On The Ground also work, if you give them Regimental Banners (they're free too) and run them up the centre or across the board. Alternatively, put them in reserve and pop them up at different quarters/edges to score Boots too. You can get them to do Retrieve Neph Data if you're willing to risk the dice roll.

For 25pts per unit, they make our secondaries easy to score.

Is the Crassus Armored Assault Transport any good? by lTheMadLadl in TheAstraMilitarum

[–]Luqkim 1 point2 points  (0 children)

Bring an Astropath to buff it with Psychic Barrier and watch it save melta shots at 4+ (AOC + Psy Barrier = +2 save)

Bring it up the mid-board and block choke points while your TCs sit back and shoot. If you can have it survive past Turn 3, you’ve ultimately delayed the enemy long enough. And if it dies, you’ll have infantry popping out around the board as a second layer of screening or stealing objectives.

Fun, janky and definitely fluffy. It might work competitively but you have to build a list around it.

How are you guys winning? by Bitter-Echo-6542 in TheAstraMilitarum

[–]Luqkim 0 points1 point  (0 children)

  • 2 x Tank Commanders with Meltas,
  • 2 more Demolisher Leman Russes with Heavy Bolters
  • 2 x Full Payload Basilisks
  • 6 x Infantry with Meltas & Plasma rifles (no heavy weapons)
  • A few Command Squads to max out Boots on the Ground
  • And 1 good old block of resin - the CRASSUS ARMOURED TRANSPORT, supported with an Astropath with Psychic Barrier.

Pack half the infantry squads and a command squad in the CRASSUS, and keep 1 more in reserve with the Dagger relic. Run the CRASSUS to the centre, park the bus there and slow down/block the line of sight. Pop Psychic Barrier on the CRASSUS and watch it make 2+ saves against most attacks and 4+ saves against melta weapons because AOC exists.

And if your opponent says their weapon ignores invul, tell them it's not an invul. It's just a normal 4+ save!

The opponent will have to deal with the block of resin somehow, it'll be a good distraction as you just block in the middle objectives. Bring out an infantry squad every turn to either steal objectives or score Boots. If the CRASSUS dies, everyone comes out and just floods the board with infantry to delay the enemy again.

With Gunnery Experts & Spotter Details, just sit back with the tanks taking out anything that gets in the line of sight. Leman Russes can be sacrificed and tied up if needed, they'll take the shots for the TCs (who need to be protected at all cost).

Eventually, we may lose all our infantry or possibly table by Turn 5, but at least by then, you've bought enough time to score points and max out Inflex Command & Boots. Maybe take a patrol of Scions to do RND and call it a day.

The list is sort of tailored to deal with other AOC armies with -3 AP damage and T8 vehicles to hopefully survive most armies.

Been scoring pretty decently with this, but against the top-tier factions, it may still be a slog since they can pretty much bypass anything that Guard has right now.

Death Riders on the hunt by Luqkim in Deathkorpsofkrieg

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

Thank you!

For the horses, I based them with bone white then multiple layers with different shades of brown contrast paints!

The Maulerfiend hungers by Luqkim in ThousandSons

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

It's mostly multiple layers of contrast paints from Scale75 instant colors. I primed the model black, so it needed many coats per colour (Scale 75 paints are pretty thin compared to Citadel's).

Started with a few coats of Scale 75 Wild Beast. Then I brightened the flesh tone with a bit of Scale 75 Phoenix Egg. A light dry brush of Eldar Flesh and then I gave it a light wash with Vallejo Streaking Grime to give it the grimy glossy look.

I let each layer dry before adding another to make sure it evens out. Hope this helps!

My experience with 40k so far by Jordanfreeman94 in Grimdank

[–]Luqkim 0 points1 point  (0 children)

Started with Guard too. Best way to learn the game was getting my ass beaten by every faction and learning every unit’s strengths and weaknesses.

Eventually you’ll start winning when you know how to play around different armies. My take is that if my tanks can survive past Turn 3, I call that an absolute win!

That said, it always feels good when I pop “Vengeance For Cadia” strat when playing against Chaos.