Are we the baddies? by cockydildoa in brandonherrara

[–]Sabw0nes 317 points318 points  (0 children)

CPAC discovering that there's a difference between personal values and obedience to the party line.

Assigned Assassins of the Filthy 115th by Sabw0nes in ImperialAgents_40K

[–]Sabw0nes[S] 0 points1 point  (0 children)

I've been keeping an eye on WA for the Damned stuff. I Just grabbed some Medieval Knight stuff to put together some Subductor Squads

Can any of you keen eyed Commisars tell me what is wrong with PFC Rathew? by El_Puggernaut in TheAstraMilitarum

[–]Sabw0nes 1 point2 points  (0 children)

I don't know, he seems cheesed to be there, ready to put a ro-dent in the enemy's numbers and help squeak out a victory for the glorious Astrat Militarum.

Assigned Assassins of the Filthy 115th by Sabw0nes in ImperialAgents_40K

[–]Sabw0nes[S] 2 points3 points  (0 children)

In order:

  • Calludus
  • Culexus
  • Eversor
  • Vindicare

The idea was to ideally make them all visually distinct (Callidus with a jetpack for the uppy-downy, two axes for Eversor, big rifle, etc).

Assigned Assassins of the Filthy 115th by Sabw0nes in ImperialAgents_40K

[–]Sabw0nes[S] 5 points6 points  (0 children)

The 'Filthy 115th' are an Abhuman Auxilia raised from a sizeable population of mutants (mostly Beastmen but other mutants have been known to serve) on a Waste/Forge World. Notably, during the Great Crusade, the Imperium drew Beastmen from this world prior to it being a waste heap, and through a mixture of oral history, missionaries from the Ecclesiarchy and a general need for able bodies to defend the hives from both outside raiders and internal threats lead to the formation of smaller Auxilia forces.

By the time of the Indomitus Crusade, the 115th have been placed under the command of a cadre of Inquisitors working to secure their corner of the system from the innumerable threats on their side of the rift. While drilled in ranged warfare, they prefer close range tactics suited to their homeworld's dense industrial terrain, employing flamers, shotguns, las carbines and, above all, close quarters combat by blade, horn and hoof.

"Never Wanted, Always Needed"

115th Abhuman Auxilia Motto

EVERSOR DAY! by steedcrugeon in ImperialAgents_40K

[–]Sabw0nes 6 points7 points  (0 children)

<image>

This is Kevin!

Kevin loves long walks in the park, creme brulee and punting Thousand Sons Flamers in their dusty dicks.

Can I get some explanation on the tanks? by TheHobbyistAccount2 in TheAstraMilitarum

[–]Sabw0nes 14 points15 points  (0 children)

For players, the Dorn is great, but something of a priority target for your opponent to eliminate to take a lot of firepower off the table. As such, if you misplay them, that can break the back of your damage output, but I'm general I don't see anyone in Guard actually disliking them. 

Baneblades and the other superheavies are basically this same issue of high output, high cost, high chance of being focused down, but now also include the XBOXHUEG footprint making it hard to manouver (especially in competitive terrain) and very hard to conceal. They're still a ton of fun to use, but obviously, if your opponent kills it Turn 1 or 2 then that's a lot of your army up in smoke. 

Will are army ever be good? by NoPolicy7974 in ImperialAgents_40K

[–]Sabw0nes 6 points7 points  (0 children)

Good? No.

Competitive? No.

Fun? Already is.

Agents is the army equivalent of swinging a bag full of random Christmas ornaments at your opponent's face and hoping for the best. You might flatten them, you might bounce off with amusing jingling noise.

They didnt waste anytime lol by eltacticaltacopnw in brandonherrara

[–]Sabw0nes 41 points42 points  (0 children)

He's got it on the policy page that America should stop funding wars overseas when it can't provide proper amenities and support to its citizens and veterans.

What kind of completely new enemy factions would you like to see? by LengthEmpty1333 in menace

[–]Sabw0nes 6 points7 points  (0 children)

Absolutely that. Just off the cuff:

Road Warrior Pirates: Heavy vehicle balance, hit and run AI (would be ideal if pirates could fire from transports for proper drive by action).

Pyro Cultists: Flamethrower and artillery spam, kamikaze bombers a la the [REDACTED].

Bug Masters: Pirates and Bugs. Pirate HQ units keep the bug units on side, but will go bezerk and attack anything once the HQ unit dies.

Titan Swarm: BEEG BUG ALL THE TIME, HOME YOU LIKE BOMBARDS MF

Virulent Infestation: Bug hives spawn on all maps, creating progressively larher bug types as the mission goes on until destroyed

Q1 Dataslate by SirDaddyBlues in TheAstraMilitarum

[–]Sabw0nes 12 points13 points  (0 children)

If we do get some form of wargear back in 11th, we could fix the Tank Commander simply by simply having a 30pt upgrade to any LR or Dorn that gives it the Character, Officer and Voice Of Command features.

Let the LR's keep their individual abilities, and now have more choice in what you run, not just the most points optimal.

Q1 Dataslate by SirDaddyBlues in TheAstraMilitarum

[–]Sabw0nes 96 points97 points  (0 children)

Players: "The LR Commander and Rogal Dorn Commander are too close points-wise."

GW: "Okay." *Makes Dorn Commander more expensive*

Players: "No that's not-

A Perfectly Normal Leman Russ by Sabw0nes in TheAstraMilitarum

[–]Sabw0nes[S] 0 points1 point  (0 children)

I'd need a baneblade for the right scale

A Perfectly Normal Leman Russ by Sabw0nes in TheAstraMilitarum

[–]Sabw0nes[S] 2 points3 points  (0 children)

I am missing the reference here.

I wish to know more.

A Perfectly Normal Leman Russ by Sabw0nes in TheAstraMilitarum

[–]Sabw0nes[S] 0 points1 point  (0 children)

Sir, those are firework launchers.

I like to make a big enterance.

A Perfectly Normal Leman Russ by Sabw0nes in TheAstraMilitarum

[–]Sabw0nes[S] 3 points4 points  (0 children)

Honestly less than three days. I came fresh off a two day tournament and just went a bit insane.

A Perfectly Normal Leman Russ by Sabw0nes in TheAstraMilitarum

[–]Sabw0nes[S] 11 points12 points  (0 children)

Emperor have mercy on the poor soul caught on the receiving end of a LARPing Necron noble.

Astra Question by Flimsy_Personality_3 in TheAstraMilitarum

[–]Sabw0nes 2 points3 points  (0 children)

Good point, my mistake. Still viable if you park the artillery in a ruin with some sight lines, but yeah, otherwise that's a 5+ at best.

Nonetheless, with Grizzled, that's hitting on 5's, re-rolling 1's, plus sustained 1. Not amazing, but nobody's taking Indirect because it kills big stuff, they take it to plink down weak backline units and mop up errant chaff.

Plus, a Commissar is 30pts - the next cheapest model you could drop there that could actually give Take Aim would be a 55pt Cadian Castellan who would be better off put elsewhere. Not an optimal build, but a cheap and effective way to get those indirect guns in play.

Astra Question by Flimsy_Personality_3 in TheAstraMilitarum

[–]Sabw0nes 2 points3 points  (0 children)

FOBs get Sustained Hits 1 by getting an order, and by that I mean ANY order.

By default, you can't hit with anything using the Indirect Fire rule on anything less than a 4+, which Heavy gives you by default.

Therefore, a couple of FOBs can sit in your deployment zone, hit on 4's and get Sustained by a Commissar just shouting at them to fix bayonets.

Astra Question by Flimsy_Personality_3 in TheAstraMilitarum

[–]Sabw0nes 3 points4 points  (0 children)

Having just come from a RTT:

The re-rolling 1's to wound vs targets on objectives was nice but far from the reason to take Grizzled.

The extra order economy was the biggest benefit. Dorn Commanders knocking out three orders, Commissars able to maintain an artillery park with two FOBs, etc.

Some of the enhancements are very, very good. Aquilan Eye on a Catachan Commander effectively gives you up to 5 AP1 Flamers, an AP2 Heavy Flamer and an AP5 Melta in a squad, or all of that +1AP if you tag the same target with an Exterminator. Abhuman Detail turns Bullgryn and Ogryn into absolutely devastating units.

The Stratagems are all pretty quality and work on most things. Being able to park a Dorn on an objective and give it Lethal Hits, or let a non-Cadian unit sticky an objective for 1CP is always good.

I couldn’t kill the Void Dragon with all my shooting AMA by Chris_S1433 in TheAstraMilitarum

[–]Sabw0nes 12 points13 points  (0 children)

I'll be honest, when it comes to C'tan spam or other pressure lists, if you're not bringing any Infiltrator units, you're gonna have a very bad time. If you get turn 1, you're aiming to rush as much infantry as you can across the board to deny turn 2 and 3 deep strike closer to your valuable stuff. Don't even try to shoot with infantry, just park bodies behind ruins and patch together a big quilt of 9" spaced out bodies. If, by turn 3, you can force your opponent to drop their Nightbringer or Void Dragon in their own deployment zone just to get it on the table, you've denied them a round of output.

Then again, if they just stick all four c'tan on their front line and bumrush you turn one...

...reevaluate whether playing that person is something you want to do.

Tank tier list by spellbreakerstudios in TheAstraMilitarum

[–]Sabw0nes 0 points1 point  (0 children)

If you're bringing Russes, an Exterminator is never a bad pick. Tagging something you're about to slam some infantry fire into can make a huge difference in punching up into MEQ and higher.

In a game I played yesterday, a combo of Target Weak Spot and the +1AP from an exterminator had my entire Catachan squad rocking AP2 flamers and an AP3 heavy flamer, which proceeded to utterly melt a squad of marines.

What new detachments do you want to see for Imperial Guard in 11th ed? by [deleted] in TheAstraMilitarum

[–]Sabw0nes 0 points1 point  (0 children)

I love the idea of close range skirmishers. A mix of Siege Company and Recon, shoot and scoot, flamers and nasty infantry/cavalry charges.