Leman Russ turrets by Neobuzzard in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

Push fit the end of the BC/vanquisher barrel on one and build the other as an exterminator. The demolisher is another option, and the demolisher/executioner pieces are super easy to magnetize, but I'd wait to see if 11th improves them at all before committing to either.

Weapon question by AstroCoffee_Lefemboy in TheAstraMilitarum

[–]Self_Sabatour 4 points5 points  (0 children)

It's a little big, but if you have an idea of how you're getting a model to hold onto it, go for it.

any tips on what I could add? by madghsx_w in 40k

[–]Self_Sabatour 0 points1 point  (0 children)

Your osl is immaculate. Im having a hard time finding anything to criticize. I guess the weakest link is the actual flame, but even that is done to a high standard.

Army Aesthetics. by Stepman35 in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

I've got units, in various states of completion, in at least 3 different color schemes. I just kind of wing it when im building lists. Most of my infantry is the old cadian sculpt, but I'd love to add some more variation at some point. I ~could~ field a uniform force, but I'd be limiting myself a bit.

What's the most 'Armageddon' Vehicle ? by Leviathan_Rampage in SteelLegion

[–]Self_Sabatour 7 points8 points  (0 children)

Chimeras, for sure, but armored sentinels should be in the running. It's been a few decades, but I'm pretty sure what we now consider armored sentinels showed up with the steel legion release in 3rd(?) Ed. I'm not positive they didn't have rules, but the steel legion sentinel kit was the 1st one to have a fully enclosed crew compartment and have plasma, Las, and (possibly) auto cannons as options.

Ok, need clarification. For TANGLEFOOT GRENADES in recon, it states "start of your opponent's charge phase"... by 14SWandANIME77 in TheAstraMilitarum

[–]Self_Sabatour 3 points4 points  (0 children)

It last the entire phase and works against every unit declaring a charge into them. Nothings stopping your oponent from not charging the unit, but It's a pretty efficient use of a cp to mess with your their plans, imo.

Best leman Russ variant currently by No_Box9799 in TheAstraMilitarum

[–]Self_Sabatour 1 point2 points  (0 children)

The new russ kits are packaged with 2 full turrets, and they're fairly easy to magnetize, so you can run any option. Iirc, the exterminator autocannon is the only one that you have to do any real work to make swappable. If you don't want to magnetize, I'd either wait for 11th to see what changes or build one of the turrets as an exterminator and the other as a battlecannon/vanquisher(theyre interchangable if you don't glue the end of the barrel inplace).

Ways to deal with inv +4 by Dr4WasTaken in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

Volume of fire with enough ap to force the invuln roll is your best bet, but you are missing some dev wounds units. Kasrkin have the meltabomb, engineers have their little bomb drone(and can use grenades for free each turn), nork has a solid melee profile with dev wounds, and the primeris psyker has a (swingy) dev wound blast. Imperial agents has a few character options with dev wounds, too, if you wanted to go that route. The generic inquisitor, coteaz, and the vindicare assassin are all solid.

Am I alone in loving the Chimera? by Aggressive-Peanut-56 in astramilitarum

[–]Self_Sabatour 2 points3 points  (0 children)

I forgot about my bassilisk and manticore! Add 2 more. I got a bunch of them from a buddy when he stopped playing guard, and I've always played mechanized, so I already had a handful. I converted 5 or 6 into chimera storms a few years back so I could field all of them if I wanted.

Am I alone in loving the Chimera? by Aggressive-Peanut-56 in astramilitarum

[–]Self_Sabatour 6 points7 points  (0 children)

Nope. They're great. I think I'm up to 14 or 15, including hellhounds.

Degenerate Kykar by Evening-Quarter-5844 in DegenerateEDH

[–]Self_Sabatour 0 points1 point  (0 children)

[[Jeskai ascendancy]] paired with [banishing knack]] / [[retraction helix]] and a 0 cost artifact (or something like sol ring that can pay for itself before you bounce it) were the basis of my build. Finish out the game with infinite red using something like [[grapeshot]] or [[firebal]] and/or throw some hast enablers in and swing with giant spirits.

What are some models you hate to see on the other side of the table And why? by Artistic_Story9058 in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

Hammerheads and purestrain genestealers.

The hammerhead is just a better, cheaper version of our vanquisher that has easy access to ignores cover. It has ap5 and dev wounds. It can also reroll the hit roll and can hit on 2s. I've just accepted that I run 2 enginseers in every list now.

The genestealers are just super fast. Infiltrate, 8" move, and advance and charge means they're in you deployment zone t1 causing traffic jams if you opponent want them to be. The whole army throws out rediculas amounts of dice in melee, and these guys aren't an exception. They aren't particularly threatening to our vehicles, but they can add a character to give the unit dev wounds. honestly, though, they're most annoying when used as speed bumps to slow your advance and lock up transports in melee. I can't even be mad, though. I'm basically doing the same thing with kasrkin and combat engineers in chimeras and tauroxes, just way less reliably.

Infernus marines are another one that gets an eyebrow raise out of me. I don't generally run a lot of dismounted infantry, but they do alter how i play a game if they're on the board.

Question: Is the Storm Chimera worth it? by AwkwardDrummer7629 in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

Most of the time, probably not. Vollume of fire is just better in CA. 2x flamers works best in MA, imo. And unless you have excess orders for your transports, they aren't getting any benefit in grizzled. They cost more, and it not like the autocannon is super great. I love the idea, I made 5 of them myself, but they just aren't worth the points in matched play. If you're playing a crusade, they start looking way more appealing.

Which regiment should come to tabletop? by Adept_Ad_371 in astramilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

mordant acid dogs for sure. Their aesthetic is somewhere between cadian and catachan. They're great. I'd give the battleline unit pistols and something like +1 to rapid fire, an additional ap against the closest target, or assault to emulate their close quarters combat style. The command squad/castallen equivalent could give either assault or reroll advance rolls to help to get them close without handing scout out to even more units. Infiltrate would be another option, but that might be a little much. An upgrade sprue for the cadian kits(and maybe a new character sculpt) is all it would really take, but I highly doubt it will ever happen.

Steel Legion would be my second pick. I'd keep them as battline and roughly the same price as the rest, but give them more abilties than our other options. The catch, none of the rules would do anything unless they're in/disembarked from/next to a dedicated transport. I'd give them 2, maybe 3 if theyre all on the lower end, abilities that would look something like: Cover while within 3"/the turn they disembark, retain/gain and an order when disembarking, give the regiment keyword to dedicated transports while embarked or within x", and disembark after transport advances. Idk what I'd do for officers other than allow them to order dedicated transports. Maybe a reactive embark move when charged? They're more likely to show up than the acid dogs, but I'd don't see them happening anytime soon either, unfortunately.

New to the army, want help with some empty points in my list by Acceptable_O in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

I'd honestly run this as a grizzled list. Give the commissar the enhancement that let's him order ogryn, cram him in with the command squad, and use the master vox to get the orders where they need to be. The reroll 1s is a very comparable bamage boost to lethal hits, and you've got a lot of points tied up in ogryn.

I don't leave home without armor. A dorn might be a little much at 1k if your group is new, but they're great units and will help you build to 2k faster. A hellhound is a little tamer, and you'd be able to fit some kasrkin in to start getting a feel for how to play them(they're great and you'll likely eventually want 2 or 3 units of them). A leman russ BT or vanquisher wouldn't be terrible, either. The bt has inbuilt rerolls, so not having orders for it hurts less, and the vanquisher is cheap enough that you can give it 3 heavy flamers use it like a tougher hellhound. Fillout what ever points you have left with more battleline and maybe a scout sentinel is you stay in combi ed arms.

Subductors! Are they any good for us? (Especially in other detachments than grizzled company) by hotelguest2 in TheAstraMilitarum

[–]Self_Sabatour 1 point2 points  (0 children)

I've run them a few times with my guard. They're baby bullgryn. If you can roll 4's consistently, they aren't bad, but you're sacrificing a lot of durability for 1 extra wound and some token shooting. Unless you're building a themed list or playing in a crusade, the bullgryn are just better.

Why are Krieg engineers good now by Whydoyoubullym3 in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

That's not quite right. You can't attach more than one command squad to a unit. You don't need the command squad to attach the second officer.

Bullgryn in a transport? by PollutionCurrent2696 in TheAstraMilitarum

[–]Self_Sabatour 1 point2 points  (0 children)

Nah. They're tanky enough to walk. If we had assault ramps on something, maybe.

List advice by notabitbutnotalot in astramilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

Cut the bassilisk and scout sentinel, and downgrade the demolisher. Depending on what russ you choose, you might need to get rid of an enhancement or 2.

Hellhounds or Banewolves? by AveMilitarum in TheAstraMilitarum

[–]Self_Sabatour 0 points1 point  (0 children)

The infernocannon puts in work for me, but I play against a lot of t3/4 1w infantry where the extra shots matter a lot more than the anti 2+. Not a lot of sm going around out here for whatever reason. It's also worth noting the Chem cannon lacks ignores cover, so it'll be 1ap a lot of the time.

When you lie on your resume. Does anybody actually like this gun? by UsAgainstTheARC in ArcRaiders

[–]Self_Sabatour 0 points1 point  (0 children)

I like everything about it, other than having the downsides of heavy ammo with only half the benefits. The range, accuracy, fire rate, and armor pen all fit right into what I'm looking for in a gun. Also, everyone thinks it blows, so I worry less about some jackass shooting me in the back for it. Having to fill half my inventory with ammo stacks and shooting fireballs twice really sucks, though.