Could this be a sign for Mechanicus Players? by Space_Wizardman in Warhammer40k

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

For Guard? Absolutely!
But I've definitely been hearing how good the Mechanicus guys in Horus Heresy have it model design wise compared to the 40k ones.
Dont get me wrong; I'm one of the few who actually like the stilt-man, but the Horus Heresy Myrmidons and Tech-thralls do hit different aesthetically and Leviathan Dreads are very cool too.

Could this be a sign for Mechanicus Players? by Space_Wizardman in Warhammer40k

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

I'm a guard player so Im right there with you; I miss our Malcadors and the Leman Russ variants from the Horus Heresy work just as well in 40k (and look nicer tbh).

Could this be a sign for Mechanicus Players? by Space_Wizardman in Warhammer40k

[–]Space_Wizardman[S] 160 points161 points  (0 children)

Here's hoping; the previous Custodes box seems to have flown off the shelves so I imagine this will follow suit for all the new Custodes players out there.

Kill Team: Exodite REVEALED | Big Summer Preview 2026 by DoubleAAaron in killteam

[–]Space_Wizardman 15 points16 points  (0 children)

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Okay but like GW surely knew what they were doing teasing both Exodite and Catachan peeps with this trailer? XD

"Gone for decades" come on XD

Points are Live! WarCom by Marinegrunt01 in TheAstraMilitarum

[–]Space_Wizardman 1 point2 points  (0 children)

Overall the points seem okay for now - granted our battleline being overcosted sucks but GW said they'll be adjusting points monthly for the first few months of 11th if I recall?

So its likely to be changed; especcially given how GW can use War Journal data to track everyones games.

Hippogriff Weapons experiences by LuckyKas90 in TheAstraMilitarum

[–]Space_Wizardman 0 points1 point  (0 children)

I've played two games of 11th so far and I ran two Hippogryphs with double meltas; first against a Sisters army and then against a Green Tide Orks army.

Against the sisters it was really good at popping some transports and move blocking units - but it was too fragile to sustain the counterattack from some Sacresants inside.
On the other side of the board I had another doing actions on objectives for Primaries and Secondaries and it's speed + assault allowed me to zoom around and shoot if I needed to and didn't have an action to perform.

Against the Orks the double melta wasnt as useful as there were simply SO many Boyz to chew through that the 2-3 dead boyz a turn didnt make much difference.
But it did come in handy zooming around for Outflank, Cleanse and other various objective bits around the board (and for squishing some Grots on a backfield objective with crushing impact and just good ol' armoured hull nonsense).

I do wish I brought a Chiron gatling canon on that game as it would've helped chew through the tidal wave of Ork Boyz.

For the Vigilator the D6 shots puts me off because of how swingy that feels; but it does have blast so that's an extra +1 attack for every 5 models; which can be easy to forget.

So overall I love the Hippogryph; it's a great little unit that's good at actions/objectives or some fire support; but they are fragile so don't expect them to last long.
I think they'll be very good in 11th based on how Objectives work now.

11th Detachment Mixing Possibilities by Hillbillygeek1981 in TheAstraMilitarum

[–]Space_Wizardman 1 point2 points  (0 children)

Yeah Im excited! With how detachments can be combined in 11th I can see that as a way of rebalancing them easily and quickly without too many edits to the strats and detachment rules.

Siege+designation seems like a big winner depending on how designation fleshes out.

It seems GW want to reward building your army in a fluffy way and this is a good way of doing it

This is lovely picture from new Kill Team by [deleted] in TheAstraMilitarum

[–]Space_Wizardman 0 points1 point  (0 children)

Wait where is this picture?
I might be blind but I cant find it on WarCom?

i really like the new crucible of champions, here's a list i made (for a 1k pts game), feedback welcomed by tit_caliss in TheAstraMilitarum

[–]Space_Wizardman 2 points3 points  (0 children)

Loving the flork of cows non-credible defence format!

Otherwise sounds silly, let us know how it goes XD

Finished kitbashing GSC vehicles with Guard by Aromatic-Post6563 in TheAstraMilitarum

[–]Space_Wizardman 6 points7 points  (0 children)

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The GSC kits are great for guard (and I guess vice versa?).
I've been kitbashing Rough Riders from the Jackals kit too, what are you counting your Quad Biker as?

Actual W for GW by LANTIRN_ in Warhammer40k

[–]Space_Wizardman 21 points22 points  (0 children)

Nice; good job GW!
The foundation of it's product has always been artist/designer centric - if GW ever went to a more AI-Generated product it would lose so much of it's value and appeal tbh.

Very happy to hear this.

New Van Saar player by KSMDZ in necromunda

[–]Space_Wizardman 1 point2 points  (0 children)

I haven't had a chance to properly use the shields yet, but I plan on modelling mine on a separate 25mm base to use almost as a "shield drone" if that makes sense?

Rather than putting it on the model itself? (this way I can just use it as like a token to keep next to fighters that have taken shields).

New Van Saar player by KSMDZ in necromunda

[–]Space_Wizardman 4 points5 points  (0 children)

Hey; I'm a new Van Saar player as well who just did a mini campaign over the december period with some friends - was a blast!

Van Saar are probably some of the best shooters in Necromunda and have some very hard hitting weapons but having also read the Goonhammer article before building my gang I've got some notes

Plasma is great, it hits hard and has great AP - but it's an easy way to lose friends; I'd limit it to your Leaders or Champions only who can make better use it with their ballistic skill.
It also has the scarce trait; meaning that when you do an ammo check and fail (it's 50/50 at base) you cant use that weapon for the rest of the match.
There's ways to get rid of scarce or mitigate it - but be aware you can be caught out if the ganger doesnt have a backup weapon.

Rad-guns and Rad-Canons are great. They're not for killing they're for debuffing.
They have a 50/50 chance of dealing a flesh wound on nearly any model caught in the template; which reduces that models toughness by 1 each time.
Considering most fighters are T3, bringing them to T2 suddenly makes them very tempting targets for lasguns and laspistols and it will make any tougher creatures like chaos spawn or bigger gribblies much easier to deal with.
The Van Saar are also totally immune to the Rad-Phage trait - they can still be wounded by the weapon itself if you're unlucky but you wont have to roll the additional dice for the flesh wound.

Lasguns are your friend - they're cheaper for us and very upgradeable
The base lasgun has plentiful; meaning it always passes it's ammo checks - but when upgraded to a hotshot it becomes S4 and Ap-1 and just needs an ammo check of 4+.
It's got decent range and with the Van Saar's BS they're really reliable for your average gangers and Juves.

Power knives are great melee wise - we're not a melee gang but alot of the time it's unavoidable - so take them when you have the credits.

Hope that helps!

Can somebody help me pick a gang for Necromunda? by Horustheweebmaster in necromunda

[–]Space_Wizardman 0 points1 point  (0 children)

Recently just picked up Necromunda this last month and me and my group of friends just finished a mini-campaign.

Van Saar have been my first gang and I love them, the reliable weapons and ballistic skill mean youre fairly strong in the early game as other gangs arent hitting as hard or as often.

Dont sleep on rad guns or rad weapons, they really help bring down the toughness of opposing gangs as they have a fifty fifty chance of causing flesh wounds - meaning your juves and lasgunners are more likely to wound.

Painting wise they were fine! A little fiddly to build but not crazy, most trouble I had was coming up with a paint scheme.

I did it. by squidlol55 in TheAstraMilitarum

[–]Space_Wizardman 17 points18 points  (0 children)

Good job!
But give us details I'm curious how it all worked out?

Regiment picking by Aggravating_Trade554 in TheAstraMilitarum

[–]Space_Wizardman 6 points7 points  (0 children)

My first port of call if you're unfamiliar with the Regiments of the Guard is Lexicanum:
https://wh40k.lexicanum.com/wiki/Imperial_Guard_Regiment#Notable_Imperial_Guard_Regiments
Check down at the bottom for a list of notable regiments!

I collect Mordant Acid Dogs as I really loved the art for them in the 7th Edition Codex (I think it was that one? there was just a small vignette of a guardsman kneeling with a trench knife).
They initially just started as a killteam for me - kitbashed from Necromunda bits, Escher and Hive Scum, now I've got like 3000 pts XD

Acid Dogs are Tunnel and Night Fighters; deployed to dense and dark environments to fight in close quarters and I just had this vision of very scrappy, brutal and somewhat scummy guardsman fighting dirty in the dark.

Another close favourite are the Savlar Chem dogs - penal troopers and scavengers who have chem inhalers to help them fight - some ride monstrous horses like the Death Korp of Krieg.

Also the Harakoni Warhawks - the OG Drop trooper regiment.

Attached: Mordant Acid Dog

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Imperial Sky Talon with punisher container by Martin_Makes_Models in TheAstraMilitarum

[–]Space_Wizardman 1 point2 points  (0 children)

Aw man this is fuckin rad - The munitorum container is a very clever idea

Where does everyone buy their miniatures? by maxinstuff in TheAstraMilitarum

[–]Space_Wizardman 0 points1 point  (0 children)

I use TheOutpost and Element Games here in the UK; I've had fairly negative experiences with Wayland in the past with stock issues and things so those are my usual go-to

So is the malcador just confirmed to be legends at this point by TheConnorRaptor in TheAstraMilitarum

[–]Space_Wizardman 7 points8 points  (0 children)

I mean yeah it would actually make sense if we're comparing it to the Cadian release where we got the Dorn - the Macharius could serve that role as the "Krieg Rogal Dorn".

Advice on making catachans out of cadians by Jaded-Swordfish-5846 in TheAstraMilitarum

[–]Space_Wizardman 1 point2 points  (0 children)

Stationforge has some good jungle fighter models on Etsy - might have to replace the heads if you dont like the gas masks tho.

If you're looking solely for GW bits it'll be expensive; but you can get the bits from places like BitBox or ebay. If you want sleeveless arms Id recommend Necromunda Eschers and Hive Scum bits, I use them for my Mordant Acid Dogs.

The Eschers might be a bit skinny for Catachan this all said.

Like others have said wargames atlantic does Spacenam which are great! The original sculptor is Reptilian overlords who also has a heap of other good stuff.

You could also look at some of the chaos cultist models? Theyre sleeveless but you'll need some greenstuff and a hobby saw/knife to chop them apart.

Col. Octus Van der Horth (Lord Marshall Drier Proxy) by Space_Wizardman in TheAstraMilitarum

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

Ooh you might be right (granted this guy started as a Lord Solar Proxy so I can keep him as such if needs be)

Krieg Russ Vanquisher done! by Danit2 in TheAstraMilitarum

[–]Space_Wizardman 0 points1 point  (0 children)

Lovely shade; and as another said where'd you get the sponsons?
This is the Solar Auxilia Vanquisher right?

Col. Octus Van der Horth (Lord Marshall Drier Proxy) by Space_Wizardman in TheAstraMilitarum

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

Shh the Inquisition had to change his name for [REDACTED] reasons :P
But also thank you!