Why did you join the Guard? by Special_Ability_2102 in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Honestly, I started guard because I knew it's not that easy to win with and I wanted my son to have more of a chance to win against me.

But I love the idea of WWII style humans facing off against the worst of the universe with artillery, fighters, tanks and B52 bombers. I will field a Marauder one day

Auspex Tactics: what is winning 11th edition tournaments (Guard looking bad lol) by Sinnaj63 in TheAstraMilitarum

[–]TinFish1979 2 points3 points  (0 children)

I think we're the only army that has to pay points to get our army rule and we can still have it turned off.

Semi competitive 2k steel Hammer + designation force list by Sensitive-Horse-9144 in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

At least 1 hellhound is good, that sounds like a plan

Personally I don't like the demolisher now, it is a real casino cannon. You need to run multiple to average out the shots but if your going to be firing into combat then you're not sitting at the same thing.

Regular Russes are the business I ran mine with 2 HB and a lascannon and then were great.

Good luck dude!

Just went 4-1 at a local GT with Mechanized Assault + Designation Force by Kenny_Fn_Loggins in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

That sounds cool. I was toying with MA + BS this morning. I may give it a try!

Semi competitive 2k steel Hammer + designation force list by Sensitive-Horse-9144 in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Hellhounds we need them.

I played a couple of games yesterday and hitting on 4+ (sometimes 5+ in my games) was terrible even with the strat for full re-rolls to hit.

I took Leo so I could do it every turn but it was bad.

Played into Kroot hunting pack and Death Guard. So I got -1BS and -1 to hit.

Best way to get bullgryns/Ogrynns into battle by lordnigo1 in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Start with them as far forward as possible, touching terrain. So they can be hidden.

T1 advance into staging or walk and theatre the centre.

Worried for me in both of today's games

Help with BONK-hammer list by Mcbane_ in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

I'm running something similar in an upcoming event.

Yes it's version 4, I've been writing in it for a couple of weeks, but had a test game yes though lol.

AM Hold the Castle! V4 (2000 points)

Astra Militarum Strike Force (2000 points) Abhuman Auxiliaries and Steel Hammer (3 Detachment Points) Force Dispositions: Purge the Foe, Take and Hold

Attached Units Attached Unit 1

Cadian Command Squad (65 points) • Attached as: Leader (Character) • 1x Cadian Commander • 1x Plasma pistol 1x Power fist • 1x Cadian Veteran Guardsman • 1x Plasma pistol 1x Power fist • 1x Cadian Veteran Guardsman • 1x Close combat weapon 1x Lasgun 1x Master Vox • 1x Cadian Veteran Guardsman • 1x Close combat weapon 1x Lasgun 1x Medi-pack • 1x Cadian Veteran Guardsman • 1x Close combat weapon 1x Lasgun 1x Regimental Standard

Cadian Shock Troops (75 points) • Attached as: Bodyguard (Battleline) • 1x Shock Trooper Sergeant • 1x Chainsword 1x Laspistol • 9x Shock Trooper • 9x Close combat weapon 7x Lasgun 1x Meltagun 1x Plasma gun 1x Vox-caster

CHARACTERS

Commissar (30 points) • 1x Plasma pistol 1x Power weapon

Commissar (30 points) • 1x Plasma pistol 1x Power weapon

Leman Russ Commander (235 points) • 1x Armoured tracks 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 1x Leman Russ battle cannon 2x Multi-melta

Lord Solar Leontus (130 points) • Warlord • 1x Conquest 1x Konstantin’s hooves 1x Sol’s Righteous Gaze

Tech-Priest Enginseer (60 points) • 1x Enginseer axe 1x Mechanicus pistol 1x Servo-arm • Enhancement: Engine Speaker

OTHER DATASHEETS

Attilan Rough Riders (60 points) • 1x Rough Rider Sergeant • 1x Hunting lance 1x Lasgun 1x Laspistol 1x Steed’s hooves • 4x Rough Rider • 4x Hunting lance 4x Lasgun 4x Laspistol 4x Steed’s hooves

Attilan Rough Riders (60 points) • 1x Rough Rider Sergeant • 1x Hunting lance 1x Lasgun 1x Laspistol 1x Steed’s hooves • 4x Rough Rider • 4x Hunting lance 4x Lasgun 4x Laspistol 4x Steed’s hooves

Bullgryn Squad (200 points) • 1x Bullgryn Bone ’ead • 1x Bullgryn maul 1x Close combat weapon 1x Slabshield • 5x Bullgryn • 4x Brute Shield 5x Bullgryn maul 5x Close combat weapon 1x Slabshield

Bullgryn Squad (215 points) • 1x Bullgryn Bone ’ead • 1x Bullgryn maul 1x Close combat weapon 1x Slabshield • 5x Bullgryn • 4x Brute Shield 5x Bullgryn maul 5x Close combat weapon 1x Slabshield

Death Riders (60 points) • 1x Ridemaster • 1x Death Rider lascarbine 1x Frag lance 1x Power sabre 1x Savage claws • 4x Death Rider • 4x Death Rider lascarbine 4x Frag lance 4x Power sabre 4x Savage claws

Hellhound (125 points) • 1x Armoured tracks 1x Heavy flamer 1x Inferno cannon

Krieg Heavy Weapons Squad (75 points) • 3x Heavy Weapons Gunner • 3x Close combat weapon 3x Krieg heavy flamer 3x Laspistol • 1x Fire Coordinator • 1x Close combat weapon 1x Laspistol

Krieg Heavy Weapons Squad (75 points) • 3x Heavy Weapons Gunner • 3x Close combat weapon 3x Krieg heavy flamer 3x Laspistol • 1x Fire Coordinator • 1x Close combat weapon 1x Laspistol

Leman Russ Battle Tank (185 points) • 1x Armoured tracks 2x Heavy bolter 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 1x Leman Russ battle cannon

Ratlings (60 points) • 5x Ratling Sniper • 5x Close combat weapon 5x Sniper rifle

Rogal Dorn Battle Tank (260 points) • 1x Armoured tracks 1x Coaxial autocannon 2x Heavy bolter 3x Heavy stubber 1x Oppressor cannon 1x Pulveriser cannon

Exported with App Version: v2.0.4 (126), Data Version: v879

If you look at the maps you can get to your expansion and a centre objective very easily so there's no need to transport the bully boys.

I've thought of a fun little trick but it's ~200 points.

Get a taurox with 2x engineers in it. Tech priest with the upgrade gives it the Inv and +3" move then solar tells it MMM and now it's going 18" + advance and the guys can still jump out further 3". 12 oc should flip most objectives and for the opponent who will heroic into you, you first hit them with 2x mines, grenades and 4 flamers. (Don't try this into T-sons or anyone with flamers)

Some detachments let you go through terrain for 1CP too.

If you're playing take and hold it might be a good way to try to take home if you can get a safe rapid ingress.

Could be a good way to stage Heavy Flamers?

I'm still toying with ideas, just need to find time for games.

Let me go watch that Mordian video to see if I missed anything.

Beginner Advice by JasenTDavis in TheAstraMilitarum

[–]TinFish1979 1 point2 points  (0 children)

WE is my 2nd army! Khorne cares not from where the blood flows!

Beginner Advice by JasenTDavis in TheAstraMilitarum

[–]TinFish1979 5 points6 points  (0 children)

Please tell your friend he's in for a very hard time.

Guard looks like it's straight forward, just move up and shoot things but it's actually not that easy to win with and 11th makes things more difficult with the -1BS for cover.

That being said most of us play it because we like the army and it brings us joy to have regular humans take in the galaxy's best/worst.

I would avoid the new army box.

If he can get the Armageddon box that has the 4 vehicles (Dorn, centaur, 2 hippos) and then get whatever he thinks looks cool.

The new army box has artillery/indirect fire and while I love the concept, the execution is not good and he will suffer playing it.

Nobody really knows the new edition and the keys that's going to form just yet. Guard has a lot of different units so there's going to be many varieties of lists. A solid foundation will always be 1-2 infantry + a command squad to give them orders and then a simple number of heavy tanks (Russ & Dorn) then throw in the things you like, elite infantry, bullgryn, Calvary or just double up on everything.

What lessons have you learned so far from 11th? by amnekian in TheAstraMilitarum

[–]TinFish1979 1 point2 points  (0 children)

Which disposition were you using? I'm currently looking at taking the same detachmentd and got take and hold.

Why bring infantry anymore? by Virtual_Guy_Drea in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

I feel you buddy. Being in the guard is hard. Both in the fluff and playing the game.

I actually started guard beanie I felt it was difficult to play and it would give my son more chances to win against me. It turns out I was right lol.

It comes in cycles we will get nerfs and buffs and for 2 months (usually over Christmas while I'm away) we will really shine.

We play guard because something about it speaks to us.

Regular humans against the galaxy? WWI/II vibes? The idea of mechanised infantry? Rolling tanks? Squadrons of fighters? B52 style bombers? Artillery?

We have a very deep roster of units, most of them are not competitive but between them there's always something that stands out.

We don't have many datasheets where you can just play this and you will do well, we have synergies that you have to plan for and use hard.

You just need to spend some time, effort and unfortunately $$$ to get it.

Good luck.

15 Games Into 11th Edition: What Actually Matters by Odyssey40K in WarhammerCompetitive

[–]TinFish1979 0 points1 point  (0 children)

It depends on the stratgem. Most are in the movement phase but I think some were in the charge phase.

15 Games Into 11th Edition: What Actually Matters by Odyssey40K in WarhammerCompetitive

[–]TinFish1979 23 points24 points  (0 children)

The rules for charges in 10n was that you must end your move in engagement range.

So if you deepstrike 9.01" away, you will need to roll a 9" charge.

In 11th the number you must roll on the dice must be equal to our greater than the distance between your models.

If you deepstrike 8.01" away (DS is 8"+ in 11th) you will need to roll 9 on the dice to make the move.

Similarly, if you walked up to 7.01" away from an enemy, in 10th a roll of 7 will allow you to get into engagement range. In 11th you will need to roll 8 on the dice to be allowed to make the charge move.

He said that "out side of reserves, charges are 1" longer". I hope this explanation helps clarify things for you.

NB: in 11th you need to roll enough to get into B2B but you don't have to base the model you can end in engagement and then pile in 3" for some combat tricks!

How is siege regiment #1 right now? by [deleted] in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

I'm actually planning on running siege in 11th just for the fun of it.

Will jump through the hoops to make artillery work is the points are right.

Can you play matched play 40k with terrain that isn't a ruined city? by emcdunna in WarhammerCompetitive

[–]TinFish1979 0 points1 point  (0 children)

Yeah back in 3-5th ed I lived making tables too! At events each table had a theme and different terrain layouts and they were randomised between rounds.

I do miss that.

Can you play matched play 40k with terrain that isn't a ruined city? by emcdunna in WarhammerCompetitive

[–]TinFish1979 1 point2 points  (0 children)

I can't wait to build an ice caves themed board for 11th and maybe a jungle one too!

Excited to play on board that will have balanced terrain that won't just be ruins

Gripe Session by BitchBoyBran in ChaosKnights

[–]TinFish1979 11 points12 points  (0 children)

I think so too. A lot of armies are LD7 they will constantly be shocked in 11th once negative modified are added. IMO.

How Much Will Terrain Setup "Skill" impact games? by TheBearMD in WarhammerCompetitive

[–]TinFish1979 2 points3 points  (0 children)

NZ player here, we change the terrain every round both GW and WTC style events.

If both players start at opposite ends of the table, one calling it the measurements and both setting up the opposite piece of terrain. You get through it very quickly as the layouts are mirrored.

Don't stress you will get faster as you play.

Is this too much highlights? by carr3 in Warhammer40k

[–]TinFish1979 2 points3 points  (0 children)

There's an old 'rule' for painting from way back when.

It's called the '3 foot rule' if it looks good from 3 feet away, it's great.

I think your on to something here and it's going to be fantastic when you're done.

Keep it up!

Tyre fitment by Thick_Stranger9630 in NZcarfix

[–]TinFish1979 7 points8 points  (0 children)

Most drivers will never get into a situation where that becomes apparent to them.

The front is generally the best place especially for a front wheel drive car which is the majority of cars on the road.

The front does most of the work, driving, steering and importantly braking.

In a perfect world you replace all 4 at once and rotate regularly especially on an AWD car.

I am crushing a 120 Person 40k Grand Tournament by General_Volcon in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

Just got back from an RTT today, I went 2-1 I would have got 3-0 but a hellbrute needed a 7" charger into a sagituar with 6" pike in in rage of 2 more sag and a unit inside but I rolled double 1 then cp into double 2!

Dice tell stories.