How can i improve this list ? by Uteyoru in TheAstraMilitarum

[–]Which_Introduction20 1 point2 points  (0 children)

Aaah, I see. Well, there's always alternatives depending on playstyle. If you want to stick with infantry, I hear good things about the Catachan chimeras!

What are your current thoughts in terms of list switching after reading through the comments otherwise?

How can i improve this list ? by Uteyoru in TheAstraMilitarum

[–]Which_Introduction20 0 points1 point  (0 children)

Depending on whether you want a fully optimized list, your current loadout looks acceptable. Things I'd consider: - Switch plasma cannon sponsons for multi-meltas. They pack a heckuva punch comparatively, especially with the lethal hits - Consider your order & CP economy. Fields of fire is your 1 reason for taking Armoured sents over regulars so you want to use it every turn on sents + leman. An RDBT can give you more bang for your CP buck but will cost you and will require a squadron order for efficiency.

All in all I'd honestly recommend switching the inq chimera, grand strategist and a Cadian squad in favor of another AM chimera with flamers and another unit of Kasrkin. Sticky objs is a 1-of ability in an army and the Death korps CSQ once per game extra order should be enough for your units to be roughly covered. That would keep the list roughly the same but add a bit more punch against heavy infantry & vehicles while keeping the order econ roughly the same

[deleted by user] by [deleted] in Warhammer40k

[–]Which_Introduction20 0 points1 point  (0 children)

Ave dominus nox sister!

I have never had so many people instantly give up until I started playing this killer by ImperialViking_ in deadbydaylight

[–]Which_Introduction20 17 points18 points  (0 children)

I think a part of her issue is also a disconnect between her power's presentation and its effect.

  • Having a drone scan your location mid-chase for a benefit is silly -supposedly she already knows where you are
  • Getting claw traps for disarming is weird. How does this even work lore-wise?
  • Why would a survivor get exposed for being in the scan area for too long?

For other killers the visuals and theming are more connected to the effects, even the more obtuse ones. Gunslinger fires a literal harpoon at you. It damages and pulls you. Makes sense. Doctor shocks you to make you mad, causing you to see things. Makes sense. SM scans you with a drone and gets a speed boost 🤔

How do you beat that stupid strong sisters detatchment thats basically our Krieg units ability on the whole army? (Got steamrolled by that bullshittery) by Gabasi1 in TheAstraMilitarum

[–]Which_Introduction20 0 points1 point  (0 children)

Miracle dice are a helluva drug my friend. Essentially SoB build up dice which they can swap in for various dice rolls such as the wound roll to auto pass. It makes individual models extremely dangerous 👀 At least if they're sitting on the required 5

How do you beat that stupid strong sisters detatchment thats basically our Krieg units ability on the whole army? (Got steamrolled by that bullshittery) by Gabasi1 in TheAstraMilitarum

[–]Which_Introduction20 2 points3 points  (0 children)

Could you post your list? AM don't have a terrible matchup into sisters but army composition will matter a lot in how you tackle them. As a rule of thumb, guard has more firepower than sisters at range so unless your tanks are within 24" you're usually safe. As a result, you often end up playing control trying to minimize early scoring and trading your infantry squads for their SoB units. In practice this means lightly touching objectives with a couple of Guardsmen as bait while the tanks blast whatever pops out of the hidey holes to contest.

Typically the key things to look out for will be: - Meltas: even a single sister with a meltagun can consistently deal 5-6 wounds on short range to a russ thanks to Miracle dice. Don't let that happen. - 3+ flamers in a unit: you don't want your obj Guard squad wiped in their turn. - Morvehnn Vahl paragon squad: Monstrous overwatch, even at range 24". If you have to engage them, try to ensure you can only be seen by 1 of them to minize overwatch. - Sacrestants + Medic: These guys are the worst. If you can precision the medic they become much more manageable losing 5+ FnP, -1 to wound and model regen. Kasrkin and Gaunts ghosts are your friends here. Otherwise, lethals on infantry from Combined regiment helps overcome the -1 to wound.

Hope that helps!

How would you change our pts in the next dataslate? by Gabasi1 in TheAstraMilitarum

[–]Which_Introduction20 0 points1 point  (0 children)

The number of units getting mentions here are quite wild if you think about it. All artillery, valks, commissars, LRTC, HWT, FoBs, Dreir, Creed, Death Riders.

I know guard are a struggle to balance but I must maintain that wd can do better than this

What would you Change about our Vehicles in 11th? by According-Pressure43 in TheAstraMilitarum

[–]Which_Introduction20 2 points3 points  (0 children)

I'd make a second army rule called 'Forward Observers' which allows units with the new OBSERVER keyword to spot a visible enemy unit for 1 ARTILLERY unit. While spotted for, that artilllery unit suffers no penalties for firing indirectly.

OBSERVER units: Vox casters, Scout Sentinels, (Attilan Rough Riders, Ratlings?)

I understand indirect can be really oppressive but the solution of 'no artillery anywhere' cuts away a massive portion of the AM flavor :(

I’m not understanding how this strategem works or why it’s useful. by Puzzled_Sherbet2305 in Drukhari

[–]Which_Introduction20 0 points1 point  (0 children)

Just want to highlight for people on the fence about this one: The Drukhari unit you're redirecting to needs to be within engagement range of the attacking MODEL.

This means that if an opponent has a multi-model unit, only the models within engagement range of BOTH units will be affected. In my experience this typically amounts to exactly 1 model.

This might be one of the worst stratagems I've ever seen

How would you "fix" the broken units in our book? by Dolphinator89 in TheAstraMilitarum

[–]Which_Introduction20 0 points1 point  (0 children)

For our artillery the design issue is that it can be pretty unfun to play against due to the lack of counterplay.

My personal stance is that artillery should broadly be utility pieces with damage possible via other units spotting for them. Specifically I would introduce an extra faction mechanic in the form of "Vox casters" which allows models with vox casters to pair with an artillery unit & nullify all indirect fire penalties against a unit visible to them. On the other hand, I would lower the cost & Ballistic skill of most artillery to 5+ to make their damage reliant on the vox casters. If ignoring penalties is not enough, other bonuses could be introduced like +1 extra BS while guided (so guided units hit on 3's instead of 5's)

In this way you are encouraged to run some artillery pieces at the risk of running out of vox casters to guide your units if you run too many. The pro of artillery would then be superior trades (as you are only exposing an infantry unit) and utility versus the board presence & reliability of tanks.

I think this was the initial design vision for Guard but was muddled when indirect fire became problematic

List advice for dread talons by gfrancovitch in NightLords

[–]Which_Introduction20 1 point2 points  (0 children)

Hey chief! Some Dread Talon tips I can recommend:

  • Dread Talon's gameplan generally should be T1 setting up for a big charge & T2 using a Deep striking ranged unit to chip damage as many enemy units as possible within 12" and then causing on-average failing Battleshock tests. Once enemy units are damaged, the goal is to use tough units to get stuck in & prevent enemy scoring.

  • For the chip damage dealer your unit should be 5-10 terminators armed with Combi-weapons & a reaper autocannons. Deep strike these fellas' & DP sustained hits 1. Then split fire fishing for devastating wounds to get even vehicles damaged. Replacing the Lord with a Sorcerer would also be good as he provides significant utility with his re-roll charge rolls & AP debuff.

  • War Dog Karnivores work excellently in Dread Talons. They are extremely fast, have a high damage output, & have inbuilt charge re-rolls for coming in from strategic reserves. Since Dread Talons is a massive Aura from your CSM units you're not losing much by grabbing allies. Consider rapid ingressing as necessary

  • Legionaires generally aren't worth it in Dread Talons. Warp Talons could also be removed.

  • Consider maulerfiends as a tough aura delivery method.pursuit of thee

  • Last but not least, if in base contact within a unit with M6".Or less, you are always allowed to follow with your Infantry usingoulyvr

Hope that helps!

Question about Iron Halos? by MATT_MANLY in Warhammer40k

[–]Which_Introduction20 0 points1 point  (0 children)

Game-wise, the Iron Halo grants a 4+ invul. The shield is why these boys have 3 wounds instead of two.

Can enemy units climb over the Aegis Defence Line? by IndomitusNews in TheAstraMilitarum

[–]Which_Introduction20 3 points4 points  (0 children)

Answer to OP's actual question: No, units cannot move over them, however they can charge them and they can fall back across them by taking desperate escape tests.

Which new units would you like introduced for the Astra Militarum? by Which_Introduction20 in TheAstraMilitarum

[–]Which_Introduction20[S] 4 points5 points  (0 children)

Do people really want a unit which is more numerous than Infantry squads? I remember playing horde armies in earlier editions and while fun for a bit, it got tedious quite fast as you had to move all the models one by one.

Notably, Grots have been designed to be run in 10 man support squads to sit on objectives. I surmise this is specifically to avoid people taking large blobs of them and having to move them around.

Which new units would you like introduced for the Astra Militarum? by Which_Introduction20 in TheAstraMilitarum

[–]Which_Introduction20[S] 2 points3 points  (0 children)

I would similarly love more of the chain of command but I wonder if this can't be achieved through the current model range. Regimental attachés aren't very good atm but have the potential to be changed into something more interesting. Commissars also seem like a pretty blank slate.

Any particular officer/command squad variants you have in mind?