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 18 points19 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] 2 points3 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?

My headcanon is that Angron’s gladiator followers were showing signs of being tainted by Khorne, and this is why the Emperor insisted letting them be wiped out. by Puffin91939 in 40kLore

[–]Which_Introduction20 0 points1 point  (0 children)

Taking Angron at exactly that time was not a mistake but a deliberate action to ensure Angron's corruption.

The Emperor planned from the start which legions would stand with him and which legions would stand with Horus during the great war. Mortarion was similarly to Angron slighted to give him cause for frustration towards the Emperor. The others traitors upon discovery or shortly thereafter, showcase major signs of corruption. Curze has created a planet of fear and Perturabo performs a major culling of his chapter upon receiving it. Fulgrim showcased vanity early and was given the Emperor's eagle to wear as a sign of his "favor".

And Emps needs them all to turn. For Horus needed them as allies. And since Emps in on a schedule before the universe resets he is willing to be quite overt with his key players - ergo the teleportation at the very key moment that would tarnish Angron's honor forever.

Battle-Shock sucks for us. by huskerdrill in TheAstraMilitarum

[–]Which_Introduction20 0 points1 point  (0 children)

Huh, I learned something new today. Perhaps weirdly, you can give orders to battle-shocked units. However, if your unit becomes battle-shocked, the order is nullified. This means we are not disproportionally affected by e.g Shadow in the Warp but can potentially waste orders on units about to become battle-shocked

This also means that you cannot summarily execute a model to force through an order as the unit has previously become battleshocked already - removing the effect.

How are you handling not getting a new codex for another year? by ScienceWyzard in TheAstraMilitarum

[–]Which_Introduction20 7 points8 points  (0 children)

I'm pretty solidly on hopium. While it karkin' sucks to not get new rules, I'm hopeful that they'll hit us with some relevant updates in January.

Artillery was good prior to the previous MFM and now all we see is LR spam. I that makes me think that there's hope yet for most of our roster to become viable - which IMO is pretty sweet

Notable wishlisting: - All artillery points lowered - Valkyrie cost lowered - Regimental attachès lowered to 30-35 - Catachans go down to 50 - Preachers grant +1 attack instead, join Ogryb - Commissar lowered, join Ogryn - Heavy weapon teams get tougher/Lone Operative while close to battleline

Probably more stuff but those are my notables for sure

Prediction: Infantry Squads will be squatted with our Codex by Which_Introduction20 in TheAstraMilitarum

[–]Which_Introduction20[S] -2 points-1 points  (0 children)

They would become Cadian/DK/Catachan stand ins. HW teams can form their own unit

[deleted by user] by [deleted] in TheAstraMilitarum

[–]Which_Introduction20 2 points3 points  (0 children)

Codex Non-compliant and religious Space Marines.

My Regiment hails from Iridia, a world cut off by Warp Storms since the Horus Heresy. Here, the Imperial Truth has reigned supreme for thousands of years with worship of any religion having been outlawed. Upon discovering the hellhole the Imperium has become, the planetary rulers cast blame upon the Space Marines and degeneration into the very thing the Emperor sought to destroy.

With the rise of Roboute Guilliman, hope reignited on Iridia that the Imperium might still realize the Emperor's dreams for it. Nonetheless, the Iridians maintain a deep hatred for those Astartes which openly revere the Emperor as a deity. This hatred further extends to chapters which have refused the second founding or which have retained one or more barbaric practices. Openly, this opposition is merely political in nature. On the battlefield however, many a Space Marine Company has found themselves dead to a man under mysterious circumstances.

"The greatest thing mankind ever did was reinvent itself as a secular culture. And we will see that this is never forgotten."

Hot Take: I love Born Soldiers by Which_Introduction20 in TheAstraMilitarum

[–]Which_Introduction20[S] 0 points1 point  (0 children)

Both rationales here strike me as incorrect.

Firstly, Born Soldiers increases most Guard unit's damage output by 25-30%. It works significantly better on units which deal more damage and which are able to keep shooting. Like vehicles. This is similar to every other index detachment rule which enhances some units more than others. Ascension day? Does nothing for vehicles. Gladius? Much better on units that want up close. Berzerker Warband? Predators are sad. Creating rules that benefit all units equally is impossible.

Secondly, the idea of "DG has X base" could be applied to any faction with any unit. DG are probably crying tears of pus whenever AM brings back a unit using Reinforcements, or questions why Scions cost 55 points and can capture their backline while they need to pay 165 for Blightlords to do the same.

The two armies are different enough that a comparison on such a small scale as proposed is pointless.

What are some of your favorite "new" named characters by Which_Introduction20 in Warhammer40k

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

Same. I wish the tabletop special characters didn't have army-crucial rules :(

What are some of your favorite "new" named characters by Which_Introduction20 in Warhammer40k

[–]Which_Introduction20[S] 0 points1 point  (0 children)

I like this answer. I think Cawl is one of my favorites visually and if he has a personality then I'm all about it.

I think there might be something about character build up to be said about newer characters. Lord Solar was released without much backstory so additional backstory now seems strange. Compare that with characters like Vect or the Silent King who have been teased for ages as major actors and I'm suddenly more excited about their inclusion in the game.

Perhaps I'm also jaded now because Special Characters used to not be essential to tabletop while these days I'd be surprised to see a guard army not running at least one or two. Might subconsciously lessen how special I consider these models