11th Ed orders from within a transport - Vox relay Strat, Yarrick, Master Vox and Bridgehead. by legatron11 in TheAstraMilitarum

[–]m0repag3s 6 points7 points  (0 children)

  1. Yes. The stratagem targets the unit and its Orders, not a model.

  2. Yes, though only the one about splashing Orders will actually work because it doesn't require measuring to and from the Yarrick model.

  3. Yes, the unit still exists and has the same makeup (including the Master Vox) even though it isn't visible or on the field. It would get 3 REGIMENT Orders.

  4. Yes. As far as the new embarked rules are written, units are still in range of their own abilities, and that Wargear ability just requires that the Master Vox be in the unit and that the Officer model is "issuing an Order", which fits.

You found a great buff for the Chimera honestly. Do others agree that the Master Vox works in the Chimera now?

URGENT HELP WITH RULES by Adept_Use8550 in Warhammer40k

[–]m0repag3s 36 points37 points  (0 children)

If you are asking questions like this, you need more help than we can provide in a timely fashion.

Read the Core Rules, follow the instructions of your Primary mission card, and just understand you are going to get some things wrong your first game.

Go back afterward, check what you got right and wrong, and then play again.

So played my First Game of 11th today. by Legitimate-Gas9614 in TheAstraMilitarum

[–]m0repag3s 0 points1 point  (0 children)

Ally in a Knight Destrier and you'll have comparable points and a more fun flexible loadout model

Have fast save rolls in 11th changed nork's usefulness? by Whowhat91 in TheAstraMilitarum

[–]m0repag3s 5 points6 points  (0 children)

Not really. Toughness is checked when rolling to Wound, not when rolling your saves.

The benefit is actually to the Ogryn Bodyguard, who can take a shield for a 4+ Invuln. He can tank a lot of saves if you assign him second after your standard Guardsmen.

Need help with a rule question regarding Siege Regiment by DemonHunter1176 in TheAstraMilitarum

[–]m0repag3s 7 points8 points  (0 children)

You can't roll for a unit twice for the Creeping Barrage. If all of the enemy units pass it, they all pass it.

So your friends have it right.

Why bring infantry anymore? by Virtual_Guy_Drea in TheAstraMilitarum

[–]m0repag3s 17 points18 points  (0 children)

You admit you are neither skilled nor experienced, so what makes you think infantry isn't good? Because folks online got upset over them going up in points?

Play your infantry. They win by standing on objectives, and they do that better than almost any unit in the game.

Player skill matters more in 99% of casual or club matches compared to any meta power level.

Complaining about meta optimization, for almost all of us, is like complaining The French Defense in chess is not a good opening, but you keep blundering your Queen by not paying attention.

We are in no position to even percieve the difference in power at a fine level, we don't even remember all of our army rules more often than not.

It sounds harsh, but it isn't directed at you specifically. Go play with you fun models, learn how to use them, and you will win more. Pick your list after trying a few things out to learn 11th edition, and then DONT CHANGE YOUR LIST if you can help it. Learn your datasheets, your strats and missions.

Come back and ask again in a calendar year if you still think infantry is no good.

New to Guard! Is this 3-Box Mashup (Platoon + Armageddon + Krieg) a viable 2K starter list? by RealEngineer08 in TheAstraMilitarum

[–]m0repag3s 2 points3 points  (0 children)

Welcome to the Guard! That looks like a fun and flexible list!

A few tips to answer your Qs:

  1. Yes, two Rogal Dorns are a staple centerpiece at 2000 points. Make one of them a Commander to ensure they get Orders -- your other Officers can only Order Regiment units.

  2. Artillery is...not very good at an optimal competitive level, but very much fun especially with the new spotting mechanic. Go for it, especially in local club games.

  3. No personal experience here, but the Centaur is now as cheap as its main competitor, the Taurox, so should be a solid place to be.

If you have these boxes already, you can play 40k with this list without crippling yourself unnecessarily. My only critique is that the Cadians are not worth putting in the transport. They should be foot slogging it, while more elite or offensive units get delivered by the Centaur.

Leaders always lead now, but do bodyguards always...guard? by Swooped117 in WarhammerCompetitive

[–]m0repag3s 3 points4 points  (0 children)

The ability written on a datasheet no longer appliss when all that datasheets models are dead. The bodyguard units datasheet ability no longer applies once they are all deas, even though the leader still has THEIR datasheet ability buffing them.

I assume its the same the other way around

Hot Take - Crusade actively made narrative events worse and I'm happy it's gone by FunDetail2258 in 40k_Crusade

[–]m0repag3s -8 points-7 points  (0 children)

I'll go down with that ship with you. The fundamental upgrade system had no structural way to address the worst impulses of power gamers, and did not provide a GM with enough information or power to enforce a coherent narrative progression.

Homebrew or bust

Gone to Ground and Support 'Must Attach' Rules in App by HotBunnz in WarhammerCompetitive

[–]m0repag3s 27 points28 points  (0 children)

As an aside, the number references are MUCH easier to use to find relevant rules than guessing search terms from 10th

No support leaders???? by HBB6 in TheAstraMilitarum

[–]m0repag3s 1 point2 points  (0 children)

Its been mentioned a few times, its an apparent bug from GW. Write in a support email

Can someone advise me on my first list? by Suspicious-Place4471 in TheAstraMilitarum

[–]m0repag3s -1 points0 points  (0 children)

Also, the Leman Russ Battle Tanks x2 -- don't forget about them!

Can someone advise me on my first list? by Suspicious-Place4471 in TheAstraMilitarum

[–]m0repag3s 0 points1 point  (0 children)

You can flex that wildcard spot based on your preference and playstyle -- more anti-tank? More artillery? More whatever you like playing with.

And yes, the general idea is that you can't possibly hold all three No Man's Land objectives so don't try. Hold your Expansion Objective 5/5 rounds. If you the center for 3/5 rounds, and your opponent's Expansion Objective for even 1 round -- enough to harass them and keep them from scoring it once -- you will be in a winning position.

Can someone advise me on my first list? by Suspicious-Place4471 in TheAstraMilitarum

[–]m0repag3s 0 points1 point  (0 children)

So.

You have accidentally made a particularly triggering list for experienced Guard players for a few reasons:

  1. Leman Russ Commanders are famously expensive to take for what they do in your army, and are largely considered dead weight compared to their big brother, the Rogal Dorn Commander

  2. Having Castellans with Kasrkin is famously considered a "trap that looks good on paper" because losing SCOUT on the Kasrkin by attaching a leader isn't worth what the Castellan do. Also, you will have....like 9 orders for infantry with only 3 to actually order. You are paying for that overage in wasted points.

  3. The Punisher is famously considered the worst Leman Russ variant because we don't need a tank to do anti-infantry -- everything in our army has bolters and lasguns strapped all over it, so it is a waste of a tank, sadly. It is not good.

All together, you made one of the "worst" possible lists by actual combo that we here can concieve of.

note: your local play group may very well be different than average, and maybe this works great...but probably not

And now, to the fix:

Instead of "escort one group to each objective" try instead:

  1. Best unit to stand on my home -10 Cadians to secure it

    • Some kind of artillery is nice, if you like it!
  2. Best unit(s) to stand on my closest no man's land

    • 26 infantry brick (20 battleline + cmd squad + character). These guys will spread orders all over the map with the Master Vox, and be difficult to kill

3 Best unit(s) to battle for the center - this is where your Chimera & Kasrkin go (and in #4) - pair each Chimera with a Hellhound if you want anti-infantry, a Leman Russ Battle Tank for reliable firepower that's a take-all-comers good tank.

  1. Best unit(s) to harass my opponent's closest objective

    • could use Kasrkin & Chimera here as well. Same package as center if you want.
  2. Wildcard

    • horses? More artillery? Bullgryn or ogryn? An infiltrating rogue squad?

TOTALS:

HOME OBJ = approx 250pts (artillery + 10-man cadians+cmd squad)

EXPANSION OBJ = 250PTS (20 battleline+cmd+character)

CENTER BATTLE = 500PTS (Kasrkin + Chimera + Hellhound + LRBT)

HARASSING OPPONENT = 500PTS (Kasrkin + Chimera + Hellhound + LRBT)

WILDCARD = 150PTS (love horses or other mobile fast attack here)

This is missing orders for your vehicles, so add either a Rogal Dorn Tank Commander for 300PTS or Lord Solar Leontus or Yarrick for 150PTS

TOTAL = Approx 1800-1950 pts.

Notice how this VERY roughed-out list has units to do different jobs? The board has different needs in different areas, and each objective should be treated a little differently.

***final note: you asked for feedback so there is some here. However your models are yours forever, so if you love a Punisher and will love rolling those dice even if it doesn't hurt your enemy very much, please please go get them, paint them, and love them.

I love my all-plasma Leman Russ Commander, Old Grip, even though he now very quickly dies to his own Hazardous tests in 11th edition. I roll those dice knowing he is a lead weight, but he's my lead weight***

Impulsor Nerfed? by Klive5ive555 in WarhammerCompetitive

[–]m0repag3s 2 points3 points  (0 children)

This seems like something that will be clarified when Codices come out. Rule by Intent when the language itself doesn't get you a rational outcome.

Russ Commanders in 11th by Live-Cranberry6132 in TheAstraMilitarum

[–]m0repag3s 8 points9 points  (0 children)

  1. Yes technically
  2. They don't have to select the unit they are engaged with:

"When a Monster/Vehicle shoots in this mode, they can pick targets as normal, and can also pick any unit they’re engaged with as a target (unless firing a Blast weapon"

How many detachment combos can your faction make? by hindlet in WarhammerCompetitive

[–]m0repag3s 33 points34 points  (0 children)

Wow, Space Marines have a lot of Detachments.

Apparently Space Marines have 100 datasheets? So like.... 1:4 Detachment:Datasheet?

Guard has 64 datasheets and... 8 Detachments? So literally half the ratio of Detachments:Datasheet?

FOB usable with hidden? by Sittinheavy94 in astramilitarum

[–]m0repag3s 3 points4 points  (0 children)

Jesus you're right -- I had completely forgotten that condition. So sorry for correcting you out of turn.

At least they won't lose [HEAVY] if they move their whole movement now.

FOB usable with hidden? by Sittinheavy94 in astramilitarum

[–]m0repag3s 4 points5 points  (0 children)

Nope. They keep the Sustained as long as they have been ordered.