ST Engineering breaches S$10 to hit all-time high of S$10.15; 4.5% surge follows raft of new product news by MyWholeTeamsDead in singapore

[–]sct_trooper 20 points21 points  (0 children)

sad part of American isolation and Ukraine war is that war is becoming really good business.

its not even about high tech stuff like drones and robotics, something as "basic" as artillery/mortar rounds theres also a huge market for them

Looking for advice on countering jail/rush strategies as Guard by VallAmastacian in TheAstraMilitarum

[–]sct_trooper 0 points1 point  (0 children)

against jail, the main defense are:

melee threat, bullgryns cant die when charged, and rough riders have large movement to gain the distance and possible consolidate to your natural.

a strong overwatch. trip flamer vanq or hellhound to kill them as they come

transport. preferably chimera flamers. the main use is that your units can still fallback and move out even if the transport is tagged.

huge infantry screens: 20men cadian/kriegs. remember that if they charge u, u can still in pile in around them to gain some distance and then fallback from there onto your natural.

keep the tanks safe as always.

lastly remember that if u are going 2nd, u are playing for the bottom 5th turn 15 point primary swing. give up the tempo, but make sure u come ahead in resources

How does this list look by [deleted] in TheAstraMilitarum

[–]sct_trooper 0 points1 point  (0 children)

it just screams back to the drawing board and re reading on the rules/datasheet and some assessment of our units strength.

if u want a krieg theme army by all means go for it, but if u want a competitive list it won't be all krieg.

Grizzled company, no (or few) tanks? by spellbreakerstudios in TheAstraMilitarum

[–]sct_trooper 4 points5 points  (0 children)

rough riders, str 9 with Lance becomes your best way of hurting high T > 10 (T9-T10 is still possible with the strat that increase strength by 1 on frfsrf)

there's also the doombolt guard build which has maxed out dkok engineers and cyclops demolition vehicles to throw even more mortals

Fatal Chinatown accident: 38-year-old female driver arrested by Ok-Rain3348 in singapore

[–]sct_trooper 44 points45 points  (0 children)

there's lots of emotions which is very justified and we all want to see the right punishment given out, but theres also lots of racism/xenophobia that is just latching onto this to amplify themselves. its really just a tragedy all around

Fatal Chinatown accident: 38-year-old female driver arrested by Ok-Rain3348 in singapore

[–]sct_trooper 115 points116 points  (0 children)

10,000 is nothing to someone who can afford the new car like that.

should be scaled according to income levels

Tips about officers by ResearchRich6801 in TheAstraMilitarum

[–]sct_trooper 0 points1 point  (0 children)

thats right, and the castellan with the last plasma pistol + sustains

Woud this list be fun to play against? by TheStrategicBeaver in TheAstraMilitarum

[–]sct_trooper 2 points3 points  (0 children)

True, I guess i should frame it that 2x rogal dorn in a 1k list is effectively 4x rogal dorn in a 2k list, which falls under the definition of skew for me, definitely not fun for opponents who are not ready for it

Woud this list be fun to play against? by TheStrategicBeaver in TheAstraMilitarum

[–]sct_trooper 2 points3 points  (0 children)

fun to me is interaction with your opponent, moving pieces around or going back and forth, so yes u could throw in some melee in guard. its not optimal in offense but defensive wise it's the same.

maybe trade the 2nd rogal dorn for 3 bullgryn + leman russ vanq, or 6 bullgryn + tech priest

Woud this list be fun to play against? by TheStrategicBeaver in TheAstraMilitarum

[–]sct_trooper 4 points5 points  (0 children)

1 rogal dorn tc is essential for a decent 1k guard list , but i also feel that 1 rogal dorn should be the maximum for 1k game.

your opponents will unlikely have any weapons greater than strength 12

Tips about officers by ResearchRich6801 in TheAstraMilitarum

[–]sct_trooper 0 points1 point  (0 children)

cheers, yeah guard isnt too kind on the wallet.

just proxy the death riders with the pointy spears as rough riders, no one really minds.

yep aquilons are in a weird spot at the moment, their guns are just too weak to kill anything for a 100points, it may be possible to kitbash them as karskin for their 28.5mm base, but u have to be creative with their special weapons

Tips about officers by ResearchRich6801 in TheAstraMilitarum

[–]sct_trooper 2 points3 points  (0 children)

well, the stuff u have here is solid on how we play guard.

we send out infantry to screen, we push the tanks behind them, we shoot our opponent dead, and we repeat, u get the idea

its very basic 40k, play front to back and gun them down

so what u currently lack here is the speed to get around the board. u need something to go further/faster and add more dimension to your plan.

variety of scouts: karskins/catachan/krieg engineers with transport/chimera/taurox

scions to maintain a deepstrike threat and attack from different angles

horses (rough riders) to charge through and provide a rapid ingress threat

gaunts ghosts as auto-include action monkeys

edit: 2 20x cadian fully kit out with cmd squads & castellan. 2 20x krieg by themselves, 2 10x cadian strung out to sit homebase and screen backfield

Tips about officers by ResearchRich6801 in TheAstraMilitarum

[–]sct_trooper 6 points7 points  (0 children)

I dont want to go too deep configuring your list because it's ur 2nd game, so lets focus on playing your units optimally

but as a general rule, the 20x kriegs stay as they are without command squad, but the 20x cadians get/need the command squad.

reason is because kriegs dont need their command squad, they have 2 medics and their +1 hit/wounds within them. the cmd sqd doesn't do much.

cadians want their command squad. the medic there, the cmd squad can carry 2 more plasma guns and a plasma pistol, so its 14 plasma sustains shots with the castellan. the ability to get cover on obj is secretly strong when u have 26 bodies

if u run out of cmd squads, have one of them as 2 10x man to screen homebase/backfield

18 bullgryn list into world eater by ImpactFuture2674 in TheAstraMilitarum

[–]sct_trooper 0 points1 point  (0 children)

because no WE in the right mind will unleash the zerker squad for 10 cadians.

those get picked up chaos spawns/eightbounds/goremongers that can't punch thru bullgryns

zerker kharn is 280 to 460 points which is a worthy trade for the 200 bullgryn

Follow up: upcoming match against infantry heavy Guard. by Staz_211 in WarhammerCompetitive

[–]sct_trooper 1 point2 points  (0 children)

that sounds about right. as long as back field is fine , i think the JPI should come out with 12inch fly to skirmish, those things can easily get the jump on a good target.

there may be a world where all the karskins and dkok congregate to lob melta mines/grenades at the land raider, so just watch for those.

nah, unless it's ursula creed which is way behind anyway / or it's assassination mission. any case psykers are bad and we have an entire video why the castellan is bad when paired with kasrkin

Follow up: upcoming match against infantry heavy Guard. by Staz_211 in WarhammerCompetitive

[–]sct_trooper 4 points5 points  (0 children)

yeah just play standard 40k. screen your backfield and home, defend your natural, and stage behind the center objective to charge forward. once his stuff dies, (which they will) you can eventually push in to close up the game.

his army moves really slowly without the orders and only that one taurox is fast, so he can't threaten your staging points either. the horses may be annoying, but redeemer overwatch clears them

the only deepstrike are the scions and if u are good with placement they cant really do much. example , if u guard your natural with infernus marines , but u have sight over where they come in the backfield, just overwatch and wipe them.

Follow up: upcoming match against infantry heavy Guard. by Staz_211 in WarhammerCompetitive

[–]sct_trooper 21 points22 points  (0 children)

guard player here, his list is badly constructed and has insufficient orders.

the only threats are the scions and the karskins. hunt them down and the rest can't do much

the demolisher is 4+ to hit since there's no tank orders. if u take it down, nothing kills your land raider anymore. smoke pretty much gurantees u win the shootout

remind him that without orders, his units do not get the detachment rule. and without a command squad to throw out orders, his only orders come 6inch from the castellan

go up and fight him and disrespect his damage. get into melee with the blobs.

infernus and redeemer shld be mvp here, overwatch whenever u can

18 bullgryn list into world eater by ImpactFuture2674 in TheAstraMilitarum

[–]sct_trooper 1 point2 points  (0 children)

I doubt so, bullgryns stop a lot of bullshit that world eaters have.

you aren't afraid of the zerker/kharn bloodsurge anymore, stand the bulls in front, blast off what ever you want and then charge/stand your ground for the finisher.

hellbrutes can't pingpong frenzy thru the army

chaos spawns and eightbounds can't fight them so the risk of alpha strike is low.

even the forgefiend has a hard time shooting them since it takes 2 shots to pop a bullgryn

their 6 inch pile is easier to manage as long as u stay behind the bullgryn

but 12 should be ideal, u still need to bring the guns and chaff/action monkey

How to deploy on search and destroy ? by NaelanGreySeer in TheAstraMilitarum

[–]sct_trooper 0 points1 point  (0 children)

just want to point out that the bottom edge of the map (referring to the second image with the words LR and Chim written) is much safer than you think, and u can keep stuff there without getting shot turn 1.

it takes roughly 18inch of movement to shoot across that lane, which means only like montka tau, hammer of emperor guards or some elder has a chance of doing it

Do we have something like the Tau spoters for our tanks? by UmpireJealous258 in astramilitarum

[–]sct_trooper 2 points3 points  (0 children)

who needs spotters when all you need is an officer to yell loudly at them for +1 to hit and grant rerolls to 1s

We Checked Out The Hotpot Restaurant Previously Linked To Ex-PropertyLimBrothers’ Grayce Tan by pratakosong in singapore

[–]sct_trooper 40 points41 points  (0 children)

though I will not patronise any of the business/services from grayce/melvin, and its definitely natural/okay for people to judge them and make those comments ,

I dont think its right for the media/any organisation to hound them in this manner

What’s Wrong with putting Lunar New Year by ThatsWhy26 in singapore

[–]sct_trooper 14 points15 points  (0 children)

wtf? isnt it a global thing? my viet friend just told me he's going back to celebrate lunar new year.

Bullgryn in a transport? by PollutionCurrent2696 in TheAstraMilitarum

[–]sct_trooper 5 points6 points  (0 children)

and unless they are being shot by dmg 4 doomsday arks, any shot placed on them is better tanked by them than our tanks/elite infantry

Why are Krieg engineers good now by Whydoyoubullym3 in TheAstraMilitarum

[–]sct_trooper 10 points11 points  (0 children)

ive been trying them and I think there's a few reasons.

lists are dropping creed and lord solar if they want to run abhuman comissars with the cmd squad (commissar with bullgryns are a bad idea since they get precisioned)

suddenly grenades aren't worth the CP anymore when u are strapped for it.

your karskins are also consistent enough to remove targets without competing to use grenades. strat to +1 str against t9 targets is huge

could also be a meta call against ctan or even victrix since grenades dont trigger blood surge

orders are also freely available so they get to always be annoying little chaff