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About HallofStovokor

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I'm running a goofy list for a local tournament
HallofStovokor replied to HallofStovokor's topic in + ASTRA MILITARUM +
Cadia is specifically for access to Creed (the 2 CP pays for the patrol), but there are added benefits for everything else. The if a plasma gun or flame tank gets a wound on a vehicle, I can pop OFoF to give the basilisks a +1 to hit. Also, I'm partial to the cadian color scheme and love the Creed model. Also, the Malcador Infernus is such a cool tank. I wish it were a codex option. -
I'm running a goofy list for a local tournament
HallofStovokor posted a topic in + ASTRA MILITARUM +
++ Battalion Detachment 0CP (Imperium - Astra Militarum) [90 PL, 13CP, 1,715pts] ++ + Configuration + Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment Command Cost Regimental Doctrine: Regiment: Cadian + Stratagems + Tank Ace [-1CP] + HQ + Company Commander [2 PL, 35pts]: Chainsword, Laspistol Lord Castellan Creed [3 PL, 2CP, 60pts]: Warlord, WT (Cadia): Superior Tactical Training + Troops + Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol + Elites + Astropath [2 PL, 35pts]: Telepathica Stave Astropath [2 PL, 35pts]: Telepathica Stave Astropath [2 PL, 35pts]: Telepathica Stave + Fast Attack + Hellhounds [6 PL, 110pts] Hellhound: Heavy Flamer, Inferno Cannon Hellhounds [6 PL, 110pts] Hellhound: Heavy Flamer, Inferno Cannon + Heavy Support + Basilisks [21 PL, 375pts] Basilisk: Full Payload, Heavy Bolter Basilisk: Heavy Bolter Basilisk: Heavy Bolter Malcador Infernus [14 PL, 280pts]: 2 Heavy Flamers Malcador Infernus [14 PL, 280pts]: 2 Heavy Flamers ++ Patrol Detachment -2CP (Imperium - Astra Militarum) [14 PL, -2CP, 280pts] ++ + Configuration + Detachment Command Cost [-2CP] Regimental Doctrine: Regiment: Cadian + HQ + Company Commander [2 PL, 35pts]: Chainsword, Laspistol + Troops + Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol Infantry Squad [3 PL, 60pts] 8x Guardsman: 8x Lasgun Guardsman W/ Special Weapon: Plasma gun Sergeant: Chainsword, Laspistol + Heavy Support + Heavy Weapons Squad [3 PL, 65pts] Heavy Weapon Team: Lascannon Heavy Weapon Team: Lascannon Heavy Weapon Team: Lascannon ++ Total: [104 PL, 11CP, 1,995pts] ++ Created with BattleScribe (https://battlescribe.net) -
4CIN87 reacted to a post in a topic: The Great Mordian Restoration Project!
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The Great Mordian Restoration Project!
HallofStovokor replied to Mordian Glory's topic in + ASTRA MILITARUM +
Hey Mordian Glory, I hope Winters lets you into the tournament he's running. Someone who knows something about guard needs to represent. -
domsto reacted to a post in a topic: So about those Guard point changes...
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So about those Guard point changes...
HallofStovokor replied to Guardsman Bob's topic in + ASTRA MILITARUM +
The points changes are stupid. They're now 5.5 ppm. Since June that roughly a 37% increase. The astropath really hurts. They went from 15 points in June to being 35 points or 133% increase. I get that 15 points was undercosted, but damn that hurts. The changes to tanks and tank commanders makes very little difference. Basic russes are still overpriced and make TC overpriced doesn't mean that support russes are worth taking. Then the points change that makes no sense is the decrease on bullgryns. They were already good before the points dropped. -
Guardsman Bob reacted to a post in a topic: So about those Guard point changes...
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Lord Raven 19 reacted to a post in a topic: So about those Guard point changes...
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So about those Guard point changes...
HallofStovokor replied to Guardsman Bob's topic in + ASTRA MILITARUM +
The drop in points on bullgryns definitely helps, but the increase on infantry squads and astropaths really hurts. I would have preferred they dropped the points on grots and conscripts instead of making infantry more expensive. I run 10 infantry squads in my combined arms list. That makes my infantry alone 50 points more expensive. After all increases were counted my army went from 2000 points to 95 points. The sad truth is that the guard needed an overall points reduction, not an increase in the basic troops. -
Guardsman Bob reacted to a post in a topic: Tough times for the guard?
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I really hope they address this in the codex for our indirect fire units...I doubt we'll get a pass if other armies non-LOs weapons suffer the same restriction. What you might get is the +1 in LOS strat extended to all artillery, not jut Mantis and Wyvern. The point of my rant is that 9th edition seems as though they didn't play test it with imperial guard. A large portion of the new secondaries help space marines just dunk on imperial guard. Rules were crafted with no regard to how they operate with pretty much crucial units. The changes to overwatch and morale make the Mordian trait pointless. Who cares about +1 to overwatch when you a) need CP to overwatch and b ) can only overwatch once in a phase? Commissars are absolutely worthless now. Only Yarrick or a lord commissar still have value and it's not for the leadership buff. Artillery interactions with dense terrain is a symptom of the problem with 9th. The real problem is that they only playtested with marines and crons. I know this because they failed to notice that their core rules destroyed several faction traits and even a couple of the new greater good rules. This is the main problem with GW.
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Lord Marshal reacted to a post in a topic: Tough times for the guard?
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Shamansky reacted to a post in a topic: Tough times for the guard?
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I think the problem is that a well balanced guard list is just giving up an automatic 15 points for 2 separate secondaries. I legitimately feel like 9th edition was tested without anyone who played guard even semi-regularly. Everything is stacked against the guard. Detachments hurt, secondaries hurt, the new marine units erase our vehicles, our blast weapons are means none of our vehicles save for the garbage chimera can shoot when tagged. I can still pull out a 50% win rate in my local meta, but I know that I've lost the second I see a marine list get set on the table in front of me. Hell, even dense terrain hurts us disproportionately. Why does a tree which does affect LoS give a basilisk -1 to hit, while a building blocking LoS doesn't do :cuss? I don't know, but GW thinks it's cool
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I just use them as unit filler. Each infantry squad box has the bits for 2 squads but the bodies for 1. I just have them fill out those bodies. I've never really thought about sprucing them up. I've always figured that the rank and file infantry don't typically matter. Just paint them decently and you're good to go.
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I'd agree about master of command, but it needs to be on the lord commissar. The lord commissar doesn't need to test when issuing orders to conscripts. The test is only for when officers give orders. Commissars don't have the officer keyword, so conscripts will not need to take the test.
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Odd artillery interaction with dense terrain
HallofStovokor replied to HallofStovokor's topic in + ASTRA MILITARUM +
Unfortunately, rules as written don't make any mention of artillery interactions with terrain. Artillery and mortars ignore obscuring, because they don't require LoS and all obscuring does is block LoS. Dense is different. It grants a -1 to hit, but doesn't affect a unit's LoS. So direct fire weapons can still shoot them. By forgetting how indirect fire weapons interact, they left a big question for everyone. It actually confirms to me that they didn't have any serious Guard players test 9th. Literally everyone brings mortars, basilisks or manticores, so any Guard player would have come across this and asked the rules team about it. I wrote to the FAQ team, but have received no answer. -
I actually used to give every infantry squad a Grenade Launcher, but they cost the same as a plasma gun or a Meltagun. They're not bad at 3 points like they were in 8th, but when you can freely swap between plasma and Grenade Launchers for the same points, Grenade Launchers are just over costed.
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I like where you're going with this, but there's really only 2 regiments that work well with foot guard and 3 if you count custom regiments. Catachan are the obvious best for the S4 melee. The other is one people will roll their eyes if you mention. Cadia is excellent for foot guard. The cadian warlord trait is great on them and your stationary units can be ordered to reroll all failed hits. Creed is an excellent option too, as he is an orders machine, but giving a company commander STT and the laurels of command can be extremely powerful. Laurels of command can stack with superior tactical training. You can theoretically have a single company commander give 6 units orders. You give one unit an order have STT pass that order to another unit, then use laurels on the first unit, then have STT apply that order to a 3rd unit. Then order a 4th unit use STT to order a 5th unit then use laurels again and have STT and give that order to a 6th unit. It you'll probably only get 4 units orders, but it's possible to get 6 units from one company commander. Not bad for a 35 model.
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Go with a 50/50 split of brute shields or Slabshields.
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I'm typically going for engage on all fronts, and the other secondaries are enemy specific. If there's tons of characters, assassination and psychic interrogation. If there's lots of vehicles, I'll go for bring them down.
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I have a few questions expanding my general army.
HallofStovokor replied to Kona's topic in + ASTRA MILITARUM +
Interesting you mentioned dropping the tanks. I've been experimenting with a pure infantry list. Foot guard has the obvious drawbacks, but it might be an answer to the huge anti-tank meta that looks to be building.