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Everything posted by Spyboy
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How many super heavy tanks is too much super heavy tanks.
Spyboy replied to TheNewMann's topic in + ASTRA MILITARUM +
If you find it fun, then it is a good idea. Is it the most competitive thing out there? I don't think so. Also, I've heard that there are some people that don't appreciate playing against a baneblade chassis in low points games. -
Draft 2000 Point Astra Militarum Army
Spyboy replied to OverchargeThis!'s topic in + ASTRA MILITARUM +
Let us know how it goes, I am curious if you can get use out of the heavy weapon teams. If you can it might mean that I could get use out of field ordnance batteries. -
Draft 2000 Point Astra Militarum Army
Spyboy replied to OverchargeThis!'s topic in + ASTRA MILITARUM +
I don't think it matters what models you use as what regiment. As long as your opponent can distinguish between them. I might be alone in that line of thinking though. As for anti tank, you have the rogal dorn, a butt load of HK missiles, and that's pretty much it. If you swap the executioner for and exterminator that would help. Giving you another AP on an enemy vehicle. You have random heavy weapons lying around that you could use to trigger fields of fire with, then activate the exterminator for -2AP, then shoot the dorn into it. You could also swap the gun on the tank commander to a demolisher, but that is shorter range. You also have the kasarkin that should be able to do a bit of anti tank. If you find yourself still needing more anti tank you could add lascannons to the infantry squads and put them in the chimeras as mobile lascannon platforms. Drop the 2 squads of kasarkin and the drill commander enhancement, and add a squad of 3 armoured sentinals with lascannons. They can be ordered by any of your commanders and they are a really good thing to bring back with send in the next wave. Get the opponent to kill them and you get to reuse the HK missiles when you bring them back. Take this all with a grain of salt, my experience in 10th is limited. -
Draft 2000 Point Astra Militarum Army
Spyboy replied to OverchargeThis!'s topic in + ASTRA MILITARUM +
Well if I may make a suggestion, convert your 2 20 man blobs to dkok, the two command squads to Platoon command squads, and creed and the castellan to dkok marshalls. That along with you being 5 points over is +50 points. Drop one of the HWS units and you should be set, if I did my math right. You still have points to give one of the marshalls grand strategist. I'm also not convinced on the other two HWS units with lascannons. They seem so fragile and with them hitting on 5s when you move I just doesn't seem worth it. -
GreenScorpion's Build, Paint, Discover Hobby Challenge 2023
Spyboy replied to GreenScorpion's topic in + ASTRA MILITARUM +
Can you pledge a half built model?- 92 replies
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I would prefer different colours or models between the three regiment squads but ultimately if you have some way of marking the difference I don't care.
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I agree, there is very little reason to take a taurox now. Although the chimera dropping along with infantry squads does make a nice little savings for armoured fist squads.
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They definitely need to go down in points, back to 100 at minimum. I'm not even sure they are worth it there. The bombasts maybe but the others are worth about 80 points. I am really hoping for no more nerfs to indirect fire. Cadian, catachan and Infantry squads should go down 5-10 points. Sentinals of both types to 60 points (provided no nerfs to indirect). Chimeras down 5-10pts.
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Those look awesome, thanks for sharing.
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Field Ordnance Battery and Kasrkin in Regiment Organization
Spyboy replied to Father Mehman's topic in + ASTRA MILITARUM +
Where did they canonize mixed regiments? -
Those look pretty good. What chassis are the taurox based on?
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Shrineworld Garrison (what’s still legal??)
Spyboy replied to Kierdale's topic in + ASTRA MILITARUM +
No problem. I was also disappointed with the lack of SWS.- 671 replies
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Do you have FOBs? Armour? Arty? Etc... and if so are they just a support element in a platoon?
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Ya I'm not using magnets for the armour, just the weapons and the searchlight and smoke launchers. I saw they were push fit but I think the magnets will be better as they won't wear out.
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I was curious for lore reasons actually. They look good.
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Well that is ridiculous, and can't desolation marines ignore the indirect penalty as well? FOBs really need to be cheaper, especially the non bombard variants. Ya I'm working on my first model for this army, a sentinal. I'm magnatizing all the options and the roof so it can be either sentinal.
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Shrineworld Garrison (what’s still legal??)
Spyboy replied to Kierdale's topic in + ASTRA MILITARUM +
Well the infantry are all fine if you can move them around from Squad to Squad as you can't have 4 of any weapon in a command Squad anymore I believe. Command squads are now 1 commander plus 4 veterens, no 2 veterens can have the same special weapon. Special weapon squads don't exist anymore but you can use snipers in an infantry squad or command Squad. The master of Ordnance and astropath are now fielded as a single unit with the officer of the fleet. Wyrdvane psykers are gone, it's just the above mentioned astropaths and primaris psykers now. Veteren squads are gone as are conscripts, you can use the infantry as regular dudes. The rest is all legal that I know of.- 671 replies
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What is the organization of your platoons?
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Armoured sentinals eh. Well I'll keep them in mind for early expansion into. The bombasts have to stay in the list for now as they are from the combat patrol, but at current point costs it looks like they will be first on the choosing block. Maybe trade them out for a hellhound if I can find 5 points somewhere.
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Yes most of them are alive, but they have so many cybernetics that parts of their body could be isolated from others which would cause those parts to deteriorate faster. Although I suppose they could have blood flow through the cybernetics to help with that. Either way they would still require maintenance like any machine. The mix of machine and flesh would need more maintenance then just machine. They would also require much of the same upkeep as a gaurdsmen for things like food, shelter, etc.. Another aspect of this is what world the regiment comes from, there are regiments that have a training regime of less then a month which combined with cheap manpower the cost of supplying a gaurdsmen would be extremely cheap.
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I am aware of the costs of training in our world. I personally don't think the 40k world spends near that much on it. And servitors are not without their own upkeep costs as well. They do have flesh (usually) so to prevent necrosis isn't exactly cheap. Servitors aren't build and forget like a lasgun would be. Ultimately this question is mostly irrelevant to crew counts as a servitor would still count as a crew member for counting the crew to determine crew count, although it is a fun topic to debate.
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Thanks for the replies, I think your headcannon list makes a lot of sense. I was leaning towards 3 for a chimera and 5 for a russ so I think I'm on target. Thanks for the link. As for servitors vs gaurdsmen, I can see both being used but regular guys would probably be cheaper and easier to field for the imperium because of all the implants and cybernetics involved in making a servitor. That is just my opinion though.
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Does anyone know the crew counts of gaurd vehicles? Obviously sentinals are 1, but the rest I can't seem to find anywhere.
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Ya I know, that is the part that has me concerned. But I do have Scout Sentinels to help with that. Let me know how the bombasts do. I think they are overcosted but they still could be good.
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My two main opponents play Eldar and gaurd/orks, but there is a local gaming club I could go to and I don't know what the meta is there. I was looking at a hellhound, I would have to cut an armoured fist squad or a manticore for it though. Lemans russ would require even more cuts then that.