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BurntheHeretic

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About BurntheHeretic

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    Astra Militarum

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  • Armies played
    Tyranids, Tau

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  1. That should work! But I think Hellhounds are more effective for that task.. cheaper points wise, and more useful in turns after the initial strike. The problem with flamers is you want to get the tank to move up close, whilst Russes benefit more from moving up to half range so they can double fire their main cannon..
  2. I´d say you can, any Leman Russ should do. But if you run more, why not use other russes instead? Concentrating all extra´s in 1 tank makes a hell of an attractive target..
  3. Great report! On paper, the Executioner with Plasma Sponsons should work great on a (Catachan) Tank Commander. The commander did not order himself to reroll those 1's that lead to mortal wounds? The conqueror should work great by the way.. how are you planning on doing the conversion?
  4. Thanks for the reply! I thought as much.. but whilst an Ecclesiarch as HQ (in the fluff I believe Jacobus is dead already) sounds fluffy, quite frankly its stats don't justify its points cost to me. Anyway, I'll run a strict SOB detachment alongside my Guard detachment for now, keeping the priests with the Guard instead and taking an auxilliary detachment for the stray Ministorum unit that doesn't fit anywhere. It's unlikely to happen soon, but I keep hoping one day we have both an Imperial Agents codex and an Adepta Sororitas codex at our disposal, that sort these kind of things out, giving a bit more flexibility to the stray Ministorum and Inquisition units. The good old days of the Witchhunters codex...
  5. So with Chapter Approved, the Adepta Sororitas finally have access to unique (a measly two) stratagems (doctrines for the different orders are still missing unfortunately). I'm trying to build a combined Adeptus Ministorum and Astra Militarum force, with an elite core of SOB herding a force of guardsmen looking for redemption into battle. In Astra Militarum regiments, Priests and Crusaders can be taken in Astra Militarum <<regiment>> Detachments, without these detachments losing out on regimental doctrines and stratagems, despite these units not being part of the regiment in question. In your opinion, would the same apply for a Adepta Sororitas detachment? I can, say, run a Adepta Sororitas <<order>> batallion, and include Adeptus Ministorum units that do not share the 'Adepta Sororitas Keyword' (say, a Penitent Engine or a Priest), and still be entitled to use the stratagems from Chapter Approved? Or do you run them in seperate detachments? Note that Chapter Approved speaks of 'Adepta Sororitas' detachments, not 'Adeptus Ministorum' detachments.
  6. Doing the same thing! A full size retributor squad with 4 heavy bolters and a storm bolter, that shoots twice on a 2+ thanks to Acts of Faith, and accompanied by a Canoness (rerolls of 1 to hit), and you have an ally that decimates infantry and heavy infantry alike.
  7. First of all, welcome to the forum! I had a quick look at the index, but unless his abilities changed with the codex I don´t see a point to use him. He buffs Mars units with rerolls, and repairs Mechanicum vehicles. Those abilities don´t benefit a AM army at all, but are part of why this guy costs 250 points. If you want a tough character to lead your armies, pick a Tank Commander instead...
  8. I see this discussion has taken a turn away from the Militarum Tempestus, but Withershadow, l´m curious about your experiences with the Catachan heavy flamer Chimeras. Both this one and the Tallarn Triple H.B Chimeras seem pretty useful to me.
  9. Agreed when looking at BS3+ models. But normal infantry squads are BS4+, so that is, as CoffeeGrunt pointed out, 3 plasma guns for 4 grenade launchers. On Command Squads, where the difference is indeed huge, the grenade launcher starts becoming useful again, to avoid the heavy tax on plasma. The grenade launcher is still not that good... but at least it´s cheap.
  10. my math shows different if we compare plasma guns and grenade launchers.. only against Guardmanlike units the grenade launcher is better... until the plasma gun gets in Rapid Fire range. Taking a BS4+ model: A frag grenade fired against a typical infantry squad does 0.583 damage. A rapid firing plasma gun does 0.83 damage. Against MEQ´s, a krak grenade does 0.166 damage (0.333 if 2 wound model), a frag grenade 0.194. A single (non rapid firing) plasma gun shot does 0.277 damage. The plasma gun can be overcharged and threaten vehicles much better than a krak grenade. An 11 point model killed because of a bad overcharge is worth the risk. I´d take plasma guns over grenade launchers anytime.
  11. That is exactly how I read it as well. It´s literally what it says, and it makes sense: the gunner shoots the heavy weapon, the loader shoots his lasgun. I don´t think this needs an FAQ!
  12. I consider myself mostly a horde, or infantry player. I never fancied the Marines, these gloryboys are too ´allrounder´ for me. I started out with ´nids, in 3rd edition. I used hordes of gaunts, followed by a line of Warriors and the odd Monstrous creature. But as Monstrous Creatures grew ever bigger and more prominent, at the cost of horde, I kind of lost interest. Then moved to Tau, but I was mostly using lines of firewarriors and kroot, with some deep striking tank busters. As editions passed and battesuits grew ever bigger and more prominent at the cost of a decent infantry basis (Riptide Spam!), I kind of lost interest again. Meanwhile my painting skills and modelling skills developed, and I was hoping to make something unique. So the idea of a homebrewn guard regiment formed. I haven´t actually gotten to build much yet, but I´ll get there. I can´t wait to send those poor, indoctrinated souls to their gruesome deaths. Another appeal perhaps, is that we can actually identify, as ordinary humans, with the Guard. They are ordinary folks, forced to take up arms, given very basic equipment, and driven by desperation, fear, survival instinct. That´s much more dramatic than the Space Marine terminator who is born and bred for battle, has the best equipment humanity has to offer, and moves down entire lanes of enemies by himself.
  13. How about these, slightly modified to have a base and a laspistol? https://www.games-workshop.com/en-NL/Dark-Eldar-Prisoners. Not that I´d actually use them though, I´d be branded a sexist..
  14. I definitely see use for the Commissar Tank now, as long as it doesn´t lose its regimental doctrine! And nothing indicates it does... As for the command squads, not outfitting them with too much expensive equipment may ensure they are not that attractive to target. And if they do get shot, that´s less incoming fire for your infantry..
  15. Well,that is what I would argue, doesn't feel like rule lawyering to me. First order is FRFSRF. I roll 40 dice instead of 20, resulting in 20 hits and 7 1's. I then order 'take aim', and I take those 1's and reroll them. To me that still means I resolve the effect of the first order before I apply the second one.
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