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Post by Julian Sharps on Mar 9, 2014 16:58:47 GMT -5
I don't know how many of you remember the Tactica Imperium PDF that Warseer put out not long after the current (and soon to be obsolete) codex came out back in 2007, but I was thinking that we might try something similar after the new codex comes out. The aforementioned Tactica was essentially a collection of articles evaluating each and every unit and special rule available in the codex, written by various members with varying degrees of objectivity. Although it was a useful document (it got me interested in air cavalry back in 5th), I think we can do better. Since people new to Imperial Guard (or Astra Militarum, or whatever the hell GW decides to call us now) are going to want advice on how to play the side without spending a lot of time and money losing horribly to the various flavors of Space Marines (and the other factions; almost forgot they exist in all the Imperial stuff GW's put out recently because we don't have enough advantages as it stands), I think we can stand out in the crowd of 40K gaming forums by offering sound advice on general Imperial Guard builds, tactics to use against the other factions, and (once the codex finally comes out so we can get our grubby little hands on it) an item-by-item evaluation of the units available in the codex proper. So, we're going to need articles covering the following written before the codex comes out: - General Tactics - Infantry Tactics - Mechanized Infantry Tactics - Armor Tactics - Artillery Tactics - Air Support Tactics - Combined Arms Tactics After we have the codex, we'll need these ones as well: - Evaluation of Warlord traits [by Sharps] and Orders
- Evaluation of HQ units
- Company Command Squad [by yvain]
- Commissars (both flavors) [by yvain]
- Primaris Psyker
- Ministorum Priest [by yvain]
- Techpriest Enginseer [by Sharps]
- Commissar Yarrick [by yvain]
- Tank Command Squadron [by Sharps]
[li]Evaluation of Troops units[/li] - Infantry Platoon
- Platoon Command Squad [by Sharps]
- Infantry Squad [by Sharps]
- Heavy Weapon Squad
- Special Weapon Squad
- Conscripts [By Comrade]
[li]Veteran Squad[/li] [/ul] [li]Evaluation of Dedicated Transports[/li] - Chimera [by Sharps]
- Taurox [by Hetlan]
- Taurox Prime [by Aeon]
[li]Evaluation of Elites units[/li] - Ogryns [By yvain]
- Bullgryns [By yvain]
- Ratlings [by yvain]
- Wyrdvane Psykers [by yvain]
- Militarum Tempestus Platoon [by Comrade]
[li]Evaluation of Fast Attack units[/li] - Hellhound (all flavors)
- Valkyrie
- Vendetta
- Rough Riders [by Sharps]
- Armored Sentinel
- Scout Sentinel
[li]Evaluation of Heavy Support units[/li] - Leman Russ (all flavors) [by Sharps]
- Hydra
- Wyvern
- Basilisk
- Manticore
- Deathstrike [By Comrade]
[li]Evaluation of Wargear section[/li] - Ranged Weapons
- Melee Weapons
- Special Issue Wargear
- Armor
- Vehicle Equipment
- Heirlooms of Conquest
[li]Sample lists from 500-2000 points, as well as treatises on their use[/li] [/ul] I'm willing to write articles, and I'll take the job of editor if no one else wants it. Anyone else want in?
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Post by dangerrod on Mar 9, 2014 22:46:56 GMT -5
Great idea Sharps!
I'm not going to have the time to do any Tacticas before the new dex is out
However I'd love to do some evaluations after the dex has dropped
Prefer any Fast attack or Heavy options
Would also do a few sample lists too
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Post by Julian Sharps on Mar 10, 2014 10:46:43 GMT -5
It'll be great to have you on board!
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Post by howscat on Mar 10, 2014 12:10:16 GMT -5
I would like to help out as well. I have a lot of experience in fighting Tau so when it comes to them I know some useful tactics.
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Post by Trickstick on Mar 10, 2014 21:35:16 GMT -5
I think that it'll be hard to do tactics articles before the codex comes out, as fundamental changes could occur in certain areas. However, I am always open to offer help when it comes to these things. I should be able to do something, even if it is just proofreading and a critical eye. I did enjoy doing my ABG review, although mostly because I knew that it wasn't going to be a widely covered topic.
Definitely going to be an exciting time, no matter which direction the Codex goes in.
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Post by RedsandRoyals on Mar 11, 2014 2:16:15 GMT -5
Sticky'd this so it doesn't get lost.
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Post by dangerrod on Mar 11, 2014 3:54:03 GMT -5
Yeah, doing a tactica pre-codex seems a little redundant, we don't know whats going to change or if we're going to be smacked by the nerf bat of doom (Looking at you CSM, DA, Daemons and Nids)
I'm actually a little nervous about the new dex, we have a lot of units which are going to get fairly major overhauls IMHO
Still keen to do an evaluation though
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Post by Captain Zapp Brannigan on Mar 12, 2014 20:47:43 GMT -5
Good work Reds I agree this is a great idea however time may be lost putting in an effort to create articles pre-codex-release if any major changes eventuate. And-cringe- Thanks for bringing up that God awful name change again, Astra Militarum....pah!
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Post by yvain on Apr 11, 2014 11:48:12 GMT -5
How is this for a template for units evals.
(name of entry) Tempetus Scions Composition: (Basic options for the unit)4 Stormtroopers with options for 5 more troopers and take up to two upgrades from the special weapons table. 1 Sergeant with upgrades from ranged weapon and melee weapon table. Comments: Stormtrooper are blah blah blah. Suggested Combos: Scions work well when partnered with blah blah blah Evaluation score: Competitive - 7/10 (Options include Competitive – Strong addition to any list, Semi-competitive – Average Units, Situational – strong addition in certain builds but weak in most others, Casual – fluffy but poor choice, Poor – not really suitable for anything; then a number evaluation) Rebuttal: (Other players that disagree in a paragraph) Stromtroopers are way over costed at 7R blah blah blah Rebuttal Average Score: When an entry is completed, everyone can post a number and paragraph rebuttal if desired. We can average them out to get a good idea what everyone else thinks.
Currency Legend: When describing things with points use this key – Searchlight Cost or S, Ratling Cost or R, Infantry Squad Cost or IS. So you could say a scout sent is 3.5 R or a flamer is .5R.
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Post by Julian Sharps on Apr 12, 2014 2:45:12 GMT -5
Well, I think we should be writing this starting with the assumption that the reader has access to a copy of the codex, so devising innuendoes seems a little unnecessary. If the writer feels the need to compare cost effectiveness, I don't see why putting down the total cost of the units in question would be problematic.
I like your template for the unit reviews, although I'm not sure how reliable or helpful the evaluation score section would be. Maybe if we just took the description as a rating instead of the number, it'll be clearer. The rebuttal section is a nice touch, though.
I'll be getting my grubby little hands on a copy of the codex later on today. I think we should start by doing the unit reviews, posting them on this thread for public viewing; I'll write up a list once I've seen the unit roster. For simplicity's sake, I think we should avoid reviewing Imperial Armour and Militarum Tempestus units. After we've done the unit reviews, we can discuss the tactics articles. Once all that's done, and we think it's ready, I'll compile it all into a PDF and post a link to it on this thread.
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Post by yvain on Apr 12, 2014 8:16:42 GMT -5
Well lets say we remove the number value and just leave the descriptor. Its basically the TL/DR version. The point value thing comes into play when describing upgrades and why something is quality or not. But it is not that big a deal.
Scions and Scion command squads are part of the main book and as they only unit that can deep strike, they are pretty essential. They have different orders than the Tempestus book as well as a few features.
Do you want to start at HQ and I'll go for elites?
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Post by yvain on Apr 12, 2014 9:19:05 GMT -5
How is this for a first article:
Ogryn
Composition: Starting at 2 Ogryn and a Bone’ead upgradable to a squad of 10
Comments: Ogryns are a dedicated close combat unit. They are a rather expensive choice coming in at terminator cost and their main role is a durable tar pit to support your flimsier infantry units. Unfortunately, they are not particularly well suited for the role. With their high toughness and multiple wounds, these models will need to take some punishment before going down. However, their weak armor save will find them quickly losing wounds to most basic models. A rapid fire volley from a full strength tactical squad is likely to shave off around 4 wounds from the total squad with an additional wound to overwatch. Foot slogging Ogryns will be easy targets and in most cases will need a transport. Ogryns are equipped with the Ripper gun which is a short range assault weapon with a decent strength. Against light targets like GEQ, the Ripper is likely to shave off a few models. It will struggle against stronger targets like MEQ and TEQ. On charge, their low INT score and lack of an AP value is an issue. Starting off with a free hammer of wrath attack is a good bonus, but it is hard to get enough models to generate the damage needed to be effective. Nearly every unit in the game will then strike first. Most models again will have enough attacks to generate a few wounds before the Ogryns themselves will be able to respond. With 3 attacks base and 4 for the Bone, the do generate a solid number of dice rolls if allowed to get in range. However, it is unlikely they will make it that far unscathed. Their leadership value is also poor. The stubborn allows the Ogryn to remain in combat longer, which is ironically where it is safest. However, even at full leadership an Ogryn squad still is in danger of failing its test. This means the Ogryns need an attachment. It is also worth noting that their high strength and number of attack does allow Ogryns to be effective against light vehicles. Ogryns have a choice of Taurox or a Chimera as a transport. The Taurox is the superior choice as the Ogryns will not be able to utilize all of the lasgun arrays or the special weapon firing points. In addition, Ogryns themselves will are already expensive so the cheaper Taurox vehicle with its organic autocannons can allow them to do something useful while hiding behind Chimera. The Very Bulky special rule ensures that regardless of transport type you will only get around 3 to 4 models inside. Suggested Combos: Ogryns with a priest is solid combo as the priest granting fearless and hatred while also increasing close combat survivability and damage output. Ogryns with a standard Commissar is also a solid choice by adding a buff to their leadership.
Tactics: Ogryns really only work as a support unit not a vanguard unit leading the charge. Their limited damage potential means they are never really a serious danger to your opponents. The most you can hope for is the intimidation factor. A group of Ogryns protecting a static gunline is a good picket for deep strikers. Having a Taurox with a Ogryn squad and a priest behind the mech rush is a good way foul your opponents plans. Even though their damage potential is poor, left unchallenged they can still run amok with the addition of the priest verse the soft underbelly of the opponents back field.
Their true purpose is to allow your other units to survive. So in dying they do their job, however their point cost is far too high to justify fielding them in this regard. In addition, there are far too many superior options in the AM:IG codex or in allied codices that will do the job better often for cheaper.
Evaluation: Casual
Rebuttal: Ogryns forever11!!!!!!
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Post by Comrade on Apr 12, 2014 10:19:43 GMT -5
Conscripts "Conscription is the vitality of a nation, the purification of its morality, and the real foundations of all its habits" - Napoleon, "Political Aphorisms" 1848 Composition: 20-50 conscripts (you may have 1 squad of these per platoon) Comments: You need more bodies on the table? Conscripts are here to absolve you of these issues, at the reduced cost of 3 points per bullet magnet, they have become almost worthwhile. Yes they have LD5, yes they have BS/WS2. I'm not going to lie, on their own they suck, but combined with the proper characters and buffs these men will count way above their points grade. For almost what Space Marines pay for a Tactical Squad, you get 50 men. They all have lasguns allowing you to use FRFSRF on them, combine this with prescience makes a very scary combo. This resolves the issue of BS2 But what about LD you say? Easy. You can attach commissars directly to them now, or you could attach an Inquisitor to them, or a priest. All of them at the low low price of 2.5 melta guns. And at the end of the day, whatever your opponent shoots at it is probably more expensive then the unit itself, rejoice, for you have saved a more important unit from being shot at. Positives:
*Can be molded for assault, or shooting *Characters decide which flavor you get *Cheap *Looks awesome/ overwhelming for the opponent *24" range standard, everyone has a lasgun * If they die, who cares? Cons:*Low LD/BS (Can be mitigated) *Require a babysitter *No special weapons of any kind Suggested combos:1. Inquisitor w/ prescience: Gives stubborn to the unit, and prescience, only con is you can only have 2 such units 2. Plain Inquisitor: Stubborn LD for cheap 3. Commissar/Lord Commissar: Now your conscripts will never run until he is killed. Never run. He absolves your LD problem. 4. Priest: Like CC? Want to throw something relatively decent and cheap at a scary unit? Why not have a bunch of screaming fanatics that reroll to hit/wound, reroll armour saves etc for the low low price of 2.5 meltaguns? If your feeling lucky you can upgrade into a plasma gun here Evaluation: 7/10 (red) stars semi competitive [/ul]
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Post by Comrade on Apr 12, 2014 11:20:45 GMT -5
Death Strike Missile Launcher "SCUDs"
Composition: 1 Deathstrike Missile Launcher per heavy support slot Commentary: The Deathstrike Missile Launcher, at a mere 3 Infantry squads and a meltagun, you too can have your own personal SCUD launcher in your backyard. on a 4+ (D6+ turn number=4) now instead of a six this baby now fires an 10" Diameter S10 AP1 ordinance blast that ignores cover , giving you a better then 50% of firing on the 2nd turn. Thats better then BS3. I mean really, this thing is scary to your opponent, he will want to destroy it. Bring 2, shoot, for laughs bring 3 and destroy 30" of table, maybe a couple of CCS w/ an MoO and then throw conscripts into the breech. It is an excellent addition to what I would call an infantry/artillery centric army. You will want to hide this baby, but you can use this to your advantage, your opponent will go for it, it is in itself an extremely effective distraction. Until it fires, then its a chimera hull. Positive:* S10 AP1 10" blast......yes * has above 50% chance of firing * Looks scary. paint a hammer and sickle on it and call it a scud for extra points, play Hells March on a stereo when firing. Cons:* 1 shot wonder Suggestions:1. Give it a heavy flamer, so at least it can drive around being annoying after it fires 2. Hide it in a corner, if you have more then 1, opposite corners, make your opponent choose which one to go towards 3. Camo netting may be a good idea. not required. Evaluation: 6/10 (red) Stars still Average/casual- Semi competitive depending on play style
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Post by yvain on Apr 12, 2014 11:23:22 GMT -5
Bullgryn
Composition: Starting at 2 Bullgryn and a Bone’ead upgradable to a squad of 10
Comments: Bullgryns are a dedicated close combat unit. They are already a very expensive unit that can quickly become a point sink with upgrades. Their main role is a frontline infantry tar pit. They have the high toughness and multiple wounds of a regular Ogryn while as increasing armor and adding in a shield. The standard slab shield increases their armor rating to +3 while also granting cover to units behind. The other option gives them a 5++ invulnerable save. Combining both options with the toughness and wound scores make these models very durable. Most small arms will have to us weight of fire to bring down a Bullgryn. Though the commonness of special weapons does decrease this slightly. Bullgryns come equipped with a special assault grenade launcher. It is a nice way to add some extra wounds to a target unit before a charge. Especially against light multi model close combat units like gaunts or Orks. However, the limited range and low BS mean the Bullgryn is fairly likey to hit himself with his own grenade. In close combat, the Bullgryn is essentially the same as the Ogryn. The hammer of wrath attacks while a nice bonus will always suffer lack of AP values as will the close combat attacks. The shield maul upgrade is a nice bonus to increase the lethality of the unit. The down side is power mauls are not very effective against most dedicated close combat units. Bullgrns will still have problems dealing with strong MEQ close combat units. However, against lighter units they can be lethal. Bullgryn’s leadership is low and without support they could be in trouble resulting in the loss of a very expensive unit. Bullgryns have a choice of Taurox or a Chimera as a transport. In this case, the Chimera is slight superior of the two. Having a 4th, Bullgryn is actually a very attractive option due to the increased durablility and utility of the rules. Priests, Psykers, and Commisaars in the empty seat of the chimera can really add some nice options to the squad itself.
Suggested Combos: Bullgryns with a priest is a solid combo as the priest grants fearless and hatred while also increasing close combat survivability and damage output. Bullgryns with a standard Commissar is also a solid choice by adding a buff to their leadership. A Primaris Psyker can hid in a squad of Bullgryns and feel relatively safe.
Tactics: Because of the nature of the Bullgryns shield, the unit offers some interesting options as a support unit. The Bullgryns are intended to be a vanguard unit allowing lighter infantry to advance unimpeded. A larger squad supported by foot mobile infantry is a solid choice. Better still are Veterans following closely behind with forward sentries doctrine. Another option, is to place the Bullgryns in a vehicle and move flat out dropping them off. With their shields in front, every unit including tanks with camo nets and smoke launchers gets a nice buff cover save. Two bullgryns with a pair of slab shield follower by a pair with PM/Brute combo seems like the best bet. The 3+ shields in front will absorb most attacks and can be switched over with the 5++ invulnerable save when your opponent brings out heavy weapons. Their true purpose like Ogryns is to let other units survive. The difference is Bullgryns may actually live long enough to accomplish this goal while also getting inside to do some damage themselves. However, just like Ogryns they are very expensive. So expensive, it may be a better strategy to use another unit all together. Again, units in other codex seem to do this same job for cheaper and maybe better.
Evaluation: Semi-Competative
Rebuttal: (Stuff)
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Post by Julian Sharps on Apr 12, 2014 11:58:25 GMT -5
Good initiative, people. I'll edit the OP to include a more complete list of what is done and what needs to be done. Just don't go writing all the reviews, okay? Some of us need some fun too, you know.
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Post by Comrade on Apr 12, 2014 12:11:52 GMT -5
Good initiative, people. I'll edit the OP to include a more complete list of what is done and what needs to be done. Just don't go writing all the reviews, okay? Some of us need some fun too, you know. no problem, only other thing I would like to write is a "How to play an artillery army for beginners" article.
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Post by Julian Sharps on Apr 12, 2014 12:24:59 GMT -5
Good initiative, people. I'll edit the OP to include a more complete list of what is done and what needs to be done. Just don't go writing all the reviews, okay? Some of us need some fun too, you know. no problem, only other thing I would like to write is a "How to play an artillery army for beginners" article. That would be the artillery tactics article, since the plan is to follow up the unit reviews with tips on how they work together. I was thinking that for the tactics articles we have a discussion thread going for each one, so that the person writing the article can use the combined experience and rules lawyering of multiple players, to help reduce author bias.
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Post by yvain on Apr 12, 2014 13:10:22 GMT -5
no problem, only other thing I would like to write is a "How to play an artillery army for beginners" article. 1. Get guns 2. Fire guns 3. Drink Tea while enemey dies 4. Have a nap
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Post by Julian Sharps on Apr 13, 2014 0:58:44 GMT -5
I want to do the Leman Russ review, but I'll need some time to get it done properly.
Also, I think we should merge a few of the articles due to their similarities; Commissars (Lord Commissar, regular Commissar, Yarrick), Ogryns (Ogryns, Bullgryns), Aircraft (Valkyrie, Vendetta), Leman Russ (Russ Squadrons, Command Squadrons, Pask), and Sentinels (Armored Sentinels, Scout Sentinels).
Incidentally, did anyone else notice that we only got one lackluster Warlord trait (out of a host of good ones), and even then it's not much of a drawback?
Speaking of which, my review on Warlord Traits:
Warlord Traits, by Julian Sharps
One of the changes to Warhammer 40K in 6th edition is the introduction of Warlord traits; a randomly generated special ability that makes one of your HQ choices more important on the tabletop. With every codex release for 6th edition, a new table of Warlord traits exclusive to that codex has been included; some good, some bad, some mediocre, some mind-blowingly stupid. Following is my analysis of the traits exclusive to the Imperial Guard.
Firstly, it must be understood that if a Company Commander or Lord Commissar is chosen as your Warlord, you roll a d6 on the chart and look at the result as usual. If your Warlord is a Tank Commander, however, you only roll a d3. This, incidentally, means that a Tank Commander will never be able to issue orders to infantry as per the Voice of Command special rule, and will also get a Warlord trait that is relevant to his role as a main battle tank.
Grand Strategist: This one allows you to give a random number of units in your primary detachment the Outflank USR. While this is doubtless good news for anyone, this is of special value to Tank Commander Warlords, as they have a 1-in-3 chance of getting this trait, as opposed to the usual 1-in-6. Company Commander: Competitive Lord Commissar: Competitive Tank Commander: Competitive Rebuttal:
Old Grudges: This one allows you to give the Warlord and his unit Preferred Enemy against all units selected from one Warhammer 40K codex. Again, as Tank Commanders have twice as much of a chance to get this one as infantry Warlords, this is another good one for them. Also good for Lord Commissars, since they are Independent Characters, and as a result can go from squad to squad, conferring Preferred Enemy to squads as needed. Company Commander: Situational Lord Commissar: Competitive Tank Commander: Competitive Rebuttal:
Draconian Disciplinarian: This one gives the Warlord a 12" buff zone where Imperial Guard units do not need to take Morale tests for suffering 25% casualties. In addition to higher chance of getting this one, Tank Commanders will benefit greatly as their model has a significantly larger footprint than any of the other Warlord options, and the high AV of the Russ drastically improves its chances of sticking around long enough to use it. Company Commander: Semi-Competitive Lord Commissar: Semi-Competitive Tank Commander: Competitive Rebuttal:
Implacable Determination: All this one does is give the Warlord and his unit Relentless. Better for the Lord Commissar due to Independent Character status. Company Commander: Situational Lord Commissar: Semi-Competitive Rebuttal:
Bellowing Voice: If your Warlord is a Lord Commissar, he can now issue orders as if he were a Platoon Commander. If your Warlord is a Company Commander, his orders range is increased by 50%. Company Commander: Semi-Competitive Lord Commissar: Semi-Competitive Rebuttal:
Master of Command: If your Warlord is a Lord Commissar, he gets to issue orders as per the Bellowing Voice trait above. If your Warlord is a Company Commander, he gets an additional order, which is huge. Company Commander: Competitive Lord Commissar: Semi-Competitive Rebuttal:
From the looks of things, we have a bunch of strong Warlord options available to us now, especially in the form of the new Tank Commander. However, even the infantry HQs can pull their weight with this list. I don't think that Imperial Guard players need ever roll on the BRB Warlord traits table again.
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Post by Julian Sharps on Apr 16, 2014 11:03:12 GMT -5
So, nothing for three days?
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Post by yvain on Apr 17, 2014 9:52:43 GMT -5
Sorry been busy Implacable Determination: All this one does is give the Warlord and his unit Relentless. Better for the Lord Commissar due to Independent Character status. Company Commander: Situational Lord Commissar: Competitive Rebuttal: This order is undoubtedly the weakest one of the bunch, but only by comparison to the strength of other traits. Due to the nature of random trait roll, it is hard to plan this trait for the company commander to best utilize. However, the relative cheapness of upgrades and the multitude of ways to add to the CCS unit do give this ability a lot of utility. With the Lord Commissar, this trait becomes truly great. The commissar himself gets the most benefit by being around multiple infantry units and his natural enhancement bubble ensures he will be within 6 inches of multiple units. This allows the LC to hot swap relentless to the unit that needs it most. In conjunction with FRSRF a full blob squad with power weapons (a common build included with the LC) can now add their 150 lasgun shots before to their killing power before a charge. Or perhaps a Lord Commissar can join a HWS and allow them to move into a better position for a side armor strike. It is a powerful combination that would work with almost any Lord Commissar build.
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Post by yvain on Apr 17, 2014 10:02:51 GMT -5
I want to do the Leman Russ review, but I'll need some time to get it done properly. Also, I think we should merge a few of the articles due to their similarities; Commissars (Lord Commissar, regular Commissar, Yarrick), Ogryns (Ogryns, Bullgryns), Aircraft (Valkyrie, Vendetta), Leman Russ (Russ Squadrons, Command Squadrons, Pask), and Sentinels (Armored Sentinels, Scout Sentinels). Incidentally, did anyone else notice that we only got one lackluster Warlord trait (out of a host of good ones), and even then it's not much of a drawback? These traits really are all awesome. Nearly every sensible build will find a use for every single one. I think Bullgryns are different enough from ogryns to warrant their own. The Sentinel, Leman Russ, and Valk/vendetta should be combined. I think the characters are all different enough that require their own articles. (except for maybe Nork) Same with Commissar verse Lord. On the surface they do the same thing, but since the LC can potentially be a warlord center piece character it needs its own article.
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Post by yvain on Apr 17, 2014 10:50:45 GMT -5
Ratlings
Composition: Starting at 3 Ratlings and can be upgraded to a squad of 10
Comments: Ratlings are a solid harasser unit and are the best way to take sniper rifles in the game. They have a high BS score and several companion abilities that allow them to utilize their weapon to maximum effectiveness. The sniper rifle is generally a weaker weapon choice, but with Ratlings it can be effective in many situations.
Their drawback is low leadership and toughness making them rather easy to remove from the table. The addition of stealth and infiltrate gives them some added utility and durability. The best asset however, is their disposability. They are so cheap you can literally throw them away and not care. Any shots the enemy wastes on them is attack power not used on your more important units. If they are ignored, then they will continue to nip at his heels until blood is drawn. The Shoot Sharp and Scarper rule (SSS) is a great addition that allows you to effectively move with their heavy weapon. With SSS, you can increase their life expectancy while not sacrificing their attack, which is crucial in kill point games.
In general, Ratlings are not going to be doing your heavy lifting. However, any army with a few extra points and a free elite slot can find a use for these guys; even if that use is simply dying in the Emperor’s service.
Suggested Combos: Ratlings work best alone. However, when supported by the Bring it Down order their ability to cause wounds on tough monstrous creatures is rather strong for a unit of its price and class.
Tactics: Ratlings work best alone. If they are placed away from your main forces in weapon range. It can force an enemy to divert power from his main attack to deal with them. Dropped in range of your opponents back field sniping at key units like Quad Guns or Thunderfire cannons is a great way to annoy your opponent first turn.
Evaluation: Competitive
Rebuttal:
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Post by yvain on Apr 18, 2014 7:00:38 GMT -5
Wrydvane Psykers
Composition: Starting at 5 Psykers with upgrades up to 10.
Comments: Wrydvane Psykers are a support unit designed around using powers to increase effectiveness. Unfortunatly, they do not excell at the role. They have access to the biomancy, divination, pyromancy, and telekinesis trees. However, most of these powers are useless for the unit. The first problem is the stat rating of the psykers themselves. Their leadership is low enough that they will fail their tests most of the time. To further worsen matters, their WS and strength are low as well. The majority of powers they have access to are useless for these guys. Even with the strongest Psyker buff powers, they will still be poor in close combat. The only reliable tree to roll on with them is the divination tree. They are easy to kill, but have the advantage of being able to surivive even if only one remains.
Suggested Combos: Wyrdvane Psykers work best in situation where there is no infantry support for your Psyker to join. A unit in the back field with supporting artillery or a heavy weapons team can be effective.
Tactics: There are few situations where a Primaris Psyker that is cheaper and does not require a FOC slot does not far exceed the Wrydvane unit. The Primaris does everything the unit can do for cheaper and can hide inside a squad for protection while buffing the squad. They do have access to diviniation which does provide some good abilities. So in situations where the Primaris won't work they could find a use. Evaluation: Casual
Rebuttal:
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