Showing posts with label Astra Militarum. Show all posts
Showing posts with label Astra Militarum. Show all posts

Monday, August 7, 2023

Warhammer 40,000 - Astra Militarum Imperial Armour Part 2

Almost done with my data entry, then I'll finally get to move on to logic and algorithm.  Though I'll likely need to take a break this week as I have a lot of doctor stuff coming up.  In the mean time, we've still got another Astra Militarum download to go through.


DATASHEETS

Avenger Strike Fighter - 130 pts

Time for the forces of the Imperial Navy!  Aircraft in 10th Edition aren't doing very well right now.  While they get the same benefits as Towering, they usually have to start off the board.  This means you don't get any chances at some good Turn 1 shooting with them.  Additionally, because of their movement rules, every model has a predictable "flight path."  Smart opponents have learned how to use this to avoid any bomber abilities and even keep completely out of line of sight.  The end result is that Aircraft need to either be very flexible, have awesome guns, or useful special rules to consider including.

This has none of these things.  While relatively inexpensive for its profile and the guns it's carrying, its main ability is to shoot back at an enemy that destroys one of your units.  The fact this keys off the Fly keyword isn't bad, but the fact it only triggers when a unit is destroyed is an issue.  Like I said, you can play around Aircraft pretty easily.  The number of times an opponent is going to destroy one of your units within 6" of an Avenger, and the Avenger will be able to do anything meaningful will be zero.  I don't even think the threat of it will affect your opponent's game plan much.

130 pts isn't bad for the body and guns it has, though.  If it didn't have to start off the board, it'd be a pretty nice vehicle on its own.


Voss-Pattern Lightning - 130 pts

While the -1 to Hit is nice, I don't feel like the hellstrikes make up for the loss of the bolt cannon and heavy stubber.  This just isn't bringing enough damage.


Thunderbolt Heavy Fighter - 190 pts

The shooting on this will be much more effective, at least when targeting enemy Flyers.  At BS4+, that +1 to Hit really helps.  But it's not a large enough improvement in toughness and fire power to justify being that much more than an Avenger.


Vulture Gunship - 225 pts

The fact this has the Hover keyword immediately makes it more interesting.  When your Aircraft has Hover, you can essentially treat it as Knight with better movement.  At that point, the question becomes whether it can survive to get its value in.

And unfortunately, I just don't see it happening.  It's not tough enough to survive enemy shooting and it just doesn't put out enough of its own.  If you're going to take one, I definitely think you take the gatling cannons though.  Those will at least reliably let you force some Battle-shock tests.


Marauder Bomber - 345 pts

I'm sorry if this is feeling really negative, but unfortunately Aircraft just really aren't in a good place, and this really isn't helping.  The fact you have to specialize its bombs really reduces its usefulness.  Your opponent could already easily play around the bombing run, now they don't even have to worry about it for all their units.  Even if you could reliably make the bombing runs, you're going to be doing a total of 6 mortal wounds on average during a game.  That just does not justify that price tag.


Marauder Destroyer - 375 pts

This at least is better.  The 6 average mortal wounds per game goes up to 8 and now threatens your opponent's entire army, and you get way more guns.  I'd definitely say this is the better of the two bombers.  However, the price tag is still way too high.  On a guess, I'd honestly say its at least 100 pts too much for what it will do.  That's the kind of cost issues we're running into with some of these.


Tarantula Battery - 35 pts per model

I've always kind of liked these, even if they've never been particularly good.  I think it's because I've always liked sentry guns in movies and games.  However, as cheap as these are, they're still too expensive.  A single gun in your deployment zone doesn't do a lot, even if it's a good gun.  GW may be charging a little too much for movement, but not being able to move a model is a big deal.  If you've got the points free, grab one of the demolition vehicles.  These are a pass.


Rapider Laser Destroyer Battery - 30 pts per model

Okay, now those Tarantula's really look bad!  These however are actually pretty good!  You'll need to get them into position so that you can use that Heavy ability, but then you'll be blasting away with a pretty good gun.  It's too bad Guard doesn't really have order splashing anymore, as you'll nearly always have better targets than this.  But if you want a cheap screener or list filler, this is actually a good deal.


Hades Breaching Drill - 110 pts

Interesting!  While I think this is overpriced, Deep Striking any Infantry unit is huge.  I especially like the fact that the setup range on this is 9", as it means you can potentially crowd in a large number of models around it.  No matter what unit you bring in with Subterranean Assault, you'll probably manage to successfully deploy it.  If you like the idea of making a gigantic block of Infantry to try and hold the mid board, this might reliably get it there.


Trojan Support Vehicle - 80 pts

I like this too!  It may have to wait until Guard vehicles are in a little better spot, but once they are this will be a useful piece of tech.  It's nice and cheap and it doesn't put out anywhere near enough shots for your opponent to want to shoot at it.  When they do, this is just tough enough they'll be grinding their teeth at the amount of fire power they have to use to take it down.  So this will either spend the game healing and buffing vehicles or taking shots that are meant for them.  Honestly not bad for 80 pts.


FINAL THOUGHTS

This might have seemed a little hum drum, but it's honestly just that Aircraft are in a bad spot, and half of this was Aircraft.  Honestly, if you really want to take some fighters, 130 pts isn't bad for the Avenger.  You're really going to have to work to feel like it's contributing much.  The rest of these were fun though, even if GW is asking way too much for the Tarantula.  I'm especially curious to see if anyone is making Breaching Drills work.

Thursday, August 3, 2023

Warhammer 40,000 - Astra Militarum Imperial Armour Part 1

Over the history of Forge World, the model line has been used for many things.  Its original purpose, of course, was selling titanic figures that couldn't be cast in plastic or pewter.  But as GW finally abandoned pewter, discovering it could use fine cast resin as an "adequate" replacement, they expanded the Forge World line.

Guard are one of the factions that have historically "benefited" from the existence of Forge World.  Not only are they the original faction to receive rules for using Titans, but their super heavy tanks were originally Forge World kits too.  As GW focused more and more on Cadians as the pattern for most Guard regiments, other classic regiments ended up going to Forge World.  This tentatively allowed GW fans that didn't want to go with the now standardized regiments to still get some official models.

Now there are far more options available for customizing the look and feel of a guard army, and GW has decided they don't want Forge World to be a supplement for their basic games anymore.  The Baneblade has been out in plastic for some time now, our first heavy plastic tank came out in 9th with the Rogal Dorn, and we've finally gotten plastic Krieg as well as the return of Rough Riders.

Still, Forge World models aren't a thing of the past yet.


DATASHEETS

Death Korps Marshal - 60 pts

For 10 points more than their Cadian counterpart, the Marshal loses the ability to take a bolter, gets a 5+ FNP which they share with their unit, and a free Insane Bravery.  For some reason, the Insane Bravery is capped by this rule to twice per phase, but it's still nice to see the unshakeable nature of the Death Korps represented in some way.  I just don't think it's worth more than a Castellan.  It's not much of a tax, but its till feels like a little bit of one for taking a proper Leader for you Death Korps.

Death Rider Squadron - 70 pts for 5 models (14 pts per model)

By contrast, their Riders are 10 pts cheaper.  Their melee isn't bad either, and their Ridemaster can take a plasma pistol.  They can also reposition if an enemy gets too close, though this is not going to keep them from being shot off the table and the Attilan ability to Fall Back and Shoot and Charge is superior.  Still, 14 pts for fast moving, hard hitting, 2 wound models is pretty good.

Death Rider Squadron Commander - 60 pts

And if you take a unit of Death Riders, you should definitely take one of their officers.  For the same price as the Marshal, you get a faster and hard hitting model that grants Infiltrators to their unit.  In addition, you get DEV WOUNDS on the charge, for some extremely good melee threat.  I think Death Riders are actually really good.

Carnodon - 160 pts

For 35 pts less, the Carnodon isn't quite as tough as a Russ but is a little faster.  Unfortunately its weaponry is pretty underwhelming.  Autocannons just aren't what they once were, and none of its other weapons really have much output either.  You could potentially consider loading it up with some volkite and hoping to spike out some mortals, but I just don't think its worth it.  Guard vehicles, other than indirect, are proving to be over-costed, and this is not exception.

Cyclops Demolition Vehicle - 25 pts

This thing actually might be worth taking now.  With an 8" move and 4 wounds, you can use this as a mobile screening unit and there's nothing stopping it from running secondaries either.  You can only take three of them, but that's 75 points for 3 units deterring movement, scoring missions, and eventually turning into a one time smite.  They're honestly not bad.  At worst they're decent point fillers.

Malcador - 250 pts

The Leman Russ's big brother is bigger and tougher, but certainly isn't meaner.  They have similar loadouts but the Malcador trades a pair of Autocannons for an inferior main gun.  If the Leman Russ were properly priced, and it's not, I'd say this needs to be at least 15 pts cheaper.  As things stand it's probably at least 25-40 pts more than it should be.  Even then, the Russ is a smaller target that punches just as hard.

Malcador Annihilator - 270 pts

The Demolisher cannon has certainly proved itself to be worth at least 20 pts more than a standard battle cannon, and the Malcador didn't even have that.  Additionally, this tank gets IGNORES COVER if you get close, which is fantastic in 10th Edition right now.  Though with the loss of Armour of Contempt from the basic Malcador, it'll be harder to get in range.  This is unfortunately still overpriced.

Malcador Defender - 310 pts

For 40 pts more than the Annihilator you lose some heavy firepower but pack a whopping 21 heavy bolter shots.  You also get improved Overwatch, but Guard already have good Overwatch units that are far cheaper.  While this will make an impressive road block, you don't spend 310 points for a screening unit.

Malcador Infernus - 235 pts

Our least expensive Malcador variant actually comes it at only 15 pts more than a Demolisher.  However, what you're actually comparing this to is a Hellhound.  The inferno gun is a bit of sidegrade from the inferno cannon.  It does pack more guns though, including the ability to still bring two autocannons or lascannons.  However, its only special rule is to get a final shot with its inferno gun with a 3+ on death.  Take the Hellhound.

Earthshaker Carriage Battery - 80 pts

At first I thought this was just a mini Basilisk that couldn't move very well.  But that's not necessarily a bad thing, you don't need to move these.  Then I noticed that they only hit on 5s.  That part's not as good.  Now they're Regiment, so you can target them more easily with orders.  But do you really want one of your regimental officers kept babysitting these?  Unfortunately I think the full sized Basilisk is probably better.

Medusa Carriage Battery - 80 pts

An alternative to the Earthshaker, the Medusa is a bit of a side grade.  The weapon is all around more powerful, but doesn't have anywhere near as much board presence.  And at Move 4, you're not exactly rolling it out onto the board.  Additionally, Battle-shocked is usually not as useful a debuff as shaken is.

Stormblade - 415 pts

Now this is a big tank!  Basically a Baneblade that's been modified to carry a Titan's plasma blastgun, it has similar firepower to the other Baneblade variants.  The Shadowsword currently seems to be the most popular variant, so that's the one I'm going to compare this to.  Now the plasma blastgun is certainly no volcanno cannon, but it's still a good general purpose weapon that can threaten both Infantry and Vehicles.  My only problem is I'm struggling to find a place for it.  It's just not really bringing anything your army really needs.  Still, it's the most affordable of the super heavies, so if you really want to field one and don't want to spring 25 points more for a Shadowsword, it's not a bad option.

Macharius - 310 pts

The classic heavy tank option has a chassis closer to a Baneblade than a Rogal Dorn, but firepower similar to it's smaller cousin.  So basically you're trading toughness for fire power at a cost of 25 pts.  Again, now that we've gotten a chance to see how Guard vehicles are performing, I'm feeling like this is just too expensive.

Macharius Vanquisher - 285 pts

Okay, now we might be getting somewhere.  While the vanquisher cannon is a single shot weapon, you get re-roll hits and wounds with it to drastically improve its reliability.  And if you've got someone that can give out orders to tanks, you can further improve that reliability.  Honestly I'd take this over a Rogal Dorn.

Macharius Vulcan - 310 pts

A tank with a vulcan mega-bolter!  This thing can absolutely shred infantry, but so can tons of other guard options.  Again, it's a lot of points for something Guard doesn't really need.  I like that it doesn't suffer any penalties for Big Guns though.

Praetor - 275 pts

The power of indirect is you don't need to be in the line of fire, so the tougher chassis doesn't really help this thing.  So we're left looking at just its gun to justify taking it over any of the other indirect options.  The first nice thing is that if you've got a source of tank orders, it's hitting on 2s with Take Aim.  The foehammers are also pretty interesting, wounding big targets on 4s even with its low strength.  But again, you'll want your indirect to be sitting back and firing without needing orders, and you have other ways to get that bonus.

Crassus - 180 pts

You're actually getting a bit of a discount on transport capacity with this.  In exchange for the mobility and flexibility of multiple Taurox, you get a tougher model that can transport a ton of guard in bulk.  And while not as fast, it does have Fire Support, which I'm very fond of.  However, I'm struggling to figure out how all those guard are going to disembark from this thing.  35 models is a lot!  Still, if you need to transport a full Infantry Squad with command, attachments, and bodyguard, this will do it!

Colossus - 160 pts

Huh?  A direct fire mortar?  What?

So unfortunately that means we're comparing it to the Leman Russ, which is tougher and has more guns.  However, as weird as the gun is, it's not to be sneezed at.  Any big target you get a decent hit on is probably going to be taking mortals.  This means this thing can pretty easily punch above its weight.  It's pretty swingy for 160 pts though.

Valdor - 285 pts

Again, we're trading toughness for guns with the Rogal Dorn again.  Only this time, we've actually got a pretty good main cannon to justify it.  Hitting with 2 shots on 3s with HEAVY, the Valdor punches at S16, AP-4, and DmgD6+1.  And as a kicker, if you're targeting a Monster or Vehicle, you get to re-roll the damage.  It's probably a little overpriced, but I feel like this is a little closer to fine than the other options are.


FINAL THOUGHTS

There are many guard players out there that long for the day when they can field a wide variety of different vehicles and regiments for their army.  We're getting there again with the infantry, and we've started getting better access to vehicles too.  But unfortunately guard is in a position where their vehicles are struggling to make up their cost.  It doesn't help it's far more difficult to get buffs on tanks now, and they even took away Ursula's ability to give strats to them.  I feel nearly the entire Forge World line needs to come down in price.  Yes, both prices.

However, Death Riders look like a lot of fun, and there were a few vehicles that might make cool alternatives for roughly the same value as their plastic counterparts.  Hopefully we'll see a bit of an overhaul soon.

Tuesday, June 20, 2023

Warhammer 40,000 - Astra Militarum Index

I honestly should have done this one sooner, as I have a friend getting into the game and they want to play Guard.  But I'd been following the releases so I didn't think to jump ahead.  Either way, we're here now!  It's time to take a look at The Hammer of the Emperor!


ARMY RULES

Orders have been good since their inception, and simplifying them hasn't taken anything away from their power.  Especially with Officers leading units again, you'll be guaranteed to have at least one unit in range, and the survivability of your Officers is greatly increased.  And while there are a lot more Orders than many factions have for options in their special rules, they're all useful and those uses are easy to understand.  At least from these alone, Guard have some power at their disposal.

Born Soldiers

It's back!  You have to Remain Stationary, but LETHAL HITS with the number of shots Guard can put out is brutal.  This can be combined with First Rank Fire! Second Rank Fire! for some pretty reliable damage.


ENHANCEMENTS

Got that weird order going on again.  Oh well.

Death Mask of Ollanius - 10 pts

When this was first revealed, it looked okay but I wasn't sure how useful it would end up being.  At 10 pts though, I can definitely take this.  Battle-shock will be a thing, and having an important objective holding unit keeping its OC will help.

Kurov's Aquila - 40 pts

40 pts to Vect a Stratagem?  This is a good ability.  There are so many stratagems you can deny your opponent with it since CP is so scarce.  A lot of people have been saying this is particularly great on the CP re-roll to deny those clutch saves or spikes of damage.  Overwatch is another one that comes to mind.  But 40 pts is a lot . . .

Drill Commander - 20 pts

By contrast, giving your unit LETHAL HITS on 5s is only 20 pts?  You are taking this every game, every time.

Grand Strategist - 15 pts

And an extra order every Command Phase is only 15 pts!  I know which three I'm taking.  Barring needing to use extra points or budget running tight, 45 pts for 3 good Enhancements sounds like a steal.


STRATAGEMS

We previously had all of these revealed at KC.  They're all really good, and CP is going to feel really precious.  We already know from KC that you can get 1CP in your turn from Leontus.  Hopefully there's a way to grab some during your opponent's turn.  I'm pretty sure most units will have a Vox equivalent to at least give you some regen.


DATASHEETS

We've had so many of these revealed previously, but now we get points for them.  Let's see what we've got!

Lord Solar Leontus - 125 pts

He's 125 pts and you're going to take him every chance you get.  He's surprisingly no slouch in combat, fighting as well as many Space Marine characters with a similar defensive profile.  That's actually a good way to look at him.  He's a Space Marine Captain, with a couple more wounds, sitting in the middle of your guard army handing out CP, Orders, and letting you redeploy.  You will not want to leave this model on the shelf.

Ursula Creed - 55 pts

She's got some surprisingly good AP but is otherwise a very Guard statline.  Oh!  But wait!  Her unit can get two Orders!  You can have Take Aim! and First Rank Fire! Second Rank Fire!  Auto-include!  And she gets the free strat ability!  That's just gravy!  Guard characters are killing it!

Cadian Castellan - 50 pts

Okay, I don't know if this Officer is over costed or Ursula is a steal.  They're still good, with both of those abilities being great on nearly any Guard unit.  But Ursula is way more than 5 pts better than them.

Tank Commander - 245 pts

I had to check, and this is 50 pts more than a standard Leman Russ.  Also, I feel bad for anyone that modeled these on a Demolisher.  So what does our 50 points give us?  They give an order to one Squadron, extended range to 12", and Shoot on Death.  If there's not many ways to give your Tanks orders (beside Leontus), you might be stuck with at least some of that as a tax.

Platoon Command Squad - 60 pts for 5 models (12 pts per model)

I remember when people used these as a cheap way to get more Heavy Weapons Teams.  But at more than 10 pts a model, these don't seem all that cheap.  You can still attach them as a Leader, so that helps some.  Their Vox is somehow better than a Tank Commanders, they get and grant a 6+ FNP, and increase OC.  This is probably going to be part of a big unit you try to use and hold the mid board.  Twenty-five guard with two Heavy Weapons Teams, 6+ FNP, and OC 2-3 will take at least some work to shift.

Cadian Command Squad - 65 pts for 5 models (13 pts per model)

Huh.  Not only does the Cadian version not have a Heavy Weapons Team, its overall weapon options are much more restrictive.  In exchange you get the ability to ignore penalties and pay 5 pts more.  The ability is better, but I wonder if the tax here is more on the fact you can attach this to Shock Troops.  I'll have to see what they do later.  I know they were revealed but I'm blanking on them.  I remember Krieg gets a buff when damaged, so that makes them a pretty good unit for the other squad to lead.  Right now this is nowhere near as good as the classic Command Squad.

'Iron Hand' Straken - 80 pts

Straken comes with a prety good combat profile, a Scout move, grants LETHAL HITS, and gets re-rolls to Hit and Wound on the Charge.  With his Invuln, he's almost a Space Marine in combat.  I'm not sure he's worth 80 pts, though.

Primaris Psyker - 60 pts

I remember this one a little from the KC reveals.  I think this is a steal.  Psychic Maelstrom is a nice little blast they can contribute in shooting.  But the fact they grant a 4+ Invuln against Shooting until they pop is the real prize.  Yeah, it's gonna feel like they die to the first Shooting phase at least half the time.  But when you don't roll that 1 it's gonna be great.

Gaunt's Ghosts - 115 pts

Look at all those USRs!  Fitting this incredible kit with its fantastic characters, we've got an absolute smorgasbord of tools to play with.  They are basically the go-to scout and harassment team.

Regimental Attachés - 40 pts

As an upgrade to a Command Squad, I feel this is a bit pricey.  It's three models with three abilities.  Still, that exclusion zone is really nice, and you'll probably get some uses out of the Artillery Commander too.  Not sure about the Aeronautica Commander, though.

Ogryn Bodyguard - 40 pts

The abhuman version of a Tyrant Guard, this model will greatly increase the survivability of your Command Squad.  I'd say this is a far better upgrade than the Attachés.

Nork Deddog - 70 pts

Nork gets to do some mortals in your fight phase but loses the rage ability.  He's got better armor, but he also can't take the Brute Shield.  I don't think he's worth they extra points.

Infantry Squad - 65 pts for 10 models (6.5 points per model)

Infantry Squads are still 65 points and now their wargear will always be free.  And they still have a nice toolbox full of guns they can bring.  But now they're harder to shift while holding an objective as they get cover.  They're still very good.  The only reason you didn't see these a lot in 9th was Cadians were better.

Cadian Shock Troops - 65 pts for 10 models (6.5 points per model)

Oh yeah!  They get sticky.  That means I still have no idea why their Command Squad is more expensive.  Arguably they're now worse than basic Infantry, since they still don't get a Heavy Weapons Team and their wargear options are worse.

Death Korp of Krieg - 65 pts for 10 models (6.5 points per model)

Krieg comes in second with the ability to bring back fallen models.  If you want to camp an objective in the midboard and give your opponent a fight trying to take it from you, take the Infantry Squad.  If you want to rush out and take objectives, take Krieg.

Catachan Jungle Fighters - 65 pts for 10 models (6.5 points per model)

Don't knock that combat buff these soldiers get.  It's a very nice buff if you want to try and field a more melee focused Guard army.  But I don't think it replaces all that lost wargear.

Sly Marbo - 75 pts

Sly looks like a lot of fun.  He's very evasive, he gets some nice abilities for taking out enemy characters, and he can support your other units.  And it looks like his abilities can combo to get him some insane movement if you want.

Kasrkin - 120 pts

Oo!  Those are some nice toys to play with . . .  And all with double the orders!  I think most of the time you're going to just want more Guardsmen, but these look like they'll make some fun forward infantry.

Regimental Preacher - 35 pts

Okay!  This might be fun way to build a Catachan force!  A brick of 20 Jungle Fighters with this guy leading them could probably put in some good work, and only for 165 pts.

Sergeant Harker - 60 pts

Toting around a heavy bolter and the Space Marine profile to wield it, this is another way to just get a Space Marine in your Guard army.  Okay, he doesn't have the armor, but he does have 6+ FNP.  And once per game Payback is just going to deal out some hurt to something.

Regimental Enginseer - 45 pts

Oh cool!  His version of Omnissiah gives your vehicles a 4+ Invuln!  I think that's worth the price of admission right there!

Munitorum Servitors - 35 pts (8.75 pts per model)

If I'm running an armored division, I might take these along to fill points or protect Eninseers.  They're not guards most efficient way of getting bodies on the field, but they are cheap.

Commissar - 35 pts

Interesting, standard Commissars can only issue Duty and Honour! or Fix Bayonets!.  I was right in that these share an ability with their Chaos counterparts.  However, if you have another Officer in the unit, the unit gets to re-roll Battle-shock before you start putting bullets in people.

Ogryn Squad - 75 pts for 3 models (25 pts per model)

This feels like a lot for three Ogryn.  But those ripper guns do put out a decent number of shots.  Not sure here.

Bulgryn Squad - 90 pts for 3 models (30 pts per model)

Oh my god!  GW!  What are you doing?  It's right there!  You could have just put that in every datasheet this whole time!  Bah!

Bulgryn have been the better half of this deal for some time now, and I think they're still going to be that way.  I will happily pay 15 pts for -1 Damage, 4+ Invulns, and some legitimate melee threat.

Ratling Snipers - 70 pts for 5 models (14 pts per model)

Okay.  If you're going to use these, you better make good use of that evasion ability.  Because at 14 pts a model, you don't want to lose them the first time an enemy unit so much as looks at them.

Attilan Rough Riders - 80 pts for 5 models (16 pts per model)

These look like they'll still hit very hard, though it will still be a bit tough to keep them alive.  The fact they have Fall Back and Shoot and Charge will help make sure you can deliver them where you need them most.

Scout Sentinels - 50 pts

These feel like a steal at 50 pts.  They get some really good weapon options and they get to mark a target for your artillery.  Sentinels have been good in many editions of 40K, and 10th looks like it will be no different.

Armoured Sentinel - 70 pts

Hmm.  I'm not sure 20 pts is worth another pip of Toughness and Armour.  That is a 2+ Save though, so these might have pretty descent survivability.  I just think the Scouts might be more efficient.

Hellhound - 125 pts

Alright!  We're here!  Guard vehicles!

This looks good.  I think I've mostly recovered from my shock at Knights, though I still have the Imperium's version to go through.  I think this is probably okay at 125, though it could probably be cheaper.

Rogal Dorn Battle Tank - 285 pts

Hmm . . . 285 for four nice guns on a T12, W18, Sv2+ body.  It does get to just ignore an attack once per battle.  Again, I think it could be cheaper, but it's not bad at this cost.

Heavy Weapons Squad - 60 pts for 3 models (20 pts per model)

Ah!  We have our primary Overwatch target!  This is basically 20 points a piece for a nice big gun.  You're probably still going to just take Infantry and Command Squads.  But I can see having one of these to put next to your big Infantry brick.

Field Ordnance Battery - 100 pts for 2 models (50 pts per model)

How 'bout over double the cost for some really big guns.  Don't let those weapon profiles fool you.  Guard Indirect does look like it's still going to be a thing.  And those are decent chassis to put these big guns on.

Leman Russ Battle Tank - 195 pts

Again, I feel like these could be cheaper.  Still, they can probably take some decent damage and help clear some screens and campers so you can move on objectives.

Leman Russ Demolisher - 220 pts

That demolisher cannon is a thing, and I'm pretty sure it's well worth 25 pts, especially since you can fire into combat.  Nothing is stopping this from getting all its shots off.

Leman Russ Vanquisher - 190 pts

You might be wondering why this is cheaper when it's got a Vanquisher cannon.  But while this variant will occasionally pick off an important target, half the time it's not going to do anything.  Still, depending on the vehicles the meta has, you might want to bring one along.

Leman Russ Punisher - 180 pts

Hmm.  This might be legitimately worth giving a try now.  Normally, my instinct when it comes to anti-infantry with Guard is more troops.  But especially if you're going for an armored company, this might be worth bringing.

Leman Russ Executioner - 195 pts

Huh!  I think this might legitimately be better at doing what a standard Leman Russ does.  Not entirely sure, but it does look like it can blast anything but other tough Vehicles apart.

Leman Russ Exterminator - 200 pts

I think I like this one too.  Marking a unit for death with improved AP sound like a potent ability.  Might be a good one-two-punch with the Executioner.

Leman Russ Eradicator - 180 pts

Huh!  It gets the same rule as the Demolisher and the Vindicator!  Honestly, I think this is really good and might also be better at doing the standard Leman Russ's job.  It's not as versatile, and will struggle against tougher targets the classic and Executioner might be better for.

Basilisk - 110 pts

Oh come on!  110 pts?  Buy!  Buy it now!  Man it's going to suck dealing with Guard Indirect this edition.

Hydra - 95 pts

This is completely meta dependent.  But if Aircraft become a thing again, 95 pts isn't bad for a good counter to them.  It's not bad additional firepower for match ups without them, but I definitely only take it if I expected Aircraft.

Manticore - 105 pts

Gonna flip a table here.  There's very little reason not to take three Basilisks and three Manticores.

Wyvern - 90 pts

Man Guard Indirect is going to suck to play against this edition.  You will need to bring answer to this and get good at using Reserves.

Deathstrike - 135 pts

With the rest of the Indirect being so cheap, I'm not sure this makes the cut.  But it might be worth taking for fun area denial games.

Chimera - 85 pts

I think this is pretty nice for carting around some smaller Guard units.  Unfortunately it can't take a full brick for you.  The fact you can issue Orders is really nice.

Taurox - 65 pts

Okay, that's a very nice cost for some rapid deployment.  I think these will probably be the go-to Dedicated Transport.

Valkyrie - 200 pts

Okay, you're really paying a premium for the mobility here.  It's some awesome mobility though.  This is basically free Rapid Ingress with no restriction on where you can come in.  It'll probably take some skill to use this, but you can potentially get some nice work done.

Aegis Defence Line - 145 pts

That's a lot to pay for that 4+ Invuln.  At least you don't have to be wholly within to get it.  Still not sure if Fortifications will be a thing this time, since they're usually terrain dependent.

Baneblade - 540 pts

I mean . . . I guess it can technically hide behind ruins now.  Though that's never going to happen.  I was just kinda hoped they'd price this the same way the big Knights were priced.  It's rolling fortress ability is nice though.

Banehammer - 490 pts

Oh wow!  You make them test just from selecting them as a target!  That is really cool!  Even with the price tag being a little high, that might still be fun to play with.

Banesword - 515 pts

Hah!  Blow up all the things!  That's a really fun ability!  Not sure if I prefer this to the classic though.  It's honestly a tough call between the two.

Doomhammer - 455 pts

For Doomhammer!

Whoops!  Sorry, wrong game!  Anyway, do you like melta?  I hope you like melta, cause this always has melta when it counts.  Also, this is one of the variants with Firing Deck.

Hellhammer - 510 pts

Oh man!  This has an ability similar to the Demolisher, but it can't fire its Blast weapons.  I would have really liked this one if it could.  Oh well.

Shadowsword - 440 pts

If you really need to kill something, 440 isn't too bad for the right to bring a volcano cannon.  That's kinda all it gets though.

Stormlord - 460 pts

Basically a mobile fortress, I'm a little surprised it's more expensive than the Doomhammer.  It's rule is very nice for getting your units out of dodge though.

Stormsword - 520 pts

I'm sorry, what?  What is with that rule?  Just give it some mortals on successful wounds.  You already did that it in Grey Knights.  Weird rule . . .

Militarum Tempestus Command Squad - 80 pts for 5 models (16 pts per model)

Okay that's not too bad a price bump for hot-shots and some serious wargear.  And there's no real Keyword shenanigans this time, so you're free to mix and match.  And with this unit making Scions Battleline, you can field a full Scion army if you want.

Tempestus Scions - 60 pts for 5 models (12 pts per model)

They're almost twice what standard Guard Infantry costs, but you get Deep Strike in addition to the better shooting.  I think running Scions will be fine this edition.

Taurox Prime - 90 pts

And the Taurox Prime gets Fire Support!  With the number of guns it has, that's easily worth the extra 25 points.  Once again, though, only Scions get to call this their ride.


FINAL THOUGHTS

I spent a lot of this thinking that some of this could be cheaper, but that most things looked fine.  Then I got to all the Indirect.  I'm not gonna lie, I don't think they've costed those platforms properly in this Index.  Until some balance passes occur, you'll need to keep some answers handy.  Normally I think a lot of us are guessing when a new Edition hasn't had a lot of play in the wild.  But this is a lesson many of us have learned, and we thought GW had too.

On the plus side, I feel like the represented regiments are all well done.  You can have fun with any of the core Guard regiments, though I feel Cadians got a bit of the short end this time.  They still get Ursula Creed though, and she's awesome in this.  There's definitely multiple playstyles to look at in this book.

So please don't play Indirect spam.

Sunday, June 11, 2023

Aeldari and Guard Reveals from the Kansas City Open

The exhibition match on day two of the Kansas City Open between Nick Nanavati and Andrew Gonyo was a real nail biter.  Both played a tight game with some well thought out strategies and plays.  Both absolutely decimated each others armies in the process.

Unfortunately the scenario I was worried about with Gambits came to pass.  As in most tight games, both players had maintained near perfect control of their short board edges.  And with Search and Destroy as the deployment map, both had solid control of a table corner outside of their deployment zone.  At the end of Turn 3, Andrew drew Orbital Strike Coordinates.  The brilliantly played game was determined by whether he could roll an 11 or 12 on 2D6.  He rolled a 10, and Nick broke his losing streak to his long time friend and rival.

So this game is a prime example of both the good and bad of 10th Edition.  Considering how much I enjoyed watching it, its still a net positive.  And we got what I think is a good preview of how Aeldari and Guard will play.


AELDARI

We got a ton of previews for the new Index, including all of their Enhancements and Stratagems, though still not a single servant of Cegorach or Ynnead in sight.

Bladestorm

The replacement for the Shuriken rule, this potent 1CP Stratagem greatly improves the potential damage of any unit in your army.  When paired with a source of improved Critical Wounds, such as the ANTI rule, it's absolutely devastating.

Feigned Retreat

Fall Back and Shoot and Charge for 1CP.  'Nuff said.

Fire and Fade

The infamous Eldar rule is a 2CP Strat.  You can't target a unit in Engagement range, and that unit can't charge or embark on a transport.  But this is still awesome.

Lightning-fast Reactions

For 1CP, a unit gets -1 to Hit in either the Shooting phase or the Fight phase.  A little boring but potentially effective.

Matchless Agility

An automatic 6 for an Advance roll for 1CP, and there don't appear to be any restrictions on it.  Nice!

Phantasm

Move up to 7" in your opponents Movement phase for 1CP.  Combined with Fire and Fade this will drastically help in making sure its difficult for your opponent to line up attacks against your otherwise frail units.

Fate's Messenger

Once per turn you get to change the result of a Hit, Wound, or Save to a 6.  That is incredible!  Fate Dice are definitely a scarce mechanic, so anything you can do to not use them is a good thing.

The Phoenix Gem

Resurrect the bearer on a 2+!  And at full wounds!  This would be auto-include in any other army.  Here, it's got some stiff competition.

Reader of the Runes

You can only put this on a Psyker, but you'll be bringing your Farseers and Warlocks.  This enhancement lets you re-roll one of your Fate Dice for each of your Command phases.

The Weeping Stones

As I said, Fate Dice definitely appear to be scarce.  Anything that adds more is a good thing.

Asurmen

I've already heard lots of gnashing of teeth over this model.  He's definitely good, hitting like a train in melee while granting +1 to Hit and free Overwatch to his accompanying Dire Avengers.  But honestly, there's nothing here that can't be addressed by a fair point cost.

Avatar of Khaine

The main Aeldari centerpiece model is a beast!  He grants +1 to Advance and Charge rolls for nearby units, and even if you can get past his T12, Sv2+, and 4+ Invuln, he halves all incoming Damage.  I have a feeling we'll be seeing him a lot.

Dire Avengers

This is probably where the gnashing of teeth is coming from.  But it's not Assurmen that's making these vicious, though he does enable a second unit to come out and play.  I still think there's nothing here that matters if they've got good point values.

Eldrad Ulthran

The classic Eldar hero is okay in combat, with some ability to snipe out enemy Characters.  He also bears the classic Doom psychic power.  But you're probably taking him for three more Fate Dice.

Farseer Skyrunner

Like the previously revealed Farseer, he comes packed with some decent weaponry and Branching Fates.  But this one brings Guide with him.  Honestly, you'll likely want to bring one of each Farseer in an army.

Fire Prism

We already saw how awesome the Prism cannon is.  Now we learn that it gets to re-roll another hit and wound when shooting.  Fire Prisms are going to be mean.

Karandras

Oh wow!  Uncle K gets 4+ Critical Hits on the Charge!  And he gets Devastating Wounds!  Yeah, he's still a blender.

Rangers

Coming equipped with Infiltrators, Stealth, and a 5+ Invuln against shooting, Rangers also get that D6" Normal move if an enemy unit gets close to them.

Storm Guardians

Sticky objectives might actually give the more melee focused Guardians some play.  The fact you can give them a 5+ Invuln definitely helps.

Striking Scorpions

Uncle K's opening act also comes with DEVASTATING WOUNDS, though theirs is limited to anything but Monsters and Vehicles.  They can still blend quite things quite well.

Support Weapons

These are a bit odd, and are another unit that has been a point of contention.  The obvious choice here, without knowing points, is the D-cannon.  An absolutely terrifying gun, it's potentially devastating against any target.  But the Artillery Barrage rule doesn't want you using it against Monsters or Vehicles.  How this will affect use of this unit will depend quite a lot on how much that D-cannon costs.

Vypers

Fast moving and able to carry some scary weaponry, the fact that Vypers can mark targets and deny them Cover is gravy.

War Walkers

These fast moving walkers can bring more weapons to bear for you, all while maintaining a 4+ Invuln and -1 to Wound.

Warlock Skyrunner

We don't get Leader rules for this one, but we know the Farseer Skyrunner can Lead a council of Warlock Skyrunners.  Either way, you might want to pair them for their ability to grant your Skyrunners Stealth.

Warp Spiders

In case you couldn't tell, scary weapons on the move are kind of the theme here.  Flicker Jump only risks a single model when you use it, meaning any turn you don't want to Charge you'll be teleporting these around the battlefield.

Wave Serpent

The classic Aeldari transport can still bring plenty of guns, though it doesn't have the Fire Support rule the Falcon does.  Instead this model gets to potentially inflict a few mortals and a Battle-shock test.

Wind Riders

This mobile shuriken cannon platform will often be used to protect your Warlocks and Farseers.  They get to re-roll Hits of 1 against their closest target, or all Hits if that target is on an objective.  Pretty good for getting the most out of SUSTAINED HITS.

Wraithguard

Finally we get to see the scary weapons the Wraithguard get to bring with them.  This will likely make them a primary target for your opponent, potentially making them good distraction units.  But if they do, one of their units is getting shot back, even in combat.


IMPERIAL GUARD

Against the nightmarish weapons of the 41st Millennium, the Guard still feel like they're made of tissue paper.  They get around this by having lots of bodies to throw at a problem, bringing them back seemingly indefinitely, and having absolutely punishing Indirect weaponry.

Armoured Might

While it's 2CP, just as we saw with Death Guard, there doesn't appear to be a limit on this.  If your opponent is peppering you with 1 Damage weapons with DEVASTATING WOUNDS, this reduces all of that incoming damage to 0.

Expert Bombardiers

This 1CP Strat lets you call down accurate fire from your Indirect weapons.  Although you're opponent will still get the Benefit of Cover, I'm sure there are ways to deal with that too.

Fields of Fire

There's a bit of text here, but this 2CP strat basically lets you coordinate the fire of two units.  If you do, you get better AP on the second unit's shots.

Inspired Command

After your turn is over and you've seen how your round has played out, you can issue one more order for 1CP.  Note, you still can't give more than one order to a unit, but this will let you give a potentially exposed target Take Cover.

Reinforcements!

For 2CP you get to bring back a destroyed Regiment unit as Strategic Reserves.  Andrew made a lot of use of this and it really helped him keep the pressure up and control the battlefield in the late game.  Note this is for Regiment units.  You might be surprised to find what units have that Keyword.

Suppression Fire

For 1CP you get to hand out -1 to Hit to the target of one of your units, though you still have to hit the target.

Death Mask of Ollanius

This is a pretty situational Enhancement.  While it can be given to any Officer, it will only matter if that Officer is leading a unit with OC 2 models.  Battle-shock is a thing though, and you don't want to lose control of an objective with twenty models on it because you got hit by a special rule.

Drill Commander

Your unit has to Remain Stationary, but Critical Hits on 5s is awesome!  There are plenty of units that will get a lot of benefit from this.

Grand Strategist

An Enhancement that lets the Officer hand out another order.  Always useful!

Kurov's Aquila

An Enhancement that lets you Vect a Stratagem.  This rule seems to be everywhere in this Edition.  You probably should make sure you can use it.

Basilisk

The premiere artillery piece for the Guard, it of course comes with a pinning effect like what we've seen on other Indirect units.  It normally hits on 4s, though, so you'll want to make sure you have some spotting for it as often as possible.

Catachan Jungle Fighters

Those big knives grant improved Strength and AP on the charge.  I don't think this makes Catchans a good melee unit, but it makes them a potential threat to protect your other units with.  Note, that since Heroic Intervention is a Charge move, this should work there too.

Death Korps of Krieg

I've said it before and I'll say it again, planning for a unit to take damage feels like a bad strategy.  Yes, your units are going to take damage eventually.  Yes, it's nice to have them stay effective when they do.  But more models is still usually a better plan.

Deathstrike

This was a weird model in 9th, and I don't think it ever actually saw play despite worries around it.  It still feel more like an area denial ability than an actual damage dealer.  While it can damage bigger targets, the fact it's Damage 1 makes it more suitable to Infantry.

Heavy Weapons Squad

Another unit with boosted Overwatch, though this time it hits on 4s if it's near a unit with the Platoon keyword.  This can potentially give you some potent area denial.

Leman Russ Battle Tank

The work horse of the Guard comes with T11, W13, and Sv2+.  It can be given a loadout to make it brutal against both Infantry and Vehicles, and it has the ability we saw on the Wind Riders to get re-roll Hits of 1, or full re-roll Hits while attacking a unit on an objective.

Lord Solar Leontus

The new centerpiece model for the Guard is almost auto-include with that 1CP in your Command phase, the ability to redeploy three units, and 3 orders per battle round.

Platoon Command Squad

The flexible Command units of the Guard are still very much a thing.  In addition to its own rulebook worth of options, this unit lets you use Stratagems on a Battle-shocked unit with 6".

Primaris Psyker

Psykers have always been a useful but optional choice for Guard players.  With the potential for not just a 4+ FNP against Psychic, but a 4+ Invuln, this one is definitely tempting.  You know you're going to roll a 1 and hurt your own unit when you need it, though.

Ratling Snipers

The sneaky Ratlings have Fire and Fade, allowing them to try and pick off a target than get back to safety.

Scout Sentinels

Sentinels have always been a fun and flexible choice for Guard players, often with surprising amounts of power.  Scouts now come with the bonus of being able to spot for Indirect weapons.  Also note that these have that Regiment keyword . . .

Taurox

The Taurox may not be a Rhino, but it comes with the ability for the unit its transporting to disembark after an Advance.  This will definitely help get your squads where they need to be.

Wyvern

The new Indirect hotness, the Wyvern will not only shred nearly all Infantry, it gives the survivors -1 to Hit to boot!


FINAL THOUGHTS

Many players are finding Aeldari scary, and they definitely look it.  But I'd like to point out the number of rules we've seen at this point to return slain models or spawn new ones.  Aeldari don't seem to have any of that, echoing the dire straights their species is in.  They survive by being fast and making use of a potent bag of tricks.  In short, they need to be scary to have a chance against their higher endurance opponents.

Guard currently look like a board control army.  This is a faction that feels like it can be down quite a bit in the first two battle rounds and still come back to win games.  They practically scream that you want to setup your firing positions and then blast your opponent off the field.  And opponents facing them will have to be careful that any units they remove in those first few turns don't show up in their backfield.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...