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Yarium

INCOMING! Astra Militarum around the Corner!

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Hey folks!

There's information coming out now regarding the next codex; the Astra Militarum. The GUARD. The Guard have been making waves this edition, with Conscripts, Commissars, and a few choice orders giving some fantastic staying and objective-grabbing power for low-low prices! This allows a number of normally very elite armies that normally aren't great at objectives or surviving long-term to do those very things. How is this going to change? Well, here's the two recent articles from Warhammer Community:

(Conscripts are a'changing:) https://www.warhammer-community.com/2017/09/24/daemon-engines-a-battlefield-in-a-box-and-a-new-codex/

(Catachan Preview - you're welcome Mr AG:) https://www.warhammer-community.com/2017/09/25/regimental-focus-catachan-sep25gw-homepage-post-2/

According to that first article, Conscripts ARE in line for a change, but likely to represent their lack of discipline. I'm predicting the loss of their interaction with either Commissars or those that issue orders, though I doubt it'll be both.

Catachans are getting some AMAZING new buffs! Strength 4 Guardsmen are here! Yeah, these guys really are stronger than your average Guardsman now. Going from S3 to S4 is one of the biggest jumps in the game, letting you wound most vehicles and monsters on 5's in close combat rather than 6's, wounding MEQs on 4's instead of 5's, and the pointy-eared ones and other guardsmen on 3's instead of 4's.

AMFocus_Catachan_Boxout1kfvs.jpg

Also, incredibly, Catachans have better blast weapons than most other factions in the galaxy, but only for their vehicles. This is going to be mighty mean for Leman Russ Battle Tanks with their Battle Cannons. It's a high variance weapon normally, but this will massively reduce that variance, making them far meaner. Note that this doesn't work for Catachan Mortar Teams, thank goodness!

There's also mention of specific Regiment-Only orders! The Catachan one is going to benefit Mr. "I Love Flamers" AG, as it's called "Burn Them Out!" I'm guessing you should keep a close eye on his Chimeras next time you play him...

Lastly, here's a stratagem to show how these dastardly Catachans fight ditry;

AMFocus_Catachan_Boxout3rns.jpg

Not sure it'll often be worth it, but if Gulliman or the Swarmlord is charging and only has a few wounds left, I'd definitely be giving this one a go!

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I am soo I excited for this. I can't wait to see what they do with the doctrines and other regiments. With all the primachs and new marines running around its good to see the commom man able to step up and fight back.  I'll be placing my pre-order(s) for sure for this one.

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I gave up on my Hellhound and Bane wolf specifically because of the D6 shots. It wasn't reliable enough!

 

After this weekend's tournament I was also ready to toss my two Lemon Russ tanks for the same reason.

 

I will be happy to give all four of those tanks another go-round!

 

I still think that Conscripts needed an accessibility need more than a useability nerf, but alas, here we go. I guess that they are going back to being a rear guard unit. Protip: casting the +1 Armour Save spell on a conscripts blob in cover is well worth the 15 point astropath! 

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17 minutes ago, MisterAG said:

I gave up on my Hellhound and Bane wolf specifically because of the D6 shots. It wasn't reliable enough!

 

After this weekend's tournament I was also ready to toss my two Lemon Russ tanks for the same reason.

 

I will be happy to give all four of those tanks another go-round!

 

I still think that Conscripts needed an accessibility need more than a useability nerf, but alas, here we go. I guess that they are going back to being a rear guard unit. Protip: casting the +1 Armour Save spell on a conscripts blob in cover is well worth the 15 point astropath! 

need moar punisher cannons!!

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The Mordian faction focus has more good details for those Guardsmen.

Mordian Parade Drill adds a couple of decent bonuses when your infantry models in a squad  are in base-to-base with at least one other model from the unit. You get +1 LD and +1 to overwatch to hit shots when you are in this formation. Mordian Vehicles get the overwatch bonus when they are within 3" of another vehicle.

Pretty good, but certainly no Ultramarines chapter tactic.

Mordians also have a unique officer order - Form Firing Squad which will permit the ordered unit to target characters with their Rapid Fire weapons. This really only affects lasguns and plasma guns, so it will be situational at best. Nevertheless, this is a free order and does not cost command points.

Today's general Guard leak is the contents of the Grinding Advance Leman Russ special rule. Move less than half of your full movement (10" normally) and you can shoot your turret weapon a second time at the same target whilst not suffering any ballistic skill penalty for firing on the move. Battle Cannons kicking off 2D6 shots might finally be enough firepower to get some damage done, and Punisher Cannons damn near have unlimited belts of ammunition.

 

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Some new info for the Guard! Today's Regiment of focus was the Mordian Iron Guard. Don't know any Sudbury players that (yet) follow these resolute warriors that nary need a commissar to keep ranks, but there were some overall reveals!

AMFocus_Mordian_Boxout2kff.jpg

This Stratagem is pretty darn cool, allowing your vehicles to get a lot more out of their overwatch. Charging a Baneblade with this is going to be frightening. If it's a Mordian Baneblade... well then it's shooting it's Overwatch at FULL FIRING EFFECT if within 3" of another Mordian! Oh, and hello Mr. Leman Russ Tank. How are you doing today?

AMFocus_Mordian_Boxout3kdancs.jpg

Pretty well I see! Firing twice is insane. Having Catachan Leman Russes fire twice will be even more insane! I like how if you go at top speed you'll lose the fire twice part of this benefit, though not the ignoring shooting penalties bit.

Lastly, a sneak peek at how effective these orders with be with the Mordian Order;

AMFocus_Mordian_Boxout4kdb.jpg

Oh my god. An order that just lets a unit fire at Characters with PLASMA GUNS. I think we all have a lot more to fear from Valkyries now with Vets and a Mordian Officer.

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Some love for the guard. Don't forget they promised a small discount on those tanks to. A little bit cheaper, and a little bit better... we might see Guard start to place at tournaments. I liked charging Guard with my vehicles to prevent them from shooting effectively. If their tanks can take 2 shots at my vehicles, and over watch on a 5...... it might make my go to strategy vs guard less effective.

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19 hours ago, dreadpirate said:

Grinding Advance is going to be HUUUUUUGE for armored company now. Excited to see guard getting the changes they deserve.

Eeexxcellent.  All my guard is is an armored regiment >:)

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Vostroyans today!

AMFocus_Vostroyan_Boxout1ems.jpg

AMFocus_Vostroyan_Boxout4jed.jpg

 

And something generalized:

AMFocus_Vostroyan_Boxout8djxc.jpg

 

 

So, Vostroyans seem adept at playing "Keep Away!", and will be able to shoot from further away. This might not seem that huge a deal; after all, 48" range on a Lascannon already hits most of the table, but it's very important for Plasma Guns and Lasguns. Specifically, it's important for improving their "half range" extra shot. Vostroyans will get double-tap at 15", instead of the normal 12", which means it'll be very, very difficult to get a unit close enough to charge before suffering a turn of fire. Repel the enemy, meanwhile, turns all their guns into Pistols (in a sense). This one's pretty weak, since it requires that your unit already survive a turn of close combat, and you think you can survive a SECOND turn of close combat so that keeping your opponent stuck in combat will be better than just walking away and shooting anyways. I really can't think of a time that Imperial Guardsmen would rather this. I guess Ogryns? The only other time it'll be useful is if your unit is trapped in close combat with no way to disengage, but you desperately need their shooting.

The article shows the Scout Sentinel's ability, but it's the exact same as in the index, so no big news on it. The Go! Recon! stratagem is really only useful if you desperately need the Sentinel to get to an objective marker or something, but I doubt that'll be a big deal.

Edited by Yarium

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I gotta agree that the Vostroyan update doesn't generate too much excitement. 6" extra on Plasma and Lasguns is nice. Much less interesting for Heavy Bolters and Lascannons. Somewhat interesting for Mortars and Wyveryns who want to stay in the back field and still reach across Hammer and Avnil deployments.

I think that you will be surprised at the utility of being able to shoot with your weapons whilst engaged in close combat, however. Sure, the front unit that receives a charge will be anniahaliated, but this order allows you to worry much less about the consolodation pile ins that would otherwise shut down your closly packed gun line.

If I have two units of infantry close together a charging unit will often only declare one of the two units as their target and simply pile into the second one to stop it from shooting. Sure, the first unit gets totally nuked, but the second one can now fire at full effect. Does it work against 20 Berzerkers? No. Does it work against the harassing units that are often on the first wave? Sure does!

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Regarding the Scout Sentinel, I am excited for this. I would much rather spend a command point to send my Scout 9"+3D6" (D6 Advancing, plus Go! Recon!) instead of ordering a Leman Russ to activate Dune Buggy mode.

Scout Sentinels are fantastic to frusterate Deep Strike units for the first turn or two, but once that is finished they are really only good as objective grabbers. This extra mobility cranks up thier utility in the end game, if you ask me.

G

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Regarding Sentinels; yes, but that requires you to be in a situation where grabbing an objective will be worthwhile, that you have a Sentinel that's still alive, that this sentinel must also be within range of this objective, and that you have any command points left to spend. I mean, it's cool because this is effectively FREE, but it sure doesn't excite me.

As for Infantry; I guess so. Usually I just see everyone always run away. If you're strapped for units, then yes, this is pretty useful.

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And here's the Conscript change!

Quote

Conscripts have seen some changes in the new Astra Militarum codex, designed to make them fit their background more appropriately. If you’ve got loads of these guys on hand, don’t worry! They’re still a very handy unit (particularly in the Valhallan army). Firstly, Conscripts can only be taken in units of 20-30, reducing the effectiveness of stacking orders on a block of 50. Secondly, orders only work on Conscripts on a 4+, and, should they fail, no more orders will work on the unit for the rest of the turn.

AMFocus_Valhallan_Boxout4ks.jpg

AMFocus_Valhallan_Boxout3ob.jpg.jpg

AMFocus_Valhallan_Boxout1ewd.jpg

AMFocus_Valhallan_Boxout2rf.jpg

 

There we go!

So one expected change, and one unexpected change. First, these guys only have orders work for them on a 4+ now; so you risk wasting an Order by throwing it onto them. Secondly, any orders you put on them will be a little less effective now that the squad size is capped at 30, rather than 50. Thankfully, it doesn't sound like their point cost changed at all, which is good to hear. You can still take JUST AS MANY as before, and still back them up with Commissars, so they'll still have the resilient staying power as previously, but now will have a little less offensive strength.

I love their Doctrine, as it makes their tanks a lot more durable, as they will resist being damaged far longer (effectively, they need to be brought down to 1/4 wounds before they start suffering any penalties, and 1 away from dead to have the real bad modifiers.

Send in the Next Wave is a fun and potent ability. Getting free units is always good. Again, I'm thinking Ogryns, but getting back a Heavy Weapon Squad, Specialist Squad, or Veterans is going to be good too. Maybe even Rough Riders for that all-important counter-charge!

Crust Them! is a neat little stratagem; hitting on 2+'s is a huge upgrade, with very few vehicles that aren't Dreadnaughts having that kind of reliable hitting power. I just know someone's going to use this on their Baneblade.

Lastly, a little hint if you were careful enough to spot it! Send in the Next Wave mentions an additional Stratagem; Combined Squads. Sounds like the massive squads aren't ENTIRELY gone... and might even be even more potent than before! I imagine this will be like the Chapter Master stratagem, used when deploying the unit. The question is, how many squads, and which squads, can use this?

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Almost forgot! FINALLY Imperial Guard, but I guess just Valhallans, can start shooting into combat! LOVE that order!

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Holy smokes. Crush Them! is hilarious.

Grab a Leman Russ and move it 10" +D6". Order it Full Throttle to move it 10" + D6" again. Drop a command point to finish a charge move. That  Battle Cannon sure looks like a close combat lance to me.

Regardless of the funny imagery this is a glorious return of older Tank Shock style rules. The guide is right, tough. Play this stratagem on a superheavy with lots of attacks.

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Conscripts! Phew! I am totally ok with this nerfage. 30 conscripts is a big enough blob and brings it in line with unit sizes in other factions. Only honouring an officer's orders on a 4+ is another fair change. I am glad that they will still happily accept the discipline of a Commissar.

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Send In the Next Wave! will be a good way to help hold your backfield objective. I find that I am currently succeptible to late game end-runs when pressing forward with my units. Being able to drop a stratagem late in the game to bring in a unit of Ob-Sec is a pretty solid utility play. It doesn't help you move forward quicker, but you can easily pick up a pesky squad of deep strikers that are harassing your back line - possibly denying Linebreaker in the process.

This won't work with Ogryns or Scions, since those aren't Valhallan.

I did miss the part about Combined Squads! If I can pay 1CP to pair an Infantry Squad with a Heavy Weapons Squad I will be over the moon. If it only combines Infantry Squads together then I will be a bit less enthused, but still pleased.

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Like all of the leadership buffs for the other regiments, the Valhallan one doesn't replace the reliability of a Commissar. It is nice, but not all that excellent. The Vehicle portion, however, HELLO! Keeping your tanks at full BS for substantially longer is excellent! You'll need some seriously concentrated fire power to put one of those suckers down now.

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Finally, I think that the Valhallan Regimental order does have some utility. Particularily I think it is a good way to release a unit that was just charged. It'll only work if you only need to kill a handful of models that are otherwise locked in combat, but the end result is that the charged unit (assuming the order kills all the enemy models) will suddenly be able to operate normally in the shooting / assault phases.

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Lastly for the week, we've got the Armageddon Steel Legion!

AMFocus_Mordian_Boxout5e.jpg

Pretty fancy! Double-tap at 18" instead of 12" is pretty glorious actually, but the real gravy here is ignoring -1 AP for your vehicles. Only dedicated anti-tank rounds are really going to put the pressure on here.

AMFocus_Mordian_Boxout7rs.jpg

This one is very good for those Plasma Vets. Rerolls are great, but are better when you get them for free with characters. However, you won't always have those, so this works really well in the meantime!

AMFocus_Mordian_Boxout6le-500x64.jpg

This is very cool, and I think a lot better than most of the other ones shown so far. Hug that Transport, and you will get to keep your forces fighting at full effect far longer! There's just SO many tricks you can pull with this order!

AMFocus_Mordian_Boxout8rs.jpg

Take a Relic, get a deployment Shenanigan. Nothing wrong with that!

AMFocus_Mordian_Boxout9jdca.jpg

Now THIS is the good stuff. I can't see any reason why you would never take this one. This is hilarious against Ultramarines too, or if an Ultramarine is your warlord (like, say, Gulliman), as you just reap in a world of Stratagem bonuses.

AMFocus_Armageddon_Boxout10ql.jpg

Okay, this is actually really strong (for a Guardsman), but the other two on the list just blow it out of the water.

AMFocus_Armageddon_Boxout12jkeda.jpg

Hey... something to take note of here! There's Ogryn Bodyguards now; which I think it really cool. But the REALLY cool part of this is that it means all those other Indexes will get some love in this codex! You won't be having "Codex: We Have 1 Aeronautica Imperialis unit, and you must buy this $30 book just for it". It very likely WILL all be in this codex!

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The Cadian doctrine/trait is pretty amazing too from what I've seen and if it true that is haha.

Cadians: Born Soldiers:

Reroll hit rolls of 1 in shooting phase if they did not move in the previous phase. If an infantry unit with this doctrine is issued the “take aim” order  and it did not move in the previous phase, it rerolls all hit rolls for that unit. This applies to vehicles as well.

I can't wait to get this codex!

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