Archive for the ‘Astra Militarum’ Category

Optimising Your Army for Command Points

Command Points are a new addition to 40K, and potentially very powerful. Neil recently wrote an article on 3++ called Clutch Command Point Rerolls which I recommend to anyone unconvinced that they should take them seriously, and as a follow up I will be writing this article about optimising army builds to get the maximum amount of CP.

There are two ways to get more CP from most lists; passive and active optimisation.

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Massive Battlereport: ASTRA MILITARUM vs GENESTEALER CULT

Today we have a treat for the many people who have been asking for an Imperial Guard battle report, as the Astra Militarum battle the Genestealer Cult across the surface of an ice planet.

This was the first tabletop playtest for both me and my opponent (I’ve had 3 vassal games of 8th prior to this), and a terrific chance to try out the new rules in what would prove to be a fast-paced, hyper violent game of 40k.

Infantry, Monstrous Creatures, Tanks, Artillery, Mutants, Psykers, Heroes and Cavalry – this game has got it all.

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Astra Militarum Tank Weapons in 40k 8th ed

Hi everyone! I’m back with some more weapon comparisons. The most popular request in the previous columns was for Astra Militarum. I’ve decided to look at their heaviest weapons.

How to Read the Table

A refresher for those who haven’t read the previous article, here we see how some basic Astra Militarum weapons stack up against various enemies. The weapon stats are shown in blue, with a column in green and red for each enemy. For example, a Guard with Toughness 3, 5+ Save and 1 Wound. Pay attention just to the Toughness, Save and Wound listed about each column; the T7 3+ 8W column is relevant for the majority of Marine and Tau vehicles we’ve seen so far.

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AM IMPERIAL GUARD LEAKS – The Hammer of the Emperor Finally Descends on 8th Edition

Now updated with handy points costs and comparisons.

The well-disciplined Imperial Guard (Astra Militarum) may have kept their plans and organisation under better wraps than the vast majority of 40K armies, but the time has now come for the foes of the Emperor to quake at the first signs of the many billion-strong forces preparing to array against them.

The first look at the IG in 8th edition shows an army that is familiar yet different from the past. Many of the best loved features remain (veterans, heavy and special weapon squads, officers, Orders and the relentless tread of heavy tanks), but the army has clearly been adapted to the new edition. The devil is in the details with the new codex.

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8th Edition Astra Militarum – mini-Preview

Unlike the Chaos Space Marines mini-Preview, we’ve actually been given some rules for Astra Militarum in the tidbit from Reece; for that I thank you Reece.

They are straight forward so let’s look at them in bullet form.

  • Commissar limits losses of a bad Morale test;
  • Ratlings can pick out characters;
  • Leman Russes have Toughness 8, Wounds 12, Save 3+ and don’t start slowing down until they have lost 6 wounds;
  • Orders automatically pass and there are seven of them;
  • First Rank, Fire! Second Rank, Fire! treats lasguns as rapid fire 2 (so 2 shots at full range, 4 shots at half range).

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Astra Militarum Review: Pask and the Leman Russes

The next section of the new Imperial Guard/Astra Militarum review tackles Knight Commander Pask and the Leman Russ tanks. This took longer than expected to write because it became clear reviewing Pask as an HQ means nothing without the seven Heavy Support choices that he can inhabit, so the result is it was all drawn together into one article.

I’ve split it into two sections, and this starts with the Leman Russes – a category of tanks that has both winners and losers in the codex, but will definitely not be as marginalised as they were in the recent past. These mighty battle tanks want their place in the sun, and the Astra Militarum book is going to give it to them.

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Battle Report: Astra Militarum vs Tau Empire

fwweToday’s post features a battle report by Frost89, who has been trying out the new Astra Militarum codex and put this up for discussion in the 3++ Chatbox. Witness the Might of the Imperial Guard as it attempts to wrest back control of a ruined city from the Greater Good of Tau technological wizardry.

The report is worth a read because the it gives a good indication of the direction many new Imperial Guard lists are likely to start moving towards: a much higher portion of the points spent on HQs, a good chunk in Troops and Heavy Support, little to none in Elites (goodbye Psyker Battle Squads, you will be missed) and the previously maxed-out fast attack slot now a lot slimmer.

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Astra Militarum Review: The Heirlooms of Conquest

As with the other new codexes, Astra Militarum has a range of rare items available that are limited to one per army.  Before looking at what they are, it is vital to understand where they go: they are only available to be taken on two models in the entire book; the unnamed Company Commander from a Company Command Squad, and an unnamed Lord Commissar.

Those T3 W3 5+ models are the only ones who can take these items, and it’s a significant restriction that must be factored in when assessing the utility of the items. Read more »

Astra Militarum Review – Review of Named HQ Choices

Onward with the Astra Militarum / Imperial Guard Review! The next section takes a close look at the named Characters from the HQ slot; who is out, who is in, who is up, who is down, and who is just crazily overpriced.

Before I continue I feel I should add a disclaimer: This review is looking at these models from the point of view of what is competitive for players who attend tournaments. This is not about the characters’ backgrounds or histories or story, and if you are just making army lists for fun games at home please feel free to ignore anything and everything written here.

The Imperial Guard’s list of named-characters has traditionally not been a source of value-for-points models, most being surprisingly expensive for such vulnerable statlines, with only a few stand out examples (Marbo, Straken) with rules or gear sufficient to buck that trend. Let’s take a look at what’s changed in the new book. Read more »

Astra Militarum Review – Review of HQ Choices

hqThe Company Command Squad

(60pts, previously 50)

This is the versatile work-horse HQ choice for Guard,  often under-rated but always useful. The price has increased from 50 to 60pts with no stat changes (they didn’t even get krak grenades!) but the commander can attempt to issue two orders from a list that has increased to 9 instead of 6 options.

While it’s a relatively inexpensive squad with decent balistic skill and lots of weapon options, the orders should be the reason you take the CCS. I covered these in the previous article Warlord Traits and Orders but here’s a recap. Read more »

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