Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum(8E)

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Being the Astra Militarum WALL OF GUNS, you'll have one grand advantage you are expected to make use of - your blobs of guardsmen and their lasguns. While the obvious idea of just having these mooks firing sounds like enough, there's more. You're going to have to micromanage how these guys go about their business, keep their squads together, and ensure that they have the proper tools to carry out the job. Now, if there's one thing you have to do this job, it's your orders. They're your lifeline.

Your common keywords are Imperium, Astra Militarum, <Regiment>.

Rules[edit]

  • Voice of Command: You can give Orders to a model within Ordering Range and if that model passes Leadership, he gains it and shares it with allies within 3". This range is doubled if you target a model with a Voxcaster.
  • Vox-Caster: These have two purposes: The first is the aforementioned boost to range for sharing orders. The second is that they can boost the Leader's IP range to 18" if they're within 3" of the Leader. Depending on how you plan to manage your team, you'll probably one at least one for each goal.
  • Aura of Discipline: Rejiggered to fit in with IP. Now anyone within the IP aura can ignore wounds on a 6+.
  • Summary Execution: In the event that your Commissar fails his Nerve or Rout test, he can *BLAM* one model within 6" to auto-pass it instead. In addition, anyone within 18" gets to re-roll 1s to hit for the ensuing turn.
  • Medi-Pack: Same as a Narthecium. Your guy gets to rez one buddy within 3" on a 4+. Note that this only focuses on <Regiment> models, which hoses out your chances of saving the Commissar.
  • Regimental Doctrines: While all your Codex regiments still exist, you also have the ability to select new Regiments. Rather, you don't select an actual regiment like the Valhallan Ice Warriors, but more of a make-your-own Regiment by picking two doctrines. Beware this choice however, as this increases the cost of your <Regiment> models by 1 point while your Sentinels become 10 points costlier.
    • Reconnaisance: Your boys can move/advance before the first turn.
    • Heavy: Incompatible with Stealth. Closest your boys get to being Stormtroopers. They all get 4+ saves (or 3+ if they're already wearing 4+ carapace) and get free hot-shot lasguns/laspistols.
    • Fusiliers: Your men can hit Overwatch on a 5+.
    • Feral: Your men get +1S. Sure, they're still squishy as hell against Space Marines, but you can now edge yourself over other mostly-human armies and Tau.
    • Penitent: Any dead models do not count towards your rout or nerve tests. Might be useful for a style that expects high attrition, especially without a Commissar.
    • Disciplined: Add +3" to the range of any order-sharing. Might replace Vox-Casters, or you can just buy one to make yourselves some mini-leaders.
    • Airborne: Aeriel Insertion. Now you can drop-strike your men in.
    • Sacristan: Your men get a 6++ Invuln, but this is boosted to 5++ when within 6" of an Officer or Objective. With Penitent or Gene-Forged, this might make them a pain to remove from a key point.
    • Gene-Forged: +1T for your men. Combine with Feral for mini-marines, or pick Heavy for true tanks.
    • Inquisitorial: Chainswords and Laspistols for everyone!
    • Bloodthirsty: Your men can re-roll to charge. When combined with Feral, this makes them almost threatening, as can Inquisitorial.
    • Artillery: Roll 2d6 and drop the lowest when firing weapons with randomized shots. Hooray for multilasers!
    • Stealth: Incompatible with Heavy. Your men gain +2 to their saves when in cover.
    • Gland Warriors: Your men auto-advance 6" and gain an extra attack on a 6+ to hit. Practically an auto-take for melee forces.
    • Pious: All models can ignore a wound on a 6+ and add +1S when within 6" of a Priest. All well and good with an offensive doctrine, but it hinges upon the Priest actually living.
    • Born Killers: Your men get +1 to WS to a max of 3+, which is pretty decent for a pickup.
    • Tunnel Rats You can pick up some tools from the Genestealer Cultists (power pick, heavy rock cutter heavy rock drill to melee, seismic cannon and mining laser to special). It's an interesting enough niche if you want extra surprises for your men.
    • Forge-Blessed: Add +6" to the range of your rapid-fire weapons. Guess what a lasgun is? Combine with Fusiliers or Old Blood for some real covering fire.
    • Old Blood: Your men can re-roll to wound with their trusty lasguns if they stood still this turn. Not too shabby if combined with the right orders.
    • Expeditionary: Your men get +1" to movement and ignore difficult terrain, which is really good, especially if you use Stealth.
    • Naval: Your men re-roll saves against random-shot weapons, which is helpful to have at times. The bigger help is the ability to draw LoS between models, especially in cramped spaces.
    • Engineers: Absolutely vicious, this makes anyone charging your team take -3" to their movement.
    • Grenadiers: Your siege-tactic. You get an extra frag and krak for each model free, and the range of each grenade adds +3", making them better for harassment.

Wargear[edit]

  • Bionics: A 6+ save-after save for 3 points? Nice.
  • Marksman's Honour: Lets a model re-roll 1s to hit while shooting. You'll be wanting this on the guns you want hitting so bad.
  • Master-Crafted Weapon: Improves one non-named weapon's AP by 1.
  • Smoke Grenade: Harmless, but it gives a zone to protect from shoooting. A very helpful thing for your ranks.
  • Stun Grenades: Another harmless grenade, but it robs the target and any nearby pals of overwatch for the turn. Great for setting up the charge.
  • Grav Flare: Expensive, but it provides a safe zone for your forces to arrive in.
  • Lascutter: You know how unwieldy this is. The model you slap this on can only make one attack (thankfully at full WS), though hitting means that anything short of a Primaris or a Leader WILL die.
  • Personal Vox: Your model now has a voxcaster, meaning it's a cheap means for a massive-ass IP range.
  • Camo Cloak: Improves cover saves by 1. A must-take for mobile shooty and snipy armies.
  • Snare Mines: A small chance to deal a Mortal Wound if an enemy charges this model. Absolutely no replacement for a bodyguard.
  • Stimm Pack: A single-use boost that adds +1 to hit and wound in melee for a turn, but you effectively lose a wound afterwards.
  • Flack Pack: Techpriest only. Pretty much gives one ruin setpiece the added benefit of providing a 6++ against shooting to anyone inside it.
  • Rocket Tube: A single-use rocket of anti-anything. Unless fighting some other vehicles or impossibly-huge thing, it's a waste.

Spoils of War[edit]

  • Reveille: A combi bolter-grenade launcher. Bolters give some mild anti-MEQ, the grenades give covering fire.
  • Merciless: Essentially a power sword with S+1 and a bonus attack, making it a go-to for melee leaders.
  • Antax-Pattern Carapace: A re-rollable 4+ is a really tempting proposition, especially if you intend to see combat.
  • Beloved Mascot: You now include a cute pet as a model. While they're harmless and can't cap objectives, they do give the option to mess with enemies in melee, though this hinges on them not being alone at all. Buy the Invuln if you can, because it dies as fast as a guardsman.

Commendations[edit]

Like the Rites of the Space Marines and Trials of the Sororitas, you have a minor way to buff your forces. Unlike those armies, however, you can be quite liberal with how you spread yours, since they don't tend to spread effects with others.

  • Honorifica Imperialis: Adds a wound to a model with only one.
  • Medallion Crimson: Another means of a 6+ save-after-save for your men. It's more costly if the model has multiple wounds, but it's still valuable.
  • Macharian Cross: Leader only. This lets you spend a TP to counteract an enemy's Tactical Action and force them to spend another TP to continue.
  • Scarlet Wing: Your guy always lands on his feet, never injured when arriving from Aerial Drop when he's supposed to.
  • Duelist's Brassard: -1 to hit this model in melee.
  • Crimson Skull: Model with medpack only. This model can heal multi-wound allies, meaning you can rez your leader and HWTs.
  • Winged Skull: Lets your model issue one order that affects anyone regardless of regiment.
  • 0-1 Valoris Imperator: The true veteran's medal. This model gets a 5++ save and re-rolls injury results in a campaign.

Philosophies[edit]

  • We Were Soldiers: +1 TP, but the entire army must share the same keyword: Militarum Tempestus, Veteran, or Cavalry.
  • Band of Brothers: +2 TP for having an entire regiment with the <Regiment> keyword. This means no auxiliaries, no psykers, nor commissars.
  • Light Brigade: +2 TP if the only heavy weapon you carry is the Ordinance Officer's mortar.

Tactical Actions[edit]

  • Break on Through (1 TP): One <Regiment> model and anyone within 3" can make a charge on this turn after advancing, though this doesn't work if you issued "Move! Move! Move!" on them.
  • Disposable Heroes (2 TP): Lets you issue two orders on one model.
  • Gimme Shelter! (1 TP): If one of your models is under fire, spend this and add +1 to the cover save for him and his friends within 3".

Unit Analysis[edit]

Your FOC is as follows

  • 1 Leader
  • 1-30 Core
  • 0-5 Special

Leader[edit]

  • Veteran Officer: A basic Platoon Commander with the loadout of a Company Commander, he's meant for support more than flat out combat.
  • Lord Commissar: You know what this old hardass can do: intimidate motivate his men to victory by being a hardass. His Aura makes his team tougher to shake when close and his gun can make sure they stay where the hell they are.
    • Mounted Commissar: A Commissar given a Rough Rider Commander's mount. They now remove the hardcap on Rough Riders and Death Riders on top of all their other rules.
  • Primaris Psyker: Now you can have a legit psyker lead. He's not cut out for much else, he even lacks Voice of Command, so you're going to need to make the most of your casting.
  • Tempestor Prime: The go-to Leader for a Tempestus army, he removes the hardcap on Scions. Even if you don't run them, he still offers a second command each turn if you give up the laspistol.
  • Rough Rider Commander: The horseback leader, this guy's a Rough Riders sarge that removes the hardcap on Rough Riders and Veteran Riders. He's probably the most combat-dedicated of them, but he's still as fragile as the regular guardsmen.


Core[edit]

  • Guardsman: You know how flimsy these guys are, you know that they're only good in numbers. Make sure to get at least one for a Voxcaster to ensure that your orders reach.
    • Sergeant: Taken once per 4 guardsmen/veterans. They have the functionality of a Voxcaster for order spreading, which is useful, but they also provide a mini IP for you. Sure he's only Ld7, but if you're ever in a situation where a guardsman's gotta hold and their sergeant is right there, you'll be thankful for him.
    • Heavy Weapons Team: It's a guy grabbing a heavy gun, and he's hardcapped to only being 1 per 5 Guardsmen. Give them a weapon for the occasion, which can include snipers.
  • Veteran: A bit more flexible than Guardsmen, these guys get extra options for combat. These guys can grab more guns and medkits, as well as a Standard to allow shooting or charging after an advance. Also fun is the single Commendation you can give a single vet.
    • Veteran Sergeant: Taken once per 4 guardsmen/veterans. He's basically a Sergeant on a Veteran's statline and loadout.
    • Veteran Heavy Weapons Team: It's a guy grabbing a heavy gun, and he's hardcapped to only being 1 per 5 Vets. Give them a weapon for the occasion. If you're feeling brave, this can even be a sniper rifle.
  • Conscript: They're human grots. Use them and dispose of them. They shoot like shit, orders have a chance of failing on them. Don't value them more than their minimal worth.
  • 0-5 Tempestus Scion: They're a bit more elite than the basic Guardsmen, but they pay for it with a cost of two guardsmen. They get access to the guns, the medkit, and a standard of their own as well as a Commendation, like Vets.
    • Tempestor: Limited at 1 per 4 Scions, these guys act as the sarges, including the order-boosting and miniature IP.
  • Servitor: Your cheapest distractions, they're the same as you remember in the marines and AdMech codex. Don't expect them to be good Heavy Weapons platforms, just expendable ones that need a Techpriest to oversee.

THE FOLLOWING UNITS ARE HARDCAPPED A 0-5 MODELS BETWEEN THEM

  • Rough Rider: A slightly fiercer guardsman who rides a pony. Fortunately, they can grab a Commendation if they want.
    • Rough Rider Sergeant: Taken once per 5 Rough Riders/Veteran Rough Riders, ignoring the hardcap. You'll likely be taking one if you intend to keep them stuck in where they are.
  • Veteran Rough Rider: A slightly fiercer vet who rides a pony. Fortunately, they can grab a Commendation if they want.
    • Veteran Rough Rider Sergeant: Taken once per 5 Rough Riders/Veteran Rough Riders, ignoring the hardcap. He's a slightly better rider and gives you the broadcasting power since you lack voxcasters.
  • Tempersus Biker: Well...this is unusual. You have stormtroopers on bikes, giving them Storm Bolters. Beyond that, they have a full 6" advancing distance, which you'll be needing to put them in range depending on what you're gonna do with them.

Special[edit]

  • 0-1 Junior Officer: In the event that you took a Primaris Psyker or you just wanna throw around extra orders, you'll never regret him. He might lack IP, but you have sergeants for that. He might not be as strong as the Leader, but you should be throwing the boys in front of him.
  • 0-1 Ministorum Priest: These are the ones you take for melee slamdowns. On top of all his basic benefits, fit for guiding men to victory, he also gets plenty of weapons usually seen on the Minstorum and Inquisition lists, including the Psyker-fucking Condemnor.
  • 0-1 Techpriest Enginseer: Unless you're hauling Sentinels or Servitors, you're just wasting your points. Sentinels need him for repairs, Servitors need him to keep going.
  • Ogryn: Ogryns are meant to be big beefy things. Take them if only to distract the enemy from shooting at your guardsmen.
  • Bullgryn: Same as above, but these guys get big shields. It's usually more advisable to keep them stock, as protecting your men is a bigger priority, and that's what slabshields do best.
  • Ratlings: In a dense area like this, these little hobbits can definitely make an impact on the field. keep them in cover and make sure they can shoot uninterrupted.
  • 0-1 Astropath: As a combatant, he's not much. As a mobile cover-negator and psyker, he's the best thing you can ask for, especially for an Explorator or Naval team that can mess around and get unusual means for LoS.
  • 0-1 Tactica Ordinance Specialist: A mini Master of Ordinance. He only has a mortar to protect himself (and even then, he's not shooting it, the lazy tit), but his big role is letting nearby heavy weapons re-roll 1s to hit and wound.
  • Commissar: If you want a Commissar but don't feel like making him take command of the team. He has all the basic rules, but lacks a refractor. Curiously, he lacks any form of hardcap, which can be useful for making bunkers.
  • 0-1 Scout Sentinel: A lightweight unit to kite with. Aside from the standard weapons, it can also take an S+2 AP4 Rending melee weapon, but that's not highly advisable for it. You can also buy it an upgrade to BS 3+ and give it either the Veteran or Militarum Tempestus keyword.
  • Crusader: Carried from the Ministorum Opus, he's your armored wall to intercept any attacks on your leaders.