When I started on my Guard army one of the first things I got was 6 Bombasts - they look superb! Perfect for dioramas. Only change I've done to mine is clipping off the gunners seating position and adding a third standing crew member, it looks more like a field artillery piece like that. At some point I'll see about running all three squads alongside a Wyvern and Basilisk.
Great review, this is now one of our best artillery units. One small thing though, this unit actually benefits more from take aim than the Scout sentinel. Take aim gives a 100% increase in hits and the sentinel "only" 75%. Given both it's even better but there you hit the nail with the Commissar, if the sentinel is there, the +1 BS doesn't matter (unless smoke etc) but the ability does. So the commissar's orders or maybe a take cover to heighten durability could be given. I'm currently running one of these units, a basilisk and one or two mortars in infantry squads / command squads. That gives me enough indirect to mess with my opponents smaller units and points enough for the sentinel for rerolls, the hellhound for no cover and the exterminator if needed for more AP 😁
Strangest thing happened, there was a poll on DakkaDakka, and GW was asking about the guard range. They asked for suggestions, and being more inclined towards lore and modelling, and also being a massive history nerd I was like: Towed, Towed artillery, AT guns, field guns etc, they are nearly completely absent from the guard and they would fit it perfectly. Then like a year and a half or so later the new Guard release came out. With the FOBs! Then me being a dimwit it took another 6 months before I was like: Wait a minute... I think I may have totally influenced this here kit!
~good vibes~ I love that you're going to try pairing it with the Defense Line. I'm going to build a Guard army but currently play Daemons, so I have my eye on that invuln save. I can imagine making a castle of Bombast and mortar teams.
I really appreciate Sgt. Steele's energy in the community because we need more "Let's try things! Think outside the box!" energy. I really get bogged down by the "This is the best, NO POINT taking anything else." mentality, that switches any time the slightest point change happens. Sgt. Steele we need to see that aegis defense line castle in a battle report!
I ended up running a no artillery list recently against Black Templars, because of the indirect changes, and with these videos I'm regretting not bringing at least a Basilisk and field ordnance to the table!
I'm starting 40k and I really want to build an army around these bad boys. I'm gonna start with a 500pt army and I really love this video for getting me started.
So, one thing I'd like to bring up is that artillery is really no longer a reliable damage dealing unit that can replace a Russ or something in terms of damage output on the enemy army. Its primary goal, now, is to counter sneaky tricksy units. Artillery is best used to make it so your opponent can't just sit a token unit on their home objective for fear your artillery can take them out easily. You can also use it to soften up a target staging behind some ruins, and maybe refuse their numbers enough that they can't accomplish the objective they wanted to, ie... a unit of 10 Blood Angels jump intercessors setting up to change your Russ next turn, and using your artillery to drop 3-4 of them might drop their damage output enough that your Russ survives. Stuff like that. In short, artillery has a unique ability, so don't try and use it to do the job another unit could do. Use it to create a unique capability that your army can do, that it couldn't do if you didn't have artillery.
I love the idea of 3 units of these then creed with a command squad with mortar and an infantry squad with mortar. Mortars fire and do FOF them all 3 FOBs unload into the target, say a 10 man scary space marine squad. Maybe have an exterminator up the line to also apply its buff.
@@DeathKorpsCommander-sm1um 3 FOBS I would say to much. But if to take 2 with Ursula's field of fire it should work well. Field of fire is also usefull for Dorn's. Their cannons have only AP -2. If to calculate Ursula + command squad with mortar is a part of the army anyway. So it will cost only 220 points. And we have significant ammount of inderect firepower against infantry.
I’m looking forward to the rest of the artillery series, but I’m also wondering what you’ll cover afterwards. There’s a lot of new roles for a lot of our units after the update so there’ll be no shortage of topics!
Great video! A couple of ideas for the next videos :) 1) Sentinels. In my battles they always die in first turn and then my artillery as well as other units become significantly less powerfull. Are there any tricks how to use them without dieing too early? 2) How to deal against another guard player with artillery? If he goes first he can just kill your command squad together with Ursula and Leontus at the first turn :D
@@drgnsenpai Bombast has better damage but needs an order, Wyvern more utility with the -1 to hit for infantry units it hits. I've not tried the Wyvern yet but against the right target it would be a great durability boost for our armies, -1 to hit reduces damage a lot. But then it must be against some REALLY shooty infantry. I still think I prefer the FOBs but it's not a clear win for me.
Hey I have some questions. I'm french so certain terms may not translate to english. Question: I have my rules right there and nowhere is it said that indirect fire fail on a 1.2.3. If it's corect, could I theorically get a BS on a 3+ with a scout sentinel (removing indirect fire) + not moving (+1 on BS roll) and the order "take aim" (BS improvement of 1)? Do I have the wrong rules? Am I blind? Wrong translation? or am I dumb? (probably the last)
For the "always miss on a roll of 1, 2, or 3" that comes from rules changes in the Balance Dataslate to prevent artillery from being too overbearing. If you are shooting and have line of sight, then you can buff up the artillery to even hit on 2's and rerolling 1's. But when shooting without line of sight with an Indirect Fire weapons, you'll now always miss on a 3 or less, regardless or unit or faction.
@aalfa5779 staying still to get the +1 from Heavy keyword, then Take Aim, then getting the Daring Recon from Scout Sentinels on the target unit to get reroll 1's to hit. It's that kind of significant stacking of buffs that made GW nerf Indirect shooting.
Dude I rate your unit reviews ay. 👌 Well present and well informed. Would be cool if you where able to present the main weapons stats on the screen. Not needed but makes it a little easier too follow. I can also understand a bit why you don't. Might clash with the brilliant presentation and clog up the screen a bit. Anyway! Excellent work Cadian Sargent Steel 🫡
A Commissar sitting back with the ARTILLERY? It's the hero of the Imperium himself!
Ciaphus Cain as I leave and breathe sir!
When I started on my Guard army one of the first things I got was 6 Bombasts - they look superb! Perfect for dioramas. Only change I've done to mine is clipping off the gunners seating position and adding a third standing crew member, it looks more like a field artillery piece like that. At some point I'll see about running all three squads alongside a Wyvern and Basilisk.
Great review, this is now one of our best artillery units.
One small thing though, this unit actually benefits more from take aim than the Scout sentinel. Take aim gives a 100% increase in hits and the sentinel "only" 75%. Given both it's even better but there you hit the nail with the Commissar, if the sentinel is there, the +1 BS doesn't matter (unless smoke etc) but the ability does. So the commissar's orders or maybe a take cover to heighten durability could be given.
I'm currently running one of these units, a basilisk and one or two mortars in infantry squads / command squads. That gives me enough indirect to mess with my opponents smaller units and points enough for the sentinel for rerolls, the hellhound for no cover and the exterminator if needed for more AP 😁
"behoove", "Sgt's time"
oh yeah dude im in good hands.
Strangest thing happened, there was a poll on DakkaDakka, and GW was asking about the guard range. They asked for suggestions, and being more inclined towards lore and modelling, and also being a massive history nerd I was like: Towed, Towed artillery, AT guns, field guns etc, they are nearly completely absent from the guard and they would fit it perfectly.
Then like a year and a half or so later the new Guard release came out. With the FOBs!
Then me being a dimwit it took another 6 months before I was like: Wait a minute... I think I may have totally influenced this here kit!
So you're the one we have to blame for this being in the Combat Patrol box.
Probably guilty as charged sir! 😅
~good vibes~
I love that you're going to try pairing it with the Defense Line. I'm going to build a Guard army but currently play Daemons, so I have my eye on that invuln save. I can imagine making a castle of Bombast and mortar teams.
I really appreciate Sgt. Steele's energy in the community because we need more "Let's try things! Think outside the box!" energy. I really get bogged down by the "This is the best, NO POINT taking anything else." mentality, that switches any time the slightest point change happens. Sgt. Steele we need to see that aegis defense line castle in a battle report!
16:22 nice!... 16:30 OH! HELL YEAH!
it will be fun to see those battle reports/units analysis
Another great video! I love the FOB model as well and I’m glad they are a little more useful now.
I ended up running a no artillery list recently against Black Templars, because of the indirect changes, and with these videos I'm regretting not bringing at least a Basilisk and field ordnance to the table!
The FOB, or every new Guard Commander's first little GOD OF WAR.
As you know I love these. They have performed well for me in 9th and 10th. my best lists include 3.
They’re such awesome models. Just love them.
I’ve been running these as rocket batteries, but the only guy I play against has an ork army so never considered any other load out.
I love the fobs, they can make short work of marine squads
I'm starting 40k and I really want to build an army around these bad boys. I'm gonna start with a 500pt army and I really love this video for getting me started.
So, one thing I'd like to bring up is that artillery is really no longer a reliable damage dealing unit that can replace a Russ or something in terms of damage output on the enemy army. Its primary goal, now, is to counter sneaky tricksy units.
Artillery is best used to make it so your opponent can't just sit a token unit on their home objective for fear your artillery can take them out easily.
You can also use it to soften up a target staging behind some ruins, and maybe refuse their numbers enough that they can't accomplish the objective they wanted to, ie... a unit of 10 Blood Angels jump intercessors setting up to change your Russ next turn, and using your artillery to drop 3-4 of them might drop their damage output enough that your Russ survives.
Stuff like that.
In short, artillery has a unique ability, so don't try and use it to do the job another unit could do. Use it to create a unique capability that your army can do, that it couldn't do if you didn't have artillery.
Great review, totally agree that these models are some of the best looking in the range. Also, "Sergeant's time" and "behooooove" nice touch 😅
Thank you 😃
I love the idea of 3 units of these then creed with a command squad with mortar and an infantry squad with mortar. Mortars fire and do FOF them all 3 FOBs unload into the target, say a 10 man scary space marine squad. Maybe have an exterminator up the line to also apply its buff.
Then you realize that is about the same price as 2 Dorns
@@DeathKorpsCommander-sm1um 3 FOBS I would say to much. But if to take 2 with Ursula's field of fire it should work well. Field of fire is also usefull for Dorn's. Their cannons have only AP -2. If to calculate Ursula + command squad with mortar is a part of the army anyway. So it will cost only 220 points. And we have significant ammount of inderect firepower against infantry.
I’m looking forward to the rest of the artillery series, but I’m also wondering what you’ll cover afterwards. There’s a lot of new roles for a lot of our units after the update so there’ll be no shortage of topics!
This has been very helpful! Much appreciated for the great content. Time to buy a third FOB
2 of these with 3 dorns is quite something
If they have LoS, they can hit on 2s and 3s btw. The rule for unmodified rolls of 1-3 miss for Indirect Fire is only when they don’t have LoS
My friends fear them on the table top.
Great video! A couple of ideas for the next videos :) 1) Sentinels. In my battles they always die in first turn and then my artillery as well as other units become significantly less powerfull. Are there any tricks how to use them without dieing too early? 2) How to deal against another guard player with artillery? If he goes first he can just kill your command squad together with Ursula and Leontus at the first turn :D
I love the model but ive always thought it was underwhelming, I guess I'll test mine out when my conversions are done.
Painting this while listening to this 😂
Heavy is a +1 to the attack hit roll not a +1 to bs
Great video and those models look awesome. Did you use black pigment for the burn mark on the end of the barrel?
I did! I love weathering pigments for that effect.
Wait if the two guys are shooting their pistol and lasgun who is reloading the gun!?
It all kind of happened so fast 😆
Thoughts on Bombabst field guns vs Wyvern?
@@drgnsenpai Bombast has better damage but needs an order, Wyvern more utility with the -1 to hit for infantry units it hits.
I've not tried the Wyvern yet but against the right target it would be a great durability boost for our armies, -1 to hit reduces damage a lot. But then it must be against some REALLY shooty infantry.
I still think I prefer the FOBs but it's not a clear win for me.
That's slick!
I didn't even consider using a commissar.
It just says affected by an order. Doesn't say what order.
Why would you not get lethal hits when shooting indirect on other than vehicles or monsters? I can’t seem to find this in the rules.
See the new IG detachment rules, the target needs to be visible for born soldiers.
@@Demonoxify thank you! Missed that part of the sentence!
The new born soldiers rule requires line of sight to trigger
Finally!
Could be just my local meta, but i found they didn't do well against Nid Monster Mash or Necron Cryptic Court.
You don’t need to run artillery either! Tanks in your meta may be better to run vs indirect fire weapons! I’m running 3 dorns now lol
YESSS!!
Hey I have some questions. I'm french so certain terms may not translate to english.
Question:
I have my rules right there and nowhere is it said that indirect fire fail on a 1.2.3. If it's corect, could I theorically get a BS on a 3+ with a scout sentinel (removing indirect fire) + not moving (+1 on BS roll) and the order "take aim" (BS improvement of 1)?
Do I have the wrong rules? Am I blind? Wrong translation? or am I dumb? (probably the last)
For the "always miss on a roll of 1, 2, or 3" that comes from rules changes in the Balance Dataslate to prevent artillery from being too overbearing. If you are shooting and have line of sight, then you can buff up the artillery to even hit on 2's and rerolling 1's. But when shooting without line of sight with an Indirect Fire weapons, you'll now always miss on a 3 or less, regardless or unit or faction.
Oh I didn't know about the "Balance Dataslate" thanks man!
and 2+ with sight? how?
@aalfa5779 staying still to get the +1 from Heavy keyword, then Take Aim, then getting the Daring Recon from Scout Sentinels on the target unit to get reroll 1's to hit.
It's that kind of significant stacking of buffs that made GW nerf Indirect shooting.
Still not convinced. My longer ranged guns dont need orders to be good.
Fair.
Still think the Heavy Lascannons are the best options for this unit
🫡🫡
Dude I rate your unit reviews ay. 👌
Well present and well informed.
Would be cool if you where able to present the main weapons stats on the screen.
Not needed but makes it a little easier too follow.
I can also understand a bit why you don't. Might clash with the brilliant presentation and clog up the screen a bit.
Anyway! Excellent work Cadian Sargent Steel 🫡