Regimental Attaches! Hit or Miss? | 10th Edition | Astra Militarum Tactics
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- Опубликовано: 8 сен 2024
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Officer of the fleet does have another purpose. Being the bravest man to die first in my army 😂😂😂
Glory to the first man to die! CHARGE!
My officer of the fleet is also a suicidal maniac! His last pistol treats him well until the end though
Adding to your evaluation: Even if you only want to use the Master of Ordnance, then you pay the equal amount of points as in 9th, but you get some sweet anti-deepstrike to protect your artillery/back line, while at the same time basically having 2 more wounds on your "main" attaché. That sounds pretty sweet to me.
I kind of like them all coming together and add to the command squad. The Astropath looks really tempting to push back on GSC deep deep strikes.
I wish it was 12" from the unit though and not just the model, but I guess people could just string it out for a massive screen
Pont of order sir: if a flier goes into hover it loses the aircraft keyword for the battle, and the OoF can't use his rule on them anymore.
I love how it loses AIRCRAFT and keeps FLY, still gets destroyed by ANTI-FLY and targeted by abilities that explicitly only affect units that have FLY.
But the officer of the fleet? He can only affect AIRCRAFT.
Make it make sense GW.
Mordian glory: This unit will SURELY, WITHOUT A DOUBT win you games
Also Mordian glory: Astra militarum 30% win rate in tournaments
Winning games isn't the same as winning tournaments. But, in Mordian's defense, the meta is not friendly to the Guard right now.
I'm pretty sure he's promoting submarining at the moment.
Skill issue (works for me)
Shatter their skies!
The thing about regimental advisors is that they can be attached to a command squad, which is separate from attaching them to the infantry squads the command squad attaches too. At least they don't cut into your leader options. The same thing happens with techpriests and servitors, if you want to bring a ludicrously bloated unit for the lols.
I do this because it's funny hahaha
Where is the rule for this?
Because it's not on their datasheet
Officer of the fleet + Lord solar to issue take aim can get vultures/lightnings to hit on 2+
Lord solar + platoon command squad w/ attache and master vox also lets the solar issue orders out to 24” to keep the birds in order range
l really want to test the flyers of the guard soon. They are looking ok for there cost, l just don't know how bad is the new flyer rule for them.
Doesn’t that order range only work if the unit being ordered has a vox caster in it?
Edit: never mind it no longer requires that
When talking about layered artillery buffs, don’t forget that the hellhound can remove the cover save element of indirect fire too.
A thing of interest to me is that the attaches are still considered a part of the unit their command squad joins. Thus, even in case you do play a list with little to no flyers or artillery, those are still 6 extra OC points on that objective you're holding. 3 extra 3+/4++/6+++ wounds in that command squad your opponent might try snipe away. 3 extra 25mm bases for coherency shenanigans and board control.
Also, taking a DKoK unit with a primaris, a command squad and these three folks below half-strength is one helluva mission for your opponent, as they'd need to munch thru 15 aforementioned 3+/4++/6+++ wounds and that's without the medi-pack resurrect's)
I figure since I'm taking artillery anyway (and what good Krieger wouldn't) the MoO and the Astropath will both serve me well in the backfield. The fleet officer is a nice first casualty... until I paint my Thunderbolt in Flying Circus crimson, and then he gets to live. Der Rote Kampfflieger flies again!
Working on an ODST scions regiment with close air support (because artillery can’t be orbital dropped) scions shred the infantry while hellstrike missiles take care of the armor and artillery. Very flavorful fluffy list, but I think it has potential.
I still would have wished that the Officer of the Fleet enabled some type of orbital strike attack, or use of such a Stratagem. If the Commodore is there, there's probably still space assets above, and I would think launching a hab-block-sized macrobattery shell into a seemingly static ground force would play right into Guard style, but oh well.
Theyvarw a little weird, now. Personally, I guess I don't mind that they come as a set; it's basically buying three extra Wounds, and one or two of those abilities, which don't seem terrible. If a bit iffy on the Astropath. I liked when Guard had some options for Psychic, even if it meant they never used the Primaris Psyker, but with the weird way psykers work, in 10e, I guess this is fine, and I did often grumble that, in lore, most Astropaths weren't renowned for their actual psychic abilities; they were living radios, and in fact usually didn't do much else for powers.
I really hope when the codex comes out, these get the options to be taken individually. There are lots of lists where I would like 1-2 of the options but the rest are just spare bodies...
MG, I’m proud of you for nailing “Chalupacabra13”.
How long did you practice that and can we get the bloopers next stream?
I think the attaches are a bit undersold here, in particular the Master of Ordnance. With Sentinels and the Ordnance Officer, Basilisks are natively hitting in 3s with reroll 1s and sustained hits without orders. Since orders are more scarce, this frees them up for other units since now the Basilisks will be hitting on the same BS as the Earthshaker batteries.
Coordinating some artillery, the Master of Ordinance, and a Scout Sentinel onto the same target is pretty nasty, especially if they find themselves under the effects of Take Aim
I did this tonight plus a auto cannon russ giving me - 1ap and fields of fire from creed for free..... It was epic! My manticore was slapping
It's three extra wounds for your command squad and denies deep strike 🤷🏼♂️. To me that alone is worth 40pts, the other buffs are icing on the cake.
So can we pick three sets of attaches? If so I'm seeing 120 points essentially making it impossible for someone to deepstrike a blob of units into my backyard
I consider the Astropath a must include 1 atm unless I have a very good reason to save the points. 12" deepstrike denial and overriding rules that would allow closer than standard 9" is a great tactical option. The artillery buff is a good multiplier that should have things to buff in most lists. I don't trust GW not to nerf mass fliers again to invest in the models for it.
I always thought having the Astropath deep strike denial turned your unit denial template shape into an aubergine
Awesome work my man!
Dont you have to attach these to command squads?
You get three kinda utility (not as much as 9th) for only 40! Points. Sadly you have to take all three so my solo Astropath can't see play anymore. It's an interesting and dirt cheap selection if you can make use of all three and have the points to spare.
3 special rules for 3 guys at 40 points could be worse could be better seems about right for guard.
Regimental Attaches ftw aloneside a few avengers!
I think them also needing to see an enemy target to mark them for the abilities for the artillery and air stuff is a downgrade if your opponent is playing with precision stuff
Oh hey I was just thinking about these fellows
Tbh the artillery one is pretty good but the aircraft buff will literally never be used unless GW decides to release a dedicated attack aircraft (RIP Vulture and Vendetta) and if you spam infantry like I do the Astropath buff is gonna be kinda situational.
pretty sure vultures are still around, but rip vendettas.
@@johnj.spurgin7037 They are and they’re like 230-50 points
If the Astropath made it so they can't deploy within 12" of the unit, or 18" of the model, then it would be more suitable.
All I have is 3 earth shaker batteries, is that enough to warrant Regimental Attaches? With the freed up point of not having I can get 1 Commissar or 1 Armored Sentinel if I remove an enhancement.
Hey can someone tell me what's going on with the kreig medkit rule? And like if you got a 20 man blob can you bring back 2d3 guys back?
be nice if they let the artillery commander and aeronautica commander give out orders to the uints they buff
agreed if they let the officer they are attached to order those units they would be really good
I couldn't tell you if they're any good or not. I can tell you that I am glad I bought them years ago.
Jeeze Louise look at those prices.
Amyone know of any good proxies for these guys?
I got three of these units off eBay for like $10 a model
@@griffin5653 Looking through my order history, I got the set of three for $19, including tax, from GW direct in 2021 (and I thought that price was outragous).
Oh well. That wheel keeps spinning.
Is it easy to order fliers?
120 points to completely nullify GSC markers with three 12" bubbles lol.
Do they have to stay together (squad integrity)?
By the rules of the current joining of units they don’t but if you’re a true guard player then you’re 100% using movement trays so it doesn’t matter all that much
Really don't like how you have to take all 3 and can't take them individually
Not worth it at 1000 points thats for sure.
1000 is the only thing im gonna play in tenth, because my collection is mostly russes, and the amount of artillery is only enough for smaller games.
problem with 1000 pt games is your so close with board size your arty loses half if its advantage.
Third comment for the omnissiah
Actually first, huh
I think you can be more balanced at a 3k game with ataches than a 2k gsme.