My main combo at the moment is commander with demolisher + Rogal Dorn, and a Vanquisher. The role of the Vanquisher is to stay back in a good line and shot at the biggest meanest monster/vehicle of the opponent. If you remain stationary with the Heavy, lacking the order is just a 15% reduction of on accuracy, but you save 55 points for that 15% (which you can sort of make up with by the special rule of rerolling wounds against monster/vehicles). Meanwhile, commander and Rogal are just in the middle of the fray as their range is much shorter. Of course if you have terrible terrain, then the Vanquisher might be a bit worse, but I still think that the extra saved points is worth it, especially because it also gives you a different weapon profile which is very useful in this meta. If anything, it makes your opponent very afraid to expose their big bad thing, and that win on tempo might be already worth it. I think that Vanquisher is the best solo LR because it wants to be far away (so making a supporting commander less efficient), but also because the shots are not very reliable, but powerful enough that the threat is sometimes more important than the effect. Meanwhile, other LR are useless if they do not really punch a lot and all the time.
Ive had really good results with hydras recently. S9 A4 and D3 hit pretty well and with an exterminator it makes them AP-2 at 72". Kind of abandoned the basilisk
The ants go marching one by one hura hura, The ants go marching one by one hura hura, The ants go marching one by one hura hura, The ants go marching one by one hura hura.
17:00 One other thing I have been experimenting (theoretically, I want to put it in practice) is replace 2 Basilisk for 1 2xbombastic + 1Earthsaker field ordinance+ Ursula Creed to order both. It saves 5-10 points or so, but the main advantage is that I can do fields of fire anywhere in the map for 1 cp. You also get marginally better damage against many profiles, especially infantry (even heavy), which is probably your main target anyway. The main disadvantage is that leaving them alone for home objective might be dangerous, as you said. I guess that it depends who are you fighting against, and whether it is a tournament.
The other problem is that I wholly expect the Earthshaker battery to go Legends with rest of the Forge World line in the codex release. It's not impossible it might get a plastic re-release, and I'd love to see it and the Medusa carriage in plastic, but I suspect the new Krieg artillery piece coming in the army box is meant to replace it.
I understand about the 5 chimeras vs 6. The scions and aquilons make up for the lack of the sixth in a way. I would split the heavy weapons up a bit on the tanks. One of the demolishers and the rogal dorn should have mulitmeltas and be more forward with the mechanized assault you have going. The rogal dorn should have a pulverizer as well. The multimeltas are so useful for really damaging big targets or ones that have half damage ability. You would still have 2 Other demolisher tank commanders for a more backline defense too.
Cool list, well designed, but I'm gonna play devil's advocate on a few things: -I'm curious if deathguard termies are going to be moving under their own power often enough that the basilisk would actually be able to work its magic on them. I generally only see terminators coming from transports or ingress. If it doesn't have the chance to mess with termies then I'd prefer more scions to artillery personally. (Edit: I guess it still works well on in melee-focused ingressors, nvm.) -I'd also think about swapping at least one of the TCs for a vanquisher and some lascannon heavy weapon squads. Yes they're fragile, but if they're at the back of the board covering a sightline, only long ranged weapons will be able to easily hit them, and most long ranged weapons are anti-tank or anti-terminator guns you don't want to waste on two guardsmen, so it's a win-win either way. -I prefer flamer chimeras over bolter chimeras, especially for the front 3 that rush onto primary objectives because those chimeras are often going to get charged or charge themselves to move-block. Flamers ignore the penalty of being in melee and they kill more 1-wound oc-dense models which keeps you winning on primary. Bolters do get lethals, but you aren't exactly hurting for ways to damage tough targets in this list, are you? -The Dorn is incredible IF your opponent makes the mistake of focusing on it. Its firepower is mediocre for its points, it's really just damn tough. If your opponent knows to eat around it first I suspect it would be better to have more well-rounded units like vanqs, ogryn, scions, etc.
its the D2 on the bolters that wins for me, plus of course the range. Sure hitting on 4+ is swingy, but so is D6 shots. But D1 just isnt enough to clear squads of scouts, nobz etc
As a Knight player, I won't even be able to move. It's just a swarm of small hp boxes with heavy battery at the back. It's not even tanky, half the army is trashmob the other half has 3+ armor and you throw them until the turn 5. Absolutely evil.
I like Catachans in transports, but just to throw a spanner in the works, how about a playtest swapping two of those catachan units for ogryns? No scout, no autohit, but you've got three chimeras doing that, and to be fair you're going to have a couple of chimeras running a little slower behind them anyway just with how they'll fit around the board. But strapping another couple (rapid fire) heavy bolters into the list as well as some pretty decent melee I would argue could add something extra. Only OC3 when they pop out though I know. Could be worth a playtest?
Why the turnaround on the enginseer? A few months ago you did a pretty detailed analysis of how a 4++ didnt really matter on a Dorn compared to most of the stuff people are taking to bring it down.
You're going to be very sad when you remember you can't strip cover or add AP to other attacks. -3AP sounds great until you're firing at a Land Raider in cover with Armor of Contempt and all of your damage bounces. Drop a TC and a Chimera to grab an Exterminator and Hellhound back into the list.
Hes got a standard (although looks like hes using a command rod to represent it), but not medipack. Personally I'm not sold on the medipack anyway, I find once someone looks at the unit it dies anyway, 15 T3 4+ models is pretty easy to chip away with pretty much any firepower. Saving an extra 2.5 wounds with a 6+FNP doesnt make much difference, I guess the question is whether or not it makes more of a difference to the squad than a grenade launcher. Best defense is a good offence in my eyes!
Sir, good day to you sir. This lowly officer wants to ask for your advice respectfully. I do love my heavy weapon teams Sir, i trained 24 of them, all with lascannons, but they tend to need an awful lot of replacements, so i tought to myself: what if I were to put 9 of them with a command squad(with a lascannon team of course) into a doomhammer or a banehammer? Would that be an adwiseable action Sir? I also dreamt of this crazy idea of putting 12 ogryn into a stormlord and firing 110 S5ap1D2 into someone. Smells like 8th edition already.
Any thoughts on 6x Rogal Dorn when they get the TC option? Assuming they stay the same rules and agnostic of Detachment, what points do they stop being competitive in the case of a nerf? I assume they still good at 260 pts but 270ish starting to get outdone by LR right?
I don't know; I still don't think I am going to get around to re-liking Tank Commanders. My memories of just lists of Demolisher Tank Commanders, with Manticores, just aren't positive ones, and while I certainly cannot argue their efficiency, I feel like they just become another auto-include, while stifling list diversity. With Tank Commanders being able to order themselves, there isn't any reason to take "soldier" Leman Russes, and with the Commanders being a unit cost, instead of an upgrade to a LR, there's no reason not to just always take the Demolisher variant, because you paid for it, anyway. This is probably one of the rare occasions when I would gripe about weapon upgrades not having costs, but I just don't like that basically EVERY Leman Russ is going to be a Commander, and a Demolisher-sporting one, too. I'm hoping that the new codex will do something to incentivize using more options of Tank, like Exterminators, or Executioners, and maybe not all HQ versions? Again, from a competitive standpoint, I know that this is, at least currently, the best option, and people might not appreciate losing it, but i at least look forward to seeing what the codex does, with the units, and detachments.
Slightly surprised to see no Taurox in the infantry given how happy you were with them a while back.
Id assume its because He doesnt have one painted in Steel Legion colours. 🤔
My main combo at the moment is commander with demolisher + Rogal Dorn, and a Vanquisher. The role of the Vanquisher is to stay back in a good line and shot at the biggest meanest monster/vehicle of the opponent.
If you remain stationary with the Heavy, lacking the order is just a 15% reduction of on accuracy, but you save 55 points for that 15% (which you can sort of make up with by the special rule of rerolling wounds against monster/vehicles).
Meanwhile, commander and Rogal are just in the middle of the fray as their range is much shorter.
Of course if you have terrible terrain, then the Vanquisher might be a bit worse, but I still think that the extra saved points is worth it, especially because it also gives you a different weapon profile which is very useful in this meta. If anything, it makes your opponent very afraid to expose their big bad thing, and that win on tempo might be already worth it.
I think that Vanquisher is the best solo LR because it wants to be far away (so making a supporting commander less efficient), but also because the shots are not very reliable, but powerful enough that the threat is sometimes more important than the effect. Meanwhile, other LR are useless if they do not really punch a lot and all the time.
I’ve played into triple Tank Commander - it was best described as ‘unpleasant’
Ive had really good results with hydras recently. S9 A4 and D3 hit pretty well and with an exterminator it makes them AP-2 at 72". Kind of abandoned the basilisk
The ants go marching one by one hura hura, The ants go marching one by one hura hura, The ants go marching one by one hura hura, The ants go marching one by one hura hura.
God I love the smell of lasfire in the morning.
What does a beam of light smell like? Or is this a synesthesia thing?
@@freewave04 Maybe the fuel cell smells?
17:00 One other thing I have been experimenting (theoretically, I want to put it in practice) is replace 2 Basilisk for 1 2xbombastic + 1Earthsaker field ordinance+ Ursula Creed to order both.
It saves 5-10 points or so, but the main advantage is that I can do fields of fire anywhere in the map for 1 cp. You also get marginally better damage against many profiles, especially infantry (even heavy), which is probably your main target anyway.
The main disadvantage is that leaving them alone for home objective might be dangerous, as you said. I guess that it depends who are you fighting against, and whether it is a tournament.
The other problem is that I wholly expect the Earthshaker battery to go Legends with rest of the Forge World line in the codex release. It's not impossible it might get a plastic re-release, and I'd love to see it and the Medusa carriage in plastic, but I suspect the new Krieg artillery piece coming in the army box is meant to replace it.
@@Hardcover_Pilot I had not considered that, which now that you mention it is totally possible.
@@JackDespero hopefully the new Krieg big artillery is going to be a worthy replacement
Hey Mordian, I know legends units aren't for tournaments, but how about you tell us about some units you like.
I feel like you want a second bailisk.
I understand about the 5 chimeras vs 6. The scions and aquilons make up for the lack of the sixth in a way. I would split the heavy weapons up a bit on the tanks. One of the demolishers and the rogal dorn should have mulitmeltas and be more forward with the mechanized assault you have going. The rogal dorn should have a pulverizer as well. The multimeltas are so useful for really damaging big targets or ones that have half damage ability. You would still have 2 Other demolisher tank commanders for a more backline defense too.
Ah Demolisher Cannons.. also known as Chode Cannons.
Rogal Dorns and Baneblades make a great mix!!!
Cool list, well designed, but I'm gonna play devil's advocate on a few things:
-I'm curious if deathguard termies are going to be moving under their own power often enough that the basilisk would actually be able to work its magic on them. I generally only see terminators coming from transports or ingress. If it doesn't have the chance to mess with termies then I'd prefer more scions to artillery personally. (Edit: I guess it still works well on in melee-focused ingressors, nvm.)
-I'd also think about swapping at least one of the TCs for a vanquisher and some lascannon heavy weapon squads. Yes they're fragile, but if they're at the back of the board covering a sightline, only long ranged weapons will be able to easily hit them, and most long ranged weapons are anti-tank or anti-terminator guns you don't want to waste on two guardsmen, so it's a win-win either way.
-I prefer flamer chimeras over bolter chimeras, especially for the front 3 that rush onto primary objectives because those chimeras are often going to get charged or charge themselves to move-block. Flamers ignore the penalty of being in melee and they kill more 1-wound oc-dense models which keeps you winning on primary. Bolters do get lethals, but you aren't exactly hurting for ways to damage tough targets in this list, are you?
-The Dorn is incredible IF your opponent makes the mistake of focusing on it. Its firepower is mediocre for its points, it's really just damn tough. If your opponent knows to eat around it first I suspect it would be better to have more well-rounded units like vanqs, ogryn, scions, etc.
its the D2 on the bolters that wins for me, plus of course the range. Sure hitting on 4+ is swingy, but so is D6 shots. But D1 just isnt enough to clear squads of scouts, nobz etc
As a Knight player, I won't even be able to move. It's just a swarm of small hp boxes with heavy battery at the back. It's not even tanky, half the army is trashmob the other half has 3+ armor and you throw them until the turn 5. Absolutely evil.
Am likey the clean desert paint scheme. It gud.
That's an expensive looking army 💸
Nah, now it’s all about painting. Available funds have surpassed available time.
@randallturner9094 pain 😢
Gotta feel for the poor chum whose head is three inches from the Basilisk's earthshaker cannon...
The Adeptus Ministorum has concluded that your hearing loss is not service related.
Eh after a few shots you won't be hearing it anymore anyway
I like Catachans in transports, but just to throw a spanner in the works, how about a playtest swapping two of those catachan units for ogryns? No scout, no autohit, but you've got three chimeras doing that, and to be fair you're going to have a couple of chimeras running a little slower behind them anyway just with how they'll fit around the board. But strapping another couple (rapid fire) heavy bolters into the list as well as some pretty decent melee I would argue could add something extra. Only OC3 when they pop out though I know. Could be worth a playtest?
Great minds think alike! I recently played a very similar list
Why the turnaround on the enginseer? A few months ago you did a pretty detailed analysis of how a 4++ didnt really matter on a Dorn compared to most of the stuff people are taking to bring it down.
You're going to be very sad when you remember you can't strip cover or add AP to other attacks. -3AP sounds great until you're firing at a Land Raider in cover with Armor of Contempt and all of your damage bounces. Drop a TC and a Chimera to grab an Exterminator and Hellhound back into the list.
Hold up. Are you not putting the medkit on the regimental standard guy anymore for the Scion command squad?
Hes got a standard (although looks like hes using a command rod to represent it), but not medipack. Personally I'm not sold on the medipack anyway, I find once someone looks at the unit it dies anyway, 15 T3 4+ models is pretty easy to chip away with pretty much any firepower. Saving an extra 2.5 wounds with a 6+FNP doesnt make much difference, I guess the question is whether or not it makes more of a difference to the squad than a grenade launcher. Best defense is a good offence in my eyes!
Sir, good day to you sir. This lowly officer wants to ask for your advice respectfully. I do love my heavy weapon teams Sir, i trained 24 of them, all with lascannons, but they tend to need an awful lot of replacements, so i tought to myself: what if I were to put 9 of them with a command squad(with a lascannon team of course) into a doomhammer or a banehammer? Would that be an adwiseable action Sir?
I also dreamt of this crazy idea of putting 12 ogryn into a stormlord and firing 110 S5ap1D2 into someone. Smells like 8th edition already.
Any thoughts on 6x Rogal Dorn when they get the TC option? Assuming they stay the same rules and agnostic of Detachment, what points do they stop being competitive in the case of a nerf? I assume they still good at 260 pts but 270ish starting to get outdone by LR right?
Nice army
I don't mean to insult you, but your brain works a bit like my brain, because our lists are pretty similar.
just in time to be made redundant by the big balance changes that are coming
I don't know; I still don't think I am going to get around to re-liking Tank Commanders. My memories of just lists of Demolisher Tank Commanders, with Manticores, just aren't positive ones, and while I certainly cannot argue their efficiency, I feel like they just become another auto-include, while stifling list diversity. With Tank Commanders being able to order themselves, there isn't any reason to take "soldier" Leman Russes, and with the Commanders being a unit cost, instead of an upgrade to a LR, there's no reason not to just always take the Demolisher variant, because you paid for it, anyway. This is probably one of the rare occasions when I would gripe about weapon upgrades not having costs, but I just don't like that basically EVERY Leman Russ is going to be a Commander, and a Demolisher-sporting one, too. I'm hoping that the new codex will do something to incentivize using more options of Tank, like Exterminators, or Executioners, and maybe not all HQ versions? Again, from a competitive standpoint, I know that this is, at least currently, the best option, and people might not appreciate losing it, but i at least look forward to seeing what the codex does, with the units, and detachments.
Unit 27! Sir o7
🤘🔥👍❤️
Reporting for duty , Sir o7
Rather Desert Storm looking vehicles
Troops look like ready for an EU event l
Looks like a 4-1 to be honest