The Best Loadouts for Field Ordnance Battery | 10th Edition | Astra Militarum Tactics
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- Опубликовано: 8 сен 2024
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The Bombast is by far my first choice but I wouldn't cross out the Lascannons 🤔.
Setting up a nest with two teams would be my choice.
The rocket launchers are legitimately underrated. If you have a good los for it, it can put major work in
@@Nate-uz8ih I don't say they're bad weapons. But you have to risk them much more. I'd use them to oversee a forest area, but not many battlefields have open areas. For me every map should have a high-risk target in an open field with little cover just to spice it up.
I'd be more tempted to use one or two regular Lascannon HWTs for that, since you could use a BS5+ Overwatch on a tank that tries to move on to an objective.
I'd not. I did the math and I am not gonna use them over hwt for las shots.
I never understood why the Malleus rocket doesn't have indirect. I mean come on GW we both know its a nebelwerfer!
yeah it definitely feels weird that the rockets aren't indirect
Especially as can tilt the launcher higher than the bombast
Maybe because you don't want 20 rockets coming your way from the other side of the wall, let alone if blast kicks in, give it an order 6crict explode and auto wound uff boy...
Balance probably. Itd be almost guarenteed wiping out one light infantry unit per turn, and thats no fun
Still not over how they added the goliath and didnt even rename it
In this episode, Mordian tells us what we already knew.
All jokes aside, it is important to have a proper breakdown of any choice, even if it is a foregone conclusion.
i dunno, few months ago i was looking for opinions and found reddit discussion where people were shi**ing bombast
@@mixer5557 Which weapon did they say was better then?
@@TheVeeBeaT don't remember i think either lascannon or both
@@mixer5557 Interesting, but I think the lack of toughness on the FOB, its very "meh" BS and tiny movement makes it way too fragile to use.
Indirect is powerful - the opponent needs to go out of their way or use their own artillery to deal with it if you tuck it into a corner with just a little screening support. Doubly so considering how well the FOB's "Rearm Reload Fire" ability synergises with sitting at the back.
If they said lascannon they aren't smart. Lascannon is the worst choice. Hwt is strictly better anti tank for points unless you expect to run into baneblades specifically.
A video of Mordian reviewing an artillery unit is just the best way to start the week!
But its sunday duhhhh...
@@zobazoba6418 You do know sunday is the start of the week right?
@@zobazoba6418Yeah but Im from the other side of the globe so its probably the time difference... Its Monday today in where I live so it was the start of the week for me😅😅
The mortar variant of the field batteries look like Lego stud launchers
I built mine with one field gun and one lascannon and it’s weirdly worked out alright. The lascannon sits in line of sight and threatens lanes, and the field gun shoots at anything and take wounds for the lascannon. Having said this it’s obviously not the most optimal set up, it’s just happened to work for me. Also it needs to at least go back to 100 points, maybe even 90-95 since you also need to buy an officer to make it work
That what I did
My son got the Christmas Battlebox, a Leman Rus and a FOB box for Christmas. We build it with the bombast just because it looked the coolest and also because I couldn't be bothered magnatising it after magnetising two Rogals and the Rus. He is loving his first army, and had already got two victories under his belt (crushing my Nidz and them just beating my CSM).
I’ll say this the bombast feels great and looks very bolt action. The rockets do as well so this unit gets a sound rating of BANZAI !!
Would love to hear your take on a more in-depth list of all the guard Artillery's/ field guns ranked up. Heavy weapons/ mortar teams, basilisks, FoB, Carriage Batterys, ect. I know the debate is classically just Manticores vs Basilisks, but in a way they're all competing for the same slot.
Thank you for explaining this! I am new to warhammer and got the astra militarum combat patrol, but I have no idea what the little symbols mean. Your video explained it very well and now I can make an informed decision on what gun to build
2x fobs with Ursula giving orders and a scout setinel plus free Stratagem to one of the guns this has served me well in the past. All this on a home objective while the rest does its job
I literally just finished painting mine!!! The faces are.... rough... but they are painted. That and I magnetized them, so i can swap between all the load outs!!
I do believe each weapon has its place. I played the combat patrol event and I was the only guard player and a lot of players were extremely surprised by the firepower of the Maleaus Rocket Launcher and after it roared to life it was targeted heavily, after they thought they got rid of what they thought was the only artillery I had left the forgot the Field Gun and for the rest of the game they couldn’t do anything about it while it continued to inflict pain.
All 3 have advantages, and reasons to take. I would put the field gun at the top, A str 14 lascannon can come in handy when T13 is afoot, but there are other S14+ things in the army. Sometimes there is a ton of light infantry afoot. Field gun is that more middle ground. Every enemy can use a little field gun fire, some enemies don't require a Str14, or the lighter blast. The field gun, and the rocket launcher are too close to each other to give them both indirect. rockets would have to drop to str4 for that to make sense
The 2 of them can struggle to get LoS with their giant base
I must say, the new MG style with the nice screen and visuals explaining what you're saying is very nice and makes your videos so much more watchable/enjoyable
And the cherry on the cake is that it can also stack with the scout sentinel buff, hitting on 3+
Scout Sentinel buff doesn’t give you +1 to hit tho.
It makes you re-roll 1s. Which is good, but doesn’t better your base BS
@@Baktrianos its actually better for the mortar/missiles, esp the missiles vs armor, more lethal hits.
@@Baktrianosnah it negates the -1 to hit caused by indirect fire; so base is +5, +1 for heavy gets you to +4, +1 for take aim gets you to +3. Take some vox casters in your squads and spend 1cp for Expert Bombardiers you can get it +2
I disagree. You would take the field guns for indirect fire and damage two attacks. In that case, why not just bring a basilisk? 15 more points for S8 ap-2 better toughness, wounds, movement and BS. Averaging about the same number of shots. The bombast is second class in its own role. Bring the malleus for volume or the heavy las for strength.
Love the channel. Just starting to get back into 40 K again. Your videos have inspired me to start up as guard. As well as The bombast guns. The models look amazing! I’ve already brought myself two combat patrol boxes using your link Thank you.
For one of your future videos, could you please do all the guard attack planes Like Thunderbolt heavy fighter, Voss-pattern Lightning, Vulture gunship. Noticed you had two in your Scion army. Were they the best choice for anti-tank/Monster?Or is there a better choice if you had the points? Haven’t seen a dedicated video to aircraft where is the plane Love ✈️💕
Keep up making the brilliant content. There isn’t anyone else on RUclips who makes watching Warhammer videos so entertaining. you crack me up!😂
Love you mordian. Any more scion stuff coming up in the pipeline?
Great video man! I followed your other video for a beginner army and bought three Cadia stands boxes and a Christmas box. So knowing how to kit these out is nice to know.
I'd put a couple of the heavy las guns and a malius behind an aegis line giving them a 4+ invul. 12 wounds with a 4+ invul is closer to 21 wounds on average. Three of these and the line is 445 points, a total of 36 wounds of guns with 4+ invul and the wall wounds which prevent t1 charges, with 48" of range you can shoot from one board edge to the other and place them in the open so they can cover an objective or two. Add on that they have the regiment keyword which means they're valid targets for reinforcements.
rn my artillery in a 1000 point army is a manticore, group of mortars and field ordiinance battery with bombast field guns, i love recreating vimmy ridge
It may just be my meta in my local group but my double heavy lascannon battery is my main anti-tank. Always give it "Take Aim!". That means 4 shots with Sustained Hits 1 and Lethal Hits, hitting on 3s. Don't forget to spot with that Scout Sentinel and you're rerolling 1s. I've stripped 20 wounds off a Knight in one shooting phase with it. I take two batteries. Double Heavy Lascannon, and double Bombast. With the same rules I routinely get 2d6+8 shots against 20 man horde units. The results are what you would think...
If Malleus Rockets had indirect, I'd 100% use them over Bombast. Right now, I run 2 field ordinance batteries. All four are Bombast Cannons. With Ursula and two scout sentinels to support them.
I fucking love artillery
Assuming I've not made any mistakes, the bombast field gun can hit on a 2+ against targets it cannot see.
Counter indirect fire by using a scout sentinel to ignore it completly and gain reroll 1s, so even in cover having moved its a 5+ to hit with a second chance.
Then Expert Bombadiers stratagem on the target for a +1 to hit roll, now on a 4+.
Add on Heavy to get it on 3+.
Take Aim command for 2+ to hit, reroll 1s, all while in cover.
Have the command squad nearby for the sustained hits.
Suddenly you have auto wound and extra hits on a 6, with most every shot landing.
Throw in an autocanon russ for ap-2 and even custodes and their 4+ invul are scared.
You can't stack +1 to hit modifiers.
Do you have the specific rule or keyword that I can search up to check? Unless I'm missing something on the GW app, like an update or not seeing the correct rule, it looks as though as you can.
Rules Comentary: Modifiers states "all modifiers are cumulative"
Modifying characteristics by improving, reducing or worsening them states "WS, BS, SV can never be modified to a 1+ or better". So can't go past a 2+ to hit or save.
If there has been an update, FAQ, other rule, etc that I might not be aware of, please do say what it is. Still trying to get to grips with 10e and guard at a playable size.
In the core rules: shooting, making attacks. "A Hit roll can never be modified by more than -1 or +1."
Thank you, clearly I missed or forgot that rule.
Puts a bit of a damper on certain things.
It is a bit on the conflicting side with the Modifiers section and Take Aim + Heavy combinations though.
Thanks for the look over of 2+ arty.
It's so dependant on terrain i find. I've had games where both the heavy las and rockets destroyed and shreded their favored foes hard because they could see across huge sightlines from my backfield and my opponent could not fire back early on. But then there are games where the terrain is not favorable and they can't see anything so you have to move them... but they are super slow and won't hit anything then! So yeah for consistency sake use the field gun, as much as it pains me because getting 4 heavy las shots with 2 exploding lethal and punching 14 wounds into a knight turn 1 is certaintly a great feeling.
Since I have a box of cadia stands, and im trying to make my guard project relatively small and as low-budget as possible, i plan to make them work.
The rockets look cool, but the bombast seems most iconic. Plus i could steal the rockets for chaos havoc launchers 😅
I run a set of lascannons and a set of field guns. Since i have 0 armor, i instead opt for so many small threats instead of 1 major one. Set the lascannons up so they have clear line of sight on a major lane or an objective i know will be tough and just leave them be.
The howitzers are pretty good middle of the road stuff like you said, but havent really done much for me so far, just some nice crowd control
if you're going for swarm, consider the rockets, if you can get los they are better than mortars versus almost all targets.
@@janehrahan5116 id considered it, but i kind of like having the indirect fire. I run a few scout sentinals anyways, so its not so bad
what points do you think the fob should be ? i would use this if it was 100 points but at 120 just can never justify it.... such a shame because i love love the model
It's ok I would only take it after maxing out heavy weapons squads.
Mortar best artillery
I really want the tauros to come back and have field ordinace battery weapons mounted on the back as fast moving technicals someday
What about the earth shaker carriage and medusa carriage?! Let's hear your take on those!
I like the idea and the model for the Ordnance Battery, especially the Field Gun, but at 120pts I'm really not sure what it's bringing that I wouldn't get for 2 Mortar Squads or a Mortar Squad and another Infantry Squad? Feel like it needs to be a bit cheaper, and/or a little stronger (maybe -2AP? Though more than a couple of improvements and it would be as deadly as a Basilisk).
I definitely want to include them, but they feel bloody expensive for the rather modest amount of damage they do.
I think to make all 3 viable the Malleus just needs the indirect fire rule but the lascannons need a stats buff. Currently its just worse than the same points of lascannon HWTs. An extra AP and D3+3 dmg might do it.
I will say while it’s not the most durable unit they pack a hell of a punch and can be brought back with reinforcements so sure the direct fire versions might only get a shot or 2 off before dying you can just bring them back and put them in a spot with better shots.
Hi Mordian! This video is not in the 10th Edition Tactics Playlist. Great info, btw
hmm...guess i can slap grand strategist onto one of the command squads and think these bombasts do seem like they would be pretty efficient against infantry with all those shots but a manticore platform is pretty much ready to go for 95 points and its s10 does give you a bit more versatility against tougher targets when you need it...may have to experiment with both...
I had assumed they all had indirect fire, so now I've got 2 heavy lascannons and 1 rocket launcher
Fortunately I still have 3bfgs
as far as the lascannons i think rapiers are more efficient. you could have like 3 and a half of them for the price of 2 heavy lascannons and they have twin linked.
3 field ordinance batteries, all 6 with bombast. Scout sentinels in the field to spot, lord solar with his 3 commands for all 3 field ordinance batteries with take aim and i leave them stationary no matter what. Hitting on 3+ and its working great so far.
How do you get it to wound though. Everything I run into has cover and saves on 3 or less. Ive tried
@@RISCBetting Get a hellhound with heavy bolter. Anything you shoot at loses cover for the phase
I like the idea of the las cannon. However I have four Bombast field guns. I wantedna know if you think it's better or worse than Earth shaker carriages.
Bring 4 pieces, 3 bombast, 1 malleus. Leave the malleus on the home objective.
I'm a big arty fan, if the arty has indirect fire. does the arty has scatter with indirect in this version or not, and if, does being stationary counters it?
I've still yet to see them being used in 10th
I noticed it said ap -3 for las cannon on the datasheet but looking at the combat patrol Lego instructions it says ap -4, anyone know which is more up to date?
If GW want to buff this unit in the next codex, I think a good buff would be to give it a 2+ save against shooting.
I mean the gun has a huge blast shield !
That would give it a better save than a chimera, an armoured vehicle.
@@bigfluff73 Granted having the same save as a Leman Russ might feel weird, but ultimately it's about using the number that allows the unit to fulfill it's role.
If a 3+ is enough, then I'm all for it.
Was wishing I had 2 bomblasts. Not sure the combat patrol gave that option although I may be wrong. My naivity means i currently have a bombast and a galleous built.
The kit has two bombasts. It has every option for both.
Looks like a dig through the old sprues box is in order. Shame I not long finished painting them
If you're playing Combat Patrol Specifically you have to have one Malleus and one Bombast. However, you can build them any way you'd like. The benefit in CP is that the two batteries are able to be separated and placed as individual units.
4:30 pokeball arm icons?
Can you not take the rockets in Combat Patrol?
Bombast so i can use the model in bolt action lol
I miss videos like this where he talks like a normal fucking person.
so baffling why the rocket launcher isn't indirect.
Only bombast field gun
Nothing else
I made mine as a malleus because I assumed that was the indirect option, nonsense that the bombast is supposed to be shooting indirect, goofy cannon looking boi
Vs a 4 or smaller gravis. Missiles kill slightly more than 1 marine on average. (1.1 ish)
Mortar kills less than one on average (around 2.7 average wounds.)
Though both on average fail to kill a single custode the missile launcher again wins on damage.
Vs a land raider the missile launcher also does more damage.
Only vs toughness seven models with more than 1 wound (say, scout sentinels or terminator custodes) does the bombard out damage the missile launcher without bonus shots from blast. So basically it's only custode terminators, scout sentinels, or if some mad lad is bringing 10 man gravis squads, that mortar will do more damage.
I still agree indirect fire is enough to make the mortar better since fob is made of paper as much as heavy weapon teams. But still don't sleep on missiles.
Edit: On the heavy lascannon. I again did the math. For points it only beats heavy weapons teams with las cannons for damage versus exactly toughness 13 targets. The +1 at t12/t7/t14 is not enough to swing the 50% lower fire rate per point (6 shots vs 4.) So unless you're taking baneblade or really want to use hwt overwatch I'd highly consider using hwt for anti tank over fob