Vs. Astra Militarum (a.k.a. IG) 8.0
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Post by yoritomo on Sept 7, 2017 11:01:37 GMT
8th edition is here and with it comes the new iteration of the Vs. Astra Militarum thread.
The intent of this thread is to gather all the questions, advice, tactics, and general knowledge regarding Astra Militarum. It is our hope that the serious discussion in this thread will help you achieve victory in your future games. If you are new then please feel free to ask a question. If you're a veteran then leave your impression or ideas on how to beat Astra Militarum. The more input we have the better we get as a community.
On an administrative note: as this is a focused discussion, the moderators reserve the right to remove off topic posts without warning.
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Post by dragun on Oct 24, 2017 21:14:12 GMT
I am new to the tyranids and need a bit of help. My current list contains three units of 15 Genestealers with toxin sacs Broodlord, Swarmlord, Trygon Prime, Old one eye, and two Stone Crushers.
The opponent I normally play against uses a huge number of tanks, normally 5 lemans, 2 hellhounds, 2 wyverns, 1 basilisk. Then 30 + troops as a meat shield.
The last two games he has upped his tactics and is deploying the troops way out in front. I am able to get a first turn charge against the troops and between the fight phase and morale wiped them out completely. But because of the distance between the troops and the tanks I was not able to consolidate into the tanks. During his turn all of my genestealers were removed. Second turn the Carnifex trio moved up and failed the charge, the swarmlord made it in and then his second turn saw most of my force wiped out.
My force originally was a melee only force, but I think I need some kind of shooting just to open a hole in the line first turn to let the genestealers in. I know they can do the work if they get in there.
I just have no idea what I should get/include to fill that role. Exocrine/Raviners/Hormaguants/Termaguant(6inch consalidate might do it)
Any insight, tactics, advice, would be helpful.
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Post by Bellator on Oct 24, 2017 23:54:40 GMT
Looks like too much footslogging.
First I would drop it to 1 unit of 20 stealers, or 2 without sacs.
Then add some fast threats to mess with target priority, mawlocks would be in keeping with your theme, as would lictors/deathleaper. Don't go overboard on lictors though, 1 or 2 is enough.
Biovores wouldn't be too far out of theme, and would give you some shooting.
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Post by dragun on Oct 25, 2017 1:03:56 GMT
With out sacs they just dont deal much damage to a Leman. 15 with a broodlord in range can take out a tank a turn. As of two weeks ago the Guard player did not use any infantry and every game I was able to get two of the three units into combat first turn. Either with the swarmlord on a genestealer unit, the tyrgon brining them in, or just a good advance and charge role.
The problem is opening a hole in the infantry line to allow the melee units in. Speed is not a problem for the genestealers.
Maelocks might be worth looking into. Brining them in behind enemy lines to give additional target and minor damage. And if the live through the oppenets turn they can tie up the tanks, or if they die they absorbed fire.
What do you think of two Exocrines? First turn they should be able to open a hole in the lines, and second turn they can shoot at tanks.
What do you think of Raveners? They can pop up and shoot a hole in the line. But then I think they might not be useful after first turn.
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Post by Bellator on Oct 25, 2017 3:26:47 GMT
Exocrines are one of our best units, you won't go wrong with 2.
Raveners are deepstriking warriors with 5+ armor. I prefer shrikes as they provide synapse, have 4+ armor, and have access to better gear.
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Post by dragun on Oct 25, 2017 3:34:28 GMT
a little off topic, but I have not seen models for Shrikes. How do most people model/convert them? Are we expecting Skrike models with the new codex?
How would you equip them for the role of meat shield killing, keeping in mind I need to open a hole before the charge phase?
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Post by Bellator on Oct 26, 2017 5:54:09 GMT
For conversions, gargoyle wings are popular.
For equipment, boneswords/dual scything talons pair well. The talons are cheap so get offed first but still can clear some chaff, while the swords pull the weight.
For second weapon on the sword shrikes I like deathspitters. They pack a decent punch, but if you prefer to save points you could just use talons.
Adrenal glands are great, 1 point each on a unit of 9 is hardly noticeable. The extra inch really helps. Flesh hooks are a maybe, they don't do much. Avoid toxin sacs, 4 points each is alot, only worth it on specialized units.
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Post by nikh on Nov 13, 2017 15:58:13 GMT
Stranglethorn cannon Harpies maybe? They get that benefit when shooting at squads of 10+. Asking because I have a Guard game coming up, I'm not sure what my start should be. With the new book I have more options but still in the dark entirely about it.
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Post by Bellator on Nov 13, 2017 17:31:50 GMT
Devilgaunts in a tunnel clears infantry like nobodies business. Especially with Single Minded Annihilation.
Biovores are always good, and can jam up their tanks.
Mawlocks take alot of lasgun fire to bring down, especially with Jormungandr. They can threaten infantry in melee, and can hurt tanks on entry.
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Post by nikh on Nov 13, 2017 17:37:26 GMT
Do Biovores have a high enough damage output? Seems like they only chunk out a few mortal wounds a turn, not really threatening mobs or mechs.
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Post by Bellator on Nov 13, 2017 18:29:49 GMT
Their output is fine. They are at their best when missing, though. Sure, killing that sporemine is easy, but they have to shoot at it first. And the shooting phase is after the movement phase. Which means you can completely stop a tank from moving closer, keeping it in a less favorable position. Or place a couple mines to block off a choke point, cutting off part of their army. The possibilities are endless, try it out sometime.
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Post by nikh on Nov 13, 2017 18:37:11 GMT
Yeah I'll try em in my next game. Pump them Spores
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Post by mattblowers on Nov 13, 2017 20:44:59 GMT
Do Biovores have a high enough damage output? Seems like they only chunk out a few mortal wounds a turn, not really threatening mobs or mechs. They kill nicely with enough models. In addition, they really do some great board control. Move them a little for a 5+ to hit is you want to block movement with "misses".
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Post by nikh on Nov 14, 2017 17:55:24 GMT
What should we expect from AM? I know they havea few really powerful tanks, but what do they/the mobs do? Seems like we have to pop some bubblewrap first then go in for a kill
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Post by dragun on Nov 14, 2017 20:53:55 GMT
The AM list I play against the most has 10-12 tanks depending one what he feels like running that day and at least three pieces that dont need line of sight. He only runs 30-40 infantry just to keep the melee troops off him. But a Cadian Tank list is a hard nut to crack with out meeting fire with fire.
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