Wednesday 25 October 2017

Codex: Astra Militarum - Elite Squads



So, the new guard codex has been out weeks and there is already an FAQ. This is both good and bad. Mostly its clearing up keywords that should have been sorted before publication and a couple are clearing up the wording on rules. There ate really only 3 major points, firstly commissars, as noted in the previous post, secondly that only one unit from the tallarn stratagem can be of the vehicle type and finally, send in the next way does indeed cost reinforcement points, which means its useless. Anyway, ill cover it in more detail later.

Continuing on with the elite section, we move on to the elite squads, those units formed of multiple models. We'll run through them in the order that they appear in the codex, starting with the command squad.

Command Squad
There was some hope that command squads would be increases to 5 members when the Catachan preview appeared on the Warhammer Community page, as it mentioned taking a heavy Flamer and 4 flamers in a unit, this howere turns out to be a typo and the unit remains at 4 veterans strong. The unit got the standard power points drop but apart from that all the options remain unchanged. These units are well worth the investment, but with the changes to plasma guns, you'll need to watch the points. There are really two ways to run these squads, all armed with special weapons or decked out for buffs, (standard, medic, vox). Personally I take one of each, but that's because I like the standard and medic models!

Special Weapons Squad
The SWS got two sort of buffs and one big nerf. The squad got the standard power point drop and in points terms gets the benefits from the new plasma points. On the flip side it, demo charges are no longer a thing. I know, no demo charges! I didn't use them often but they were fun when you did! Its a shame that they have gone, my 3 demo models will have to find a new role somewhere. Whether you take this squad or not depends upon what else your taking and how many points you want to spend. In general the SWS is not as good as a vet squad, with lower model count and lower BS, however it is cheaper, especially with plasma. I tend to run these with grenade launchers and flamers, where BS doesn't matter as much, either as its d6 shots or auto hits, with melta and plasma the higher BS does make a difference, as does the extra bodies, as you'll usually be operating in more isolation with vets squads.


Veterans
The veteran squad was always the alternative troop choice to the platoon but now it has moved to the elite section of the book. Is this a good thing? Im not sure it is, as here its competing with lots of other units and doesn't sit properly in the selections. I still think it should have been left in the troop section as a more expensive alternative to the infantry squad. However, it is here, so lets look at the changes. Well, lets start with the obvious, its dropped a power point, no surprise there, most things have. Also the sergeants have lost there chain sword as standard to a no cost option. The biggest surprise is the gaining of autoguns. Why? Im not really sure why they have included this option, possibly to do with Genestealer cults stuff? I wouldn't have thought so and i doubt that they will be bring out a Veterans box set, Ashe infantry box covers it already. Also, autoguns and lasguns have the same profile, so there is no advantage of taking one over the other. Its a strange addition, that's for sure, especially as they still retained there shotguns.

While were here, I thought I would talk about plasma, as I've mentioned it a few times in this post and it also effects the vets. Plasma guns now have two points profiles, one for units with a BS of 2 or 3 and one for units with a BS of 4+. The weapon cost half as much for a 4+ BS model.  so a vet with a plasa gun will coat you 19 points, compared to 11 for an infantry man, quite a difference. This is why SWS look good when armed up with plasma, compared to vets or a command squad, as for 3 models your looking at a 24 points difference. That quite a saving, which is why its not so clear cut as to which you want, a SWS, a command squad or vets, as each serve a different roll now.

Militarum Tempestus Command Squad
The Scion command squad, this was your small budget plasma delivery system, although its less so now. It is still more cost effective than a full scion squad but also a lot more fragile. It remains the same as in the codex and will o doubt still feature heavily in many AM lists. The squad works very well loaded with special weapons and dropped in behind the enemy, along side a Prime for an order and this setup will continue to work. If your planning on taking any scions for such a tack, either as part of a AM list or a full MT list, then this is going to be your first port of call. Highly adaptable and cost effective, a good choice for many armies.

Crusaders
This is an odd units for the AM codex and not one that has been ptrsrnt before. They have remained unchanged from there index entry, apart from going upba power point, where they were under the Adeptus Ministorum. They may provide some good protection and reasonable attacks in combat, but they are completely our of place in the guard codex. They could be useful as wanna be bodyguards or for tanking a few heavy shots but really they are not much use in a guard army. Not convinced by these guys.

Servitors
As standard, these guys have dropped a power point, and much like the Tech-Priest they have lost there Canticles but have gained the <Forge World> key word. I really don't know what these guys are about in 8th. they have no real role or abilities and are no help to a Tech-priests. The only reason I can see to take these models is to have access to plasma cannons and multi-metlas, both of which are rare for guard and usually vehicle mounted. Unless your desperate to take either of these weapons, I wouldn't both to take any Servitors.

Wyrdvane Psykers
Remain the same from the Index. This is another unit that I don't really understand, they only cast on a D6, so two powers are uncastable and a further 3 are very hard for a minimum unit, and only marginally easier for a full strength unit. Even casting smite is not going to be very easy, although with a large unit you can spread the unit around and give yourself a large area of threat. If you want to pack out a list with psykers, then this unit will allow you to do that. If you are going to take this unit, I would suggest taking a maximum unit.

Ogryns
The good old Ogryn got one of the rare power point rises. This unit is also been in obscurity for quite a while, as they were quite a bit over costed and under powered. Now they seem to be back in the pack, although time will tell. I like Ogryns, but they have always been a bit lack luster. There shooting is reasonable but I think it could have done with a -1 ap rating. The good addition is the rippers new melee profile, which goes with the fluff about using the guns as a club. The frag bombs are another thing that I think are not as they should, as I think that they need some extra strength. A frag grenade is S3 but a bomb is only S4, I think it should be S5. I really hope that they do prove to be better and priced right this time round. If your going to take a unit you can either run them as a minimum squad in a transport, either chimera or Valkyrie and move them around the field to where they are needed to reinforce an area or take on some deep strikers in the backfield. The other option is to run them as a 6 or 9 man squad and sit them near an important point and use them to hold the point at all costs.

Bullgryns
The Bullgryns have received a bit of a drop in power points, but in a round about way, they have received drops in points when you take 3 or 6 extra bullgryns, so the more you take the cheaper it has become. The good thing about these guys these days is that you can take a mix of equipement rather than just one or the other. That means you can pick the best weapon and best shield combination for you. Again, there are two ways to run them and in many respects they work better that the Ogryns, as they are better at holding ground and would be better at counter charges. I would run these guys at the maximum number you can, as the more hits you can throw, the more damage you'll be able to do. These are my choice of the Ogryn units.

Ratlings
Again, a unit that was not a common sight on the tables of 6th or 7th Edition but are making a comeback in 8th. Why, Snipers are actually useful again. Don't expect them to hang around long when things get tough, and with the changes to commissars, that wont change much either. Place these guys at the back somewhere deep in cover and snipe away at the enemy characters. I would suggest taking a big unit, a maximum size unit if possible, or even better, multiple units of Ratlings. These guys wont win any battles on there own, but they will be quite a pain in the arse for you opponent. Definitely a unit to put on your roster.

All in all there are a few key units to look at from this list and there are a few units to seriously consider, the Command Squad, Vet squad and SWS are all units to consider and also the MT command squad if your taking a MT Prime. For me, Ratlings and Bullgryns are also a unit to seriously consider taking, as they both have a place on the table these days. Crusaders, Servitors and Wyrdvane Psykers are units that I would not bother taking, unless you really want to. Ogryns are a unit that sit somewhere in the middle, They definitely have there uses but I think that there are units that do the job better, namely Bullgryns and Vets but they are still useful.

Next up are the Fast Attack and Flyers.


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