if you have some extra points you can take an enginseer to keep those basilisks alive (Although they probably wont take much damage) and use it as your warlord since they'd stay back anyway
Something to be noted when deciding your number of artillery pieces is each unit losses value exponentially. 1 unit is 100% it shouldn’t ever be in the line of fire, sparing 1 order or cp to make it more efficient isn’t going to hurt you. When you add more units your not only spending points but tying up orders and sometimes cp.
Fields of fire for free from creed and expert bombadiers only being usable by vox-casters means you should often have the extra CP. scout sentinels are a strong buffer but you can run 2 sentinels or take another artillery piece.
Hi Mordian bit of a random ask mate but I’m moving up north end of the month to Manchester. I’m looking for a local gaming group to continue to play 40K with my beloved nids on a regular basis.I know you’re somewhat close to the area and was wondering if you could help a lad out? Cheers
For me it is very straight forward. I just love the Basilisk model, so I have to take that one over the rest. Lucky for me, that is a fairly good choice at the moment.3 Edit: In addition I like to sprinkle in some basic mortars with the infantry. They will often come in handy to get rid of something anoying hiding somewhere.
I know this isn't exactly for beginners, but if they are going to be buying their first models, and then feeling bad about it if those choices aren't good, I'm wondering what the future value of artillery will be? Obviously, it's better to collect good than to chase the current popular thing, but GW is changing things up frequently, these days. It would be nice to know when Guard will get their codex, and what detachments will be in it. Will those detachments focus on infantry, or tanks, to such a greater extent that the artillery won't be as good? Will GW keep nerfing artillery into the ground with their own barrages of meta-shaker shells? Many other armies; even some with T3 infantry, make due with much less good artillery, while new detachments will focus on less diverse lists, due to their unique rules, so I wonder at what point it's better to just focus on Russes, and infantry, and kind of start slightly future-proofing lists, before they nerf the Basilisk, and Manticore, so hard that they just don't work?
With the points rebalance, the Praetor feels like it's more viable. Cheaper than 2 basilisks, fewer shots, but more impact per shot and more order efficient.
Reporting for Duty , sir o7 Artillery Guard is like Tank Guard , Super cool when in vogue which is every 3rd or so edition and doesn't last long ... If you have the wallet for it , having 3 of every is very cool but rarely used { i know from personal experience } But you end up with a $5,000 Army pretty quick , plus display / curio cabinets If you are a noob ❓❔ Hybrid Guard is best place to start .. Will you be winning tournaments with it ? NO , { unless a local RTC } but 2-3 and 3-2 records are not bad .... Get some practice in , see which style you like I'm a Infantry style type , although I'm WeaK in Catachan & Krieg , { A curio cabinet is a specialized type of display case, made predominantly of glass with a metal or wood framework, for presenting collections of figurines or other interesting object }
@@hectorluis8102 I personally prefer 2 basilisk for the movement reduction & mortar pits ... But this is a personal choice ... It comes down to what you want the artillery to do ??
Artillery is always overpowered because the counters to it are your own artillery, aerial bombardment, or overhead defences like dugouts, bunkers and trenches. All of these natural counters are impossible to implement into a war game or balance in a way that feels natural
I mean, right now its -1 to hit and a loss of 1 AP by default. Then you look at the other factions and see things like monsters that shoot mortal wound laser beams, and cheap space marine tanks that can 1 shot a leman russ from across the board, and 12" movement cavalry with 4++ INV save. Heck, Death Guard artillery have a higher BS, permanent lethal hits, and more powerful hull weapons, AND are spammed constantly yet are not the focus of the artillery nerfs. There are a lot of powerful things in the game and artillery isn't close to the strongest thing in the game.
I like medium artillery. If you are too big of a problem. Your opponents will bring the hurt. With many medium units, your opponent has no real clear target.
Do you think this is the way to play Guard at the moment? The main problem I see with Guard right now is the lack of regimental doctrines in 10th, combined with the abilities of our core troops and the direction the game is taking with the Pariah Nexus mission deck. For example, all armies must now use Born Soldiers, which offers a small reward for units remaining stationary. This directly clashes with the Shock Troops ability for our grunts which encourages us to roll over objectives and keep moving. In Pariah Nexus, this will be even more evident, as per Warhammer Community: "The new Mission Rules give BATTLELINE units their time to shine, as fully half benefit your core rank-and-file warriors in some way. The potential to Raise Banners and bolster your Secondary Mission score with critical extra Victory points (VP) or swoop in on your enemy’s flank at the start of the game with Rapid Escalation makes a solid BATTLELINE roster a valuable asset, as your stalwart troops earn their keep doing much more than sitting on backfield objectives." Essentially, infantry-heavy Guard armies are offered a small buff in reward for playing the game a certain way which is then consistently at odds with our core troop abilities and the new mission rules. What do you think? Should I stand the Shock Troops down and just off the Shadowsword?
...need a good arty for anti-tank. And... Frontline artillery. It's to draw fire and never be unable to fire. Typically armor and shorter range, but rather more damage. Usually benifits from line of sight, and less suffering from moving. We need 1.
So you show them in the background but you fail to mention the best option of all? Armageddon medusa has s12 and 4 damage and even with taking leon for orders it still works out on price.
If they're two separate squads, yes. If they're two in the same squad, no, you can only assign one target. However if they're in the same squad, you can bring them both back with Reinforcements
Main issue with guards artillery is constantly getting the nerf hammer
Just wait until the Codex nerf. Will probably make them completed useless.
That just goes to show how powerful it really is. If 4 nerfs makes something "fair" it used to be busted 😂
@@JaySharp604But its ok as its guard. They'll get the codex 3 minutes before an edition change like they did in 9th.
The main problem with guard artillery is it's out of stock everywhere including GW's website.
Recasts are superior
Beginners guide to artillery: 1. The bigger the gun the better the fun. 2. The more you have the better you feel. 3. Big guns never tire.
"How much artillery should you include in your army?" "Yes!"
2000 point army? 1999 points worth of artillery
I'm actually happy. I've always wanted to build a artillery heavy list. With it being needed to 4+ only, opponents don't have as much footing to whine
3 mortars in 1 commandsqaud and 2 Infantrysqauds for the Lord and Ursula and 2 fieldordonances are my way to Go :D
if you have some extra points you can take an enginseer to keep those basilisks alive (Although they probably wont take much damage) and use it as your warlord since they'd stay back anyway
A set of mortars dropping a free Fields of Fire is pretty good for 235 points, plus there's still orders that can be issued up to 24 inches away.
Just the best thing to watch over lunch! Picked a basilisk up recently too!
Something to be noted when deciding your number of artillery pieces is each unit losses value exponentially. 1 unit is 100% it shouldn’t ever be in the line of fire, sparing 1 order or cp to make it more efficient isn’t going to hurt you. When you add more units your not only spending points but tying up orders and sometimes cp.
Fields of fire for free from creed and expert bombadiers only being usable by vox-casters means you should often have the extra CP. scout sentinels are a strong buffer but you can run 2 sentinels or take another artillery piece.
Hi Mordian bit of a random ask mate but I’m moving up north end of the month to Manchester. I’m looking for a local gaming group to continue to play 40K with my beloved nids on a regular basis.I know you’re somewhat close to the area and was wondering if you could help a lad out?
Cheers
Love the video! "Infantry win firefights. Tanks win battles. Artillery win wars"
For me it is very straight forward.
I just love the Basilisk model, so I have to take that one over the rest. Lucky for me, that is a fairly good choice at the moment.3
Edit:
In addition I like to sprinkle in some basic mortars with the infantry. They will often come in handy to get rid of something anoying hiding somewhere.
I know this isn't exactly for beginners, but if they are going to be buying their first models, and then feeling bad about it if those choices aren't good, I'm wondering what the future value of artillery will be? Obviously, it's better to collect good than to chase the current popular thing, but GW is changing things up frequently, these days. It would be nice to know when Guard will get their codex, and what detachments will be in it. Will those detachments focus on infantry, or tanks, to such a greater extent that the artillery won't be as good? Will GW keep nerfing artillery into the ground with their own barrages of meta-shaker shells? Many other armies; even some with T3 infantry, make due with much less good artillery, while new detachments will focus on less diverse lists, due to their unique rules, so I wonder at what point it's better to just focus on Russes, and infantry, and kind of start slightly future-proofing lists, before they nerf the Basilisk, and Manticore, so hard that they just don't work?
I ❤ mordian glory
With the points rebalance, the Praetor feels like it's more viable. Cheaper than 2 basilisks, fewer shots, but more impact per shot and more order efficient.
Reporting for Duty , sir o7
Artillery Guard is like Tank Guard , Super cool when in vogue which is every 3rd or so edition and doesn't last long ...
If you have the wallet for it , having 3 of every is very cool but rarely used { i know from personal experience } But you end up with a $5,000 Army pretty quick , plus display / curio cabinets
If you are a noob ❓❔
Hybrid Guard is best place to start .. Will you be winning tournaments with it ? NO , { unless a local RTC } but 2-3 and 3-2 records are not bad ....
Get some practice in , see which style you like
I'm a Infantry style type , although I'm WeaK in Catachan & Krieg ,
{ A curio cabinet is a specialized type of display case, made predominantly of glass with a metal or wood framework, for presenting collections of figurines or other interesting object }
Mordian, how much army should I include in my artillery?
@@hectorluis8102 I personally prefer 2 basilisk for the movement reduction & mortar pits ...
But this is a personal choice ...
It comes down to what you want the artillery to do ??
I was just building a few guard lists. Thanks for the content.
Artillery is always overpowered because the counters to it are your own artillery, aerial bombardment, or overhead defences like dugouts, bunkers and trenches. All of these natural counters are impossible to implement into a war game or balance in a way that feels natural
I mean, right now its -1 to hit and a loss of 1 AP by default. Then you look at the other factions and see things like monsters that shoot mortal wound laser beams, and cheap space marine tanks that can 1 shot a leman russ from across the board, and 12" movement cavalry with 4++ INV save. Heck, Death Guard artillery have a higher BS, permanent lethal hits, and more powerful hull weapons, AND are spammed constantly yet are not the focus of the artillery nerfs.
There are a lot of powerful things in the game and artillery isn't close to the strongest thing in the game.
ASTRA WHAT?! You're in the GUARD SON!
Remember the old codex's the guard used to have way more in the arty and motor pool
I like medium artillery. If you are too big of a problem. Your opponents will bring the hurt. With many medium units, your opponent has no real clear target.
Do you think this is the way to play Guard at the moment? The main problem I see with Guard right now is the lack of regimental doctrines in 10th, combined with the abilities of our core troops and the direction the game is taking with the Pariah Nexus mission deck.
For example, all armies must now use Born Soldiers, which offers a small reward for units remaining stationary. This directly clashes with the Shock Troops ability for our grunts which encourages us to roll over objectives and keep moving.
In Pariah Nexus, this will be even more evident, as per Warhammer Community: "The new Mission Rules give BATTLELINE units their time to shine, as fully half benefit your core rank-and-file warriors in some way. The potential to Raise Banners and bolster your Secondary Mission score with critical extra Victory points (VP) or swoop in on your enemy’s flank at the start of the game with Rapid Escalation makes a solid BATTLELINE roster a valuable asset, as your stalwart troops earn their keep doing much more than sitting on backfield objectives."
Essentially, infantry-heavy Guard armies are offered a small buff in reward for playing the game a certain way which is then consistently at odds with our core troop abilities and the new mission rules. What do you think? Should I stand the Shock Troops down and just off the Shadowsword?
I love my mortars dose letal hits do a lot of work
I am commenting : )
Big guns never tire great video thanks for sharing 👍🍻
I member when basilisk was direct fire only. Then they gave it a 36" minimumum range firing indirectly. We should go bavk to something like this
Oh hail, oh hail Artillery
King of battle follow me!
@@GalacticBrew up in the morning, out of the rack…
You want a tts game mord?
raise the dragon banner
...need a good arty for anti-tank.
And... Frontline artillery.
It's to draw fire and never be unable to fire.
Typically armor and shorter range, but rather more damage. Usually benifits from line of sight, and less suffering from moving. We need 1.
pour one out for my poor boi mr. deathstrike missle
And rule 1 don’t make it look like it’s winning you the game because then it gets nerfed again
Make it rain steel
You forgot the pseudo artillery scions!
First!!! Looking forward to another great video!!’
the answer to how much indirect fire you should include: at least one data card :)
Love it
So you show them in the background but you fail to mention the best option of all? Armageddon medusa has s12 and 4 damage and even with taking leon for orders it still works out on price.
Because it's gone to Legends, so at tournaments and potentially with a lot of other players you can't use it. Hence why it escaped all the nerfs.
If I had 2 scout sentinels, can I use daring recon on two separate enemy units?
If they're two separate squads, yes. If they're two in the same squad, no, you can only assign one target. However if they're in the same squad, you can bring them both back with Reinforcements
Step 1: Load your crossbow. 07 07 07
Me first lol