I'm still convinced that heavy mortars and thudd guns are the way to go for light and medium indirect support. Lots of d6s per support slot, high toughness loads of wounds and recieve orders.
I've become a fan of earthshakers carriages with a single field marshal to babysit them in a separate detachment. Usually run 4-6 in 2 batteries. Rerolls and orders combined with expert bombardiers means constant pinning fire
Mortar Pits and Plasma Guns have been the two favorite weapons of my Guard Regiment since I started playing. They are just always good, rarely great, but just good.
As I run them they always make their points back, I typically use them as a first turn strike with lascannons to blow chunks out of armour of exposed elites, or hold them in reserve behind or in line of sight blocking ruins to then move out and get the drop on my opponent. It's great because by that time in the game I have 120 Kriegers in their face so they don't have much spare fire power to throw back at them.
I truly believe the mortar squad might be the best unit in the game for holding a home objective. They can sit there all game and harass the opponent with medium indirect fire.
Heavy weapons squads have some drawbacks for sure. But... I took a squad with 3 lascannons to a tournament yesterday and they 1-shot a carnifex in my first game. It felt sooooo good. Second game, picked up a slightly damaged rhino running down the flank. They didn't do anything game 3 though. Got one shot through to a Hekkaton land fortress only to have it's damage turned to 0 and then got picked up by said hekkaton. Long story short, I love running that triple lascannon squad. Keep it near the Finial of the nemrodesh first to negate moving penalties and -1 damage is my advice for taking them that way.
My thoughts have been: +1T for all HWTs for being dug in. +1sv to the direct fire variants for their gun shield. Doesn't make them durable by any means, but drowning the enemy in them might get less painful with some toughness buffs.
I think the lascannon team is very underrated. Its just a slotproblem for me.. Lascannons have a lot of range. Most things in 40k with enough range to shoot back are really expensive tanks n stuff. If I kill something with my volley and then the opponent steps out with a tank to deal with my cannons, Im picking that up next turn. Its both great damage and great bait!
HWS's haven't had a place in my lists since Platoons were a Troops choice, if it isn't a mortar hiding somewhere it tends to get picked off fairly quickly. Always wanted a mortar pit, but I had a full battery of light guns fall into my lap with all these new boxes. Really hate to think how far that 3man detachment has to manhandle it before they get something to tow it for them.
I took a pair of Basilisks to an RTT over the weekend and they pulled an absolute shift over the three games! They cleared through dug in power armour with surprising ease and caused my opponents so many issues.
I tech into them using Brutal Strength and either Industrial Efficiency or my favorite Elite Sharpshooter. And have a Finieal super flag with Old Grudges to get +1 wound to a unit that needs death
I ran 3x3 mortars at LVO and they did some serious work. Now that they're S5 they're even better. Sure you have to use a take aim order on them to get them to neutral but that's not a huge cost. In my current list I bring lord solar who gives reroll 1s to hit and wound just by being near him, which is what I experienced with the old book by bringing Catachans and having sergeant Harker parked next to them. So now by just ordering take aim and having them parked next to the right officers, they're just as efficient as they were in the old book but now they're S5 which is a huge deal! And if I play an opponent like custodes or terminator spam I can exchange take aim for suppression fire to punish them and still allow the mortars to be pretty effective even if they don't kill anything.
@@jerryhardman6365 Orders splash from the receiving unit. So if my command squad has gone for a wander about they can call back and tell them what to do.
@@01001Wintermute yeah I doubled check it. For some reason I was thinking orders only splashed to other units of the same type (HW teams to HW teams, etc). Now orders bounce to units with the platoon (or squadron) keyword. Thanks.
These guys need the ability to be taken in platoons (squadrons); three squads for one heavy support slot. A -1 to hit when in light cover or something would be nice. Or at least the option for a squad lead with a vox or something. But all in all they are ok :)
I'm new but I use Heavy Weapons squad with Heavy Bolters in my 700 ish army. I also use Brutal Strength Doctrine to avoid Heavy Weapons penalties. They seem to do aleight but the HWS usually dies in one hit.
Correct me if I'm wrong, but isn't pound them to dust a Mechanised order which can only be given to squadron key words? Which I don't think the Mortar has right?
So the indirect fire nerf isnt -1 to hit, its reduce your BS by 1, which means -1 to hits actually stack with this nerf and you cant use the finale banner relic to prevent the indirect fire BS nerf. This is very important to keep in mind as its a huge difference when hitting on 3s vs 4s with the take aim order. You wouldn't be able to hit on 3s ever if you have no LOS! Also important to note if for some reason you don't give the mortar teams take aim and they are suffering a -1 to hit lets say because of dense terrain, and don't have LOS to their target, they would be hitting on 6s! This means these guys are highly dependent on support if you want to bring them, you need an officer to give them a take aim order and or keep the finale near them. I think they are decent but they aren't insanely strong.
Pop an infantry squad with a mortar in the back surrounded by FOBs and HWTs and you can vox over orders at 24" range to them all. Not too shabby methinks
I'm not sure that's how vox casters work like that in 9th. They did in previous editions, but if you look at the vox caster option for squads, all it does is give the squad the "vox caster" keyword. If I'm reading the rules for orders correctly orders can be given to a platoon unit within 6inches or if there is a master vox caster in the command squad, can issue orders to units up to 24 inches away as long as they have the "vox caster" key word. So unless you can find a way to give the heavy wep. team the vox caster key word, even with an infantry unit close by with a vox caster, you wont be able to issue HVTs orders through the infantry squad no matter how close they are. The only way to give them orders is with an officer that's within 6 inches. All that being said, unless I'm missing something, (Which is possible) I'd love to know what you think.
@@jerryhardman6365 I think the points he's making is that the vox caster orders will bounce from the infantry squad to the mortar team and FOB with regimental tactics
Question about the Heavy Weapons Squad. Can I attach the Heavy Weapons Squad to a regular squad so they can benefit from the commands in that unit? I don't see any command units that can attach to the Heavy Weapons Squad. Can they benefit from orders?
How does relic. Finial of the Nemrodesh. Affect the mortars? Would it affect -1 to hit? Or it won’t because the - is not to hit but to ballistic skill?
my gaming groop had a discussion about beeing able to shoot the lasguns or not. still one model and can only pick one wepon to fire with. any one got some crarification on where the rules say you can use both?
Hang the rules Mordian! The real question is why oh why did GW change the base size again? Did they not learn from the 3rd edition debacle which had 3 different base configurations and vague fudged rules that took an edition at least to sort out?
7/10? I have to strongly disagree. Anything but a mortar dies to a stiff breeze. Whilst Mortars lost full rerolls to hit (with Cadia), got hit very hard with the indirect nerf (-1 to BS, with a further -1 to hit if dense is inbetween and opponents get +1 save or +2 save if in cover) and only gained a pip of strength to 'make up for it'. +1S is nothing compared to full rerolls to hit with Hammer of The Emperor (against T3, 6 and 7 it does absolutely nothing). Unless of course you are paying 80pts for Creed to buff a 50pt unit - not so cheap now. You REALLY want to waste the Finial on Mortars to merely prevent the reduction any dense will cause? Mortars were great - they are so-so now. Other HWTs in a HWS suuuuck. Guard got so many advantages with the new dex - artillery and mortars were certainly not one of those. Also - and this is quite a big deal, they don't have a vox so it is essential that you pay for an officer to babysit them or else lose the best Secondary in the game. They really are not as cheap as they look on paper to use them to a reasonable (not great) effectiveness.
Creed gives out up to three orders. Are we really going to keep her in the back field dishing out one order to 1 unit of 3 on them? Kinda wasteful isn’t it ?
Might be wrong but try the command pit: 2x mortar teams Creed, command squad with clarion proclamatus, commissar Give the commissar Superior Tactical Training and that little group sat at the back out of line of sight can give 5 orders to anything with a voxcaster on the battlefield. Even if your opponent deepstrikes to take it out, Look Out Sir from the mortar teams, plus the commissar throwing themselves in allows Creed and the command squad to heroically run in the opposite direction
@@agibbo24 Can Creed/commissar issue orders thru the command squad's master vox? I thought only the Platoon Commander could issue orders with the extended vox range
@@rukusrenus yeah realised I blundered, I just reread the rules 😅 for some reason thought it was any officer, not just the one in that unit. Ive got some apologies to make
Don't forget that each officer can only issue each order once, really important as it means that only a single unit can get the Ursula strength boost from receiving take aim off her directly 👍 the other teams can still receive the order due to the "splash" effect but they won't get the strength bonus 😉
@@manuelsaavedra8081 yep true but they will all have to be different orders, page 75: "the same officer cannot attempt to issue the same order more than once in the same battle round" this means that although you could give one heavy weapon squad take aim and grant them the additional strength any units getting take aim from being next to the first unit will not receive the strength bonus unless she gives them a different order 👍
You do 2 random orders to proc the str, then last unit gets take aim, that splashes and overwrites as the most recent order received on the two that got randoms.
Since DKoK infantry is kinda shit tier now (thanks for nothing, GW), how about running them as regular infantry with a mortar? That way you'll still have some mortars without eating up precious heavy support slots.
@@damnationdan5253 Most expensive core infantry, most limited in gear and weapons choices. Only core infantry unit in the book that is forced between picking either a vox caster or a plasmaweapon. The remaining weapon options have zero synnergy. Cadians are better, cheaper and don't have to pick between a vox and plasma. Not sure why anybody would go for DKoK anymore.
I'm still convinced that heavy mortars and thudd guns are the way to go for light and medium indirect support. Lots of d6s per support slot, high toughness loads of wounds and recieve orders.
I've become a fan of earthshakers carriages with a single field marshal to babysit them in a separate detachment. Usually run 4-6 in 2 batteries. Rerolls and orders combined with expert bombardiers means constant pinning fire
@@CoolGuy-sv6kn how are you building your krieg army since they are not in the codex?
@@MajorZero508 FW models still in. The old ones are gone
@Cool Guy Do all of your models have the Krieg regimental doctrine, or just the Infantry.
Are they in one of the books? If so, which one? Thx
@@MajorZero508 Imperial Armour Compendium P51 + FAQ Imperial Armour Compendium
Mortar Pits and Plasma Guns have been the two favorite weapons of my Guard Regiment since I started playing. They are just always good, rarely great, but just good.
As I run them they always make their points back, I typically use them as a first turn strike with lascannons to blow chunks out of armour of exposed elites, or hold them in reserve behind or in line of sight blocking ruins to then move out and get the drop on my opponent.
It's great because by that time in the game I have 120 Kriegers in their face so they don't have much spare fire power to throw back at them.
I truly believe the mortar squad might be the best unit in the game for holding a home objective. They can sit there all game and harass the opponent with medium indirect fire.
Heavy weapons squads have some drawbacks for sure. But... I took a squad with 3 lascannons to a tournament yesterday and they 1-shot a carnifex in my first game. It felt sooooo good. Second game, picked up a slightly damaged rhino running down the flank. They didn't do anything game 3 though. Got one shot through to a Hekkaton land fortress only to have it's damage turned to 0 and then got picked up by said hekkaton.
Long story short, I love running that triple lascannon squad. Keep it near the Finial of the nemrodesh first to negate moving penalties and -1 damage is my advice for taking them that way.
This is the stuff I need! I have 2 mortar teams and they really do bring the pain
Oh yeah. A few kills here, a few kills there. They are great, and the new bases make them very easy to hide compared to the older ones
My thoughts have been:
+1T for all HWTs for being dug in.
+1sv to the direct fire variants for their gun shield.
Doesn't make them durable by any means, but drowning the enemy in them might get less painful with some toughness buffs.
I think the lascannon team is very underrated. Its just a slotproblem for me..
Lascannons have a lot of range. Most things in 40k with enough range to shoot back are really expensive tanks n stuff. If I kill something with my volley and then the opponent steps out with a tank to deal with my cannons, Im picking that up next turn. Its both great damage and great bait!
Nice, I love baiting the enemy. I like to think of myself as a master baiter.
@@ElTheJono master baiter😂😂😂
HWS's haven't had a place in my lists since Platoons were a Troops choice, if it isn't a mortar hiding somewhere it tends to get picked off fairly quickly.
Always wanted a mortar pit, but I had a full battery of light guns fall into my lap with all these new boxes.
Really hate to think how far that 3man detachment has to manhandle it before they get something to tow it for them.
I like these for the super heavy transports. The expensive weapons are safe then and can really add to the firepower.
I took a pair of Basilisks to an RTT over the weekend and they pulled an absolute shift over the three games! They cleared through dug in power armour with surprising ease and caused my opponents so many issues.
I tech into them using Brutal Strength and either Industrial Efficiency or my favorite Elite Sharpshooter. And have a Finieal super flag with Old Grudges to get +1 wound to a unit that needs death
I ran 3x3 mortars at LVO and they did some serious work. Now that they're S5 they're even better. Sure you have to use a take aim order on them to get them to neutral but that's not a huge cost.
In my current list I bring lord solar who gives reroll 1s to hit and wound just by being near him, which is what I experienced with the old book by bringing Catachans and having sergeant Harker parked next to them. So now by just ordering take aim and having them parked next to the right officers, they're just as efficient as they were in the old book but now they're S5 which is a huge deal!
And if I play an opponent like custodes or terminator spam I can exchange take aim for suppression fire to punish them and still allow the mortars to be pretty effective even if they don't kill anything.
I think the rule of cool conquers all so I'll take them
I prefer to keep a regular Inf Squad with a radio to "guard" them and pass on orders.
can you pass orders like you could in previous editions? I thought it worked differently with this codex?
@@jerryhardman6365 Orders splash from the receiving unit. So if my command squad has gone for a wander about they can call back and tell them what to do.
@@01001Wintermute yeah I doubled check it. For some reason I was thinking orders only splashed to other units of the same type (HW teams to HW teams, etc). Now orders bounce to units with the platoon (or squadron) keyword. Thanks.
These guys need the ability to be taken in platoons (squadrons); three squads for one heavy support slot. A -1 to hit when in light cover or something would be nice. Or at least the option for a squad lead with a vox or something. But all in all they are ok :)
I'm new but I use Heavy Weapons squad with Heavy Bolters in my 700 ish army. I also use Brutal Strength Doctrine to avoid Heavy Weapons penalties. They seem to do aleight but the HWS usually dies in one hit.
17:25 worth the price of admission alone.
Haha, I feel like I have contributed to this video with my FOB question last stream 😄
Could you do a review of the Ratling Snipers unit?
I’m shocked you didn’t mention mortar squad with orders pound them to dust. Huge damage
Correct me if I'm wrong, but isn't pound them to dust a Mechanised order which can only be given to squadron key words? Which I don't think the Mortar has right?
@akershsreka You are correct. They can not be given the pound them to dust order
So the indirect fire nerf isnt -1 to hit, its reduce your BS by 1, which means -1 to hits actually stack with this nerf and you cant use the finale banner relic to prevent the indirect fire BS nerf. This is very important to keep in mind as its a huge difference when hitting on 3s vs 4s with the take aim order. You wouldn't be able to hit on 3s ever if you have no LOS! Also important to note if for some reason you don't give the mortar teams take aim and they are suffering a -1 to hit lets say because of dense terrain, and don't have LOS to their target, they would be hitting on 6s! This means these guys are highly dependent on support if you want to bring them, you need an officer to give them a take aim order and or keep the finale near them. I think they are decent but they aren't insanely strong.
And also "add 1 to any armour saving throws made against that attack" so mortars are essentially AP+1 if firing indirectly
Where the fucks my Gaunt’s Ghosts review 😂😂 you’re killing me. I need to plan this out in my head months ahead of time.
Playing with GW app you could take a standard guard blob of 20 add a command squad equip 3 heavy weapons boom durable objective fire support.
Pop an infantry squad with a mortar in the back surrounded by FOBs and HWTs and you can vox over orders at 24" range to them all. Not too shabby methinks
I'm not sure that's how vox casters work like that in 9th. They did in previous editions, but if you look at the vox caster option for squads, all it does is give the squad the "vox caster" keyword. If I'm reading the rules for orders correctly orders can be given to a platoon unit within 6inches or if there is a master vox caster in the command squad, can issue orders to units up to 24 inches away as long as they have the "vox caster" key word.
So unless you can find a way to give the heavy wep. team the vox caster key word, even with an infantry unit close by with a vox caster, you wont be able to issue HVTs orders through the infantry squad no matter how close they are. The only way to give them orders is with an officer that's within 6 inches.
All that being said, unless I'm missing something, (Which is possible) I'd love to know what you think.
@@jerryhardman6365 I think the points he's making is that the vox caster orders will bounce from the infantry squad to the mortar team and FOB with regimental tactics
@@darkwargs2383 for some reason I was thinking the order only bounced to a unit of the same type. I see my error. Thanks.
Question about the Heavy Weapons Squad. Can I attach the Heavy Weapons Squad to a regular squad so they can benefit from the commands in that unit?
I don't see any command units that can attach to the Heavy Weapons Squad. Can they benefit from orders?
How does relic. Finial of the Nemrodesh. Affect the mortars? Would it affect -1 to hit? Or it won’t because the - is not to hit but to ballistic skill?
U cannot hit better then 4+,even with banner
Yeah...
Also jam a heavy squad into each of my Reg Infantry squads
I always kinda wished they had a plasma variant as well. Unsure how it'd fit into it's own niche, but it would have been cool.
Would have been a bit of a bridge between the frag and krak missiles, higher strength but lower attacks than a frag
@@colonelturmeric558 Yeah, and maybe something with overcharge too as well
Might be a stupid question, but can't you mix and match weapons in heavy weapons squads for example, 1 autocannon, 1 lascannon, and 1 mortar?
my gaming groop had a discussion about beeing able to shoot the lasguns or not. still one model and can only pick one wepon to fire with. any one got some crarification on where the rules say you can use both?
Hang the rules Mordian! The real question is why oh why did GW change the base size again? Did they not learn from the 3rd edition debacle which had 3 different base configurations and vague fudged rules that took an edition at least to sort out?
7/10? I have to strongly disagree. Anything but a mortar dies to a stiff breeze. Whilst Mortars lost full rerolls to hit (with Cadia), got hit very hard with the indirect nerf (-1 to BS, with a further -1 to hit if dense is inbetween and opponents get +1 save or +2 save if in cover) and only gained a pip of strength to 'make up for it'. +1S is nothing compared to full rerolls to hit with Hammer of The Emperor (against T3, 6 and 7 it does absolutely nothing). Unless of course you are paying 80pts for Creed to buff a 50pt unit - not so cheap now. You REALLY want to waste the Finial on Mortars to merely prevent the reduction any dense will cause?
Mortars were great - they are so-so now. Other HWTs in a HWS suuuuck. Guard got so many advantages with the new dex - artillery and mortars were certainly not one of those.
Also - and this is quite a big deal, they don't have a vox so it is essential that you pay for an officer to babysit them or else lose the best Secondary in the game. They really are not as cheap as they look on paper to use them to a reasonable (not great) effectiveness.
Creed gives out up to three orders. Are we really going to keep her in the back field dishing out one order to 1 unit of 3 on them? Kinda wasteful isn’t it ?
It's coming!
Might be wrong but try the command pit:
2x mortar teams
Creed, command squad with clarion proclamatus, commissar
Give the commissar Superior Tactical Training and that little group sat at the back out of line of sight can give 5 orders to anything with a voxcaster on the battlefield. Even if your opponent deepstrikes to take it out, Look Out Sir from the mortar teams, plus the commissar throwing themselves in allows Creed and the command squad to heroically run in the opposite direction
@@agibbo24 Can Creed/commissar issue orders thru the command squad's master vox? I thought only the Platoon Commander could issue orders with the extended vox range
@@agibbo24 only Platoon Comander can use a vox in his squad
@@rukusrenus yeah realised I blundered, I just reread the rules 😅 for some reason thought it was any officer, not just the one in that unit. Ive got some apologies to make
Don't forget that each officer can only issue each order once, really important as it means that only a single unit can get the Ursula strength boost from receiving take aim off her directly 👍 the other teams can still receive the order due to the "splash" effect but they won't get the strength bonus 😉
Creed can issue three orders
@@manuelsaavedra8081 yep true but they will all have to be different orders, page 75: "the same officer cannot attempt to issue the same order more than once in the same battle round" this means that although you could give one heavy weapon squad take aim and grant them the additional strength any units getting take aim from being next to the first unit will not receive the strength bonus unless she gives them a different order 👍
You do 2 random orders to proc the str, then last unit gets take aim, that splashes and overwrites as the most recent order received on the two that got randoms.
@@akodotain that sounds like a working solution! Good thinking 👍
A bit annoying the model can take a Vox Caster but this is not reflected in the rules. 24” Order Range on these guys would make the unit perfect
Shame about the rule of three... I'd love to see an infantry horde leaning heavily into HWS.
Since DKoK infantry is kinda shit tier now (thanks for nothing, GW), how about running them as regular infantry with a mortar? That way you'll still have some mortars without eating up precious heavy support slots.
Wait why are they bad?
@@damnationdan5253 Most expensive core infantry, most limited in gear and weapons choices. Only core infantry unit in the book that is forced between picking either a vox caster or a plasmaweapon. The remaining weapon options have zero synnergy. Cadians are better, cheaper and don't have to pick between a vox and plasma. Not sure why anybody would go for DKoK anymore.
Wazup
🎖️🫡🫡🫡🎖️
I am so pissed off... THEY HAVE VOX ON MODEL
gw wtf
Just played a game with proxied mortars... blah... just blah...
Would you add a Heavy Weapons team to Infantry units which was my game plan?
Just a note. They are infantry. Put 3+ a command squad in a banehammer. Casually shoot out 10 lascannons per round.