Wednesday, April 23, 2014

How To Play The Flying Circus: Final

At last, we come to the end of our discussion of how to correctly play that most limp-wristed of candy-ass armies, the Flying Circus. Thus far we have talked about power selection, target selection, the early game and your overall strategy. Finally, we will discuss the late game from turn 3 on, because turn 3 is when you need to have a plan two turns in advance.

For this discussion, we assume you are playing objectives, which is the most common and fair game because kill points and the Relic are dumb. If you are playing KP, build a small, yet insurmountable lead, and then run away for the rest of the game. If you are playing the Relic, don’t let them get it, put invincible Fateweaver on top of it if you must, and get first blood and linebreaker. I said those missions are dumb, didn’t I?

Tuesday, April 22, 2014

Astra Militarum: Troops

AM troops are more or less the same as they were, yet so much better thanks to changes to the HQ section getting rid of all those pesky problems with morale they used to have. You’ve still got your mainstay Infantry platoons that can either get meched up in Chimeras or Taurox, or blobbed up, and you’ve got your Veteran squads with their special weapons.

It seems to me that Veterans are going to be a bit less popular now despite being cheaper. First, their transport lost fire points, so their ability to fire from the comfort and safety of their donk is diminished. Second, they can’t fit in a Vendetta anymore. Those were the big selling points. As an allied troops selection, they’re the cheaper option in that you don’t have to buy a whole Platoon, but getting a bunch of cheap scoring units is kind of the upshot of taking AM allies over some other pick. The heavy flamer option is cool, though. All in all, they’re still pretty good.

Monday, April 21, 2014

Astra Militarum Allies: Fast Attack

The AM Fast Attack section saw some points adjustments, kicked the Vendetta in the jimmy and did little else of note. This is not the high note of the Codex, but it’s better than the Elites section.

Scout Sentinels will get wrecked by Tau, Eldar, IG, Space Marines… well, pretty much anything, so three of those on their lonesome don’t really fit with anything I’m trying to do. Why would I want to scout them closer to the enemy, anyway?

There is a case to be made for Armored Sentinels in a mechanized list in that they are a cheap source of lascannons with a fair amount of durability. With Chaos Space Marines primary, I suppose running three of these alongside a mechanized army fits right in, but you'll sure wish you had a Primaris to twin link them. Perhaps if you also brought some other AM stuff to TL, a Primaris would be an okay pick. But it seems to me, if you're bringing a Primaris, you should be going heavy IG, and that is just plain better with Imperial allies.

Friday, April 18, 2014

How Good Is Fleet?

So we all know that fleet lets your unit re-roll your run and charge distance, but how big of a difference does this make?

I decided to take a trees worth of paper and a fresh set of batteries for my calculator to try and figure it all out.

Thursday, April 17, 2014

Astra Militarum Allies: Heavy Support


I figger pretty much every Astra Militarum army out there will have at least one Russ squadron holding down the heavy support slot. They don’t die easily, and fill a lot of holes in the army. Me? I eat Russes with Flesh Hounds and squash them with Daemon Princes! Anywho, I guess I’ll start with the Russ.

I think I would probably take a Tank Command Squad to get my Russes. More than that is overkill, so this spot is freed up! That was quick! Just the sort of in-depth analysis you’ve come to expect on this blog!

Wednesday, April 16, 2014

How To Play The Flying Circus: Part The Fourth



No, I haven't forgotten this series! This time we'll talk about target priority, and then we'll wrap it up with the mid-late game.

Target priority is more important when playing the circus than most other builds because you have so few actors to take care of business. After movement and deployment, target priority and shooting order are the most important aspects of the game. The rest is your army list and luck. A lot of the reason people lose is because they shoot the wrong things, or they shoot in the wrong order, so they get less out of their shooting phase than a player who can correctly prioritize targets.

Tuesday, April 15, 2014

Astra Militarum Allies: Elites


I wanted to take a moment to address the controversy about whether Priests or Officers of the Fleet can use the highest LD in their unit for their checks. The answer is yes. The pertinent rules for taking a leadership test are condensed below. I have edited out the extraneous stuff.

At certain times, a model might be called upon to take a leadership test.

To take a Leadership test, use the following procedure:

- Roll 2D6 and compare the result to the model's leadership.

- If a unit includes models with different leadership values, always use the highest Leadership among them.

Then on page 67 where it talks about Psychic checks it says:

Where Leadership tests could be taken on the value of another model, a Psychic test...

So can a LD check be taken using the LD of another model? Yes, but not for psychic tests.

Is the Priest and OOF taking an LD check? Yes. Is the Commander in that unit another model? Yes. Can the Priest use the LD of that model? Yes. In fact, it must per the rules.

Trust me, I'd prefer it weren't so. Moving on to the Elites section!
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