@@bram8731 Krieg tend to prefer underground antics rather than flying. Subterranean vehicles like the Mole and Breaching Drill are very Kreigie...... but a fairly rare sight. I'm only a very casual player, so not even sure if they are supported any more? I Hope they are!?
Just read In the Siege of Vraks at the end of chapter 11 Cor. Tiron (as Zoofor is fleeing the field) notices "shadowy figures" next to him on the battlefield. And the Siege titan's weapons stop. There are no more enemies around him. He thinks "the Emperor rewords his persistence, as he always did...". I think this is a clear reference to the Silent Sisters. It should be noted that the Sisters of Silence have active camouflage so are not directly visible. See reference in Siege of Terra book "Saturnine".
This new kit is an example of my biggest complaint with all wargear costing the same points. This is a nice looking brand new kit that can build four different big guns but pretty much any that will be seen on the table will be either the Siege Cannon or the Heavy Mortar.
@@TorianTammas That’s not the issue. It’s that you’ll never see those other big guns on the tabletop simply because they cost the same points as the much more effective ones.
eh, lets not pretend costed wargear didnt often have objectively best options. The issue isn't really costed vs free wargear, its about balancing the options and designing them so that they fit separate situations. Ofc this isn't easy but it could def be done better than 10th or any previous edition
Around 150 for a full combo i believe, 95 for the artillery, around 65 for officers and vox casters for orders, not very cheap for that amount of dmg, which sounds good on paper with dmg 3 and str 12, but with ap 2 and indirect fire, and enemies having cover all the time agaist it, which forces you to waste a cp for the incendiery strategem, that is a lot of investment for average dmg output Edit:correction on my mistake, i meant overlapping fields of fire strat, not incendiary
They definitely have the regiments synergy in mind with some of these. Siege regiment can just strip xover on three targets. Recon would allow these ro have full cover all the time in the open. Combined Regument, couldnt you reinforcements this as well? Im personally considering a brace in a Bridgehead strike. Reroll 1s, and they screen my backfield while pressuring the opponent to move forward on objectives into HWTs and Scion Drop blobs.
I think that the heavy lasscannon FOB is way better, specially if we condsider it for vehicles and monsters. 4 shots per unit with sustained if ordered is niiice and a much bigger threat that is much more likely to be targeted by the enemy and leave your tanks alone for a while
You mean like the Scout Sentinel rule that they just removed? Or the Ordnance officer? The one they just removed? GW hates artillery so I really don't understand why they keep releasing models for it.
585 points gets you three Field Ordnance Batteries and three Artillery Teams. This leaves more than enough room open for say, a Leman Russ Commander and a Leman Russ Exterminator (for +1AP on targets shot with it's autocannons) which is an additional 415 A thousand points, leaving another thousand open for Infantry and sources of orders, DKoK Squads are 130 for 20, Krieg Command Squads 65 points, Cadian Castellans at 55 (which while they aren't a Krieg unit they can serve as a useful datasheet to represent the now Legends Death Korps Marshal and can be attached to a Kasrkin squad represented on the table by the old Death Korps Grenadier models if you've got them for an additional 120 points) And while Hellhounds are 120, you don't even need them because of incendiary shells! Although all this towed artillery *does* get reroll 1s in Bridgehead as mentioned by another commentor, while providing some interesting stratagem support if you're running Castellans and Kasrkin as Marshals and Grenadiers.
MG, I am waiting for the new Guard/AM codex to go on sale to buy it and the rulebook together.I am rebasing my old Guard Army while I wait. Would you please do a video on the current base sizes for 10th edition Guard/AM units? Or start including the base size and shape in your review of unit videos? I believe the Artillery Team base size is a circular 130 mm? Do you support these differently or have favorite unit types to support lone units in the rear? Or do you just send back a unit from mid-board as necessary? Do you find yourself leaving things with larger bases alone in the rear, say to weakly hold a home objective? If so, what size and type unit do you recommend leaving behind to protect them? Or are they on their own? Do these new 10th edition base sizes change your terrain setup, or are there any issues you now find in your deployment? Examples: ruins or buildings set up too close together for vehicles like tanks or transports to drive through. Or a base won't fit in the terrain. All of the 40K base size links I see in my searches are for earlier versions of the game.
Did I see that the basilisk lost heavy!? With it's current points value I'm not sure I can justify including just for the (nerfed) slow down rule... Ould be interesting to hear thoughts on these as an alternative
I will probably use 1 basilisk just to lock down things like foot slugging Terminators and other melee focused units. But for dmg I will use one of these and a bombast field gun team for dmg on things like Aeldari bikes. But this arty for battle shock is very convenient I must say.
im so happy i invested into forgeworld before it collapsed and they started these new kits they are basically the same price in but mine or OG cant wait to use my OG earthshaker emplacements
I like the idea of the Cadian Castelen as a senior officer with all the Cadian gibbons. I would like to see that reflected in the other model ranges like Catachans etc. Now that Colonel Straken and Sergeant Harker are gone, who will lead those forces? Where are the Leiutenants, Captains or Majors to coerce the men and women of the 41st Millenium into murderous assaults? Will we use more Commissars?
before watching the clip my quick take: pretty good; for their points they are sturdy enough (with easy cover 2+ saves) that you can just use them firing normally and only use indirect when the opponent dodges your firing vectors. can be ordered easily too due to being regiments just make sure to screen em properly for they cant shoot when in melee.
Lovely models but those rules/stats for "95" points, that's going to take up a lot of shelf space. The old 'Thudd gun' = quad launchers right? new base has a footprint like Gulliver in Lilliput
like the FoB these would be fine, even at their inflated points costs, if we could have bought them in larger teams. Artillery isn't scary when you shoot 1 gun at a target, its scary when you drop a battery at a time, and being able to give 3 of them an order would actually do a lot to interest me. Of course it would also just be nice to get to pick the gun of our choice and pay a FAIR price for that specific choice. at 95pts its barely acceptable to take the siege cannon.
Would having the artillery team and the field guns really be a good idea? I see the fire support potential but then you have a bunch if stationary units basically. Looking for option new to guard here.
The thing with the Multiple Rocket Launcher: It has the same amount of shots as the Mortar. The Mortar EFFECTIVELY wounds all Infantry on 3+ (Is there any T8+ Infantry?) but has more Damage and is more useful against light vehicles too. So literally why would i use the MRL?
Agreed I think the only unit would be aberrants since they have T6 and -1 to wound or tyrant guards T8. If the rocket launcher was 2+ anti infantry it would be a lot more interesting
Not sure if you can call a gun with 2d6 shots a swingy one. About 44% of the cases you get 6-8 hits. In 27% less than 6 hits. I really like the mortar and the siege cannon but isn’t the bombast a bit to close to the mortar to not do the same job?
I was thinking about having a MRL Team sitting on my Home Objective to just to try and hand out Battleshock to Enemy Infantry that I don't want to allow to use Strategems and also to have a Tough base sitting on my Home Objective :v
The siege cannon is the only one worth a damn honestly just because of the strength. The heavy mortar is almost okay, but for 5 more points you get 2 FoB bombasts that will outperform it with their better ability and larger volume of fire. The quad and rockets are trash that don't even compete with a mortar HWT at nearly twice the cost. These will need to come down before I even think of adding one to a list.
Really disappointed with the Quad Launcher. You'll get basically the same results from a 50 points Heavy Weapons Squad Mortar Team... Also, if you're considering the Heavy Mortar I think Bombast FOBs are just better. 1 less strength, but you get sustained hits and you trigger Blast twice. Honestly, it feels like the only real choice is the Siege Cannon which is kinda sad...
multiple Rocket Launcher has got to be a typo. I bet They’l FaQ it and it will LOOSE indirect fire, Firstly, the rockets don’t look like they fire indirectly, also they would need to be homing to fire indirectly, But mostly, They have 2 anti infantry weapon options, or similar power, each has a different special rule that improves the chance of wounding infantry, both are equally effective against light infantry, and useless against heavy, But the rockets, for no reason, get an ADDITIONAL special rule that none of the other guns get? Means it’s always better taking it over the Quad gun, because it has an extra, Niche, use, Why? Doesn’t make any sense why they would bother making the quad gun Unless it’s a typo, and the MRL isn’t supposed to have indirect fire. Then that makes sense
very pricy but look... 3 of these, ursula, put damage and stress (imagine forcing an enemy unit to make 3 battleshock tests AFTER having pounded them to the ground)
While the Siege cannon is solid and the heavy Mortar brings the heavy rain, you're completely off on the thunder gun's return. I'll need to figure out how to bring mine to Big T
Honestly, these look awful offensive stat-wise, I think people running them are likely to run into the issues that ork players have with buggies, it's a do-nothing unit that has a huge footprint in an army with large models and large squads. I think the real limiting factor to running these will actually be fitting them in your deployment zone since they're on 130mm dinner plate bases. They also don't have the range that you can just sit them at the back of your deployment zone, and if you do it'll be really easy for your opponent to avoid them unless they've already broken through your lines and are bearing down on your DZ, at which point it's arguable as to how much help they'll be. The only thing they really have going for them is their tanky statline, but with low OC and movement their utility as an objective camper or screen is questionable at best.
The fun thing about this is that because its infantry, it rerolls 1s to hit in Bridgehead Strike. Not huge but potentially nice
I like your username King
It's the reason why I use FOBs in my Bridgehead Strike Army. Artillery cracking the crust and wiping away any squishy screening.
I'm putting 3 in my Krieg army. It has everything, artillery, infantry, tanks, and cavalry.
Aircraft?
@@bram8731 Krieg tend to prefer underground antics rather than flying. Subterranean vehicles like the Mole and Breaching Drill are very Kreigie...... but a fairly rare sight. I'm only a very casual player, so not even sure if they are supported any more? I Hope they are!?
Just read In the Siege of Vraks at the end of chapter 11 Cor. Tiron (as Zoofor is fleeing the field) notices "shadowy figures" next to him on the battlefield. And the Siege titan's weapons stop. There are no more enemies around him. He thinks "the Emperor rewords his persistence, as he always did...". I think this is a clear reference to the Silent Sisters. It should be noted that the Sisters of Silence have active camouflage so are not directly visible. See reference in Siege of Terra book "Saturnine".
This new kit is an example of my biggest complaint with all wargear costing the same points. This is a nice looking brand new kit that can build four different big guns but pretty much any that will be seen on the table will be either the Siege Cannon or the Heavy Mortar.
same for the krieg HWT for me, i so so want to use the stubbers but the 75 pts is obviously costed for the auto hit d2 flamers. :(
Get a 3d printer and let it do its work.
@@TorianTammas but 3d printer won't fix rules for vastly inferior weapons.
@@TorianTammas That’s not the issue. It’s that you’ll never see those other big guns on the tabletop simply because they cost the same points as the much more effective ones.
eh, lets not pretend costed wargear didnt often have objectively best options. The issue isn't really costed vs free wargear, its about balancing the options and designing them so that they fit separate situations. Ofc this isn't easy but it could def be done better than 10th or any previous edition
Around 150 for a full combo i believe, 95 for the artillery, around 65 for officers and vox casters for orders, not very cheap for that amount of dmg, which sounds good on paper with dmg 3 and str 12, but with ap 2 and indirect fire, and enemies having cover all the time agaist it, which forces you to waste a cp for the incendiery strategem, that is a lot of investment for average dmg output
Edit:correction on my mistake, i meant overlapping fields of fire strat, not incendiary
Incendiary is not a stratagem, it is a Detachment rule, it is simply something you choose at the beginning of the battle round for Siege Deatchment.
You could take a castellan and let him support 2 teams
@@derpinkigsteproblem comes in the order range, which is 6 inches, hence why u need command squad for the vox caster
@andrewdonnelly4685 ty for the correction, I was thinking about overlapping fields of fire
@@georgepatton93Just sit him between two of them lol. They aren't moving all game
Quad launcher in past use to be a 4D6 shots, it was fun.
@filip4ejjmaster2 those were the good days
Should have made it 4D3 shots.
They definitely have the regiments synergy in mind with some of these. Siege regiment can just strip xover on three targets. Recon would allow these ro have full cover all the time in the open. Combined Regument, couldnt you reinforcements this as well? Im personally considering a brace in a Bridgehead strike. Reroll 1s, and they screen my backfield while pressuring the opponent to move forward on objectives into HWTs and Scion Drop blobs.
Look what they done to my earthshaker/medusa carriage battery
the medusa got a glow up, esp in bridgehead/siege
@@roboflex3162 I believe both carriage batteries are legends now.
@@snarst That's the point. Good news is that you can just slap them on a 130mm base and call it an Artillery Team.
@@PF_K exactly
I think that the heavy lasscannon FOB is way better, specially if we condsider it for vehicles and monsters. 4 shots per unit with sustained if ordered is niiice and a much bigger threat that is much more likely to be targeted by the enemy and leave your tanks alone for a while
Need a "forward observer/artillery spotter" rule to make the indiect fire more accurate.
You mean like the Scout Sentinel rule that they just removed? Or the Ordnance officer? The one they just removed?
GW hates artillery so I really don't understand why they keep releasing models for it.
@@PF_K or the voxcasters artillery used to be ablle to take! youknow, what vox was made for in lore before you could throw orders via it.
Great video dude, our group were discussing this the other night, I've just shared it to the boys, great explanation 👍 ❤
585 points gets you three Field Ordnance Batteries and three Artillery Teams.
This leaves more than enough room open for say, a Leman Russ Commander and a Leman Russ Exterminator (for +1AP on targets shot with it's autocannons) which is an additional 415
A thousand points, leaving another thousand open for Infantry and sources of orders, DKoK Squads are 130 for 20, Krieg Command Squads 65 points, Cadian Castellans at 55 (which while they aren't a Krieg unit they can serve as a useful datasheet to represent the now Legends Death Korps Marshal and can be attached to a Kasrkin squad represented on the table by the old Death Korps Grenadier models if you've got them for an additional 120 points)
And while Hellhounds are 120, you don't even need them because of incendiary shells!
Although all this towed artillery *does* get reroll 1s in Bridgehead as mentioned by another commentor, while providing some interesting stratagem support if you're running Castellans and Kasrkin as Marshals and Grenadiers.
Now will this be enough to add in that Artiller spotter Regimental Advisor? SUstained hits on a target but the cost...
They're going to disappear very soon so I wouldn't run out and buy one
MG, I am waiting for the new Guard/AM codex to go on sale to buy it and the rulebook together.I am rebasing my old Guard Army while I wait. Would you please do a video on the current base sizes for 10th edition Guard/AM units? Or start including the base size and shape in your review of unit videos? I believe the Artillery Team base size is a circular 130 mm?
Do you support these differently or have favorite unit types to support lone units in the rear? Or do you just send back a unit from mid-board as necessary?
Do you find yourself leaving things with larger bases alone in the rear, say to weakly hold a home objective? If so, what size and type unit do you recommend leaving behind to protect them? Or are they on their own?
Do these new 10th edition base sizes change your terrain setup, or are there any issues you now find in your deployment? Examples: ruins or buildings set up too close together for vehicles like tanks or transports to drive through. Or a base won't fit in the terrain.
All of the 40K base size links I see in my searches are for earlier versions of the game.
Thanks.
Did I see that the basilisk lost heavy!? With it's current points value I'm not sure I can justify including just for the (nerfed) slow down rule... Ould be interesting to hear thoughts on these as an alternative
I will probably use 1 basilisk just to lock down things like foot slugging Terminators and other melee focused units. But for dmg I will use one of these and a bombast field gun team for dmg on things like Aeldari bikes. But this arty for battle shock is very convenient I must say.
im so happy i invested into forgeworld before it collapsed and they started these new kits they are basically the same price in but mine or OG cant wait to use my OG earthshaker emplacements
I like the idea of the Cadian Castelen as a senior officer with all the Cadian gibbons. I would like to see that reflected in the other model ranges like Catachans etc. Now that Colonel Straken and Sergeant Harker are gone, who will lead those forces? Where are the Leiutenants, Captains or Majors to coerce the men and women of the 41st Millenium into murderous assaults? Will we use more Commissars?
Hell Hound, Siege Regiment, AND a Leman Russ Exterminators. Strip AP, tag a target for Ap+1
before watching the clip my quick take: pretty good; for their points they are sturdy enough (with easy cover 2+ saves) that you can just use them firing normally and only use indirect when the opponent dodges your firing vectors. can be ordered easily too due to being regiments just make sure to screen em properly for they cant shoot when in melee.
you cant get to a 2+ save with the 10th ed. cover rules though, it just stays 3+ when shot with AP-1 weapons
@@eliasnetzbandt529 ahh ya right; i forgot that. chers
9:00 Thanks for Covering new Units... I will play soon against these Bad Boys. Thanks for Explaining!
HANZ ! BRING THE SIEGEKANNON
Lovely models but those rules/stats for "95" points, that's going to take up a lot of shelf space. The old 'Thudd gun' = quad launchers right? new base has a footprint like Gulliver in Lilliput
I just picked up my big Krieg box and I love the new models. The Artillery Team Siege Cannon will be a must have in my future DKK list's.
I move we call a battery od 3 of these things with siege guns "the casino battery."
All in favor?
Seconded!
like the FoB these would be fine, even at their inflated points costs, if we could have bought them in larger teams. Artillery isn't scary when you shoot 1 gun at a target, its scary when you drop a battery at a time, and being able to give 3 of them an order would actually do a lot to interest me. Of course it would also just be nice to get to pick the gun of our choice and pay a FAIR price for that specific choice. at 95pts its barely acceptable to take the siege cannon.
IDF is what I love about the Militarum and glad they added a really cool new piece.
How many artillery ?
Yes !
I need to figure out how to do Cadian versions of these without buying FOB boxes just for the troopers.
You could use normal guys and parts from the Upgrade sprue/HWT to make them look like they are just setting it Up.
* Insert song "Boom Boom Boom Boom" here * XD!
Boom, Boom, Boom
The sound of coming doom
Let’s dig this trench together
Attrition lasts forever
Would having the artillery team and the field guns really be a good idea? I see the fire support potential but then you have a bunch if stationary units basically. Looking for option new to guard here.
1st time I use the BBC I'm going to politely hand my opponent a folded piece of paper. It will say, "Ho Ho Ho".
Tim you look good man! Keep pushing your Mastery! KEep yourself Healthy and Sharp! Get in Shape! RULE THE WORLD!
I'd still like to use my Basilisk's, or FOB's, along side these.
FIRST AND ONLY!
First and only!
The thing with the Multiple Rocket Launcher: It has the same amount of shots as the Mortar. The Mortar EFFECTIVELY wounds all Infantry on 3+ (Is there any T8+ Infantry?) but has more Damage and is more useful against light vehicles too. So literally why would i use the MRL?
Agreed I think the only unit would be aberrants since they have T6 and -1 to wound or tyrant guards T8. If the rocket launcher was 2+ anti infantry it would be a lot more interesting
Not sure if you can call a gun with 2d6 shots a swingy one. About 44% of the cases you get 6-8 hits. In 27% less than 6 hits.
I really like the mortar and the siege cannon but isn’t the bombast a bit to close to the mortar to not do the same job?
22:36 And all the mortars, basi, manticores, etc you can take lol.
Would be much more fun with the scout sents old indirect buff. :/
Toss a couple behind an aegis defense line on a home objective to give em a 4+ invuln and they'd be a big nuisance unit
I was thinking about having a MRL Team sitting on my Home Objective to just to try and hand out Battleshock to Enemy Infantry that I don't want to allow to use Strategems and also to have a Tough base sitting on my Home Objective :v
The siege cannon is the best option for me.
The siege cannon is the only one worth a damn honestly just because of the strength. The heavy mortar is almost okay, but for 5 more points you get 2 FoB bombasts that will outperform it with their better ability and larger volume of fire. The quad and rockets are trash that don't even compete with a mortar HWT at nearly twice the cost. These will need to come down before I even think of adding one to a list.
Is this the same unit that comes in the new Box. New player question
Basilisk or Krieg Artillery Team... trying to decide which to include in my list
medusas
i feel the heavy quad launcher should of had 3d6
It should have the 4D6 that it had before this codex
@cthuludreams1 wow that would be insane amount of fire power with plus twin linked 😂 I'd love that !!
i prefer to call the siege cannon the Big Krieg Cannon
Great content as always
This thing just clears ememy backfields. Anything protecting home objectives should be scared.
Big bada boom
until you all bought it and then it gets nerfd
BOOM! BOOM! BOOM! 😁
Siege cannon, all the way!
Really disappointed with the Quad Launcher. You'll get basically the same results from a 50 points Heavy Weapons Squad Mortar Team...
Also, if you're considering the Heavy Mortar I think Bombast FOBs are just better. 1 less strength, but you get sustained hits and you trigger Blast twice.
Honestly, it feels like the only real choice is the Siege Cannon which is kinda sad...
A token of engagement for you, Sir
multiple Rocket Launcher has got to be a typo.
I bet They’l FaQ it and it will LOOSE indirect fire,
Firstly, the rockets don’t look like they fire indirectly, also they would need to be homing to fire indirectly,
But mostly,
They have 2 anti infantry weapon options, or similar power, each has a different special rule that improves the chance of wounding infantry, both are equally effective against light infantry, and useless against heavy,
But the rockets, for no reason, get an ADDITIONAL special rule that none of the other guns get?
Means it’s always better taking it over the Quad gun, because it has an extra, Niche, use,
Why?
Doesn’t make any sense why they would bother making the quad gun
Unless it’s a typo, and the MRL isn’t supposed to have indirect fire. Then that makes sense
Of course it is got to push those new models.
Counterpoint, Drier.
Counter point all of it but the engineers, the dkok stuff has been so disappointing with its stats.
I genuinely think battleshock should carry over.
Kinda dumb asf that rockets are a strength 2
And if they insist on S2 should be WAY more shots!
@ exactly, GW has gone mental lately with their stuff
Definitely 3 siege cannons
very pricy but look... 3 of these, ursula, put damage and stress (imagine forcing an enemy unit to make 3 battleshock tests AFTER having pounded them to the ground)
i was looking at the new kreig infinity date sheet and wanted to know. If you don't take a vox caster and grenade launcher can you take 4 plasma guns.
No, you can only take a maximum of 2 of a special weapon. So a 20 man could have like 2 plas & 2 melta
Or 2 plas &2 long-las, etc, etc
Quick draw
mathematically the siege cannon seems to be the best against all but SM style infantry
While the Siege cannon is solid and the heavy Mortar brings the heavy rain, you're completely off on the thunder gun's return. I'll need to figure out how to bring mine to Big T
Need 1000
Honestly, these look awful offensive stat-wise, I think people running them are likely to run into the issues that ork players have with buggies, it's a do-nothing unit that has a huge footprint in an army with large models and large squads. I think the real limiting factor to running these will actually be fitting them in your deployment zone since they're on 130mm dinner plate bases. They also don't have the range that you can just sit them at the back of your deployment zone, and if you do it'll be really easy for your opponent to avoid them unless they've already broken through your lines and are bearing down on your DZ, at which point it's arguable as to how much help they'll be. The only thing they really have going for them is their tanky statline, but with low OC and movement their utility as an objective camper or screen is questionable at best.
Yeah sadly you orders only target one artillery team so even with 3 you are not likely to hit
Don't forget scout sentinels.
wtf 3 commercial breaks. Is this 90’s tv
Second !!!
BIG GUNS NEVER TIRE, EARTHSAKERS QUAKE. THE BASALISKS SCREAM!