Choose up to three Tallarn units to set up in ambush instead of placing them on the battlefield. You can do anything you want with these guys, but they don't provide any aura buffs,so keep them away from the fighting if they are your warlord. You're advocating for flooding the board with an insane number of models, or creating impossinly durable deathstars who can weather that level of shooting. Her morale ability is incredibly potent and will absolutely offset any Leadership penalties you might be suffering, so suck it, enemy Psykers and debuffers. However, your sergeant will never do worse with a frag when compared to his laspistol.
This means the bizarre fixed-transfer casement the main gun sits in and the fact that the sponsons can't train forward no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. And there's a limit to how often they can trigger it against multiple units. Cadian: Superior Tactical Training Roll a dice each time your Warlord issues an order or tank order. Check out their sections towards the bottom of the page for more information. He also is paper thin, and since you're unlikely to finish off your opponent before they get a chance to swing back, good luck ever getting to use his ability twice in a game.
You can merge these squads into a single unit and they are treated as such for the rest of the battle. Kit him out with Power Maul and Bolt Pistol, along with the Vostroyan Warlord trait and get yourself a cut-rate Terminator for only 35 points. Up to 3 T6 6W 3+ Save models are rather hard to bring down quickly. Str4 is okay, but you aren't going to see as many hits as you would like with this weapon. But rather than bringing a codex with interesting options and good internal balance down, we should instead seek to elevate all other codices to also have good internal balance and interesting options. Mordian Parade Drill: If the base of every model in an Infantry unit with this doctrine is touching the base of at least one other model from the same unit, the unit has 1+ Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. More importantly, every time you spend a command point, get it back on a 5+.
As alluded to above, Superheavy Auxiliary Detachments don't benefit from Doctrines. You can totally just buy this from Forge World, you'll need to buy a crew separately though. On a 6, does not lose the wound. In addition, if your Warlord was charged, did a Heroic Intervention, or was charged himself, then they re-roll failed hit rolls until the end of the turn. Using this thing to target Marines is just a waste of fire and not what the weapon is designed for.
Remember this is an Astra Militarum Detachment. Curiously, you have access to the hellhound variant guns like the Chem Cannon and Melta Cannon. Whether its literally counting out hundreds of dice for shooting bring bags, and expect to lose some or spending more than half an hour just deploying your army movement trays, learn to love them. Essentially an aura of Valhallan Grim Demeanour. Aim carefully - friendly fire is on - and beware the random range! Here's the hint: That daemon is not going to be riding a tank.
Should be your go to special weapon for general use. Keep in mind these are more grimdark than regular Commissars, they will kill 1d3 of your guys instead of even taking the morale check, so if you've got a morale check that you could actually pass, these guys are a hindrance rather than an asset, but with how bad your morale is that's a rare occurrence. The paradigm favored by 8th is a ton of bullets, and the number of bullets matters more than the capability of the bullets. A Wyvern or Basilisk can re-roll failed hit rolls in this phase. And, to be honest, we are a little bit shocked. Plus you get those juicy Command Points. The price reduction of the basilisk and its derivatives has removed this tanks' selling point of being more cost effective; instead it's now a potential partner for the Trojan, since squadrons can't share buffs.
Our Infantry squads are still better in assault than Battle Sisters, Guardians Defenders, Termagants or even Tactical Marines point for point. Will be interesting to see with that. That said, they have twice the armour save at 5+, higher ld, are a little less expensive with the stipulation that you can't customize them and you can have a max of 2 units of 7 of them. We don't know for sure how damage is resolved, so if you cause two wounds, is it a single save roll or one for each wound caused. The standard wisdom when designing an army is to aim for a uniform defensive approach between units, to prevent easy target practice for the enemy. Can be combined with Crush Them! Which vehicle you should take, and what you should put on it, depends both on your regiment and what you intend to put in it - Tauroxes imply you're using vox-casters to get your orders through, while Chimeras imply you're having a Platoon Commander or other support character tag along. The Earthshaker gun motor carriage smacks units up to twenty! We also know from the Warhammer Community site that each regiment will be getting its own unique doctrine alongside orders, stratagems, relics, and warlord traits.
And without having the character keyword, expect them to die quickly. The Squads with no Heavy Weapons can move up and take objectives or act as Meat Shields, fall back then allow other units to Fire Rank Fire, Second Rank Fire into the now vulnerable enemy chargers. Unless you're bringing the devil dog, your tanks will pretty much never degrade. Consult the table below to see which weapon you should be using. They do have the potential to deal a fairly reliable d6 of damage on smite, so nothing to laugh about. Models supplied with 25mm round bases. They absorb wounds like drones do in tau for celestine turns to mortal wounds No free act of faith for celestine Shield of faith improved by one for friendly units within 6 of celestine.