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Brandon Grant on The Greater Good and Astra Militarum

Top Astra Militarum player in the ITC and former ITC and LVO Champion, Brandon Grant gives his opinion on the new Greater Good book and how it benefits his favorite faction. For more great articles, check the Tactics Corner.

The Greater Good book had some welcome changes for the AM faction. To begin with new regiments are available for both Tempestus Scions and AM units. Let’s start this overview there.

Regiment Bonuses

The new custom regiments for AM are nicely balanced: you pick two of the bonuses listed and that’s your custom regiment. Nearly all the custom regiment bonuses are over-specialized and less useful than simply taking a vanilla regiment. That said, the top regiment bonuses are:

Ideally with an infantry only regiment you’d have counts as being in cover and rapid fire at 18. These abilities help your guardsmen to rapid fire earlier and more often while keeping them around longer. For vehicles, the reroll on number of shots increases damage output by 17% with d3 shots and 21% with d6 shots while also making your attacks more consistent. The extra 6” of range with heavy weapons also helps weapons such as demolisher cannons and punisher cannons to get in range while avoiding retaliation as a lot of melee units can charge 24” in a turn. While you give up regiment specific orders and CP abilities, I expect to be trying some custom regiment abilities myself as they can be tailored to fit exactly the build you want.

Of the new CP abilities, nearly all of them won’t see much play as almost all of them are unit specific. The best of the bunch are:

Honorable mentions include:

Tank aces are nice to have now too. You can give up your warlord’s trait to get one, and also pay 1 cp to gain another for a total of 2 per army. The tank ace abilities are nice to have for boosting offense or defense as needed, the best ones being:

Look out for most AM armies to have one, and some to have two of these abilities active in a game. (Note you can’t put two abilities on the same vehicle!)

The new regiments for Tempestus Scions are good enough to see them on competitive tables again, as they get warlord traits and relics as well. The standout abilities from the bunch are:

All the other regiments are also nice, with all of them giving a nice bonus to the damage they do under certain conditions. They’re mostly interchangeable so you’re free to select the regiment that has the best relics, warlord traits, and CP abilities, including:

All of the CP abilities focus on helping individual units and all of the new abilities (outside of regiment bonuses) cost CP, so while it is possible to have a unit put out far more damage in one turn than before, this is balanced by not being army wide, abilities that last the whole game not stacking, and costing a hefty sum of CP to do. Here are some examples of combos of abilities which could be devastating:

The ultimate basilisk barrage (7 CP). Ingredients:

With all these abilities combined, your basilisk expects to hit approximately 7-8 times at strength 9 ap 3 flat 3 ignores cover. Very handy for removing high threat units turn one that have multiple wounds and are out of line of sight.

The ultimate Leman Russ volley (6 CP). Ingredients:

All of these abilities on a tank commander with plasma sponsons expects to hit 12 times at strength 8 ap 3 flat 3, 6 times at strength 8 ap 3 flat 2, plus a lascannon hit. For best results, combine with the Old Grudges warlord trait to re-roll to wound against your target of choice as well.

In summary, I think all these new combos are great, but you’ll need to be selective about which ones you use and how often. If you feel I missed a great combination of abilities, list it below in the comments.

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