elysian drop troops 9th edition
[1a], One final addition made by guardsmen to their kit is a tally of combat drops, usually in the form of scratch marks to the side of their helmet. In addition with this many guardsmen you'll be on at least 18 command points with three battalions and all for the low low price of 40pts per unit. Relics - Order of the Iron Star of Mordian: The Mordian infantry bearer gets a 4+ FNP, effectively doubling his wounds, lifting some of the workload from the Field Medic and the Ogryn Bodyguard. (previous page) () That's not to say they can't get the job done, but it will be messy, risks getting you stuck in melee, and is usually not the best use of the units and orders. Of good use when you absolutely must ensure your Warlord's survival, as regular Company Commanders aren't that special by themselves. This also gives your warlord a flying, -1 to hit, T7 box for protection. For 18 points less and "only" 4 feet of range, they will do the same job as a Hydra, while for 2 points more than a Hydra, with an added searchlight, they will do 25% more damage against air and 50% more damage against ground. Alternatively Elysian Infantry Squads can all throw frag/krak grenades with "Move and Fire", so consider that for dealing with units that suck at cqc (Tau/vehicles without fly) and then charge them for maximum effectiveness. However, there have been instances where desperate circumstances have forced the Elysians to deploy conscripts, such as the Chaos Marine invasion of Elysia and the attack on Veyland Sinestre. This one just screams Steel Legion, doesn't it? You have way more opportunities to make your army look distinctive than most other armies. Still, your dudes not dying IS argument enough, and even more so when facing the heavier stuff. when you don't have massed lasguns. For simplicity's sake we're going to assume that your and your enemy's list is NOT a soup list, which is the slang term for taking multiple factions that share the Imperial, Chaos, or Aeldari keywords or the like in the same army. Warlord Trait - Iron Discipline: Roll a die for every model that flees from any friendly Mordian units within 6" of your Warlord. While this is an obvious RAW interpretation. Note: both Death Korps Commissars have the. If pure speed or rapid firing lasguns is what you're after, "Move! Overall flimsy infantry. That's a whopping 29.78% chance to lose the wielder without the buff, incidentally. Better than Bring it down! [1b][2a], The distinctive Elysian 68 pattern webbing allows the trooper to carry more equipment than typical with non-Drop Guardsmen, a necessity given the type of deployments they are sent on. lightweight enemy with bad melee and good shooting. If you use it on a Wyvern, you can relive the glory days of 7th Edition where it had ignore cover. : The ordered unit can move up to 6" before or after firing, and this does not count against the range calculation for Grinding Advance (turret firing twice). One hilarious strategy against Chaos in general is to run the Relic of Lost Cadia, and once per game drop the hammer on these bastards for what they did to Cadia. On the tabletop, they drop in hot, distribute an unholy amount of plasma, and play in a fast and fragile balance of fire and trying to survive the incoming charge. In addition to their unique units, Elysian Drop Troops can only take the following: The following weapons cannot be taken by Elysian Drop Troops: A few rules that are unique to Elysians and have widespread effects concerning many or most units in the army. These guys are surprisingly underwhelming compared to Combat Engineers, since you pay the same cost per model and don't get a 4+ save or acid gas bombs; furthermore, they obey the same 2 special weapons per unit limit as the Engineers. : Ordered vehicle can re-roll the dice for determining the number of shots for Leman Russ turret weapons until the end of the phase. Elysian Drop Trooper in an aerial assault, deployed by Grav-Chute and armed with an Accatran Pattern Mark IV Lasgun. It should be notes that Zealot takes place in the first round of a combat whether your squad charged or was charged. If you're not careful with screening, you might end up with your vehicles dragged into combat. Guardsman life expectancy is short as is, and Elysians even more so, but its a job that needs to be done and glory never dies. Standard-issue armour consists of chest and back plate, with attachment points for the trooper's respirator and grav-chute, and attached shoulder pads. Afterward enjoy annihilating all of the enemies armor with 98% accuracy (as long as you don't move your tank... but with 120" range on the volcano cannon you're probably just fine staying put). Consider said swap, as a power axe brings the sergeant pretty close to the lance, but usable in the event you get stuck in. Command and Infantry Squads, Scions, and Veterans: Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you'll have. Tank Dakka! Use this to make your supercharged plasma weapons 100% safe; static Russ Executioners are your best source of plasma. The choice between twin heavy bolters and twin heavy flamers on your sponsons is a tricky one. -> "Bring it Down! This order waives away that penalty, which can mark the difference when it rallies something like 20 rapid fire lasguns and plasma and flamers (specialists last longer) back against the enemy. This is also the one and only instance that using. Or triple veteran plasma gun squads and sarge with a plasma pistol? There also aren't a lot of solid counters against T6 - especially when your opponent's lascannons are more worried about your. Militarum squads in the comparison have all the plasma guns they can bring, no Heavy Weapon teams (as to not lose the lasguns), and the sergeant (if available) has a boltgun. Drive them out from cover to king hit counterpunch knights off their feet. This means the Medusa is worse against almost everything. For a more elaborate version, you can use the spinning gun deck, control column, and crew from a Wyvern platform. OR, if you don't want to spend the points on a Valkyrie, chuck these mean machines in a centaur. Can all hit on 2s now. They also both like being embedded in Veteran squads, where the higher BS helps your chances of hitting that enemy tank. Basilisks that reroll 1s are really nice. Price dropped and costs a jaw droppingly low 405 points fully loaded as of January 2020. They are used to monitor enemy movements and positions, as well as providing targeting data to ground forces and air crews. Other choices, provided you can get them in, include an Astropath or a Primaris Psyker using the Fearless power. Carnodons fill a similar role to the Guard's fast attack units. Standard strategems that can be used by any and all Regiments. As odd as it sounds to have backwards facing guns, a few combat vehicles IRL did exactly that(notably the Archer Tank Destroyer from WW2). Stratagems - Ambush (3 CP): Use during the deployment phase. The four 'Battle Tanks' (Battle, Eradicator, Exterminator, Vanquisher) have more range but less firepower than the three 'Siege Tanks' (Demolisher, Punisher, Executioner). Meltas win out against Rhinos or tougher. At the beginning of your shooting phase units with the OFFICER keyword and Voice of Command rule may issue an order to friendly infantry units of the same
within 6" of them. Valhallan Vehicles with this doctrine that have damage tables instead count their remaining wounds as double their actual value for the purposes of determining what their characteristics are, meaning you remain at full operational ability for much longer. Together, they constitute a major challenge when faced in tandem. Hailing from the Death World of Catachan, the Jungle Fighters specialize in particularly gritty theatres of war. Earthshaker, Stormsword Siege, and Twin Earthshaker cannons are special; the way you should fire, 3D6 (Deathstrike Missile): 10.5 -> 12.06 (x1.15), 4H2D6 (Twin Earthshaker): 9.34 -> 9.93 (x1.06), 2D6 (Twin Heavy Flamer): 7 -> 8.24 (x1.18), 2H1D6 (Earthshaker Cannon): 4.47 -> 4.96 (x1.11), 2H1D6 (Artemia Inferno Cannon): 4.47 -> 4.96 (x1.11), 2D3 (Neutron Laser Projector): 4 -> 4.56 (x1.14). However, using Rapid-Fire involves getting your troops to within 24/12" of a character (and closer to its guards) and then firing ON the character using up an order. has the exact same effect on chances of wounding, making the two orders interchangeable, except for cases of Gets Hot! Heavy Quad Launcher Battery (though it is mistakenly called the Quad Launcher Battery), Note that this is casualties inflicted in the. : Targeted unit can fire any of their weapons at enemies within 1" of themselves, like Pistols can. While situational, the ability to ignore AP-1 is quite handy against autocannons which are common in take-all-comers lists, and will nicely insulate your light vehicles from attempts to weigh them down under heavy bolters. 9th Elysian Drop Troops Regiment - Veridian Prime campaign against Hive Fleet Kraken. The Stormhammer Cannon is 60" Heavy 2h1d6 S9 AP-3 D1d6r1, or, on average, 60" Heavy 4.47 S9 AP-3 D3.92, which isn't enough, even with the multi-laser, to scratch the paint on anything you can be bothered shooting with one of these, since the gun did not receive the Codex upgrades the other variants did to rate of fire. Like the Death Korps of Krieg, Elysians have two unique orders. Rerolling misses effectively brings you basic guardsmen's 50% accuracy up to 75% - statistically better than having a 3+ BS! In an Infantry or Vet squad, these guys have up to 8 other models that have to get chewed through before they take a hit, and with Vet Squads, at least they get BS3+. If more than one friendly unit is present, choose which one gets hit. Also be sure to shoot the Chimera you just embarked on AFTER you issue this order. On a Demolisher Cannon, it is strictly inferior against a unit of 5 or more models, and statistically equivalent against smaller units. A Field officer with the The Dagger of Tu'Sakh with a full squad of engineers coming in behind the enemy is very powerful. The Elysians come from a verdant world some thirty light years from Armageddon, towards the galactic hub. Potentially a new distraction Carnifex; by turn three, one of two things should've happened. Has the benefit over Tempestors of both giving two orders and taking a plasma pistol. strategem. Guard Psykers are drawn from the Scholastica Psykana, and thus don't have a regiment; however they're the only Psykers with the Astra Militarum keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you're limited to the Psykana discipline. Warlord Trait- Lead From The Front: The Warlord has a 6" Heroic Intervention (double in range and distance as normal). 30" RANGE MULTIMELTAS, as well as Demolishers and Punishers. Regimental command staff will display the letter "C" instead. Each company will be composed of five platoons, four infantry and one heavy weapons. Tactics used for Sentinels and Hellhounds are more applicable to Carnodons. Remember it doesn't affect non-Regimental units like a real Commissar does. And it doesn't automatically hit. Clearly designed by C.S.Goto, because it has the potential to equip !!5!! This page was last edited on 11 March 2021, at 09:45. See Lord's Approval above. From my experience mixing squads to contain 1 missile launcher and 2 mortars seem to work best. Consider the fact that their 9 inch pre-battle move can get them into a reliable position to deny enemy deepstrikers or units with similar abilities. Vulture Gunships provide Elysians with their heaviest form of fire support and escort for Valkyries and Sky Talons. Grinding Advance Russes, dual-flamer Hellhounds/Chimeras, Basilisks etc. Put two and two together, and that spells doom for your guard hordes. Keep in mind these numbers are for single squads: your Company Commanders issue two orders each (multiply number by 2), and Infantry squads can also form Combined Squads. [1b] A favourite of these is the Accatran pattern, model 34,[2b] although some will use illegal sawed-off shotguns instead, a practice seen in some elite units and overlooked by their officers. Note the wording on this rule and who gets it is rather strange, the unit list states that all. The abilities stack, taking your buffed vehicle from a 50% hitrate to an 89% hitrate. The missile launcher is also without doubt better against hordes compared to the lascannon. One other significant difference between Aradia and the Primaris Psyker is that as a named character, she cannot take the Deathmask. Overcharge plasma and shoot up his artillery, dread, other thing you need to die. Still, the ability to reroll a save at a critical moment can be a life-saver. Your Punishers and Demolishers can get to the fight earlier, but keep in mind that you'll still need a screen if there's anything that might charge your tank. Heavy Bolters and Twin Heavy Stubbers may compete with each other, as they both cost 8 points each, and are both direct-fire anti-infantry options. Possibly because plasma is cheap, riders are unlikely to get more than one ranged attack, and these guys can also be used for taking on ranged/glass-cannon infantry, a target that they can actually threaten with all of their weapons/attacks. The Calivers add another single mortal wound on any 6+. In smaller engagements, Elysian drop troopers are experienced, well equipped and independent minded enough to operate for long periods of time without resupply. Unlike the short-ranged demolisher, you can do this from 72" away. If your foe is made of tougher stuff, swap out for the. Undeniably better than just punching them. Theyâve become useful, if not viable, as your Death Riders will be getting stuck into melee. Psychic Awakening has given our boys some new flavor. Tempestus Scions are an interesting case though, because they can't rapid fire their hot-shot lasguns when they deep strike, and particularly if you're using Vox-Casters, you'll only have 1-4 hot-shot lasguns in the unit, both of which make FRFSRF less than compelling, so think their orders out carefully. Who said the conventional army fighting spooky paranormal activity was being screwed? On the tabletop, they enjoy shooting at close range and melee with a +3 WS. The Gun hand can carry a Ripper Gun for free, or you can pay points for a Bullgryn Maul or Grenadier Gauntlet. Artemia-pattern Hellhounds are better at this though as they deal D6 mortal wounds instead of D3. Do with this info what you will, and have fun! Using Conscripts involves risk of failure, Infantry poor output, combined squads eats a CP, and Vets are hard to get close enough. ), but against a single enemy unit you have to pick up front. The Elysian Drop Troops are Imperial Guard Regiments known for their rapid deployment capabilities, often deploying by rappelling or grav-chutes from Valkyrie Airborne Troop Carriers at high altitudes. The death worlders also posses some of the best characters and officers, most of which lore wise slay Tyranid type monsters with their bare hands (use caution on the tabletop). Alternatively, give shadowsword-senpai some minions! Given point changes in Chapter Approved 2018 and the current rules shifting against Deep Strike, this detachment could become very common. Avoid standard flamers on these guys (and look at the Special Weapons Squad below instead); it's a total waste of their main advantage over Infantry Squads. Because Guard has access to cheap platforms for weapons, it may be good to specialize your units. So good. Can also give Scions squads a nasty bite. If you're taking these guys to cram them into a Valkyrie or Vendetta, remember that their Weapons Team. The other Space Russian regiment, these ones are based on the Soviet Union and, more specifically, the Soviets during WW2. Most everything about them is dedicated to the fine art of piling out of a Chimera, evaporating some sorry traitor/xenos scum (Orks strongly preferred), hopping back aboard and zooming off to do it again. The army is easy to learn while having a lot of options and tactics being discovered frequently, (Conscript spam is not the most viable option in the Guard army, after all). With that cool new Grinding Advance rule, this tank became our one of the best options, matching even Demolisher in sheer amount of hard hitting hatred it can bring to our enemies, even matching Demolisher in his own field, while been miles away from the fight. What results is 16 attacks from the bullgryn (on a charge) and 4 from Yarrick, all them effectively 3+ reroll 1's (effectively 78% accuracy) Bullgryn having S7 Ap-1 D2 and Yarrick with S6 Ap-3 D3 all with a possibly 65" move across the board. are better than "First Rank Fire! Regimental Doctrines - Parade Drill: Infantry units with this doctrine gain +1 Ld if all its models are touching the base of at least one other model in the same unit, and can add +1 to Hit rolls on Overwatch (and their Overwatch hits on 7s too). The price drop on multi-lasers helped this light tank out. Unfortunately, Chapter Approved 2018 has nixed recycling multiple CP - you can only regain one per battle round. For the more mathematically inclined, a Taurox is 70 points after its guns. 12th Elysian - Fought in Third War for Armageddon. While keep Commissar Yarrick near by for those re-roll ones. The worse AP isn't that much of a factor. For less than 200 points, a Vanguard detachment of special weapon squads will earn their keep every time, overwhelming an under-guarded part of the battlefield or stopping an enemy advance in its tracks. If you're planning on taking Multi-Laser and Rocket Pod Valkyries, take Heavy Bolter and Rocket Pod Sky Talons instead. For 258 points a unit of 3 Venators with twin lascannons will be dropping 6 shots (3 hits on average unless you buff their to-hit rolls) which can easily ruin the day of any vehicle or monster that's not a Lord of War. Besides, even when you get there it only deals an average of 1.75 mortal wounds against vehicles, buildings, and monsters, and an average of 1 to everything else. Most people also tend to forget about the Astropath's. Salamanders can re-roll 1 hit roll and 1 wound roll per unit, which makes their pick of weapon surprisingly nasty. Guys with a BS of 4+ are almost always better off with plasma (it helps that regular guardsmen are, regrettably, extraordinarily expendable when the gun gets hot). Fortunately for you, it's really good! They also have a stratagem that lets a single unit's flamer weapons do the maximum number of shots possible (full 6 instead of d6 for a Heavy Flamer, for example). A full squad of mortars actually costs 3 pts. You can't take Titans in here anymore, but you could be forgiven for not noticing. (not so odd when you remember that all watchmasters serve in the grenadiers before returning to be promoted.). The Primaris Psyker is a prime candidate for the Deathmask of Ollianus. They offer little in CC or tanks, but can smoke terminators with ease and favor constant air superiority. A Salamander Command Vehicle and a Trojan Support Vehicle can beef up the Volcano Cannon's firepower considerably, taking its average hit count from 3 to 5.33 - which makes for. Chapter Approved 2018 also happened to reduce the cost of these guys. These can be given to any Vehicle unit with the Titanic keywords. Other Stratagem options include paying 1 CP to take a test on 1d3 or 2 CP to auto-pass; if you're low on CPs, you're playing Guard wrong, especially now that a Brigade nets you 12 goddamn CP. This is the 8th Edition's Imperial Guard tactics. Until the end of that turn, all Cadian units within 12" of the bearer re-roll both hit and wound rolls of 1; they re-roll all failed hits and wounds against Chaos units. Orders - Burn Them Out! When factoring in the chance to charge out of deep strike this becomes a sad 0.28 mortal wounds on average against infantry. When looking at these guys, don't think about the potential damage they're going to inflict. for dual re-rolls (static Cadians will re-roll everything! Against TEQs (T4 2+), Heavy Bolters win (0.9801 wounds on average vs 0.765 wounds on average). Much more durable and deadly in close range. Plus, with 2cps they can use the Strike for the Heart stratagem to let them consolidate d3+3" (d6+6" if they can move 10+"), letting them drag clustered units into combat and lock them down. If you're spamming aerial drops, this unit is far cheaper than a Veterans squad, making it more efficient for drop-plasma, even after accounting for the Veteran's other benefits, assuming no orders are being handed out to the dropped units; while it is simply worse than a Command Squad, it's also not constrained by Commander count, which Command Squads are and is BS 4+, so Plasma Guns are cheaper. Relics - Pietrov's MK 45: The bearer may replace its Bolt Pistol with a better, AP-1 D2 Pistol 2 (as of Spring 2019 FAQ) Bolt Pistol, and prevents friendly Valhallan units within 6" from losing more than 1 model per morale check, effectively turning your Company Commander into a Commissar, reducing your army's dependence on them even further. Remember, it is 7 points on BS4+ models (Chapter Approved 2018 only made it 11 points for models that do not have a 4+ BS). Tank Order - Pound Them To Dust! Our Infantry squads are still better in assault than Battle Sisters, Guardians Defenders, Termagants or even Tactical Marines point for point. This has resulted in some changes to power cost though; Baneblade -2, Banehammer 0, Banesword +1, Stormlord -1, Stormsword +1, Shadowsword -1, Doomhammer +1. Multilasers. Since our Company Commanders offer ld re-rolls in addition to being cheaper and giving out orders he is a natural choice. Cyclops Demolition Vehicles are also small enough to be transported within a Valkyrie's hold, as are Sentry Guns. The main job of any transport is simply to get from Point "A" to Point "B" in one piece. Consider using the Officio Prefectus Command Tank stratagem instead of taking a Commissar. Cadians and Catachans already love Artillery, so consider those two regiments for this specialist detachment. Enjoy. Deathriders aren't impeded by charging through cover while mortar artillery ignores cover saves completely. Most of these are specific to one unit. Volkite weapons may baffle most tech priests, but the damage they cause on the battlefield is plain to see. Just don't expect to have the damage output of our Cadian and Catachan brethren. Also, plasma guns that didn't move explode less - turns out the secret was to not shake them. Detachments that are customized for each faction that grant bonuses, does this remind you of anything? Or great, if you can pull off the fire and manoeuvre AFV tactics it calls for. Her survivability suffers a bit, but otherwise, she's every bit the competent melee fighter that the Primaris Psyker is. It doesn't matter if you're bringing Space Marines, Sisters, AdMech, or. Clean, simple, and versatile. It makes the missiles more cost effective as far as resilience goes. In the grim darkness of the far future, Cossacks get ornate lasguns and more range than your average Guardsman. For 2 points less they will kick out an average of 10 Heavy Bolter shots, and a Heavy Bolter is better than a Multi-Laser point-for-point. Relics - The Armour of Graf Toschenko: The wearer gains Toughness 4 and Sv 2+, effectively giving your Company Commander Terminator resilience. Furthermore, since the wording is units have +1 Ld (unlike "add 1 to the Ld characteristic" like Catachans). On the tabletop, they have more range than other regiments, and are generally best used as a static or slow moving gunline, enjoying their increased range and strategems. Almost everything that can take something here gives up a chainsword to do so, although normal Commissars do not. While other regiment's tanks may shoot more accurately or more efficiently, this will make your tanks the toughest, forcing your opponent to kill tanks outright, lest you rebuild them with Elmer's glue and MRE wrappers. Only two choices, though they're good enough. Plus, you can always just flood the board with more bodies than they can realistically shoot. Ultimately, Heavy Bolters are better against enemies with better saves, and Twin Heavy Stubbers are better against enemies with worse saves. Look at me, Tau: I am the Move-Shoot-Move now. Lasguns, Bolters, and Plasma guns) at 18" instead of 12". To go from 'wow' to 'what the fuck why' pair this with a Salamander Command Vehicle. A bit weird, but it is a cost saving measure if you're really trying to fine tune your points. Stratagems - Send In The Next Wave! Light weapons are a joke against your 2+ armoured vehicles in cover. Auto cannons are either/or as their reduced points cost in Chapter Approved and all around versatility make them useful for gunlines and spammable as HWTs. Take a Demolisher. I hope you're Valhallan to shoot into close combat. The pintle mounted multilaser is 3pts more than the heavy stubber, for +2S. Order - Repel The Enemy! The new Strength/Toughness and AP mechanics tend to favor hordes, as does the removal of templates. If for some reason you aren't taking the Punisher, the following loadouts are best for the following roles: Keep in mind that it is just a T6 vehicle so use the ignore LOS ability or see it explode. Order - Form Firing Squad! I have tried both and will usually land somewhere in between though I think going for a few commanders is probably better. This, like many of the other Regiment Warlord Traits, are trying to encourage you to make your generally shooty Warlord a more competent melee combatant which is often not a competitive choice, but it can be a fluffy one. Here's to hoping 9th edition is more balanced as a whole. Back other units charging or hide behind them and shooting. Synergy is key. In addition, add 1 to all wound rolls made for your warlord in the Fight phase. Remember, that unlike every other faction in the game, your transports only care about the. Looks like the Manticore is out of luck. These traits also cannot be given to a named character (in other words, Pask). will remain blank, while guardsmen who are considered veterans (8 combat drops) will display a red stripe. As of mid 2020, if you're not Space Marines, then you're already well behind the competitive power curve. On the tabletop, they hit harder than the usual guardsmen, both in terms of their strength of 4 and their usually better shot output from vehicles. A removable thermal liner protects the wearer from sub-zero temperatures when making high-altitude jumps or operating in cold environments while jump gloves and a respirator mask protect against the effects of wind-burn, a condition caused by friction with the air during free-falls. Anti-tank weapons will destroy your tanks in short order. Although your units are cheap in points, they're not that cheap in cash. (where "Take Aim!" For ease, use strips of packing tape sticky-side up; a serried squad of 10 fits perfectly on a strip about 6" long. Both "Take Aim!" Their WL Trait gives a 24" order bubble and can issue orders from transports. It is recommended to use movement trays if you bring these guys. Ogryns got their price reduced in Chapter Approved 2018 by 6 points. The guns profile isn't bad either netting you 8 S6 AP-1 D2 hits. Beware RG Scout Snipers and Eliminators, and grab an Ogryn bodyguard just to be sure since Eliminators can wall-bang characters. The Plasma Blastgun is 72" Heavy 2D6 S8 AP-3 D2 or 96" Heavy 2D6 S9 AP-3 D3, 1 mortal wound per 1 rolled to hit, which averages to 72" Heavy 7 S8 AP-3 D2 or 96" Heavy 7 S9 AP-3 D3 and take 1.17 mortal wounds, which would still be underwhelming even if it didn't inflict the mortal wounds, largely because this is a Forge World gun that didn't get up-gunned, so the Codex variants are deeply superior.