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Anyone using the Astraeus competitively?


L30n1d4s

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So, like most Lords of War, it is definitely a lot of eggs in one basket for your normal 2000 point battle, but with the recent drop in points from Chapter Approved, you can run it as follows:

 

 

-Twin Macro-Accelerator

-2 x Plasma Eradicators

-Twin Heavy Bolter

-Storm Bolter

- Ironhail Heavy Stubber

 

 

This set-up costs just under 600 points, but gives you the following:

 

-DURABILITY:

***24W at T8, a 2+ save, and a 5++ Void Shield (basically, an Invul save that works against MWs as well as normal wounds). Additionally, enemy must subtract -3 from their charge ranges when they try and charge it, making it almost immune to assault units coming out of deep strike.

 

-FIREPOWER:

***12 x S8 AP-2 Dmg3 shots at 72" that have POTMS (so no penalty for moving and shooting), and Ignores any penalties to Hit when shooting at targets with FLY. Additionally, the two Plasma Eradicators give it 2D3 additional S9 AP-2 Dmg 2 shots at 36" and the Astraeus can fall back and shoot if it wants to, thanks to FLY.

 

-CLOSE COMBAT: Surprisingly, decently potent, with 8 x S9 AP-2 Dmg D3 attacks that hit on 5+ (so, with Chapter Master re-rolls, you are averaging 4-5 hits a turn). It can also fall back and charge with no penalty

 

 

 

The more I look at it, the more I think Salamanders may be the way to go with this tank, as they have multiple ways to really kick its power up:

 

1 - Their Chapter Tactics improve its survivability (ignore AP-1, so staying on a 2+ save against these kinds of weapons) and firepower (free re-roll to Hit and to Wound, even without character support)

 

2 - Their Psychic discipline can REALLY enhance its durability, with Flame Shield giving it -1 to Hit and another -1" for units trying to charge it (so -4" now) and Drakeskin moving it up to T9 (so THs only wound it on 5+s and Lascannons only wound it on 4+s)

 

3 - A nearby character with the "Obsidian Aquila" relic gives the Astraeus a 6+++ FNP save, basically granting it the equivalent of 4 more free wounds (i.e. equivalent to the 28 wounds of a Castellan)

 

4 - The "Crucible of Battle" Strat lets you give the Astraeus, for 1CP, +1 to Wound with all of its attacks in the Shooting phase (or the Assault Phase, if you really need to go all in with that, for some reason)

 

 

Based on all this, a Salamander Astraeus supported by a Master of the Forge Techmarine (with "Master the Machine" WL Trait and the "Obsidian Aquila" relic), Librarian with Fire Shield and Drakeskin powers, and Smash Captain (for re-rolls of 1s and counter assault purposes) exactly fills out a Supreme Command detachment and gives you a very powerful fire base your army.

 

 

Anyways, that is my thoughts so far... what about you all? Any other Astartes generals out there making good use of this since the Chapter Approved points drop (i.e. a Raven Guard Astraeus would just murder character Knights, a Black Templar Astraeus would love to use their special Litany to give it a 5+++ every turn, etc.).

Edited by L30n1d4s
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You can do 3 in an army now. I have played against astreus piloted by very good generals. Busy maps used to be amazing as you could balance the thing on unlikely ruins and other flat topped terrain and wobbly model it. Now the footprint makes that very unlikely with needing to entirely fit on top. This makes the big boat a bit tough to maneuver and reduces places it can legally go so much it can be a bit of a liability. The model is huge!
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Last time I checked it was before the last CA and before the new Marine Codex (so no combat doctrines and chapter tactics and such) but back then it was clearly worse than just taking a Knight AND it was much much more expensive money-wise.

Now with all the additional stuff it got and the fact that we can't take a Knight without losing combat doctrines etc. I think it's definitely worth a second look. It's still friggin' expensive compared to a plastic Knight though.

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Maybe now with the changes to Marines it could be good. But the issue I had with it was, ironically, that for a Primaris vehicle it had so few guns.

 

For a superheavy vehicle, and one that's clearly meant to be a firebase, only 6 weapons is.... Underwhelming to say the least. It's a giant target, and while it's more survivable than most of the FW Superheavies (don't even get me started on why none of them, barring the Mastodon, Thunderhawk and Stormbird have an Invuln....), it still can die pretty quickly.

 

That being said, if you WANT to use it competitively (why on Earth you'd want to is beyond me :lol:), I'll also say Iron Hands or Imperial Fists.

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I've been looking at one in a 1750 list for Ultras alongside a executioner and relic deredeo to give that sweet invun twiggy for the minus to hit and 20 intercessors to screen. Seems battlescribe still has the old points values for it.

 

Reckon it could be a fun list with some clout which is what I would be aiming for.

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I don't think that the Iron Hands spell Psysteel armour has been FAQ'd yet to not affect it's void shields. Which means that I think it can definitely be competitive as Iron Hands. With the spell cast 1+ Armour, 4++, 4+++ against mortal wounds, and the ironstone for -1 damage. Along with a basic 6+++ against all wounds, not degrading till it is down to 6 wounds, -1 AP on all its shots and re-roll 1's to hit. It's only doing like 10 wounds to a knight but it should kill a Repulser Executioner in one round of shooting, particularly if you take the lascannons. While the Heavy Laser destroyer is going to average 4 wounds back.  

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