My Analysis of the Super Major Winning Guard List! | Astra Militarum | Warhammer 40,000



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158th “Wrath” Regiment (2000 Points)

Astra Militarum
Combined Regiment
Strike Force (2000 Points)

CHARACTERS

Lord Solar Leontus (125 Points)
• Warlord
• 1x Conquest
1x Konstantin’s hooves
1x Sol’s Righteous Gaze

Tank Commander (205 Points)
• 1x Armoured tracks
1x Demolisher battle cannon
1x Heavy stubber
1x Hunter-killer missile
1x Lascannon
2x Multi-melta

Tank Commander (220 Points)
• 1x Armoured tracks
1x Demolisher battle cannon
1x Heavy stubber
1x Hunter-killer missile
1x Lascannon
2x Militarum plasma cannon
• Enhancements: Grand Strategist

Ursula Creed (55 Points)
• 1x Duty and Vengeance
1x Power weapon

BATTLELINE

Catachan Jungle Fighters (55 Points)
• 1x Jungle Fighter Sergeant
• 1x Close combat weapon
1x Laspistol
• 9x Jungle Fighter
• 9x Close combat weapon
2x Flamer
7x Lasgun
1x Vox-caster

Infantry Squad (60 Points)
• 1x Sergeant
• 1x Close combat weapon
1x Laspistol
• 7x Guardsman
• 7x Close combat weapon
1x Grenade launcher
6x Lasgun
• 1x Heavy Weapons Team
• 1x Close combat weapon
1x Laspistol
1x Mortar

DEDICATED TRANSPORTS

Chimera (70 Points)
• 1x Armoured tracks
1x Chimera heavy flamer
1x Heavy flamer
1x Heavy stubber
1x Hunter-killer missile
1x Lasgun array

OTHER DATASHEETS

Basilisk (135 Points)
• 1x Armoured tracks
1x Earthshaker cannon
1x Heavy bolter
1x Hunter-killer missile

Basilisk (135 Points)
• 1x Armoured tracks
1x Earthshaker cannon
1x Heavy bolter
1x Hunter-killer missile

Bullgryn Squad (160 Points)
• 1x Bullgryn Bone ’ead
• 1x Brute Shield
1x Bullgryn maul
1x Close combat weapon
• 5x Bullgryn
• 5x Brute Shield
5x Bullgryn maul
5x Close combat weapon

Kasrkin (100 Points)
• 1x Kasrkin Sergeant
• 1x Plasma pistol
1x Power weapon
• 9x Kasrkin
• 9x Close combat weapon
3x Hot-shot lasgun
1x Hot-shot laspistol
1x Hot-shot marksman rifle
1x Melta Mine
2x Meltagun
2x Plasma gun
1x Vox-caster

Kasrkin (100 Points)
• 1x Kasrkin Sergeant
• 1x Plasma pistol
1x Power weapon
• 9x Kasrkin
• 9x Close combat weapon
3x Hot-shot lasgun
1x Hot-shot laspistol
1x Hot-shot marksman rifle
1x Melta Mine
2x Meltagun
2x Plasma gun
1x Vox-caster

Kasrkin (100 Points)
• 1x Kasrkin Sergeant
• 1x Plasma pistol
1x Power weapon
• 9x Kasrkin
• 9x Close combat weapon
3x Hot-shot lasgun
1x Hot-shot laspistol
1x Hot-shot marksman rifle
1x Melta Mine
2x Meltagun
2x Plasma gun
1x Vox-caster

Manticore (180 Points)
• 1x Armoured tracks
1x Heavy bolter
1x Hunter-killer missile
1x Storm eagle rockets

Manticore (180 Points)
• 1x Armoured tracks
1x Heavy bolter
1x Hunter-killer missile
1x Storm eagle rockets

Scout Sentinels (60 Points)
• 1x Close combat weapon
1x Hunter-killer missile
1x Lascannon
1x Sentinel chainsaw

Scout Sentinels (60 Points)
• 1x Close combat weapon
1x Hunter-killer missile
1x Lascannon
1x Sentinel chainsaw

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50 thoughts on “My Analysis of the Super Major Winning Guard List! | Astra Militarum | Warhammer 40,000”

  1. So I’m pretty sure you don’t understand the complete premise of the list for these couple of reasons

    1# bullgryn are not comparable to an infantry brick with a marshal
    As hardy as they can be the difference in toughness 3-6 is massive not forgetting a base save in 4+ and a 4++ invul factoring in the 6+++ on top with the -1 damage bullgryn far far far outlast an infantry brick in both combat and shooting attacks aswell as have some decent combat attacks in return

    2# kasrkin are indeed good but where they really shine is there ability to trade up ontop of there scout move which is indeed good but the fact you can use there meta mine ability in any phase allows you to deal mortal wounds and even more into vechial pontential killing units out of phase on top of all this there ability to use the grenade strat aswell plus the most importantly ability to bring them back which in turn brings back there meta mine for a second go round

    3# lord solar can be attached to the infantry squad with Ursula so he do indeed have a body guard if push comes to shove but he has the option to ride him solo if he needed to put drop his oppenet

    Reply
  2. Imma say a bit of a hot take.
    If you think this list is okay, then you better be praising the balance of the Admech Codex.
    This list is beyond horrendous, and shows how broken the internal balance of the Guard Index. This list relies on just strong datasheets; no real synergy, no real identity, nothing but a few isolated good datasheets. Heck, this is basically just a Dark Angels list…

    Reply
  3. I think you glossed over the manticore section a little too quick, the 30pts increase had every Guard player rallying behind this channel with the message: "The Manticore is dead." And the whole attitude, even in the comments below are along the lines of… "ehhh i'd take something else." Right after this a Guard player goes 7-0 and wins the biggest tournament using two 180pt Mantys. The lesson to take away from this is : KEEP AN OPEN MIND. Its only gonna allow the wider Guard community to get better, maybe we should look at what units can do, practice them, use non-conventional unit combos and strats (I'm elated that the Cadian Hellfist squad was featured and finally the Ogryn Bodyguard gets some love). Figuratively throwing units in the garbage and vowing to put the models on the shelf for a few years RIGHT after a points increase is another version of META CHASING, just doesn't seem like it on the surface. Love the fact that the manticore is not only badass cool but also still VERY effective.

    Another point I was surprised was even mentioned because that kind of language gets ultra heat anywhere online in the WH / Tabletop space: "Potentially playing better or trying to play better."

    Side note: I actively wait for the "Commissariat to detect I haven't liked the Video yet." before I like, used to be auto click. Love the immersion, cheers.

    Reply
  4. I was under the impression that he had his lord solar with his Catachans(don't remember exactly what was said in the fireside chat he explained things, so I could very well be wrong) letting one of the Kasrkin use the scouting Chimera. Using them to scout move up behind hard cover so they couldn't be shot and then having 10 wounds for indirect to chew through. Keeping them near the Bullgryns to order them for a screen/objective holders and maybe the tank commanders or Kasrkins as needed.

    As for the Bullgryn vs Kriegers, only like 5 less wounds, but better saves, and the T6 makes them much tanker just because it means the enemy can't just throw small arms fire at them. They also get their -1 damage and 6+ fnp.

    And something you didn't mention about the Kasrkin, melta mine tactics he talked made me have to relook at their rules, particularly that I had forgotten charging was it's own phase now. So you can charge your kasrkin in, and then at the start of the fight phase call free mortal hits from the melta mine. Once per game, sure. But once they're killed and you bring them back with reinforcements just, you get the melta mine back as well. Just like GSC demo charges. Bring them in from reserves after dying, rapid fire with all the guns at 9" then just go ahead and try the long charge to maybe get some free extra mortals if needed.

    Reply
  5. What I love about the listing building is that they really leaned into creating simple synergy with Guard units that are as points efficient as possible and built around the movement hijinks units. I think that's a huge key mantra for all Guard lists that want to perform well!

    Reply
  6. The concept is good, tried a variation of this list because I don't trust myself playing well enough to win with this list. So I use the Solar Command Blob.

    Has to have top notch positioning to have the orders where you need them. The amount of artillery is tasty though

    Reply
  7. In regards to your comments about the risk of indirect fire from the enemy, it would be interesting to see what armies he beat in the tournament. So far as I know, my D-Cannon, Shadow Weaver or Night Spinner are not uncommon in Aeldari lists. So he must have plans for that.

    Reply
  8. So Bullgryns, tough unit but not so durable as you might think. I always take Wraithguard in my force, mostly using D-Scythes. Your wall of muscle has no effect as each shot only has one damage. But a squad of 6 D-Scythes can punch out 18 shots -4 AP S10. So you are all of a sudden depending on that 4up invulnerable and FNP. The point is any unit is vulnerable to something and I rather think our Grand Master chappie won because he is quite the strategist and tactician. He probably also understands the theory of mutual support in his fighting forces. i.e. No unit is set a task to complete by itself.

    Reply
  9. Something needs to be done with this excessive level of terrain that clogs up the board. Armies would never move in and engage where they could not move units tactically. Just GW's favoring melee armies and then the cry babies complain about all the indirect fire. Can't have it both ways.

    Reply
  10. Interesting, altho wish we knew more about how his disperses them around the board.

    And in regards to the demolisher….the other variants are great until you run into another tank or monster and in an armor heavy ruleset thats quite likely isnt it?

    Reply
  11. This list does have some intresting parts to it, but its the type of Guard list that people hate playing against. No one likes to play against a lot of artillery and a lot of infrantry that gunk up the board. Personally I been playing with a mix of armour and lots of Cav to great effect as no one expects rough riders to move 15" ( move move move ) and charge people on Turn one. That allows for you to move your tanks up the board as they are trying to deal with rampage cav running around the board. And to then add insult to the Melta Lance injury, you just bring them back for 2 CP when they die ( which they always die ). Just saying that there are a LOT of ways to play guard, and an Artillery line is not the only way.

    Reply
  12. Your comment on the bodygaurd for Solar was spot on. I tried the solo Solar and for a few games it worked. However, my last game was against a Death Guard army which brought 3 x Plagueburst Crawlers (better version of a basilisk) and they focus killed Lord Solar on turn 1. What I do now is keep an infantry squad or Death Korps with Solar as a cushion. He sits back the first two turns (turn 1 gives an order to bullgryn or tank commander before they roll out) and by turn 3 its situational if he stays with artillery or if he runs forward to dish out more orders to TC or Bullgryn.

    I used to religiously run the command blob, but 240 points to sit back was a hard sell. Still on the fence though, but mobile Solar seems to work decently well for now.

    Reply

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