Monday, December 24, 2018

Vostroya





Vostroya is a world in the Halo Zone beyond the Eye of Terror, famous for its Vostroyan Firstborn regiments of the Imperial Guard.


Vostroya swore allegiance to Mars during the Age of Strife. It is ruled by the Techtriarchy, a council of Adeptus Mechanicus members and more traditional planetary government personnel/representatives. Since the Great Crusade, Vostroya has acted as an industrial world, supplying arms and ammunition to the armies of the Imperium. In the ten thousand years after the crusade, the Vostroyans have continued the same task, living and dying on the production lines and complying with the endless schedule of manufacturing and assembly. During the Horus Heresy, Vostroya refused to provide regiments to the Emperor, preferring instead to reserve the population in the manufactoria blanketing the world. After the Heresy came to an end the Vostroyans agreed to supply every first born son to serve in the Imperial Guard regiments. Vostroya technically is neither a hive world nor a forge world. Instead, it falls somewhere in between (labelled an Industrial World). The birth and death rates of 9.3 billion inhabitants are very high, keeping the population figures fairly stable (taking into account that first-born sons are extremely numerous, providing a massive amount of soldiers for the founding and reinforcement of Imperial Guard regiments.)

Vostroya has suffered many conflicts, including at least eighteen "Great Wars".

The landscape is extremely bleak - highly polluted. Life outside 'managed' zones is almost impossible. Animal and plant life is almost non-existent. Most food is imported.

There are seven large and distinct administrative zones/regions stretching around the planet's more temperate equatorial belt (e.g. The Magdan, Sohlsvodd, Muskha, etc). The far colder north and south are uninhabitable. Vostroya has one moon - Turtolsky.

Friday, June 29, 2018

The Death Korps of Kreig Siege Regiment Review Part 1: Overview

Hey everyone, Reecius here from Frontline Gaming to go over the basics of the new Death Korps of Kreig army list in the revised Siege of Vraks Imperial Armor book! As always, check out the Tactics Corner for more great reviews!


So the new book combines the previous versions of the Siege of Vraks into a single volume and gives us updated rules. Cool! We at FLG love us some Forge World.

The Death Korps of Krieg are arguably the most popular Forge World army to date. The gorgeous models, and unique retro-future, WW1 German feel of the army is just cool. However, does the army play well on the table topo? Let’s dive in and give it a gander, shall we?

In this first installment of the review, we will cover the faction wide special rules to get a feel for what the Death Korp are about. In the next installments, we’ll dig into the meat of the list, itself.

Overview
So first of all, the Death Korps are their own Faction. They are based off of the Astra Militarum, but sport some unique rules and have their own allies chart. They can only be used in the following ways: Unbound, CAD, Allied Detachment, or their two list specific detachments: the Krieg Death Rider Squadron or the Krieg Gorgon Assault Squadron.

Unlike most armies of the Imperium, they are not battle brothers with all other Imperial Factions. Notably they are only Allies of Convenience with Grey Knights, Blood Angels and Dark Angels. They are Battle Brothers with the Elysian and Detachment D-99 FW Factions who would actually work quite well with them.


Unique Rules
This is one of the sections that really separates the Death Korps from normal Astra Militarum. The Death Krops soldiers are tough, stoic troopers and this is represented by their rules: Death Korps and Iron Discipline. Death Korps makes them WS4, immune to Fear, and allows them to ignore morale checks when they suffer 25% casualties from shooting or during the movement phase. That is fantastic! Not running away due to shooting casualties is so powerful for Guard, this is really great. Iron Discipline means that any Death Korps units that are within 6” of a Death Korps officer may attempt to rally on normal Ld even if below 25%. This is not as fantastic as it won’t come into play that often, but, it is still really cool when it works. What these collectively mean, is that your more expensive Death Korps troopers will be a lot more reliable.

Death Korps Orders
This is one of the cool, but also not so cool parts of the Death Korps. The bad: the do not have the Ignores Cover order…womp, womp! That is pretty crappy, especially considering how many artillery units they have that could benefit from this order. This along with their very weak AA, is pretty much the only thing holding this back from being a top tier army. However, the orders they do have are solid and allies can help to overcome some of their weaknesses! They have the standard AM orders in addition to: Duty unto Death: reroll Ld tests for a game turn, if double 1’s are rolled, the unit becomes Fearless. They also get: Dig In, which gives a flat +1 cover save which rocks. Lastly, they get Clear the Trenches, which makes Las Guns become assault 2, 12” and the unit gets Move Through Cover. Not bad!


Death Korps Warlord Traits
  1. Unflinching Resolve: Warlord and Death Korps within 12” add +1 to combat res.
  2. Shattering Bombardment: Makes a weapon in a unit within 6” of the Warlord count as Ordnance, Twin-linked. Cool! This can be pretty awesome for a Las Cannon, or something similar. Be careful of putting it on a vehicle though, as it would cause every other weapon to snap fire.
  3. Victory or Death: Warlord and unit gain Fearless and FnP6+ while in a Fortification or behind a defence line. Yawn. Being in a fort this edition is a death trap. Behind a defence line can be cool if you do this for a big unit, so it isn’t terrible, but it isn’t great, either.
  4. Smoke Barrage: Choose to have Night Fight.
  5. Martyr’s Defiance: Warlord and Death Korps within 6” gains the Preferred Enemy (Infantry) rule while in a friendly deployment zone. Not bad, pretty situational, but not bad.
  6. Siege Master: -1 cover save to a piece of terrain in the enemy deployment zone. Solid!
These are characterful, but not amazing. Will you take them over book traits? Not typically, but they can be good fun.

In the next article, we’ll dive into the list, itself!




Friday, May 18, 2018

Astra Militarum Regiment Tactics: Vostroyan Firstborn

Today we look at Codex Astra Militarum, and the the Vostroyan Firstborn, now let’s dive in! 

Hey guys and girls, BigVik here again with the next in my series of articles about list builds highlighting each regiment in the new Astra Militarum Codex. This week we talk about the Vostroyan Firstborn! Check the Tactics Corner for more great articles!

These guys are very interesting with how they are represented on the table. Vostroya is a semi-forge world headed by Techtriarchs which makes them a mix of Cult Mechanicus and Imperial Government. Due to the strong relationship with the Cult Mechanicus, Vostroyan Firstborn units have finely crafted heirloom weapons which are noticeably superior to those of other Guard regiments. 

Combine this with a long standing tradition of martial excellence and you get a family of regiments which have some of the best soldiers, fighting with some of the best equipment the Guard has to offer!

Meet the List Now lets dive into the list!
Brigade Detachment (Vostroyan, +9 CP, Troops have ObSec)
  • 3x HQ- Company Commander
  • 6x TROOPS- infantry squad w/ plasma gun, heavy bolter
  • 3x HEAVY SUPPORT- Heavy weapon team w/ 3 mortars
  • 3x FAST ATTACK- Scout Sentinels w/ multi-laser
  • 3x ELITES- 5 ratlings
Spearhead Detachment (Vostroyan, +1 CP)
  • 1x HQ- Company Commander
  • 2x HEAVY SUPPORT- Heavy weapon squad w/ 3 mortars
  • HEAVY SUPPORT- Leman Russ w/ battle cannon, 2 plasma cannons, lascannon 
Spearhead Detachment (Vostroyan, +1 CP, Leman Russes gain ObSec)
  • HQ- Tank commander w/ battle cannon, 2 plasma cannons, lascannon
  • 2x HEAVY SUPPORT- Leman Russes each w/ battle cannon, 2 plasma cannons, lascannon
  • HEAVY SUPPORT- Leman Russ w/ battle cannon, 2 plasma cannons, lascannon

What the List Does

This list is a twist on the typical conscript screen. Because there are 6 separate squads it will be hard to clear all of them in one turn, the fact that each unit has a special and heavy weapon means they will probably be putting work in for about the first two turns, especially with the extended range of weapons, this means your opponent will need to clear the screen as much as anything else, making target priority even harder for your opponent. With an abundance of mortar squads and anti-tank Leman Russes, you can count on taking down 2 average profile tanks a turn, and clearing away a squad and change of a space marine squad. If your opponent is playing another gun line you can spread your army out to score objectives to further confuse target priority, allowing those Leman Russes and mortar teams to keep doing the Emperor’s work.

What Relics to Take

If you are afraid of having your warlord sniped out, it may be a good idea to take the Vostroyan artificer armor, increasing your warlord to T4 and 2+/5++, otherwise I think you’re going to want to keep to Kurov’s Aquila.

What the Strengths are: This army is definitely MSU if I’ve ever seen it. There are a total of 30 units in this army, and every one can do work in some capacity. This ensures that you can either castle up to gun your opponent down, or spread out to threaten objectives throughout the board to scare your opponent into having to kill otherwise low priority targets.

What the Weaknesses Are

The weakness of this list is the fact that the units themselves, with the notable exception of the Leman Russes, are very squishy, thus with proper target priority your opponent can clear several squads a turn to keep you off objectives while they score objectives, creating a scenario where this list will be kept off the objectives, killing just about everything on the table, but still losing if there is progressive missions.

With all that being said, I love the feel of this army, though it still has the horde feel of Guard, there is a certain quality to the way these guardsmen are being fielded, whereas other lists want to have conscripts, the extended range of the Vostroyan guardsmen ensures that you want to have the maximum number of models doing actual work, hence loading the squads with high output low cost weapons.