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Astropath: +1 to reserve rolls
Officer Of The Fleet: -1 to enemy reserve rolls
Master Of The Ordnance: Artillery Bombardment
None Of Them: Their all too expensive for what they do
30pts each, all with an unique ablity that can help your army. The Astropath gets reserves on quicker the master of the fleet holds up your opponent's reserves and Master Of The Ordnance brings another cheep and powerful blast weapon to the table, but it's risky with its chances of scattering.
Basically I have 30pts left to spend in my guard army all other units have been upgraded to the best of their abilty so I'd like to know peoples view's of the 3 different advisors?
Master of the fleet is probably the most useful as to keep your enemy held up as long as possible.
But this is closely follwed by the astropath as his ability to help you get your reserves on quicker is almost equally valuable.
Almost a dead even call for those two.
I have no use for the master of ordinance. It scatters so badly that its not worth the 30 points in my opinion.
As I often set my CCS up as a close combat emergency responce team I find the body guards very useful and cheap at 15 pts. I use these guys a lot but they were not on the poll options. I would still vote for the Master of the fleet though.
I use the Astropath a lot, it works great for re-rolling which side outflanking units come from. It'e been very useful when I've outflanked Vendettas and Scout Sentinals. I haven't used the others yet, but I would think the Master of the Fleet would work pretty well, depending on how often your opponents use reserves.
I guess it would come down to your army really, if you use a lot of reserves and out outflanking I would take the Astropath, if you think you're opponents will then go with the Fleet guy.
I would agree with Brother Mord about the MoO. Although it is a lot of firepower with a low points cost, it always scattering can be a problem, especially if his units get close to yours. IT might be a good idea in a large game though, so even when you scatter you hit something.
I have yet to test Astropath or Master of the fleet, but I must agree that MoO is too random to be usefull. I've been luck so far, he didn't hit any of my units but came close to this. Couple of times.
I've picked up Astropath because, probably, I will use couple of outflanking/DS-ing. Master of the fleet is less usefull to me, since I don't have any opponents which rely on a DS heavy lists.
I voted OoF, my army often has little that outflanks/reserves so I don't find the astropath that useful. Stopping SM pod armies is useful though though bodyguards are useful too, as has been said.
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For my army i'd say that the Officer of the Fleet is the most useful, my ,ost regular opponent is podding marines and there are a few daemon players around. Besides who doesn't bring a reserve unit or two?
The Master of Ordance would be the next most useful; even though it always scatters it can be a big distraction to your enemy and if they have a horde army you'll still have a good chance at hitting something.
Remember he only needs to kill 2 marines, 5 orks, or 3 tau.
For my army the astropath would be the least useful; I have one unit that I regularly deep strike and occasionally my valkyrie goes to outflank. Sometimes I keep a counter attack infantry squad in reserve butn I want them to turn up around turn 3-4.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
I think polling the contributing Advisors is a fruitful idea, but the results will probably be a reflection of local metas and command styles.
People that play in a meta with 3 Drop Podding SM armies would most likely prefer the OoF (and 2Mystic =][= squads).
As stated before. the MoO is better with higher point matches. Also, if your meta has necron footsloggers/ork hordes/gunline guard your probabilities of inflicting pain increase greatly.
I voted for the Astropath simply because he is a key proponent of my ideal guard army. I love the idea of a swift pinpoint sweep mid-game. An Astropath is key to the pinpoint part of the plan (specifically for the rerolls). 30 points to nearly guarantee I get my out-flankers into position is a small price to pay.
Tolarian VIIth Armored Company (5k IG), GK(2.5k), Necron (4k)
Astropath: Only useful if you build around using it. (As in, need your Valks to come in early)
Fleet: Useful against half your opponents
Ordinance: Usually useless since the command squad becomes a big fat stationary target... or is moving and he can't fire.
None: My default config until I finish building my damned Valks.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
To be honest, as Im a huge Straken fan, I like the option of two bodyguards to protect Straken from those nasty instant death attacks, they cost the ame as any other advisor, with the added bonus that they make nid players cry when they cant kill your crazy guard colnel with their tooled up genestealers and you instead put six wounds on the pair of 'em and leave straken untouched. But since they arent included in the poll, I went with the officer of the fleet.
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I'm currently putting no vehicles on the table until reserves turn up - two vendettas and a sentinal (may turn to three vendettas).
I like my astropath for the quick turning up, and re-rolling sides. (re-rolling just as important)
Normally i'll keep the command squad in reserve - you can move on the board and mete out orders the turn you turn up, deciding where to arrive (on your long edge) and it's alot safer. - once he's turned up you've probably done your rolling anyway.
I am also fond of a bodyguard - my command squads are targets.
I actually prefer to keep him alive until later - in melee i'll put the wounds on the squad and commander until init 1, Then 2x powerfist wounds are fairly standard vs marines / chaos SM's - 3 rolls to hit of 3+, then 2 rolls of 2+.
Put one on the commander, then 1 on the bodyguard. oops! bodyguard takes both. also shifts that win/loss ratio by one in your favour. Also adds 3/4 pap attacks to your combat potential. (But better stats than normal.)
Last edited by stayscrunchyinmilk; August 14th, 2009 at 00:13.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065