Warhammer 40,000: Battlesector

Warhammer 40,000: Battlesector

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BotZero Dec 27, 2024 @ 10:10pm
astra militarum feedback
nothing that hasnt been said but ive been experimenting with diff size armies of IG to see what can win a skirmish or not.

The basic Cadian troops infantry are just completely useless, too few hit points, no damage no armor pen at all. Cannot be upgraded with flamers, plasma rifle, grenade launchers or any other weapons.

For the current form cadian troops to be useful you would need to be able to field a thousand of them at once more than there are army unit slots in the game and they should cost even less than they do right now currently 35 i believe, at their current level of weakness should cost 10 pts.

I can only win a skirmish when i use all tanks and no infantry at all and the best commander is "tank commander"

The infantry are such an afterthought they should be removed from the game if they arent going to be substantially changed, buffed later.

Small Aesthetic feedback complaint, why is there no male variants of the castellan or variants period, female commisar / male castellan, where are Colonels/ command squad?

personally when i played the tabletop game i dont remember any of the models being female, Im not against female guardsmen, officers being in the game at all but there should be some randomization variants or let us choose what the commanders look like with a few different skins.

Additionally no Imperial military commander in the table top game is alone without bodyguards/entourage of units that offer special abilities.
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Showing 1-15 of 25 comments
BotZero Dec 27, 2024 @ 11:23pm 
I find the basalisk underwhelming, but it wouldnt be if it cost less points to equip. I find the leman russ tanks to be "just right" and the sentinel to be too weak as well unless it were cheaper cost.
Praetor Invicta Dec 28, 2024 @ 9:26am 
Honestly... plays like the tabletop for me. Guard are really only there to shield your tanks and lock down objectives. I agree that they should be a "little" bit cheaper (maybe 25-30pts?) and have specialist upgrades, especially like a flamethrower (+5-10pts) or plasmagun (+5-10 pts), but they really are supposed to just be cannon fodder. Id also agree that the Basalisk is too weak.

When I play i tend to use the maximum number of tanks I can field for point value, use cannon fodder infantry in front of them to soak up shots and spot enemies, then I keep heavy weapons teams in the back deployed to cover the advance and pick off potential threats at a distance.
Last edited by Praetor Invicta; Dec 28, 2024 @ 9:29am
BotZero Dec 28, 2024 @ 11:09am 
Originally posted by Praetor Invicta:
Honestly... plays like the tabletop for me. Guard are really only there to shield your tanks and lock down objectives. I agree that they should be a "little" bit cheaper (maybe 25-30pts?) and have specialist upgrades, especially like a flamethrower (+5-10pts) or plasmagun (+5-10 pts), but they really are supposed to just be cannon fodder. Id also agree that the Basalisk is too weak.

When I play i tend to use the maximum number of tanks I can field for point value, use cannon fodder infantry in front of them to soak up shots and spot enemies, then I keep heavy weapons teams in the back deployed to cover the advance and pick off potential threats at a distance.


i played the table top game and when my 4 squads of guard which i think was 20 each fired at all the same target quite alot more damage resulted from it unless it was a vehicle. More important than their low damage though is that the hit points are nothing they die much faster in this than they do in the table top thats whats killing their usefulness. They need to be a bigger squad so 1 swipe from an assault marine doesnt kill 5 dudes or that losing 5 isnt as big of a deal after.

Im seeing it be a winning solution to have no infantry which is just an odd look of tanks fighting alone which you wouldnt do in the table top game.
Last edited by BotZero; Dec 28, 2024 @ 11:10am
Praetor Invicta Dec 28, 2024 @ 8:30pm 
Originally posted by TrumpWon:
Originally posted by Praetor Invicta:
Honestly... plays like the tabletop for me. Guard are really only there to shield your tanks and lock down objectives. I agree that they should be a "little" bit cheaper (maybe 25-30pts?) and have specialist upgrades, especially like a flamethrower (+5-10pts) or plasmagun (+5-10 pts), but they really are supposed to just be cannon fodder. Id also agree that the Basalisk is too weak.

When I play i tend to use the maximum number of tanks I can field for point value, use cannon fodder infantry in front of them to soak up shots and spot enemies, then I keep heavy weapons teams in the back deployed to cover the advance and pick off potential threats at a distance.


i played the table top game and when my 4 squads of guard which i think was 20 each fired at all the same target quite alot more damage resulted from it unless it was a vehicle. More important than their low damage though is that the hit points are nothing they die much faster in this than they do in the table top thats whats killing their usefulness. They need to be a bigger squad so 1 swipe from an assault marine doesnt kill 5 dudes or that losing 5 isnt as big of a deal after.

I'm seeing it be a winning solution to have no infantry which is just an odd look of tanks fighting alone which you wouldn't do in the table top game.
I think the issue for me is that it caps the amount of tanks you can use unless you turn off a setting, so im forced to use infantry. I do find them useful to scout and spot for longer ranged units, but ya absolutely no disagreement on them being underpowered.
1marcinmalczewski Dec 29, 2024 @ 3:32am 
Cadian troops are great (especially with grenades) against their counterparts, i.e., snotlings, scarabs, or tyranid gaunts. They can put up a decent fight against acroflagellants and absorb damage from heavy weapons and waiting units.
BotZero Dec 29, 2024 @ 8:09am 
Originally posted by 1marcinmalczewski:
Cadian troops are great (especially with grenades) against their counterparts, i.e., snotlings, scarabs, or tyranid gaunts. They can put up a decent fight against acroflagellants and absorb damage from heavy weapons and waiting units.


exactly so when facing an army that has no counter parts only elite units dogs from hell fast attack swoop in and kill them in the first turn or 2 and they dont get to live out their usefulness. THeres no requirement for the AI or anyone to field their counterparts that are weak enough for the guardsmen to counter. I wish the grenade had 1-2 spaces more range. I also think they are so weak they should be allowed to attack + use the grenade in the same turn.
1marcinmalczewski Dec 29, 2024 @ 8:19am 
Imperial Guardsmen costs 35pts armour2 Hp30
Tyranids gaunts costs 30/35pts Armour 1 Hp20/25
Scarabs costs 30pts Armour 1 Hp10
Snotlings cots 30pts Armour1 Hp25
How much more Guardsmed should have?
How much Guardsmen should have and didnt cost the same as Space Marine?
How much Guardsmen should have and didnt cost the same as Space Marine and didnt break the game?
BotZero Dec 29, 2024 @ 9:11am 
Originally posted by 1marcinmalczewski:
Imperial Guardsmen costs 35pts armour2 Hp30
Tyranids gaunts costs 30/35pts Armour 1 Hp20/25
Scarabs costs 30pts Armour 1 Hp10
Snotlings cots 30pts Armour1 Hp25
How much more Guardsmed should have?
How much Guardsmen should have and didnt cost the same as Space Marine?
How much Guardsmen should have and didnt cost the same as Space Marine and didnt break the game?


in the table top game, at least it was this way in the past you had 2 major choices to make for IG, Mechanized command or infantry command. Thats not reprsented in this game, theres no command squad, theres no Colonel, voxcasters, theres no special weapons for infantry they are just an afterthought thats the point im trying to make

you want me to go over cost? with how weak they are right now they should cost 20 points i think would be fair.
1marcinmalczewski Dec 29, 2024 @ 9:23am 
For now, we don't have a full codex choice. There is only Cadia and a few units, which is a decent start. In time, we may get other factions of the Imperial Guard with different units and ways to play. For a start in the Warhammer video game representation, it's good enough.

Points cost: a tank costs 260 points. It's equivalent to a 7 Imperial Guardsmen unit to scout, take overwatch fire, and eliminate enemies of the same cost category, giving your tanks the time to finish them off (number of attack actions). While people who use Scarabs, Snotlings, drones, and Gaunts are happy with their price, you might have issues. It's your call.
Last edited by 1marcinmalczewski; Dec 29, 2024 @ 9:31am
BotZero Dec 29, 2024 @ 6:57pm 
someone had the great idea that officer units for IG should be able to summon guardsmen.

Additionally why is there no tech priest unit to repair tanks with but orks can with big mek? Id rather a tank repair unit than the pysker.
Aedwynn Dec 30, 2024 @ 12:29am 
Originally posted by 1marcinmalczewski:
Imperial Guardsmen costs 35pts armour2 Hp30
Tyranids gaunts costs 30/35pts Armour 1 Hp20/25
Scarabs costs 30pts Armour 1 Hp10
Snotlings cots 30pts Armour1 Hp25
How much more Guardsmed should have?
How much Guardsmen should have and didnt cost the same as Space Marine?
How much Guardsmen should have and didnt cost the same as Space Marine and didnt break the game?
Cadian ST cost 35 with 35 HP 2 armor 5 evasion (x10)
dmg 3-4 AP1 x3 acc 75 ( 90-120 x 0.75 = 78.75 avg ) ( 52.5 avg with bayonets)
They need to sacrifice grenade and 1 shot to be able to counterattack/attack in melee at all. Without it they do not create zone of control.

Termagants cost 30 with 20 HP 1 armor 5 evasion (x8)
dmg 3-5 AP1 x3 acc 80 (72 - 120 x 0.8 = 76.8 avg)
or 2-3 AP1 x4 acc 90 (64 - 96 x 0.9 = 72 avg)
also dmg 2-3 AP2 x 6 acc 75 upgrade (96 - 144 x 0.75 = 90 avg).
They also get 35% dmg buff for each adjacent gaunt unit
It's easy to notice that they provide almost same damage despite lower cost/numbers even alone. Add stacking buff and they wipe the floor with cadians.

Gretchin cost 30 with 25 HP 1 armor 10 evasion (x10)
dmg 3-4 AP1 x4 acc 90 (120 - 160 x 0.9 = 126 avg)
Easy to see that Gretchin also greatly outperform Cadians damage wise despite being more fragile (but more evasive) and cheaper.

Scarabs cost 30 with 10 HP 1 armor 15 evasion (x10)
dmg 3-4 AP2 x2 acc 90 (60 - 80 x 0.9 = 56 avg)
Damage is lower, but they have slightly better AP and compensate their fragility by additional 10 evasion and 5 move. Not to mention Reanimation protocols that work in their favor.

All units you mentioned provide some noticeable advantage in fields you omitted.
Cadians generally lack that, as result - they lack purpose. They aren't tough enough to actually soak up damage and can be as easily wiped out as Scarabs. They lack damage so can't be used as throwaway one-shot damage unit as Gretchins/Gaunts. Their faction mechanic is too complex and provide only marginable gains.
1marcinmalczewski Dec 30, 2024 @ 2:17am 
Well, Imperial boys, throw that grenade, kill that "noticeably advantaged" Snotling/Gaunt/Scarab (place those units next to the Ork Boys, Necron Wariors), and still exist on the battlefield. If the enemy doesn't want to give them a free hand, they have to spend an action to eliminate them. And of course, that's not good enough, Astra Militarum players need more.
Last edited by 1marcinmalczewski; Dec 30, 2024 @ 2:36am
Aedwynn Dec 30, 2024 @ 2:33am 
Originally posted by 1marcinmalczewski:
Well imperial boys throw that grenade kill that "noticeable advantaged" snothling/gaunt/scarab(put those units next to the orks, necronW) and still exist on the battlefield and if enemy dont wish to give them free hand they have to spend action to eliminate them.
You have no grenade in bayonet variant, nothing to throw.
1marcinmalczewski Dec 30, 2024 @ 2:45am 
OK, the bayonet variant of IG is pointless. IG with bayonets should have a special skill, "bayonet charge," that doubles or triples damage (cooldown 1) or allows them to regain their action point once (combat drugs like stimpacks).
Faction mechanic is ok like hive mind for Tyranids
Last edited by 1marcinmalczewski; Dec 30, 2024 @ 3:07am
BotZero Dec 31, 2024 @ 11:31am 
im shocked that the concern was a white bolt vs a beam more than the sound for the Lasgun weapons. It sounds like a star wars mobile game in this. It sounds cool in dark tide and dawn of war.
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