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Basilisk: Used to be outright obscene back when commissar skills could apply to vehicles. Since then has been weakened quite a bit. Nowadays while not useless by any mean it's not nearly as strong as it used to be and will not carry your army. With range 6 and indirect fire, it will be able to fire at something. Damage is rather mediocre though for its cost though to compensate
Specifically, early game, I recommend having one or two to attack units at full health multi-model units since it's a large blast weapon (or rather, with full models, if not full health), before finishing off with the frontliners if in range. Other uses include making sure retreating enemies get at least a bit of damage to hinder normal healing
Late in the game this is the unit to go to when you already have as many units as can effectively fight in the front line (plus some frontline units as reserves to be able to rotate out units as they get damaged). The key to its usage is frontage and line of sight: While, as mentioned before, its damage is not the greatest for the cost, a lot more basilisks can be in firing range than tanks or even flyers (and flyers do have generally better LoS due to their inherent elevation). This do face a similar issue as the marauder or the baneblade though: By the time you can do the heavily massed basilisks (plus the frontliners to spot and hold the line while the basilisks fire) you are likely to have already won in most cases.
I got two specific AM questions:
1. If the situation arises that you are able to push "rather early" on the enemy cities (enemy lost all of their units), what composition of units would you take to crack the city?
2. If the enemy plays Orks, on a small map, and heavily goes Heroes with insane melee capabilities (and also buys some items in the shops along the way) how to defend against that?
Thanks!
1 - Heavy Weapons Team supported by commissars can do some of the best damage against cities and can outrange said cities for most other races if you get the right angle. Guardsmen, sentinels and maybe chimeras can generally hold the line while the HWT do the killing. Don't forget the grenades and healing packs on the guardsmen. Frags can wreck havoc against enemy infantry (specially when the commissar is nearby, and with "bring them down" it's outright nasty), while sentinels are more survivable than one might think.
2. Ratling Snipers and Guardsmen supported by commissars. Heroes count as infantry, ratling snipers cause really good damage against those. Commissars give a lot of extra punch. And guardsmen hold the line and do some killing too. The Krak grenades are quite solid against heroes and the like. Again, commissars will add a lot of power to the unit too. And if some guardsmen units die, well, it's just 10 minerals and 10 food to make more. Later in the game, flyers.
On a couple small notes: You can generally use the same commissar for both HWT/snipers and guardsmen, although it might mean some guardsmen at point blank range. And for the other note, commissars can tank surprisingly well if you are willing to throw some influence into kitting it with +3 extra armor (at 120 influence for two items) and the +3hp/+100% HP Regen (a single item for 80 influence), specially once it hits level 6 and you can grab it's "ultimate" skill.
P.S. As an addendum to both cases you asked about, getting one tank commander (the first one is rather cheap, afterwards not so much) out is very feasible very early in the game, at tier 3 tech, and will be a welcome support in any battle line, giving it both a bit of extra punch and some hardness. Don't forget to kit it with items too: the +3HP/+100% HP Regen item makes it heal really fast (which is likely to be needed since at this point you'll likely not have another to rotate it with), the +2 armor item makes the tank have 11/12 armor (depending on your tech), and with all ranged attacks the +1 accuracy item for 40 influence is quite good too.
Some preliminary thoughts on both, but do take it with massive grains of salt; As mentioned, haven't used them enough for me to be confident in this:
Primaris: Haven't managed to make much use of it. The remote vision power is great, but that's about the only thing I'd use for more than self-defense. The attack powers can keep them alive if it comes to that, and the melee attack does give some sort of minor debuff on the enemy, but still, didn't managed to make great use of it. Keeping one to spot for the artillery is rather useful if you haven't got enough flyers and the like though. Just remember that it has infinite range and keep it out of harms way, either on the backlines helping protect the basilisks or even back at home base in case some enemy sneak through your forces.
Wyrdvane: More useful, but rather fragile. The misfortune power is great against beefy enemy units, such as cities, Gorknauts, Baneblades and the like, while the attack and movement debuff is better than nothing if you have a safe spot to park them. Still, kinda die really easily, so I generally keep them on a valkyrie, disembark to use misfortune when such type of enemy appears and embark back up if they manage not get killed.
Edit: Oh, and flamebreath is actually quite good, great killing potential, it's just that the wyrdvane psykers are too fragile and the power too short ranged to be a mainstay option. Maybe against a few specific enemies that pile up a lot of ranged damage reduction such as entrenched stealth suits? Still recommend valkyries or maybe chimeras to ferry them around though, of course. Your other option would likely be Ogryns for melee damage, which are admittedly more survivable but compete with other infantry for recruitment and have and cost food and minerals, with food to maintain, instead of food and energy, with energy to maintain. Depends on your economy I guess?
Tempestus Scions are tougher than they look.
2 HP units with some armor can be extremely nasty to kill. (cF damage calculation formula)
Keep in mind that rather quickly your limiting factor is not so much food/ore but production.
After all, at some point it's reasonable that you have three or four barracks, maybe with an edict boosting them, or some bonus from tiles or loyalty.
Paying twice as much resources won't matter as much as spending turns.
Furthermore, you have to think about tile efficiency.
You don't have infinite tiles from which hitting the enemy. Having a faster unit (thanks to move through cover) that deals more damage per tile is worth it.
Should you forget Guardsmen as soon as you get Tempestus Scions? Most probably not.
But Tempestus Scions are definitely not worthless.
AM are particularly hit by this thing, since each branch of their units needs a different resource for making and upkeep, thus you need 3x the resource buildings than let's say Space Marines or Tyranids.It is different when tripling your resource production needs 3x buildings, instead of 9x.
You never look at "tripling" resources.
When Tyranids need 20 biomass/turn (8 for buildings, 8 for units and 4 upkeep), AM will need 12 ore and 8 food (8 ore for buildings, 4 ore/4 food for units, 4 food for upkeep).
Still the same cost = the same number of buildings.
Needing 2 ore extractor and one soylens farm is the same as needing 3 reclamation pool.
They're not an outright replacement, but once you understand what fights they're better than Guardsmen at, you can rotate them through the front lines to be where they'll perform better. Ogryn by comparison are infantry tanks that can concuss and hold the line against infantry threats you want to deprioritize until another turn while the guns shoot elsewhere.
Neither are units I'd consider vital to Imperial Guard battle doctrine, but they can fill useful roles once you've gotten your core needs finished. That, or in the Ogryn's case they can be much more effective against infantry heavy factions. I forget offhand if they concuss against Tau battle suits.
I personally find Primaris Psykers to be a very desirable addition to the army. They're extremely heavy damage dealers that cut through heavy protection like a hot knife through butter. Much like a Commissar they greatly benefit from defensive items, but the simple items for +accuracy and +penetration also affects their abilities. This is well worth remembering as that is their bread and butter for attacks, not the staff. Which makes this hero very light on the pocket book for top performance.
I've used the Psyker in every game thus far, and they're an early, powerful tool to cut through hard targets, including cities. Unlike a Heavy Weapons Team, or Ratlings, they're not less accurate after moving and make for a great mobile response unit.
Anyway, great write up, the things you felt confident about I strongly agree with.