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Starting a Cadian Army @ 2016/10/17 19:20:21


Post by: CommanderRednaxela


Where is a good place to start with a IG army. This will be my first army, (if you don't count DoW). My final goal is to have baneblades and LRBT, supported by arty, and waves of men (if thats possible). So where would be a good place to start, after the Codex and Rulebook.


Starting a Cadian Army @ 2016/10/17 19:28:19


Post by: TheLumberJack


The Get Started Box. Buy a few


Starting a Cadian Army @ 2016/10/17 19:32:26


Post by: Ezr91aeL


If you're fast you could take Kasrkin Granadiers instead of Munitourm Storm Trooper because they are on limited production these days. They are cheeper too, so no way you dont want them in a Cadia's army.
https://www.games-workshop.com/en-US/Cadian-Kasrkin-2016
https://www.games-workshop.com/en-US/Kasrkin-Storm-Troopers-Assault-Weapons


Starting a Cadian Army @ 2016/10/17 19:45:32


Post by: CommanderRednaxela


So, which would be better for the edventual goal a loads of soldiers with heavy mechanzied support, Karskins or Shock Troops. (Kasrkins definetly look more awesome)


Starting a Cadian Army @ 2016/10/17 19:47:51


Post by: Ezr91aeL


CommanderRednaxela wrote:
So, which would be better for the edventual goal a loads of soldiers with heavy mechanzied support, Karskins or Shock Troops. (Kasrkins definetly look more awesome)


Kasrkin are better because they are the Cadian Storm Troopers, in any case.


Starting a Cadian Army @ 2016/10/17 19:49:01


Post by: ziggurattt


CommanderRednaxela wrote:
So, which would be better for the edventual goal a loads of soldiers with heavy mechanzied support, Karskins or Shock Troops. (Kasrkins definetly look more awesome)


The Kasrkins are equal to the Militarum Tempestus Stormtroopers. They're the elite soldiers.

The boxed set "Cadian Shock Troops" are your basic imperial guardsmen unit. So for lots and lots of infantry, you'll be buying these boxes.


Starting a Cadian Army @ 2016/10/17 19:52:17


Post by: CommanderRednaxela


So should I mix elites with loads of basic infantry with tank support?


Starting a Cadian Army @ 2016/10/17 20:22:42


Post by: ShieldBrother


I could definitely see a few russ' and basilisks bubble wrapped by a lot of cheap bodies supported by mechanized/flying storm troopers. Would work well too. I'd go for it!


Starting a Cadian Army @ 2016/10/17 20:27:23


Post by: CommanderRednaxela


Ok, so for starting how many Russes, Arty, Cadians, Kasrkins should I aim for? Also, what HQ should I go for?(I love this idea!)


Edit: You spoke of mechanized vs flying Kasrkins, whoch I assume os them in a chimera vs s valkyrie (which are gorgeous). What would be the advantages and disadvatages of each? (I know, I ask so many questions, but I getting really [excessively?] excited)


Starting a Cadian Army @ 2016/10/18 07:54:55


Post by: Hawky


If you want Kasrkin, better to search an Ebay. It might be less expensive.

If you want tanks, look at FW Armoured Battlegroup rules. It has all of it's goodies of a unit focused on heavy armor like a command tank, battle tanks with Rumbling Behemoth (negates the Ordnance rule) and such.

I personally play the guard in "Blitzkrieg" style. An armoured core from the ABG (usually 2-4 Russes, Vanquisher, battletank/eradictor, exterminator and executioner), supported by standard Guard CaD, fielding a command squad, two grenadier-veterans in chimeras, one infantry platoon, manticore and Avenger strike fighter. Next game i waant to try the "armoured shield formation", where a inf. squad gets cover when they are near LR tank.

To answer your question, i would go for chimeras, because valkyries are unrealible because of reserves. It would work when fielded in large numbers or with reserve modificators and/or specialised rules (Elysian Drop Troos for example)
You can buy the Landing Pad fortification with "ready for takeoff" ugrade, but that another 40+ points more for aa single Valkyrie.


Starting a Cadian Army @ 2016/10/18 09:58:05


Post by: UrsoerTheSquid


1) Baby steps. Don't go crazy. Get a start collecting box build it, paint it, and play with it. Then start adding to it.

2) Wyverns! They are hands down the best unit guard have right now. So grab some when you can.

3) You might be able to find the old Cadian battle force kicking around somewhere. If I recall correctly it comes with a sential, a compan command squad, a heavy weapons team and either 1 or 2 squads of guardsmen.


Starting a Cadian Army @ 2016/10/18 11:49:26


Post by: CommanderRednaxela


For the FW Armoured Battlegroup rules, where would I find that?
For the Wyvern, which would be better Heavy Bolter, or Heavy Flamer?
Also for the Leman Russ, what are the advatages of each varient(are the same as in DoW UA)?


Starting a Cadian Army @ 2016/10/18 11:57:29


Post by: Hawky


The rules itself
https://www.forgeworld.co.uk/en-US/Imperial-Armour-Volume-One-Second-Edition-Imperial-Guard

Quick review of what it contains and what it does.
https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard/Armoured_Battlegroup(7E)


For the Leman Russ variants, each have different weapon, this is self-explanatory.
https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard(7E)#Heavy_Support

P.S. It's 1d4chan, take it with reserve, but it's useful.


Starting a Cadian Army @ 2016/10/18 13:38:21


Post by: UrsoerTheSquid


For the Wyverns it usually doesn't matter, normally they are hidden behind Los blocking terrain so id go heavy flamer. But either or it should make a huge difference.

For leman russ variants. I'd do your best to magnetize them. Right now in the current edition sponsons are a complete waste of points. So bare bones tanks are the way to go for the battle tank and demolishes. However, Pask in a punisher can be very effective. In that case heavy bolters all around!


Starting a Cadian Army @ 2016/10/18 16:38:58


Post by: CommanderRednaxela


Thanks for all the links, so if I got a Start Collecting and play a few rounds, (have spent a week during break playing a different tabletop game but sadly not 40k)then get 2 more, allowing me to have have three tanks, three platoons, three heavy weapons team (not sure about which varients again), and three commissars (which seems a bit excessive). I'd also get a chimera with kaskrins (1 squad of ten with a heavy team),a basilisk, a wyvern (with heavy flamers!) and an HQ (Not sure who, perhaps Pask?), would this bea good idea?

Also, what do you mean magnetize.


Starting a Cadian Army @ 2016/10/18 18:59:49


Post by: Jancoran


CommanderRednaxela wrote:
Where is a good place to start with a IG army. This will be my first army, (if you don't count DoW). My final goal is to have baneblades and LRBT, supported by arty, and waves of men (if thats possible). So where would be a good place to start, after the Codex and Rulebook.


Well... The artillery formation for IG that is in the new Kauyon or Mont'Ka book ( I forget which) is quite beefy. A hydra (and if you shave the gun barrel, you will be able to take it in and out to make it EITHER a hydra OR a wyvern), Chimera, Manticore, and a basilisk have been very good choices for that Formation (I have faced this formation more than once and it is excellent). Ignoring cover with the Bsasilisk and manticore is sweet. I recommend the Manticore specifically because it is able to pop multiwouund models like the Space Wolves which you will see a lot of in competition.

So That would be excellent choices to start with.

I would warn against the Superheavy tanks. For what it's worth, the StormLord is probably the best of them and provides the maximum utility for an IG force. Having said that, Stormsurges will simply eat one. Unfortunately the advent of making the WraithKnight a gargantuan creature sort of necessitates that i now bring my singular StormSurge (some cheekeir players bring two). WraithKnights themselves have D weapons as do Eldar heavy Weapons batteries (albeit they are very short ranged). All in all, I think Super heavy tanks are generally not in the best interest of an IG player because while they WILL on occassion create an awesome mismatch, the hard counter to them is pretty darn hard. I can't imagine you won't see a Tau Empire player at some point. You'll also run into a Webway portal wielding dude with Wraithguard.

Just my advice.

As for waves of humanity smashing against the shoal of iniquity and heresy, i fully approve. I love that image of Imperial gyuard, but aesthetics aside, i also play an IG force that does this and it's more effective than you'd think. Thanks to the Regimental Advisores, you can make an IG blob into an impressive porcupine of firepower and melee zeal.

I personally use three Psykers and three Priests to power up my blob and turn it into an indomitable wrecking ball. I add lascannon teams to it because the Lascannons when buried in such a massive unit will never be exposed and will be ableto fire every round for the entire game until someoen actually wants to tangle with your unit in close combat. While there are a few units that can handle the blob, they take entuirely too long to do it and this will make them think twice before trying. I have only lost my Blob three times now, in all my games, so when i say it's hard to kill and take on, i really do mean it.

So i fully endorse the idea of that. Get 4 or 5 Lascannons, 45 guardsman, the Regimental Advisors i mentioned and go to town on someone the Artillery should convince the enemy that they need to advance into the maw of your deathstar(s).

Good luck.


Starting a Cadian Army @ 2016/10/18 19:35:49


Post by: CommanderRednaxela


I would warn against the Superheavy tanks. For what it's worth, the StormLord is probably the best of them and provides the maximum utility for an IG force. Having said that, Stormsurges will simply eat one. Unfortunately the advent of making the WraithKnight a gargantuan creature sort of necessitates that i now bring my singular StormSurge (some cheekeir players bring two). WraithKnights themselves have D weapons as do Eldar heavy Weapons batteries (albeit they are very short ranged). All in all, I think Super heavy tanks are generally not in the best interest of an IG player because while they WILL on occassion create an awesome mismatch, the hard counter to them is pretty darn hard. I can't imagine you won't see a Tau Empire player at some point. You'll also run into a Webway portal wielding dude with Wraithguard.
But Stormhammers look so awesome, its a pity they aren't practical.

As for waves of humanity smashing against the shoal of iniquity and heresy, i fully approve. I love that image of Imperial gyuard, but aesthetics aside, i also play an IG force that does this and it's more effective than you'd think. [/quote} "When in doubt, throw more men at it"

A hydra, Chimera, Manticore, and a basilisk have been very good choices for it
Do you mean together, or that all can play the role of arty?

Get 4 or 5 Lascannons, 45 guardsman, the Regimental Advisors i mentioned and go to town on someone the Artillery should convince the enemy that they need to advance into the maw of your deathstar(s).
Should I add Kasrkins in a chimera? Also, I would assume Leman Russ Demolishers would be useful. UrsoerTheSquid spoke of "Wyverns!" Would they work? Also how much arty should I have?

Thanks to the Regimental Advisores, you can make an IG blob into an impressive porcupine of firepower and melee zeal.
Thanks for the advice on an HQ!

the Manticore specifically because it is able to pop multiwouund models like the Space Wolves which you will see a lot of in competition
Will do. (Not sure why but the kind of remind me of Katyushas)


(I've been giddy all day thinking of this!)


Starting a Cadian Army @ 2016/10/18 19:37:45


Post by: Jancoran


Well my Militarum Tempestus list is built using an Allied IG blob. So theres that option also...


Starting a Cadian Army @ 2016/10/18 19:39:47


Post by: CommanderRednaxela


 Jancoran wrote:
Well my Militarum Tempestus list is built using an Allied IG blob. So theres that option also...
Those are the ones that can be replaced with Kasrkins, correct?


Starting a Cadian Army @ 2016/10/18 19:54:18


Post by: Jancoran


They are one and the same. No difference. so yes. kasrkin are StormTroopers are Scions.


Starting a Cadian Army @ 2016/10/18 20:02:54


Post by: CommanderRednaxela


Ok, and are tanks useful with IG blobs?


Starting a Cadian Army @ 2016/10/18 20:13:21


Post by: Jancoran


Well in the context of a Militarum Tempestus list, you would want to use Taurox Primes, and between the Scions, the blob and the Taurox Primes, i dont think you'll have a ton of points left over for other tanks. So you kind of have to choose. I personally add Hydras to cover my antiair weakness, the blob and Advisors, and then Taurox primes and 8 man Militarum Tempestus squads. I use the really old hooded Stormtroopers as my Volleyguns. you'll want at least eight volleyguns. Easir to use the old hooded dudes and their bulkier looking gun for the task. that's what i did anyways.

if you are going to want Artillery, commit fully to Astra Militarum and forget the Scions. If you want to use Scions at all, I'd suggest using them as Militarum Tempestus with allied IG. That's what I have found works the best. The orders you get as Militarum Tempestus are pretty darn useful. And if you do that you will want at least three Tempestus Command Squads for that force to lead your Militarum Tempestus dudes.


Starting a Cadian Army @ 2016/10/18 20:21:38


Post by: CommanderRednaxela


Ok, so ditch the Kaskrins, to get tanks and arty?


Starting a Cadian Army @ 2016/10/18 20:48:11


Post by: Jancoran


Yes. if youre going to use that artillery formation it can be a good 600 points of the force (but its really awesome).

the big blob of doom will be equally expensive (and impressive). So... maybe have two of them!

Regardles, it will be better if you want the really cool artillery Formation (again: Hydra, Chimera, manticore and Basilisk) then you will need to accept that other than maybe a couple small squads for meltagun assassination missions, you wont have the points to really do enough with the Militarum Tempestus to matter.




Starting a Cadian Army @ 2016/10/18 21:38:54


Post by: CommanderRednaxela


So... maybe have two of them!
Meaning have two armies?

Also, I NEED Leman Russes!
could definitely see a few russ' and basilisks bubble wrapped by a lot of cheap bodies supported by mechanized/flying storm troopers. Would work well too. I'd go for it!
Personnally this ideas is the one I can't stop thinking of and wanting. What would be a good list for that?


Starting a Cadian Army @ 2016/10/18 21:40:38


Post by: Kanluwen


CommanderRednaxela wrote:
So... maybe have two of them!
Meaning have two armies?

Also, I NEED Leman Russes!
could definitely see a few russ' and basilisks bubble wrapped by a lot of cheap bodies supported by mechanized/flying storm troopers. Would work well too. I'd go for it!
Personnally this ideas is the one I can't stop thinking of and wanting. What would be a good list for that?

I wouldn't normally advise this, but consider purchasing Imperial Armour Volume 1 2nd edition from Forge World. If you want tanks, but don't necessarily want cheap bodies and bubble wrap...the Armoured Company list is good in there.


Starting a Cadian Army @ 2016/10/18 21:44:26


Post by: CommanderRednaxela


wouldn't normally advise this, but consider purchasing Imperial Armour Volume 1 2nd edition from Forge World. If you want tanks, but don't necessarily want cheap bodies and bubble wrap...the Armoured Company list is good in there.
So, no infrantry (oddly enough i like the idea of conscripits dieing to protect the tanks, its also hoiw I play DoW). Thanks for the advice, will get it(I love reading the rule books, and looking at the pictures).


Starting a Cadian Army @ 2016/10/18 21:48:12


Post by: Kanluwen


CommanderRednaxela wrote:
wouldn't normally advise this, but consider purchasing Imperial Armour Volume 1 2nd edition from Forge World. If you want tanks, but don't necessarily want cheap bodies and bubble wrap...the Armoured Company list is good in there.
So, no infrantry (oddly enough i like the idea of conscripits dieing to protect the tanks, its also hoiw I play DoW). Thanks for the advice, will get it(I love reading the rule books, and looking at the pictures).

So, what the Armoured Company does is make Leman Russ Squadrons Troop choices.
It also gives you the option of Armoured Infantry Squads and Armoured Veteran Squads.

There's also an Armoured Stormtrooper Squad which, per the FAQ released for it ages ago, pays nothing for a Chimera.

You end up with a wall of armored vehicles, but man do you get some crazy tank fun for things like the Vanquisher.


Starting a Cadian Army @ 2016/10/18 22:03:32


Post by: CommanderRednaxela


I see. What exactly do you mean by Armoured Infantry? (Getting the rulebook tommorow when my check comes in)


Starting a Cadian Army @ 2016/10/18 22:12:38


Post by: Jancoran


CommanderRednaxela wrote:
So... maybe have two of them!
Meaning have two armies?

Also, I NEED Leman Russes!
could definitely see a few russ' and basilisks bubble wrapped by a lot of cheap bodies supported by mechanized/flying storm troopers. Would work well too. I'd go for it!
Personnally this ideas is the one I can't stop thinking of and wanting. What would be a good list for that?


I meant two blobs. but you could get a Leman Russ Squadron in there if you want. You'll have about 800 points to play with. So an Artillery group, a Leman Russ group and then your blob? could work.


Starting a Cadian Army @ 2016/10/18 22:17:23


Post by: CommanderRednaxela


Decisions, overrun with tanks, or combined arms, decisions. Also what exactly is a blob.


Starting a Cadian Army @ 2016/10/18 22:20:01


Post by: ShieldBrother


CommanderRednaxela wrote:
Ok, so for starting how many Russes, Arty, Cadians, Kasrkins should I aim for? Also, what HQ should I go for?(I love this idea!)


Edit: You spoke of mechanized vs flying Kasrkins, whoch I assume os them in a chimera vs s valkyrie (which are gorgeous). What would be the advantages and disadvatages of each? (I know, I ask so many questions, but I getting really [excessively?] excited)


Start collecting, and a squad of kasrkins would be like 150 dollars CAD. Add a wyvern, vendetta, and another guard squad maybe? I don't know your budget but that would be a large collection of miniatures for just a starter army. (protip: buy these in pieces. Buying en masse will get you demotivated very quickly, I find it best works buying one box at a time.)

Chimeras don't have to come from reserve, and they are cheaper. Valkyries have to come from reserve, however they are much faster and harder to kill, while carrying more firepower but costing more points. If you can reliably bring them on from reserves, and can spare the points, I would choose the valkyrie. Otherwise, chimera. (and to note, the chimera costs less real life money if that's an issue)


Automatically Appended Next Post:
CommanderRednaxela wrote:
Decisions, overrun with tanks, or combined arms, decisions. Also what exactly is a blob.


A blob refers to a large unit pretty munch.


Starting a Cadian Army @ 2016/10/18 22:31:47


Post by: CommanderRednaxela


A blob refers to a large unit pretty munch.

Ok, so it was what I thought.

(protip: buy these in pieces. Buying en masse will get you demotivated very quickly, I find it best works buying one box at a time.)

The Will of the Emperor is all I need to stay motivated! (Will take your advice though)

a squad of kasrkins would be like 150 dollars CAD. Add a wyvern, vendetta, and another guard squad maybe
But my addiction to Russes (which is why Leman Russ became my favorite Primarcj) and Arty!



Starting a Cadian Army @ 2016/10/18 22:35:03


Post by: Jancoran


CommanderRednaxela wrote:
Decisions, overrun with tanks, or combined arms, decisions. Also what exactly is a blob.


The blob i use is 40 Guardsman (Power axes), 3 priests, 3 level 2 Sanctioned Psykers (or whatever they call them now) and 4 Lascannons. IG can "blob" their infantry platoons into one unit.

the net effect is a unitthat on a good day can gain a 4+ invulnerable save which can be re-rolled in melee, a unit which can re-roll to hits in the shooting and assault phase, and reroll wounds in the assault phase as well, and of course the added bonus of being fearless and carrying around 4 Power axes, 3 Force Mauls and an occassional smash from a Priest (not usually but sometimes). The Lascannons are encased in 40 dudes. the unit moves forward and strings the back couple guys out to keep the Lascannons stationary so they are firing every round to wreck on big boys, and the blob essentially protects them from ever being eliminated. To eliminate the Cannons, someone has to charge you...and if they are that foolish, then oh glorious day. It will end well for the Guard and not so well for their assailants most of the time.

Now you will absolutely require support to knock out the truly big boys. The 4 Lascannons, even though twin linked, can't do all the work. But if you have the artillery firing and the lascannons firing and the Leman Russ's firing it seems certain the enemy will wish to close and shut some of it up and when they attempt it, they will be engulfed by the blob. =)

The other nice thing about the blob is you can detach a guy as needed to go get an objective point later i nthe battle...or two or six. So it can death blossom into a bunch of scoring units when needed or rejoin when that isn't necessary any longer.

It takes a little practice to get it all down, because unlike most of my armies it relies on a metric ton of special rules being piled onto one unit. The net result is generally very impressive and dangerous. And you can make two of them if you ever felt like it, backed up by the artillery. Good times.


Starting a Cadian Army @ 2016/10/18 22:40:04


Post by: CommanderRednaxela


40 guardsman 3 priests 2 pyskers 4 lascannons got it. So 1, 2ish LRBT, with a single Arty in the back? (1,000 points with that)


Starting a Cadian Army @ 2016/10/18 23:12:31


Post by: Jancoran


3 psykers, 3 priests, 45 Guardsman (because you need the Platoon Command) and then a Manticore, Basilisk, Hydra, Chimera. I think the Artillery Formation also requires a Techpriest and a command squad.


Starting a Cadian Army @ 2016/10/18 23:13:37


Post by: CommanderRednaxela


So thats if I don't want LRBT? And instead get an Arty.


Starting a Cadian Army @ 2016/10/18 23:14:55


Post by: Jancoran


CommanderRednaxela wrote:
So thats if I don't want LRBT? And instead get an Arty.


No. You should still have points left for a leman Russ unit.


Starting a Cadian Army @ 2016/10/18 23:17:00


Post by: CommanderRednaxela


Ah, good. A Leman Russ Unit is how many points again?


Starting a Cadian Army @ 2016/10/18 23:19:57


Post by: Jancoran


Depends on which one you take but its about 600 points, maybe less for three of them


Starting a Cadian Army @ 2016/10/18 23:24:46


Post by: CommanderRednaxela


Three Russes, ok.
Also (yes I know I ask a lot of questions, I would be sorry, but I like talking about 40k) which are the correct Pyskers, the HQ or the Elites?

Also (I really have to stop asking questions) "May include up to two additional Leman Russ Battle Tanks, Exterminators, Vanquishers,
Eradicators, Demolishers, Punishers or Executioners in any combination for the points costs
listed above" means what exactly?


Starting a Cadian Army @ 2016/10/18 23:40:36


Post by: Jancoran


CommanderRednaxela wrote:
Three Russes, ok.
Also (yes I know I ask a lot of questions, I would be sorry, but I like talking about 40k) which are the correct Pyskers, the HQ or the Elites?

Also (I really have to stop asking questions) "May include up to two additional Leman Russ Battle Tanks, Exterminators, Vanquishers,
Eradicators, Demolishers, Punishers or Executioners in any combination for the points costs
listed above" means what exactly?


the Regimental Advisors, which are HQ, are the ones you want.

The entry means the squadron can be made up of any three you want. Executioners are great against heavy duty infantry and the like, while the best "all around" tank is probably the Eradicator. Normal Leman Russ battle Tanks are okay too, although cover is so prolific that I think I'd prefer the Eradicator in most situations. Just a personal preference. Ignoring cover is boss, and it kind of goes along with your artillery. Demolishers have limited range but are really nasty against multiwound models. So a good combination might be two Eradicators and a Demolisher.Just keep the Demolisher behind the other tanks until its needed since its very powerful and deadly but its range means to get use out of it you have to be patient and protect it until you can get close to the enemy or vice versa.. =)


Starting a Cadian Army @ 2016/10/19 00:10:18


Post by: Jancoran


I said THREE Primaris Psykers that are level 2. but yes, thats him.

The Cadian Command Squad can be usedas a platoon copmmand squad, yes. Though the one here is the actual HQ choice. Just use random dudes forthe Platoon Command. No one cares about them.

Either one of the Techpriests is fine. Just different poses. You only need one of those.

Here is a priest you can also use as a Ministorum Priest: You'll want three of them in the unit. https://www.games-workshop.com/en-US/Grey-Knights-Preacher-with-Chainsword:

But yes that looks perfect otherwise.

EDIT:
This is also useful: https://www.games-workshop.com/en-US/Warhammer-40-000-Psychic-Powers






Starting a Cadian Army @ 2016/10/19 00:16:51


Post by: CommanderRednaxela


I said THREE Primaris Psykers that are level 2. but yes, thats him.
Got it, three Priests, three Pyskers.

The Cadian Command Squad can be usedas a platoon copmmand squad, yes. Though the one here is the actual HQ choice. Just use random dudes forthe Platoon Command.
Does it make any difference?

No one cares about them.
This is very true.

Either one of the Techpriests is fine. Just different poses.
Ok, as I thought.

Here is a priest you can also use as a Ministorum Priest: You'll want three of them in the unit. https://www.games-workshop.com/en-US/Grey-Knights-Preacher-with-Chainsword
Thank-you

And the Commissar, of any value?

Should I get any weapons upgrades (besides the lascannons) for tanks or infantry?


Starting a Cadian Army @ 2016/10/19 01:58:37


Post by: UrsoerTheSquid


I think it is important to mention that the imperial guard are facing an up hill battle atm. I hope you enjoy losing! Not that you will lose all the time. But each of your victories will most likely be hard fought. This isn't a point and win army!

The company command squad comes with more weapon options ie plasma and melta. Which is something you may be interested as well. Veterans in chimeras is another popular build.

I've also found that Wyverns are best used in a sqaud of 2. They drop 8 templates that are twinlinked, ignore cover and have shred!


Not that I'm trying to discourage you, I exclusively play guard and lose a lot but I don't play toy soldiers to win. I play to have fun with my friends, so as long as you have the right attitude and like a challange. You should be fine!


Starting a Cadian Army @ 2016/10/19 03:20:11


Post by: Asterios


If you are going to have a mechanized force definitely get Chimera's for your main foot sloggers or you will leave them behind and of no use toss in some heavy weapons squads to act as defense for your tanks since they are mobile and can move around where needed maybe a walking tin can squad nothing like tin cans to move fast and side hit a target, but troops will be a large money drain on your forces but low point costs means lots of them.


Starting a Cadian Army @ 2016/10/19 08:57:37


Post by: Hawky


Yes, playing the Guard is like commanding thousands of little Davides trying to kill several hunreds of Goliathes.
Note that Davides aren't that lucky as they were in the legends.

You will probably lose and die alot, but each victory would be a glorious one, compensating all the defeats. It's uphill battle, but it's worth it. You have to exploit every enemy's mistake and use every advntage you can get to its maximum potential to win and even if you are about to lose, the Guard is able to put up a good fight most of the times. Well, except few situations

Just a tactical advice, try not to field tank squadrons as they all have to shoot at the same target (tank commander is the only excetion). Field three separate and individual tanks.
But if you want to, field 2 tanks, not 3. It's wasted potential.


Starting a Cadian Army @ 2016/10/19 10:15:32


Post by: CommanderRednaxela


Ah, constantly losing, very well, "We [shall] die standing".
Anyway, I'm willing to preserve the defeats.

Also exactly what size is this army (point wise)?


Starting a Cadian Army @ 2016/10/19 19:13:46


Post by: Jancoran


CommanderRednaxela wrote:


And the Commissar, of any value?

Should I get any weapons upgrades (besides the lascannons) for tanks or infantry?


Commissar would be a waste. Ministorusm Priests make you a Zealot. done deal.

The Power axes are the preferred weapon for the sergeants and meltabombs i suppose would not be a terrible idea since a WraithKnight can be fought with meltabombs in close combat. other than that, there really isnt a need for more weapons in the blob squad. However, if you have a few extra points and wanted to add more, i don't see why not. I personally never do because the unit already gets expensive as is, but your build is differentthan mine so just see if you have the points left and if you do, do it. I generally would recommend meltaguns for the added weapons. All around tghe best weapon they have acccess to. Some will argue for plasma but this unit already handles anti-personell duties like a boss. So you really only need more antitank where you can get it for them. Its kinda nice to drop 4 Twinlinked Lascannons shots and 4 Meltagun shots into the WraithKnight before it charges and then meltabomb the rest of its wounds off in melee. The first time an Eldar player loses a WraithKnight to this unit, they usually dont want a rematch. If you dont have meltabombs in the unit and a Wraithknight charges you, that unit is stuck for life i nthat combat so you will definitely want to at least consider meltabombs.




Automatically Appended Next Post:
UrsoerTheSquid wrote:
I think it is important to mention that the imperial guard are facing an up hill battle atm. I hope you enjoy losing! Not that you will lose all the time. But each of your victories will most likely be hard fought. This isn't a point and win army!

The company command squad comes with more weapon options ie plasma and melta. Which is something you may be interested as well. Veterans in chimeras is another popular build.

I've also found that Wyverns are best used in a sqaud of 2. They drop 8 templates that are twin linked, ignore cover and have shred!


Not that I'm trying to discourage you, I exclusively play guard and lose a lot but I don't play toy soldiers to win. I play to have fun with my friends, so as long as you have the right attitude and like a challange. You should be fine!


I don't agree. You will lose at first because you don't yet know your army. After that you will lose because you arent yet familiar with their army. and then you will start winning because you are comfortable with both, know what to target first, know when to surge forward instead of firing and the other little things that come with beinig a good general.

Here is what i enjoy about the Astra Militarum: they have units and answers for literally everything in the game. Need a cheap survivable line breaking unit? Ratlings. Need drop troops festooned with special weapons? Scions. Want a counter charge unit? you have the Rough Riders (no one likes them like at all, but I have run an army with thirty of them and it was actually pretty cool. Not tournament quality but certainly competitive). Anti-air? you have it in spades with Hydras and Vendettas. Need heavy duty hitting power? Its all over the codex. need bodies? No problem. You want to go all armored corps? no problem.

There isn't anything that the Imperial Guard don't have an answer for. Their frailty is of course the problem. You have to invest in ways for them to outlast the enemy so that they can express all that stuff. That's really the genius of the Priest+Psyker combination. it takes that enormous mass of humans and actually makes them tough enough to press on and to prevail in multiple phases.

in movement they have their orders so if they need to they can shoot and then run, which allows their unit to move, string out to keep the lascannons stationary to shoot them, the Psyker powers to twinlink them and then the Orders to make it move forward again! Its terrific and when you learn that combination, you realize that "wow, i can conceivably move this unit 12" and fire all its weapons twinlinked!". In the Psyker Phase, the presence of the Psykers generally allows them to bounce psychic attacks on a 5+ instead of a 6+, which is a really big deal because they also are startings with 6 dice plus what the enemy rolls. So on an average of 9 dice, the unit can very reliably bounce at least one power a turn and thats usually all they need to bounce. the enemy is forced to use many more dice to cast on you because you'll average three successes which means they need 4. they'll need to chuck a whopping 8 dice at it just to get that ONE power off and HOPE they roll average 9and 50% of the time they wont!). that's a really strong Psychic defense. and if a Level 1 psycher tries anything on the blob, it will even be stronger, bouncing them in 4+.

In the shooting phase of course you are talking about he Guns of navarone. With 38 dudes plus 4 Lascannons, you are piling out a lot of shots. Some people even pile 50 guys into that unit! And in some turns you can use First Rank, Fire! Second rank, Fire! to really pile it on and if you twin link it with your Psyker powers, even better (though you will often want to value movement over that order, its still true that you can).

In assault, the unit performs dangerously. 4 attacks onthe charge per Force Staff, 3 o nthe charge per piest and 4 on the charge per Sgt with Power axes is enough without help to worry most any target. Add in 32 more angry guardsman? Could be a party. re-rolling to hits AND wounds? Oh yeah...it's a party. Re-rolling their 4+ invulnerable saves? Mm hm. super sweet.

I've lost the entire unit just three times thus far. it's that hearty and that scary.

So take heart, IG players. While it doesnt work 100% of the time, nothing does. It works way more often than it needs to to be awesome though. Hope you like rolling dice. You will be rolling a lot of them.


Automatically Appended Next Post:
CommanderRednaxela wrote:
Ah, constantly losing, very well, "We [shall] die standing".
Anyway, I'm willing to preserve the defeats.

Also exactly what size is this army (point wise)?


Its about 2000. I havent done the math but there's about 600 points int he Artillery and support units for that formation. 225 in Psykers, i think... Priests are what...25 points? i forget on that. so in theory 75 there. 370 or so for the blob plus weapons so perhaps... 430? i dont have a codex but im kind of running off memory here. Then you have the lemanRuss squadron, with three fo the beasts so those are about 200 apeice. Call it 600 or maybe less for them.

So it easily scales between 1850 (tournament standard) and 2K (my local players usually like to play 2K games out fo tournament). Once you calculate it all out with the codex I think you'll find that scaling it up or down will be as simple as going with one eradicator vs. 2 or something like that. Again, no codex here to look at.



Starting a Cadian Army @ 2016/10/19 22:09:22


Post by: CommanderRednaxela


Ok I think I only have three questions left (I hope)
1. I know what is twinlinked means (fire once and if you miss you can fire again), but how exactly do a I get it (is it an upgrade, a rule ect?)
2. Wyvern vs Hydra for the arty formation?
3. What did you mean magnetize the tank?


Starting a Cadian Army @ 2016/10/19 22:11:10


Post by: Asterios


CommanderRednaxela wrote:
Ok I think I only have three questions left (I hope)
3. What did you mean magnetize the tank?


think they meant magnetize so you can switch out weapon loads.


Starting a Cadian Army @ 2016/10/19 22:29:13


Post by: CommanderRednaxela


Asterios wrote:
CommanderRednaxela wrote:
Ok I think I only have three questions left (I hope)
3. What did you mean magnetize the tank?


think they meant magnetize so you can switch out weapon loads.


Sorry being the noob I am, I don't know how to do that.

Edit: Ok did the math, 1 ccs (regmintal advisors + arty formation) + 3 pysker + 3 priests + techpriest + 1 pcs (required for the IG blob) + 4 squads infantry + 2 eradicators + demolisher + basilisk + chimera + hydra + manticore + 4 squads of heavy weapons team with lascannons = 1655 points. Which size catogery would that fit into (is there a 1750k 1700 ect).


Starting a Cadian Army @ 2016/10/19 23:09:47


Post by: Asterios


CommanderRednaxela wrote:
Asterios wrote:
CommanderRednaxela wrote:
Ok I think I only have three questions left (I hope)
3. What did you mean magnetize the tank?


think they meant magnetize so you can switch out weapon loads.


Sorry being the noob I am, I don't know how to do that.


magnetizing is a simple easy manner, its wear you attach a magnet to a weapon point that will adhere to another magnet on a vehicle or such. if you are a novice I'd suggest going to your local gaming store and asking them about magnetizing figures and such.

and here is a video to give you an idea of it:




Starting a Cadian Army @ 2016/10/19 23:50:57


Post by: CommanderRednaxela


Thanks, (of course I have questions)
1. By drill he means with one of these:
2. Is it better to do it at the pre buit, built but not painted or at the end.

(hey I'm now a Guardsman with a flashlight!! Does that rank system mean anything?)


Starting a Cadian Army @ 2016/10/20 00:30:58


Post by: ShieldBrother


CommanderRednaxela wrote:

a squad of kasrkins would be like 150 dollars CAD. Add a wyvern, vendetta, and another guard squad maybe
But my addiction to Russes (which is why Leman Russ became my favorite Primarcj) and Arty!



Well, that was just the start


Starting a Cadian Army @ 2016/10/20 00:39:52


Post by: Asterios


CommanderRednaxela wrote:
Thanks, (of course I have questions)
1. By drill he means with one of these:
2. Is it better to do it at the pre buit, built but not painted or at the end.

(hey I'm now a Guardsman with a flashlight!! Does that rank system mean anything?)


no think much much smaller, like maybe a dremel at most but most likely smaller then that if not good with a dremel.


Starting a Cadian Army @ 2016/10/20 00:49:22


Post by: CommanderRednaxela


Ah more along the lines of (ignoring the bit, believe that ones for sanding)
That makes life easier, (and I get an excuse to add the my collection of power tools)
SO now all thats left is Hydra vs Wyvern, When to drill, how to get twinlinked, and what size game a 1655 army would fit in(2k? 1750k?).


Starting a Cadian Army @ 2016/10/20 01:02:07


Post by: kronk


When installing magnets, I use a pin vice. Check google


Starting a Cadian Army @ 2016/10/20 01:38:40


Post by: Jancoran


CommanderRednaxela wrote:
Ok I think I only have three questions left (I hope)
1. I know what is twinlinked means (fire once and if you miss you can fire again), but how exactly do a I get it (is it an upgrade, a rule ect?)
2. Wyvern vs Hydra for the arty formation?


The Imperial Guard commanders can issue orders to their men. There is a list of them in the codex. In addition among the Psychic powers you can roll for, is onethat allows your entire unitto re-roll its misses called prescience. You should have no problem getting the powers you need with six rolls to try but, of course, there is always a chance you wont. However Prescience is the Primaris power and as such, any time you take ALL your powers on a GIVEN Psyker from Divination, he will automatically get Prescience also.

As for the Hydras: your force has no answer, other than twin linking, for Tyrant spam and other earial predators so I recommend the Hydra. The Artillery formation might even REQUIRE the Hydra. I cant remember. But you already are dropping blasts everywhere with this army. The Wyvern is world class as vehicles go. You could add to the mess nicely with a Wyvern. But this comes down to a meta question. If you are seeing people bring flyers and flying monstrous creatures, HAIL HYDRA! If you really arent seing but maybe one, then go Wyvern.

If you clip the bit on the gun barrell of the hydras when you put them in the slot, they can easily be pulled out again. This simple conversion allows the vehicle to be a hydra or a Wyvern whenevr you want it to be!







Automatically Appended Next Post:
CommanderRednaxela wrote:
Asterios wrote:
CommanderRednaxela wrote:
Ok I think I only have three questions left (I hope)
3. What did you mean magnetize the tank?


think they meant magnetize so you can switch out weapon loads.


Sorry being the noob I am, I don't know how to do that.

Edit: Ok did the math, 1 ccs (regmintal advisors + arty formation) + 3 pysker + 3 priests + techpriest + 1 pcs (required for the IG blob) + 4 squads infantry + 2 eradicators + demolisher + basilisk + chimera + hydra + manticore + 4 squads of heavy weapons team with lascannons = 1655 points. Which size catogery would that fit into (is there a 1750k 1700 ect).


Dont forget: You also have to pay for the 4 Power Axes (60 points total), 4 Meltabombs (20 points total),

Normal tournament size is 1850. But of course you can agree with normal opponents to any size game you want. Also I think you will need one more troops choice. You have a blob, but you need two troops choices for a Combined Arms Detachment. So i guess just 10 Demolition Veterans maybe? would complete the picture.




Automatically Appended Next Post:
 kronk wrote:
When installing magnets, I use a pin vice. Check google


There are also sets of magnets that come with the perfect sized drill bit with them. This way you can very easily drill the hole, lay the magnet inside the hole. Very cool. It "seats" the magnet in there nicely. You will want to do this because the pull on those magnets can be so great that they kind of pull each other off the models themselves. A little less surface area being exposed helps limit this and it lasts longer. Just dont drill too far. =)


Starting a Cadian Army @ 2016/10/20 01:58:24


Post by: CommanderRednaxela


The Imperial Guard commanders can issue orders to their men. There is a list of them in the codex. In addition among the Psychic powers you can roll for, is onethat allows your entire unitto re-roll its misses called prescience. You should have no problem getting the powers you need with six rolls to try but, of course, there is always a chance you wont. However Prescience is the Primaris power and as such, any time you take ALL your powers on a GIVEN Psyker from Divination, he will automatically get Prescience also.
Got it, I think. Use the Prescience command/psychic power to get twinlinked.

As for the Hydras: your force has no answer, other than twin linking, for Tyrant spam and other earial predators so I recommend the Hydra. The Artillery formation might even REQUIRE the Hydra. I cant remember. But you already are dropping blasts everywhere with this army. The Wyvern is world class as vehicles go. You could add to the mess nicely with a Wyvern. But this comes down to a meta question.
Ok, thank the Emperor they come in one set.

HAIL HYDRA!
Thank the Emperor I'm not the only one putting references.

If you clip the bit on the gun barrell of the hydras when you put them in the slot, they can easily be pulled out again. This simple conversion allows the vehicle to be a hydra or a Wyvern whenevr you want it to be!
Thank-you

So i guess just 10 Demolition Veterans maybe?
Would a squad of kaskrins work? (also in the Codex, I can't find them, do I just take the scions stats?)

There are also sets of magnets that come with the perfect sized drill bit with them. This way you can very easily drill the hole, lay the magnet inside the hole. Very cool. It "seats" the magnet in there nicely. You will want to do this because the pull on those magnets can be so great that they kind of pull each other off the models themselves. A little less surface area being exposed helps limit this and it lasts longer. Just dont drill too far. =)
Ok thanks, where would I find that? (the imperium has billions of soldiers, if one dies to overdrilling, ten more shall take his place)


Starting a Cadian Army @ 2016/10/20 01:59:47


Post by: Martel732


Where's MoO?


Starting a Cadian Army @ 2016/10/20 02:05:19


Post by: Jancoran


CommanderRednaxela wrote:

Would a squad of kaskrins work? (also in the Codex, I can't find them, do I just take the scions stats?)


No Scions are not a troops choice. HOWEVER... HOWEVER...Kasrkin models (the old stormtrooper models) can be stand ins FOR veterans if you make the veterans Grenadiers (the ones with Carapace armor).

So that could work.

or you can just say SCREW IT THESE GUYS ARE MY DEMO VETS and watch your opponent nod his head in acceptance which is what will probably happen. In which case...you get super cool models to grace the table with!

As for Magnets: google is your friend.



Starting a Cadian Army @ 2016/10/20 02:07:12


Post by: Asterios


CommanderRednaxela wrote:
Ok thanks, where would I find that? (the imperium has billions of soldiers, if one dies to overdrilling, ten more shall take his place)


why did I just hear cha-ching coming from the direction of GW's HQ ?


Starting a Cadian Army @ 2016/10/20 02:37:49


Post by: UrsoerTheSquid


I feel that it's worth noting for the artillery formation it may be best to avoid the wyvern.  Not that they are bad it's quite the opposite actually, Wyverns already have twin linked and ignores covers so the formation bonuses are wasted on them. Just put down 4 basilisks and the manticore and really rain down the fire power. Also make sure to include volkov's cane for only failing orders on a double 6.  


Starting a Cadian Army @ 2016/10/20 02:42:13


Post by: Jancoran


Asterios wrote:
CommanderRednaxela wrote:
Ok thanks, where would I find that? (the imperium has billions of soldiers, if one dies to overdrilling, ten more shall take his place)


why did I just hear cha-ching coming from the direction of GW's HQ ?


That would be due to your excellent hearing, methinks.


Automatically Appended Next Post:
UrsoerTheSquid wrote:
I feel that it's worth noting for the artillery formation it may be best to avoid the wyvern.  Not that they are bad it's quite the opposite actually, Wyverns already have twin linked and ignores covers so the formation bonuses are wasted on them. Just put down 4 basilisks and the manticore and really rain down the fire power. Also make sure to include volkov's cane for only failing orders on a double 6.  


Ignores Cover o nthe Hydra on the other hand is QUITE handy


Starting a Cadian Army @ 2016/10/20 02:59:30


Post by: CommanderRednaxela


Actually that brings up a good point. Is ebay an acceptable source of soldiers (of course there new, building it is half the fun ... and battle).

Ok, you spoke of 4 basilisks, but the rule is "2 squadrons". So my question is how much is a squadron?

Finally whats the difference between demo vet and veteran grendairs. (Wouldn't mind just using their models even if its not their abilities, because they are just gorgeous!)

There is an entire section on ebay of "40k magnets"


Starting a Cadian Army @ 2016/10/20 10:00:30


Post by: UrsoerTheSquid


Demo vets all have melta bombs and one has a demo charge,

Grenediers have the carapace. As for WYSIWYG (what you see is what you get) when it comes to me using vets with carapace for me it's all or none. Seeing as I will sometimes use both MT's an vets I just use normal guardsmen for my veterans and either they all have carapace or they don't. It makes it much easier for my opponent to identify which is which.

I also recently started acquiring other regiments to use as my veteran squads. So all my rank and file guardsmen are Cadians, but my veterans are now becoming the different regiments of the imperial guard. Such as catachan, Armageddon, or tallarn guardsmen.




Starting a Cadian Army @ 2016/10/20 17:54:56


Post by: CommanderRednaxela


I've made a mistake abnd forgot to add the regimental advisors to the CCP. So, I actually only have 50 points.
And (didn't use the word also!) what does it mean avetern squad can take a chimera, is it free?


Starting a Cadian Army @ 2016/10/20 21:33:35


Post by: Jancoran


Nope, not feree.


Starting a Cadian Army @ 2016/10/20 21:38:58


Post by: CommanderRednaxela


Nope, not feree.
Ok.
So what should I do with the remaining fifty points, since I cannot afford a veterns squad(much less a demo vet)


Starting a Cadian Army @ 2016/10/21 01:16:44


Post by: Jancoran


Well lets go through the list:

You have Veterans. Did you arm them with Meltaguns and a Lascannon?

Alternatively, you could also take 50 pointsd and get Ratlings for a cheap Line breaking unit.

Line breaker is one of the 3 Secondary objectives often found in missions and IG have a great cheap and survivable unit called Ratlings that can secrete themselves in a hidey hole or just outflank and then use their sneaky hiding skills to sort of just survive and score that point for you. Its pretty important to remember secondary objectives, as they can VERY ofte nbe the difference between winning and losing.


Starting a Cadian Army @ 2016/10/21 01:40:05


Post by: CommanderRednaxela


You have Veterans.
WIthout vets at all the list adds up to 1800. However the CCS does have 4 veterans.
I would check again, however the only melee weapons I can find are the power fist and power weapons. If I get ride of the sergeants with melee weapons(since I can't find how much their worth, however keeping their metlabombs) it gets me a grand total of: 1740(enough for one vet, with any upgrades). If I find the cost of them then I can add that. Finally, when getting a heavy weapons team I DO need to pay for both the team AND for the cost of the special weapon they choose, correct (I have so far).


Starting a Cadian Army @ 2016/10/21 01:50:05


Post by: Jancoran


Power weapons are a category, which encompas'power mauls, power axes and power swords et al


Automatically Appended Next Post:
No. The lascannon replaces two guardsman in each 10 man guardsman unit. So you end up w 4 lascannons, 4 power axe wielding sergeants, and 28 guardsman. Plus of course the separate 5 man Platoon command squad.

That leaves you with extra guardsmen to use as veterans.



Starting a Cadian Army @ 2016/10/21 02:23:50


Post by: CommanderRednaxela


Oh, see I had gotten 36 shock troops with 4 sergeants and 4 heavy weapons teams and a pcs. Now thats going to save enough point for Kaskrins!!(well techincally vets using kaskrin models)

Edit: Ok, first, when it says two guardsman can make a heavy weapons team, this deosn't any points (besides the lascannon). If this is correct I have 35 points left (with ratlyings and demo vets). Would vox casters be useful? I thought the arty formation had some rule that talked about those.


Starting a Cadian Army @ 2016/10/21 12:32:34


Post by: UrsoerTheSquid


I would spend the point for volkov's cane. It's an upgrade for a company commander that allows units withing a certain distance to only fail orders on a double 6. So you stick him beside your artillery.

Also if your vets aren't equipped with anything you can give them melta guns.


Starting a Cadian Army @ 2016/10/21 13:52:54


Post by: CommanderRednaxela


UrsoerTheSquid wrote:
I would spend the point for volkov's cane. It's an upgrade for a company commander that allows units withing a certain distance to only fail orders on a double 6. So you stick him beside your artillery.
I can't find it in the codex.

As for vets, each cost 10 so I could buy 3 (which is the max) leaving me with five points.


Starting a Cadian Army @ 2016/10/21 15:55:09


Post by: UrsoerTheSquid


Volkov's cane is in the mont'ka supplement which also contains that artillery formation.

But the melta guns are usually a good idea. As for the 5 points. I have no idea! I'd have to flip through the codex!


Starting a Cadian Army @ 2016/10/21 18:27:46


Post by: CommanderRednaxela


Ok, for five points, I could get a vox caster, gernade launcher, 2 sniper rifles, a flamer, a mortar team for my demo vets, or finally, I could give my enginseer meltabombs.

Also, the Wyvern, basilisk, hydra, manticore, LR eradication, and LR demolisher can replace their heavy bolter with a heavy flamer, is it worth it for any of them? (They are all free)

As for the chimera it can replace its heavy bolter with a heavy flamer and/or replace its multi-laser with a heavyweight flamer or heavy bolter, which is free as well


Starting a Cadian Army @ 2016/10/21 18:45:09


Post by: Jancoran


meltabombs for the win.


Starting a Cadian Army @ 2016/10/21 20:17:32


Post by: CommanderRednaxela


 Jancoran wrote:
meltabombs for the win.
got it, enginseer with meltabomb.

As for the armor and ary, worth giving any of them heavy flamers (or switching the chimera's primary to a bolter or flamer instead of the multi-laser)?

Edit: Volkov's cane cost 10 points, meaning one less meltagun.


Starting a Cadian Army @ 2016/10/21 20:44:34


Post by: Jancoran


That is one of those calls you'll have to make. i personally would do heavy flamers because when the artillery is firing its unlikel yto be able to do more than snap fire a heavy bolter.


Starting a Cadian Army @ 2016/10/21 20:49:35


Post by: CommanderRednaxela


That is one of those calls you'll have to make
Ok, (I may be slightly biased because I love the idea of cleansing with fire!) Is that all left? I have no other questions that I can think of.

Edit: Which one is the rulebook? I know of the codex, the mont'ka and the imperial armor books, however which one is the general rulebook?


Starting a Cadian Army @ 2016/10/22 03:05:17


Post by: UrsoerTheSquid


That's called the rule book. It's unfortunate I was flipping through my older brothers old 3rd e rule book and was flooded with fond memories when the rule book contained not only all the rules but also had most of the rules/stats , each army as well. You still needed the codex for the special snowflake rules but it was easy to check the points/stats of every unit in the game!

Also, with strong rumors of 8th ed coming out and maybe even a new dex I would advise caution on dropping all that money on a bunch of books in one shot. Start with the am codex and if you can find one a mini rulebook (all the rules, less fluff). And then build from there!‎,


Starting a Cadian Army @ 2016/10/22 08:09:23


Post by: Jancoran


I doubt the 8th Edition rules will be out before 2018. Get your army and begin the pillaging.


Starting a Cadian Army @ 2016/10/22 11:06:19


Post by: CommanderRednaxela


 Jancoran wrote:
I doubt the 8th Edition rules will be out before 2018. Get your army and begin the pillaging.
I am, (turns out one of proffessers had any army in highschool and would like to play them again, even if his stuff may be outdated!) I was just trying to find the generla rulebook, is this the correct one? http://www.ebay.com/itm/Dark-Vengeance-Mini-Warhammer-40K-Rule-book-7th-Edition-New-/252433502514


Starting a Cadian Army @ 2016/10/22 21:51:43


Post by: UrsoerTheSquid


That's the one, yeep


Starting a Cadian Army @ 2016/10/23 04:04:46


Post by: CommanderRednaxela


Well then all thats left is to get about half a million dice ( and a scatter and arty), templates, and start collecting. Thank-you all and may the God-Emperor bless you.


Starting a Cadian Army @ 2016/10/23 05:45:27


Post by: Jancoran


Go forth and bring the Emperors hammer to some fools.


Starting a Cadian Army @ 2016/10/23 10:28:47


Post by: Asura Varuna


No sure if it's already been suggested, but the new Armoured Claw boxset for Genestealer Cult that inclues neophytes and a chimera actually seems like a pretty good deal if you're looking to create a mechanised force. £35 for Infantry + tank is about a £15 saving, and you might even be able to get some resale value out of the genestealer sprues. If you're looking to build the core elements of a guard army, the start collecting and that box will give you plenty of infantry and a variety of tanks.


Starting a Cadian Army @ 2016/10/25 16:35:55


Post by: CommanderRednaxela


Asura Varuna wrote:
No sure if it's already been suggested, but the new Armoured Claw boxset for Genestealer Cult that inclues neophytes and a chimera actually seems like a pretty good deal if you're looking to create a mechanised force. £35 for Infantry + tank is about a £15 saving, and you might even be able to get some resale value out of the genestealer sprues. If you're looking to build the core elements of a guard army, the start collecting and that box will give you plenty of infantry and a variety of tanks.
But do the Cadians have to look heretical, or can they look like normal people, also it's a chimera not a lrbt. Finally what's the differences between a power axe and a chain sword.


Starting a Cadian Army @ 2016/10/25 16:43:51


Post by: Asterios


CommanderRednaxela wrote:
Asura Varuna wrote:
No sure if it's already been suggested, but the new Armoured Claw boxset for Genestealer Cult that inclues neophytes and a chimera actually seems like a pretty good deal if you're looking to create a mechanised force. £35 for Infantry + tank is about a £15 saving, and you might even be able to get some resale value out of the genestealer sprues. If you're looking to build the core elements of a guard army, the start collecting and that box will give you plenty of infantry and a variety of tanks.
But do the Cadians have to look heretical, or can they look like normal people, also it's a chimera not a lrbt. Finally what's the differences between a power axe and a chain sword.


the set comes with optional Cadian heads too.


Starting a Cadian Army @ 2016/10/25 16:51:24


Post by: CommanderRednaxela


Asterios wrote:
CommanderRednaxela wrote:
Asura Varuna wrote:
No sure if it's already been suggested, but the new Armoured Claw boxset for Genestealer Cult that inclues neophytes and a chimera actually seems like a pretty good deal if you're looking to create a mechanised force. £35 for Infantry + tank is about a £15 saving, and you might even be able to get some resale value out of the genestealer sprues. If you're looking to build the core elements of a guard army, the start collecting and that box will give you plenty of infantry and a variety of tanks.
But do the Cadians have to look heretical, or can they look like normal people, also it's a chimera not a lrbt. Finally what's the differences between a power axe and a chain sword.


the set comes with optional Cadian heads too.
Ok, good. (Must say if I ever do get Tyranids, definintly going to add genestealers). I could get one of those, and perhaps two start collecting to get a lrbt and a squad each and then the rest will be separate.


Starting a Cadian Army @ 2016/10/25 16:57:48


Post by: Asterios


CommanderRednaxela wrote:
Asterios wrote:
CommanderRednaxela wrote:
Asura Varuna wrote:
No sure if it's already been suggested, but the new Armoured Claw boxset for Genestealer Cult that inclues neophytes and a chimera actually seems like a pretty good deal if you're looking to create a mechanised force. £35 for Infantry + tank is about a £15 saving, and you might even be able to get some resale value out of the genestealer sprues. If you're looking to build the core elements of a guard army, the start collecting and that box will give you plenty of infantry and a variety of tanks.
But do the Cadians have to look heretical, or can they look like normal people, also it's a chimera not a lrbt. Finally what's the differences between a power axe and a chain sword.


the set comes with optional Cadian heads too.
Ok, good. (Must say if I ever do get Tyranids, definintly going to add genestealers). I could get one of those, and perhaps two start collecting to get a lrbt and a squad each and then the rest will be separate.


well how the set is done is you get a normal Chimera and a normal Cadian squad and then you get a sprue with the GS cult pieces to add to the Chimera and Cadian squad. me If I start doing Cadians again (which I plan to do) will get the set and sell off the GS cult sprue.


Starting a Cadian Army @ 2016/10/25 18:13:05


Post by: CommanderRednaxela


Ok, thats cool. So it's like a two in one, suprised games workshop wouldn't advertise that.


Starting a Cadian Army @ 2016/10/25 18:49:32


Post by: Asterios


CommanderRednaxela wrote:
Ok, thats cool. So it's like a two in one, suprised games workshop wouldn't advertise that.


technically they do, they show pictures of the sprues you will be getting which shows all of that., as it goes all it is is a rehash of an old boxed set they had with an added Sprue.


Starting a Cadian Army @ 2016/10/25 23:22:46


Post by: CommanderRednaxela


Ok, and Power Axes vs chainswords? (order my first set of shock troops, get the genestealers next!)


Starting a Cadian Army @ 2016/10/25 23:58:13


Post by: Jancoran


power axes!


Starting a Cadian Army @ 2016/10/26 02:12:45


Post by: CommanderRednaxela


 Jancoran wrote:
power axes!
Got it, I ask because I can't find the power axe in the cadian shock troops. I could just be blind (which isn't out of the question, I can't count how many times I look in the fridge I can't find the milk) or do I have to get it elsewhere? If so, is there a specific set, or just buy as its own thing. (I guess I could just say my chainsword is really a power axe if I feel like being cheap).


Starting a Cadian Army @ 2016/10/26 03:26:15


Post by: Jancoran


or just convert it.


Starting a Cadian Army @ 2016/10/26 11:49:00


Post by: CommanderRednaxela


 Jancoran wrote:
or just convert it.
Again my noobiness strikes back, convert it?


Starting a Cadian Army @ 2016/10/26 15:07:41


Post by: Asterios


CommanderRednaxela wrote:
 Jancoran wrote:
or just convert it.
Again my noobiness strikes back, convert it?


knife and cut and pasting in the real world.


Starting a Cadian Army @ 2016/10/26 15:50:16


Post by: Jancoran


Yeah just get some Reaper Miniature axes or something and clip the swords off and then epoxy the axes on or drill a hole using a pin vice into the hand and then slip the axe into the hole.

Forgeworld also has a unit of 10 IG guys with Poweraxes that you can purchase. Expensive answer to the problem But...


Starting a Cadian Army @ 2016/10/27 10:50:31


Post by: FatBoyNoSlim


Holy Emperor, I disagree with most of the tactical advice being given here! Apologies Jancoran for being blunt, but do you actually play IG competitively or otherwise?

With the Guard it is REALLY important to spend every point carefully and giving a new player less than optimum advice is just going to lead them to losing nearly every game, which is disheartening for a new player.

Putting all those upgrades, advisers etc into 1 blob is a really bad idea. I could get 3 blobs of 40 guys with enough upgrades for the same price.

@CommanderRednaxela, First off: Welcome to the Imperial Guard! It is fantastic that you are so excited about playing 40k and I hope you will have great time playing the game.

When it comes to winning with Guard there are a number of golden rules:

1) Numerical Superiority - Your infantry are some of the worst in the game in a 1:1 fight with other armies infantry. Therefor you need to try and always outnumber your enemy and drown them in bodies. It is possible to buff them up, but as I have already said, spending too many points on trying to make bad units good is just a waste of time. Accept that your guys are gonna die in spades and and focus on having more bodies.

2) Shooting wins games - The Imperial Guard are a really heavy shooting army. It is vitally important that you focus on improving your firepower. Trying make Guardsmen good at close combat (especially in 7th edition) is a waste of time. If the enemy is focused on chopping you up, then it probably means that that is what their guys are good at. 99% of the time if you end up in close combat your men are going to get torn apart, but that is ok because if you follow rule 1 you will have plenty of men

3) Spending points wisely - as others have said, the IG are in a tough place at the moment. Despite are men being cheap, they should really be even cheaper when compared to other armies. Because of this it is really important not to waste points. For example, if you are taking a 40 man Infantry Blob, you should only take special weapons and heavy weapons as upgrades. Giving a power Axe to every Sgt is really expensive and in most of your games they wont even get a chance to use them. Save those points and instead get yourself a Grenade Launcher and Autocannon in every squad. Those weapons are going to be used every turn, every game you play and thus are a much better investment.
Some people may say "if you have 5 points left over, just a get some random Melta Bombs" Sorry but that is just silly. Those melta bombs are never gonna get used. However, 5 bolters for your Sgts/officers are going to shoot every turn and as a bonus look cool on your models.

To back up what I have said, I have read your posts/comments and I have a good idea of what sort of Guard army you are going for. With this is in mind I recommend the 1850 list bellow:

+++Astra Militarum Combined Arms Detachment+++

HQ
Tank Commander Pask: Leman Russ Punisher with Hull Heavy Bolter, Heavy Bolter Sponsons and Dozer Blade
Leman Russ Exterminator with Hull Heavy Bolter, Heavy Bolter Sponsons and Dozer Blade

Company Command Squad: Autocannon, 2x Snipers, Officer with Bolter

Commissar: Bolter (with Platoon 1)
Commissar: Bolter (with Platoon 2)
Commissar: Bolter (with Conscripts)
Primaris Psyker: Force Axe and Level 2 (with Veteran Squads)
Primaris Psyker: Force Axe and Level 2 (with Veteran Squads)

Troops

Platoon 1:
PCS: 4x men with Lasguns, Officer with Bolter.
Squad 1: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 2: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 3: Grenade Launcher and Autocannon. Sgt with Bolter.
Conscripts: 30x Conscripts.

PCS: 4x men with Lasguns, Officer with Bolter.
Squad 1: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 2: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 3: Grenade Launcher and Autocannon. Sgt with Bolter.


Veterans: 3x Melta Gun, Sgt with Bolter.
Chimera: Multilaser and Hull Heavy Flamer.

Veterans: 3x Melta Gun, Sgt with Bolter.
Chimera: Multilaser and Hull Heavy Flamer.

Fast Attack:
Vedetta: 3x Twinlinked Lascannons.

Heavy Support
Wyvern.
Wyvern.


With list you have 130 Infantry, 6 Vehicles and 1 Flyer. Plenty of Anti Infantry and Anti Tank and it also gives you a nice variety of models which is fun to build and collect. This is not the best list, but I think it ticks all the boxes for what you personally are looking for.


Starting a Cadian Army @ 2016/10/27 16:50:40


Post by: CommanderRednaxela


Is a boltgun the same thing as a bolter(I know what a bolter is, no idea what a boltgun is) also force axes, do they count as power weapons?


Starting a Cadian Army @ 2016/10/27 17:38:46


Post by: Martel732


Force axes are power axes that can be charged up with the "force" psychic power to be instant death weapons.

Boltgun = Bolter.

Personally, I'd dump the Russ hulls from the above list to get more dudes and more psykers and more wyverns. However, my meta has so much D/haywire it's crazy.


Starting a Cadian Army @ 2016/10/27 17:46:46


Post by: FatBoyNoSlim


CommanderRednaxela wrote:
Is a boltgun the same thing as a bolter(I know what a bolter is, no idea what a boltgun is) also force axes, do they count as power weapons?


Boltgun and Bolter are the same thing in terms of rules/gameplay. In terms of lore/background a boltgun can mean a bolter that is a smaller version so that a non augmented human (i.e not a Space Marine) can use without it breaking both of the user arms due to recoil

Force Axes are the same as power axes EXCEPT that they also come with an inbuilt psychic power called "Force". During the Psychic phase you can choose to manifest the Force power (like you would any other power) on a model with a Force Weapon. This would then "power up" the Force Weapon and it gives the Force Weapon the "Instant Death" special rule. If a model suffers an unsaved wound from an attack with this special rule, it is reduced to 0 wounds and it is removed as a casualty. Now this might not be that useful if you are just chopping up basic enemies but any big monsters (Tyranid Carnifexs for example) which have 4-5 wounds will die just as easily to a force weapon as a basic dude.

I hope that makes sense


Automatically Appended Next Post:
Martel732 wrote:
Force axes are power axes that can be charged up with the "force" psychic power to be instant death weapons.

Boltgun = Bolter.

Personally, I'd dump the Russ hulls from the above list to get more dudes and more psykers and more wyverns. However, my meta has so much D/haywire it's crazy.


I would as well, my meta is also D mad :( but i was just going with what OP said they liked at the start and Leman Russes will serve him well in general


Starting a Cadian Army @ 2016/10/27 17:52:51


Post by: Martel732


What has been done to the Russ is one of the great crimes of 40K. It's objectively worse than anything in the BA codex, except landraiders, and that's because landraiders give up EVEN MORE points to D weapons.

I keep telling MoO this, but he won't listen. It's stupid to have to use the IG without their iconic units, but at the same time, you don't see me bringing a bunch of BA assault marines... because they suck.

4 X LV 2 divination psykers is so good in an IG list. The buffs stack up with the orders so well. You can combined the ignore cover buff with the take it down order for example. The buff saves you from giving the ignore cover order. And the 4++ is game changing for the IG.


Starting a Cadian Army @ 2016/10/27 20:14:53


Post by: FatBoyNoSlim


Martel732 wrote:
What has been done to the Russ is one of the great crimes of 40K. It's objectively worse than anything in the BA codex, except landraiders, and that's because landraiders give up EVEN MORE points to D weapons.

I keep telling MoO this, but he won't listen. It's stupid to have to use the IG without their iconic units, but at the same time, you don't see me bringing a bunch of BA assault marines... because they suck.

4 X LV 2 divination psykers is so good in an IG list. The buffs stack up with the orders so well. You can combined the ignore cover buff with the take it down order for example. The buff saves you from giving the ignore cover order. And the 4++ is game changing for the IG.


I agree, the Leman Russ is what got me into IG in the first place. The first lot of IG I bought 12 years ago had a Demolisher in it and I still have that model. Occasionally bring it out of retirement but it always dies to either Tau cheese or drop melta. One ofthe problems with IG is our Army is so old but it never really changes so every knows what are units can do.

Atleast the good old, bog standard Guardsmen still does alright. Sometimes it really does "come down to the infantryman and his rifle" .

I assume you are taking allies if you are running 4 level 2 psykers. What do you run? 3 x Primaris and an Inquisitor?

I don't actually use psykers all that much, partly for fluff reasons but mostly because for the price of 3-4 psykers I can easily get 50-60 more infantry


Starting a Cadian Army @ 2016/10/27 20:17:26


Post by: Martel732


The lists that fight me have the four psykers. I don't know exactly how he's building them. There's air cav in the mix too.


Starting a Cadian Army @ 2016/10/27 20:47:08


Post by: CommanderRednaxela


First baneblades aren't effective, now LRs, What is this heresy?


Starting a Cadian Army @ 2016/10/27 20:47:41


Post by: Martel732


The heresy is the D weapon and haywire rule. Although melta has always spelled doom for LRs.


Starting a Cadian Army @ 2016/10/27 21:54:41


Post by: FatBoyNoSlim


Martel732 wrote:
The lists that fight me have the four psykers. I don't know exactly how he's building them. There's air cav in the mix too.


He might taking a formation, but in a basic CAD you can only get 3 Primaris Pykers .


Automatically Appended Next Post:
Martel732 wrote:
The heresy is the D weapon and haywire rule. Although melta has always spelled doom for LRs.


At least with melta drop we can try and bubble wrap, with D weapons there is no escape and haywire there is no escape.


Starting a Cadian Army @ 2016/10/27 22:00:12


Post by: Kaiyanwang


Martel732 wrote:
The heresy is the D weapon and haywire rule. Although melta has always spelled doom for LRs.


yes but people that designed melta back then put it on platforms that could be generally, or at least possibly, contained or countered, and gave it a short range.

Most of the new stuff has not been well thought through for its effect on the game.


Starting a Cadian Army @ 2016/10/27 22:28:23


Post by: Martel732


 FatBoyNoSlim wrote:
Martel732 wrote:
The lists that fight me have the four psykers. I don't know exactly how he's building them. There's air cav in the mix too.


He might taking a formation, but in a basic CAD you can only get 3 Primaris Pykers .


Automatically Appended Next Post:
Martel732 wrote:
The heresy is the D weapon and haywire rule. Although melta has always spelled doom for LRs.


At least with melta drop we can try and bubble wrap, with D weapons there is no escape and haywire there is no escape.


It's probably double CAD. He's a straight shooter, so I know he's not cheating me.


Starting a Cadian Army @ 2016/10/28 01:10:09


Post by: Jancoran


 FatBoyNoSlim wrote:
Holy Emperor, I disagree with most of the tactical advice being given here! Apologies Jancoran for being blunt, but do you actually play IG competitively or otherwise?


Putting all those upgrades, advisers etc into 1 blob is a really bad idea. I could get 3 blobs of 40 guys with enough upgrades for the same price.

1) Numerical Superiority -

2) Shooting wins games -

3) Spending points wisely - as others have said, the IG are in a tough place at the moment. Despite are men being cheap, they should really be even cheaper when compared to other armies. Because of this it is really important not to waste points. For example, if you are taking a 40 man Infantry Blob, you should only take special weapons and heavy weapons as upgrades. Giving a power Axe to every Sgt is really expensive and in most of your games they wont even get a chance to use them. Save those points and instead get yourself a Grenade Launcher and Autocannon in every squad. Those weapons are going to be used every turn, every game you play and thus are a much better investment.
Some people may say "if you have 5 points left over, just a get some random Melta Bombs" Sorry but that is just silly. Those melta bombs are never gonna get used. However, 5 bolters for your Sgts/officers are going to shoot every turn and as a bonus look cool on your models.


Do I play competitively? Yes. Am I ranked in the ITC? Yes. Where am I ranked? Top 3%. My club? Well it's in my icon: The Deffrollaz. Ranked in the top 3% So that is my qualification for giving advice. I also obtained that ranking competing with Militarum Tempestus, Orks, Tau Empire and yes even Adepta Sororitas. So not only am I top 3%, but I also did it using lower "tiered" armies. Good enough?

I agree with your Numerical supreriority advice.

I agree that shooting wins games, but with a caveat: it sets you up to finish games. Infantry win the games themselves.

You're dead wrong about hte power axes being used. That is a user issue, not an army issue.

Commissars are worse than priests. Having said that, its the same basic idea being applied here so I wont argue too much on that. Its a minor issue.

Wyverns: everyone said they were good already. Agreed.








Starting a Cadian Army @ 2016/10/28 01:10:26


Post by: CommanderRednaxela


A double CAD?


Starting a Cadian Army @ 2016/10/28 01:16:42


Post by: Jancoran




Two Combined Arms Detachments. A Combined Arms Detachment (CAD for short) is one of many detachments you can build a Battle Forged 40K Army with.


Starting a Cadian Army @ 2016/10/28 09:50:04


Post by: FatBoyNoSlim


Do I play competitively? Yes. Am I ranked in the ITC? Yes. Where am I ranked? Top 3%. My club? Well it's in my icon: The Deffrollaz. Ranked in the top 3% So that is my qualification for giving advice. I also obtained that ranking competing with Militarum Tempestus, Orks, Tau Empire and yes even Adepta Sororitas. So not only am I top 3%, but I also did it using lower "tiered" armies. Good enough?


Once again I must apologise for being blunt, but no actually not good enough, as you don’t seem to play IG competitively or otherwise. I am fully ready to accept that you are great player with tonnes of experience with many other armies, but not with IG (Also side note, Tau Empire are not a lower tiered army). If we are reading off qualifications then I think the fact that I have been playing/collecting Imperial Guard, as my only army, for the last 13 years across every rule set since second edition should be sufficient proof of my ability to comment on how to build an IG army. Having said that, I am more than willing to admit that you will be better qualified then myself to give advice about other armies (e.g. Orks, Stormies and Sisters) as I have never collected those armies.

Look, I don’t want to argue with you over who has the biggest balls Lets just agree that we have both set out our respective stalls and get back to giving advice to the OP.

I agree with your Numerical supreriority advice.

Thank you

I agree that shooting wins games, but with a caveat: it sets you up to finish games. Infantry win the games themselves.

I agree with that.

You're dead wrong about hte power axes being used. That is a user issue, not an army issue.


I think power axes are great. I think putting so many on squad sgts is a massive waste of points. I mean you already have 3 of them with all the Primaris Psykers your using, you don’t need 4-5 more! I tend to run 1 power axe per blob as this means if I do get tied up in close combat by a small, but tough unit, I can generally fight my way out quickly. If something like a wolf star is coming at me, it doesn’t matter how many power axes I have they are still gonna rip my men to pieces.

Commissars are worse than priests. Having said that, its the same basic idea being applied here so I wont argue too much on that. Its a minor issue.

Fair enough but just consider this, Priests look better on paper, but actually the buffs you get from them are worse as they buff you in the wrong way, close combat. Priests give you fearless, which is actually worse than Summary Execution because it stops you from going to ground. I good tactic is to use a nice wall conscripts (to give the unit a 5+ cover save) and then go to ground behind them to get a 4+. Then next turn you can order you guys to get back up (Get Back in the Fight). Also whilst they also let you reroll hits in the first round of combat and their hymns are good (but Ld7 is bad) they are making you better at close combat, which we have already established is worse than shooting. Also you don’t really need re rolls to hit from zealot as you can just get them from Prescience and re roll shooting and close combat

Wyverns: everyone said they were good already. Agreed.

Yep fair point.

Just one point I want to add, in your super blobs, you are spending so many points on close combat upgrades and advisors. I mean do you really think you need 3 priests and 3 Primaris Psykers? Surely 1 of each per blob would do.







Starting a Cadian Army @ 2016/10/28 13:39:17


Post by: CommanderRednaxela


First Baneblades, then LRs, now SoB, so much heresy. I guess we know who to blame, fething Horus!

Also, what are Warloard traits?


Starting a Cadian Army @ 2016/10/28 16:08:31


Post by: Jancoran


 FatBoyNoSlim wrote:


Once again I must apologise for being blunt, but no actually not good enough, as you don’t seem to play IG competitively or otherwise. I am fully ready to accept that you are great player with tonnes of experience with many other armies, but not with IG (Also side note, Tau Empire are not a lower tiered army). If we are reading off qualifications then I think the fact that I have been playing/collecting Imperial Guard, as my only army, for the last 13 years across every rule set since second edition should be sufficient proof of my ability to comment on how to build an IG army. Having said that, I am more than willing to admit that you will be better qualified then myself to give advice about other armies (e.g. Orks, Stormies and Sisters) as I have never collected those armies.

Look, I don’t want to argue with you over who has the biggest balls Lets just agree that we have both set out our respective stalls and get back to giving advice to the OP.

I agree with your Numerical supreriority advice.

Thank you

I agree that shooting wins games, but with a caveat: it sets you up to finish games. Infantry win the games themselves.

I agree with that.

You're dead wrong about hte power axes being used. That is a user issue, not an army issue.


I think power axes are great. I think putting so many on squad sgts is a massive waste of points. I mean you already have 3 of them with all the Primaris Psykers your using, you don’t need 4-5 more! I tend to run 1 power axe per blob as this means if I do get tied up in close combat by a small, but tough unit, I can generally fight my way out quickly. If something like a wolf star is coming at me, it doesn’t matter how many power axes I have they are still gonna rip my men to pieces.

Commissars are worse than priests. Having said that, its the same basic idea being applied here so I wont argue too much on that. Its a minor issue.

Fair enough but just consider this, Priests look better on paper, but actually the buffs you get from them are worse as they buff you in the wrong way, close combat. Priests give you fearless, which is actually worse than Summary Execution because it stops you from going to ground. I good tactic is to use a nice wall conscripts (to give the unit a 5+ cover save) and then go to ground behind them to get a 4+. Then next turn you can order you guys to get back up (Get Back in the Fight). Also whilst they also let you reroll hits in the first round of combat and their hymns are good (but Ld7 is bad) they are making you better at close combat, which we have already established is worse than shooting. Also you don’t really need re rolls to hit from zealot as you can just get them from Prescience and re roll shooting and close combat

Wyverns: everyone said they were good already. Agreed.

Yep fair point.

Just one point I want to add, in your super blobs, you are spending so many points on close combat upgrades and advisors. I mean do you really think you need 3 priests and 3 Primaris Psykers? Surely 1 of each per blob would do.




I play Militarum Tempestus with IG allies. I've played IG since 2008. It hardly matters with that many editions inbetween.

I use the blob. It's fantastic. You're free to SAY otherwise because its the internet so you get to do that. My opponents don't agree.

As for the Psykers, there's a reason for that and a reason for the Priests.

The Priests make stuborn irrelvant. They are zealots. This is objectively better.

The Priests allow me to make my entire unit re-roll their saves. that is huge because: I seek to get Forewarning as a Psyker power and if I have it, I am going to shove that blob down the throat of almost any enemy, gladly. Which brings us to the Psykers. You need all three to ensure you get the Psyker powers you need.
'
The level 2 psykers also make the blob very tough to gank with psyker shenanigans which is good because enough flickering fire from the skies will make any blob disappear unless they get forewarning.

So my solution creates a blob that will re-roll to hit, re-roll to wound, re-rolling 4+ invulnerable saves and will have 3 Force staves for hitting really tough stuff, and 4 Power axes to greet you when you THINK this blob shouldn't be coming forward. Add Meltabombs for WraithKnight killing. Until the enemy DOES come at me or I get to them, my lascannons will be raking the enemy armor or big boys or whatever by stringing out part of the unit to keep the Lascannons from moving.

This solution is devastatingly effective against all kinds of units that think they are better. There are a select few units which the blob cannot take which is what the rest of the army is there to help with but it takes kind of a perfect storm to do it. I have lost the blob in its entirety a grand total of three times, ever. So i will repeat what I said: Its very good.

Now if you get the right powers you can split some of the psykers off to other units, making them better. foreboding is quite good on Militarum Tempestus units, for example.

The Priests all need to stay in the blob to ensure they get their abilities off.



Starting a Cadian Army @ 2016/10/28 18:10:13


Post by: drunken0elf


I like the idea of having tons of spykers and priest with the blobs. Makes them potentially very durable like you've mentionned Jancoran and potentially surprinsingly killy in cqb. Now the only thing I'm wondering is, if you're taking an aegis defense lin with those blobs. (haven't read the whole discussion so if you already mentionned it my bad)

Having big blobs makes it hard to shove them all in cover without the aegis.

It's something I should definatly try for fun eventually. Having cqb blobs seems like fun.


Starting a Cadian Army @ 2016/10/28 18:18:02


Post by: Jancoran


 drunken0elf wrote:
I like the idea of having tons of spykers and priest with the blobs. Makes them potentially very durable like you've mentionned Jancoran and potentially surprinsingly killy in cqb. Now the only thing I'm wondering is, if you're taking an aegis defense lin with those blobs. (haven't read the whole discussion so if you already mentionned it my bad)

Having big blobs makes it hard to shove them all in cover without the aegis.

It's something I should definatly try for fun eventually. Having cqb blobs seems like fun.


No you dont want an Aegis with this type of thing. The kety thing you'll use is as follows:

You will move as far forward as you can. then you will use the Psyker powers to twin link you and make you 4+ invul. You will then use the IG orders to shoot and then run. This allows you to move very swiftly forward while still firing all your lascannons. On average, you will move about 9" per round when you do that. So by round two you are past the midboard and still firing away, taking up a lot of space and threatening anyone trying to break your lines.

An Aegis would be counterproductive, unless you want to use it to shield OTHERthings, which you may well wish to do. For example, the Aegis would be ideal for protecting the Artillery formation and then if you have points (doubtful but possible0 you can put camouflage in the tanks as well giving them a 3+ cover save. Pretty darn good. but an Aegis would definitely not be used to protect the trops because they want to be surging forward.

When you deploy, place the Lascannons nearing the front of the unit but not in front. when the unit surges, they stay put. In 40K it is on a per model basis as to how you fire and since they are heavy weapons you want them stationary while the rest if the unit surges. by having them nearish the front, you dont leave them as far behind when you surge. The Power axes and such should be in the middle of the unit but separated in a way that doesn't leave you vulnerable to barrages if the enemy has them to snipe with.

The unit orders, the Priest abilities and the Psyker abilities combine to make this a pretty hard core unit. also later i nthe game as it makes sense to do so, you can separate guys out if needed to take objectives so what starts as essentially 7 units in one can become seven units when/if its convenient.



Starting a Cadian Army @ 2016/10/28 18:58:11


Post by: FatBoyNoSlim


As for the Psykers, there's a reason for that and a reason for the Priests.

The Priests make stuborn irrelvant. They are zealots. This is objectively better.


Ah, but zealot stops you from going to ground. Going to ground on top of an objective in cover has won me so many games, or going to ground behind concripts or and Aegis and then being ordered to Get Back In The Fight. Also you dont need to zealot re rolls in close combat when your are using prescience.

The Priests allow me to make my entire unit re-roll their saves. that is huge because: I seek to get Forewarning as a Psyker power and if I have it, I am going to shove that blob down the throat of almost any enemy, gladly. Which brings us to the Psykers. You need all three to ensure you get the Psyker powers you need.


You do realise you can only reroll saves in combat right? you take the Ld check in the fight sub phase. Most of the time you will be getting shot at so you just have a basic 4++, and you need to actually get the right power to even have the invul.

The level 2 psykers also make the blob very tough to gank with psyker shenanigans which is good because enough flickering fire from the skies will make any blob disappear unless they get forewarning.


This is can understand, having strong deny the witch can make a big difference.

So my solution creates a blob that will re-roll to hit, re-roll to wound, re-rolling 4+ invulnerable saves and will have 3 Force staves for hitting really tough stuff, and 4 Power axes to greet you when you THINK this blob shouldn't be coming forward. Add Meltabombs for WraithKnight killing. Until the enemy DOES come at me or I get to them, my lascannons will be raking the enemy armor or big boys or whatever by stringing out part of the unit to keep the Lascannons from moving.


But all these buffs are focused on close combat, you are spending soo many points on a close combat upgrades and then adding in lots of shooting as well. Its so expensive. E even with all these upgrades, if a wolfstar or another invis death star attacks you that blob is gonna melt in 1-2 rounds of combat.

This solution is devastatingly effective against all kinds of units that think they are better. There are a select few units which the blob cannot take which is what the rest of the army is there to help with but it takes kind of a perfect storm to do it. I have lost the blob in its entirety a grand total of three times, ever. So i will repeat what I said: Its very good.


Is the blob surviving because its super tough, or is it staying alive because other units in your army are drawing fire? What I am trying to get across is that you are spending a lot of point on one fragile T3 4++ save unit. Surely you can save some points and it would be more efficient. I am sure the unit works and I am sure it is powerful, but it just seems like so much invested into a single blob when you could have an additonal blob or two for the same price.







Starting a Cadian Army @ 2016/10/28 19:18:19


Post by: Jancoran


Going to ground is pointless when you have a 4+ invulnerable save.

Yes, I realize you can only re-roll in close combat.

My buffs aren't based solely in close combat. Re-rolling to hits for example is quite shooting oriented. They are allowing my blob to use its orders to move the unit forward and to make them better killers instead of weasting the orders on what Psyker powers can do for them.

the unit is not fragile. The enemy cannot take round after round of manticore and Basilisk fire and do nothing about it. =) The enemy has choices. it can try to stop the Lascannon fire which is twin linked and sometimes tank/monster hunting, making it VERY deadly...or the artillery the blob is protecting as it moves...or the tanks in this guys list. The best antitank is fairly short ranged 12-24 inches and requires a proximity to the blob no one wants. At some point the enemy must try to throw a fearless unit at me to try and hold me up for a round, but there are so few of them that will survive that number of attacks.

Now i am working with his particular "likes and dislikes" and he REALLY likes the idea of Artillery and tanks. So he may not have the points to spend on more blobs, but the one he has will rock anything.

I'm not closed off to the idea of "more blobs" led by a zealot as tarpits but those tarpits do almost no damage. So they are just that. Tarpits. And that DOEs serve a purpose.

If I want to become a wrecking ball however, this si the way to do it. If i want to sweep the enemy off the table and press them AWAY FROM the objectives, this is how i do it. I don't want some pesky deepstriking obsec unit like Grey Knights or what have you jumping a tarpit and standing on the objective all game long contesting it. I want it gone.

So the Artillery and tanks (in his list0 will absolutely force the enemy into the blob. if they are Tau Empire who like to hang back, then of course the blob will be doubly important for cutting off objectives and monkey stomping them in melee when they try to score (we are assuming ITC missions here where positional dominance matters).

You literally cannot win every game all the time but the army he is interested in will benefit a great deal from the blob and in games he doesnt nee the blob, he isnt required to actuall field it as one. So there's that. I say that as someone who plays militarum Tempestus though, so i mean it works in my context. I think in his, he needs the blob to be a bloody handed tyrant.


Starting a Cadian Army @ 2016/10/28 23:26:37


Post by: CommanderRednaxela


https://s-media-cache-ak0.pinimg.com/originals/f0/ea/c4/f0eac49e3b85c4dad914c259ab0e916e.jpg " border="0" />

Ok before you start trying to interpret what I like and dislike, and then it turns in Christianity where we're all fighting over who knows what God(-Emperor) whats(ironically enough patr of the reason why I love 40k, and the Sisters), I will explain(The picture above is also part of my explanation after all a picture is 1000 words).

Like(This is not tactical, just opinion):
- Loads of conscripits/shock troops
- Commissars (again not for tactical reaons, but because I find them intersting)
- TANKS!! By the Emperor I love tanks.
- Artillery, especially basilisks.
- BAAAAANNNNEEEE BLAAAADDDDEEESSSS!!!!!! I know they are useless, doesn't mean a Stormhammers, or Yarrick's (one of favorite characters for the record) Fortress of Arrogance aren't the most awesome thing ever
- Kasrkins. Or rather Kasrkins being vets, because of a later point
- Valkryies and Vendettas, because they are beautiful
- Priests. Because fluff.

Dislike (may I stress this is not tactical?)
- Titans. They're nice, but not Baneblades
- Scions or anything like that. There is just not enough of them
- Pyskers. Because fluff.
- SPACE MARINES!!! Except the wolves
- Rough riders. Why, who knows.


How about this, combine Russian numbers with German mechanized might. There.





Starting a Cadian Army @ 2016/10/29 00:36:03


Post by: FatBoyNoSlim


CommanderRednaxela wrote:
https://s-media-cache-ak0.pinimg.com/originals/f0/ea/c4/f0eac49e3b85c4dad914c259ab0e916e.jpg " border="0" />

Ok before you start trying to interpret what I like and dislike, and then it turns in Christianity where we're all fighting over who knows what God(-Emperor) whats(ironically enough patr of the reason why I love 40k, and the Sisters), I will explain(The picture above is also part of my explanation after all a picture is 1000 words).

Like(This is not tactical, just opinion):
- Loads of conscripits/shock troops
- Commissars (again not for tactical reaons, but because I find them intersting)
- TANKS!! By the Emperor I love tanks.
- Artillery, especially basilisks.
- BAAAAANNNNEEEE BLAAAADDDDEEESSSS!!!!!! I know they are useless, doesn't mean a Stormhammers, or Yarrick's (one of favorite characters for the record) Fortress of Arrogance aren't the most awesome thing ever
- Kasrkins. Or rather Kasrkins being vets, because of a later point
- Valkryies and Vendettas, because they are beautiful
- Priests. Because fluff.

Dislike (may I stress this is not tactical?)
- Titans. They're nice, but not Baneblades
- Scions or anything like that. There is just not enough of them
- Pyskers. Because fluff.
- SPACE MARINES!!! Except the wolves
- Rough riders. Why, who knows.


How about this, combine Russian numbers with German mechanized might. There.





Ok then, try this for a list then (@Jancoran would appreciae your thoughts):

HQ
Tank Commander Pask: Leman Russ Punisher with Hull Heavy Bolter, Heavy Bolter Sponsons and Dozer Blade.
Leman Russ Exterminator with Hull Heavy Bolter, Heavy Bolter Sponsons and Dozer Blade.

Commissar: Bolter.
Commissar: Bolter.
Priest: Autogun.
Primaris Psyker: Force Axe and Level 2.
Primaris Psyker: Force Axe and Level 2.

Troops

Platoon 1:
PCS: No upgrades.
Squad 1: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 2: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 3: Grenade Launcher and Autocannon. Sgt with Bolter.
Conscripts: 30x Conscripts.

PCS: No upgrades.
Squad 1: Grenade Launcher and Autocannon.
Squad 2: Grenade Launcher and Autocannon.
Squad 3: Grenade Launcher and Autocannon.

Veterans: 3x Melta Gun.Grenadiers.
Chimera: Multilaser and Hull Heavy Flamer.

Veterans: 3x Melta Gun. Grenadiers.
Chimera: Multilaser and Hull Heavy Flamer.

Fast Attack:
Vedetta: 3x Twinlinked Lascannons.

Heavy Support
Basilisk.
Wyvern.

Loads of Conscripts/shock troops, Check.
Tanks, Check.
Arty (including Bassies), Check
Commissars, Check
Priests, Check
Vendetta, Check
Kasrkin (Gren Veterans), Check.

Only thing missing is the BAAAAAANNNEEEBLADE, which is hard to fit in to be honest with all the other stuff.


Starting a Cadian Army @ 2016/10/29 00:54:15


Post by: CommanderRednaxela


 FatBoyNoSlim wrote:
CommanderRednaxela wrote:
https://s-media-cache-ak0.pinimg.com/originals/f0/ea/c4/f0eac49e3b85c4dad914c259ab0e916e.jpg " border="0" />

Ok before you start trying to interpret what I like and dislike, and then it turns in Christianity where we're all fighting over who knows what God(-Emperor) whats(ironically enough patr of the reason why I love 40k, and the Sisters), I will explain(The picture above is also part of my explanation after all a picture is 1000 words).

Like(This is not tactical, just opinion):
- Loads of conscripits/shock troops
- Commissars (again not for tactical reaons, but because I find them intersting)
- TANKS!! By the Emperor I love tanks.
- Artillery, especially basilisks.
- BAAAAANNNNEEEE BLAAAADDDDEEESSSS!!!!!! I know they are useless, doesn't mean a Stormhammers, or Yarrick's (one of favorite characters for the record) Fortress of Arrogance aren't the most awesome thing ever
- Kasrkins. Or rather Kasrkins being vets, because of a later point
- Valkryies and Vendettas, because they are beautiful
- Priests. Because fluff.

Dislike (may I stress this is not tactical?)
- Titans. They're nice, but not Baneblades
- Scions or anything like that. There is just not enough of them
- Pyskers. Because fluff.
- SPACE MARINES!!! Except the wolves
- Rough riders. Why, who knows.


How about this, combine Russian numbers with German mechanized might. There.





Ok then, try this for a list then (@Jancoran would appreciae your thoughts):

HQ
Tank Commander Pask: Leman Russ Punisher with Hull Heavy Bolter, Heavy Bolter Sponsons and Dozer Blade.
Leman Russ Exterminator with Hull Heavy Bolter, Heavy Bolter Sponsons and Dozer Blade.

Commissar: Bolter.
Commissar: Bolter.
Priest: Autogun.
Primaris Psyker: Force Axe and Level 2.
Primaris Psyker: Force Axe and Level 2.

Troops

Platoon 1:
PCS: No upgrades.
Squad 1: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 2: Grenade Launcher and Autocannon. Sgt with Bolter.
Squad 3: Grenade Launcher and Autocannon. Sgt with Bolter.
Conscripts: 30x Conscripts.

PCS: No upgrades.
Squad 1: Grenade Launcher and Autocannon.
Squad 2: Grenade Launcher and Autocannon.
Squad 3: Grenade Launcher and Autocannon.

Veterans: 3x Melta Gun.Grenadiers.
Chimera: Multilaser and Hull Heavy Flamer.

Veterans: 3x Melta Gun. Grenadiers.
Chimera: Multilaser and Hull Heavy Flamer.

Fast Attack:
Vedetta: 3x Twinlinked Lascannons.

Heavy Support
Basilisk.
Wyvern.

Loads of Conscripts/shock troops, Check.
Tanks, Check.
Arty (including Bassies), Check
Commissars, Check
Priests, Check
Vendetta, Check
Kasrkin (Gren Veterans), Check.

Only thing missing is the BAAAAAANNNEEEBLADE, which is hard to fit in to be honest with all the other stuff.


Yep. Everything besides Baneblades. (and perhaps flamers, but I'll leave that in case I ever get the Sisters).

One thing, Does one commissar go with a squad, and the other consripits, or both with squads?


Starting a Cadian Army @ 2016/10/29 01:09:54


Post by: Jancoran


He needs a linebreaker unit, like I was mentioning even if its outflanking ratlings which are good at the job.

Without the special IG formation, the Basilisk is a lot more iffy. Id go manticore there.

Im not an exterminator fan. I'd rather have a second punisher honestly.





Starting a Cadian Army @ 2016/10/29 10:06:37


Post by: CommanderRednaxela


Basilisks are iffy without formation, whats next Yarrick, Vendettas/Valkryies, the God-Emperor!?!


Starting a Cadian Army @ 2016/10/29 15:11:51


Post by: ExFideFortis


Much of this infantry-centric/anti-tank advice will only be valid if your meta matches the meta of the advice giver. For example, I fielded 90 men, supported by divination psykers and morale buffing special characters, in a 1250 point game yesterday and they were all dead by turn 4 because those in my meta have no problems deleting massive swathes of infantry. Each of those ~300 point blobs also did no damage, because lasguns are terrible, even en mass, and I consistently rolled badly in the psychic phase. I literally fired 50+ lasgun shots + 6 auto-cannon at 5 marines with a 6+fnp and killed none of them. My unit cost 300+ points with advisers, weapons and psykers and could not hurt a 90 point squad. Keep this in mind before you invest too heavily in our infantry. Don't expect them to do anything at all unless everything comes together perfectly (your special characters are alive, you get the right psychic powers, your physic buffs go off and are not denied, your officers are alive, your orders go off, you are not tar pitted by a cheap unit, you are not deleted by templates, your enemy is in rapid fire range etc.etc.etc.). Also, if you are fielding kitted out platoon blobs, even with minimal war gear, you do not tar pit, YOU get tar pitted. Your giant unit is not cheap enough to tar pit. Conscripts however are good because though they do nothing other than tarpit, they also cost nothing.

That's not to say this aforementioned pro infantry advice is bad advice, but if your meta isn't filled with ranged D weapons then there is no reason to favour foot guard over tank heavy guard. Not that anecdotal evidence means much, but I have tabled Necrons with a fully mechanized list which included exactly 10 infantry models, (1 command squad, 2 Enginseers, 3 servitors). Why? Because your tanks can, unlike your infantry, actually kill things (when at BS4). I could never have done this with infantry.

Our tanks put out a ton of firepower if you can get them BS4 (Emperor's Fist formation). They are pretty bad without BS4, but with it they really pump out damage and they will not be exploding to shooting (especially with the Enginseer's buff from Emperor's Fist) other than D. Melee and meltadrops are a threat, but are easily countered. Likewise, the Baneblade may be over costed compared to some other superheavies, but it is anything but weak. Not only does it have excellent mobility, but it has excellent firepower and ability to survive (again, except against D) AND it has the Thunderblitz table, which is not to be underestimated. Not to mention there is a variant for every task (though some are terrible).

I for one, in a meta that lacks heavy ranged D, have had lots of success with BS4 Tanks, Ignores cover manticore/basilisks and armored sentinels (Emperor's Fist+Wrath+Talon). Infinitely more than I ever had with my infantry lists.


Starting a Cadian Army @ 2016/10/29 16:00:53


Post by: CommanderRednaxela


So, its depends on metas. Well I got no idea what the people here are going to be like (again I played a tabletop similar, can't remember the name, but it was a different place).


Starting a Cadian Army @ 2016/10/29 16:24:50


Post by: Martel732


No one can trivially delete swathes of infantry with a 4++ save. You need the critical mass of psykers, though, or it doesn't work at all. Because you need the powers you need.

Tanks are universally terrible unless your meta is so weak that your list composition doesn't matter. Expensive IG tanks are easily threatened by even the lowly BA, so I have a hard time imagining any competent meta where IG tanks are good. Even at BS4, they are so expensive their firepower is meh. Compare a BS 4 IG tank to points equivalents of scatterbikes or broadsides. It's not even close.


There are lots of reasons to never use IG heavy tanks. It's not just str D. It's assault, haywire, and melta as well. Any token penetrating hit turns your tank off for a turn. Unfortunately for many IG players, they have a ton of these tanks from 5th ed.


Starting a Cadian Army @ 2016/10/29 17:05:57


Post by: Jancoran


CommanderRednaxela wrote:
So, its depends on metas. Well I got no idea what the people here are going to be like (again I played a tabletop similar, can't remember the name, but it was a different place).


At some point you must simply commit. Tactics will become more obvious to you as time goes on.

Meta is... overplayed. The same exact codex's are being played everywhere and by and large the armies that can kill large swaths are the ones you want the Artillry formation to handle. =) Jet Bike spam is played everywhere and they can eleiminate 15-20 guardsman in one go if there's enough of them and there usually are. That hasn't stopped me from defeating them.

The false premise I always guard against isthat "if X then Y". 40K players are notorious for telling you how bad X is because theres a Y in the world. For example, they will tell you that Sisters of Battle are bad because they are T3 "and theres a ton of STR 6 in the world". Yet by that logic you would also have to say "T4 sucks because theres a lot of STR 8 in the world".

You can see how absurd and circular this can get.

What you have to do as the General is TIME what you do and recognize what you're weak against so you can plan accordingly. THAT is the skill of 40K. Not trying to get a list that you think will be perfect. Because for every T5 modle with 27 wounds each...there's a Manticore that can level you. For every 3+ invul save shield your Space Wolves have, there's a guy rocking the new Chaos Space Marine Psyker powers to knock your Invule saves out. And for every guy with Feel No Pain, theres a guy with a ton of high STR stuff that ignores it.

The point here is that you will learn how to defend yourself. But you won't learn it if you cower from the grimdarkness and fear the shadows. You at some point have to commit and become good at what you like to do.

I like and prefer sneaky armies as a rule. I love deployment shenanigans and I tend to play highly mobile with my armies and that shows even in my IG list. Despite what looks like a list built to gunline, I really dont. I take the fight to the enemy. This style of play suits me and because it does, IM good at it. I have learned the tolerances of my force, I know WHEN I can afford to move and when reserving my forces makes more sense. You learn that through hard fought experience.

But you learn nothing until you commit.

So commit.


Starting a Cadian Army @ 2016/10/29 17:20:39


Post by: CommanderRednaxela


You can see how absurd and circular this can get.
Yes

What you have to do as the General is TIME what you do and recognize what you're weak against so you can plan accordingly. THAT is the skill of 40K. Not trying to get a list that you think will be perfect. Because for every T5 modle with 27 wounds each...there's a Manticore that can level you. For every 3+ invul save shield your Space Wolves have, there's a guy rocking the new Chaos Space Marine Psyker powers to knock your Invule saves out. And for every guy with Feel No Pain, theres a guy with a ton of high STR stuff that ignores it.

The point here is that you will learn how to defend yourself. But you won't learn it if you cower from the grimdarkness and fear the shadows. You at some point have to commit and become good at what you like to do.
Ok.

But you learn nothing until you commit.

So commit.
Then I will go with the third list, and pray to the Emperor.


Starting a Cadian Army @ 2016/10/29 17:29:15


Post by: Akiasura


Martel732 wrote:
No one can trivially delete swathes of infantry with a 4++ save. You need the critical mass of psykers, though, or it doesn't work at all. Because you need the powers you need.

Sure they can
A scat bike does 2/3*5/6*1/2 = 10/36 per shot, or 60/36 per bike. It's just under 2 dead guys per bike. 20-25 bikes, which is very typical in competitive lists, can remove 35-45 models per turn. Keep in mind, this is models, not wounds, because if they hit something with 2W they will cause ID when facing IG. The same blob will be firing back with 4 lascannons which need a 4+ to hit, but re-roll, so 3 hits, 2.5 wounds, and then a jink save for roughly 0.8 wounds. It's not even close, and you can't catch the bikes before they delete the squad. The wyverns help, but are easily popped by eldar and IG lack the ability to down their transports quickly if taken in any real numbers.

It's not a bad option for IG overall though, it makes them playable.

And this blob requires the starts to align to work. If the save doesn't go off, you're in trouble. In CC, it runs into problems of being the lowest ranking deathstar on the totem pole, and not having the shooting power to threaten a deathstar before CC. Against Wraiths and TWC, or wulfen, this runs into a lot of trouble.

It sounds like something that would be good against a semi-casual meta, but in a cutthroat one where everyone has deathstars or scat bikes, it wouldn't do well imo. I think it would perform well against marines though, grav falls down against it pretty handily. It'd at least be a fighting chance anyway, though I think they'd whittle it down given enough turns. It's just too slow. I've faced similar lists in previous editions with allies allowing them to get the 4++ save, and wasn't impressed. It's a nice defensive unit, but it lacks a projection of force and still grinds out with a real star while not being cheaper by any noticable amount.

It's not awful, I just think it doesn't work well against Eldar, Marines, Tau, or Necrons. or SW. Against all the lower armies, or non-competitive lists, probably works extremely well.


EDIT
If this is for a local non tournament meta, go nuts. This is a strong enough option that will do well unless your meta is extremely cut throat, and the vast majority aren't.
I am not sure about daemons. I think it also wouldn't work well. Just my opinion, I haven't faced them in a while, and would love to see a BR of them doing well against a competitive list.


Starting a Cadian Army @ 2016/10/29 17:38:57


Post by: CommanderRednaxela


It isn't competive whatsoever I can garuantee.


Starting a Cadian Army @ 2016/10/29 17:40:50


Post by: Martel732


Then either build will probably do okay. One other point: tanks are the losers with the assault from deepstrike formations.


Starting a Cadian Army @ 2016/10/29 18:32:52


Post by: ExFideFortis


Martel732 wrote:
No one can trivially delete swathes of infantry with a 4++ save. You need the critical mass of psykers, though, or it doesn't work at all. Because you need the powers you need.


This is true. However, I don't like it because there are so many things that can go wrong. Did you get the power? Did you get it off? Did it get denied? Is your Psyker alive, did he get sniped? Are enough guardsmen left alive to make this worth casting? Do you have (roughly) 300 points to spend on Psykers just to semi reliably make another 300+ point unit with negligible offensive output and no mobility survivable? It's a far too expensive gamble for my liking. Definitely great when it works, game losing when it doesn't.

Martel732 wrote:

Tanks are universally terrible unless your meta is so weak that your list composition doesn't matter. Expensive IG tanks are easily threatened by even the lowly BA, so I have a hard time imagining any competent meta where IG tanks are good. Even at BS4, they are so expensive their firepower is meh. Compare a BS 4 IG tank to points equivalents of scatterbikes or broadsides. It's not even close.


The question isn't are IG tanks good compared to scatterbikes and broadsides, because they are not. The question is are IG tanks good compared to IG infantry? The answer will depend on whether you face a lot of ranged D, because that is the critical weakness of AV14 IG tanks. They will also die to melee and to melta drops just as easily, however these are not difficult to counter like a ranged D shot is. Assuming the tanks are protected from melee and drops, I don't see how even the lowly BA is threatening to them (until those layers of protection are removed), especially with the mandatory enginseer providing the formation bonus, and potentially a repair.

Martel732 wrote:

There are lots of reasons to never use IG heavy tanks. It's not just str D. It's assault, haywire, and melta as well. Any token penetrating hit turns your tank off for a turn. Unfortunately for many IG players, they have a ton of these tanks from 5th ed.


Other than D, there are counters for most of those things, including the token pens (against which AV14 with a cover save is your first defense) followed by your mandatory Enginseer(s) repairs and blessings. You will have these things if you run your tanks in the Emperor's Fist, which you should because they are even worse outside of it.

I am not arguing that they are amazing overall. I am arguing they outperform IG infantry if the infantry do not have the proverbial stars aligning in their favor after a huge point investment to make them barely usable.


 Jancoran wrote:

But you learn nothing until you commit.

So commit.


Very true. I would honestly tell you OP to go with your favorite units out of the ones you've listed. Don't go for stuff just because it is perceived as good, especially with the 8th Edition revamp on the horizon. Go for the things you enjoy the concept of the most. That way you'll be having a good time with heroic last stands even if you are losing (and you will be doing some losing as Guard!).


Starting a Cadian Army @ 2016/10/30 00:35:47


Post by: CommanderRednaxela


One more question, do Vendettas come in the same kit as Valkyries, as I can't find it. (Forgeworld has a conversion, so do I need to get that to make it a Vendetta)?


Starting a Cadian Army @ 2016/10/30 02:19:58


Post by: ExFideFortis


The Valkyrie box only comes with the parts for the Valkyrie (It does come with one lascannon which can be mounted by the cockpit and used for a Vendetta conversion). If you want the official conversion kit, your only option is Forge World. However you can save yourself a ton of money and order 4 IG HWT Lascannon bits off of Ebay, glue them together and mount them under the wings to accomplish the same thing. You seriously cannot tell the difference.


Starting a Cadian Army @ 2016/10/30 02:44:58


Post by: CommanderRednaxela


ExFideFortis wrote:
The Valkyrie box only comes with the parts for the Valkyrie (It does come with one lascannon which can be mounted by the cockpit and used for a Vendetta conversion). If you want the official conversion kit, your only option is Forge World. However you can save yourself a ton of money and order 4 IG HWT Lascannon bits off of Ebay, glue them together and mount them under the wings to accomplish the same thing. You seriously cannot tell the difference.
Thank-you. Don't actually need to pay for anything, since the IG HWT come with all the varients, I just need the autocannons. Thank-you.