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Made in pl
Student Curious About Xenos





Using the codex : catachans. Tried to make it fluffy and at least playable, pls tell me what do you think about it.

HQ
Colonel Straken
Command squad - 4 vets, missle launcher, medic
+ Commissar - power fist, bolt pistol

Elites
(6) Deathworld assault team - 3X Demoliton charge, veteran sargeant

(6) Deathworld assault team - 3X Demoliton charge, veteran sargeant

Sly Marbo

Troops
(10) Catachan Devils - 3X Plasma gun, vet.sarge w. power fist & bolt pistol, veteran officer w. power fist & bolt pistol
(10) Catachan Devils - 3X Plasma gun, vet.sarge w. power fist & bolt pistol, veteran officer w. power fist & bolt pistol
(10) Catachan Devils - 3X Plasma gun, vet.sarge w. power fist & bolt pistol, veteran officer w. power fist & bolt pistol
(10) Catachan Devils - 3X Plasma gun, vet.sarge w. power fist & bolt pistol, veteran officer w. power fist & bolt pistol

Catachan Infantry platoon

Commander - Captain
1st squad - 8 vets, missle launcher, plasma gun
2nd squad - 8 vets, missle launcher, plasma gun
3rd squad - 7 vets, missle launcher, plasma gun

Fire support - 3X Heavy bolter

This is my first attempt so I'd appreciate any advice I'm a bit worried about 2 things:
1) Model count. ~90 models in 2k game isn't much for guard army.
2) Lack of anti-tank. 4 missle launchers is less than few. Maybe I could try using some meltaguns and try refused flank, what do you think?
3) Total suckiness at other than woods/jungle terrain, but hey, it is all about fun anyway

Cheers!
   
Made in sg
Executing Exarch





Is that codex even valid any more? I guess it's not an issue if you're playing with friends.

I don't know what we can say that you haven't said already. If points 1-3 don't add up to one hell of a crippled army, I don't know what will. 4 missile launchers at 2k points? Yowza.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in ca
Devious Space Marine dedicated to Tzeentch






Creston, BC

This army looks pretty good for Catachans, actually.

1)You don't get many models, compared to other guard, especially. 1000pt games often see 30+ catachans.

2) If you are playing with the jungle generator at the back of the Codex I wouldn't worry about tanks *too* much. You'll be looking at 75-90% area terrain so tanks and such will be making a lot of dangerous terrain checks. Also, tanks tend to be used to carry big guns. In the jungle those can only see 6" and so aren't quite as cost effective. Walkers you'll see but not too many tanks. The Power fists, demo charges and yes, even missile launchers if they are set up so the tank fire back will be all be effective.

If your playing friends you should have a lot of fun. All the infiltrators, ambushes and, traps really change the game. I play against catachans and I have a blast! As an opponent it is refreshing having no clue where those Devils might be hiding as opposed to knowing where everything on the board is at all times.

Enjoy!

This message was edited 1 time. Last update was at 2008/05/02 19:52:30


   
Made in ca
Devious Space Marine dedicated to Tzeentch






Creston, BC

Cpt, do you know what kind of opponent you'll be fighting? MEQ? Horde?

With the Catachans I recon all the games will be against friends?

   
Made in us
Preacher of the Emperor




Boston, MA

I agree with kid_happy. The Catachan army from the Codex is designed to be used on boards that are almost entirely covered by restricted terrain. That is where they excel. On an average board, your army suffers from a marked disadvantage (like you said), but if playing on a terrain heavy board you should be fine.

Take care,
Mike K.
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

If you aren't playing on heavily forested boards, its better to swap out the HBs for ACs. They are a more credible threat to light transports and skimmers.

Don't use 3 demo charges in a single squad, since you can't throw all 3 at once. One demo and two flamers or one flamer and one heavy flamer is a good combo for these suicide squads.

Also, I would drop the characters from your Devils squads along with the vet sergeants and pick up an ogryn squad. Ogryns use the Codex IG rules, so are S6 now, and can get a chimera if you really want one. Your Devils Squads should be shooting every turn, because close combat makes them expensive guardsmen. Even with two powerfists in the unit you will lose most of it to a determined charge by most other units.

Sniper units are a cheap backup. As long as you are taking Sly Marbo, who rocks, take two snipers and have them pick away.
   
Made in pl
Student Curious About Xenos





Ok, I'm after the first battle. I played against pure Grey Knights army, using 1500 points list (I removed 2 squads of vets and veteran sargeants from assault teams, and swapped vets plasma guns with melta guns).

We played on heavily forested board, but we didn't use jungle fight rules (we agreed that dividing table into lots of squares would took too much time).

My opponent had:

GK Grand Master with psycannon

2 squads of 8 gk with 1 psycannon

Dread with HB

Land Raider crusader

8 men purgation squad with 4 incinerators

General feedback - the most valuable catachan skill is the one which allows them see through 12" terrain. I deployed most of my units that they were outside opponent's LOS, but could fire themselves.

HQ - were sitting and shooting their ML entire game. I think it was a waste of Straken's CC potential, but gak happens..

Elites - one devil squad lost due to purgation squad. In the first turn. I made a mistake in deployment, but I feel I'd lose them anyway. Second squad glanced a dread (and destroyed his HB) and then got charged by the same dread - results are they were locked in CC for entire game, 7 str 6 power fist attacks only shaked him few times.

Sly Marbo were an anti-hero. Deployed in the rear of enemy forces, he threw a demoliton charge into squad of GK's, taking 2 of them, then assaulted. 5 attacks, ZERO hits. Instant killed by nemesis force weapon.

Assault teams - great unit! But only one managed to reveal their potential. One squad of GK entirely wiped with their "suitcases". Very handy.

Troops - infantry platoon did same thing as does normally in standard guard. One ML destroyed dread's DCCW. Took some of GK's. One squad ran away off table, fire support got incinerated.

In the end opponent had - wounded grand master, dread without weapons, untouched land raider, about 5 GK's from purgation squad. I had 2 platoon squads (one at half strength), devils squad stuck with dread (lost 3 men), one assault team (one man lost) and untouched HQ.

Cheers!

   
Made in au
Dangerous Leadbelcher






sydney/australia

can you use the codex catachans in torneys

"evil prospers when good men do nothing"
Nelson Mandela

skaven
knights
Ogres 
   
 
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