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Made in us
Guardsman with Flashlight




Bellingham, Wa

This is my fluff army based on the actual Regiment that fought in Vietnam by the same name. It represents a reinforcement of a Regiment that has been deployed for seven years on an active combat deathworld (hence the inclusion of the not so fluffy Commissars). This is a reworking, with the psykers added for the single purpose of lowering leadership, making it easier to pin units with my mortars, or to break units with my cc elements.

Company Command, Iron Hand, Medic, Melta, Melta Bomb, Bodyguards X 2
Chimera, Heavy Flamer

Platoon A Command Squad, Power Weapon, Plasma Pistol, Melta Bomb, Heavy Bolter, Commissar, Powerfist
Platoon A Squad A, Mortar, Commissar, Power Weapon, PLsama Pistol
Platoon A Squad B, Mortar
Platoon A Squad c, Mortar
Platoon A Squad D, Flamer, Commissar, Power Weapon
Platoon A Squad E, Flamer

Catachan Devils, Harker, Melta X 2, Heavy Flamer, Shotguns, Demolitions

Vendetta

Banewolf, Multimelta, Smokelaunchers

Rough Riders X 10, Power Weapon, Melta X 2

Leman Russ, Heavy Bolter
Leman Russ Executioner, Heavy Bolter


Guardsmen Marbo

Psyker Battle Squad
Chimera

Stormtroopers X 5, Melta X 2


C&C welcome
   
Made in us
Lord of the Fleet





Texas

Shouldnt this belong to the 40k army list sub forum?

 
   
Made in us
Fighter Ace





Well, it appears you have a heavy infantry blob also tooled up to be good at assaulting, as well as quite a few close support units and other counter assault. That's well and good, but to make your counter assault work, you need to make the opponent come to you. As of right now, your only ranged antitank is the vendetta. Any mechanized army with a lot of shooting will sit back, and you're ranged units won't be able to match their firepower. Especially since your mortar squads aren't very good against vehicles.

What I'd do is drop the Storm Troopers (Vets are better at Melta), the Banewolf (its a rush forward unit in a sit back army) and any other upgrades you think are unnecessary to add another Vendetta with a squad of Melta vets inside. Not only can it sit back and shoot, but if you have to you can rush forward and have 4 seperate tank killing units in two vehicles.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in rw
Wicked Warp Spider






I don't think that Straken can be given meltabombs, he is a unique character. Otherwise this unit is fine, although I'm not a huge fan of medics or bodyguards.

Blob is very strange. First, never take plasma pistols on 1W IG characters. You're going to feel very silly if you blow up your 50 pt commissar, and your blob then runs away. Second, don't kit out the PCS with commissars (a small squad isn't really going to benefit from stubborn, as it will be wiped out in short order) or for close combat at all (same reason). A PCS should have special/heavy weapons, maybe a vox, that's it. An overloaded PCS like that is basically a load of free points for your opponents.

The weapons in the blob have some problems. Never take HBs, autocannon are a better and more flexible choice. Mortars are alright, don't expect too much of them when facing SMs or mechanised armies. But they would do better as a seperate HWS, not scattered through the infantry. If you include a commissar with PW in a blob, give the sergeants PWs as well - this is the only real cc squad the IG can get, and it's worth it.

Example of an alternate platoon organisation (yours is 490 points):

PCS, 4 flamers
Infantry Squad, meltagun, PW, commissar w/PW
Infantry Squad, meltagun, PW
Infantry Squad, meltagun, PW

Infantry squad, autocannon, commissar
Infantry squad, autocannon

Mortar HWS

That's 520 points, your cc ability is focused into one squad, you've got a lot more shooting power. Also, I'm not sure that a smaller blob to hold objectives and shoot really needs a commissar - it can go to ground against shooting, and your assault elements should keep the enemy from charging it.

Harker's squad is too expensive, and unfocussed. You have the HB and HF, you've got meltaguns, you've got demolitions, what target are they actually supposed to engage? I'd take 2 smaller specialised squads over this one.

Rough riders and stormtroopers, not the best units in the codex IMO, but you've set them up fairly well. Maybe lose the PW on the RR sergeant, they'll only get one round of cc anyway, might as well make it count.

LR executioner - if you're taking this without any plasma sponsons, why not take a LRBT with sponsons instead? I think the executioner should only be used if you're going the full monty with it - otherwise the cheaper variants are more efficient.

Hope that helps.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Guardsman with Flashlight




Bellingham, Wa

I appreciate the input, and agree with the one more vendetta, which I originally had in the list, but I need to buy another one, so until then I gotta run the banewolf lol. As for the mortars, I don't like to put any heavy weapons by themselves without a lord commissar, as they tend to die very easy , as they tend to die very easy to everything, hence I hide them in large lumps of meat. The power weapon on the RR I'm gonna drop, as I agree with you after playtesting. The devils are kitted for running with Straken when I finally get the second vendetta, and the demolitions is just for the fluff of Catachan Devils. I hate giving meltas to reg joes, though, as they don't have the bs to hit what they need to. And the HB in the PCS will be removed based on your advice. Thanx!
   
Made in ca
Longtime Dakkanaut





Elezaar wrote:As for the mortars, I don't like to put any heavy weapons by themselves without a lord commissar, as they tend to die very easy , as they tend to die very easy to everything, hence I hide them in large lumps of meat.


I use a lord when bringing multiple HWS as well, but mortars are easy to hide given their range and barrage ability.

Fun and Fluff for the Win! 
   
 
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