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Made in us
Regular Dakkanaut





Hey guys. I've been thinking of building up a new army, and wanted to run it by you guys. The army itself is more for fun than being super competitive, but that being said, I'd rather not get run over super easy by my opponents. Also, I should note that at least three of the guys that usually play in the local area (about 1/4 the typical tournament crowd) uses space wolves with a big stormshield thunderwolf cavalry deathstar, so lots of anti-infantry is a must if I don't want to get eaten on turn 2-3. Anyways, here's the list:

Astra Millitarium:

(380pts) HQ: Knight Commander Pask (Warlord): Leman Russ Punisher (Sponson multi-meltas, las cannon)
Leman Russ squad: 1 Leman Russ Punisher

(90pts) Troops: Veterans: Autocannon team, forward sentries.

(90pts) Troops: Veterans: Autocannon team, forward sentries.

Inquisition:

(95pts) HQ: Ordo Xenos Inquisitor: Psyker (mastery level 1), force sword, bolt pistol, digital weapons, rad grenades, psychostroke grenades, the Grimore of True Names.

(180pts) Elite: Henchan Warband 1: 5 Crusaders, 2 Ministorum Priests: meltabombs. 3 Death Cult Assassins
(265pts) Dedicated Transport: Land Raider Crusader: Psybolt ammunition, multi-melta.

(135pts) Henchman Warband 2: 4 Crusaders, 5 acolytes: 3 with Meltaguns. 1 Ministorum Priest.
(265pts) Dedicated Transport: Land Raider Crusader: Psybolt Ammunition, multi-melta.

The idea of it is having the two veteran squads holding backfield objectives and providing some fire support, while the land raiders and the Leman Russ' go forth against the enemy (or stay back and blast the enemy into oblivion, in the case of the thunderwolf cavalry). Pask can be very good anti-tank, and the henchman warbands seem like they can have very good close combat survivability with the crusader and priest combination. I'm putting the inquisitor in the first warband, and teally, I gave him the Grimore just for the fun of it all (and that I know one guy is grabbing multiple bloodthirsters, and I'd like to have some fun with seeing his face when I challenge it ). The combination of hammerhand, rad grenades, psycostroke grenades, priests giving zealot and possibly also giving re-rolling wounds seems like a pretty nasty combination. Anyways, that's the list, let me know if you see any glaring flaws

This message was edited 1 time. Last update was at 2015/05/14 13:41:58


The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Hurr! Ogryn Bone 'Ead!






I only know IG well, but here are my thoughts.

Pask as warlord has a 1/3 chance (with reroll) to pick up preferred enemy (reroll hit & wound rolls of 1) for his squad which is super sexy for the punishers, but blocks gets hot on executioners w/sponsons. Since you said you were up against SMs, the extra AP2 might be beneficial.

The vets can take 3 special weapons, grenade launchers are cheap and half match the autocannon. Snipers are also handy and cheaper.

I've been taking 1 heavy flamer and 2 snipers, autocannon, and bolter (sergeant) with forward sentries. Defensive grenades and overwatch with a heavy flamer really helped repel assaults.

This message was edited 1 time. Last update was at 2015/05/14 16:35:21


Lt. Lathrop
DT:80+S++G++M-B++IPw40k08#+D++A+/rWD-R++T(T)DM+ 
   
Made in us
Boom! Leman Russ Commander





Ohio

 Lt Lathrop wrote:
I only know IG well, but here are my thoughts.

Pask as warlord has a 1/3 chance (with reroll) to pick up preferred enemy (reroll hit & wound rolls of 1) for his squad which is super sexy for the punishers, but blocks gets hot on executioners w/sponsons. Since you said you were up against SMs, the extra AP2 might be beneficial.

The vets can take 3 special weapons, grenade launchers are cheap and half match the autocannon. Snipers are also handy and cheaper.

I've been taking 1 heavy flamer and 2 snipers, autocannon, and bolter (sergeant) with forward sentries. Defensive grenades and overwatch with a heavy flamer really helped repel assaults.


Pass warlord trait is old grudges, why would you be rolling for it when he gets it if he's warlord?

 
   
Made in ca
Stalwart Tribune




Canada,eh

That looks like a fun list. It's always a good time when you've got 2 Land Raiders.

The only thing I noticed is if you're leaving the veterans back to hold objectives they're going to need more firepower to fend off the enemy. Even 15pts for GLs or Flamers will up their chances of survival a great deal. Since you've already got defensive grenades, 3 Flamers will add to your CC defense and may actually deter it.




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1000pt Skitari Legion 
   
Made in us
Regular Dakkanaut





Thanks for the input guys! I made a couple of changes to make the veterans more useful, and gave a little more dakka to the other Leman Russ seeing as I'll need all the shots I can get against the puppies. Also, I took out the meltagun guys in the second henchman squad, as I think I have enough anti tank right now. Thoughts?

Astra Millitarium:

(400pts) HQ: Knight Commander Pask (Warlord): Leman Russ Punisher (Sponson multi-meltas, las cannon)
Leman Russ squad: 1 Leman Russ Punisher (Sponson heavy bolters)

(105pts) Troops: Veterans: Autocannon team, 2 sniper rifles, 1 heavy flamer, boltgun (sergeant), forward sentries.

(105pts) Troops: Veterans: Autocannon team, 2 sniper rifles, 1 heavy flamer, boltgun (sergeant), forward sentries.

Inquisition:

(85pts) HQ: Ordo Xenos Inquisitor: Psyker (mastery level 1), force sword, bolt pistol, rad grenades, psychostroke grenades.

(170pts) Elite: Henchan Warband 1: 5 Crusaders, 2 Ministorum Priests, 3 Death Cult Assassins
(265pts) Dedicated Transport: Land Raider Crusader: Psybolt ammunition, multi-melta.

(100pts) Henchman Warband 2: 6 Crusaders, 1 Ministorum Priest.
(265pts) Dedicated Transport: Land Raider Crusader: Psybolt Ammunition, multi-melta.

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in th
Sister Oh-So Repentia





Palleus wrote:
Thanks for the input guys! I made a couple of changes to make the veterans more useful, and gave a little more dakka to the other Leman Russ seeing as I'll need all the shots I can get against the puppies. Also, I took out the meltagun guys in the second henchman squad, as I think I have enough anti tank right now. Thoughts?

Astra Millitarium:

(400pts) HQ: Knight Commander Pask (Warlord): Leman Russ Punisher (Sponson multi-meltas, las cannon)
Leman Russ squad: 1 Leman Russ Punisher (Sponson heavy bolters)

(105pts) Troops: Veterans: Autocannon team, 2 sniper rifles, 1 heavy flamer, boltgun (sergeant), forward sentries.

(105pts) Troops: Veterans: Autocannon team, 2 sniper rifles, 1 heavy flamer, boltgun (sergeant), forward sentries.

Inquisition:

(85pts) HQ: Ordo Xenos Inquisitor: Psyker (mastery level 1), force sword, bolt pistol, rad grenades, psychostroke grenades.

(170pts) Elite: Henchan Warband 1: 5 Crusaders, 2 Ministorum Priests, 3 Death Cult Assassins
(265pts) Dedicated Transport: Land Raider Crusader: Psybolt ammunition, multi-melta.

(100pts) Henchman Warband 2: 6 Crusaders, 1 Ministorum Priest.
(265pts) Dedicated Transport: Land Raider Crusader: Psybolt Ammunition, multi-melta.


I frequently field Inquisition and here are my thoughts:

1 - Warband, More DCA. Those girls are the best available units in the Inquisition codex. I usually do: 4 Crusader, 6 DCA, 1 priest with melta bombs and 1 Mystic (help me to deep strike Celestine from my SoB. Crusader seems good at the first look but keep in mind that they only have 1 attack and Initiative 3 with a 3str. My last game, the DCA took down 2 Hive Tyran on they own.

2 - Land Raider, the crusader is a good option but lacking impact when firing. Take the Redeemer with Psyflam ammo and multi melt. Assault Canon and MM would be use on the 2 first turn then enjoy watching your opponent burning when using the flamers…… str 7.

Prahhhhhh the Emperahhhhh

+ 13/1/1 
   
 
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