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Made in us
Malicious Mutant Scum





Aboard Terminus Est.

At long last, I have returned to 40k. (Perhaps I should change my name to Typhus now)

I'm entered in a 1850 point tourney coming up and I'm working on a, what I hope is, competitive list. I'm expecting to face a whole lot of cheese. Deathstars, eldar, riptide wings and battle company. ITC 2016 rules are in effect

Plan is for the bulk of my army to sit and shoot while the psykana division summons daemons to move up the field with the conscripts and melta squads. Culexus assassin is there to shut down stars and/or kill something that needs dying.

Let me know your thoughts.

Total points: 1894...need to shave off a few points

Company Command Squad
- Camo gear
- 4x Sniper rifle
- Astropath
- Master of Ordinance
- Company Commander - Camo gear, Volkov's cane, bolter, warlord

Primaris Psyker

Primaris Psyker

Platoon I
Platoon Command Squad
-4x Flamer
Squad
- Melta gun, bolter
Squad
- Melta gun, bolter
Conscripts (30)

Platoon II
Platoon Command Squad
-4x Sniper rifle
Squad
- Autocannon, sniper, bolter
Squad
- Autocannon, sniper, bolter
Squad
- Lascannon, sniper, bolter
Squad
- Lascannon, sniper, bolter

Field Artillery Battery
- 5x crew, heavy mortar

Heavy Artillery Carriage Battery
- 8x crew, earthshaker
- 8x crew, earthshaker

Heavy Artillery Carriage Batter
- 8x crew, medusa seige gun

Culexus Assassin

Psykana Division

Primaris Psyker
-Mastery lvl 2

Wyrdvaynes
- 10x members
- Commissar, bolter

Wyrdvaynes
- 10x members
- Commissar, bolter

Wyrdvaynes
- 5x members

Fortification
Void Shield Generator
- 3x void shields
- 3x barricades


No- it's your turn to die. 
   
Made in us
Longtime Dakkanaut






The psykana division doesn't need those other psykers in your CAD.

This army does need more mobility. Maybe Chimeras for some of those guardsmen.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in at
Guard Heavy Weapon Crewman




Vostroya

You can not take volkovs pimp stick in a cad.

IMHO the sniper rifles are a waste of points.

If you want to Spam demons, play demons. They do a much better job.

More transport.

Why the assassin?

Commissar or priest for the conscripts.

All in all, the enemy will kill the psykers with deepstrike and the Rest will not survive much longer.

This message was edited 2 times. Last update was at 2016/10/03 14:12:27


3500pt Vostroyan 
   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

When can Volkov's pimp stick be taken? I was list building in battlescribe and thought it looked neat and hadn't checked out the legit rules for it. (I'll do that nowish) (Edit: I definitely need to read mont'ka)

But I don't wanna play daemons I wanna play guarrdddddd.

I'm 50/50 on transports. Part of the point of this list's lack of tanks is to shut down antitank by not providing targets. I'm thinking maybe some tempestus to get to a back line objective though but the points start to add up.

Assassin is there to help shut down deathstars and murder some enemy psykers.

Hard to kill the psykers with DS when they're protected with blobs of infantry and spawning daemons. I'm more worried about blasts once they get through my void shields. Ideally if I roll a 6 on one of my wyrdvane squads on malefic I turn the formation's primaris and a wyrdvane squad into two greater daemons turn 1.

This message was edited 1 time. Last update was at 2016/10/03 14:51:28


No- it's your turn to die. 
   
Made in gb
Pyromaniac Hellhound Pilot






I'd not bother with transports personally - a few chimeras in an all infantry list are going to get toasted! I'd also drop everything in the CCS aside from the MOO - it's a lot of points on models that are very valuable and squishy!

I don't particularly like melta-scions, but I've found in an all guard list they're pretty necessary. Anything that helps to score long range objectives or take down armour at range is pretty useful.

If you're summoning, I'd focus on fast things - hope for incursion. If you get greater daemons, you could use a lord of change to summon some more backfield daemon units as threats...

And, as always I recommend wyverns and conscripts. Doesn't help you with any of your problems, but they're our strongest units point for point! Also DEFINITELY get a priest for any conscript squad and blob!

This message was edited 1 time. Last update was at 2016/10/03 18:39:44


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Stalwart Veteran Guard Sergeant





USA

I'm not going to lie... I have always wanted to try a demon summoning IG army. This list doesn't look too bad TBH. I would just echo what the others have said and get rid of one of the primaris psykers in the CAD to max out your wyrdvanes.

- 10,000 pts 
   
Made in at
Guard Heavy Weapon Crewman




Vostroya

If I am not mistaken one has to play a Cadia Supplement Company Command Squad to equip volkovs cane.

3500pt Vostroyan 
   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

Updates:

The reason for the extra psykers in my list is in the even that I roll possession on a wyrdvane squad I'm going to go for the two greater daemons (likely bloodthirster, mayyyybe a lord of change) turn 1 thus losing all the psykanas bonus WC. By keeping the psykers in I'm guaranteed about 8 WC in subsequent turns which allows for the two remaining wyrdvane squads to each get off summoning with 4 dice.

If I get incursion, sweet, screamers, but the other good option is sacrifice, where I can turn conscripts into heralds and toss them into another summoned squad.

Seeing as I'm going to be murdering my primaris in the division asap I bumped him down to master level 1 and a primaris in my CAD up to 2 instead.

I plan to roll on telepathy (astropath) and divination (primaris) with my other psykers for those sweet sweet force multipliers. Artillery carriages under void shields are scary, invisible artillery under void shields is even better.

I'm going to try to re-jig the list and incorporate some faster stuff, stay tuned.

This message was edited 2 times. Last update was at 2016/10/04 02:58:37


No- it's your turn to die. 
   
Made in us
Stalwart Veteran Guard Sergeant





USA

 vostroyan second born wrote:
If I am not mistaken one has to play a Cadia Supplement Company Command Squad to equip volkovs cane.


According to the book, it just has to be any CCS that is part of any Cadian detachment, so any CCS that is part of any of the Cadian formations should be good to take it. At least that is my understanding. But yes a normal CAD can't take it.

- 10,000 pts 
   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

Updates:

I've opted to go with a sky shield landing pad as opposed to the void shield generator for a few reasons:
- The SSLP will provide a consistent save rather than denying a few shots
- Blasts are my enemy, a powerful blast weapon will take down all three void shields in a shot (stupid FAQ)
- the VSG will work against armies I don't really need it to work against (CC armies) and not work vs armies I need it for (shooty armies)
MAIN BENEFIT
- the fact that the SSLP is 3" off the table top and counts as difficult terrain to move onto keeps my guys safer from combat
AND
- when I summon daemons they're that much further away from my units for one eye open tests? (can anyone confirm)

Using the SSLP also lets me drop the camo gear on my CCS (just rely on that 4++). I removed volkovs cane :( cause I'm not fielding a cadian detachment and added in a regimental standard

No vox casters were bought for the CCS as they're just going to be ordering my artillery which can't take um (RIP)

Here's the list, still not sure what fast unit to add for long range objective taking or if I need it. I'm also still over points, at 1872, so I need to shave off something. Let me know your thoughts.

CCS
- Company Commander, bolter
- Regimental Standard
- 3x Sniper Rifles
- Astropath
- Master of Ordinance

Primaris Psyker (lvl 2)
Primaris Psyker (lvl 1)

Platoon
PCS, 4x Sniper
Squad, Autocannon, sniper, bolter
Squad, Autocannon, sniper, bolter
Squad, Lascannon, sniper, bolter
Squad, Lascannon, sniper, bolter
Conscripts, 30

Platoon
PCS, 4x Sniper
Squad, Meltagun, bolter
Squad, Meltagun, bolter

Field Artillery - heavy mortar, 5 crew

Artillery Carriage
- 2x earthshakers, 2x 8 crew

Artillery Carriage
- Medusa, 8 crew

Culexus Assassin

Sky Shield Landing Pad

Psykana Division
Primaris (lvl1)
3x Commissaire, bolter
3x Wyrdvane Squads (10 wyrdvanes)



No- it's your turn to die. 
   
Made in gb
Legendary Dogfighter





RNAS Rockall

 chrispy1991 wrote:
 vostroyan second born wrote:
If I am not mistaken one has to play a Cadia Supplement Company Command Squad to equip volkovs cane.


According to the book, it just has to be any CCS that is part of any Cadian detachment, so any CCS that is part of any of the Cadian formations should be good to take it. At least that is my understanding. But yes a normal CAD can't take it.


Incorrect.

Mont'Ka The Rules 2015 pg 50 column 1 paragraph 1 wrote:
Detachments in your army that are chosen from Codex Astra Militarum, and that do not contain any unique characters other than Lord Castellan Creed, Colour Sergeant Kell and/or Knight Commander Pask, can be Cadian Detachments. Any Cadian detachments in your army use the following special rule in addition to those presented in their codex.


The following special rule being 'you can take relics of cadia'. So yes, so long as you don't have any non-cadian characters, you're a cadian army regardless of formation construction

Now regarding list trimming;

1. The Mighty MoO is extremely situational and if you want to preserve everything you can drop him and one of the sniper rifles and you're golden.
2. Drop the CAD primaris, and take *two* psykana detachments instead. More warp charges, double casting of summoning.
3. Skyshield - I know exactly why you're taking it, but would a void shield generator not be considerably better? Specifically instead of a 50% chance, it forces the anti armour assets to shoot that instead of taking pot shots at, e.g. the Culexus.

This message was edited 1 time. Last update was at 2016/10/07 21:05:31


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

For how key your CCS is, I'd kinda want a metal bawks. I'd keep the MOO over the snipers...

I do like the Daemon summoning, but it is a TON of points to do what with the Psy Div + Primaris'. What's your Daemon mix look like?

For all the Artillery, why not take the Arty Formation with another CCS for another MOO and Astropath? Or, swap the Arty for a Freeblade IKT.


   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

Happy day, volkovs is so darn strong, especially with units that can't take vox casters.

I do love my MoO though. Even if only one barrage hits something per game he'll usually make his points back. Also it's thematic. Also the word MoO. I'll think about it, but likely keep him in.

I thought of adding a second psykana division in but that means I won't be able to take my culexus (ITC rules) or I would have to go full cadian organization which would mean I'd lose access to my artillery pieces.
Also, in taking a second psykana division my army would be very vulnerable up close. A full platoon+ of guardsmen FrFsrF can do some damage and help keep my division safe + offer their bodies as a meat shield.

My thought is that shooty tau, or anyone with a blast weapon will be able to take down my shield quite easily and then likely have a way to deny my guardsmen cover. If my opponent only has one or two long ranged damage threats hopefully I can deal with them before he can put down the hurt (where the VSG would deny their shooting all together). I want a take all comers list, rather than one that shuts down some lists and loses hard to others.

I hate metal boxes. Realistically anything that's not 48"+ range is gonna have a hard time hitting my CCS, with them hiding all the way in the back next to my artillery. They're sure to draw fire but if my opponent wants to leave my psykana alone for 2 turns they've lost anyway. Also if my astropath gets a lucky roll on shrouding or invis my CCS will be that much harder to kill (or my artillery).
On that metal box hate, the emperors wrath artillery company is not worth IMO over more artillery pieces. Also then my army starts to be only artillery, some guardsmen are necessary to soak up wounds.

In terms of daemons I've got it all.. kinda. My friend is letting me borrow a lot of his so all told I've got 2 greater daemons (come onnnnn 6's), 20 daemonettes, 20 pink horrors, 20 bloodletters, 20 plague bearers, 20 corn dogs, 6 flamers, an assortment of heralds, some screamers, some seekers and maybe some plague drones. So I should have pretty good flexibility in what I can summon and when.

This message was edited 1 time. Last update was at 2016/10/08 02:50:02


No- it's your turn to die. 
   
Made in us
Brain-Dead Zombie of Nurgle





As a daemon player, I want you to know the only things that lesser daemons and plague drones are good for are things with flesh and can in no reliable way break open any tanks, and are very poor at surviving to make it into close combat at the summon rates you have, from my experience a summoned squad of 10 will be wiped to at least 5 daemons for you to work with next turn. I would highly recommend the metal boxes to at least be meat shields or even mobile cover for those fragile newborn daemons you summon. The shooting support is very necessary for the daemons, and I agree with malamis about taking more psykers--those arent going to live very long summoning and the more rolls you have for summoning the more likely you are going to get better summoning powers. Summoning is in no way as good as everyone thinks it is in a tournament setting with time constraints, in fact most of the time it is just used by flying circuses as a mobile distraction carnifex. Basically, you want to make sure your bare bones list can handle the tournament without daemon support, because the primaris daemons are just guard with stat boosts in one area, no gun, and a max save of 5++.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

@OP - I'm a bit of a treadhead, so I kinda like my vehicles when they're not too expensive. Even if they just block LOS...

Also, no comment on possibly taking an IKT for shooty support?

Anyhow, my interest here is mostly because I like the idea of IG summoning Daemons, but I'm not sure how well it works. Maybe I'll try it as a gimmick.

   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

@pondwater that's the point. While my opponent is worried about the (free) daemons I'm summoning the rest of my army is pounding him flat. If I manage to get some greater daemons or heralds great, if not they are meant as meat shields for my artillery.

@johnhwang with the double D: I wasn't sure what you meant by IKT (I'm assuming imperial knight?) if that case I don't own one/everyone has a plan to deal with knights

Tournament is this next Saturday so I'll update here to let you guys know how it went.

So far I've played two games with my army, one vs battle company, the other vs tank+jetbike eldar.

Vs the battle company I got out 2 greater daemons of khorn turn 1 and basically tabled him by turn 3.

Vs the eldar I got awful psykic rolls (1's and 2's baby), but was able to keep my artillery safe with enough spammed out lesser daemons for the eventual win (by objectives). My culexus putting in mad work which is what really turned the tide.

No- it's your turn to die. 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Sorry, IKT = Imperial Knight Titan. I love the big models.

Glad your test games went well.

   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

Tournament happened today, updates:

Game 1: vs Admech, slight loss. I probably could've won it had I deployed more conservatively with my units further back (I didn't really know what admech could do). I also rolled poorly for my wyrdvanes. This dude ended up winning the tournament overall and my list put up a good fight vs his so I can't complain. Had I gotten possession, and focused on the objectives a bit more, I probably would've rolled over his force.

Game 2: vs Space wolves, crushing victory. He ended up having to deploy a bunch of marines in the open...vs two earthshaker cannons. I also rolled 2 6's on my wyrdvane powers so I brought in three greater daemons of khorn turn 1. He was tabled by turn 2. I felt bad but I really didn't.

Game 3: vs Daemons, slight loss. If the rolling had gone better coulda been a win. Got out two greater daemons but got overwhelmed by 40 corn dogs.

Game 4: vs 5 IKTs, crushing victory. Two greater daemons of khorn with D axes make a mess of knights. He also had some spectacularly bad rolls.

Overall this army goes two ways. Either you roll a 6 for possession on the wyrdvanes and it's ez game ez life (for the most part) or you don't, and then it's harder.
I was hoping to play vs a riptide wing to see how my army fared vs it but didn't end up matched vs tau.

TLDR; The list is fun, and semi competitive. It has potential to win vs cheesy tournament lists, but as you're relying on the nature of psykic dice its never a guarantee.

TLSDR; 42% chance to roll possession = 42% chance to win vs 90% of tournament lists


No- it's your turn to die. 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Typhon wrote:
Tournament happened today, updates:

TLSDR; 42% chance to roll possession = 42% chance to win vs 90% of tournament lists


That's not a bad result. Congrats!

   
Made in us
Brain-Dead Zombie of Nurgle





Awesome results!
   
Made in us
Fresh-Faced New User




This list seems really interesting, but just to ask, why did you go with Heavy Bolters over Autocannons on your infantry platoons?
   
 
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