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My next project is an armored company but rules have changed a lot for tanks in the last month. This list is my orientation after the release of the FAQ.
All the tanks will be hydro dipped with digital camo pattern. Hydro transfer should be a new pleasant discovery for me. The infantry will follow an olive and black color scheme.
The list is symmetric and follow a rational force design of two medium tank platoon, an infantry platoon, a heavy tank and support elements.
Armored Coy combined arms 2000 pts
Cadian Bataillon det (369)
- Tank commander: Gatling, Heavy bolters, HK missile, Relic lost cadia (219)
- Company commander (Warlord Grand strategist) : Kurov’s aquila (30)
- Infantry squad (40)
- Infantry squad (40)
- Infantry squad (40)
Cadian Spearhead det (957)
- Pask : Gatling, Heavy bolters, HK missile (229)
- Russ Executioner : Plasma canons, heavy bolter (182)
- Russ Executioner : Plasma canons, heavy bolter (182)
- Russ Executioner : Plasma canons, heavy bolter (182)
- Russ Executioner : Plasma canons, heavy bolter (182)
Deployment: At the center, the infantry platoon act as a screen to protect rear elements from deepstrikers/smiters followed by the Shadowsword and the support elements (psykers and enginseer). Each flank is fielded with either Pask or the tank Commander and 2 Russ executioner.
Tactics: The armored line advance and shoot with the order gunner kill on sight and/or cadian’s relic. When their commanders gets killed, The Executioner stay immobile to get the 1 reroll of the Cadians and shoot. The infantry advance, seize objectives and deny deepstrike zones. I don’t really care if they shoot or not… All the units have obsec except the Shadowsword, but if the latter sit on an objective no hostile unit can claim it because it is too freaking big. The list has tremendous anti-tank and anti-personal firepower and the main effort would be to table the opponent. If this list goes second, it is expected that the shadowsword will be the main focus of hostile firepower, its valhallan nature will reduce the impact of the enemy’s damage.
Stratagems: 8 command points + those from Grand strategist and Kurov’s aquila
- Imperial armory to get the extra relic.
- Overlapping fields of fire against big hostile units to facilitate movement of Executioner or to compensate the loss of the Shadowsword.
- Vengeance of Cadia vs any Chaos list.
- Take cover and defensive gunner to increase the defensive capability of targeted units.
- Crush them to transform the Shadowsword into a close combat monster.
Any suggestion? Comments?
This message was edited 1 time. Last update was at 2017/10/24 17:41:23
Looks fun, but not sure how competitive. 3 units of 10 t-shirt saves isn't much a screen. One unit of Seraphan/Assault Marines/"Insert flying infantry with melta here", and you're going to be losing a load of firepower per turn. Conscripts are a more competitive choice naturally, to fill the board.
But then again this is all so new so we don't know the true potential quite yet! Maybe it will fare well. I'd be interested to hear how it goes if you do make the army. I personally own a armoured battle group, but I don't have this many russes (4 russ, shadowsword, 2x basilisk, 1x manticore, hellhound, psykers, and krieg chimera with engineer, and infantry).
My list would do great first turn, and nuke a lot, but most opponents don't make the same mistakes twice. Shadowsword being able to move and not get -1 circumvents a lot of that, so who knows how it does now.
The conscript unit has taken a massive drop with the latest FAQ. Commissar no longer limit lost to a single model. He gives the conscript a Ld of 8 and allows a reroll on morale check. I think the 10 man squads are now more interesting because if you add the Commissar tax to the conscript blobs it come close to the cost of normal infantry. 40 conscript (120 pts) + Commissar (31 pts) = 151 pts. 4x 10 men squad = 160 pts. They shoot better. They fight better. They always understand orders. They allow more movement flexibility. And now, they receive fewer loss from morale than conscripts. At 4 pts each, they are still fully and totally expandable.
I don’t expect the screen to survive the 1st turn. But if the 120 pts protects my 542 pts Shadowsword and the 229 pts Pask from deepstriking melta or plasma, they are worth it. I accept losses elsewhere. I think the aim of all armored list is to take care of hostile anti-tank assets ASAP. Like they say, the best tank terrain is the one without anti-tank weapons. After drop meltas, close plasmas, missiles and lascanons are gone, lasguns and bolters have much less impact on an armored list. Stating the obvious, deep strike units have to deep strike before being eradicated. They would have only one shot and after it is plasma canon time. Open season.
Facing another Shadowsword would be my greatest fear :-p. Going first would be a huge advantage and probably the decisive roll. Having force multiplers or a second shadowsword would be great, but it always goes down to the number of points…
I agree with mtcwalker. Sure the leadership of conscripts sucks and commissars are FAQ'ed to be nowhere near as good, but conscripts are MADE for what you want.
You have an interesting list papaseven. Our force design differ basically between the Shadowsword (my list) vs a full conscript company (your list). You want to use your conscript to totally bubblewrap your tanks. I want to use my infantry only to protect my shadowsword and Pask for a turn or two. My Shadowsword gives me a tremendous firepower. Your conscript gives you tremendous resilience.
My force design mindset is more offensive than yours (with its benefits and flaws) especially against the opponent vehicles. I stay confident on the normal infantry area denial capability and, unless fielding valhallans, I would not use conscript. Beside, going for conscript would require more point and therefore a tank less, or less firepower on the shadowsword. A choice I am not willing to take for only changing the nature of the disposable infantry.
You need a bigger screen. I love standard infantry squads, but the three currently in the list will be dead by end of turn 2. AM tanks are some of the worst models int eh game in melee, so you'll want to spend the points to get at least 6 squads of infantry (even if they don't mount special weapons).
Crush them doesn't do enough to make the shadowsword a melee screen and you don't want to be letting all those nasty power swords and axes near the hull anyway.
I'd drop one of the tanks for a wyvern and some more infantry. I'm not a big fan of plasma sponsons, but you definitely don't have the points for multi meltas in the list.
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
I just did a 2v2 against deep strike nids and korne bezerkers. They never got to scratch the paint on my russes. I Only lost a conscript squad to a squad of bezerkers, but they screened my ally (ultramarines) allowing him to slay his Warlord.
Funniest move was when a conscript killed a swarmlord. Never underestimate the power of conscripts!
The punisher wiped 3 full units of infantry in 3 turns.
My suggestion is even for the stormlord you probably need a bigger screen. If I trigon comes down (especially with devilgaunts) that squad is instantly gone.
This message was edited 1 time. Last update was at 2017/10/27 12:18:02
Make your first battalion Catachan instead of Cadian, and spend 2CP to give the Tank Commander "Officio Prefectus Command Tank" at the start of the battle. Then the 3 infantry squads have LD10 as long as there's a model within 6" of the Leman Russ.
EDIT: Holy Smokes! I just realized you could use conscript blobs instead of infantry squads and have conscripts with LD10 surrounding your tank.
This message was edited 1 time. Last update was at 2017/10/27 12:51:08
Thanks dadx6 for the idea of officio prefectus command tank. I’ll give it some thought. It is an excellent idea definitely worth considering!
Papaseven, my tourney army is a tyranids army with 100+ genestealer that rush in close combat. Just like your experience you mentioned with the berserkers and the nids, in all the simulation I did, the Stealers were unable to reach the tanks in sufficient numbers. The Punishers by themselves kills 30% of a genestealer wave per turn of shooting. The tanks do not get scratched. All the infantry dies, but they give a 2nd turn of shooting to the tanks.
If I came to the conclusion that a genestealer rush was not a direct threat to this list, there is not a lot of close combat list that threaten armored companies.