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Made in us
Imperial Recruit in Training




New to this so i could use some advice on my army. (i only have enough models for a 500 point army so far) (only 497 points

Leman Russ with a Battle cannon, Lascannon, X2 heavy bolter and a heavy stubber
Wyvern with Wyvern Quad Stormshard Mortar,Heavy Bolter and a Heavy Stubber
Platoon Comander with Laspistol, Chainsword and Frag Grenade
Comand Squad(with a heavy weapon team)with LasgunX3, Mortar, X3 Frag Grenade and Vox-Caster
Infantry Squad with X8 Lasgun, Plasma Gun, Laspistol, Chainsword, X10 Frag Grenade and Vox-Caster
Infantry Squad with X8 Lasgun, Grenade Launcher, Laspistol, Chainsword, X10 Frag Grenade and Vox-Caster
Infantry Squad with X8 Lasgun, Grenade Launcher, Laspistol, Chainsword, X10 Frag Grenade and Vox-Caster
   
Made in ca
Regular Dakkanaut





Ottawa, Ontario, Canada

You'll have to replace that platoon commander with a company commander in order for it to be legal, and you may want to buy a second company commander, lord commissar or a primaris psyker in order to have your army count as a battallion.

I don't have the codex in front of me, but in order to pay for these you may want to do one or more of the following:

Remove the heavy bolter sponsons from the Russ; you have plenty of anti-horde firepower via the stormshards and FRFSRF
Get rid of the command squad: again there's not much need for a mortar since you already have a wyvern.
Remove the vox-casters: you're paying a total of 25 points to extend your order range, but because of how much ground each guardsmen squad occupies if you have 2 commanders you should be able to easily have all of them within order distance.

If you can get the points to get that second HQ choice then you'l start each battle with 8CP. The idea of fighting an enemy with a Russ AND a wyvern at 500 points is a little scary to me, so you're donig it right

This message was edited 1 time. Last update was at 2018/11/05 17:55:58


"The sword can be anklebiter as well as throatcleaver. We need no new weapons to defeat the sons of the hydra, merely new doctrines."
-Joriah Stendall, second Chapter Master of the Red Grail Crusaders 
   
Made in us
Imperial Recruit in Training




Danielle Rae wrote:
You'll have to replace that platoon commander with a company commander in order for it to be legal, and you may want to buy a second company commander, lord commissar or a primaris psyker in order to have your army count as a battallion.

I don't have the codex in front of me, but in order to pay for these you may want to do one or more of the following:

Remove the heavy bolter sponsons from the Russ; you have plenty of anti-horde firepower via the stormshards and FRFSRF
Get rid of the command squad: again there's not much need for a mortar since you already have a wyvern.
Remove the vox-casters: you're paying a total of 25 points to extend your order range, but because of how much ground each guardsmen squad occupies if you have 2 commanders you should be able to easily have all of them within order distance.

If you can get the points to get that second HQ choice then you'l start each battle with 8CP. The idea of fighting an enemy with a Russ AND a wyvern at 500 points is a little scary to me, so you're donig it right
at the moment im using what I have available, as far as the platoon commander, I messed up and wrote the wrong thing, it is supposed to a company commander. Ill need to buy a few more kits to make a more functional army, I can see if the enemy has a hand full of anti vehicle weapons spread throughout there units I could be in a bad spot. the idea behind the command squad was to have them hang out with the company commander and issue orders through them, but I can see the benefit of having the 2 company commanders, plus the extra command points it would give me.


what do you thing of changing out the wyvern with 3 heavy weapon squads of mortars? its 2 points more, 6 more wounds and 5 more d6 of hit rolls at the cost of movement, toughness the wound reroll.
   
Made in ch
The Dread Evil Lord Varlak





People often scoff at the Nade launchers but at 5 pts they never disapointed me.

Btw that is actually fairly good starter army, albeit the sponsons and the stubbers would not be neccessary, probably best to follow what Danielle suggested and taking a second HQ to get more CP. Might take a psyker? could be usefull.

So you got artilery
You got a Leman russ at 500 pts always nice
You got 30 IG dudes, one squad even with a PG
A command squad with a mortar, which certainly isn't terrible. (bs3+ mortars are really effective for the small ammount of pts)

That looks plenty functional at 500 pts.


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in au
Fresh-Faced New User





Hi,

I don't have a lot of guard experience but have used this force a few times when boring models off a friend and so far I've won every game. The special weapons squads with the right orders performs very well. The infantry squad with the grenade launcher I use as a kind of screen.. pushing up to engage incoming threats, then falling back to allow the threat to be shot at by the entire force. I also use the movement command closer to the end of the game to get on objectives as I tend to stay stationary a lot.

Just an idea for comparison.


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [30 PL, 500pts] ++
+ No Force Org Slot +
Regimental Doctrine: Cadian

+ HQ +
Company Commander [2 PL, 35pts]: Chainsword, Display Astra Militarum Orders, Plasma pistol, The Laurels of Command
Lord Commissar [4 PL, 39pts]: Master of Command, Plasma pistol, Power maul, Relic of Lost Cadia, Warlord

+ Troops +
Infantry Squad [3 PL, 67pts]
. 6x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Heavy Weapon Team: Lascannon
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 68pts]
. 6x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Heavy Weapon Team: Lascannon
. Sergeant: Boltgun, Chainsword
Infantry Squad [3 PL, 45pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Chainsword, Laspistol

+ Elites +
Special Weapons Squad [2 PL, 45pts]: 3x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman W/ Special Weapon: Plasma gun

+ Heavy Support +

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

Leman Russ Battle Tanks [10 PL, 168pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter, Heavy Bolters

++ Total: [30 PL, 500pts] ++

Created with BattleScribe
   
Made in ca
Regular Dakkanaut




I am personally a big fan of the Wyvern, for what its worth.

You definitely should drop those Voxcasters, and grab a second HQ. The essentials are there, ie lots of infantry and a LRBT
   
Made in de
Death-Dealing Dark Angels Devastator






Also remember that while you usually want to play gunline, you will have to grab objectives as soon as you play the missions from the book.

A leman russ standing on an objective is hard to remove, especially at 500 pts, but while moving the sponsons and lascannon wil get -1 to hit. (I hate paying for weapons that never seem to hit)

Because of that most of my Russes have heavy bolters in their hull and no sponsons at all. The points you save this way are better used somewhere else.

This message was edited 1 time. Last update was at 2018/11/13 18:02:37


 
   
 
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