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Made in us
Ultramarine Terminator with Assault Cannon






*edited new list - So this list will replace the one below. I think it has better ranged power, and better hard-hitting close combat abilities from the 2 gallants. It does suffer from a lack of psychic defense, though last time it seemed most of the enemy psykers were outside my 24" deny bubble anyway, and I failed to get off a lot of my powers regardless. Obviously feedback is welcome, always trying to figure out ways to make it better.

Battalion 1 - (Cadian)

* 3x CC
* 3x Infantry Squads

Battalion 2 - (Cadian, Emperor's Fist)

* 2x Tank Commander (Battle Cannon, 3x Heavy Bolter)
* 1x Tank Commander ( Relic Battle Cannon, Heavy Flamer)
* 3x Infantry Squads
* 2x Mortar HWS

Super-Heavy Detachment - House Terryn, Exalted Court + Heirlooms

* 2x Helverins
* 2x Knight Gallant (one is Warlord)




Old List:

Battalion 1 - (Cadian)

* 3x CC (Warlord, Kurov's Aquila + Old Grudges)
* 3x Infantry Squads
* 2x Astropaths (Nightshroud, Barrier)

Battalion 2 - (Cadian, Emperor's Fist)

* 1x Pask (Executioner, Las/Plas)
* 1x Tank Commander (Executioner, Las/Plas)
* 1x Tank Commander ( Relic Battle Cannon, Heavy Flamer)
* 4x Infantry Squads
* 2x Hellhounds (1 Hull Heavy Flamer, 1 Hull Heavy Bolter)
* 2x Mortar HWS

Super-Heavy Detachment - House Terryn, Exalted Court + Heirlooms

* 2x Helverins
* 1x Knight Gallant, Paragon Gauntlet or Armor of Sainted Ion + Ion Bulwark or Landstrider

The idea is that I have 4 real components of this army... the "Assault" group which is the Hellhounds + the Gallant, that charge the enemy and cause as much damage / chaos as I can, the mobile firebase, which is the Helverins + the Tank Commander w/ Battle Cannon, since it can move 10" and fire for full effect with the Vigilus stratagem when it needs to move, the fire base, which is the Executioners + the Mortars to provide cover, and the Infantry, which will zone out deep strikers and hold objectives, and rush forward behind the Assault group if needed. I think it should be able to deal with pretty much everything out there, the two biggest threats I think being the Castellan Imperial Soup lists, and Eldar lists.

This message was edited 3 times. Last update was at 2019/02/17 05:35:53


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Made in us
Ultramarine Terminator with Assault Cannon






I am assuming this list is flawless then Didn't get many comments on reddit about it either, which is probably a good sign, since when I posted a list prior it got all kinds of comments about things to be changed. I need to submit it to the T/O soon, so one small bump for visibility then I'll let it die.

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Made in ie
Norn Queen






Dublin, Ireland

I ran a similar list at a tourney before xmas but had several HWTs and a basilisk in place of the Helverins.

A few thoughts - the hellhounds didnt do much in my games, I found them subpar and when focussed they went down fast. I think there may be better choices for them.

I think you need mortar teams in multiples - 2 wont do any significant damage - a few wounds chipped here and there.

The execs are hard hitters but short range - maps like hammer and anvil or an opponent that sits back will give them trouble. I found standard old russes to be pretty good in my games especially with cadia and rerolls.

I think the list will struggle against flyers and if an army has enough firepower to take out a knight and decides to ignore your knight, it could wreak havoc on your vehicles. Maybe valhalla trait to keep them functional?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Ultramarine Terminator with Assault Cannon






 Ratius wrote:
I ran a similar list at a tourney before xmas but had several HWTs and a basilisk in place of the Helverins.

A few thoughts - the hellhounds didnt do much in my games, I found them subpar and when focussed they went down fast. I think there may be better choices for them.

I think you need mortar teams in multiples - 2 wont do any significant damage - a few wounds chipped here and there.

The execs are hard hitters but short range - maps like hammer and anvil or an opponent that sits back will give them trouble. I found standard old russes to be pretty good in my games especially with cadia and rerolls.

I think the list will struggle against flyers and if an army has enough firepower to take out a knight and decides to ignore your knight, it could wreak havoc on your vehicles. Maybe valhalla trait to keep them functional?


What do you suggest replacing the Hellhounds with? I could drop them for a Basilisk and another HWT (I don't have any more mortars ATM, just an autocannon team), leaving me with like 50 points left. Or I could drop them for another Leman Russ + Autocannon HWT, and drop the non-pask executioner to replace it with another battlecannon + HB russ. I was kind of hoping the Hellhounds would get focused down though instead of other things, since they're quite tough for 100 points (11 wounds T7), and if they follow the Knight up into the enemy they'll hopefully be a big enough threat that the enemy tries to shoot at them and leave my other tanks alone.

Unused Guard models I have available are:

Manticore
Basilisk
2x Plasma Armored Sentinels
Multilaser Scout Sentinel
more Infantry
2 Battlecannon Leman Russ w/ 3 Heavy Bolters
Shadowsword
Techpriest
Lord Commissar
Autocannon HWS.

2 mortar teams have proven pretty effective, I haven't bought a third one yet because an officer can only order 2 to take aim so I figured I'd lose some efficiency by having 3 (and not ordering one). I'll look into getting a third team for upcoming tournaments if 3x3 mortars is the way to go, since I doubt this will be my last tournament.

Hammer and Anvil does worry me, but that's on one mission of six in the mission packet for this particular tournament, and since it's only a 3 round game, I've only got a 50% chance of having to play that deployment map. If I get it, I'll rush the Executioners forward turn 1 with Full Throttle and shroud them with smoke, and hope the Gallant can draw enough fire. Though I might just use Sally Forth to ensure he gets into combat, and try to keep the Executioners back until turn 2.

As for Flyers, I had hoped the Helverins would be able to deal with them. They're Imperial Knights, so they can use the re-roll hits vs Flyers stratagem, should be enough to hurt them I think. The Hellhounds are also part of my air-defense plan, they should be able to deal a wound or two to an enemy flyer, to trigger overlapping fields of fire, so my Relic Tank Commander can open up. +1 BS and re-rolling 1's, with STR8 AP2 3 Damage should be able to finish whatever the Helverins shoot at. Is there a way to improve this with my currently available models?

I haven't really considered running other regiments, but Valhallan is interesting. I'd lose Pask though, and I'd lose Overlapping Fields of Fire and re-rolling 1's to hit, which has been huge in test games. So I'd be trading upfront hitting power for more staying power.

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Made in us
Ultramarine Terminator with Assault Cannon






 Ratius wrote:
I ran a similar list at a tourney before xmas but had several HWTs and a basilisk in place of the Helverins.

A few thoughts - the hellhounds didnt do much in my games, I found them subpar and when focussed they went down fast. I think there may be better choices for them.

I think you need mortar teams in multiples - 2 wont do any significant damage - a few wounds chipped here and there.

The execs are hard hitters but short range - maps like hammer and anvil or an opponent that sits back will give them trouble. I found standard old russes to be pretty good in my games especially with cadia and rerolls.

I think the list will struggle against flyers and if an army has enough firepower to take out a knight and decides to ignore your knight, it could wreak havoc on your vehicles. Maybe valhalla trait to keep them functional?


So my recent tournament came and went, and I think your advice was pretty spot on for my experience. Hellhounds either were useless because the enemy had no viable targets, or were useless because the game was already a foregone conclusion and I won easily. The Mortars did fine though, 6 teams with an officer in the back ordering them to hit made them quite useful.

The Executioners also failed me, since I had to move them to get into range sometimes, and they suffered many mortal wounds because they couldn't re-roll 1's. The extra AP and steady 2 damage isn't worth that.

I'm working on a new version of this list for my next tournament in a few weeks, if you have some feedback on the new version that would be great.

Battalion 1 - (Cadian)

* 3x CC (Warlord) (Kurov's Aquila + Old Grudge) or (Grand Strategist)
* 3x Infantry Squads

Battalion 2 - (Cadian, Emperor's Fist)

* 2x Tank Commander (Battle Cannon, 3x Heavy Bolter)
* 1x Tank Commander ( Relic Battle Cannon, Heavy Flamer)
* 3x Infantry Squads
* 2x Mortar HWS

Super-Heavy Detachment - House Terryn, Exalted Court + Heirlooms

* 2x Helverins
* 2x Knight Gallant w/ Icarus Autocannons, Paragon Gauntlet or Armor of Sainted Ion + Ion Bulwark or Landstrider

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Made in us
Tunneling Trygon





The House that Peterbilt

I am building a similar list, only swaped the helverins for crusader, krast for the relic on the crusader and extra "river dance" ability on the gallants and only a battalion of IG. Helverin are good and do give you some anti flyer with their strat, but for 100ish points more you can get +3CP, full gamut of warlord/relic goodies and a bit more durability overall.

I like the relic battlecannon so have one standard commander LRBT but going punisher for the other two commanders. Range is an issue but can be mitigated via Emperor fist strat and/or regiment choice (tallarn or vostroyn come to mind). You give up cadia stationary buff and strat but tank orders and warlord combos could get you similar efficieny. Just seems a better fit for the meta with all the shots to clear screens for the gallants.

My IG is pretty bare bones though, going with a cullexus aux and only a platoon commander rather than mortars/CComs for the moment. Not neccesarily better, more of a modelling choice at the moment (using necromunda models for IG and not feeling like scratchbuilding mortars at the moment), but I do like the idea of anti psycher support for the knights.

All theory though, just bought the models and started building them last night.

   
Made in us
Ultramarine Terminator with Assault Cannon






Well, I'm kind of married to Terryn since my Knights are painted in their scheme, but I have been considering getting a Paladin or Crusader eventually, to use the Terryn Relic Battle Cannon, since it has str 9 and 3D6 drop the lowest number of shots, which is pretty sweet.

I could drop the Helverins, mortars, and a company commander, for a Paladin. To get in a Crusader I'd have to drop a russ though, and that's definitely further than I want to go. As it is, the Paladin w/ relic cannon would do equal damage to T8 vehicles as the 2 Helverin, though the Helverin are significantly better against smaller targets and flyers.

I'm trying to leave it at double Guard battalions as well, because Guardsmen are going to provide a significant portion of my anti-horde and screening for my russes. They may not look like much, but 2 squads of buffed cadian guardsmen using FRFSRF can take out 15 ork boyz in a single salvo.

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Made in us
Ultramarine Terminator with Assault Cannon






Fought an Ork horde with this list today, using the ITC Size Ground mission. First time using this list! His list from memory had:

5x Mek Guns
2 15 man tankbusta squads
30 man shoota boyz squads
20 man shoota boyz squad
10 man shoota boyz squad
10 man mega nobz squad
3 10 man gretchin squads
2 wierdboys
1 warboss on bike
1 mek on bike with KFF

For Secondary Objectives, I picked Kingslayer on his warboss, Butcher's BIll, and Reaper.

I deployed with my Gallants at the edge of my zone, looking like they were going to charge right into him. He deployed with gretchin squads in the front, a line of boyz, then his mek guns, and boyz on either flank, and the Mega Nobz in deep strike. I got turn 1.

Turn 1, I retreated the Gallants back 12", figuring I had better shooting, so I'd hold them in the middle of my army and counter-charge him when he got closer. My Armigers + Tank Commanders then wiped out all of his Mek Guns, and I killed a few Gretchin with mortars. His turn 1, he used Mob Up + Da Jump to teleport 30 Tankbustas within 24" of my vehicles, and with his More Dakka stratagem, he killed a Gallant (my Warlord) and my Relic Tank Commander.

Turn 2, I had all my Guardsmen move up a little bit and use FRFSRF on the Tankbustas, cutting them down. Then I had a Leman Russ or two shoot at them. to finish them off. I also killed some Gretchin he had in the back holding an objective with Mortars, and killed ~15 of 20 of his 20 man shoota boys squad. His turn 2, he moved his Warboss biker up close to my line of Guardsmen that killed his Tankbustas, dropped his Meganobz on the right flank, and used Green Tide to bring his 20 man squad back in on the far left flank. He also used Da Jump to plop his 30 man squad right in the middle, 9" away from my Guardsmen. His Mega Nobz killed 10 Guardsmen (and tried to kill a Mortar Team, but I literally rolled like 7 5+ armor saves out of 8, so I just took one wound), his boyz on the left flank killed a 10 man Guardsman squad, and his boyz in the front killed another 10 man Guardsman squad. His Warboss then assaulted an Armiger and killed it, but took 3 damage on the way in. He consolidated into a Tank Commander.

Turn 3, I moved the Gallant out to deal with the 20 man squad on the left flank, sprinted a 10 man IG squad to stand 1" away from his Meganobz so they couldn't move any closer to me, and got ready to shoot everything but my other armiger at the middle squad. Gunned down ~22 orks from the middle squad with all my shooting, then the Gallant charged and killed all 20 orks on the left (I had to use the Fight Twice stratagem to ensure they all died, they were on an objective point). Other Armiger moved 14" to stand next to the warboss, then blew him away in shoooing. The orks in the middle fled during Morale. His turn 3, he Jumped his 10 man squad to be right next to my mortars. his Mega Nobz shot at my mortars again, but he rolled poorly to hit and I rolled really well to save, so I only lost a wound. They also shot at some Guardsmen on an objective and killed like 8 of them.The Mega Nobz then assaulted the Guardsmen in front of them then and massacred them. His 10 man squad charged my mortars, but again they managed to survive, losing only 3 wounds.

Turn 4, I moved the Gallant towards him but was out of charge range. The Tank Commanders and Armiger unloaded on the Mega Nobz, killing 5 of them. (One tank commander killed 4 by himself... I just rolled 4 5's to kill them on damage). Damaged mortar squad fell back, all mortars shot at his 10 man squad, killed like 6 of them. I assaulted his 4 remaining orks with my mortars + a Company Commander, we each killed 1 model. His Turn 4, his Mega Nobz moved up and killed a Company Commander, and my Mortar Team + Company Commander killed off the rest of his 4 man squad of orks.

Turn 5, all he had left was 2 weirdboyz and like 5 Mega Nobz. My Tank Commanders killed some more Mega Nobz, he tried to jump the survivors but failed. He then conceded the game.



Overall, I think my list held up pretty well. I think pulling back the Gallants to use as a counter-charge worked nicely, though I need to get better at screening them. I could have used Move Move Move better to keep his Tankbustas more than 24" away from them so I didn't lose one turn 1. The Gallants really only killed 20 Ork Boyz though, not really doing much damage OR drawing much fire in the end. We agreed that the Mega Nobz were basically just too slow and were pretty useless, so next time he's gonna try to get some Lootas instead, which are much deadlier. Getting first turn also helped me quite a bit, since I was able to take out all of his Mek Guns without getting shot, and those things are brutal otherwise.

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