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Made in us
Pewling Menial




Austin, TX

Just wanted critique on this list before I start painting stuff in a cohesive color. Built as a 2k take all comers (or tourney equiv) list which while not perfectly specialized against anti-horde or anti-armor, should have a good blend of capability. Vanguard serve as deepstrike protection with Doctrina and WoM. Infiltrators serve as offensive deepstrike (and anti-horde CC) along with Mortal Wound dump also using WoM. Fulgurites in Termite either deployed and run up turn 1 or less likely as turn 2 deepstrike dive. Rangers with arquebuses camp in the back in elevated positions (if available) and snipe at characters all day every day. Techpriests w/ Onagers hang back and serve as long range fire support. Crusader is Krast (either w/ headsman's mark if my opponent has enough w10+ models, or otherwise endless fury), and Blessed by Sacristans or First Knight as Warlord trait depending on how much melee I expect to send the crusader into. Astra Militarum contingent parks mortars in the back as usual, and screens with 4 squads to protect crusader and/or mortars as needed, with end game objective camping if still alive by then. Astropath is used as a psychic maelstrom sniper, while Primaris Psyker is the standard smite blaster(with some rare buffing when applicable).

Admech batallion is mixed forgeworld with vanguard/infiltrators from Mars, while eveything else is graia for the anti-psycher resist capability (via stratagem).

Lastly is the assassin adder, pretty standard on most lists nowadays for obvious reasons even with the additional 1CP (2CP total) cost.

Only 11CP but with Kurov's i'm expecting 2-3 CP average return over a 5 turn battle (so hopefully 13-14 CP total per game avg).

Any glaring holes or structural incongruities?


+++ Knight of Mars Gulash (Warhammer 40,000 8th Edition) [122 PL, 11CP, 2000pts] +++

++ Battalion Detachment +8CP (Imperium - Adeptus Mechanicus) ++
+ No Force Org Slot +
Battle-forged CP +3CP
Detachment CP +5CP
Forge World Choice: Forge World: <Mixed>

+ HQ +
Tech-Priest Enginseer
. Rules: Canticles of the Omnissiah
Tech-Priest Enginseer
. Rules: Canticles of the Omnissiah

+ Troops +
Skitarii Rangers
. Rules: Canticles of the Omnissiah
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus
Skitarii Rangers
. Rules: Canticles of the Omnissiah
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus
Skitarii Vanguards: Enhanced Data-Tether, 8x Skitarii Vanguard
. Rules: Canticles of the Omnissiah
. Vanguard Alpha: Radium Carbine

+ Elites +
Fulgurite Electro-Priests: 12x Fulgurite Electro-Priest
. Rules: Canticles of the Omnissiah

Sicarian Infiltrators
. Rules: Canticles of the Omnissiah
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

+ Heavy Support +
Onager Dunecrawler: Broad Spectrum Data-tether, Cognis Heavy Stubber, Icarus Array
. Rules: Canticles of the Omnissiah
Onager Dunecrawler: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Rules: Canticles of the Omnissiah
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

+ Dedicated Transport +
Terrax-Pattern Termite Assault Drill
. Storm Bolters: 2x Storm bolter

++ Battalion Detachment +7CP (Imperium - Astra Militarum) ++
+ No Force Org Slot +
Detachment CP +5CP
Operative Requisition Sanctioned -2CP
Regimental Doctrine: Regiment: Cadian

+ HQ +
Company Commander: Boltgun, Chainsword, Relic: Kurov's Aquila
Lord Castellan Creed: Warlord +2CP, WT (Cadia): Superior Tactical Training
Primaris Psyker: Force Stave, Nightshroud, Psychic Barrier

+ Troops +
Infantry Squad: 9x Guardsman
. Sergeant: Chainsword, Laspistol
Infantry Squad: 9x Guardsman
. Sergeant: Chainsword, Laspistol
Infantry Squad: 9x Guardsman
. Sergeant: Chainsword, Laspistol
Infantry Squad: 9x Guardsman
. Sergeant: Chainsword, Laspistol

+ Elites +
Astropath: Laspistol, Psychic Maelstrom

+ Heavy Support +
Heavy Weapons Squad
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

++ Super-Heavy Auxiliary Detachment -2CP (Imperium - Imperial Knights) ++
+ No Force Org Slot +
Detachment CP
Exalted Court: Exalted Court: 1 Extra Warlord Trait -1CP
Heirlooms of the Household: Heirlooms of the Household: 1 Extra Heirloom -1CP
Household Choice: House Krast, Questor Mechanicus
+ Lord of War +
Knight Crusader: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom (Krast): The Headsman's Mark, Ironstorm Missile Pod, Warlord Trait: Blessed by the Sacristans
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
. Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon



I can resist everything except temptation. ~Oscar Wilde 
   
Made in us
Judgemental Grey Knight Justicar




Id take First Knight WL trait for the crusader.
Drop the Infiltrators.
Take a 2nd Neutron Laser.
Take a Dominus.
Go Stygies 8.
   
Made in us
Pewling Menial




Austin, TX

Except I'm using the infiltrators and vanguard as Mars specifically for the mortal wound dumps via WoM. Are the 4 or 6 MW's not worth the investment is what you're saying?

I can resist everything except temptation. ~Oscar Wilde 
   
Made in us
Judgemental Grey Knight Justicar




Vs having -1 to hit for your entire army?
Not worth it at all.
They are also only T3, so they die rather quickly, and they don't have good AP on the taser goads, so anything they actually charge is still taking their full armor saves.

Alternatively you could take Dragoons instead of infiltrators, but you would only get 3 for the same point cost and usually you want 4-6.

You should be spending CP to infiltrate the Drill with the Stygies stratagem. Doing that and disembarking and moving essentially gets you a free 12" move on them turn 1. Which can get you turn 1 charges on the priests.

   
Made in us
Pewling Menial




Austin, TX

Interesting feedback. I take it your last couple months testing infiltrators has left you dissapointed.

Could drop 1 Cadian shocktrooper squad and switch Crusaders RFBC to Thermal (along with removing Ironstorm launcher), and pick up 4 dragoons as you suggest. 4 Dragoons is on the lighter side but consider there's both the termite/fulgurites and the crusader as secondary CC its probably in the reasonable range.

I can resist everything except temptation. ~Oscar Wilde 
   
Made in us
Judgemental Grey Knight Justicar




I have been running 10, either as two groups of 5 or in one pile. They usually kill 1 or 2 chaff units then get killed and didn't make their points back in a single game I used them.
The Taser Goads don't have any -AP on them, so even if you get a ton of hits, if they are still rolling a 3+ save, you don't really get much damage through.

They are useful for getting things like Linebreaker or Recon as secondaries, but Dragoons can do that too.

This message was edited 1 time. Last update was at 2019/05/03 01:29:08


 
   
 
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