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Made in au
Regular Dakkanaut




++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [46 PL, 540pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Graia

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Volkite Blaster

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Kataphron Breachers [24 PL, 330pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

+ Elites +

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) [59 PL, 1,154pts] ++

+ No Force Org Slot +

Household Choice: Questor Mechanicus
. House Krast

+ Lord of War +

Armiger Warglaives [9 PL, 162pts]
. Armiger Warglaive: Heavy Stubber

Knight Crusader [25 PL, 494pts]: Character (Knight Lance), Heavy Stubber, Ironstorm Missile Pod
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
. Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon

Knight Crusader [25 PL, 498pts]: Character (Knight Lance), Heavy Stubber, Heirloom (Krast): The Headsman's Mark, Twin Icarus Autocannon, Warlord, Warlord Trait (Krast): First Knight
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
. Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [23 PL, 306pts] ++

+ No Force Org Slot +

Regimental Doctrine: Regiment: Cadian

+ HQ +

Company Commander [2 PL, 31pts]: Boltgun, Chainsword

Company Commander [2 PL, 30pts]: Chainsword, Laspistol

+ Troops +

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

+ Elites +

Astropath [1 PL, 26pts]: Laspistol

+ Heavy Support +

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

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

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

++ Total: [128 PL, 2,000pts] ++

The aim of the list is to have 3 hard hitting units. The krast crusaders are lethal because of rerolling stomps and the headsman's mark meaning they can win in a knight vs knight contest. The warglaive as krast is lethal against other knights with the rerolls to hit in the fight phase, it can easily do 9-12 damage against any knight in combat.

The 22 shots from the breachers hit on 3s rerolling 1s for 1 cp. Then against vehicles they do d6 damage for each one that gets through. For 1 cp they get a 5++ for the entire game so with shroudpsalm they have a 2+ 5++ T5 3 wounds. And each time they die on a 6 they come back on one wound. For 2cp they can get up to 1+ 4++ for the opponent's entire turn. The other reason I'm taking graia is for the 4+ psychic deny which helps against things like doom and jinx. Finally the servitors through the vigilus detachment can be used to bring back an entire breacher back from dead.

I have an astropath to get a deny in and make a 20 man infantry squad have a 4+ save for better screen survival. To finish off I take 9 mortars for ITC help in getting a kill, taking out infantry in hiding, taking things off objectives and deepstrike blocking. Being cadian they reroll all missed shots which makes them far more reliable. If needed with overlapping fields of fire they can almost auto hit, great against a big unit of boys or necrons you don't want coming back.

What are you thoughts on the weaknesses of the list? Cheers

   
 
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