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Hey all,
So I see the meta swinging around knights, chaos knights, Custode tanks, etc and I see an opportunity to negate all the points spent on anti-tank with an all-infantry list.
List:
Catachan Brigade
-3x Officers
-Harker
-2x Astropaths (Shroud, Barrier)
-9x Infantry Squads (Bolters+Plasma Guns)
-3x5 Rough Riders (2x Plasma Guns)
-3x Mortar Teams
Blood Angel's Battalion
-Slam Cap (TH/SS+Angel Wing+Death Visions)
-Slam Cap (TH/SS+Death Visions)
-Lemartes
-3x5 Scouts (Bolters+Storm Bolter)
Custodes Supreme Command
-3x Dawn Eagle Captains (Hurricane bolters, shivs, 1x Auric, 1x Eagle Eye)
+Assassin of choice
Total: 1999
This list has 153 models, 6 of which are beat stick characters and 6 of which are support characters. Its has 21 command points. This list leverages command points and powerful characters to do damage and threaten while maintaining as much board control as possible.
The catachan infantry makes up the bulk of the army. They holds objectives or advance up the field, shooting at all viable targets or double moving into good positions. The infantry squads have decent staying power and get dangerous at 12" with orders (rapid fire, FRFSRF, Harker reroll). I tend to throw squads around the board with movement orders, getting recon or grabbing objectives or blocking movement. It can often make sense to consolidate a squad and protect it with Shroud/Barrier/Take Cover and use that as a focal point or tar pit.
Mortars hide in the backfield and plink away cost effectively/block area.
The Angel Wing slam cap starts on the board for first turn assault shenanigans (On Wings of Fire+Descent of Angels+Angel Wing reroll is 93% chance of first turn assault, even better if something starts in Forlorn Fury range). I also usually give this cap the +1 damage warlord trait and pass the mantle to one of the shield captains once he dies (swinging).
Second turn the other captain and Lemartes repeat this. Liberal use of Honor the Chapter and In Death gives these guys ridiculous hitting power.
The Custodes fly right behind the Guardsmen, then jump out when the moment is right. Their combined bolter fire also does a ton of work.
The flying characters also help counter flyers, as well as get around tough plague bearer screens.
The Rough Riders also show up turn 2 to take backfield objectives and do a surprising amount of damage for their (6x plasma guns will do that). Not the most efficient unit but a fairly decent platform for plasma guns that fit the other options in the list and they get me command points.
Psychic defence from the Astropaths, custodes strat, and Culexus (if necessary).
Against multiple knights basically this list is just super cost effective, they dont do much damage with their big guns. Then the beat sticks can reliably take them down in CC while keeping them pinned back.
Options I'm looking at:
1) Straken is an option, decent for multiplier and a bit of a beat stick himself, but usually I just like more bodies. If you bring him it prolly makes sense to bring powerfists on the commanders.
2) Change up second captain and lemartes. Storm shield librarian or librarian dread with wings and quicken are both viable.
3) Switch rough riders for sentinels. Less points but less synergy and damage.
What do yall think?
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