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Made in us
Giggling Nurgling






++ Battalion Detachment +5CP (Imperium - Astra Militarum) [27 PL, 8CP, 572pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Regimental Doctrine: Regiment: Millitarum Tempestus

+ HQ +

Tempestor Prime [3 PL, 41pts]: Bolt Pistol, Chainsword, Display Astra Militarum Orders, Master of Command, Relic (Militarum Tempestus): The Tactical Auto-Reliquary of Tyberius, Warlord

Tempestor Prime [3 PL, 45pts]: Tempestus Command Rod

Tempestor Prime [3 PL, 45pts]: Tempestus Command Rod

+ Troops +

Militarum Tempestus Scions [3 PL, 67pts]
. 2x Scion
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [3 PL, 67pts]
. 2x Scion
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [3 PL, 67pts]
. 2x Scion
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Hot-shot Laspistol

+ Elites +

Militarum Tempestus Command Squad [3 PL, 80pts]
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun

Militarum Tempestus Command Squad [3 PL, 80pts]
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun

Militarum Tempestus Command Squad [3 PL, 80pts]
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [66 PL, 992pts] ++

+ No Force Org Slot +

Regimental Doctrine: Regiment: Cadian

+ HQ +

Tank Commander [12 PL, 165pts]: Heavy Bolter, Turret-mounted Executioner Plasma Cannon

Tank Commander [12 PL, 165pts]: Heavy Bolter, Turret-mounted Executioner Plasma Cannon

+ Heavy Support +

Leman Russ Battle Tanks [10 PL, 152pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Battle Tanks [10 PL, 152pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Battle Tanks [10 PL, 152pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Wyverns [6 PL, 103pts]
. Wyvern: Heavy Bolter

Wyverns [6 PL, 103pts]
. Wyvern: Heavy Bolter

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [34 PL, 5CP, 436pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

Regimental Doctrine: Regiment: Cadian

+ HQ +

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

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

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

+ Fast Attack +

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

+ 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

++ Total: [127 PL, 13CP, 2,000pts] ++

Created with BattleScribe

This is for my friends army were both new players we're working together to make lists. This is his 2000pts Astra Militarum we made looking for feed back if it's good for locals
   
Made in us
Shunting Grey Knight Interceptor





Have you considered Plasma Guns?

I'm kidding. Looks exceedingly efficient, and your friend will crush everything but Knights. But then you might have enough bodies and deep strikers to just sit on objectives and win anyway. Quantity has a quality all its own.

My only warning would be that if you and your friend are new, you should really start small and work your way up. Start with a Russ, an Infantry Squad, a Scion Squad, and some HQs to begin with. If that goes well, then jump up to a full Battalion with 4 Infantry, 2 Scions, the Sentinels, and maybe some heavy weapon squads or more tanks. There's nothing wrong with playing a bunch of games at 750 points while you work your way up to 2k games.

If your friend is really starting from scratch, I wouldn't jump straight to 100+ Guard bodies with +7 tanks. Grinding out that many guard at once is a little soul crushing. Even just putting together and slapping some basic paint on all that first battalion is the work of months. Ymmv.

Sable Brotherhood - 2000pts
Wraithsight Corsairs - 2000pts
Void Angels - 500pts 
   
Made in ca
Regular Dakkanaut



Ottawa

Hmm, the non-Tempestus portion of your army seems to be taking the "boys before toys" principle a bit too far, if you ask me. You've got 240 points' worth of butt-naked guardsmen. If you sacrifice only one of those six squads, four of the other squads can each get a grenade launcher AND a mortar team, making them noticeably more killy while still being cheap and numerous enough to serve as cannon fodder.

Also it's definitely useful to have some long-range anti-tank. A good place to start is lascannons on the Leman Russes (esp. the Tank Commanders).

What are the scout sentinels for? Deep strike denial?

.
   
Made in us
Giggling Nurgling





Yeah were definitely going to build up armies slowly just making a 2000 point list so we know what to buy. probably going to change scout sentinels to armored Sentinels and remove 1 infantry squad to give the others special weapons and upgrade some tanks
   
Made in us
Stealthy Warhound Titan Princeps






-Guardsman- wrote:
Hmm, the non-Tempestus portion of your army seems to be taking the "boys before toys" principle a bit too far, if you ask me. You've got 240 points' worth of butt-naked guardsmen. If you sacrifice only one of those six squads, four of the other squads can each get a grenade launcher AND a mortar team, making them noticeably more killy while still being cheap and numerous enough to serve as cannon fodder.

Also it's definitely useful to have some long-range anti-tank. A good place to start is lascannons on the Leman Russes (esp. the Tank Commanders).

What are the scout sentinels for? Deep strike denial?

.


I strongly disagree with the first part of your post... 60 guardsmen is a bare minimum, and is generally not enough. Your tanks are worthless if something makes it into melee with them, and the only thing preventing that are Guardsmen... and they die really easily. I'm trying to get out of the trap of only taking 60, and looking to take 80 minimum.
   
Made in us
Giggling Nurgling





Should I get rid of 1 leman russ and put 2 more units of infantry,add lascannons to my tank commanders and add another sentinel or mortar unit?
   
Made in us
Virus Filled Maggot




Spain

Hi,

I´m not an astra player, but i´ve played against them and i learned to fear astra militarum army

Pask is a good adition to a Cadian army. He hits on 2s if i´m not wrong.

I preffer battle cannon than executioner plasma cannon. It ´s reach longer. You can take 2 plasma cannons in the sides of youn tank commander tanks. Lasscannon is good for them too

One unit that my friends always use are a lasscannon heavy weapons team close to a commander. He gives them the orders to repeat to hit and repeat 1s to wound.Niiiiice

If you want to have more infantry you can take another bataillon or going for a brigade. Maybe is a good idea to lose a lemman for more infantry . But it s just my opinion. 2 tank commanders and 2 lemmans are more than enought.

Tempestus with plasma are cool and destroys the normal tanks, I don´t know how they will work against IKs and Thoughness 8 vehicles.

Maybe you can take off one Lemman, but you have to go for the brigade or for another bataillon to pick more core units. I´m not sure if you can take em in the spearhead detatchment. In that case just take off one lemman, take more infantry and if you want improve your tank commanders

I hope that gives you more ideas for raising your army. But the best is playing smaller battles first for looking the things thats works, what you like and what you doesn´t.

grettings!!!

This message was edited 1 time. Last update was at 2019/09/14 00:37:34


 
   
Made in us
Fresh-Faced New User




Your tempest plasma groups are going to reroll all their wounds against vehicles with the orders your excellent HQ choices can give, that's very powerful.

Your list has dedicated mortar heavy squads AND two wyvern.
That's a surprising lot of indirect fire that has almost the exact same liability -- little way of coping with armor in cover.

If you drop a wyvern, you have 103 points to play with, and 6 squads to take an extra six mortars spread across them, and 6 grenade launchers as well. for a mere 48 of those points, you have added 12d6 anti-horde shots hidden among sixty hit points and deployed all over the field.
55 points remain to spend -- which screams to me "an astropath with malestrom and a laspistol." Astropaths can designate enemy targets to not recieve cover, and maelstrom the spell can affect stuff even if its not the closest. Also, that 26 point astro can deny the witch.
29 points remain.
looks like you splas a command squad of four veterans (cheap as chips) .. give one a laspistol and a chainsword, and the other three grenade launchers. They can hide behind the armor on the first turn and then trot out in front of it to replace a lost screen -- while popping off just enough firepower that they migth not be bothered to be targetted back. Someday soon, when you feel the urge, those three guys with grenades and a seargeant only need another 6 models added to create a very cheap veteran squad with grenades and shotguns.

It raises your "antihorde" to 15d6 shots where the one wyvern was doing only 4d6 shots (but really, rerolling wounds, robably the EFFECT of 8d6). Still, 6d6 of your new firepower is also indirect, and its spread over a LOT of troop bodies.
   
 
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