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[1994] - Astra Militarum - Cadian Tank Company - looking for feedback  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey fellows, I've been having a couple of months break from the hobby, and I'm trying something diffrent now. This list is built for tournaments, but this could also be fun at casual games. Any feedback is appreciated.

Astra Militarum Cadian Spearhead (864)
-HQ- Knight Commander Pask (executioner, lascannon, 2x plasmacannon) 232 {warlord: supreme tactical training}
-HS- Leman Russ (punisher, 3x heavybolter) 166
-HS- Leman Russ (punisher, 3x heavybolter) 166
-HS- Leman Russ (demolisher, heavybolter) 150
-HS- Leman Russ (demolisher, heavybolter) 150

Astra Militarum Cadian Supreme Command (565)
-HQ- Tank Commander (executioner, lascannon, 2x plasmacannon) 197 {relic: kurov's aquila}
-HQ- Tank Commander (battlecannon, lascannon) 184
-HQ- Tank Commander (battlecannon, lascannon) 184

Astra Militarum Cadian Supreme Command (565)
-HQ- Tank Commander (executioner, lascannon, 2x plasmacannon) 197
-HQ- Tank Commander (battlecannon, lascannon) 184
-HQ- Tank Commander (battlecannon, lascannon) 184

TOTAL: 1994

Tactics: Supreme Command Detachments hold backfield objectives, but can easily manouver with orders into better positions, while providing fire supprot. Knight Commander Pask and 4 regular Leman Russes advance to objectives, with Pask giving orders for them. Most of the army hits with 3+ BS, with re-rolling ones, and the list should have decent amount of anti-tank and anti-personnel firepower. If opponent has priority targets (such as knights), Pask will attempt Overlapping Fields Of Fire. The reason for Demolishers is just because I already have them. The remaning 6pts, I'll probably spend at Hunter-Killer-Missile for Pask.

Wh40k, necromunda, Mordheim 
   
Made in nz
Regular Dakkanaut




Ahaha, “fun”.

Firstly rule of three for tournaments so you’ll only be able to take 3 tank commanders.

You can combine the normal Russ tanks into units of two or three.

Second this list is super susceptible to being tagged by piling in units. Without a screen to protect the tanks you’ll be getting tagged by most armies by turn 2 onwards (and some t1).

Battle cannons are real good with the long range and doesn’t hurt the tank on neg to hit armies. Demolishers are quite small range and not enough shots.

You could also take hell hounds to help deal with chaff and provide some screening for the russes.
   
Made in gb
Pulsating Possessed Chaos Marine






Yeah if you want to play in tournaments just drop one tank and some upgrades on others and get 60 guardsmen. Your tanks are useless if you get a first turn charge from Genesteelers, full tilt knights, lord descendants, da jumping boyz, tzaangors etc etc, and with the footprint of all those tanks that will happen. Also you can't grab objectives easily.

Guardsmen solve all thise problems on the cheap. Plus 8 extra cp!
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Yeah, I noticed that rule of three, after posting list.

Wh40k, necromunda, Mordheim 
   
 
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