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Made in gb
Fresh-Faced New User




I'm building an army of 2000 points. I looked at some recent posts and am building upon the 1000 point army suggest by greenknight (I thought it was pretty dam good) so here is my scaling of that to 2000points

++ Supreme Command Detachment +1CP (Imperium - Astra Militarum) [36 PL, -1CP, 548pts] ++

+ No Force Org Slot +

Detachment CP [1CP]

Imperial Commander's Armoury [-1CP]: 1 additional Heirloom of Conquest

Regimental Doctrine: Regiment: Tallarn

Vigilus Defiant [-1CP]: Emperor's Fist Tank Company

+ HQ +

Tank Commander [12 PL, 174pts]: Battle Cannon, Emperor's Fist, Heavy Bolter, Heavy Stubber, Relic (Emperor's Fist): Hammer of Sunderance

Tank Commander [12 PL, 188pts]: Emperor's Fist, Heavy Bolter, Heavy Bolters, Heavy Stubber, Turret-mounted Punisher Gatling Cannon

Tank Commander [12 PL, 186pts]: Battle Cannon, Emperor's Fist, Heavy Stubber, Lascannon

++ Brigade Detachment +9CP (Imperium - Astra Militarum) [PL, 9CP, 1439pts] ++

+ No Force Org Slot +

Brigade Detachment CP [9CP]


Regimental Doctrine: Regiment: Cadian

+ HQ +

Company Commander [2 PL, 31pts]: Boltgun, Chainsword, Grand Strategist, Relic: Kurov's Aquila, Warlord
Company Commander [2 PL, 31pts]: Boltgun, Chainsword
Company Commander [2 PL, 31pts]: Boltgun, Chainsword

+ Troops +

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 43pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

+ Elites +

Astropath [1 PL, 32pts]: Telepathica Stave

Bullgryns [PL7, 294pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul
Ministorum Priest [2 PL, 35pts]: Laspistol


+ Fast Attack +
Hellhound [PL6, 73pts]

Hellhound [PL6, 73pts]

Hellhound [PL6, 73pts]


+ Heavy Support +
Wyvern [6 PL, 95pts]

Wyvern [6 PL, 95pts]

Wyvern [6 PL, 95pts]

Basilisk [7PL, 100pts]

Basilisk [7 PL, 100pts]

Total points 1987

I was going to try and incorporate some Militarum Tempestus Scions, because I thought I might be lacking some special weapons firepower i.e. plasma ,meltas & hot shot volley gun but I’ve run out of points.



   
Made in us
Longtime Dakkanaut





There are some places you can allocate command points now to greatl.y impact your play. One is the "emperor's wrath artillary detachment, warlord trait, and relic (all three, I find worthwhile when you have so many wyvern.)

These give you access to the dooubletap strategem, and to the warlord trait aura (for one company commander so designated) to allow a six on wound role to have one extra ap. With the relic, you can also designate one wyvern or basilisk to ignore cover. If you go so far as to equip one commander with old grudges and another with the relic of lost cadia, you can potentially greatly synergize your first roudn of firing at a large (read "lord of war)" target, and even your second against a chaos army. For one point, you can potentially give a lot of artillary rerolls even on a turn they are forced to relocate by some threat.
Taken togetner, they can be quite powerful helps to your wyvern line, especially if you are trying to kill chaos marines or such. Rerolling everything with extra ap and multiple shots where cover doesn't matter! Much better!

Note that you have undercosted your wyvern and basilisks by the price of the mandatory heavy bolter each must take, and it looks like you haven't bought weaponry for your hellhounds, either. I personally like the loadout with heavy flamer, inferno cannon, and storm bolter, cause these are craft that will be up close with the enemy.

I reckon you are down like ... 142 (or more points stormbolters being optional) as a result, not factoring in your unspent ones.

Perhaps your seventh squad, and lose a wyvern, at least.

You might consider giving your astropath the deathmask of oleanus, he is a unique force multiplier in your army who has the potential liability of warp perilling at the WORST time, and the deathmask can give him some ability to heal a partial wound. Also some protection against snipers, although not that very much.

I know that priorities right this instant are proabably feeling sticker shock from the wargear costing so much more than planned, but I note that when I have this much armor on the board as gaurd, its often VERY useful to have at least one engenseer aroudn to repair damaged machines. You can nudge people up a bracket after they are nearly dead, and with so many tanks, you will almost certainly find some that need the repairs before your shooting phase.
He is only 30 points, and on occasion I have stopped things from chewing up my gunline with his frantic axework, too.

Your tankers are going to be running all over the board, he probably would have trouble keeping up with them, but a lot of players will potshot the basilisks and wyvern to drop them a bracket or two.

One easy way to up your firepower with special weapons would be to convert your seventh squad to an elite veteran group, which could then take a trio of them (3 grenade launchers isn't a bad low cost elite group). The vets are so much cheaper than scions, but you can take them, and even a heavy weapon, and hit on the same ballistic skill. No volleyguns, though, and probably unwise to put too many points into a fragile squad that has to walk towards the enemy. Still, 3 grenade launchers isn't a bad compromise.
If you want still more raw dice of daka, 3 command squads with 4 grenade launchers each are a mere 96 points, and while each is individually a bit unimpressive, 12d6 of dakka can take a bit of a bite out of horde armies before they get that fatal charge off. for about the cost of 2 scion troop groups (which can't recieve orders from your commanders at all, command squads can.)

Flip side, command squads are very fragile little birds, that you have to dart behind cover till you are ready to strike with them, but they don't have to hit a lot ot make their points back.

Anyway, its not a terrible scaleup. I would personally tend to focus the 6 squads of regular infantry to include their compliment of 6 mortars, cause for 30 points, you put out a reliable 6d6 dakka even behind walls. Might tend to make up for the wyvern I suspect you will have to give up, and it something that enemies don't get to kill all at once with one mortar shot that gets lucky. (Cause a HWS with 3 mortars, COULD die that way. Probably won't, but enemies tend to bring several mortars.)

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gb
Fresh-Faced New User




Dukeofstuff wrote:
There are some places you can allocate command points now to greatl.y impact your play. One is the "emperor's wrath artillary detachment, warlord trait, and relic (all three, I find worthwhile when you have so many wyvern.)

These give you access to the dooubletap strategem, and to the warlord trait aura (for one company commander so designated) to allow a six on wound role to have one extra ap. With the relic, you can also designate one wyvern or basilisk to ignore cover. If you go so far as to equip one commander with old grudges and another with the relic of lost cadia, you can potentially greatly synergize your first roudn of firing at a large (read "lord of war)" target, and even your second against a chaos army. For one point, you can potentially give a lot of artillary rerolls even on a turn they are forced to relocate by some threat.
Taken togetner, they can be quite powerful helps to your wyvern line, especially if you are trying to kill chaos marines or such. Rerolling everything with extra ap and multiple shots where cover doesn't matter! Much better!

Note that you have undercosted your wyvern and basilisks by the price of the mandatory heavy bolter each must take, and it looks like you haven't bought weaponry for your hellhounds, either. I personally like the loadout with heavy flamer, inferno cannon, and storm bolter, cause these are craft that will be up close with the enemy.

I reckon you are down like ... 142 (or more points stormbolters being optional) as a result, not factoring in your unspent ones.

Perhaps your seventh squad, and lose a wyvern, at least.

You might consider giving your astropath the deathmask of oleanus, he is a unique force multiplier in your army who has the potential liability of warp perilling at the WORST time, and the deathmask can give him some ability to heal a partial wound. Also some protection against snipers, although not that very much.

I know that priorities right this instant are proabably feeling sticker shock from the wargear costing so much more than planned, but I note that when I have this much armor on the board as gaurd, its often VERY useful to have at least one engenseer aroudn to repair damaged machines. You can nudge people up a bracket after they are nearly dead, and with so many tanks, you will almost certainly find some that need the repairs before your shooting phase.
He is only 30 points, and on occasion I have stopped things from chewing up my gunline with his frantic axework, too.

Your tankers are going to be running all over the board, he probably would have trouble keeping up with them, but a lot of players will potshot the basilisks and wyvern to drop them a bracket or two.

One easy way to up your firepower with special weapons would be to convert your seventh squad to an elite veteran group, which could then take a trio of them (3 grenade launchers isn't a bad low cost elite group). The vets are so much cheaper than scions, but you can take them, and even a heavy weapon, and hit on the same ballistic skill. No volleyguns, though, and probably unwise to put too many points into a fragile squad that has to walk towards the enemy. Still, 3 grenade launchers isn't a bad compromise.
If you want still more raw dice of daka, 3 command squads with 4 grenade launchers each are a mere 96 points, and while each is individually a bit unimpressive, 12d6 of dakka can take a bit of a bite out of horde armies before they get that fatal charge off. for about the cost of 2 scion troop groups (which can't recieve orders from your commanders at all, command squads can.)

Flip side, command squads are very fragile little birds, that you have to dart behind cover till you are ready to strike with them, but they don't have to hit a lot ot make their points back.

Anyway, its not a terrible scaleup. I would personally tend to focus the 6 squads of regular infantry to include their compliment of 6 mortars, cause for 30 points, you put out a reliable 6d6 dakka even behind walls. Might tend to make up for the wyvern I suspect you will have to give up, and it something that enemies don't get to kill all at once with one mortar shot that gets lucky. (Cause a HWS with 3 mortars, COULD die that way. Probably won't, but enemies tend to bring several mortars.)


Thank you very much for your response
Which book contains the One is the "emperor's wrath artillary detachment, warlord trait, and relic , also dooubletap strategem, and to the warlord trait aura?
   
Made in us
Longtime Dakkanaut





vigilus defiant .. the first supplement for that series, has the gaurd detachments in it. The ability to amplify your arty fire up to 11 is mighty handy, given how many cp gaurd usually end up with and how well a few other strategems cross pollinate the effect. That book is also where the emperor's Fist tank company comes from, which is where Greenknight got the relic cannon "hammer of sunderance" from for his tallarn LRTC.

Note that I usually give one of the tanks a cp strategem that designates it to contain a free kommisar. This can bolster the lackluster resistance of the tank commanders against any number of LD related psyker effects.

The only other improvements for gaurd to come out recently (of which I am aware) are the various characters in blackstone fortress game modules, a pair of elite ratling characters (Rein and Raus, they are snipers and urban combat specialist types, I forget which is which) and a crusader character and a named psyker primaris.

This message was edited 2 times. Last update was at 2019/10/15 20:24:30


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gb
Fresh-Faced New User




++ Supreme Command Detachment +1CP (Imperium - Astra Militarum) [36 PL, -1CP, 548pts] ++

+ No Force Org Slot +

Detachment CP [1CP]

Imperial Commander's Armoury [-1CP]: 1 additional Heirloom of Conquest

Regimental Doctrine: Regiment: Tallarn

Vigilus Defiant [-1CP]: Emperor's Fist Tank Company

+ HQ +

Tank Commander [12 PL, 174pts]: Battle Cannon, Emperor's Fist, Heavy Bolter, Heavy Stubber, Relic (Emperor's Fist): Hammer of Sunderance

Tank Commander [12 PL, 188pts]: Emperor's Fist, Heavy Bolter, Heavy Bolters, Heavy Stubber, Turret-mounted Punisher Gatling Cannon

Tank Commander [12 PL, 186pts]: Battle Cannon, Emperor's Fist, Heavy Stubber, Lascannon

++ Brigade Detachment +9CP (Imperium - Astra Militarum) [PL, 9CP, 1461pts] ++

+ No Force Org Slot +

Brigade Detachment CP [9CP]


Regimental Doctrine: Regiment: Cadian

+ HQ +

Company Commander [2 PL, 31pts]: Boltgun, Chainsword, Grand Strategist, Relic: Kurov's Aquila, Warlord
Company Commander [2 PL, 31pts]: Boltgun, Chainsword
Company Commander [2 PL, 31pts]: Boltgun, Chainsword

+ Troops +

Infantry Squad [3 PL, 48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

.Mortar Team

Infantry Squad [3 PL, 48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

.Mortar Team

Infantry Squad [3 PL, 48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

.Mortar Team

Infantry Squad [3 PL, 48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

.Mortar Team

Infantry Squad [3 PL, 48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

.Mortar Team

Infantry Squad [3 PL, 48pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Grenade Launcher
. Sergeant: Laspistol

.Mortar Team


+ Elites +

Astropath [1 PL, 32pts]: Telepathica Stave

Bullgryns [PL7, 294pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul

Ministorum Priest [2 PL, 35pts]: Laspistol

Tech Priest Engineer (30 points)


+ Fast Attack +
Hellhound [PL6, 89pts]
Hellhound [PL6, 89pts]
Hellhound [PL6, 89pts]


+ Heavy Support +
Wyvern [6 PL, 103pts]
Wyvern [6 PL, 103pts]

Basilisk [7PL, 108pts]
Basilisk [7 PL, 108pts]

2009 points

I have now given the Hellhounds, Wyvern and Basilisk their weapons. I have dropped a Wyvern and a Squad of men. Given each of the 6 remaining squads of men a motor team and also added a Tech Priest. Please be brutally honest if the above isn’t good enough and changes are needed. I Also make that I’m 9 points over so something has to go.

Now just to dice up the command points as you mentioned
   
Made in us
Longtime Dakkanaut





hellhound prices changed in 2018 chapter approved, I believe.
Are you reflecting that?

I would drop one bullygrun and add a second astropath with the laspistol option, or a platoon commander with a powerfist (to carry orders far forward and have a bit of punch)

Be sure to designate a field commander (-1cp), a relic (-1cp) and a specialist detachment for the brigade (wrath of the emperor artillery column). its very worth it. Even if you have to buy a master of ordinance to put back with the artillery to wield the relic and warlord trait. People who think that the trait and relic are not worth it have not run wyvern packs enough!

Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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