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Made in us
Fresh-Faced New User




This is my first attempt to make a semi good list. I'm joining a doubles Brigade tournament. My random partner running Salamanders. I figured I will focus on supporting the marines with screens and indirect fire. Though I'm not too keen on combos within the astra mil codex. Any ideas on stratagems stuff to use with them? I can change a few things around if anyone thinks I should. I have hellhounds, leman russ, heavy weapons team and ogryns. Anyways please check it out and let me know what you think.

Brigade Detachment

HQ

Col Straken
Sly Marbo

Tank commander
Battle cannon, heavy bolter, multimelta sponsons

ELITES

Command Squad- box, standard, medic,hvy flamer

Sgt Harker

3 Demo Charge Specialists

Commisar-chainsword

TROOPS

6- Infantry Squads sgt- chainsword, autocannon, nade launcher

FAST ATTACK

2 Armored Sentinels- las cannons/saws

2 Scout Sentinels- las cannons/saws

2 Scout Sentinels-Las cannons/saws

HEAVY SUPPORT

3 earthshaker carriage batteries

2 hydra batteries

2 medusa carriage batteries

TRANSPORTS

2 Chimeras- multilaser/heavy flamers



   
Made in ca
Regular Dakkanaut




Maybe drop some Sentinels, because you may want a priest and more infantry.

Marines lack cheap bodies and cheap armor (excluding some forge world dress). Infantry, LRBTs, artillery, and the minimum 3 heavy flamer Sentinels would be my choice.

Guard also have a surprising amount of good, cheap psykers. Didn't look like you want to go that way, but something to consider regardless
   
Made in gb
Pulsating Possessed Chaos Marine






Tank commanders are great for the points if you want to use more of your leman russes. The hammer of Sundarancee is a realy handy relic to put on one of the tank commanders.
   
Made in us
Fresh-Faced New User




 small_gods wrote:
Tank commanders are great for the points if you want to use more of your leman russes. The hammer of Sundarancee is a realy handy relic to put on one of the tank commanders.



Ok thanks for the input. So I changed it up a bit. To get some psykers and more officers.

I removed 1 chimera and all but 3 scout sentinels with heavy flamers to fill the required slots

I added
2 primaris Psykers

2 Platoon commanders w/powerfist

1 priest w/eviscerator

I figure I should have more guys to give orders and i can keep the priest to hang around my counter attack team that will be the command team, demo specialists, harker and straken in the chimera. Which I will also be using the tank commander for.

I figure my strategy will be to make 2 areas of exclusion to protect my artillery and make sure I'm screened enough that my teammate can counter charge beefy melee units that try to push in on my artillery
   
Made in us
Longtime Dakkanaut





Astropaths are astonishingly cheap now -- 15 points -- but have denial utility, can strip cover from an enemy, can hide in the back on an objective nobody is near, and can each throw 1 spell. A malstrom equipped astropath is nearly a must take, adding a couple mortal wounds a roudn to any army for so tiny a price, because malstrom spell can be specifically targetted. Smite only hits the closest, but malstrom can pick an enemy captain that bad touched something and potentially put the last point on it.

I would strongly encourage instead of 2 primaris psyker for 92 points, designate the 2 as astropaths with laspistols (30 points total). You can give one a +1 to save to protect your artillery (throw it on any damaged unit to slow enemy fire's effects) and malstrom the other.

that leaves a full 62 points.

basic inquisitor 55 points. 7 popints to spare. drop 1 cp on the inquisitor to turn his powersword into the blade of demons relic -- and he gains a free warlord trait without being your warlord. Use a psyker inquisitor with 1 spell and 1 activation and 1 denial EXTRA from his warlord trait. His spells include one that prevents overwatch (this greatly benefits marines charging nearby) and oen that functions very much like malstrom -- throwing d3 mortal wounds at a target. He also knows smite, and grants access to an expensive (4cp) strategem that does mortal wounds over a 2d6 inch target AREA.

Still not gonna win against new marines, sad to say, but its a hell of a +1 for your army to have him.

Consider rbeaking your ogryn squad up into 3 ogryn bodygaurds and equip with mauls. They are a surprisingly decent countercharge (six wounds each! S7/-1/2 melee attacks!) and a counterweight against the very powerful marine sniper block that 9 eliminators gives (which is hell on gaurd officers)

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




Dukeofstuff wrote:
Astropaths are astonishingly cheap now -- 15 points -- but have denial utility, can strip cover from an enemy, can hide in the back on an objective nobody is near, and can each throw 1 spell. A malstrom equipped astropath is nearly a must take, adding a couple mortal wounds a roudn to any army for so tiny a price, because malstrom spell can be specifically targetted. Smite only hits the closest, but malstrom can pick an enemy captain that bad touched something and potentially put the last point on it.

I would strongly encourage instead of 2 primaris psyker for 92 points, designate the 2 as astropaths with laspistols (30 points total). You can give one a +1 to save to protect your artillery (throw it on any damaged unit to slow enemy fire's effects) and malstrom the other.

that leaves a full 62 points.

basic inquisitor 55 points. 7 popints to spare. drop 1 cp on the inquisitor to turn his powersword into the blade of demons relic -- and he gains a free warlord trait without being your warlord. Use a psyker inquisitor with 1 spell and 1 activation and 1 denial EXTRA from his warlord trait. His spells include one that prevents overwatch (this greatly benefits marines charging nearby) and oen that functions very much like malstrom -- throwing d3 mortal wounds at a target. He also knows smite, and grants access to an expensive (4cp) strategem that does mortal wounds over a 2d6 inch target AREA.

Still not gonna win against new marines, sad to say, but its a hell of a +1 for your army to have him.

Consider rbeaking your ogryn squad up into 3 ogryn bodygaurds and equip with mauls. They are a surprisingly decent countercharge (six wounds each! S7/-1/2 melee attacks!) and a counterweight against the very powerful marine sniper block that 9 eliminators gives (which is hell on gaurd officers)


I'll look a look at the cheaper psyker options. Really.my role for the team is to keep enemies out of our backfield and keep throwing indirect fire. The salamanders side will probably be using a lot of heroes and infiltrating stuff. Plus 3 invictors
   
Made in us
Longtime Dakkanaut





You should read up also on the wrath of the empror's detachment from vigilis book. Its ability to proc extra ap and to doublefire an artillery piece and to strip cover from an enemy unit are all critical these days -- and might affect your choices of exact artillery pieces.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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