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Made in us
Whiteshield Conscript Trooper




Concord, CA

Finally finished painting up my Astra Militarum and though things have changed a lot since 7th, trying to put a reasonable list together. Suggestions welcome:

Battalion Detachment +5CP (Imperium - Astra Militarum)
Tank Ace -1CP

HQ
Tank Commander - Battle Cannon, HB hull and sponsons

Tank Commander - Battle Cannon, HB hull and sponsons, Tank Ace: Master Mechanic

Troops

10-man Infantry Squad - Grenade Launcher
10-man Infantry Squad - Grenade Launcher
10-man Infantry Squad - Grenade Launcher

Elites
Astropath - Psychic Barrier
Commissar - PW
Platoon Commander - PW

Heavy Support
Heavy Weapon Team - 3x mortars
Heavy Weapon Team - 3x mortars

Dedicated Transport
Chimera - HF, ML

Battalion Detachment +5CP (Imperium - Astra Militarum)
Emperor's Wrath Artillery Company -1CP

HQ
Company Commander - PW
Company Commander - PW, The Laurels of Command, Warlord, Lord of Ordnance

Troops
10-man Infantry Squad - Flamer
10-man Infantry Squad - Flamer
10-man Infantry Squad - Flamer

Elites
Astropath - Nightshroud
Astropath - Psychic Barrier
Platoon Commander - PW

Fast Attack
Devil Dog, hull MM, Melta Cannon
Hellhound - hull HF, Inferno Cannon

Heavy Support (Emperors Wrath)
Basilisk
Basilisk
Wyvern
Wyvern

Flyer
Valkyrie - Rocket Pods, Multi Laser
Valkyrie - Rocket Pods, Multi Laser

Dedicated Transport
Chimera - HF, ML

This message was edited 1 time. Last update was at 2020/03/24 03:12:32


 
   
Made in us
Regular Dakkanaut





The rule of three in this edition means that only troops and transports can be taken in larger numbers than three. You have six HWS and can only take three of them at a time, leaving 9 mortars in excess. That is a new rule for this edition, sadly.

Note you could spread six of them out into the squads without any problem, leaving only 3 "wasted" .. but oyu have gained 12 bodies of infantry removed from the squads by doing that, which you can then use six of to make (if your heart is really set on ALL tjhose mortars) three command squads iwth a mortar in each.

Tank ace : master mechanic is not bad per se, but its not going to keep as small an armor force as you have alive long.
   
Made in us
Whiteshield Conscript Trooper




Concord, CA

Dukeofstuff wrote:
The rule of three in this edition means that only troops and transports can be taken in larger numbers than three. You have six HWS and can only take three of them at a time, leaving 9 mortars in excess. That is a new rule for this edition, sadly.

Note you could spread six of them out into the squads without any problem, leaving only 3 "wasted" .. but oyu have gained 12 bodies of infantry removed from the squads by doing that, which you can then use six of to make (if your heart is really set on ALL tjhose mortars) three command squads iwth a mortar in each.

Tank ace : master mechanic is not bad per se, but its not going to keep as small an armor force as you have alive long.


I botched the list, its only 2 squads of 3 mortars....edited.
   
Made in us
Regular Dakkanaut





S'ok then.

The wisdom is that flamers in this edition are a bad use of points compared to grenade launchers (because at least you can shoot those once, but flamers, everyone has some shenanigan to rush you from 9 inches or they deny overwatch). However, if you like them, go for them! But you will cry each time they step out of the valkyries 9 inches from the enemy (and can't fire) only to be then cut to ribbons by a hail of bolters. Which, lets face it, is why gaurdsmen get up in the morning, dying cheaply.

What doctrine you thinking? The list looks cadian (because a non-cadian list would need a master of ordinance to get the most out of the artillery, or something like that platoon commander in Catachan doctrine who has the same power for shooting.)

I reckon, this list looks fun for casual play with either cadian or catachan doctrine (cause intrinsic reroll 1's on cadian artillery, and interlocking of fields of fire), or catachans who can actually get a use out of can flamer in ways no other gaurd can .. burn them out order, and reroll number of shots on vehicles). I personally would probably drop one chimera to get a single ministeriumpriest and a single inquisitor (2 psyk powers, meltagun, malleus order, -1 to be wounded relic), but my personal playstyle and yours may be very different.

This message was edited 1 time. Last update was at 2020/03/24 05:54:38


 
   
Made in fi
Rough Rider with Boomstick





Helsinki, Finland

I'd definately recommend cadian for this list, you'll have plenty of cp to overlapping fields of fire and pounding barrage. Although, I'd add some antitank, as your only source are devildog and basilisk, maybe upgrade Valkyrie's to lascannon, and change one wyvern to basilisk (you already have decent amount of antihorde with mortars, hellhounds and others).

Edit: also, a manticore tank ace with dmg3 is a beast, and with a new stratagem (+1 to hit against visible target), you'll have a good chance to activate overlapping fields of fire against tougher targets such as Knights

This message was edited 1 time. Last update was at 2020/03/24 09:43:17


https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Regular Dakkanaut





Don't count the basilisk out. It may chew up your command points like nobody's business but if you doublefire a full payload b asilisk and use the other artillery (or any other cadian) as a spotter for interlocking fields, you have dd6(best of) twice shots of s9/-3/3 that also ignores all cover (relic) and hits on bs 3+ whjile rerolling 1's. That costs a pair of extra cp, but it drastically outperforms even a full payload manticore against high armor targets, and gets probably 2 extra shots. Reroll everything (a strategem) is also on the table, and when you do all of that together, you can savage an enemy's rear line artillery park before it ever gets to fire, blowing 2 of the enemy tank ace manticores or basilisks a new butthole.

If he goes catachan with this list, the flamers on those three infantry squads can give his manticores and basilisks and EVEN wyvern a target that can't take cover that round. If he goes cadian, his fast attack wing and the infantry can try to put the scratch on enemy armor so ALL his artillery benefit from +1 to hit and reroll 1's.

Your point about more anti-armor is good -- maybe one wyuvern traded for another basilisk, would be solid. Also, he DOES have 2 tank commanders to try to put a scratch on with their battlecannons hitting bs3, if they drop into not moving, they are pretty wickedly effective as well, and they are likely to be in astropath debuff zones too. Between them and the fast attack, a cadian force can probably set up the scratch for interlocking fields pretty reliabily anywhere you really want it.
   
Made in fi
Rough Rider with Boomstick





Helsinki, Finland

Yes, I forgot about tank commander, and yes, the basilisk can be also very good with tank ace upgrade. I'm personally thinking that a catachan army build would be very different (infantry backed up with priests), so definately cadian could perform better. I usually keep 40-60 infantry as a screens, equipped with heavy weapon, so they actually have a oppoturnity to achieve something, and with Company commander giving order take aim and overlapping fields of fire, they can suprise unwary.
So something I'd change; is dropping out master of ordnance (giving rerolls of 1, is not that needed in cadian list), and maybe give the trait for a Company commander.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Whiteshield Conscript Trooper




Concord, CA

Thanks all, great tips and things to think about, I have some more grenade launcher troops I can throw in for the flamers.

Its a cadian list
   
Made in us
Regular Dakkanaut





Bored I am at work so a few thoughts for you as you think how to spend your 9 free points. That can upgrade a powersword, put a plasma pistol on an officer, mabye.

The platoon commander at 24 (you mean psword or pwfist?) is a decent little guy, but with plasma? He shines.
Freezes in place with a plasma pistol, he can order himself to reroll all misses -- meaining even if he is shooting at a -1 to be hit target (hard enough with plasma) he rerolls 1's and 2's, so he CANT blow himself up, ever, but his resulting fire hits most targets most of the time (and even a -1 to be hit opponent he has about a 50/50 chance to land his 2 point plasma kick). For the lol's having him in the middle with a powerfist will occasionally get a situational but awesome "fix bayonets" on himself.

The ability to self order on the lowly PC means he can also whip across the board with movemovemove and snag vulnerable objectives in mid to late game, when a sprawl of units gives him officer cover in unlikely places. Even if he isn't souped up with snazy weapons and such, that ability alone will often buy back his points after his charges no longer live to take aim.

This message was edited 2 times. Last update was at 2020/03/26 23:34:49


 
   
 
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