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Made in us
Nasty Nob on a Boar





Galveston County

Would someone take a cursory glance over this list to verify I have put it together correctly?

I have the models, just not sure it is maximized for what it is.


++ Battalion Detachment +5CP (Imperium - Astra Militarum) [33 PL, 546pts, -2CP] ++

+ Configuration +

Regimental Doctrine: Diciplined Shooters, Wilderness Survivors

+ Stratagems +

Operative Requisition Sanctioned [95pts, -2CP]

+ HQ +

Company Commander [2 PL, 31pts]: Bolt pistol, Chainsword, Display Astra Militarum Orders

Lord Commissar [4 PL, 36pts]: Bolt pistol, Power axe

+ Troops +

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

+ Heavy Support +

Heavy Weapons Squad [3 PL, 48pts]
. Heavy Weapon Team: Missile launcher
. Heavy Weapon Team: Missile launcher
. Heavy Weapon Team: Missile launcher

Heavy Weapons Squad [3 PL, 48pts]
. Heavy Weapon Team: Missile launcher
. Heavy Weapon Team: Missile launcher
. Heavy Weapon Team: Missile launcher

Heavy Weapons Squad [3 PL, 48pts]
. Heavy Weapon Team: Missile launcher
. Heavy Weapon Team: Missile launcher
. Heavy Weapon Team: Missile launcher

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [102 PL, 1,454pts, -1CP] ++

+ Configuration +

Regimental Doctrine: Astra Millitarum, Gunnery Experts, Jury-rigged Repairs

+ Stratagems +

Specialist Detachment [-1CP]: Emperor's Fist Tank Company

+ HQ +

Tank Commander [12 PL, 179pts]: Battle Cannon, Display Tank Orders, Emperor's Fist, Lascannon, Relic (Emperor's Fist): Hammer of Sunderance, Warlord, WT: Master of Command

+ Heavy Support +

Leman Russ Battle Tanks [30 PL, 411pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Battle Tanks [30 PL, 432pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Lascannon
. Leman Russ Battle Tank: Battle Cannon, Lascannon
. Leman Russ Battle Tank: Battle Cannon, Lascannon

Leman Russ Battle Tanks [30 PL, 432pts]: Emperor's Fist
. Leman Russ Battle Tank: Battle Cannon, Lascannon
. Leman Russ Battle Tank: Battle Cannon, Lascannon
. Leman Russ Battle Tank: Battle Cannon, Lascannon

++ Total: [135 PL, 2,000pts, -3CP] ++

This message was edited 2 times. Last update was at 2020/04/19 16:57:05


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Nasty Nob on a Boar





Galveston County

Gunnery Experts May not be optimized for the tanks chassis I am running here.

Sentinels May be a better option for spacing vs the scout tanks as well.

Other thoughts? Armageddon or Tallarn better options?

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





I normally am a huge fan of missle launchers -- I stick them into squads, I put them in elysian drop strike groups -- but they are fairly fragile when put in their own 6 man teams. Good, but fragile.

Your primary goal for the infantry is essentially screening, just screening, and nobody does that better than valhallans.

Why valhallans? They can get an order to shoot at something in melee with your guys, Rather than giving yourself missle launching heavy weapons, consider giving yourself some secial weapons flamers to take advantage of this (if you go valhallan) -- now, when your tank is surrounded, you can order 9 flamers to pour shots directly onto the enemy's melee units without the tank necessarily being able to move away.

AND probably 20 to 40 lasgun shots as well, from the squads.

This won't kill everything but it sure make it harder for termagants or similar to wrap a tank and wait in safety to kill it in your combat phase, immune from all fire. Genestealer cults may manage to get in among your tanks -- but they may have trouble staying there after valhalla starts blazing away.

Also, a single pair of astropaths (30 points) could give you +1 to save (that stacks with terrain) and -1 to be hit, meaning your most wounded tank can tuck itself in cover, and suddenly, it has time to self repair a bit, or at least, the enemy will waste a lot more firepower shooting at it to finish it off.

Tank side?
Tallarn is a seriously good option for your tank side, though, becuase remember your tanks are going to be ALL shooting at -1 if they have to move, and for the 9 of the lesser tanks, that is a 33 percent effectiveness reduction, on top of losing the doublefire of the main turret. Tallarn orders can give a few of your tanks (hint the ones most in danger of melee) 11 inches of movement while keeping full ballistics and doubleshots.

I like the leman russ wave, but I note that you are going to be out of orders for the whole tank side if your only commander dies. So put those together, tallarn + more orders = ...

I would probably run the whole schmear as a tallarn tank commander trio with a slightly smaller total snout count, but with ...
3 tank commanders with battlecannon and lasercannon for the hammer of sunderance (backline)
with gatling cannon and lasercannon and 2 heavy bolter (forward command tank) .. tank ace extra ap on turret weapon
with demolisher cannon and 3 heavy bolters (other forward command tank)

These 3 tanks have incredible mobility and good firepower, and can pass between them 3 orders to the other, lesser tanks, especially allowing them to fire and back away from the enemy, which is a key tactical ability your army may use.

Then get .. hmm .
2 lrbt with demolisher cannon and heavy bolter
2 lrbt with battle cannon and heavy bolter
2 lrbt with battle cannon and heavy bolter.

60 points are left over, enough for 1 engenseer and 2 astropaths, so that the weakest tank in the group can be repaired while being protected. This, plus the 33 percent more effective firepower from the lead tanks, plus the reroll 1's scattered about the tank column, should offset any loss in firepower while the manuever lets you kite your enemy back one turn extra, still firing everything like mad.

Because its tallarn, your army is a lot safer having some shorter ranged but more powerful demolishers in it, you can move forward 11 inches before shooting to full effect, meaning its real effective range is out to 31 inches. Consdier what 3 such guns firing together would do to an enemy -- one of them you can fire 12 shots off of cause of the strat from PA, if your target is a vehicle, so you could get someting like 8 hits from the tank commander and another 4 hits from the two demolishers (I assume you use your other 2 tank commanders to order them forward). 12 hits from a demolisher is going to be about 8 saves needed, or at minimum 4d6 damage against most any enemy in the game.

Notice how the tank commander ends up putting out literally twice the hits on goal as two normal tanks? That's the strategem + its better BS kicking in. The enemy can kill that tank, they can kill the anti-horde tank you have (40 4s/-1/1 at bs3? Sign me up, and don't forget to give that commander the strategem "remember cadia?" (or whatever its called) that lets a single unit reroll 1's to hit and 1's to wound.

Anyway. I like tallarn tank armies, and valhallan escort soldiers for them. You could also, for example, put those 60 points into the quard squads as plasma rifles, so when you use the valhallan strat to bail out a surrounded tank, you are doing it with plasma shots at the enemy.

Finally, consider what you could do with a couple veteran squads rather than heavy weapon squads.
2 vet squads = 100 points
6 greande launcher = 18 points
2 heavy flamer = 28 points
12 shotguns = free.

Now your valhallans can unload 2d6 s5/-1/1 heavy flamer into a stuck tank, and 6d6 frag or 6 krak, and 24 shotgun shots (s4 because close range)... Enough to put a serious krimp in even some of your smug enemies like space marine captains who will, EVENTUALLY, roll a 1 or a 2 (because you now have an astropath who can deny them cover, and they probably are not in cover if they are meleeing a tank you left in the open). Unlike the heavy weapons squads, they can run into position (or away from a threat) whilel still firing at full ballistic skill -- and its 3+, not 4.
You can see how this becomes a real problem for an elite army attacking -- sure, they can probably keep your low strength weaponry from scoring LOTS, but they can't keep it from scoring at all. In the worst cases, like centurions, you are still hitting them outside of cover with 2d6 heavy flam and 6 krak grenades, all of which they fail on a 1,2 save.

Nothing will get them off your tank fast, but you probably kill one or two because you are shooting them. In the rare event you blow your tank up, suddenly your whole army can shoot the unit of centurions that had it pinned and trapped.

So yeah, I would probably run your army as a valhallan / tallarn soup mix with 3 tank commanders, and a lot of grenade launchers scattered about to use the valhallan's strategem, with 2 astropaths to give "strip cover" and defense buffs, and a single enginseer to make his points back fixing tank commanders.

Please however note, I am not saying you done anything wrong or bad, I like this army, all I am showing is my own take on it -- I tend to favor the original gaurd doctrines because they come with a special order in addition to their powers, and those orders (move a tank AFTER shooting? fire INTO active melee?) are things the custom regiments just cannot do.

This message was edited 1 time. Last update was at 2020/04/19 18:28:52


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Nasty Nob on a Boar





Galveston County

A unit of tallarn demolisher tanks can be used with the army specific tactic, Ambush - correct?

So the demolisher unit could come on later in my movement phase in case I don’t g3t the first turn or just to get closer?

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





Yes. that's actually a good argument for squading them them up in a lopsided manner -- so you can stick 3 tanks into ambush if you have to, and bring them in midfield when your troops get into position to shield them there.

but yeah. That's why I love them tallarn so!

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Nasty Nob on a Boar





Galveston County

Would a battalion of Scions be a credible threat? Or are they too expensive for what the infantry squads already provide?

I was thinking dual battalion (IG and Scion) with the Fist Spearhead...

This message was edited 1 time. Last update was at 2020/04/20 15:25:56


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





A battalion of scions is a VERY credible threat. They cost 3 points more per model than regular imperial gaurd, but its far closer to imagine them as veteran gaurd infantry (5 points, bs 3) with +1 saves and deepstrike built in, and access to some special orders and powers, with all their shotguns replaced with ap-2 lasguns.

Imagine you are going to compare two detachments.
company commander (your third) 30
psyker primaris (aradia madellan?) 40
10 veterans with 3 plasma guns and 1 missle launcher
10 veterans with 3 grenade launche rand 1 missle launcher and 7 shotguns
10 veterans with 3 grenade launche rand 1 missle launcher and 7 shotguns
ok, its not a "battalion" but its 312 points of bs3+ infantry with decently more powerful weapons than gaurd infantry usually sees. After all, you can put out 6 plasma, and as much as 54 (just don't coutn on that roll happening) frag shots at bs3.

Now compare that to scions.
tempestor prime
tempestor prime
10 man scions with 9 hotshotlasguns and 1 hotsholaspistol and chainsword
10 man scions with 9 hotshotlasguns and 1 hotshotlaspistol and chainsword
10 man scions with 4 plasma, 5 hotshotlasguns, 1 hotshotlaspistol and chainsword.

329 points. but its all +1 save built in, the scions base weapons are s3/-2/1, and if you pick (for example) iotan gorgonnes and start the whole battalion in deepstrike, you can bring out one unit at short range each turn with a strategem, and use a second strategem to boost the strenght of the hslg to s4/-2/1. With FRFSRF, that means 37 shots of s4/-2-1 against the surprised and dismayed enemy screen, from just ONE unit. You can drop them all together or simply flip the backfield on your enemy / slaughter his loyal 32, kill his warlord, and take his rear objective. Or you can throw them in as an impromptu countercharge .. not even a space marine captain (t4, and 3++) much enjoys being shot by 36 s4 hotshots, 6 s3 hotshots, and 8 overcharged plasma, of which most hit. This can seriously blunt someone's rampage through your armor section -- by killing them instantly, and/ or by being in their way if they try to get in among the other tanks. (that countercharge element used 1 tempest prime and 2 of the 3 troops, leaving 1tp and 1 10 man in deepstrike as a "credible backfield threat"...

So yeah, scions are pretty awesomely credible, especially after a round or two of heavy fighting wears enemy screens thin, so you can zip the plasma in to wipe out a surprised command element or expensive big tank.

A far lighter scion battalion (but still credible) would be
tempest prime
psyker primaris
5 man scion base squad
5 man scion base sqaud
10 man scion squad with 4 hotshotvolleyguns+plasma pistol

Sure, you can't wipe QUITE such huge numebrs of screens, but this squad is closer in price to a simple 180 point loyal 32 squad. You gain quite a lot of mobility and firewpower (and the use of an extra psyker) from a 72 poitn upgrade. 4 volleyguns is 16 s4/-2/1 shots, not shabby, and the third 5 ma nsquad can just step out of deepstrike somewhere on a late game objective to win a point or two and cower out of line of sight.

Now as to the meat of your question, are they "too expensive"? That's dependant on your playstyle. If you are me, they are your life's blood, I drop something like 70 scions on the board in a single turn. If you just want a light little battalion to do one surgical hit on an enemy, and maybe kill a screen from behind or take a backfield objective, they can be run pretty cheaply. In between, a solid battalion like the 32 man above, its pricey, but its going to kill things and its above all else protected until it comes out on the board. Which preserves the investment till you can make it pay off. Use it well, you can cripple or kill a 300 point tank with its barrage, or wipe a stack of screens you couldn't easily shift with lasguns. Drop 20 scions to shoot at 10 gaurd regulars, and you are wasting a lot of money for little additional reward (but, I expect, you will hold that objective for a while with 20 4+sv wounds sitting on it, so perhaps the value of that is forcing your opponent to station several EXTRA gaurd units in his backfield just in case that is what you had in mind, leaving his front field only lightly screened, then drop them in front, instead...)

This message was edited 2 times. Last update was at 2020/04/20 16:53:00


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Nasty Nob on a Boar





Galveston County

Thank you. I’ll look at some other builds with them included.

For Vets/Scions - better to spread out the special weapons or consolidate them into on big squad? (pending on points)?

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





Yes, and yes, .. I only compared them to the vets cause they are about the same firepower (I thinkI and price range.
If you have a few that are bare bones, and a few that are heavy in weaponry, you can point the one that is heavier in special / antitank at an enemy tank, and kill it -- and you can point the much cheaper one at an objective to secure, or against enemy screens. Lets try a different comparison "how about a couple of tallarn tank commanders just loaded down with plasma cannons?"

Lets say you could go whole hog and buy a scions list with everything carrying special weapons, too, 30 troop scoins with 12 plasma guns and 3 plasma pistols, and 2 tempestor
.. cause if 9 shots of plasma on turn 2 are nasty, try to stop and picture what 27 of them will do to someone. That only raises the price of the heavier list by 98 points -- its a big step up in power. Course, by then, you have put 1/5 your total army value into the scions, which is not a small amount.

But yeah, your turn 2 drops will do a lot more damage if you are flinging out s8/-3/2 shots and your tempestors are issuing the orders to "elimination protocols sanctioned" .. rerolling all the woudns on those plasmas, you can expect the enemy armor to roll something like 20 saves against plasma hits.

When you compare that to a pair of leman russ plasma tanks ...
tank commander 143+15 (main turret plasma)+ 28 (2 side sponsoon plasma + 1 heavy bolter) x2 for two of them = 372 points .. your scions are going to fire 27 shots, while 2 tank commanders would fire 12+6 (2 cp) + about 7 + about 4 or 29 shots.
Now, the scions you can give orders to reroll all woudns to, but the tank commanders, you can give one of them old grudges, potentially, or include them in an aura of lost cadia relic, or use the cadia strategem. So they reroll a fair number of wound rolls as well, they are similarly accurate, and they also have a strategy to survive the first roudn (they are tanks, after all) that is better than a couple squads of veterans standing in the open.

So the Result is really sort of a tie. The scions need to drop into JUST the right spot to fire all their shots, the two tank commanders need to survive moving into position to shoot all their shots, but they are more mobile and longer ranged shots, both armies are (asuume the tank commanders are tallarn) shooting straight bs3+.
The scions can show up on your enemy's back door, but then, in theory, they could also end up very aggressively screened away from the heart of a horde army and unable to get the enemy's key units into short range, where the tanks just might could shoot them outright.

So not better or worse, but a different playstyle, I think.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Nasty Nob on a Boar





Galveston County

Demolishers and SBC seem easy choices for turrets, what about Twin AutoCannons, Plasma or LasCannons?

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





The autocannon has reliable but middling firepower and poor penetration and strength compaed to the other guns. You should only ever take it, IF EVER, in a larger army of leman russes where you want a cheap one you won't be able to give orders or strategems to (to enhance its rolls for shots or give it full fire). Paired with an astropath to strip cover, and fired at something like eliminator squad members, its going to do ok, but a regular battlecannon will probably outperform it -- an extra hit here, from numbers, a couple extra saving throws (s8 vs s7 hitting t4) and a couple saves failed (the effect of a 4+ vs 5+ save with the astropath in play.
This example however, I want to be clear, is also to show that the CONSISTANCY of the damage done against some targets is ideal. Lets say you have done 6 hits with a battlecannon and 4 with this thing.
1w, 3w = ONE dead primaris, repeat 3 times. six shots, 3 models slain.
The autocannon just plain kills one each shot, repeat FOUR times.

So its subtle how to get the best performance out of this tank, and if you lack astropaths I would consider its ap to be a bit low in the modern meta, but its not lousy .. It costs a few points less than a BC, so you can use those poitns toward the buy the astropath that's gonna help it handle cover.

Twin laser turret tank + a hull lascannon + 2 plasma cannon + 1 hunterkiller missle + its a tank commander + you order it to reroll 1's and stand oldgrudges next to it, has the potential to do some serious damage to just about any target. Pricey though.

The plasma cannon requires a source of reroll 1's. I often pair lord commisar Yarrick with my tallarns for that effect, letting them use their orders for extra mobility while still avoiding the brunt of the damage. There is an old joke about a frog being struck by plasma -- the punchline is, the same thing as everybody else.

This message was edited 1 time. Last update was at 2020/04/20 23:15:14


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Nasty Nob on a Boar





Galveston County

Can one Tempestor stack the Reliquary of Tyberius and the Tempestus Command Rod to issue 3 orders per turn?

Depending on the answer to the above:

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [20 PL, -2CP, 451pts] ++

+ Configuration +

Regimental Doctrine: 9th Iotan Gorgonnes, Astra Millitarum

+ Stratagems +

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

+ HQ +

Primaris Psyker [2 PL, 46pts]: Force Stave, Nightshroud

Tempestor Prime [3 PL, -1CP, 48pts]: Power fist, Progeny of Conflict, Relic (Militarum Tempestus): The Tactical Auto-Reliquary of Tyberius, Tempestus Command Rod, WT (Millitarum Tempestus): Faithful Servant of the Throne

+ Troops +

Militarum Tempestus Scions [5 PL, 119pts]
. 5x Scion: 5x Frag & Krak grenades, 5x Hot-shot Lasgun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Plasma pistol

Militarum Tempestus Scions [5 PL, 119pts]
. 5x Scion: 5x Frag & Krak grenades, 5x Hot-shot Lasgun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Plasma pistol

Militarum Tempestus Scions [5 PL, 119pts]
. 5x Scion: 5x Frag & Krak grenades, 5x Hot-shot Lasgun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Plasma pistol

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [94 PL, -1CP, 1,325pts] ++

+ Configuration +

Regimental Doctrine: Regiment: Tallarn

+ Stratagems +

Specialist Detachment [-1CP]: Emperor's Fist Tank Company

+ HQ +

Tank Commander [12 PL, 187pts]: Lascannon, Turret-mounted Punisher Gatling Cannon

Tank Commander [12 PL, 179pts]: Battle Cannon, Lascannon, Relic (Emperor's Fist): Hammer of Sunderance, Warlord, WT: Master of Command

+ Heavy Support +

Leman Russ Battle Tanks [30 PL, 411pts]
. Leman Russ Demolisher: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon
. Leman Russ Demolisher: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon
. Leman Russ Demolisher: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon

Leman Russ Battle Tanks [20 PL, 274pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Battle Tanks [20 PL, 274pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [13 PL, 224pts] ++

+ Configuration +

Regimental Doctrine: Regiment: Valhallan

+ HQ +

Company Commander [2 PL, 34pts]: Laspistol, Power maul

Primaris Psyker [2 PL, 46pts]: Force Stave, Psychic Barrier

+ Troops +

Infantry Squad [3 PL, 48pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 48pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 48pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Sergeant: Boltgun, Chainsword

++ Total: [127 PL, -3CP, 2,000pts] ++

This message was edited 1 time. Last update was at 2020/04/21 19:53:49


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





the command rod is equipment, no different than a plasma pistol, but the reliquary is a no slot relic.
So yes.

I think that is a fairly powerful sunday punch you have waiting to drop down from orbit. Note that any officer can use a cp to issue one extra order in a pinch!

The tank commander with punisher is crying out to be made a tank ace -- -1 ap on those 40 shots is pretty good.

I use astropath + company commander rther than psy prim, until I run low on astropaths, but yeah, that's real nitpicky. I am officially loving this list, its tanks and paradroppers and army soldiers all in one!

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Nasty Nob on a Boar





Galveston County

Thanks!

The only reason I didn't make the Punisher an Ace is I feel I'm lacking CP as it is...

That would leave me on 8 with no way to regenerate any, but I do agree.

This message was edited 1 time. Last update was at 2020/04/21 20:15:39


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut





A lot of what this army does isn't going to call on lots of cp. Although I got to say, 9 leman russ is still real solid, I think. If you can't punisher = ace, consider punisher = battlecannon or demolisher.
The punisher isn't getting any extra range, but your tallarns can always order themselves an extra bit of movement with that 6 inch slide before they shoot -- and you end up with 10 free points.
hmm.
That's FIVE more stormbolters placed on five separate tank pintle mounts, including the oen you just downgraded. Maybe 5 heavy stubbers for 15 longer ranged shots, but either way, it gets back the capacity to shoot at hordes you are giving up, while making both of your tank commanders a real threat to heavy armor.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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