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Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

An overhauled version of another list, I dropped the Bullgryns and Vendetta. Then I added 2 more Valkyries and expanded each of my Scions squads to ten models each. Also added were command squads equipped with flamers, standards, and medipacks. The main strategy now is to start the game with four squads of Scions embarked on the Valkyries while two are put out in the normal deployment zone to maintain boots on the ground as well as a squad of crusaders that will advance across the field as quickly as possible. Meanwhile the Valkyries will move to confront the main enemy targets and drop their 4 loads of Scions and 2 Command squads which should put them in range to properly use the plasmas, meltas, and flamers. Also dropping will be Officer or the fleet to give the Valkyries bonuses. Two of the Valkyries armed with Hellstrike Missiles and lascannons will also be equipped with Advanced Countermeasures so they can hover and shoot without losing Hard to Hit. The Vulture will all the while be flying about providing support where needed.


Militarum Tempestus 2K V2
Regiment: 133rd Lambdan Lions
Regimental Doctrine: Prized Weaponry

{Battalion Detachment}

• Tempestor Prime [45 Points Total]
- Tempestus Command Rod
- Chainsword
- Command Trait: Keys to the Armoury
- Artifact: Refractor Field Generator

• Primaris Psycher [44 Points Total]
- Psychic Stave

<ELITE>
• Astropath [15 Points]
- Laspistol

• Militarum Tempestus Command Squad (4) [64 Points Total]
- Hot-Shot Lasgun
- Hot-Shot Laspistol
- Medipack
- Platoon Standard
- Flamer (3)

• Militarum Tempestus Command Squad (4) [64 Points Total]
- Hot-Shot Lasgun
- Hot-Shot Laspistol
- Medipack
- Platoon Standard
- Flamer (3)

<TROOPS>
- Militarum Tempestus Scions [97 Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Plasma Guns (2)
• Tempestor
- Chain Sword
- Hotshot Laspistol

- Militarum Tempestus Scions [97 Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Plasma Gun (2)
• Tempestor
- Chain Sword
- Hot-Shot Laspistol

- Militarum Tempestus Scions [97 Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Plasma Gun (2)
• Tempestor
- Chain Sword
- Hot-Shot Laspistol

- Militarum Tempestus Scions [97 Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Plasma Gun (2)
• Tempestor
- Chain Sword
- Hot-Shot Laspistol


{Battalion Detachment}

<HQ>
• Tempestor Prime [40 Points Total]
- Tempestus Command Rod
- Chainsword

• Tempestor Prime [40 Points Total]
- Tempestus Command Rod
- Chainsword

<ELITES>
• Officer of the Fleet [20 Points]
- Laspistol

• Officer of the Fleet [20 Points]
- Laspistol

<Troops>
- Militarum Tempestus Scions [103
Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Meltagun (2)
• Tempestor
- Chainsword
- Hot-Shot Laspistol

- Militarum Tempestus Scions [103 Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Meltagun (2)
• Tempestor
- Chain Sword
- Hot-Shot Laspistol

- Militarum Tempestus Scions [103 Points Total]
• Tempestus Scion (9)
- Hot-Shot Laspistol
- Hot-Shot Lasgun
- Vox Caster
- Melta Gun (2)
• Tempestor
- Chain Sword
- Hot-Shot Laspistol

<ELITES>
• Gotfret de Montbard [35 Points Total]
- Power Sword

- Crusaders [52 Points Total]
• Crusader (4)
- Power Sword (4)

• Ministorum Priest [35 Points Total]
- Laspistol
- Autogun
- Chainsword

• Ministorum Priest [35 Points]
- Laspistol
- Autogun
- Chainsword

{Air Wing Detachment}
<FLYERS>
- Valkyrie Squadron
• Valkyrie [143 Points Total]
- Heavy Bolter (2)
- Lascannon
- Hellstrike Missiles
Advanced Counter-Measures [-1 CP]
• Valkyrie [137 Points Total]
- Heavy Bolter (2)
- Multi-Laser
- Multiple Rocket Pods (2)
Advanced Counter Measures [-1 CP]
• Valkyrie [137 Points Total]
- Heavy Bolter (2)
- Multi-Laser
- Multiple Rocket Pods (2)

Valkyrie Squadron
• Valkyrie [137 Points Total]
- Heavy Bolter (2)
- Multi-Laser
- Multiple Rocket Pods (2)
• Valkyrie [143 Points Total]
- Heavy Bolter (2)
- Lascannon
- Hellstrike Missiles
Advanced Counter-Measures [-1 CP]

• Vulture Gunship [193 Points Total]
- Hellfury Missiles (2)
- Multiple Rocket Pod (2)
- Heavy Bolter (1)

This message was edited 1 time. Last update was at 2020/04/20 14:17:58


 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey, I like your list, i've been planning something similar. A couple of things to notice;
- those command squads cannot have 3x spec weapon, medic and standard.
- scions can have 4x special weapon for 10-man squad (so you'll probably want to add more)
- since your troops are getting in close range, you'll want to keep those bullgryn
- why Lambdan Lions? Kappic eagles have +1 to hit when disembark and that's going to keep plasma dudes safe, and you could issue order 'take aim' for rerolling ones

Wh40k, necromunda, Mordheim 
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

Thanks I’ve been retooling this for a long time. Someone else suggested I do the lions since that’s what everyone seems to be doing. The Bullgryns they didn’t have any comment on but yeah I will probably throw them back in.
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

Also the issue is I would be able to get 3 units at most of Scions in transports so the Bullgryns have room in the other two so is it really worth taking the kappic eagles?
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

well, I assume that you want to keep this list as mobile and hard-hitting, with those Flyers around. So the benefit of kappic eagles have more impact than Lambdan Lions.
To comparison, here's what i've been up to;

Battalion (kappic eagles) x2
Tempestor Prime (command rod) 40
Lord commissar (bolt pistol, power sword) 35
Scions (10, power sword, 4x plasmagun) 118
Scions (10, power sword, 4x plasmagun) 118
Scions (5, bolt pistol, 2x meltagun) 64
Scion command squad (standard, 3x volleygun) 62
Bullgryns (3, bruteshield, maul) 126

Air wing (kappic eagles)
Valkyries (2, 2x lascannon, 4x heavy bolter, 4x rocket pod) 294
Valkyries (2, 2x lascannon, 4x heavy bolter, 4x rocket pod) 294
Valkyries (2, 2x lascannon, 4x heavy bolter, 2x helstrike) 286

Thats 2000pts, and 14 cp
My plan is to set 2x melta squads in deep strike, and others embark in Flyers (command squad+ bullgryn). If you want, you can swap commissar for other characters.

Wh40k, necromunda, Mordheim 
   
Made in us
Longtime Dakkanaut





That's an awful lot of valkyries, but I confess I love the way you configured them. I would be pretty terrified of your army, either of them, which tells me I need to rethink my own.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Boom! Leman Russ Commander







The Lions overall have more utility than the Eagles.

Lions -1 AP is good because there are many weapons that benefit from it that are otherwise average. Grenade Launchers and flamers for example. You drop one of those command squads with flamers using Precision Drop and then drop another squad nearby. Fire with that squad first. You kill 1 model, then fire the flamers, using the Strat that gives +1 to wound. Bam! Indeed, you can pair that up to ensure success by using the strat that gives Lions mortal wounds on a 6 to wound. Order that squad to FRFSRF and you could get upto 18 shots, resulting in ( on average) 12 chances for mortal wounds. Now add in the Lions Warlord Trait of reroll 1's and those chances go up. That's a nice little horde/vehicle/Primaris killing combo right there, if used properly.

Lions Warlord trait is not bad at all Reroll 1's means he can give any squads around him the reroll wounds order. So he helps you hit and helps you wound.

Relic...the 5++ relic can really boost the durablity of your troops and make the enemy waste shooting and maybe melee at you. Personally, I take the MT relic that lets me order one more squad, but you can always spend the CP for Heirlooms and get both.

I've already mentioned the Lions strat. It's fantastic.

Kappic Eagles: No penalty to heavy weapons. Only useful if you take VolleyGuns. +1 to hit when you disembark from a Vehicle. Only works that one time...and to benefit from it you have to re embark and disembark again. I think the combo with the Lions WLT works better.

Eagles Relic: It's very good. The main reason I would take Eagles. I would not plan a strategy around it though.

Eagles WLT. It can keep your warlord and other command models alive. It's not bad.

Eagles Stratagem: I feel it is useless. A. a KE unit has to kill models. Then it has to be the closest visible unit to the enemy army, to give other units -1 to be hit. But it gets no defensive benefits itself. Aside from Take Cover, and dropping a psyker or two nearby to buff it, that unit should die to a couple units of enemy shooting, and then not only do you lose the -1 but you lose the CP.

So, I don't know....you decide.

I like this version of your list ALOT more. It looks more effective, and more fun to play. I do agree that you should have 4 special weapons in each 10 man squad, but I am going to back track on my advice....squads you want to give orders to should be 10 man. There are places for 5 man squads, maybe in a list with different Doctrines. My army takes Lions, Dragons and regular Stormtroopers. I split my stormtrooper squads into 5's, because you get 2 plasma guns and 1 plasma pistol, and they are in a Tempestus Drop Force, so they get +1 to shoot when they disembark near the warlord. Why not do it in an Eagles list? Bonus shots. With a +1 to hit they will get a few extra plasma shots in.

So here is how I combo it. 2 Valks, 1 with a command squad with 4 plasma, wyrdvane pskyers, aradia Madellin, and the warlord Prime. The other Valk holds 2 5 man squads with 2 plasmas each, and all 3 sergeants have plasma pistols. I arrange all the shooting squads within the Warlord's +1 aura. So the 2 5man squads will have +1 to hit, with 10 plasma shots within 12 inches. The Command Squad gets the +1 to hit, plus using the Pskyer strat I'll give Aradia +2 cast her augment ability on them. They now have +2 to hit, and will get bonus shots on 4+. So thats 9 shots, and you should be getting another 4 plasma shots on average. And that's before orders are given by the Warlord, depending on target. Now the 2 5 man squads are only getting bonus shots on a 5+, but that is better than nothing. ( actually from doing this reply if I give the command squad meltas I do more damage on average to vehicles.....).

The Dragons are there simply to take on hordes and/or grab objectives. I throw in a command squad with flamers to do the 5 inch drop out of a Valk. Dragons and throw out 36 shots on the drop, and one squad can overwatch on a 4+.

This message was edited 1 time. Last update was at 2020/04/21 10:35:05


.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Longtime Dakkanaut





I came to similar conclusions about squad size becuase of fitting psykers + scions into 3 or 2 valkyries rather than 4 to 6, and I think that may be a stormtrooper thing. Also, large squads with expensive weapons can suffer a lot from auspex scans, and are often (I find) too big to fit inside a small pocket between enemy remaining screens.

So I use the little squads for my weapons wielders, and my only 10 man squads are iotan gorgonnes who deepstrike in close from orbit.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

The extra ap-1 does not carry far when the weapon itself has a s3. So basicly, you'll want to shoot squishy targets with hot-shot weapons, and they already have ap-2 (which negates most of any armour, tyranids, asuryani, drukhari, orks, guard etc.)
Their stratagem is good, but kappic eagles have their use also.
Giving Valkyrie extra -1to hit can be really frustrating for the opponent, and not only one unit, but everyone except the activated unit. And I would not bother with the Lambdan relic, as the troops are going to get totally annihilated when they disembark.

Wh40k, necromunda, Mordheim 
   
Made in us
Longtime Dakkanaut





If I only drop one gorgonne each round, I can pay a pair of cp to give it 5.5 inch range to target, and +1S, boosting it from 9 s3 shots to 36 s4 with an order. This is pretty good. Or, I could put it in the third valkyrie if I wanted to drop most of my heavy from deepstrike, and end up with 2 10 man squads 6 inches from my enemy, with 1 tempest between them. In that case, it works pretty well to wipe horde screens.
3 valkyries = 36 s5/-1 at bs3/4
2 x 10 man squads at short range
36 s4/-2 and 36 s3/-2 (but you can give a boost there as well, by pointing a couple of the s4 guns at that second target to kill a unit so your guys can wound at +1, giving them s4 "effect".

Sure, its command point intense, but if you got to clear screens, you can go from six gaurd infantry to basically zero in one roudn, poof, and that's kind of worth a few cp with a few throwaway screens of your own. That's just my own style, though, its a trick you have a big enough force to pull off with more bodies and fewer cp.

This message was edited 1 time. Last update was at 2020/04/21 14:06:25


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Boom! Leman Russ Commander






Dukeofstuff wrote:
If I only drop one gorgonne each round, I can pay a pair of cp to give it 5.5 inch range to target, and +1S, boosting it from 9 s3 shots to 36 s4 with an order. This is pretty good. Or, I could put it in the third valkyrie if I wanted to drop most of my heavy from deepstrike, and end up with 2 10 man squads 6 inches from my enemy, with 1 tempest between them. In that case, it works pretty well to wipe horde screens.
3 valkyries = 36 s5/-1 at bs3/4
2 x 10 man squads at short range
36 s4/-2 and 36 s3/-2 (but you can give a boost there as well, by pointing a couple of the s4 guns at that second target to kill a unit so your guys can wound at +1, giving them s4 "effect".

Sure, its command point intense, but if you got to clear screens, you can go from six gaurd infantry to basically zero in one roudn, poof, and that's kind of worth a few cp with a few throwaway screens of your own. That's just my own style, though, its a trick you have a big enough force to pull off with more bodies and fewer cp.


Is there anything else the Gorgonnes have going for you? Just to point out, you can do the horde clearing with Dragons because of the extra range of their guns, so you don't need to use CP. But meltagunning is a good use of the stratagem, just 4 melta guns is not going to kill most vehicles on average. You need 16 to kill a knight.

With

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Longtime Dakkanaut





Sure, that is a really good point. I guess I just like to drop my stuff in close, its a playstyle thing. Personal taste? I originally did it because c battalion (cadian scion mix) doesn't benefit from doctrines but CAN use strategems, so it seemed safer loading 2 melta and a plas pistol into a 5 man squad to do the trick with. Maybe kill a tank, or badly wound one, where I would otherwise be risking self harm with plasma fire unsupported.

It could be I am just comfortable with the way I play -- dragons surely could do better at range than the gorgonnes, but that owuld tempt me to put plasma on each squad rathe than 10 man squad them up, and end up using them mostly to support the alphastrike group. Still, its a really good point.

Got to ponder that. Just like I am pondering a wyrdvane psyker swap for a normal psy primaris, to give aradia extra rolls and spells.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Boom! Leman Russ Commander






Dukeofstuff wrote:
Sure, that is a really good point. I guess I just like to drop my stuff in close, its a playstyle thing. Personal taste? I originally did it because c battalion (cadian scion mix) doesn't benefit from doctrines but CAN use strategems, so it seemed safer loading 2 melta and a plas pistol into a 5 man squad to do the trick with. Maybe kill a tank, or badly wound one, where I would otherwise be risking self harm with plasma fire unsupported.

It could be I am just comfortable with the way I play -- dragons surely could do better at range than the gorgonnes, but that owuld tempt me to put plasma on each squad rathe than 10 man squad them up, and end up using them mostly to support the alphastrike group. Still, its a really good point.

Got to ponder that. Just like I am pondering a wyrdvane psyker swap for a normal psy primaris, to give aradia extra rolls and spells.


You can't use stratagems. The top of page 68 specifies the stratagems can only be used on units from a Miliatarum Tempestus Detachment.

It is worded really weirdly....in order to get access to th Strats, you have to have a MT Detachment, but you also can only use them on units from a MT Detachment.

I just decided to augment Aradia with the wyrdvane. Can't hurt....

This message was edited 2 times. Last update was at 2020/04/21 22:12:27


.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Longtime Dakkanaut





Aha. I am very glad you pointed that out herre and I didn't find it out in some local tournament or game by appearing to cheat.
Thanks! I will rethink a bit.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

I guess another question I should ask, how many Valkyries can I have on a standard battle map that will still allow proper maneuvering?
   
Made in us
Longtime Dakkanaut





DeathKorp_Rider wrote:
I guess another question I should ask, how many Valkyries can I have on a standard battle map that will still allow proper maneuvering?


Not many. I feel crowded with 3 sometimes because their little wings bump. Copnsider however, you won't want to unload everyuthing every roudn -- you want a few guys in one of the valks a few inches back who can hover forward and drop more troops after you shred screens, you will have damaged valkyries limping away from the very front in hover mode, that opens up a lot of room either way. Supersonic flight could be dicey with all the units you have and all the units an enemy has, with 6 valks trying to do the lap aroudn the table and the enemy aware its coming.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

Damn. Perhaps the concept is better used in a game of apocalypse?
   
Made in us
Boom! Leman Russ Commander








BTW, just wanted to apologize for hijacking your army thread to discuss tactics etc. But I would never have learned how good the Lions regiment was until researching it to answer you, nor would I have not realized that 5 man squads were the way to go with certain squads.

I can't wait for you to play a game and hear how the Vulture did.

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Longtime Dakkanaut





Quite the contrary (regarding the "is this not worth it" question.). I have seen back when people were spamming gaurd in vultures a catachan horde with six valkyries and it workd very smoothly. I said only "I" feel crowded, perhaps because I have a large number of scions I chain back to a single pair of officers (one gives +1 and one gives reroll) while ALSO getting all the valkryies in the same circle for reroll 1's from Yarrik, and tryign to get every single plasma (I have like, I dunno, 36 of them?) into 12 inch range.
This comes up against screens and terrain features hard -- but if your force is a bit larger numerically than mine (I run 9 psyker units now!) then you might easily split your force in two and put three of the VV's on each side of the board around your opponent's "castle".

4 is certainly doable, I merely note you will have a game or two where you feel frustrated at how much they are fidgety to get close to each other and you will get it figured out. Six works best as a huge wave moving forward and then becoming hovercraft.

Also, Hobbs, I have to say, I participate in these threads to learn new things -- my armies are MUCH better for what I learn in here, I shouldn't have known about the stratagem issue had you not warned me. Last week, I clued on to the use of a single master of ordinance as a 20 point "six shot battlecannon" that rerolls all its misses (and with old grudges all its wounds as well) on turn 1. And then turns into a 20 point little unit that can sit on an objective behind the character protection it enjoys.. Or this week, I spotted someone using wyrdvanes to kick aradia into high gear.
Now my psyker wing, although it will cost me a 5 man squad in the bits, will be able to cast nightshroud and aegis from the 2 back astropaths, as well as smite (wyrdvanes at +2), smite (psy prim), smite again (wc7), smite AGAIN(wc8), smite again(wc7 cause aradia is at +2), castigate, malstrom, and gaze of the emperor(perhaps) AND psychic pursuit. Meaning I can do roughly .. uh .. 11 mortal wounds to my closest adversary before I start shooting.

That is incidentally, why I had the gorgonnes in my mix. They DO give something other than 5.1 inches from their opponent, they can wedge into a position so that my psykers and other shooters can strip the screens protecting an enemy character away, and then hit it with their load -- after that character has already suffered on average 3 or 4 mortal wounds from my psykers, AND been sniped with a meltagun.
This is a not insignificant threat to even a smashcaptain, and you can seriously degrade a lot of armies by removing a buff character they thought was unassailable.
The look on my buddies' face when my psyker corps (only 8 at the time, including the inquisitor) stepped out of a valkryie and put 11 mortal wounds into his librarian chaplain (that he had not bothered to put a flank beside) was priceless enough -- but then, in the shooting phase, a well positioned melta squad on the other side of his "castle" got the other one because so many of his screens died in plasma fire, they were suddenly closest to the otherwise nasty and unshootable dreadnaught.

If you are curious what army I am currently using, I can show it in here, for you, in a spoiler. let me do the maths...
Spoiler:

Stormtrooper drop detachment (-1cp) battalion Alpha
tempestor prime with field commander trait drop commander, laurels of command, rod of command (-2cp)
tempestor prime with extra warlord (old grudges) trait (-1cp)
tempestor prime with just plain old command rod.

3 x 4 man command squads of 4 plasma rifle each, scion stormtroopers
1 x 5 man scion troop choice with 2 plasma rifles and a plasma pistol
1 x 5 man scion troop choice with 2 plasma rifles and a plasma pistol
1 x 5 man scion troop choice with 2 plasma rifles and a plasma pistol
3 x Vvalkryie with 2 heavy bolter, 2 multirocketpod, and 1 lascannon each (-3cp for x3 advanced countermeasures)
987 and -1 net commmand point!

Iotan dragonnes support detachment (this is new for me, its usually gorgonnes) "Psi corps Beta"
3 psyker primaris (2 spells each, pick at game start)
3 wyrdvane psyker (1 unit)
5 man squad of 4 hotshotlasguns and 1 hotshotlaspistol
5 man squad of 4 hslg and 1 hslp
10 man squad of 9 hslg and 1 hslp
3 astropaths
344, +5cp net

Cadian Artillery Support Base Camp
Lord Commisar Yarrick
Lady Aradia Madellan
Inquisitor / malleus / -1cp / upgrade psi power and -1 to wound relic, combimelta and chainsword.
platooon commander / Warlord / cadian .. gave up his WLD power to a tank ace below, and relic of lost cadia.
master of ordinance "I am generic extra guy"
10 man imperial gaurd regulars (cadian) with missle launcher, grenade launcher, and bolter
5 man scion squad (generic) with 2 hotshotvolleyguns
5 man scion squad (generic) with 2 hotshotvolleyguns
manticoreA with full payload (-1cp)
manticoreB with full payload (-1cp)
668,+3 cp net
So its 1999 points, and starts with the gaurdsmen and the manticores and the 2 cadian officers on the map, and everyone else in valkyries or deepstrike. The valks hover forward a bit on turn 1, using terrain to try to make it hard on the enemy to bunch a lot of fire on any one of them, and the whole shooting match tries to kill screens frantically.
Turn 2 is called "the big drop" cause everyone does.

Its pretty simple -- a lot of opponents will end up streched aroudn central LOS blocking terrain to get at the manticores, which are also the distraction/bait to split the enemy forces up a bit. Then hover forward a second time, and you can basically step out of the valkyries in range of the back wall of the map, and deepstrike everyone else alongside. The CP I formerly spent to get my gorgonnes in place, I will now be spending to get 2 extra psi powers and a +2 to cast for those 2 casters.

There are probably not very many gaurd armies with 9 psykers that can cast 12 spells in them, I think, and in extreme cases, that many smites in a pile is actually quite useful as a countercharge that doesn't require melee attacks.


Well, that's it, what do you think? (the VERY latest iteration and update, of it, anyway.)




Automatically Appended Next Post:
Correction.
Spoiler:
I would remove the 10 man and put a stock 5 man in place there instead, so that I can afford another officer -- a lord commisar with bolt pistol and powesword, to put in the VV's. His bolt pistol (-2cp) is the emperor's benediction, another sniper relic that shoots pistol3 s4/-1/2. So he not only gives a little melee blockade he can be used to help kill officers.


Whew. Now its the lastest my army is set up as.

This message was edited 3 times. Last update was at 2020/04/22 01:42:34


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Boom! Leman Russ Commander






Dukeofstuff wrote:
Quite the contrary (regarding the "is this not worth it" question.). I have seen back when people were spamming gaurd in vultures a catachan horde with six valkyries and it workd very smoothly. I said only "I" feel crowded, perhaps because I have a large number of scions I chain back to a single pair of officers (one gives +1 and one gives reroll) while ALSO getting all the valkryies in the same circle for reroll 1's from Yarrik, and tryign to get every single plasma (I have like, I dunno, 36 of them?) into 12 inch range.
This comes up against screens and terrain features hard -- but if your force is a bit larger numerically than mine (I run 9 psyker units now!) then you might easily split your force in two and put three of the VV's on each side of the board around your opponent's "castle".

4 is certainly doable, I merely note you will have a game or two where you feel frustrated at how much they are fidgety to get close to each other and you will get it figured out. Six works best as a huge wave moving forward and then becoming hovercraft.

Also, Hobbs, I have to say, I participate in these threads to learn new things -- my armies are MUCH better for what I learn in here, I shouldn't have known about the stratagem issue had you not warned me. Last week, I clued on to the use of a single master of ordinance as a 20 point "six shot battlecannon" that rerolls all its misses (and with old grudges all its wounds as well) on turn 1. And then turns into a 20 point little unit that can sit on an objective behind the character protection it enjoys.. Or this week, I spotted someone using wyrdvanes to kick aradia into high gear.
Now my psyker wing, although it will cost me a 5 man squad in the bits, will be able to cast nightshroud and aegis from the 2 back astropaths, as well as smite (wyrdvanes at +2), smite (psy prim), smite again (wc7), smite AGAIN(wc8), smite again(wc7 cause aradia is at +2), castigate, malstrom, and gaze of the emperor(perhaps) AND psychic pursuit. Meaning I can do roughly .. uh .. 11 mortal wounds to my closest adversary before I start shooting.

That is incidentally, why I had the gorgonnes in my mix. They DO give something other than 5.1 inches from their opponent, they can wedge into a position so that my psykers and other shooters can strip the screens protecting an enemy character away, and then hit it with their load -- after that character has already suffered on average 3 or 4 mortal wounds from my psykers, AND been sniped with a meltagun.
This is a not insignificant threat to even a smashcaptain, and you can seriously degrade a lot of armies by removing a buff character they thought was unassailable.
The look on my buddies' face when my psyker corps (only 8 at the time, including the inquisitor) stepped out of a valkryie and put 11 mortal wounds into his librarian chaplain (that he had not bothered to put a flank beside) was priceless enough -- but then, in the shooting phase, a well positioned melta squad on the other side of his "castle" got the other one because so many of his screens died in plasma fire, they were suddenly closest to the otherwise nasty and unshootable dreadnaught.

If you are curious what army I am currently using, I can show it in here, for you, in a spoiler. let me do the maths...
Spoiler:

Stormtrooper drop detachment (-1cp) battalion Alpha
tempestor prime with field commander trait drop commander, laurels of command, rod of command (-2cp)
tempestor prime with extra warlord (old grudges) trait (-1cp)
tempestor prime with just plain old command rod.

3 x 4 man command squads of 4 plasma rifle each, scion stormtroopers
1 x 5 man scion troop choice with 2 plasma rifles and a plasma pistol
1 x 5 man scion troop choice with 2 plasma rifles and a plasma pistol
1 x 5 man scion troop choice with 2 plasma rifles and a plasma pistol
3 x Vvalkryie with 2 heavy bolter, 2 multirocketpod, and 1 lascannon each (-3cp for x3 advanced countermeasures)
987 and -1 net commmand point!

Iotan dragonnes support detachment (this is new for me, its usually gorgonnes) "Psi corps Beta"
3 psyker primaris (2 spells each, pick at game start)
3 wyrdvane psyker (1 unit)
5 man squad of 4 hotshotlasguns and 1 hotshotlaspistol
5 man squad of 4 hslg and 1 hslp
10 man squad of 9 hslg and 1 hslp
3 astropaths
344, +5cp net

Cadian Artillery Support Base Camp
Lord Commisar Yarrick
Lady Aradia Madellan
Inquisitor / malleus / -1cp / upgrade psi power and -1 to wound relic, combimelta and chainsword.
platooon commander / Warlord / cadian .. gave up his WLD power to a tank ace below, and relic of lost cadia.
master of ordinance "I am generic extra guy"
10 man imperial gaurd regulars (cadian) with missle launcher, grenade launcher, and bolter
5 man scion squad (generic) with 2 hotshotvolleyguns
5 man scion squad (generic) with 2 hotshotvolleyguns
manticoreA with full payload (-1cp)
manticoreB with full payload (-1cp)
668,+3 cp net
So its 1999 points, and starts with the gaurdsmen and the manticores and the 2 cadian officers on the map, and everyone else in valkyries or deepstrike. The valks hover forward a bit on turn 1, using terrain to try to make it hard on the enemy to bunch a lot of fire on any one of them, and the whole shooting match tries to kill screens frantically.
Turn 2 is called "the big drop" cause everyone does.

Its pretty simple -- a lot of opponents will end up streched aroudn central LOS blocking terrain to get at the manticores, which are also the distraction/bait to split the enemy forces up a bit. Then hover forward a second time, and you can basically step out of the valkyries in range of the back wall of the map, and deepstrike everyone else alongside. The CP I formerly spent to get my gorgonnes in place, I will now be spending to get 2 extra psi powers and a +2 to cast for those 2 casters.

There are probably not very many gaurd armies with 9 psykers that can cast 12 spells in them, I think, and in extreme cases, that many smites in a pile is actually quite useful as a countercharge that doesn't require melee attacks.


Well, that's it, what do you think? (the VERY latest iteration and update, of it, anyway.)




Automatically Appended Next Post:
Correction.
Spoiler:
I would remove the 10 man and put a stock 5 man in place there instead, so that I can afford another officer -- a lord commisar with bolt pistol and powesword, to put in the VV's. His bolt pistol (-2cp) is the emperor's benediction, another sniper relic that shoots pistol3 s4/-1/2. So he not only gives a little melee blockade he can be used to help kill officers.


Whew. Now its the lastest my army is set up as.


Very close army to my second list ( I want to go full Scions for now).

OK...I know Cadians have some good bonuses....let me point this out: Take your own Regiment, and take the Gunnery Experts and Something else, I liked Wilderness Survivors. You lose the rerolls on your static guys, but you reroll Type on the Manticores and get +1 cover on your basic infantry models. So more shots to take advantage of that full payload tank ace ability. I was also going to use a Hydra and make the detachment an Emperor's Wrath ( Yes I know, Basilisks are better than Mantis in it, but I like the higher shots of Manticores). Now, it becomes CP expensive, but you can use both the suppressive fire strat to slow an enemy unit with the Hydra ( and you don't have to suffer from its lower BS, because you don't have to roll to hit.) and then if you actually need to shoot at an enemy flyer, you can spend 2 cp to fire at it.

I like the psyker trick.....gonig to see if I can work it into my list.

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

So would it be better to downsize to maybe three valks and the vulture?
   
Made in us
Boom! Leman Russ Commander






DeathKorp_Rider wrote:
So would it be better to downsize to maybe three valks and the vulture?


I say try out the larger list and see how it works.

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Longtime Dakkanaut





Remember, you have only your valkyries turn 1 to do clearance if your enemy was clever adn put his scouts across the entire neutral zone. Nothing is sadder thand having to drop your entire force in your own backfield. So you really sort of NEED those six valkyries, or mayb even just 5 of them, to make your early game work against things with forward screening (like scouts, eliminators, invictor warsuilts, scout moves, stuff like that.)

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Boom! Leman Russ Commander






Dukeofstuff wrote:
Remember, you have only your valkyries turn 1 to do clearance if your enemy was clever adn put his scouts across the entire neutral zone. Nothing is sadder thand having to drop your entire force in your own backfield. So you really sort of NEED those six valkyries, or mayb even just 5 of them, to make your early game work against things with forward screening (like scouts, eliminators, invictor warsuilts, scout moves, stuff like that.)


I'm only running 4. That's my one worry...well that and losing a couple valks early on. I can drop one or 2 squads, but that doesn't really give me the points to add anything in. I'm thinking more and more of dropping to 2 detachments of scions and doing a distraction detachment of normal guard.

Or....marines in drop pods with a couple marine squads on the table. Guard and scions lose nothing from souping. But I hate soup.

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in us
Longtime Dakkanaut





That is why I end up so often with a soup -- so that I can bring indirect fire in the third battalion. Not only does it not care about a landing zone, it invites the enemy to spread their army racing towards your back corner, making more drop sites appear.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

Soups to me are meant more for narrative campaigns where they can be explained or tournaments where people do whatever they want anyway.
   
Made in us
Longtime Dakkanaut





I call it soup but gaurd, gaurd, gaurd, its still monofaction. Soup is a word I see used for like "this is my knights/admech/marine thundercaptains" or "custodes+catachans"...

Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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