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Made in us
Longtime Dakkanaut






So, I been so focused on drop troops of late with lots of flyers, I think this list is a fairly different flavor to it. I don't actually have a LOT of tallarn painted soldiers, so some of it that I suppose could be fluffier as all tallarn, is using models I own and have painted for cadia/scions.
I think its an ok list, not gonna win any GT, but should be decent?


Emperor's Tallarn Fist Tank company battalion.
tallarn tank commander with hammer of sunderance, 2 plasma cannon, laser cannon, stormbolter, hunterkiller missle (master mechanic)
tallarn tank commander with demolisher cannon, 2 plasma cannon, laser cannon, stormbolter, hunterkiller missle
tallarn platoon commander with laspistol and chainsword
tallarn 10 man gaurd squad with grenade launcher
tallarn 10 man gaurd squad with grenade launcher
tallarn 10 man gaurd squad with grenade launcher
tallarn 3 scout sentinal squad with 3 missle launcher and 3 hunterkiller missles
astropath
astropath
engenseer

Scout group Scions
tempestor prime (one has warlord field trait old grudges)
tempestor prime

5 man scion squad with 2 plasma gun and 1 plasma pistol
5 man scion squad with 2 plasma gun and 1 plasma pistol
5 man scion squad with 2 plasma gun and 1 plasma pistol


Artillery group Cadia (wrath of emperor)
company commander
company commander and warlord (trait is given up to give a tank ace in this group)
inquisitor malleus // powersword and laspistol // -1 to woudn relic // +1 psyker power, denial, and activation
astropath3
master of ordinance
master of ordinance2
10 man cadian gaurd with grenade, missle, bolter
10 man cadian gaurd with grenade, missle, bolter
10 man cadian gaurd with grenade, missle, bolter
basilisk with full payload tank ace
astrropath
18 cp - 8 spent pregame = 10 at start.

The strategy here is simple -- and the scions are going to be the group that lets you reposition some on turn 0 to change deployments aroudn. Between them and the 3 scout sentinal squad, I reckon I can block fairly effectively against incoming first turn alpha strikes that the gaurd so often dies so fast to. Scout sentinals also can scout move, move, and fire 48 inches further at +2 on turn 1, giving them a really solid opening salvo against something on the other side. After that, they are chicken little gun turrets that plink missles.
One tank commander (demolisher) goes into ambush, and the warlord trait scion tempest (and the third squad of scions) come deepstriking down to support him. This lets him fire with reroll 1's, against an enemy vehicle, no fewer than 20 antitank shots at bs3. It doesn't take a lot of luck to hit 18 or 19 times with that, and old grudges + carefully picked target = you can end up with your enemy making 17 or so saves, maybe 11 of them against ap-4 d6 weaponry, and the rest against plasma and lascannons. Its pretty awesome cause its really, really hard to screen out such a threat with anything but a horde army.

The cadians drop doubletapped basilisk fire and a master of ordinance 6 shooting each turn on the enemy, as well as the 3 squads of missle and grenade shots to finish of the occasional woudned prey. Tallarn infantry is mostly screeners, and the scions are either a shield against first turn alphas, or they are deepstriking objective nabbers in later turns. Although not psyker heavy, you have 5 denies and 5 casts, and smite, castigate, malstrom is actually a decent way to kill the occasional thunderhammer captain who got in front of his army to beat up a tank in melee. Cadians are a significant drain on cp -- and can run through 2+2+2+1 a turn if you don't carefully husband resources, just popping off artillery -- with full rerolls on 2d6 basilisk shots (3 damage each!) -- and full shots from the master on turns 1, 2 -- and interlocked fields of fire among the whole subfaction. Taken together, this can give you a pretty solid artillery punch for a detachment with only 1 field artillery tank, given they reroll all their 1's even without orders.

Any thoughts?

This message was edited 1 time. Last update was at 2020/05/08 09:28:51


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





Hey there Dukeofstuff,

So this is a pretty neat looking list. I'm struggling a little though; I think I recreated the list and I'm coming up with 1,500pts in it. If it's intended to be 1,500, my bad.

Couple questions: What trait do you think you'll run the stormtroopers with, or are you doing the stormtroopers doctrine? I've had fun with the Iotan Dragoons one, but there are definitely some good combinations out there. How attached are you to the Tallarn doctrine? My preference is to drop the sponsons, storm bolters, and hunter killer missiles, and try to fit in another tank, but again that's a preference (although you would need more room than that to add in another tank). Doing so though, means the Tallarn doctrine is slightly less useful and maybe then either the catachan or one of the custom doctrine become more valuable.

Definitely ambush in the Demolisher; it is a fire magnet if left starting on the board. Although, this leaves you with only two main targets on the board to start. The Russ is harder to take down, but not impossible to in one turn. I might be tempted to build in some redundancy, either through another Russ or Basilisk.

Also, it looks as though you have four Astropaths in the list. I could be reading the format wrong or maybe your opponents don't take to the "Rule of Three," but that may be a slight adjustment to make.

Respectfully,

Blackberry



   
Made in us
Longtime Dakkanaut





You are absolutely right! I posted the draft and not the finished army by mistake! The "fourth" astropath was "astropath3" .. a note to myself to put the astropath in the third battalion, so its double entered. (my area are a lot of heavy competitive tournament players, so this list would have to be at least able to marginally hold its own in a real tournament. I honestly don't know if it could, but I think its close as monogaurd usually can get.)
The corrected list, as it was supposed to be. Additions in bold!
Spoiler:

Emperor's Tallarn Fist Tank company battalion.
tallarn tank commander with hammer of sunderance, 2 plasma cannon, laser cannon, stormbolter, hunterkiller missle (master mechanic)
tallarn tank commander with demolisher cannon, 2 plasma cannon, laser cannon, stormbolter, hunterkiller missle
tallarn tank commander with executioner plasma cannon, dual side plasma cannon, forward heavy bolter, stormbolter, hunterkillermissle605
tallarn platoon commander with laspistol and chainsword
tallarn 10 man gaurd squad with grenade launcher
tallarn 10 man gaurd squad with grenade launcher
tallarn 10 man gaurd squad with grenade launcher
tallarn 3 scout sentinal squad with 3 missle launcher and 3 hunterkiller missles699
tallarn leman russ battle tank with executioner plasma cannon, dual side plasma cannon, forward heavy bolter, stormbolter
astropath
astropath
engenseer
engenseer
529

Scout group Scions
tempestor prime (one has warlord field trait old grudges)
tempestor prime

5 man scion squad with 2 plasma gun and 1 plasma pistol
5 man scion squad with 2 plasma gun and 1 plasma pistol
5 man scion squad with 2 plasma gun and 1 hotshotlaspistol 251

Artillery group Cadia (wrath of emperor)
cadian company commander
cadian company commander and warlord (trait is given up to give a tank ace in this group)
inquisitor malleus // powersword and laspistol // -1 to woudn relic // +1 psyker power, denial, and activation
master of ordinance
master of ordinance2

10 man cadian gaurd with grenade, missle, bolter
10 man cadian gaurd with grenade, missle, bolter
10 man cadian gaurd with grenade, missle, bolter
basilisk with full payload tank ace and hunterkiller missle
manticore with hunterkillermissle
astropath
engenseer 615
18 cp - 8 spent pregame = 10 at start.


That's .. wow, that's some far off from what I intended, no wonder I kept feeling like it was a little light! Anyway, now its got the 4 leman russ squad, the back basilisk and manticore support, and the neat trick alpha strike from the sentinals. I intended the scions to be the lambda lions, because they can add in the warlord relic for a 5++ shield, and possibly (if I end up not going grudges) the reroll 1's for their little strike group, which frees up the gunners to all execution protocol. I think in this army grudges is stronger, though, but to be honest, I am not certain. Since the old grudges is something you spend CP for, I suppose you can tailor the leadership of the scions battalion as you need it -- an army of demon princes, for example, you would want reroll 1's warlord -- so each scion shot gets extermination protocol sancitoned for rerolls and you don't waste the warlord on ONE such target. Other games, its all about killing mortarion in turn 1 with your whole army, so grudges.
Three engenseers seems a lot -- but I have a history of lousy rolls with plasma cannons and I am carrying a lot of them, so I expect they will be very busy. 4d6+8d3 (not counting the 14 or so from scions) plasma shots is on average something like 30 plasma shots a turn, and even with reroll 1's passed out like candy, that's some self harm.

Anyway.
turn 0 scout move sentinals to get optimal turn 1 shot.
turn 1 sentinals take shot, master of ordinance,, interlock fields of fire,, baslisk, second shot from basilisk, manticore, ...hammer of sunderance, + a buunch of tank plasma to delete a priority target or two
turn 2 ambush deathtank and surroudn it with scions and 10 + platoon commander tallarns for screens midfield. Second Master of ordinance and surviving tanks and artillery blaze away in support.
turn 3+ fight and fall back - tallarn mobility of tanks means the enemy is left chasing tanks across the board, with 9 squads of screens jumping in the way to keep the chasers slowed.

The three cadian squads look like screens but they are actually a super accurate piece of artillery hiding in 30 gaurdsmen. 3 missle shots and 3 grenade a round with full rerolls. So I expect to use them up as screens as late as possible, and protect the artillery with them till that happens.

3 astropaths + 2 psyker activations on the inquisitor/malleus gives 5 denies and 5 cast a round, mostly, buffing wounded tanks, but also killing the occasional thunderhammer jerkoff with smite + malstrom + castigate. Its what this army does for countercharges -- yes, the weak point for this gaurd group

I think there is a math error in here somewhere, but I can't find it.

This message was edited 1 time. Last update was at 2020/05/22 11:27:13


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Regular Dakkanaut






I'll be really interested to see how it plays. It seems solid with and I like the diversity of the Alpha sentinels, artillery ace, and scions.
   
 
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