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Made in us
Fresh-Faced New User




Hello. Could someone with way more experience than me help me tweak my Catachan Battalion army? Thanks!


++ Battalion Detachment 0CP (Imperium - Astra Militarum) [88 PL, 1,991pts, 12CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Regimental Doctrine: Astra Millitarum, Diciplined Shooters, Wilderness Survivors

+ HQ +

Company Commander [2 PL, 37pts]: Boltgun, Chainsword

Company Commander [2 PL, 37pts]: Boltgun, Chainsword

Lord Commissar [3 PL, 42pts]: Boltgun, Power Sword, Warlord, WT: Implacable Determination

+ Troops +

Infantry Squad [3 PL, 75pts]
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Missile launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 75pts]
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Missile launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 75pts]
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Missile launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 75pts]
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Missile launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 75pts]
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Missile launcher
. Sergeant: Laspistol

Infantry Squad [3 PL, 75pts]
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Missile launcher
. Sergeant: Laspistol

+ Fast Attack +

Hellhounds [7 PL, 125pts]
. Hellhound: Heavy Bolter, Heavy Stubber, Inferno Cannon

+ Heavy Support +

Leman Russ Battle Tanks [11 PL, 245pts]
. Leman Russ Battle Tank: Augur array, Battle Cannon, Dozer blade, Heavy Stubber, Hunter-Killer Missile, Lascannon, Multi-meltas, Track guards

Leman Russ Battle Tanks [11 PL, 245pts]
. Leman Russ Battle Tank: Augur array, Battle Cannon, Dozer blade, Heavy Stubber, Hunter-Killer Missile, Lascannon, Multi-meltas, Track guards

+ Flyer +

Valkyries [7 PL, 165pts]
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter

Valkyries [7 PL, 165pts]
. Valkyrie: Hellstrike Missiles, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter

+ Dedicated Transport +

Chimera [5 PL, 120pts]: Augur array, Dozer blade, Heavy Bolter, Heavy Bolter, Heavy Stubber, Hunter-Killer Missile, Track guards

Chimera [5 PL, 120pts]: Augur array, Dozer blade, Heavy Bolter, Heavy Bolter, Heavy Stubber, Hunter-Killer Missile, Track guards

Chimera [5 PL, 120pts]: Augur array, Dozer blade, Heavy Bolter, Heavy Bolter, Heavy Stubber, Hunter-Killer Missile, Track guards

Chimera [5 PL, 120pts]: Augur array, Dozer blade, Heavy Bolter, Heavy Bolter, Heavy Stubber, Hunter-Killer Missile, Track guards

++ Total: [88 PL, 12CP, 1,991pts] ++

Created with BattleScribe
   
Made in us
Dakka Veteran





First comment, you can't be both catachan AND custom regiment. Its one or the other.

Which did you mean?

For seconds, I have never seen someone get good points value out of augur array, dozer blade, on imperial gaurd armor except perhaps a baneblade getting +1 to charge.
ever.

but you do want track gaurds at any price on the hellhound, which can do real threat with only 1 wound cause its death over THERE is a bomb waiting to be thrown. Getting it into melee is a strong play as well, cause it can frigging hose down the enemy troops even while surrounded, and maybe blow up amidst the enemy melee army anyway.

If you do decide on catachan, I suspect you don't intend that here, its got a few other suggestions to give, but if not...

Also, remember that the relic "laurels of command" can double order troops half the time. Since you will if you stay wilderness / disciplined want to give out FRFSRF a lot, it means you can FRFSRF AND you can reroll 1's in a couple of the troops.

You could spend 2 cp to grant tank aces to the two leman russes, reducing by 1 point of damage the damage each takes from each enemy shot (minimum 1). That's very powerful, the master mechanic strat. You would have to give up implaccable determinatinion to do this, but a tank on the battlefield is probably worth more than a dead tank six inches closer to the enemy. Especially if you pair the -1 to damage with some cover that makes them harder to hit or better save, the leman russes can become much much harder to kill, maybe stick around an extra couple rounds and fire, fire, at full effect (one of them) with a cp. I suggest this because you have put so much weaponry on the LRBT that you really want to fire it three times, not twice, and force your opponent to point his plasma or batlecannon or whatever at your heavies for an extra round or two, rather than at your chimera at all.





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




Thanks. Yeah I messed up on BattleScribe and intended Catachans. Thanks for the advice. Does the overall composition seem reasonable?
   
Made in us
Dakka Veteran





For catachans I would scrap every single augur array, dozer blade, and track gaurd in the army. You can GREATLY improve your catachans troops with those points, and they are all marginal use for a catachan armor group that mostly is built to fire from range. Basically, its 120 points of stuff, and it will in an average game be worth ONE hit extra from a missle's successful reroll. Dozer blades for gaurd armor are a suicide pact (you don't want to be shooting at -1 even if you can in melee, and you don't want to be in melee). And track gaurds are important (rather than a very expensive and situational luxury) only on hellhounds and baneblades in the current gaurd mix.

All those special toys on the chimera and lemans are a bit of a waste, I think. If I were building the army, I would rather have a ministerium priest for 40 points and upgrade one company commander to become colonel straken for another 50 points, and give each squad a single power sword on the sarge. (If you have no poweswords, perhaps keeping the augur arrays is an option, but ...). Also (see below) I would swap TWO of the flamers in to replace TWO of the grenade launchers. A no cost switch with real implications against enemies in cover, and very themeatic.
Catachans as you have them attack in melee with 12 s4/-/- attacks. per squad. That's almost as bad as the very poor gaurd normal s3.
Catachans with ministerium priest and straken nearby -- and a powersword -- attack in melee with an astonishing 27 normal s4/-/- gaurd swings and 4 s4/-3/1 swings. This is a MUCH bigger melee threat, and the change in actual performance from removing all the tank gizmos boils down to "I hit with one extra missle" going away.
Mathzample time.
Against orcs, you hit 6 times, he tries 3saves, you kill 3 orks as now configured (normal gaurd kills 2, cuase of their weaker s3 vs tougher ork)
but with 27 swings+powersword4swing, you hit 15 times, he makes 7.5 save attempts, he loses 6 or 7 ork. So sure, you probably get pasted if he is charging you, but with this setup, you are also a threat if you decide to charge HIM. The ork squad you couldn't quite kill has reason to seriously worry you will whip in and engage him in melee, which is not normally an ork WORRY. Especially if a second gaurd squad is nearby to avenge their fallen.
Even a tac squad of marines notices it when they have to make 15 saves -- and 2 of them are saves against ap-3. That's roughly 3.5 dead tac marines or primaris, which costs .. as much as a squad of gaurd! That's AFTER you shoot them, of course

so yeah, suddenly your infantry can fight in combat (point for point) AS WELL AS MARINES. Not all marines, it can't outshoot marines, but 10 tac marines costs as much as THREE of your squads, and in combat, those three squads can kill 3.5 marines each. Or all of them, give or take a few bolter casualties as you run into combat. Marine units will rightly be terrified of charging a pile of 20 gaurd, if you joined squads, that is hunkered down in cover. Marines usually do so with impunity -- but for example a 6 man marine unit (lets say they have taken a few losses) now faces hitting your trap strategem (d3 mortal wounds for breakfast!).. after shooting you 12 times (9 hits, 6 saves, 3 dead).
So the 5 surviving marines would end up pitted against 17 gaurd, and the 17 gaurd will take a few casualties but have 8 swings of powerswords waiting to go, and mauybe 48 other swings.
so 4 ps hits (kill 1 marine) and 24 other hits (12 saves, 4 fail, kill 2 marines).
If by some miracle you don't leave combat, then he will get wiped out entirely by your remaining 10 or so gaurdsmen on your next turn, and you have protected the heavy bolters, powerswrods, and grenade launchers.

Viola, the poor basterd is staring at a 120 points loss, and he has killed all of 50 points of gaurd, so you calmly move another 10 man squad into range and say "I combine squads" and they smile and cower in the ruins and wait for the next customer...

So .. basically, you might have 1 shot not hit from one hk missle, or one chimera stick slower for a turn before the enemy finishes it off (its a fantasy the track makers show pictures of, of their protected treads keeping a 1wound left armor piece alive till turn 5...) ..
but even if 2 squads of your troops are still on the board, you are better at melee than your whole army is now, cause the one that doesn't get sliced up by the charge can charge in return.

That's my catachan advice. If you have the powerswords, that is.

Oh! and if you have even a pair of flamers on catachan normal troops, in the shooting phase, you can use the order "burn them out" which allows every OTHER unit in your army to shoot at the same target without the benefit of it getting cover.
This increases everything by +1 .. but for stuff like a lasgun shooting marines, that becomes 1+1 or 100 percent better results.
2 squads firing at the 10 man tac squad of marines .. 1 is burn them out (laurels of command might permit this to also double the doublefire) and 1 is just firstranksecondrankfire. That's going to be (if you got close enough with 20 gaurd) some 14x4 or 64 shots and 32 hits, wich forces only 10 saves. That's one dead marine normally or two dead marines if you stripped cover.
Then the bolters hit -- and now each heavy bolter is saved against on 4+ rather than 3+, so that adds up fast. Even flamer fire is twice as effective. Point is, that's a good synergy to sneak in, beacuse you have a lot of heavy bolters and light antipersonnel weapons in the transports, so you can pop that order potentially twice if you had 2 flamers, and then allocate backfield fire support to more effectively beat down those targets.

if that makes sense.

This message was edited 1 time. Last update was at 2020/09/16 14:13:57


Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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