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[2000] - Astra Militarim - "Balanced" Infantry with tank support (Greater Good regiments mix)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut






I've sat out a lot of early 9th edition for a few reasons, part of it painting a lot more infantry and theory crafting where to go after 8th. Here's the current list I'm going to try a while and see if it works, and try to optimize in general.

It's probably still going to give up secondaries to thin their ranks and bring it down, but with vox casters and bodies I'm hoping I can curb assassinate some. The idea is to try to dominate objectives with bodies with a mix of firepower for all comers. Trying to use both the infantry and armor buffs from greater good to increase infantry and armor firepower and durability.

Added an inquisitor for castigate for mortal wounds, fortitude, power through knowledge for infantry reinforcement, and 3 denys. Astropaths for durability, and they may help with psychic secondary points sometimes. I ran mech infantry in 8th so I'm going to have to get used to not having the chimeras to race forward to objectives, but it felt like I wanted more bodies despite the loss of reach. Don't have valkyries built but they will feature in a future list. Same with Bullgryns / crusaders.

As far as tanks, I debate about demolisher vs battle cannon, but am gambling the smaller board will keep the demolisher from being at too much disadvantage. Melta vets in case I want to put some in reserve to harass, work them up into something nasty, or deal with something nasty that gets in my face early leaving the other heavies to apply damage elsewhere.

Every plasma gun I have modeled on the field, and the rest get melta because 5 points why not. I've gotten to the point where I'm just dithering small points back and forth so I figure it's just time to start running with it. Let me know if you have run or seen something like it, and any strengths/weaknesses beyond what I noticed, or no brainer tweaks I may have missed.

++ Patrol Detachment -2CP (Imperium - Astra Militarum) [61 PL, -2CP, 1,120pts] ++
Detachment CP [-2CP]
Regimental Doctrine: Gunnery Experts, Jury-rigged Repairs

+ HQ +
Tank Commander [12 PL, 245pts]: Display Tank Orders, Heavy Bolter, Plasma Cannons, Turret-mounted Punisher Gatling Cannon
Tank Commander [12 PL, 230pts]: Display Tank Orders, Heavy Bolter, Plasma Cannons, Turret-mounted Demolisher Siege Cannon

+ Troops +
Infantry Squad [3 PL, 50pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

+ Elites +
Astropath [2 PL, 25pts]: Psychic Barrier, Telepathica Stave
Astropath [2 PL, 25pts]: Psychic Barrier, Telepathica Stave

+ Heavy Support +
Leman Russ Battle Tanks [22 PL, 400pts]
. Leman Russ Executioner: Heavy Flamer, Plasma Cannons, Turret-mounted Executioner Plasma Cannon
. Leman Russ Executioner: Heavy Flamer, Plasma Cannons, Turret-mounted Executioner Plasma Cannon
Manticore [8 PL, 145pts]: Full Payload, Heavy Flamer


++ Battalion Detachment 0CP (Imperium - Astra Militarum) [45 PL, 10CP, 880pts] ++

Regimental Doctrine: Disciplined Shooters, Wilderness Survivors

+ Agents of the Imperium +
Inquisitor [4 PL, -2CP, 60pts]: 2) Psychic Fortitude, 6) Castigation, Alpha-Class Psyker, Blackshroud, Bolt pistol, Chainsword, Malleus - Power Through Knowledge, Malleus - Psychic Mastery, Ordo Malleus, Psyker, Stratagem: Inquisitorial Mandate

+ HQ +
Company Commander [2 PL, 42pts]: Bolt pistol, Display Astra Militarum Orders, Power sword, Relic: Kurov's Aquila, Warlord
Company Commander [2 PL, 35pts]: Chainsword, Laspistol
Company Commander [2 PL, 35pts]: Chainsword, Laspistol

+ Troops +
Infantry Squad [3 PL, 62pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword
Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 60pts]
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Laspistol

+ Elites +
Tech-Priest Enginseer [2 PL, 35pts]
Veterans [5 PL, 107pts]
. Veteran Sergeant: Boltgun, Chainsword
. 3x Veteran w/ Lasgun: 3x Lasgun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Vox-caster: Lasgun, Vox-caster
. Veteran Weapon Team: Autocannon
Veterans [5 PL, 107pts]
. Veteran Sergeant: Boltgun, Chainsword
. 3x Veteran w/ Lasgun: 3x Lasgun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Vox-caster: Lasgun, Vox-caster
. Veteran Weapon Team: Autocannon
Veterans [5 PL, 97pts]
. Veteran Sergeant: Boltgun, Chainsword
. 5x Veteran w/ Lasgun: 5x Lasgun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Vox-caster: Lasgun, Vox-caster

++ Total: [106 PL, 8CP, 2,000pts] ++

This message was edited 1 time. Last update was at 2020/12/11 04:08:01


 
   
Made in us
Longtime Dakkanaut





I note that two astropaths with the same known spell means pretty much one can't cast it every turn. I personally would either put malstrom on one of them -- (pair that with castigate, and you can start to delete enemy apothecaries over 2 rounds of trying, and that can seriously gimp a marine player's god mode.) or if I were maxing out vehicle defense, nightshroud on one and shield on the other to give both -1 to be hit and +1 to save to a single tank (with engenseer to fix it.)

That's the only tweak I see worth saying!


This message was edited 2 times. Last update was at 2020/12/11 06:23:35


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gr
Storm Trooper with Maglight





You'll probably be wanting Spotter Details rather than Repairs - especially on the short-range turret weapons of the Tank Commanders.

getting one wound back per turn really isn't that great, seeing how there are already strats for repairing yourself and - more importantly - shooting at top damage table.
   
Made in us
Regular Dakkanaut






Great feedback on both points
   
 
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