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Made in gb
Lurking Gaunt





UK

Hi all,

As my signature states, I have 1.5k of Crimson Fists who, atm, are lead by an AoBR captain, who I don't really feel connects with my army. I really want to upgrade and get Pedro Kantor, as he will be the pinnacle of my army and a worthy leader (well, he is their chapter master!). However, I was wondering how to run him in my current list. I do have a 10 man Sternguard squad in my list, which obviously lend themselves to Kantor's special rule 'Hold the line!', but I currently have them in a drop pod, so sticking Kantor with them like that isn't gonna work.

I was thinking maybe putting all 11 of them in a Land Raider and ferrying them around like that, but is it worth the points (and the money)?

Look forward to hearing your thoughts,
Doge

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





You need more Sternguard in more pods. All elite slots should have a sternguard unit in there unless you have a damn good reason not to.

2x tacs in pods for required troops choices. You've now got 5 pods and a bunch of marines, all Ob Sec. The variety of combis should allow you to deal with most things, now it's time to use any remaning points to specifically deal with your meta.

Fliers/MC's/Green tide/'Crons whatever, put the remainder of your points into plugging that hole. Either that or go cry in a hole if your meta is full of IA, EWO Riptides.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in gb
Lurking Gaunt





UK

Thoss are all valid points but you're not directly answering my question...

Also, realistically, who has enough money for 30 Sternguards and 20 tactical all in drop pods? That'd take a long time to accumulate.

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Horrific Howling Banshee





Doge_Read wrote:
Thoss are all valid points but you're not directly answering my question...

Also, realistically, who has enough money for 30 Sternguards and 20 tactical all in drop pods? That'd take a long time to accumulate.


Sorry mate, that's how you play Kantor. He lends himself well to a full drop pod, sternguard with heavy flamers and enough combi Melta to make people sad. It's also entirely the reason I have 6 unassembled drop pods on my shelf. It may also be a contributing reason to why I am painting my daemon army at the moment...
   
Made in us
Wicked Wych With a Whip




Ebay trading bits bins. i have over 100 Space marines.I dont think a single one is from an actual sterngaurd box. but they are painted and all follow an army scheme i designed.

As for 11 in a LR. no bad idea. Because n order to use them you need one of the 2 assault verity LRs which are better off delivering assault troops.

Pedro and the CFs are good for a gun line or for drop pods.

The above applies to a fairly strict mathhammer interpretation. Depending on the rest of your army you can make almost anything work from the marine lists.

What else are you running?
   
Made in gb
Lurking Gaunt





UK

Okay, put shortly, my Space Marine list is as follows:

Captain
Command Squad
Chaplain

Dreadnought
LotD Combat Squad
Sternguard Veterans

Tac Squad
Tac Squad

Assault Squad (5-man)

Devastator Squad


Automatically Appended Next Post:
And the drop pod

This message was edited 1 time. Last update was at 2015/04/03 18:35:25


Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Horrific Howling Banshee





Right now, your leadership is pretty much wasted points. They aren't in the pod based on your first post, and they have no way to get into combat. Even with the apothecary, they are just going to get shot off the table if you position them well or ignored otherwise.

Drop pods are either suicide first blood attacks or a focus of the list. You need to take enough of them to overwhelm your opponent with targets. At the very least, you need 3 pods. 1 with kantor, a command squad HQ, and the command squad, the second to form a sternguard wall in front of them and the third to allow you to drop the other two turn one. Hit a flank to avoid as much return fire as possible.

Unfortunately, 40k is a spam game. If one of something is good, 2 is probably better, and 3 isn't a bad idea.
   
Made in us
Trustworthy Shas'vre





Cobleskill

Consider Unbound?

Also, If you don't want to get a lot of Sternguard, there are a LOT of bits that you can combine with a normal tac squad, a death company box, or whatever. If you get a Tactical box and 2 sternguard boxes, you'll have no trouble converting for 20 sternguard.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in gb
Lurking Gaunt





UK

Hmm thanks for the feedback guys, looks like I'm gonna have to get some more pods!

I normally like to have my models looking as good as possible so normally just build straight from the boxes, but thinking about it, it does make sense as to how that'd work, and I've already got loads of bits from the first two Sternguard boxes (for extra heraldry/snazzy bits).

In terms of the third pod, what would I put in that, 10 more Sternguards? I've never used Sternies not in a pod so are they any good just deploying normally?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Horrific Howling Banshee





So going back to the beginning, you'd run a 5 to 7 pod list taking as many sternguard as possible. The list I use is specced to 2 squads of ten in pods during the initial drop. Starting at 3 is a way to slowly expand your list. You buy 2 pods and kantor and keep everything else (kantor replaces the chapter master, clearly). Give the 3rd pod to a tac squad.

This gives you options. You can deploy the tac squad out of the pod to get early gun on the table or hold them back to use as a second wave.i make that call game by game. Adding more pods you eventually run out of sternguard and tac squads. At which point, you start giving pods to the devistator squads. They can take them, but will probably never use them. However that gives you 1 pod to keep in reserve which gives you another pod that drops on turn one.

I'm assuming you follow the odd pod count, drop empty logic. If not I'll try to explain that more fully.

So yes, sternguard are best in pods, if you take them in pods, they need to show up turn one, which means you need one additional pod somewhere else.
   
Made in gb
Lurking Gaunt





UK

Yeah, whilst I can't do it currently, I am aware of the odd pod count idea, but I've not come across the drop empty idea before. Is that just used in situations where you don't want to put anything in a pod but you've got it spare?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Trustworthy Shas'vre





Cobleskill

Doge_Read wrote:
Yeah, whilst I can't do it currently, I am aware of the odd pod count idea, but I've not come across the drop empty idea before. Is that just used in situations where you don't want to put anything in a pod but you've got it spare?


It is a fully valid tactic. Drop Pods are a dedicated transport, and as such there is nothing saying that a unit must be inside one. I'll give you a for instance: Your opponent is running Tau, A Riptide with IA and EWO, something you can expect to see in play just about anywhere. Drop your empty pod first, closest to the Riptide, and you run an excellent chance of obscuring the LoS of the Riptide (the EWO requires line of sight to use, and the drop pod is big enough to protect the rest of your podders.

Also, with the way that dedicated transports work in seventh, there is no real reason why you should deploy it empty, as any BB ally can deploy inside one. You may want to see if there are any units anymore with 'Glorious Intervention,' or some other mechanic that allows them to assault the turn they enter play. With that said, an excellent counterpunch to sternguard is an ironclad.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Horrific Howling Banshee





 carldooley wrote:


Also, with the way that dedicated transports work in seventh, there is no real reason why you should deploy it empty, as any BB ally can deploy inside one. You may want to see if there are any units anymore with 'Glorious Intervention,' or some other mechanic that allows them to assault the turn they enter play. With that said, an excellent counterpunch to sternguard is an ironclad.


So yes, but not for you Doge. A dedicated transport can start 2 ways, empty or with the unit that bought it. Blood Angels and Wolves can buy drop pods as fast attack choices. A detachment slot vehicle that can carry units can start with anything battle brother quality inside it. Unfortunately, vanilla Marines can't do this. Unless there is a FAQ I am unaware of, this isn't an option for you.
   
Made in us
Trustworthy Shas'vre





Cobleskill

Dessorag wrote:
Unless there is a FAQ I am unaware of, this isn't an option for you.


I'm unaware of such a FAQ. Sorry for the assumption.
**anyone else having maintenance interruptions?

This message was edited 1 time. Last update was at 2015/04/04 15:20:45


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
 
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