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Made in de
Longtime Dakkanaut





You also have to show patience when regiments from other worlds join forces with Catachans. They just don´t have a proper understanding of Catachan high-tech wargear as this conversation proves...

Tallarn: "By the Emperor! What is this thing?"
Catachan: "This is Blue Light."
Tallarn: "And what does it do?"
Catachan: "Turns blue."
Tallarn: "?????????????????????"
   
Made in gb
Killer Klaivex




The dark behind the eyes.

As a question, when you guys make Catachan armies, do you try to equip and play them like Catachans or do you just use them for the fluff/aesthetics?


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Regular Dakkanaut





 vipoid wrote:
As a question, when you guys make Catachan armies, do you try to equip and play them like Catachans or do you just use them for the fluff/aesthetics?



I'm a fluffy/narrative player so both I guess, I do have lots of flamers but I will mix and match the loadouts.

 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 vipoid wrote:
As a question, when you guys make Catachan armies, do you try to equip and play them like Catachans or do you just use them for the fluff/aesthetics?




 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in de
Longtime Dakkanaut





 vipoid wrote:
As a question, when you guys make Catachan armies, do you try to equip and play them like Catachans or do you just use them for the fluff/aesthetics?



Yes, I use a jungle fighter force and not a vanilla Imperial Guard force with Catachan models.

In order to experience the quintessential jungle fighter vibe, you have to use either the Catachan codex or the 4th Imperial Guard codex with it´s regimental doctrines. The 5th Imperial Guard codex for instance was quite lacklustre because it forces you to use special characters otherwise your soldiers just stay vanilla.

Special characters! Don´t get me wrong here. I like Straken, Marbo and Harker. But not in each and every game. I prefer to use a standard Colonel/Cpt. and give him a name along with his equipment. From there on let the legend grow. He didn´t let me down. In the first game vs. Necrons he crushed several scarab swarms with his power fist and a wraith. In the second game vs. Necrons the Lord himself became furious that a mere Imp Colonel thwarted his plans and decided to give him a beating in cc. Ironhead was so wrong! Initimated by Kongo Otto he missed all his attacks and the good Colonel proceeded to rip him apart. After this battle Kongo Otto gained a fearsome reputation. In another game he finished of a wounded Hive Tyrant and a wounded Carnifex with his Plasma pistol. After this battle, Kongo Otto retired. He participated in four battles and was never removed from play but survived the ordeal always with one wound remaining. Total badass. His Lieutnant Butch was promoted to Cpt. to lead the Catachans in the future. Trust me, he wasn´t as lucky as Kongo Otto and never accomplished a noteworthy deed. In retrospect, I guess it was the name that enabled him to be a hero.

Back to the topic. To stay true to the theme only Scout Sentinels armed with heavy flamers are used. Lascannons are frowned upon because they are not allowed in combination with the Jungle Fighter rules. According to the background they are too heavy to be lugged around the jungle but they would be just op in this environment. This is a rare occurence of smart rules writing.
This restrictive rule writing is a thing of the past .In that era of 40K you could fashion your own SM chapter with traits including advantages & disadvantages. What was the result? I decided for my chapter to limit their access to vehicles because I was too lazy painting tanks and whatnot and as a result limit GW their access to my cash. The bean counters at GW were furious of this in the end and decided to abolish all restrictive unit selection rules.

There were also loopholes to exploit. In order to get access to lascannons in 4th, you could just refuse to upgrade your infantry squad or HWT with the Jungle Fighter SR. You would end up with Catachans that have no knowledge of jungle warfare but lascannons in their possesion. How they survived their childhood on a deathworld is still a mystery. Probably clobbered every critter to death with their oversized flashlight.

Which codex was the best to represent Catachans? Well, I would say Codex Catachan. There were also rules for Ambushes (now a Genestealer cult thing), various pit traps and the actual jungle fighting rules. But what really intrigued me was the terrain building guide. This was such great stuff that I decided to collect Catachans.
Just think of it a terrain building guide in a codex. Nobody would even dare to demand such a thing from GW today. People are kept stupid and should buy their overpriced plastic terrain instead of being creative and build their own stuff.

Was there something that was missing in the codex? Perhaps a unit or special rule? Yes, definitely Choppas and air strikes.
   
Made in us
Longtime Dakkanaut







In 7th edition, Genestealer Cults made for an amusing "counts as army", especially when fielded alongside Guard allies. Cult Ambush -> Ambush, Rending weapons as Catachan Fangs, and you had more Flamers and Demolition Charges than normal.
   
Made in au
Regular Dakkanaut





Victoria

I plan on just a half half theme

5000
2500
chodies2k 
   
Made in gb
Regular Dakkanaut



UK

As a potential model hint, I actually had a Catachan army many years ago, and it was ultimately all driven by one figure; the old Necromunda Orlock Heavy with Heavy Bolter. When I saw him, instead of gang warfare I just thought of every 'Nam movie M60 gunner I'd ever seen, and it all flowed from there! in case you're wondering, I sculpted (very badly) an ammo belt on a Random Other Guy to mark the loader.

Plus it gives you an excuse to play a lot of late 1960's tunes during the game, which is just as important, IMO
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Strg Alt wrote:
 vipoid wrote:
As a question, when you guys make Catachan armies, do you try to equip and play them like Catachans or do you just use them for the fluff/aesthetics?



Yes, I use a jungle fighter force and not a vanilla Imperial Guard force with Catachan models.

In order to experience the quintessential jungle fighter vibe, you have to use either the Catachan codex or the 4th Imperial Guard codex with it´s regimental doctrines. The 5th Imperial Guard codex for instance was quite lacklustre because it forces you to use special characters otherwise your soldiers just stay vanilla.

Special characters! Don´t get me wrong here. I like Straken, Marbo and Harker. But not in each and every game. I prefer to use a standard Colonel/Cpt. and give him a name along with his equipment. From there on let the legend grow. He didn´t let me down. In the first game vs. Necrons he crushed several scarab swarms with his power fist and a wraith. In the second game vs. Necrons the Lord himself became furious that a mere Imp Colonel thwarted his plans and decided to give him a beating in cc. Ironhead was so wrong! Initimated by Kongo Otto he missed all his attacks and the good Colonel proceeded to rip him apart. After this battle Kongo Otto gained a fearsome reputation. In another game he finished of a wounded Hive Tyrant and a wounded Carnifex with his Plasma pistol. After this battle, Kongo Otto retired. He participated in four battles and was never removed from play but survived the ordeal always with one wound remaining. Total badass. His Lieutnant Butch was promoted to Cpt. to lead the Catachans in the future. Trust me, he wasn´t as lucky as Kongo Otto and never accomplished a noteworthy deed. In retrospect, I guess it was the name that enabled him to be a hero.

Back to the topic. To stay true to the theme only Scout Sentinels armed with heavy flamers are used. Lascannons are frowned upon because they are not allowed in combination with the Jungle Fighter rules. According to the background they are too heavy to be lugged around the jungle but they would be just op in this environment. This is a rare occurence of smart rules writing.
This restrictive rule writing is a thing of the past .In that era of 40K you could fashion your own SM chapter with traits including advantages & disadvantages. What was the result? I decided for my chapter to limit their access to vehicles because I was too lazy painting tanks and whatnot and as a result limit GW their access to my cash. The bean counters at GW were furious of this in the end and decided to abolish all restrictive unit selection rules.

There were also loopholes to exploit. In order to get access to lascannons in 4th, you could just refuse to upgrade your infantry squad or HWT with the Jungle Fighter SR. You would end up with Catachans that have no knowledge of jungle warfare but lascannons in their possesion. How they survived their childhood on a deathworld is still a mystery. Probably clobbered every critter to death with their oversized flashlight.

Which codex was the best to represent Catachans? Well, I would say Codex Catachan. There were also rules for Ambushes (now a Genestealer cult thing), various pit traps and the actual jungle fighting rules. But what really intrigued me was the terrain building guide. This was such great stuff that I decided to collect Catachans.
Just think of it a terrain building guide in a codex. Nobody would even dare to demand such a thing from GW today. People are kept stupid and should buy their overpriced plastic terrain instead of being creative and build their own stuff.

Was there something that was missing in the codex? Perhaps a unit or special rule? Yes, definitely Choppas and air strikes.


Wow, thanks for that long response. I keep meaning to have a go at building a fluffy Catachan army (my IG models are about half Catachan and half Cadian), and your post has been both a great halp and a great inspiration. Thank you very much.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in ca
Longtime Dakkanaut





Canada

Mixing Catachans with Cadians looks great

 
   
Made in de
Longtime Dakkanaut





 vipoid wrote:
 Strg Alt wrote:
 vipoid wrote:
As a question, when you guys make Catachan armies, do you try to equip and play them like Catachans or do you just use them for the fluff/aesthetics?



Yes, I use a jungle fighter force and not a vanilla Imperial Guard force with Catachan models.

In order to experience the quintessential jungle fighter vibe, you have to use either the Catachan codex or the 4th Imperial Guard codex with it´s regimental doctrines. The 5th Imperial Guard codex for instance was quite lacklustre because it forces you to use special characters otherwise your soldiers just stay vanilla.

Special characters! Don´t get me wrong here. I like Straken, Marbo and Harker. But not in each and every game. I prefer to use a standard Colonel/Cpt. and give him a name along with his equipment. From there on let the legend grow. He didn´t let me down. In the first game vs. Necrons he crushed several scarab swarms with his power fist and a wraith. In the second game vs. Necrons the Lord himself became furious that a mere Imp Colonel thwarted his plans and decided to give him a beating in cc. Ironhead was so wrong! Initimated by Kongo Otto he missed all his attacks and the good Colonel proceeded to rip him apart. After this battle Kongo Otto gained a fearsome reputation. In another game he finished of a wounded Hive Tyrant and a wounded Carnifex with his Plasma pistol. After this battle, Kongo Otto retired. He participated in four battles and was never removed from play but survived the ordeal always with one wound remaining. Total badass. His Lieutnant Butch was promoted to Cpt. to lead the Catachans in the future. Trust me, he wasn´t as lucky as Kongo Otto and never accomplished a noteworthy deed. In retrospect, I guess it was the name that enabled him to be a hero.

Back to the topic. To stay true to the theme only Scout Sentinels armed with heavy flamers are used. Lascannons are frowned upon because they are not allowed in combination with the Jungle Fighter rules. According to the background they are too heavy to be lugged around the jungle but they would be just op in this environment. This is a rare occurence of smart rules writing.
This restrictive rule writing is a thing of the past .In that era of 40K you could fashion your own SM chapter with traits including advantages & disadvantages. What was the result? I decided for my chapter to limit their access to vehicles because I was too lazy painting tanks and whatnot and as a result limit GW their access to my cash. The bean counters at GW were furious of this in the end and decided to abolish all restrictive unit selection rules.

There were also loopholes to exploit. In order to get access to lascannons in 4th, you could just refuse to upgrade your infantry squad or HWT with the Jungle Fighter SR. You would end up with Catachans that have no knowledge of jungle warfare but lascannons in their possesion. How they survived their childhood on a deathworld is still a mystery. Probably clobbered every critter to death with their oversized flashlight.

Which codex was the best to represent Catachans? Well, I would say Codex Catachan. There were also rules for Ambushes (now a Genestealer cult thing), various pit traps and the actual jungle fighting rules. But what really intrigued me was the terrain building guide. This was such great stuff that I decided to collect Catachans.
Just think of it a terrain building guide in a codex. Nobody would even dare to demand such a thing from GW today. People are kept stupid and should buy their overpriced plastic terrain instead of being creative and build their own stuff.

Was there something that was missing in the codex? Perhaps a unit or special rule? Yes, definitely Choppas and air strikes.


Wow, thanks for that long response. I keep meaning to have a go at building a fluffy Catachan army (my IG models are about half Catachan and half Cadian), and your post has been both a great halp and a great inspiration. Thank you very much.


You are welcome. I forgot to mention a crucial advice in my last post when painting loads of infantry. When you are going to use a lot of grunts it will be difficult to differentiate the individual squads on the battlefield. Therefore I use colour-coded bandanas to swiftly identify my squads. Here they come along with their unit names:

Blood Red - Crimson Raiders (Company HQ squad) led by Captain Butch (Boltgun & Power Fist)
Lich Purple - Dead Men Walking (Platoon HQ squad) led by Lieutenant Curly (bald-headed Officer with Boltgun)
Blazing Orange - Scorchers (Platoon HQ squad) led by Lieutenant Telly (also bald-headed Officer with Boltgpistol & Chainsword)

Regal Blue - The Royals (Infantry squad)
Enchanted Blue - Angel Gang (Infantry squad)
Sunshine Yellow - Beach Boys (Infantry squad)
Pink - Pink Panthers (Infantry squad)

Skull White - Skeleton Crew (Specialist squad)
Hawk Turquoise - Smoke on the Water (Specialist squad)

Goblin Green - Cobras (Veteran squad)
Blood Red - Goblins (Veteran squad with green body paint)

You don´t need different coloured bandanas for your HWT because they come with a much larger base and therefore can´t be confused with anybody else.
In addition, catachans show more skin than any other guard regiment. Try to use different skin colours for your soldiers for added variation of your jungle fighters.

Finally, when the last drop of paint has dried your eager troopers want to hit the table. But first the jungle itself has to come alive for this to work. Envision the humid air, scorching heat, buzzing insects and noisy rivers. Calls of apes and parrots echo in the wilds of the tropical forest. But there are also much more dangerous species to be found on a death world...
I have provided here a link to some pics of my terrain along with some dangerous plants (Spitting Cactus, Strangle Vine and Alien Plant). The movie "Little shop of Horrors" inspired me to build the latter.

http://s1079.photobucket.com/user/AltGrStrg/library/Jungle
   
Made in au
Regular Dakkanaut





Victoria

Finding catachan models seem to be a problem...

5000
2500
chodies2k 
   
Made in de
Longtime Dakkanaut





McCraggen wrote:
Finding catachan models seem to be a problem...


Care to elaborate?

I have recently found a copy of Chapter Unapproved Catachans (6th & 7th) in one of my folders. Those of you who think that 3rd & 4th codeci for Guard are too old school will probably appreciate it. The authors have toned down the Jungle Fighter SR and allowed catachans access to lascannons. Vehicles can also be chosen but are restricted to 0-1. Some rules of Codex Catachan made a comeback namely the Catachan Devils, Deathworld Assault squad and Booby Traps. Here they come:

CHAPTER UNAPPROVED: CATACHANS

PLAYING A CATACHANS ARMY
If you want to use a Catachans Army you must adhere to the following limitations. A Catachans Army is chosen from Codex: Astra Militarum and all models in the detachment count as ‘Catachans.’
 The following Astra Militarum units from Codex: Astra Militarum may not be taken; Lord Castallan Creed, Colour Sergeant Kell, Ratlings.

 The following Astra Militarum units from Codex: Astra Militarum are restricted to 0-1; Bullgryns, Armoured Sentinel Squadron, Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike.

 Catachans must have more Infantry units as there are Vehicle units in the army.

 Catachan’s traditionally are deployed on Deathworlds. After determining the deployment type, but before players choose sides; D3 Citadel Forests which may be placed anywhere outside the deployment zones.

 Catachan Infantry, Walkers and Cavalry count woods or jungle terrain as clear terrain for the purposes of moving & charging.

 Non-vehicle Catachans receive a 4+ cover save whilst within forests or jungles. This cover save is lost if any non-catachans are attached to the unit as they make too much sound.

 Non-vehicle Catachans that are chosen as an Elite slot may infiltrate.

 The following units have -1 Armour save; Platoon Command Squad, Infantry Squad, Heavy Weapons Squad, Special Weapons Squad, Conscripts.

 All non-vehicle Catachans and Catachan Walkers receive +1 Weapon Skill.

 A Catachan Veterans Squad also have Furious Charge.

 Catachans resent strangers telling them what to do or threatening their friends so Commissar’s have a very difficult time maintaining control. They also suffer a disproportionally high number of ‘accidents’ when serving with Catachan troops. Roll a D6 for each Commissar before setting them up (roll for models in Reserve when they deploy on the table.) On a roll of 1, the Commissar has met with an unfortunate accident and cannot be used.

 Catachans may add to the Heavy Weapons list of the “Astra Militarum Wargear List”; Heavy Flamer: 10pts

 All these rules apply to any special characters taken in a Catachans Detachment (including Colonel ‘Iron Hand’ Straken, and Sergeant Harker.)


The following unit entries already have the characteristic bonuses & penalties from the preceding rules incorporated into them. These unit entries may only be chosen by a Catachan army.


ELITES: 0-1 GUARDSMAN MARBO
Marbo: WS5 BS5 S3 T3 W2 I5 A4 Ld7 Sv:6+  (Unit Size: 1; Points: 65)

Troop Type: Infantry, Character, Unique.

Weapons: Ripper Pistol, Envenomed Blade (Melee, Poisoned (2+)).

Wargear: Flak Armour, Frag Grenades, Melta Bombs, Demolition Charge.

Special Rules: Fearless, Stealth, Move Through Cover, Hit and Run, Fleet, Furious Charge.

Loner: Marbo does not take orders - any order issued to him will automatically fail.

He's Behind You!: Marbo's skill at infiltration are second to none in the Imperial Guard. Marbo always starts the game in Reserve. When Marbo becomes available he is placed anywhere on the battlefield that is more than 1" away from any enemy model. Marbo may not move or assault in the turn he arrives, although he can shoot normally.

Ripper Pistol: Loaded with armour piercing, envenomed rounds, Marbo's ripper pistol is the final word in terminal close encounters.

Range: 12” SX AP2 Spcl: Melee, Pistol, Sniper.


ELITES: 0-1 CATACHAN DEVILS SQUAD
Catachan Devil: WS4 BS4 S3 T3 W1 I3 A1 Ld8 Sv:6+  (Unit Size: 4-9; Points: 10)
Veteran Sgt.: WS4 BS4 S3 T3 W1 I3 A2 Ld8 Sv:6+  (Unit Size: 1; Points: 23)
Veteran Officer: WS5 BS4 S3 T3 W3 I4 A3 Ld9 Sv:6+  (Unit Size: 0-1; Points: 48)

Troop Type: Infantry (Veteran Sgt. & Veteran Officer add Character).

Squad: Consists of one Veteran Sergeant and between four and nine Catachan Devils.

Weapons: Lasgun and frag grenades.

Options: Any model may have a laspistol and close combat weapon at +1pt and/or a shotgun at +1pt.
Up to three models may have one of the following;
- Flamer: 5pts - Grenade Launcher: 5pts - Plasma Gun: 10pts - Meltagun: 10pts

Character: The Veteran Sergeant may be given extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

Veteran Officer: The squad may include one Catachan Devil Officer at an additional cost of +48pts. He carries a lasgun, or a las-pistol & close combat weapon and may select extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

Special Rules: Furious Charge, Infiltrate, Hardened Veterans (gains Stubborn and may regroup even if under 25% of its starting strength.), Ambush (Catachan Devils may Deepstrike without scatter into Forests or Jungle Terrain. They may assault on the turn that they Deepstrike.)


ELITES: DEATHWORLD VETERAN ASSAULT TEAM
Deathworld Veteran: WS4 BS4 S3 T3 W1 I3 A1 Ld8 Sv:6+  (Unit Size: 3-6; Points: 10)
Veteran Sgt.: WS4 BS4 S3 T3 W1 I3 A2 Ld8 Sv:6+  (Unit Size: 1; Points: 10)

Troop Type: Infantry (Veteran Sgt. adds Character).

Squad: Consists of one Veteran Sergeant and between three and six Deathworld Veterans.

Weapons: Lasgun and frag grenades.

Options: Any model may have a laspistol and close combat weapon or a shotgun instead of their lasgun.
Up to three models may have one of the following;
- Flamer: 5pts - Demolition Charge: 10pts - Heavy Flamer: 10pts - Plasma Gun: 10pts - Meltagun: 10pts

Character: The Veteran Sergeant may be given extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

Special Rules: Furious Charge, Infiltrate, Gung Ho (rerolls failed Morale & Pinning tests and may regroup even if under 25% of its starting strength).


ELITES: DEATHWORLD VETERAN SNIPERS
Sniper: WS4 BS3 S3 T3 W1 I3 A1 Ld7 Sv:6+  (Unit Size: 1; Points: 20)

Troop Type: Infantry.

Squad: Consists of one Sniper. You may include up to three Deathworld Veteran Snipers as a single Elites choice. They may not be joined by Independent Characters.

Weapons: Sniper Rifles.

Special Rules: Furious Charge, Infiltrate.

Deathworld Toxins: Deathworld Veteran Snipers use the deadly toxins found on their homeworld. Their Sniper Rifles gain the Shred Special Rule.

Hidden Ambush: Deathworld Veteran Snipers may Deepstrike without scatter into Forests or Jungle Terrain. As long as they both start and finish their move in Forest/Jungle terrain, they have the Relentless Special Rule in their next Shooting Phase.

Camouflage: Deathworld Veteran Snipers have Shrouded while within Forests or Jungle Terrain.


HEAVY SUPPORT: 0-1 BOOBY TRAPS
Plasma Charge: Points: 50 S7 AP2
Shredder Mine: Points: 20 S3 AP5
Spring Mine: Points: 40 S4 AP6
Trap: Points: 20 S3 AP6

You may include up to six booby traps as a single Heavy Support choice. Booby traps are placed in a terrain piece. A terrain piece may only have a single Booby trap placed within it. A Booby trap is set off if either a double or a 1 is rolled while moving through cover, a consolidate move, a fall back roll or a dangerous terrain test by a model; either friendly or enemy.

A vehicle is always hit on rear armour. A single Booby trap inflicts D3+3 hits on a unit unless it has the blast special rule. Once the trap has been trigged, it does not trigger again for the rest of the battle.

Special Rules: Ignores Cover, Barrage (measured causes pinning), Shred (Shredder Mines only), Large Blast D3 (Spring Mine only; D3 Large Templates centred on the model in the unit closest to the centre of the terrain), Small blast D3 (Trap only, D3 small Templates centred on the model in the unit closest to the centre of the terrain).

   
Made in de
Longtime Dakkanaut





McCraggen wrote:
Finding catachan models seem to be a problem...


Care to elaborate?

I have recently found a copy of Chapter Unapproved Catachans (6th & 7th) in one of my folders. Those of you who think that 3rd & 4th codeci for Guard are too old school will probably appreciate it. The authors have toned down the Jungle Fighter SR and allowed catachans access to lascannons. Vehicles can also be chosen but are restricted to 0-1. Some rules of Codex Catachan made a comeback namely the Catachan Devils, Deathworld Veteran Assault Team, Deathworld Veteran Snipers and Booby Traps. Here they come:

CHAPTER UNAPPROVED: CATACHANS

PLAYING A CATACHANS ARMY
If you want to use a Catachans Army you must adhere to the following limitations. A Catachans Army is chosen from Codex: Astra Militarum and all models in the detachment count as ‘Catachans.’
 The following Astra Militarum units from Codex: Astra Militarum may not be taken; Lord Castallan Creed, Colour Sergeant Kell, Ratlings.

 The following Astra Militarum units from Codex: Astra Militarum are restricted to 0-1; Bullgryns, Armoured Sentinel Squadron, Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike.

 Catachans must have more Infantry units as there are Vehicle units in the army.

 Catachan’s traditionally are deployed on Deathworlds. After determining the deployment type, but before players choose sides; D3 Citadel Forests which may be placed anywhere outside the deployment zones.

 Catachan Infantry, Walkers and Cavalry count woods or jungle terrain as clear terrain for the purposes of moving & charging.

 Non-vehicle Catachans receive a 4+ cover save whilst within forests or jungles. This cover save is lost if any non-catachans are attached to the unit as they make too much sound.

 Non-vehicle Catachans that are chosen as an Elite slot may infiltrate.

 The following units have -1 Armour save; Platoon Command Squad, Infantry Squad, Heavy Weapons Squad, Special Weapons Squad, Conscripts.

 All non-vehicle Catachans and Catachan Walkers receive +1 Weapon Skill.

 A Catachan Veterans Squad also have Furious Charge.

 Catachans resent strangers telling them what to do or threatening their friends so Commissar’s have a very difficult time maintaining control. They also suffer a disproportionally high number of ‘accidents’ when serving with Catachan troops. Roll a D6 for each Commissar before setting them up (roll for models in Reserve when they deploy on the table.) On a roll of 1, the Commissar has met with an unfortunate accident and cannot be used.

 Catachans may add to the Heavy Weapons list of the “Astra Militarum Wargear List”; Heavy Flamer: 10pts

 All these rules apply to any special characters taken in a Catachans Detachment (including Colonel ‘Iron Hand’ Straken, and Sergeant Harker.)


The following unit entries already have the characteristic bonuses & penalties from the preceding rules incorporated into them. These unit entries may only be chosen by a Catachan army.


ELITES: 0-1 GUARDSMAN MARBO
Marbo: WS5 BS5 S3 T3 W2 I5 A4 Ld7 Sv:6+ (Unit Size: 1; Points: 65)

Troop Type: Infantry, Character, Unique.

Weapons: Ripper Pistol, Envenomed Blade (Melee, Poisoned (2+)).

Wargear: Flak Armour, Frag Grenades, Melta Bombs, Demolition Charge.

Special Rules: Fearless, Stealth, Move Through Cover, Hit and Run, Fleet, Furious Charge.

Loner: Marbo does not take orders - any order issued to him will automatically fail.

He's Behind You!: Marbo's skill at infiltration are second to none in the Imperial Guard. Marbo always starts the game in Reserve. When Marbo becomes available he is placed anywhere on the battlefield that is more than 1" away from any enemy model. Marbo may not move or assault in the turn he arrives, although he can shoot normally.

Ripper Pistol: Loaded with armour piercing, envenomed rounds, Marbo's ripper pistol is the final word in terminal close encounters.

Range: 12” SX AP2 Spcl: Melee, Pistol, Sniper.


ELITES: 0-1 CATACHAN DEVILS SQUAD
Catachan Devil: WS4 BS4 S3 T3 W1 I3 A1 Ld8 Sv:6+ (Unit Size: 4-9; Points: 10)
Veteran Sgt.: WS4 BS4 S3 T3 W1 I3 A2 Ld8 Sv:6+ (Unit Size: 1; Points: 23)
Veteran Officer: WS5 BS4 S3 T3 W3 I4 A3 Ld9 Sv:6+ (Unit Size: 0-1; Points: 48)

Troop Type: Infantry (Veteran Sgt. & Veteran Officer add Character).

Squad: Consists of one Veteran Sergeant and between four and nine Catachan Devils.

Weapons: Lasgun and frag grenades.

Options: Any model may have a laspistol and close combat weapon at +1pt and/or a shotgun at +1pt.
Up to three models may have one of the following;
- Flamer: 5pts - Grenade Launcher: 5pts - Plasma Gun: 10pts - Meltagun: 10pts

Character: The Veteran Sergeant may be given extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

Veteran Officer: The squad may include one Catachan Devil Officer at an additional cost of +48pts. He carries a lasgun, or a las-pistol & close combat weapon and may select extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

Special Rules: Furious Charge, Infiltrate, Hardened Veterans (gains Stubborn and may regroup even if under 25% of its starting strength.), Ambush (Catachan Devils may Deepstrike without scatter into Forests or Jungle Terrain. They may assault on the turn that they Deepstrike.)


ELITES: DEATHWORLD VETERAN ASSAULT TEAM
Deathworld Veteran: WS4 BS4 S3 T3 W1 I3 A1 Ld8 Sv:6+ (Unit Size: 3-6; Points: 10)
Veteran Sgt.: WS4 BS4 S3 T3 W1 I3 A2 Ld8 Sv:6+ (Unit Size: 1; Points: 10)

Troop Type: Infantry (Veteran Sgt. adds Character).

Squad: Consists of one Veteran Sergeant and between three and six Deathworld Veterans.

Weapons: Lasgun and frag grenades.

Options: Any model may have a laspistol and close combat weapon or a shotgun instead of their lasgun.
Up to three models may have one of the following;
- Flamer: 5pts - Demolition Charge: 10pts - Heavy Flamer: 10pts - Plasma Gun: 10pts - Meltagun: 10pts

Character: The Veteran Sergeant may be given extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

Special Rules: Furious Charge, Infiltrate, Gung Ho (rerolls failed Morale & Pinning tests and may regroup even if under 25% of its starting strength).


ELITES: DEATHWORLD VETERAN SNIPERS
Sniper: WS4 BS3 S3 T3 W1 I3 A1 Ld7 Sv:6+ (Unit Size: 1; Points: 20)

Troop Type: Infantry.

Squad: Consists of one Sniper. You may include up to three Deathworld Veteran Snipers as a single Elites choice. They may not be joined by Independent Characters.

Weapons: Sniper Rifles.

Special Rules: Furious Charge, Infiltrate.

Deathworld Toxins: Deathworld Veteran Snipers use the deadly toxins found on their homeworld. Their Sniper Rifles gain the Shred Special Rule.

Hidden Ambush: Deathworld Veteran Snipers may Deepstrike without scatter into Forests or Jungle Terrain. As long as they both start and finish their move in Forest/Jungle terrain, they have the Relentless Special Rule in their next Shooting Phase.

Camouflage: Deathworld Veteran Snipers have Shrouded while within Forests or Jungle Terrain.


HEAVY SUPPORT: 0-1 BOOBY TRAPS
Plasma Charge: Points: 50 S7 AP2
Shredder Mine: Points: 20 S3 AP5
Spring Mine: Points: 40 S4 AP6
Trap: Points: 20 S3 AP6

You may include up to six booby traps as a single Heavy Support choice. Booby traps are placed in a terrain piece. A terrain piece may only have a single Booby trap placed within it. A Booby trap is set off if either a double or a 1 is rolled while moving through cover, a consolidate move, a fall back roll or a dangerous terrain test by a model; either friendly or enemy.

A vehicle is always hit on rear armour. A single Booby trap inflicts D3+3 hits on a unit unless it has the blast special rule. Once the trap has been trigged, it does not trigger again for the rest of the battle.

Special Rules: Ignores Cover, Barrage (measured causes pinning), Shred (Shredder Mines only), Large Blast D3 (Spring Mine only; D3 Large Templates centred on the model in the unit closest to the centre of the terrain), Small blast D3 (Trap only, D3 small Templates centred on the model in the unit closest to the centre of the terrain).
   
Made in us
Omnipotent Necron Overlord






SilverAlien wrote:
Which they will, whenever the book comes out. Catachans will probably end up with the RG tactic.

3 point models with army wide special rules? Yeah....that'll help balance.


Automatically Appended Next Post:
 Galas wrote:
I agree. The Catachan Command Squad is very very good. Just look at this dude.



A work of art. You can see in his eyes the horrors he has witness.

Just what you need to stay camouflaged in the jungle. A big bright banner/flag!

This message was edited 1 time. Last update was at 2017/08/03 19:16:41


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Powerful Phoenix Lord





And just what you want to carry through the jungle...lol.
   
Made in de
Longtime Dakkanaut





 Elbows wrote:
And just what you want to carry through the jungle...lol.


That´s true for older editions of the game. Back in the past the Command squad had no access to banner bearers. But nowadays with TLOS there is no such thing like a dense jungle which blocks your firing arcs. In this kind of environment it doesn´t feel dumb to wave around a big colourful flag.

You really want LOS blocking terrain from GW? Buy those containers. They even come with a Storm Bolter. Sigh!
   
Made in us
Storm Trooper with Maglight






Catachan

Pilum wrote:
As a potential model hint, I actually had a Catachan army many years ago, and it was ultimately all driven by one figure; the old Necromunda Orlock Heavy with Heavy Bolter. When I saw him, instead of gang warfare I just thought of every 'Nam movie M60 gunner I'd ever seen, and it all flowed from there! in case you're wondering, I sculpted (very badly) an ammo belt on a Random Other Guy to mark the loader.

Plus it gives you an excuse to play a lot of late 1960's tunes during the game, which is just as important, IMO


I use that same model for Sgt Harker!

   
Made in us
Storm Trooper with Maglight






Catachan

I love my Catachans. I normally do a 50/50 of Competitive units with fluffy units for flavor.

I have a hunch that they will get plenty of love in the new Codex (hopefully other regiments will too!)

People complain about the old plastics, and they certainly aren't the most beautiful, but they are great for customization. The 3rd edition infantry squad sculpt just needs a *little* (keyword:LITTLE) greenstuff where the arm meets the torso. That will fill in the crevice nicely and give a much better look. as a previous poster mentioned, the 4th/5th edition plastics are beautiful.

Here are some pics of a few of my Catachans:
[Thumb - Catachan Colonel.jpg]
My Company Commander

[Thumb - Catachan Heavy Flamer.jpg]
Heavy Flamer

[Thumb - Catachan Assault Squad.jpg]
Assault Squad


   
Made in us
Storm Trooper with Maglight





THEY GOT CAMOUFLAGE!!!!

This message was edited 1 time. Last update was at 2017/08/05 04:36:24


Feed the poor war gamer with money.  
   
 
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