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Made in us
Plummeting Black Templar Thunderhawk Pilot





What should I change to being in line with the new Psychic Awakening rules? Are the Doctrines better than Cadian rules?


++ Brigade Detachment +12CP (Imperium - Astra Militarum) [90 PL, -2CP, 1,389pts] ++

+ Configuration +

Regimental Doctrine: Regiment: Cadian

Specialist Detachment [-1CP]: Emperor's Wrath Artillery Company

+ HQ +

Aradia Madellan [2 PL, 40pts]

Company Commander [2 PL, -1CP, 30pts]: Chainsword, Emperor's Wrath, Field Commander, Laspistol, Relic (Emperor's Wrath): Agripinaa-Class Orbital Tracker, WT (Emperor's Wrath): Lord of Ordnance

Company Commander [2 PL, 30pts]: Chainsword, Emperor's Wrath, Laspistol

Company Commander [2 PL, 30pts]: Chainsword, Emperor's Wrath, Laspistol, Old Grudges, Warlord

+ Troops +

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol

+ Elites +

Astropath [1 PL, 15pts]: Laspistol, Nightshroud

Astropath [1 PL, 15pts]: Laspistol, Psychic Barrier

Bullgryns [19 PL, 294pts]
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn Bone 'ead: Bullgryn Maul, Slabshield

Ministorum Priest [2 PL, 35pts]: Laspistol

+ Fast Attack +

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

+ Heavy Support +

Basilisks [7 PL, 108pts]: Emperor's Wrath
. Basilisk: Heavy Bolter

Basilisks [7 PL, 108pts]: Emperor's Wrath
. Basilisk: Heavy Bolter

Wyverns [18 PL, 339pts]: Emperor's Wrath
. Wyvern: Heavy Bolter
. Wyvern: Heavy Bolter
. Wyvern: Heavy Bolter

++ Supreme Command Detachment +1CP (Imperium - Astra Militarum) [36 PL, -3CP, 597pts] ++

+ Configuration +

Regimental Doctrine: Regiment: Cadian

Specialist Detachment [-1CP]: Emperor's Fist Tank Company

+ Stratagems +

Imperial Commander's Armoury [-1CP]: 1 additional Heirloom of Conquest

Tank Ace [-1CP]

+ HQ +

Tank Commander [12 PL, 199pts]: Battle Cannon, Emperor's Fist, Lascannon, Master Mechanic, Plasma Cannons, Relic (Emperor's Fist): Hammer of Sunderance

Tank Commander [12 PL, 199pts]: Battle Cannon, Emperor's Fist, Lascannon, Plasma Cannons

Tank Commander [12 PL, 199pts]: Battle Cannon, Emperor's Fist, Lascannon, Plasma Cannons

++ Total: [126 PL, -5CP, 1,986pts] ++

Created with BattleScribe (https://battlescribe.net)
   
Made in gb
Longtime Dakkanaut



London

Only thing I can see is not making a basilisk a tank commander for something like fixed 3 damage.

You could take a scion commander and use the stratagem to make them your old grudges guy.

Then don't have a field commander and make your Lord of Ordnance your actual warlord.
   
Made in us
Longtime Dakkanaut





Swapping 2 wyvern for one manticore (tank ace!) aThe wyvern doesn't excite me in the current meta but with cover ignored and the 6's to woudn getting ap-1, I rate it as "ok". If you could ignore cover on TWO such units, they migth pay off, but as it is, you get the decent effect from only 1 at a time.
83 points leftover buys you a tempestor prime to turn into a baby warlord -- so yoiu can ALSO tank ace one of the basilisks. Your much tighter artillery section is now a significant threat to enemy of any class -- and would be even better if you split it to 1 basilisk (doubleshot, but tank ace full damage) and one wyvern (tank ace full damage). The three wyvern? well.... ap 0 is a problem.

Actually, post PA, were I you, I would forgo the wyvern entirely if you are worried about horde, and take 2 fully loaded valkyries (274 points with lascannon and mrp2 and hb2. Give both the -1 while hovering strat, and buy an officer of the fleet to put down beside them. They shoot 8d4 heavy bolter shots, reroll their one's, and hitting on 3 or 4 (if they move, the hb are on 4). But they are a permanent -1 to be hit, and where wyvern get bad touched, valkyries actually love sitting in the path of a potential charge. And two sniper lascannon from an otherwise lower to worry about target gives you some backup antiarmor that should last a while in the game, and can maneuver or range to almost any corner instantly.

You can even give a couple grenade lauchers to the troops you now carry on them turn 1, and troll the enemy by dropping 20 guys near his loyal 32.

This message was edited 8 times. Last update was at 2020/02/20 21:02:34


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ua
Boom! Leman Russ Commander





Ohio

I would make your supreme command of tank commanders a custom regiment. Take the trait for rerolling number of shots and healing vehicles.

Sure you lose out on overlapping fields of fire but this way your tank commander can move, reroll 1 dice for number of shots and reroll 1s to hit from an order. Rather than rerolling number of shots from pound them to dust and being forced to sit still reroll 1s. Mobility is key in this game.

 
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





 tankboy145 wrote:
I would make your supreme command of tank commanders a custom regiment. Take the trait for rerolling number of shots and healing vehicles.

Sure you lose out on overlapping fields of fire but this way your tank commander can move, reroll 1 dice for number of shots and reroll 1s to hit from an order. Rather than rerolling number of shots from pound them to dust and being forced to sit still reroll 1s. Mobility is key in this game.


Never even thought about that. Great idea
   
Made in ua
Boom! Leman Russ Commander





Ohio

Marshall Ragnar wrote:
 tankboy145 wrote:
I would make your supreme command of tank commanders a custom regiment. Take the trait for rerolling number of shots and healing vehicles.

Sure you lose out on overlapping fields of fire but this way your tank commander can move, reroll 1 dice for number of shots and reroll 1s to hit from an order. Rather than rerolling number of shots from pound them to dust and being forced to sit still reroll 1s. Mobility is key in this game.


Never even thought about that. Great idea



Like I said it just depends on the Cadian attributes. You won’t need the warlord trait, you’re not using the Cadian relic, and buy using the custom traits you won’t need the order as the custom trait already allows reroll 1 dice for number of shots where as the order allows you to reroll both. But with the trait allowing you to reroll at least 1 dice you can use the order for reroll 1s like I said. This way your russes can slowly creep the board.

 
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





What about dropping one if the Tank Commanders and adding 3 troops to make it a battalion for more command points. Would also me to add a Manticore to the artillery. A Manticore with the automatic 3D Ace trait sounds almost to good to pass up

This message was edited 1 time. Last update was at 2020/02/26 17:24:40


 
   
Made in us
Boom! Leman Russ Commander





Ohio

That’s personal preference for you.

For me I would keep master mechanic on the hammer of sunderance because your opponent will already want him dead.

If you make the manticore d3 then your opponent will just go for it after he dealt with hammer of sunderance because assuming your hiding the manticore, all you’ve done is made your opponent kill hammer of sunderance more easily.

Once the russ is dealt with they’ll just maneuver and take the manticore after. I personally would keep master mechanic to try and keep the russ alive.

 
   
Made in us
Longtime Dakkanaut





I can't get on board with the statement about using custom regiment to reroll numebr of random shots in a tank commander with a powerful turret weapon, when there is a cheap and easy strategem to simply force max roll on all variable weaponry.

Tallarn commanders can use this very well to step forward into combat, fire 12 shots main gun and 6 shots plasma and 1 lascannon, and then to withdraw, often aroudn a corner, 6 inches in the hopes that the enemy won't be able to shoot them at all. Sure, you spent 1 cp that turn, but its a lot better than what you get if you move out in the open to fire and are STUCK there. Your slight loss of accuracy in going tallarn and not rerolling a few 1's that turn is ofset by +1 bs on the lasercannon and the 6 plasma cannon shots, relative to a cadian leman russ tank commander with the same loadout.

This combination of strat + terrain + aftermove is only available for tallarn, and they gain the other interesting option of starting their game offboard if you know you are going to go second. Its far better than a marginally more accurate cadian tank that .. well, it is where it is.

This message was edited 1 time. Last update was at 2020/03/05 20:49:31


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Boom! Leman Russ Commander





Ohio

Dukeofstuff wrote:
I can't get on board with the statement about using custom regiment to reroll numebr of random shots in a tank commander with a powerful turret weapon, when there is a cheap and easy strategem to simply force max roll on all variable weaponry.

Tallarn commanders can use this very well to step forward into combat, fire 12 shots main gun and 6 shots plasma and 1 lascannon, and then to withdraw, often aroudn a corner, 6 inches in the hopes that the enemy won't be able to shoot them at all. Sure, you spent 1 cp that turn, but its a lot better than what you get if you move out in the open to fire and are STUCK there. Your slight loss of accuracy in going tallarn and not rerolling a few 1's that turn is ofset by +1 bs on the lasercannon and the 6 plasma cannon shots, relative to a cadian leman russ tank commander with the same loadout.

This combination of strat + terrain + aftermove is only available for tallarn, and they gain the other interesting option of starting their game offboard if you know you are going to go second. Its far better than a marginally more accurate cadian tank that .. well, it is where it is.


That max shots strat is only against vehicles. And I believe it’s 2cp. You’re also not rerolling 1s from an order and instead move shoot move.

So that custom regiment that allows you to reroll the number of shots is good because not ever opponent fields vehicles like tau and their suits, orks, daemons, various marine lists. So in the instance that you don’t play against vehicles then you are still increasing your main gun number of shots and rerolling the 1s from the order. But if you really need a vehicle dead then you just pop the strat for max shots to guarantee it, and still reroll 1s from an order. And I shouldn’t have to worry about hiding my big guns on my russes. My russes should be killing my opponent and reducing the return fire or if you really want to hide the big guns then maybe artillery is a better option?

 
   
Made in us
Longtime Dakkanaut





I grant all that ! (Also, my local meta, its quite rare my lrbt are not shooting vehicles. So I forgot that about the strat, good catch.) I still believe the tallarn CAN reroll 1's if they choose to do so, with the order, so in that case of "pop the strat and order reroll 1's" the tallarn can do as well as the cadian -- but they of course are stuck in place like the cadian, and lack interlock fields of fire or the relic.
I dunno, I just find that repositioning after firing is a strong ability -- if you can leave your opponent's antitank guns firing at gaurdsmen for a roudn or two, your tank will get more phases to fire.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in dk
Boom! Leman Russ Commander





Ohio

Dukeofstuff wrote:
I grant all that ! (Also, my local meta, its quite rare my lrbt are not shooting vehicles. So I forgot that about the strat, good catch.) I still believe the tallarn CAN reroll 1's if they choose to do so, with the order, so in that case of "pop the strat and order reroll 1's" the tallarn can do as well as the cadian -- but they of course are stuck in place like the cadian, and lack interlock fields of fire or the relic.
I dunno, I just find that repositioning after firing is a strong ability -- if you can leave your opponent's antitank guns firing at gaurdsmen for a roudn or two, your tank will get more phases to fire.



Just like you said if you want to reroll those 1s it’ll require remaining in the open, and then you lose out in bonuses like over lapping and the relic as you said.

The hiding is nice but at a lot of competitive tournaments you usually have 1 piece in each 2x2 square and 1-2 los blocking in the center. I would find it rather difficult to hide 3 TC’s. And from experience the game relies heavily on mobility and grabbing obj with board control. Sure you could have infantry and such doing that but you’re tanks should keep up with the infantry that way the russes maintain their screen or eventually you will be prone to your opponent just flying over you.

 
   
 
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