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Made in us
Hardened Veteran Guardsman






Been a fan of the lore for a long time and just now sort of getting into the tabletop. I built what I think would be kind of a fun list, not too worried about being super competitive or anything but I'd appreciate any thoughts or feedback that anybody might have.


++ Brigade Detachment +9CP (Imperium - Astra Militarum) [74 PL, 1250pts] ++

+ No Force Org Slot +

Regimental Doctrine: Cadian

+ Heavy Support +

Heavy Weapons Squad [3 PL, 42pts]
. Heavy Weapon Team: Heavy bolter
. Heavy Weapon Team: Heavy bolter
. Heavy Weapon Team: Heavy bolter

Heavy Weapons Squad [3 PL, 78pts]
. Heavy Weapon Team: Lascannon
. Heavy Weapon Team: Lascannon
. Heavy Weapon Team: Lascannon

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

+ HQ +

Company Commander [2 PL, 35pts]: Boltgun, Grand Strategist, Kurov's Aquila, Power sword, Warlord

Company Commander [2 PL, 31pts]: Boltgun, Chainsword

Company Commander [2 PL, 31pts]: Boltgun, Chainsword

+ Elites +

Command Squad [2 PL, 68pts]
. Veteran w/ Regimental Standard: Lasgun, Regimental Standard
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Vox-caster: Lasgun, Vox-caster

Commissar [2 PL, 35pts]: Bolt pistol, Power sword

Master of Ordnance [2 PL, 30pts]

Officer of the Fleet [2 PL, 25pts]

+ Fast Attack +

Scout Sentinels [3 PL, 55pts]
. Scout Sentinel: Missile Launcher

Scout Sentinels [3 PL, 52pts]
. Scout Sentinel: Heavy Flamer

Scout Sentinels [3 PL, 52pts]
. Scout Sentinel: Heavy Flamer

+ Troops +

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 53pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 48pts]
. 7x Guardsman
. Guardsman W/ Special Weapon: Sniper rifle
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 46pts]
. 8x Guardsman
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

Infantry Squad [3 PL, 46pts]
. 8x Guardsman
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Boltgun, Chainsword

++ Total: [74 PL, 1250pts] ++

Created with BattleScribe
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Looks workable enough. You can mix around the heavy weapons in the squads for a bit more durability on the lascannons. Theyre a big target and if you can bleed a heavy bolter team first then that's often preferable. Although generally you wouldn't mix the lascannons with mortars due to the line of sight differences, you still could. Mortars are cheap. Voxes arent that necessary, youve invested a lot of points into them that could get you another infantry squad or commander or two. The character elites aren't that useful for what you've got, and commissars don't work like how they say in the codex. Have to check chapter approved. In short, not that useful now. Consider special weapons teams for your elites. Meltaguns are tricky to get good mileage out of. Plasma just outshines all the other options in most situations.

So you could consider dropping the voxes and elite characters for swts and more infantry squads and rearranging the heavy weapons. I would invest in some more anti tank though. You're quite light. Maybe aim for 6+ lascannons. But if you want to keep things like the characters for a theme then it's still workable. Maybe some other changes could be done in that case

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Hardened Veteran Guardsman





Thanks for the detailed feedback I really appreciate it, I think I will drop the heavy bolters since I already have a million lasguns for anti infantry, also I see exactly what you are saying with a lot of the elites not being that useful. I'll drop the commissar and the master of the fleet and master of ordinance, I was reading back over the rules and I don't think they're gonna be that useful since I don't have any artillery or flyers.

Do you have any recommendations for cost effective elite choices?


edit: I see where you mentioned special weapons squads, would those with plasma guns be better than the command squad or a veterans squad?

This message was edited 1 time. Last update was at 2018/03/18 18:44:47


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Special weapons squads are pretty good because they're so cheap and can still pack a punch. A special weapon team with 3 plasma guns is 45pts. A command squad with 4 plasmaguns is 76 pts. On a points per plamsa hit basis both are very similar, ~5% in favour of the command squad. But the command squad has no models without special weapons. So every casualty hurts, while the SWT has effectively 3 ablative wounds. Typically this is why most favour SWTs. Similar effectiveness but more durability. A similar case can be made for veterans, but you are now paying 6pts per ablative wound rather than 4. Overall SWTs are the most cost effective way of walking a lot of special weapons while still having some durability. Scion command squads, while more expensive are still good because they can drop in. They'll die next turn, but at least they always get to shoot, unlike a fully loaded command squad may.
You could drop the heavy bolters, you've still got the mortars. You'd want to keep some ranged anti infantry. Lasguns really need to be in 12" to be of use, and the only things that are usually the close are assault units. So you'll just have one turn before they reach you.



Automatically Appended Next Post:
Well... that's disappointing. I had written a decently long response but... its gone. Sweet as

Itll be a bit brief then, in summary:
- Cadians are better under orders than command points. Go for cadian warlord trait and laurels of command

Summary list variation of yours:
Commander - Cadian WT, Laurels
Commander x2
Kell
Infantry Squad, LC, PG, BG x8
Infantry Squad, Flamer, BG, Vox x4
Scout Sentinel, HF x3
HWT, Mortar x3
1147

Youll need 2 more elites, could get SWTs or Command Squads with Banners. Whichever works for you. Cadian Lascannons with Take Aim and Bring it Down ordered on them are nearly twice as effective as regular ones. So your Warlord and Kell will be spewing out a lot of orders. The interaction between Laurels and the WT is a bit weird. Take note of "issues to" and "affect". Regular orders can trigger Laurels and the WT. Laurels can trigger itself and the WT. The WT triggers nothing. But also you can order a unit the WT affected separately. It gets around the usual restriction of a unit only being able to be ordered once a turn.

You've got a potent firebase and mobile objective grabbers, decent anti tank and anti infantry. Sorry didn't explain more, was a bit over it after losing it before

This message was edited 1 time. Last update was at 2018/03/19 01:29:35


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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