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Made in us
Guarded Grey Knight Terminator






Ok, last list idea I am going to post

Trying to make a guard list that will contest the mid field whilst still providing ple ty of killy power in combat and shooting. Catachan meets both this requirements. With around 90 infantry bodies 8 bullgryns, and back line ignore LOS shooting, I should be able to deal with most threats and still threaten the middle of the board early.

I added in a pair of armigers for increased melee threat and tank popping capability.

The command squads are intended to outflank with plasma guns for helping to delete a key threat/assassinations

I feel like with all the lasguns, vehicles, melee, meltas, and plasma I should be able to deal with hordes, elites, and vehicles

++ Battalion Detachment 0CP (Imperium - Astra Militarum) [92 PL, 10CP, 1,690pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Regimental Doctrine: Regiment: Catachan

+ Stratagems +

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

Tank Ace [-1CP]

+ HQ +

Colonel 'Iron Hand' Straken [4 PL, 80pts]: Warlord, WT (Catachan): Lead From the Front

Company Commander [2 PL, 45pts]: Plasma pistol, Power sword

Tank Commander [12 PL, 193pts]: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon

+ Troops +

Conscripts [7 PL, 140pts]
. 28x Conscript: 28x Lasgun

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

+ Elites +

Astropath [2 PL, 25pts]: Nightshroud, Telepathica Stave

Bullgryns [10 PL, 172pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Grenadier Gauntlet, Slabshield
. Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul

Bullgryns [10 PL, 172pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Grenadier Gauntlet, Slabshield
. Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul

Command Squad [2 PL, 64pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Command Squad [2 PL, 64pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Master of Ordnance [2 PL, 35pts]

+ Heavy Support +

Manticore [8 PL, 145pts]: Full Payload, Heavy Bolter

Manticore [8 PL, 145pts]: Full Payload, Heavy Bolter

Wyverns [8 PL, 135pts]
. Wyvern: Heavy Bolter

++ Super-Heavy Auxiliary Detachment -3CP (Imperium - Imperial Knights) [16 PL, -3CP, 310pts] ++

+ Configuration +

Detachment CP [-3CP]

Household Choice: Questor Imperialis
. House Griffith

+ Lord of War +

Armiger Warglaives [16 PL, 310pts]
. Armiger Warglaive: Heavy Stubber
. Armiger Warglaive: Heavy Stubber

++ Total: [108 PL, 7CP, 2,000pts] ++

Created with BattleScribe

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Longtime Dakkanaut





So, I think your wyvern is sort of an extra wrinkle you don't quite need -- and your tank commander .. hmm.

OK. Its catachan infantry / melee blob, right? Every guy gets S4 x 2 attacks in melee.
You could up that 50 percent with a ministerium priest, and it would boost the bullygryns as well, which are a not inconsequential part of this army..

My suggestion is the wyvern, though nice, is really only throwing 4d6 shots (with reroll wounnds) or about 12 HITS against a troop of horde.
Your elites are broken out into 6 units, its full -- but oyu COULD pack the 8 bullygrn into a midsized single unit instead, making it easier to affect with a single buffing spell.
Lets say you did that, droping 1 bullyboy and added in the ministerium's priest to give everythign in your army a +1A statline near him -- meaning instead of 26 swings, your newly minted bullygrn group swings 29 times.
But, pointedly, everyone else swings 30, not 20, in melee, and that pack of lunatic conscripts is up to I don't even do that much math.

So ok. That's a small change. Now a big one.

Lets say you decided you don't in fact need an expensive wyvern to kill hordes, because, well, conscripes + troops in gaurd = antihorde at the front. You have 135 points to play with.
Your goal is to get a single purchase .. an helverin warglaive, allowing your little pack of knights to have a front/melee shock unit that is also a bit of a distraction carnifax for your side, AND, well, allows the 3 knights to activate their regiment bonus.

So you can get the effects of being my favorite annoyance faction in knights, taranis.
When that warglaive goes down from attacks, you smile, spend the tarnis strat's CP into it, and it stands back up, ready to be (next round) given a 1 cp boost to operate at full function, and charges in somewhere (maybe conscripts provide cover for its charge) after shooting all its weapons to also make all its melee attacks.

sure, it situational, but the same technique can stand up a blown up backling helverin, and the 3 (warg, armig, armig) all are now granted a 6+++ feel no pain for no further effort. If you are totally fixated on another house's traits, this at least (as I understand the knights' detachments) will allow you to unlock any house's house trait bonus. You might take the custom ignore AP-1 tradition, much to the frustration of marine players trying to kill you with their AP-1 bolter phase weaponry. Its up to you, but if (I may be wrong) I don't think you get the trait until you either have a large knight in the detachment and/ or 3 separate small ones.

While a warglaive isn't exactly a wyvern, you can do stuff to bring dwon hordes OR marines with it, its got some decent little shooty before its decent little melee, and the wyvern is sort of stuck firing its lackluster shooting into hordes to make back points. Without AP, its pretty useless aginst marines in cover.

So I don't remember offhand the exact difference in price but its somethign I would personally give up an entire bullygrin from those seven to see happen -- a fast, moderatley powerful melee unit that also shoots a bit, has native shields, can rotate shields, and has a native feel no pain, its surprisingly tougher as an escort to your short ranged demolisher tank (which is something and somewhere the wyvern can't help you.)

Anyway, that's my advice .. I tried to figure out synergies you hadn't fully exploited and refocus things so you could. Even if it cost you a pair of bullygrn ultimately.

This message was edited 2 times. Last update was at 2020/11/22 01:01:42


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Guarded Grey Knight Terminator






Dukeofstuff wrote:
So, I think your wyvern is sort of an extra wrinkle you don't quite need -- and your tank commander .. hmm.

OK. Its catachan infantry / melee blob, right? Every guy gets S4 x 2 attacks in melee.
You could up that 50 percent with a ministerium priest, and it would boost the bullygryns as well, which are a not inconsequential part of this army..

My suggestion is the wyvern, though nice, is really only throwing 4d6 shots (with reroll wounnds) or about 12 HITS against a troop of horde.
Your elites are broken out into 6 units, its full -- but oyu COULD pack the 8 bullygrn into a midsized single unit instead, making it easier to affect with a single buffing spell.
Lets say you did that, droping 1 bullyboy and added in the ministerium's priest to give everythign in your army a +1A statline near him -- meaning instead of 26 swings, your newly minted bullygrn group swings 29 times.
But, pointedly, everyone else swings 30, not 20, in melee, and that pack of lunatic conscripts is up to I don't even do that much math.

So ok. That's a small change. Now a big one.

Lets say you decided you don't in fact need an expensive wyvern to kill hordes, because, well, conscripes + troops in gaurd = antihorde at the front. You have 135 points to play with.
Your goal is to get a single purchase .. an helverin warglaive, allowing your little pack of knights to have a front/melee shock unit that is also a bit of a distraction carnifax for your side, AND, well, allows the 3 knights to activate their regiment bonus.

So you can get the effects of being my favorite annoyance faction in knights, taranis.
When that warglaive goes down from attacks, you smile, spend the tarnis strat's CP into it, and it stands back up, ready to be (next round) given a 1 cp boost to operate at full function, and charges in somewhere (maybe conscripts provide cover for its charge) after shooting all its weapons to also make all its melee attacks.

sure, it situational, but the same technique can stand up a blown up backling helverin, and the 3 (warg, armig, armig) all are now granted a 6+++ feel no pain for no further effort. If you are totally fixated on another house's traits, this at least (as I understand the knights' detachments) will allow you to unlock any house's house trait bonus. You might take the custom ignore AP-1 tradition, much to the frustration of marine players trying to kill you with their AP-1 bolter phase weaponry. Its up to you, but if (I may be wrong) I don't think you get the trait until you either have a large knight in the detachment and/ or 3 separate small ones.

While a warglaive isn't exactly a wyvern, you can do stuff to bring dwon hordes OR marines with it, its got some decent little shooty before its decent little melee, and the wyvern is sort of stuck firing its lackluster shooting into hordes to make back points. Without AP, its pretty useless aginst marines in cover.

So I don't remember offhand the exact difference in price but its somethign I would personally give up an entire bullygrin from those seven to see happen -- a fast, moderatley powerful melee unit that also shoots a bit, has native shields, can rotate shields, and has a native feel no pain, its surprisingly tougher as an escort to your short ranged demolisher tank (which is something and somewhere the wyvern can't help you.)

Anyway, that's my advice .. I tried to figure out synergies you hadn't fully exploited and refocus things so you could. Even if it cost you a pair of bullygrn ultimately.


That is one of the best army list responses I've ever received. Thank you! I dont know why I didn't think of getting a 3rd armiger for the army.

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in gr
Storm Trooper with Maglight





I'd suggest Heavy Flamers on the Manticores. It may seem non-sensical to put a flamer on an artillery piece at first glance, but seeing how those two Manticores ideally won't have LOS to any enemies anyway, the Heavy Bolter won't be of much use either. Should your enemy somehow manage to reach your Manticores and engage them in close combat however, you can at least give them a re-rollable D6 auto-hits on Overwatch. Same goes for the Demolisher Tank Commander - since it's a Demolisher, either you will be driving up-close to the enemy or the enemy (if a melee faction) will come towards you, so switch the H. Bolters for H. Flamers to benefit from the Catachan doctrine.

Forget the Grenadier Gauntlet on the Bullgryns, just go full clobbering time - if you want to shoot with them for some reason, you can always throw a grenade. I'd also mix 50/50 slab shields and bruteshields to be flexible for both the high and low AP attacks they are going to receive. I also second taking a Priest to babysit them.

I'm not so sure about the Conscripts - they just seem so awful in general compared to Infantry Squads and huge blobs are at a disadvantage against Blast weapons. If you want to field them, maybe take a second priest and second psyker to buff them with additional attacks and better saves. On the subject of psykers, it's somewhat point pricey, but I've come to appreciate the Primaris + Wyrdvane blob combo - their combined stratagem is really great.

Now, where would you get the points for all this? I also second kicking out the Wyvern - you already have a ton of Lasguns for taking care of potential low T, bad Sv targets.

This message was edited 7 times. Last update was at 2020/11/22 08:08:49


 
   
Made in us
Longtime Dakkanaut





Final thought. I like his advice too, its really good and I didn't think of it.

AND an odd suggestion. We both recommend no wyvern. I recommend a minipriest, he recommends a primaris and a wyrdvanes trio. I recommend a warglaive up front with feel no pain built in. The relatviely vulnerable tank commander is going to be the first thing on your army that dies, because any sane opponent will melta it down when its midfield. So what if you don't have a tank commander? Replace that with the primaris he suggests. You save all but 2 of the poitns needed to add in the third knight, which is a bit resilient-er and might stand back up.

You could do this all and I even thought of another cool thing. Right now, you are going to spend about 69 points on elites to get a wyrdvane trio and a ministerium priest, and to fit them, you have to both put all your bully in one basket and drop a plasma squad (which is about the same price as the 2 new elites).
So you have (credits)
135 poitns wyvern, 68 for the 1 plasma squad,
197 for the tank commander = 400
and (debits)
50 for psyker primaris, 45 for minipriest, 24 for wyrdvanes, 160 for warglaive.
you have 121 points leftover even if you don't drop a single bullygrn, leaving you an 8 man blob. BUT, I would. You gave up a wyvern and I know a way you can do better than a wyvern for dakka and resilience and its even a distraction carnifax!
A valkyrie dakkabird. 2 heavy bolters, 2 multiple rocket pods, 1 multilaser. It can hang around somewhere hovering or scooting across the board (hover mode, is bs3+, so the whole beast is a lean 140 poitns. If you can find 19 points, you can put one in your list and that guy can be used to do all sorts of things. As a wyvern, its a BETTER wyvern. Against a horde, you have 2d6 (I tihnk they are blast as well) missles and 2x3 shots of heavy bolters and 3 multilaser .. or 21 shots. A wyvern only fires 24 shots EVER at a horde, and its bs4+ with reroll 1's. Wyvern are critically weakened by no AP in a heavy armor meta for infantry -- but this bird has some ap in its shooting.
Anyway.
You could then have 2 manti, 3 more capable knights, a valky, the psyker conclave, an 7 man bullysquad, AND the ministerium priest. Valkryie can be dakka -- but also anti marines -- and also just a vehicle that can both protect and deliver a few gaurds to any point on the board. The few leftover points can give a few regular gaurd sarges powerswords, potentially. Smite/Smite/Malstrom is not a terrible output for your wing of primaris/wyrdvanes/psykers, but as a warning, those wyrdvanes are likely to die quickly -- once you land them out the valkyrie.


This message was edited 1 time. Last update was at 2020/11/22 17:21:34


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Guarded Grey Knight Terminator






A couple quick updates...
1. I always meant to have my bullgryns with mauls, i just made a battlescribe error. Also, I consolidated them to 1 squad
2. I also agree with the h. Flamer on the manticore as I already have them modeled this way, again, just didn't update in battlescribe

I added the knight and dropped the wyvern. I am going between a helvrin or another warglaive (i really like warglaives). I do see the need for a helvrin, they have some good strats and make good space marine and decent vehicle killers. Also, nice strats against flyers, so I will likely end up with 1 as helvrin. They are also so fast they should always be able to gain LOS for their target and have long enough range to stay away from threats.

It will make me sad to bring a guard list and no leman russ. Looking to maximize the usefulness of the catachan traits, one of which is deadlier russes. Been also toying with an executioner in the 2w marine meta as it is a perfect marine killer and can sit back a little bit more and is a couple points cheaper.

I like the idea of a valk, but putting a couple melta command squads in them. Lots of points into that tactic. I'd have to buy another valkyrie as I have converted my other 2 into a vulture and an avenger.

I likely should put a couple more offensive psykers in the list, just not sold on wyrdvanes. They don't have the longevity most psykers do because they don't have the character keyword. That said... what are your thoughts on adding inquisition into the mix? I have basic inquisitors, Hector rex, Solomon lok, and coteaz. Adding coteaz into the mix, he could have multiple mortal wound powers, the ability to give a unit 5++, can steal cp, or stop overwatch and provide a leadership bubble and is pretty mean in cc. 95 points, but he brings quite a bit to the table.

Also, I have all of the assassins as an option too and they are great harassment units. Callidus has done so much heavy lifting for me in the past.

This message was edited 2 times. Last update was at 2020/11/23 14:53:03


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in gr
Storm Trooper with Maglight





 Smotejob wrote:

I likely should put a couple more offensive psykers in the list, just not sold on wyrdvanes. They don't have the longevity most psykers do because they don't have the character keyword.



Ideally park them behind a LOS-blocking terrain where the enemy can't see them but they can still see your vehicles to cast Nightshroud/Psychic Barrier. Their main appeal lies in enabling the Primaris Psyker to cast both a defensive buff and an offensive psychic attack in the same phase.
   
Made in us
Guarded Grey Knight Terminator






I have all these models and could field this list soon, just need to finally build that last armiger. I'll likely vary up the bullgryn shields a little.

Still trying to decide on a knight household. Between krast (reroll attacks), raven (for advanced and shoot), and taranis (durability). Took a few extra points and added some toys to the guardsmen.

Added coteaz, primaris psyker, and wyrdvane for some mortal wounds and more buffing.

++ Battalion Detachment 0CP (Imperium - Astra Militarum) [76 PL, 9CP, 1,515pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Regimental Doctrine: Regiment: Catachan

+ Stratagems +

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

Tank Ace [-1CP]

+ Agents of the Imperium +

Inquisitor Coteaz [5 PL, -1CP, 95pts]: 6) Castigation, Malleus - Power Through Knowledge, Stratagem: Inquisitorial Mandate

+ HQ +

Colonel 'Iron Hand' Straken [4 PL, 80pts]: Warlord, WT (Catachan): Lead From the Front

Company Commander [2 PL, 45pts]: Display Astra Militarum Orders, Plasma pistol, Power sword, Relic: The Laurels of Command

Primaris Psyker [3 PL, 50pts]: Psychic Maelstrom, psychic barrier

+ Troops +

Conscripts [7 PL, 150pts]
. 30x Conscript: 30x Lasgun

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Chainsword, Plasma pistol

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Chainsword, Plasma pistol

Infantry Squad [3 PL, 57pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Bolt pistol, Chainsword

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Chainsword, Laspistol

+ Elites +

Astropath [2 PL, 25pts]: Nightshroud, Telepathica Stave

Bullgryns [15 PL, 301pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul

Command Squad [2 PL, 64pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Command Squad [2 PL, 64pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Ministorum Priest [2 PL, 40pts]: Chainsword

Wyrdvane Psykers [1 PL, 24pts]: Psychic Barrier
. 3x Wyrdvane Psyker: 3x Laspistol, 3x Wyrdvane Stave

+ Heavy Support +

Manticore [8 PL, 145pts]: Full Payload, Heavy Flamer

Manticore [8 PL, 145pts]: Full Payload, Heavy Flamer

++ Super-Heavy Detachment -3CP (Imperium - Imperial Knights) [25 PL, -4CP, 485pts] ++

+ Configuration +

Detachment CP [-3CP]

Household Choice: Questor Mechanicus
. House Krast

+ Stratagems +

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait

+ Lord of War +

Armiger Helverins [9 PL, 175pts]
. Armiger Helverin: Heavy Stubber

Armiger Warglaives [8 PL, 155pts]
. Armiger Warglaive: Heavy Stubber

Armiger Warglaives [8 PL, 155pts]
. Armiger Warglaive: Character (Knight Lance), Heavy Stubber

++ Total: [101 PL, 5CP, 2,000pts] ++

Created with BattleScribe

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Longtime Dakkanaut





I think you should give it a try like that, it looks pretty darn good. I always (I am strange that way) think that a melta on top of the warglaives isn't a bad shorter ranged knight option -- 2 extra shots of s6/-/1 doesn't win games, but 2 extra meltas can.

Also, consider sneaking one flamer into the list for the troops. The catachan order to "burn them out" can deny cover to anything shooting at the target, even far away manticores, in a manner that sometimes the astropath hasn't got the aura sphere size to do.

But yeah. Tryiittryittryit.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Guarded Grey Knight Terminator






Also I think I am going to make my first try as house krast. Rerolling hits for those armigers is nice.

This fits with Coteaz since Krast is the household that has experienced and actively hunts chaos in their fluff

This message was edited 2 times. Last update was at 2020/11/26 01:42:00


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in ca
Fighter Ace






I find 1/3 bruteshield 2/3 slabshield a good ratio. I generally put a slabshield on the bone ead, not picking him to take a lascannon shot ya know?
   
Made in gr
Storm Trooper with Maglight





slip wrote:
I find 1/3 bruteshield 2/3 slabshield a good ratio. I generally put a slabshield on the bone ead, not picking him to take a lascannon shot ya know?


Personally prefer the bruteshield for him as he will always be the last man standing.
   
Made in us
Guarded Grey Knight Terminator






Gave this a go finally vs grey knights.

Only made it to turn 3 before running out of time. At turn 3, all of my infantry were gone, but the gk had barely scored any primary , had about 9 points from killing all my guardsmen, but I was quite a bit ahead because objectives. Lessons learned ..

1. Felt like my bullgryns were just there to look pretty and killed a total of marines... and then got hit by a bunch of mortal wound and then sliced up.

2. My choppy knights didn't do much... they got into combat and whiffed... then died.

3. Manticores deleted about 4 paladins turn 1 and kept the gk off of objectives well enough. Forced the gk to burn cp.

4. The helvrin freaking rocked it.

5. My buffed up conscript squad did prevent the gk from getting to mid board til turn 4. Good luck shifting 30 4++ models in cc. Where ap means nothing.

6. 80 guardsmen may not be enough.

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Longtime Dakkanaut





So, another idea.
if you lost the bullygrns entirely, you could afford to raise up a second blob of conscripts in place of a 55 point troop unit, and still have enough points to ...
add in TWO sets of honest to god veteran catachans.
each one is armed with maybe a heavy flamer, 3 grenade launchers, and a powersword 90 points each.
that gives you just enough points to get 4 powerswords to hand your 4 other remaining sarges, and each catachan powersword is whacking away at strength 5 with ap-3 in combat, swinging 4 times.
SIX of them swords in play is a significant uptick in your catachan infantry melee power, and 60 conscripts beside them is a significant uptick in staying time in the midboard., and those 2 heavy flamers are going to be able to cause some damage -- but more importantly, at least once or twice, cause the enemy's unit to be "burned out of cover" when your backrow all shoot at it. This matters against terminators or paladins, I think, from manticores, and it matters from the guns of the helverin. Maybe it would be better to shift stuff aroudn so the each command squad becomes 1 plasma and 3 grenades, while each 10 man of vets is 3 plasma and a heavy flamer and powersword. That way, he can't just start by shooting only your good special weapons in the command squad. You are down 21 wounds of bullygrn and up 50 wounds of gaurd. That trade maybe makes sense in the current meta, where so many armies show up with like 24 meltas and lascannons and ask "where the gravis at?"

I don't know if this offsets the loss of bullygrn melee power but it would make it a little less insanely disappointing if at least you could roll 24 powerswords a turn in the big melee blob in the center, and your enemy couldn't smite at them because conscripts!

I wouldn't throw the 2 melee warglaives into combat in the center, at all. Throw them at someone on the side that hoped to hold an objective, use them as a small hunterkiller pack, and soften the target up with manticore fire and maybe helverin, too, before they charge in. Now instead of being unsupported they have each other, and maybe 5 or 10 marine bodies fighting them in melee are already down a few, so they are mopping up and able to move on to the next objective the roudn after -- leaving only bodies in their wake.


This message was edited 4 times. Last update was at 2020/12/07 01:50:57


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





 Smotejob wrote:


5. My buffed up conscript squad did prevent the gk from getting to mid board til turn 4. Good luck shifting 30 4++ models in cc. Where ap means nothing.



Where are you getting the invln on your conscripts from?
   
Made in us
Longtime Dakkanaut





You can get a 5++ from an inquisitor spell, and then slap an astropath's +1 to save on that. I personally favor the use of my inquistor as an apothecary killer (melta gun + psychic pursuit = sniping and meaning it) but what he does there is also a quite strong build for conscripts especially. If you then throw in a bonus = -1 to be hit from a SECOND spell source, its a hell of a gaurd blob. the nearby inquisitor, incidentally, pops leadership up into the stratosphere, so no need for the usual commisar. Warding incantation. Note that it can also be used on biker units -- nor is it limited to just gaurd per se. Its just harder for other forces to get more than the 5++ level out of it.

It would make for some pretty interesting ogryn large squads, or for some pretty interesitng bullygrn (if you were running them with the 2+ shields, now they are EVERY MODEL 2+/4++ and -1 to be hit, although that's a real damn pricey blob of hate, it would be a horrifically funny answer to a bunch of arrogant marine players who think "ok, I got the gaurd in melee, whew, that game's in the OH MY GOD WHY NOT YOU DIE?"

edit. Warding incantation (malleus only.) .. yet another reason gentlemen prefer malleus.

This message was edited 5 times. Last update was at 2020/12/07 09:14:46


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





I wasn't aware of Inquisitor Coteaz. That's indeed an insanely good psychic power for large infantry blobs.
   
Made in us
Longtime Dakkanaut





You know, you could give your whole army -1 to be hit, basically, if you strung the bullygrn out and 5++ >> 4++ on them, slap an astropath -1 to be hit on them as well, and then ran shield of flesh so eveyrthing behind them (if you kept the army in a deathball, anyway) suddenly is -1 to be hit as a bonus. Well, infantry within 3inch, anyway.

I know everyone and their second cousin is killing gravis these days, but they also take for granted that gaurd are just easy prey for their bolterswarm and easy kill for their melee ball.

Maybe Gaurd resiliencey army 2.0 is in the works .


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Guarded Grey Knight Terminator






Dukeofstuff wrote:
You know, you could give your whole army -1 to be hit, basically, if you strung the bullygrn out and 5++ >> 4++ on them, slap an astropath -1 to be hit on them as well, and then ran shield of flesh so eveyrthing behind them (if you kept the army in a deathball, anyway) suddenly is -1 to be hit as a bonus. Well, infantry within 3inch, anyway.

I know everyone and their second cousin is killing gravis these days, but they also take for granted that gaurd are just easy prey for their bolterswarm and easy kill for their melee ball.

Maybe Gaurd resiliencey army 2.0 is in the works .



You could also go wilderness survivors in the same situation, for 3+ 4++, then take cover stratagem...

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Guarded Grey Knight Terminator






I am resurrecting this thread a bit... with the recent point changes, this list got a little over 100 points cheaper. So I am revisiting this. I dropped the astropath to make more room for points. Then I brought the bullgryns to a full 9, added a MOO to boost my manticores, and a special weapons squad with plasma to outflank with my 2 plasma command squads and commander.

I feels just a little bit deadlier now


++ Battalion Detachment 0CP (Imperium - Astra Militarum) [75 PL, 9CP, 1,563pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Regimental Doctrine: Regiment: Catachan

+ Stratagems +

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

Tank Ace [-1CP]

+ Agents of the Imperium +

Inquisitor Coteaz [5 PL, -1CP, 95pts]: 6) Castigation, Malleus - Warding Incantation, Stratagem: Inquisitorial Mandate

+ HQ +

Colonel 'Iron Hand' Straken [4 PL, 80pts]: Warlord

Company Commander [2 PL, 45pts]: Plasma pistol, Power sword, Relic: The Laurels of Command

Primaris Psyker [3 PL, 50pts]: Psychic Barrier, Psychic Maelstrom

+ Troops +

Conscripts [7 PL, 150pts]
. 30x Conscript: 30x Lasgun

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

Infantry Squad [3 PL, 60pts]
. 8x Guardsman: 8x Lasgun
. Guardsman W/ Special Weapon: Meltagun
. Sergeant: Laspistol

+ Elites +

Bullgryns [15 PL, 315pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn Bone 'ead: Bullgryn Maul, Slabshield

Command Squad [2 PL, 65pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Command Squad [2 PL, 65pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Master of Ordnance [2 PL, 35pts]

Special Weapons Squad [1 PL, 49pts]
. 3x Guardsman: 3x Lasgun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman W/ Special Weapon: Plasma gun
. Guardsman W/ Special Weapon: Plasma gun

Wyrdvane Psykers [1 PL, 24pts]: Nightshroud
. 3x Wyrdvane Psyker: 3x Laspistol, 3x Wyrdvane Stave

+ Heavy Support +

Manticore [8 PL, 145pts]: Full Payload, Heavy Flamer

Manticore [8 PL, 145pts]: Full Payload, Heavy Flamer

++ Super-Heavy Detachment -3CP (Imperium - Imperial Knights) [22 PL, -3CP, 435pts] ++

+ Configuration +

Detachment Command Cost [-3CP]

Household Choice: Questor Imperialis
. House Mortan

+ Lord of War +

Armiger Helverins [8 PL, 155pts]
. Armiger Helverin: Character (Knight Lance), Heavy Stubber

Armiger Warglaives [7 PL, 140pts]
. Armiger Warglaive: Meltagun

Armiger Warglaives [7 PL, 140pts]
. Armiger Warglaive: Meltagun

++ Total: [97 PL, 6CP, 1,998pts] ++

Created with BattleScribe

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Longtime Dakkanaut





I think this army would be a threat to marine players in a tournament level game. It might be a slight uphill fight cause lets face it, they cheat by dint of their ruleset, but it wouldn't be a cakewalk even then.

Its more a rough and tumble melee list than my usual instinct to build (cause scions. scions!) but its pretty dang awesome.

AHA! an actual suggestion. Your new squad of 3 plasma isn't a bad thing, but what if it were a single ministerium priest instead?
+1 A x 9 bullygrn maul swings is not trivial, and +1A over 80 infantry isn't either. As a priest, those 45 points would be character protected rather than out in the middle of the bolterstorm.

I was looking over your feedback about how thigns went for the grey knights game and your bullyboys did a few marines and then died of mortal wounds. Remember, however, you have a lot more of them now, in a bigger blob. So I reckon maybe buffing them up 1/3 or so in whackpower might be more useful than just adding a couple more plasma guns with bs4+ that diffidently shoot -- and then are very, very easy to kill with any marine screen's 5 man infiltrator or incursor squad going pew pew.

Dunno if this is a good idea or not with the army you have -- I too agree that concentration of threat in a local dropzone (or stratreserve move zone) is key -- but a worry I have is that in a non-grey knights game, especailyl any game with a few infiltrators units on the board, you may be literally unable to bring in any strategic reserves at all. (if you place 15 infiltrators carefully its possible to more or less prevent all reinforcment in the game, boom. Suddenly its critical that the assets on the board already perform 110 percent.

This message was edited 2 times. Last update was at 2021/01/30 15:14:56


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Guarded Grey Knight Terminator






Dukeofstuff wrote:
I think this army would be a threat to marine players in a tournament level game. It might be a slight uphill fight cause lets face it, they cheat by dint of their ruleset, but it wouldn't be a cakewalk even then.

Its more a rough and tumble melee list than my usual instinct to build (cause scions. scions!) but its pretty dang awesome.

AHA! an actual suggestion. Your new squad of 3 plasma isn't a bad thing, but what if it were a single ministerium priest instead?
+1 A x 9 bullygrn maul swings is not trivial, and +1A over 80 infantry isn't either. As a priest, those 45 points would be character protected rather than out in the middle of the bolterstorm.

I was looking over your feedback about how thigns went for the grey knights game and your bullyboys did a few marines and then died of mortal wounds. Remember, however, you have a lot more of them now, in a bigger blob. So I reckon maybe buffing them up 1/3 or so in whackpower might be more useful than just adding a couple more plasma guns with bs4+ that diffidently shoot -- and then are very, very easy to kill with any marine screen's 5 man infiltrator or incursor squad going pew pew.

Dunno if this is a good idea or not with the army you have -- I too agree that concentration of threat in a local dropzone (or stratreserve move zone) is key -- but a worry I have is that in a non-grey knights game, especailyl any game with a few infiltrators units on the board, you may be literally unable to bring in any strategic reserves at all. (if you place 15 infiltrators carefully its possible to more or less prevent all reinforcment in the game, boom. Suddenly its critical that the assets on the board already perform 110 percent.


I think you are right. I'll try it both ways. With the priest instead of special weapons, I have 10 extra points. Thinking of just spending those on HK missiles for my manticores since they are tank aces and it will get the full d6 damage.

This message was edited 1 time. Last update was at 2021/01/31 01:06:41


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
 
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