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Made in de
Regular Dakkanaut




Berlin

At the club currently we play 1k games on 48"x48" board. 6 CP. 2021 Tournament. Only one Patrol Detachment allowed. No unit more than once except Troops. No models that can only be chosen once in an army. They are too important or rare to go on a patrol. A limit of 10 stratagems; preselected like spells and everything else that has to be chosen before battle.

On Saturday we will have a club event using this rules, so we prepare. You can bring as many lists as you like as long as they are from the same army book and completely prepared according to the rules given, no last minute tinkering. Before deployment both players choose a list and reveal it at the same time.

I prefer a list to take them all instead of tailored lists. That's what I got at the moment.



Catachans

Tank Commander
Demolisher, 2 MultiMelta, Las Cannon, General, Kurov's Aquilla, Master Mechanic
Primaris Psyker
Smite, Psychic Maelstrom, Nightshroud
2 Infantry Squads with Missile Launcher
Scions, 6 mit Hot.Shot und 2 mit Melta, Tempestor mit Chainsword
Wyrdvane Psykers, 6
Smite, Mental Fortitide
Ratlings, 5
Scout Sentinel mit Multi Laser
Manticore
Heavy Quad Launcher, 2

Total 999 Points

Stratagems
Grenadiers
Vengance for Cadia
Offensive Gunners
Fight to Death
Relentless
Direct onslaught
Hail of Fire
Psychic Conclave
Vicious Traps
Inspired Tactics

Catachan because of the re-rolls for number of shots and because the models look like Catachans not Cadians - which have the better Stratagems.

The Tank Commander is brilliant, if she survives. Only short wepaon range, but the battlefield is small as well. The TC would be tankful to be able to use the new Cadian Stratagems.

Primaris Psyker, Wyrdvanes and Psychic Conclave may deal 6 to 8 MWs a turn. Often enough they will die after the first round in which they use their power. I'd love to use a Chimera to make sure they will live longe enough to use their power at least once.

The Infantry squads are a must. At first the Missile Launchers were to fill up the points, but proved to be an asset. Still i'm pondering to replace them and som Scions with a second Sentinel.

The Scions can drop to take action in the opponents deployment zone, steal a primary or be just a nuisance. Depending on the opponents army they may start on battle field. Why melta not plasma ? Lacking a Tempestor Prime they do not have a "one re-roll" and Plasma is not good enough against Deathguard.

The Manticore is an obvious choice. I'd love to give the Full Payload, but the CP this will cost can be a life saver under circumstances.

The Heavy Quad Launcher is a poor mens Wyvern. 180 points for no move but 8D6 S5-0-1 shots. On a good day they kill a unit of Poxwalkers, Fire Warriors, Guardsmen or anything else that is tasked to fullfil a secondary or to hold a primary in a single turn. Against anything wit a save they need some lucky dice rolls.

Sentinel and Ratlings are there to extent the 9" drop limit and to deny passage. I.e. our Ork player can charge wherever he wants in the first turn. This could make the TC loose a turn of shooting. If I screen the TC with Infantry he would be farther away from the edge of the deployment zone and would have limited targets if I get first turn. Ratlings and Sentinel are prone to die, but the TC will come through and avenge them. Two units of Ratlings were better, but are not allowed by the rule. A second Sentinel would help to cover more space, so I think about getting one in exchange for Scions and Missile Launchers.

I fought against Deathguard, Grey Knights and Orks with success. T'au, CSM, Custodes and Harlequins are still to be met. Take note that in our Club we do not follow the current meta. Often enough troop choices are made by looks and likes. That does not mean that there is no rivalry and will to win, but it's far from win at all cost.
   
 
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