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Astra Allies (take 2)


stev

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I know I was chatting here a while ago about starting an allies force for my Chaos/Dark angels that would maybe grow to a force in its own right eventually, but wives having babies kind mean some things take a back seat for a bit. Anyway, I got lots of really great advice here so thought I'd thro up a list and get some criticism/feedback from everyone.

 

Im starting with 500 points to begin with...

 

HQ

Company Command Squad

- Commander (Caeapace armour, bolter, camo gear)

- vox caster

- medic

- lascannon team

---carapace armour and camo gear for squad

 

TROOPS

Infantry Platoon

 

Platoon Command Squad

- Commander (bolt pistol, power sword)

- medic

- vox caster

- heavy flamer

- meltagun

 

Infantry Squad

- sergant (close combat weapon, laspistol)

- vox caster

- flamer

 

Infantry Squad

- sergant (bolter)

- gernade launcher

- vox caster

- heavy bolter team

 

HEAVY

leman russ battle tank

 

 

 

...so there it is...have at it

 

One infantry squad and the pcs can move forward supporting the first infantry squad to claim objectives while everythin else holds back.

 

May chaos army is very assaulty so the guard should provide mid and back field objective holders and fire support.

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Ok...so drop the meltagun. The vox caster seems important to keep as orders seem essential to be effective.

Heavy flamer - its got a bit more pinch and doesnt mind low bs but is it too much?

Does the medic ad much to the survivability of the squad?

Drop one or both?

Add a heavy weapon team to the other platoon squad instead?

Heavy flamer is great - if the squad closes with the enemy. Ideally a CCS tries to keep away from them so it can issue orders, as such a medic is a good addition to aid in their survivability but think of it as a bonus rather than a substitute for proper protection. A HWT in a CCS is good for the BS4, but you'll need the CCS to be planning to be able to use it for example remaining fairly static.

Yeah I put the lascannon in the CCS cuz I plan to keep them somewhere safe outta the way where they can hand out orders and not move.

 

The PCS I envision pushing forwards on to an objective together with a infantry squad, getting cover from them but being able to give them orders or some heavier support - hence the heavy flamer - its packs a punch but still can fire on tge move.

 

Next stage in the expasion may be a chimera so the infantry squad can move forward with that and the PCS can hold back a bit.

 

And then take the heavy weapons out of the infantry squads and make heavy weapons teams. That way I can fire them at heavy targets without wasting all the lasgun shots

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