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Help Making a 1000 Astra Militarum Army


RhysW

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Hey there, I'm calling all Imperial Gu... I mean Astra Militarum players to help me out, I've always been a fan of the army and have recently decided to invest in starting a mechanised Army, I'm starting at 1000pts and building from there so have started to build a list, but I'm a little stuck and need some help!

Here's what I have so far (Bought)

3 Cadian Armoured Fist Sets

2 Leman Russ

I'm also going to get the FW respirator heads, as they look awesome! But ideally I starred with a CCS and 2 Veteran Squads in my list as follows:

 

HQ:

 

CCS 189

Carapace Armour, Boltgun, 2 Plasma Guns, Vox Caster, Regimental Standard, Chimera, Multi Laser/HF

 

Troops:

2x Veteran Squad 380

Each with Grenadiers, 3 Plasma Guns, Vox Caster, Chimera, Multi Laser, HF

 

 

So what would you guys recommend I add to the list? I want to keep my CCS the same from a modelling perspective but would be open to change the rest.

Thanks for reading if you've got this far!

If you want to field the standard-bearing model for aesthetics, more power to you, but I've played both platoon and regimental standards in multiple games and been disappointed by the general uselessness of them. Fifteen points you could have somewhere else, IMO!

Hey there, I'm calling all Imperial Guard... I mean Astra Militarum players to help me out, I've always been a fan of the army and have recently decided to invest in starting a mechanised Army, I'm starting at 1000pts and building from there so have started to build a list, but I'm a little stuck and need some help!

Here's what I have so far (Bought)

3 Cadian Armoured Fist Sets

2 Leman Russ

I'm also going to get the FW respirator heads, as they look awesome! But ideally I starred with a CCS and 2 Veteran Squads in my list as follows:

 

HQ:

 

CCS 189

Carapace Armour, Boltgun, 2 Plasma Guns, Vox Caster, Regimental Standard, Chimera, Multi Laser/HF

 

Troops:

2x Veteran Squad 380

Each with Grenadiers, 3 Plasma Guns, Vox Caster, Chimera, Multi Laser, HF

 

 

So what would you guys recommend I add to the list? I want to keep my CCS the same from a modelling perspective but would be open to change the rest.

Thanks for reading if you've got this far!

 

You had it right the first time. As for what to add, how do you want to play the army? Do you want mechanized? Do you want an Airborne Elite army? A mix of everything? It looks like you've kinda decided on mechanized, so more leman russes couldn't hurt. Like I said it depends on what you want.

Vox caster for chimera vets isn't very useful. Guardsmen are too squishy and expendable to spend a lot of points on them. Give the weapons needed to get the job done and that's it. Think that every five points you save is a heavy weapon on a vehicle (heavy stubber) and maybe you cut enough fat to fit in a sentinel or another tank entirely.

Vox casters used to be useful, but now it's kinda meh. If the made the range on orders unlimited, it would be fine, but I'm in agreement with Pudelhund here as well, Boys before toys. Now, I put a vox caster on one model in every squad, just as a matter of course, as it feels fluffy to have one guy that can talk to command. I don't actually use them as such, I could If I wanted to, but I just don't think it's necessary. 

 

The regimental standard is pretty much garbage, keep it modeled, that's fine, just don't take it as such. Some of the heirlooms of conquest are worth a look, but remember what the focus of your army is. If my Company Commander were my warlord, I'd consider taking some of the relics, but my Tempestor prime is my warlord. I just wish I could give him a refractor field, for an invuln save.

I tend to only take one vet squad, and have them as forward sentries with either melta or plasma guns on whichever flank I think needs beefing up, but I always deploy them either within range of the CCS, or just have a PCS follow them from the rear and give orders, which makes the vox casters useful.

It sounds like you want to play as an armored force, however, which begs the question, if you won't be playing blobby platoons to recieve orders, why make your HQ a squishy CCS? A tank commander HQ sounds like it might be more your speed. but that's just from reading what few lines you gave. Feel free to play whatever army you wish.

 

Sometimes it's the screwball lists that don't fit into categories that force opponents to make mistakes!

I tend to only take one vet squad, and have them as forward sentries with either melta or plasma guns on whichever flank I think needs beefing up, but I always deploy them either within range of the CCS, or just have a PCS follow them from the rear and give orders, which makes the vox casters useful.

 

It sounds like you want to play as an armored force, however, which begs the question, if you won't be playing blobby platoons to recieve orders, why make your HQ a squishy CCS? A tank commander HQ sounds like it might be more your speed. but that's just from reading what few lines you gave. Feel free to play whatever army you wish.

 

Or you could do both. A CCS to issue orders to infantry, and a tank commander to support an armored force. That's how I plan to do things, unless I'm running a pure armored force. 

 

 

Sometimes it's the screwball lists that don't fit into categories that force opponents to make mistakes!

 

My light infantry list comes in so fast that it just takes my opponent's wind. Even a second turn is more than enough to seize control of the game, and just annihilate his stuff. It's infantry heavy but hits like a freight train. He's right about screwball lists. I have trashed tau and neutered necrons with it. 

In general, it seems like people match their HQ choice to their Troops choice.  CCS + PCS/Blobs (infantry dominant) or Tank Commander + Veterans in Chimeras (mechanized).  A CCS doesn't give much help to Veterans and Tank Commanders don't give much help to blobs.

The only reason I take a CCS with my veterans is so that I get the Master of ordinance, because Unlimited S9 AP3 Large Blast, ordinance 1, barrage is great. I get to drop an earthshaker every turn wherever I want it. I'm tempted to do a second CCS in a chimera just to have another one to drop. Because it's fluffy. 

The only reason I take a CCS with my veterans is so that I get the Master of ordinance, because Unlimited S9 AP3 Large Blast, ordinance 1, barrage is great. I get to drop an earthshaker every turn wherever I want it. I'm tempted to do a second CCS in a chimera just to have another one to drop. Because it's fluffy.

But then you're paying more than an actual Basilisk if you take a CCS+MOO+Chimera just to get another template.

Also, ordnance msn-wink.gif

Yeah, I'm tired, and my brain isn't functioning correctly (I think I may have accidentally inhaled something I shouldn't have in chem lab today...), yes I would be paying more, but I'd have a second thing to issue orders to run around with my mobile vets, and if it sits still I can drop a pie plate. I don't know, I just tend to like redundancy, because then my opponent has to kill the thing he hates twice...

Thanks for all of your comments, I'm definitely looking at going Mechanised with the possibility of adding a Vendetta when I go up to 1500,in the games where I play the fact a flyer comes on turn 2 (Or often later) is a big setback so I'm focused on ignoring them at lower points levels.

 

I would say I agree with you on the Standard, the only problem was that I didn't want to use 4 Plasma Guns as that's near on suicidal without someone like Creed having a good chance at PE, (And he fills my vox caster aswell) but I chose a CCS over a Tank Commander as I'd like to focus on mechanised infantry and most lists at my FLGS have a Tank Commander or Pask so I'd like something different.

 

What Leman Russ do you think I should take? I feel a bit light on AT at the moment so I was eyeing up the Demolisher or Vanquisher.

 

Cheers

if you're going with a suicidal company command squad, you should invest in an allied inquisitor, or another command unit to hide out in the back to become your warlord so you can deny your enemy an easy slay the warlord point!

for a mechanised force, how about at the very least 4 veteran squads in chimeras, with max 85 points in total of weapons (in addition to your CCS this gives you 5 mobile infantry units), clocking in at 601 pts (give 1 sgt a bolter to mate a nice total)+174 (minus banner)=760 pts

now add tow (magnetized!!!) eradicators to deal with troop in volume. 1000 pts total.

 

while the vanquisher sounds nice, the bog standard version will let you down a lot! so unless it's pask (and even he misses too frequently imo) chances are they won't be doing that good!. personally i think the manticores make excellent tank hunters due to blast suffering less from the 1shot-low BS and being S10. i ould recommend getting a battery of these for when you expand beyond 1000 pts.

Yeah, I did think that the Vanquisher is a bit hit and miss (If you'll pardon the pun) especially if the enemy has little armoured units, I didn't really want my CCS as a suicide unit, just one that can provide buffs for my Veterans, as I've found Tank/Monster Hunting Plasma to be really useful when I've tried some scenarios but I gave them 2 Plasma Guns so that they can still do some damage themselves.

 

If i took 2 Eradicators, I'd still need some heavy anti tank, and I'd have around 160pts to do it providing a switch of options here and there could get me some more, I don't think the Vendetta would be best as it doesn't start there, are Devil Dogs any good?

Looks like a good start to me, welcome to the Guard and B&C Rhys! :D I like to use the standards too, though usually just model wise as they're not great on the table top.

 

Devil Dogs are useful, but a bit niche so I'd leave them for later additions if you're still interested :) Melta Vets will likely be your primary heavy AT, with support from Russes and the like. Do you have a colour scheme in mind for your army yet?

I am quite interested in the Manticore, do you find it survives more than 4 Turns though? I guess it can then act as an empty objective Holder with just a HB/HF or something if something gets too close! laugh.png I think Melta/Plasma on Veterans has been a tough decision for me, it seems like Plasma is better, against Light Vehicles and Infantry in general, but I am always afraid of cooking myself and if someone rolls up with a Land Raider I could be unprepared, but maybe a Manticore would help prevent that, what do you guys usually take on your Vets?

Thanks Warriorfish! I've been interested in this forum for a while now and sitting in the back reading other lists and tacticas and I see your name pop out a lot tongue.png I will be going for a black/red colour scheme taken from inspiration from this (Not my force, I wish it was!) http://aleatorblog.de/wh40k/iv-argos/http://aleatorblog.de/wp-content/uploads/2013/02/arg035.jpg

Ok, so based on some suggestions I've made a couple of lists, can I get your thoughts on these and which would be better?

 

List 1:

 

HQ:

 

Company Command Squad 174

Carapace Armour, Boltgun, 2x Plasma Guns, Vox Caster, Chimera, Multi Laser/Heavy Flamer

 

Troops:

 

Veteran Squad 190

Grenadiers, 3x Plasma Guns, Vox Caster, Chimera, Multi Laser/HF

 

Veteran Squad 190

Grenadiers, 3x Plasma Guns, Vox Caster, Chimera, Multi Laser/HF

 

Heavy Support:

 

Leman Russ Demolisher 170

 

Leman Russ Demolisher 170

 

Wyvern 80

 

975/1000

 

List 2:

 

HQ:

 

Company Command Squad 174

Carapace Armour, Boltgun, 2x Plasma Guns, Vox Caster, Chimera, Multi Laser/Heavy Flamer

 

Troops:

 

Veteran Squad 175

Grenadiers, 3x Meltaguns, Vox Caster, Chimera, Multi Laser/HF

 

Veteran Squad 175

Grenadiers, 3x Meltaguns, Vox Caster, Chimera, Multi Laser/HF

 

Heavy Support:

 

Leman Russ 150

 

Leman Russ 150

 

Manticore 170

 

995/1000

 

Any advice appreciated, and thanks a lot for helping me so far!

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