HenricusTyranicus Posted October 9, 2017 Share Posted October 9, 2017 So I went up against Death Guard and Mortarion with a Cadian army, and it was beautiful. Leman Russes are horrifying, Punisher PAsk with Hellhound support and Vengeance for Cadia deleted two squads of Poxwalkers turn one. Toughness 4 and 5 poxwalkers too. Command point farming is totally a thing. Between my warlord trait, my relic, and my spam of Battalion detachments, I must have spent around 22 command points that game. The points increase to Heavy Weapons Squads is very sad, but a couple Cadian HWS with a commander with Laurels of Command babysitting them are nothing short of horrifying. Plasma gun squad in combined squads can now hang around forever, as you have to kill 18 models to get through to them. My devil dog wound up doing little, as it got knocked down a tier turn one, but "Crush Them!" enabled it to tie up a squad of poxwalkers all game. Side note: Crusaders do little vs poxwalkers. I'd rate Cadian's power level 9/10 and their fun factor as 7/10. I did have strong incentive to sit still all game, which was a touch boring. Guardsman Bob 1 Back to top Link to comment https://bolterandchainsword.com/topic/340174-first-game-with-new-codex/ Share on other sites More sharing options...
CoffeeGrunt Posted October 9, 2017 Share Posted October 9, 2017 That's pretty much how I figured Cadians would operate. Sit still, pour dice into the enemy with brutal accuracy. I managed to get three good games in with Tallarn against Emperor's Children, Raven Guard and a mixed Imperium list with Ad Mech, some Assassins and Custodes. I also found the CP count to be absurd. I had 12 for the first two games, then 15 for the last game against the Imperium list. I took the Kurov's Aquila artifact that let me "steal" CPs on a 5+ from the enemy, but it literally never went off in three games so I'll probably take Laurels of Command instead in the future. That said the Warlord Trait that refunds CPs on a 5+ came up a lot, really worthwhile in some games, I ended them while still having CPs to spare. Tallarn seem to be astonishingly-fast and too much for most to handle. I typically outflanked a Hellhound, Devildog and Infantry Squad each game, except in the Emperor's Children game where we rolled the "Brazilian Flag" deployment in Open War, so I had my enemy surrounded anyway. In the game against the Imperium force it was a larger 3000pt game and I took the Dagger of Tu'sahk on a spare Company Commander in combination with Ambush so I could outflank a Devildog, Hellhound, two Veteran Squads and a Company Commander on from Reserves right behind my opponent's very thin battle line they'd set up. (It was the deployment where we both had a full half of the table each, he deployed on the line, I deployed in the typical Guard way of staggering Infantry, then Tanks, then Artillery.) The game against Raven Guard was a slaughter as I outflanked and surrounded him, taking out a Las-Pred with the Devildog and getting a few lucky kills with the Hellhound. After that it was him retreating effectively into one building and holding out to the last man. The game against the Emperor's Children was much closer as I was more spread out and he had a lot of nasty firepower and CC ability. He had to leave early, and I managed to snatch a Draw at the top of turn two before he left, it could have gone either way though to be fair. The game against the Imperium force was an unremitting one-sided massacre, which wasn't really enjoyable for either of us. He deployed in a thin line on the centerline and failed the roll to go first using the teased Chapter Approved rules. I then unleashed hell upon him, outflanked behind his lines, and smashed priority targets. (Doing things like flying a Thunderbolt next to his Warlord so that when some nearby units were killed it could fire at him with impunity.) He made a lot of mistakes both in deployment, plus in what he took, which we talked over a bit afterwards. His Assassins were useless because I just hid my characters out of their LoS behind tanks, etc, and the Eversor couldn't get a charge against anything but Guardsmen. He'd deployed long-range support units in awkward places where they couldn't see the board, units were setup to charge non-ideal targets like Guardsmen, and his battle line was paper-thin and easy to surround. Overall he conceded at the bottom of turn 2 after it became obvious I was literally mopping him up after he'd only really beaten up my front ranks of Guardsmen. Guardsman Bob 1 Back to top Link to comment https://bolterandchainsword.com/topic/340174-first-game-with-new-codex/#findComment-4904648 Share on other sites More sharing options...
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