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Kasrkin - 10th Edition


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Hello All,

 

With the September drop to 100 points i was tempted to pick up a squad of Kasrkin. I was going to stick them in a Chimera (2x melta guns, 2 x plasma gun and the sniper) with a Castellan and use them as a marginally tougher mid game objective grabber. Has anybody run them so far in tenth? at 100 points are they worth it?

 

 

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Have you ever had any issues in game using your kasrkins as scions? Anyone object in casual play? How about in competitions?

 

I was just looking at scions vs. kasrkins. Scions can deepstrike and seem like they would work well working with imperial assassins by disrupting an opponent's back field. And I would suggest they would not require transport.

 

 

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AP -1 is still valuable. But I see your point. BS 3+, carapace armor, and up to four special weapons make them heavy anti-infantry and light armor killing specialists. But they are quite reduced in this edition.

 

Preference goes to Scions therefore, which can deep strike. What do you think of Scions?

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I think Kasrkin are fine. Not the best choice but not bad by any means.

I'd run them with Plasma and Volley Guns (instead of Plasma / Melta), Plasma Pistol on the sgt. and use innate FRFSRF on them: Within 12" you're looking at 15* S3 AP1 shots, 10 S4 AP1 shots and 7 Plasmashots, all at BS 3+. For 100 pts that pretty decent firepower. (*or 13 S3 AP1 shots if you take a Melta-mine instead.)

I dont think they need the Castellan though, he adds quite a bit of cost to the Kasrkin+Chimera combo and I don't think he can order them while they are inside a transport, so you're essentially paying 45 pts (almost half the squads cost) for Sustained Hits 1, which is the equivalent of +1 BS. 

 

Edited by Minsc
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Scions are great for scoring VP deep into the field such as behind enemy lines, deploy teleport homers, take back field objectives.

 

Don’t rely on them killing much with S3 weapons it’s 5 or 6’s to wound at 1D. 

5 hours ago, OverchargeThis! said:

Have you ever had any issues in game using your kasrkins as scions? Anyone object in casual play? How about in competitions?

 

I was just looking at scions vs. kasrkins. Scions can deepstrike and seem like they would work well working with imperial assassins by disrupting an opponent's back field. And I would suggest they would not require transport.

 

 


No issues - they only come on for a turn or two anyway.

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19 hours ago, Minsc said:

I think Kasrkin are fine. Not the best choice but not bad by any means.

I'd run them with Plasma and Volley Guns (instead of Plasma / Melta), Plasma Pistol on the sgt. and use innate FRFSRF on them: Within 12" you're looking at 15* S3 AP1 shots, 10 S4 AP1 shots and 7 Plasmashots, all at BS 3+. For 100 pts that pretty decent firepower. (*or 13 S3 AP1 shots if you take a Melta-mine instead.)

I dont think they need the Castellan though, he adds quite a bit of cost to the Kasrkin+Chimera combo and I don't think he can order them while they are inside a transport, so you're essentially paying 45 pts (almost half the squads cost) for Sustained Hits 1, which is the equivalent of +1 BS. 

 

Thanks for this info. I did not notice they could give themselves an order and take another one from an officer. This is what distinguishes them from Scions.

 

Scions for deep strike (2 MG's) in the back field and Kasrkin + chimeras for plugging holes and exploitation.

 

 

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6 hours ago, OverchargeThis! said:

Scions for deep strike (2 MG's) in the back field and Kasrkin + chimeras for plugging holes and exploitation.

 

Yes - but I think there's another potential role for Kasrkin as backfield / flank campers maximizing Take Aim and Born Soldiers for the sniper, 2 plasma, grenade launcher and volley gun. They'll still hit anything that comes near enough with a FRFSRF, but assuming you've already got 2x5 Scions and 1x10 chimera Kasrkin, a second Kasrkin somewhere high up in the DZ for plunging fire onto an objective could surprise you. Their S3 is a weakness sure, but camping out for BS2+,  Lethal and additional AP from a rooftop should help them punch up just a little. Once there's enough big mobs, tanks and chimeras moving out for pressure, I'm guessing they won't even catch much fire. This is all theorycraft for me at this point... Kasrkin are last thing on my painting desk for my 2k combined arms list which looks something like:

 

2x Cadian Command squad (1 Death Mask)

 

2x Primaris Psycher

 

Regimental Enginseer

 

Gaunt's Ghosts

 

2x 20 Cadian Shock troops

 

2x 10 Cadian Shock troops

 

3x Chimera

 

2x Basilisk

 

2x10 Kasrkin

 

Leman Russ Battle Tank

 

Leman Russ Demolisher

 

Scout sentinel

 

2x5 Scions

 

In sum - maybe not as efficient as just another blob of 25 or 3 sentinels or whatever, but I'm gonna use the minis because they're just excellent.

 

Cheers,

 

The Good Doctor.

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