Paulinus Posted November 19, 2023 Share Posted November 19, 2023 So let me preface this by stating that I think this is the worst detachment to play anything competitive. However, if you like a challenge, like the theme and are ready to lose most of your force to win a game then this detachment can satisfy that. At least for me it has. My goal was/is to make this as competitive as possible and see how it can do. I’ve played four friendly practice games to see how well or bad it can go. Game 1 vs Druhkari 39/38 but we only got 3 turns in and the despite me being up a point I was going to get trampled the next two turns Game 2 vs Druhkari 95-49 Much better game after some list tweaking and being more comfortable Game 3 vs Tau 55-22. My opponent conceded after turn 3 as he had no path to win Game 4 vs Tau/Death Guard. 62-58. Skewed game since we did a 2 v 1. But the mechanics of my list stayed the same. 3 wins, 1 loss so far. After 3 games I removed RG to add more things to my list for my 4th game. Getting the two oaths with reroll wounds once per game was a bit underwhelming so I went with more stuff instead. My final list was: Calgar 1 Phobos Lieutenant with combi weapon Bladeguard ancient with Imperium sword Tigurius Terminator Captain with Iron resolve Captain Sicarius Uriel Ventris (will allow Tigurius and sternguard to deep strike) 3x5man scout squad with 2xBolter, 1Shotgun, Sniper, Missile launcher 10xMan Sternguard with combi bolters, 2 Heavy bolters, Power Fist (sicarius leads) 10xMan Sternguard with special issue bolters, 2 Heavybolters, Power Fist (Tigurius Leads) 10xMan Terminator squad with powerfists, 2x Chainfist, 2xCyclone 6xBlade Guard 5xVanguard vets with Grav pistols and relic weapons 5xVanguard vets with Grav pistols and relic weapons The concept in each game was to play fixed missions. This is because getting a good chunk of the tactical missions is impossible and would detract from the main plan. In all games I use deploy teleport homers and select another that depends on my opponent. In all my games it was bring it down since my opponents would give up enough points for that. Scouts with their abilities pretty much guarantees me at least three turns of scoring teleport homers (the lieutenant and vanguard vets can also be used if needed) but I’m really aiming for the enemy deployment zone as much as I can. Thanks to scout and guerrila tactics I can score it on most turns, Having shotguns with the scouts let’s me advance and do actions as well. I play agressive and try to focus on primaries. Sicarius being able to scout and gives assault to a squad makes the sternguard surprising fast and get into rapid range turn 1. Tigurius deep strikes with the other sternguard on turn 2 or 3. Bladeguard advance and charge thanks to Calgar. Victrix combined with armour of contempt can soak up a lot of shooting with their 2+ 4++. The terminators are amazing to soak up shooting. Get a +1 to hit the oath target. With the captain they are getting a 0 CP AoC and once per battle the Iron Resolve enhancement gives the whole squad a 5+ FnP. Very tanky if you combine cover with that. I use the vanguard vets (rapid ingress if needed) to try and chip away at vehicles. Grenades, grav pistols with 2+ anti vehicle and lethal hits on the charge. Not amazing but enough of a threat and they can get me into the opponents deployment zone if the scouts can’t. Also a great unit to make objectives sticky for 1 CP. So far I try and score as much as can for three turns while my opponent has to focus down two tanky units (Terminators and Bladeguard) and the sternguard while my scouts, VVs and others deal with getting points. The main weaknesses. 1. Limited units and shooting. 2. No real anti armour 3. Gives up assassination 4. Secondaries can be countered 5. Mistakes are very unforgiving 6. Most of your army is gone by turn 4 or 5 Some strengths 1. Surprising mobility 2. 2x very tanky units to absorb shooting. Enemy has to really focus you down 3. Decent CP management (Calgar, low CP costs and free strats) 4. 1x Reroll oath of moment hits and wounds is ok 5. Good control of the battle and maintaining initiative and forces your opponent to react Strats. AoC. obvious choice to keep units alive. On terminators especially Grenades is nice for chip damage on some units. Duty and Honour. Situational but being able to make objectives sticky for 1 CP is very useful in a list with low unit count. Heroes of the Chapter. Solid. +1 to hit is good in units like combi bolter sternguard and +1 to wound when below half strength can make a difference. Orbital Teleportarium is really good. Can let you do a turn 1 deep strike and makes your terminators way more mobile being able to leave on your opponents turn and come down in DS again the next turn. At any rate. Was fun trying to make this work. I’ll probably play a few more games and see how it goes. I wouldn’t recommend for any serious tournament play. But it does live up to the 1st Company last stand as I was pretty much wiped out every game model wise with only a squad or two or a lone character remaining. Prot and Brother Lunkhead 2 Back to top Link to comment https://bolterandchainsword.com/topic/381711-1st-company-task-force-training-camp/ Share on other sites More sharing options...
Ulfast Posted November 19, 2023 Share Posted November 19, 2023 (edited) Intersting read and good that you tried. I have not tried it yet. Edited November 19, 2023 by Ulfast Link to comment https://bolterandchainsword.com/topic/381711-1st-company-task-force-training-camp/#findComment-6003814 Share on other sites More sharing options...
Prot Posted December 1, 2023 Share Posted December 1, 2023 This is a good reference for me as I really want to try this detachment in the new year. What is good to see is you went through the Guilliman experiment that I had planned on trying so you may have saved me some time there. Thanks for the write up. Link to comment https://bolterandchainsword.com/topic/381711-1st-company-task-force-training-camp/#findComment-6006752 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now