Gore Fang Posted December 25, 2023 Share Posted December 25, 2023 Mounted Kasrkin to scout up the table for early objective grabbing and potentially creating pile ups. Enginseers to repair my vehicles and sprinkle that magical 4++ around to bump durability. 3 tank commanders issuing 4 orders thanks to the enhancement. A couple units of scions to drop back field and for secondaries. Calidus for shenanigans. Any thoughts? Grenadier Armored Company (1995 Points) Astra Militarum Combined Regiment Strike Force (2000 Points) CHARACTERS Regimental Enginseer (45 Points) • 1x Archeotech pistol 1x Enginseer axe 1x Servo-arm Regimental Enginseer (45 Points) • 1x Archeotech pistol 1x Enginseer axe 1x Servo-arm Regimental Enginseer (45 Points) • 1x Archeotech pistol 1x Enginseer axe 1x Servo-arm Tank Commander (220 Points) • Warlord • 1x Armoured tracks 1x Demolisher battle cannon 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 2x Multi-melta • Enhancements: Grand Strategist Tank Commander (205 Points) • 1x Armoured tracks 1x Executioner plasma cannon 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 2x Militarum plasma cannon Tank Commander (205 Points) • 1x Armoured tracks 1x Demolisher battle cannon 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 2x Multi-melta DEDICATED TRANSPORTS Chimera (70 Points) • 1x Armoured tracks 1x Chimera heavy flamer 1x Heavy flamer 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array Chimera (70 Points) • 1x Armoured tracks 1x Chimera heavy flamer 1x Heavy flamer 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array Chimera (70 Points) • 1x Armoured tracks 1x Chimera heavy flamer 1x Heavy flamer 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array OTHER DATASHEETS Kasrkin (100 Points) • 1x Kasrkin Sergeant • 1x Plasma pistol 1x Power weapon • 9x Kasrkin • 9x Close combat weapon 2x Grenade launcher 3x Hot-shot lasgun 1x Hot-shot laspistol 1x Hot-shot marksman rifle 1x Melta Mine 2x Meltagun 1x Vox-caster Kasrkin (100 Points) • 1x Kasrkin Sergeant • 1x Plasma pistol 1x Power weapon • 9x Kasrkin • 9x Close combat weapon 2x Grenade launcher 3x Hot-shot lasgun 1x Hot-shot laspistol 1x Hot-shot marksman rifle 1x Melta Mine 2x Meltagun 1x Vox-caster Kasrkin (100 Points) • 1x Kasrkin Sergeant • 1x Plasma pistol 1x Power weapon • 9x Kasrkin • 9x Close combat weapon 2x Grenade launcher 3x Hot-shot lasgun 1x Hot-shot laspistol 1x Hot-shot marksman rifle 1x Melta Mine 2x Plasma gun 1x Vox-caster Rogal Dorn Battle Tank (260 Points) • 1x Armoured tracks 1x Castigator gatling cannon 1x Co-axial autocannon 1x Heavy stubber 2x Heavy stubber 2x Multi-melta 1x Oppressor cannon Rogal Dorn Battle Tank (260 Points) • 1x Armoured tracks 1x Castigator gatling cannon 1x Co-axial autocannon 1x Heavy stubber 2x Heavy stubber 2x Multi-melta 1x Oppressor cannon Tempestus Scions (55 Points) • 1x Tempestor • 1x Plasma pistol 1x Power fist • 4x Tempestus Scion • 4x Close combat weapon 1x Grenade launcher 1x Hot-shot lasgun 1x Hot-shot laspistol 1x Meltagun 1x Vox-caster Tempestus Scions (55 Points) • 1x Tempestor • 1x Plasma pistol 1x Power fist • 4x Tempestus Scion • 4x Close combat weapon 1x Grenade launcher 1x Hot-shot lasgun 1x Hot-shot laspistol 1x Meltagun 1x Vox-caster ALLIED UNITS Callidus Assassin (90 Points) • 1x Neural shredder 1x Phase sword and poison blades Exported with App Version: v1.8.1 (26), Data Version: v319 Link to comment https://bolterandchainsword.com/topic/381975-2k-grenadier-armored-company/ Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 26, 2023 Share Posted December 26, 2023 I like tauroxes for kasrkin. 6” scout move, backed up by a 12” move means you can get nearly all the way across no man’s land without advancing. slap a engiseer in the squad with them, and the tauroxes get a bit more durable, and they draw more fire away from your heavier armor. Link to comment https://bolterandchainsword.com/topic/381975-2k-grenadier-armored-company/#findComment-6011477 Share on other sites More sharing options...
Gore Fang Posted December 26, 2023 Author Share Posted December 26, 2023 29 minutes ago, Inquisitor_Lensoven said: I like tauroxes for kasrkin. 6” scout move, backed up by a 12” move means you can get nearly all the way across no man’s land without advancing. slap a engiseer in the squad with them, and the tauroxes get a bit more durable, and they draw more fire away from your heavier armor. Really? You lose so much utility by going with the standard taurox. I’m not certain 2” of movement is worth losing higher toughness, more wounds, more guns, and a firing deck. I’m not being sarcastic but am I missing something? The idea with the enginseers is to tag along with the tanks to get lone operative and give the Dorns an invulnerable save so they can eat the heavy shots Link to comment https://bolterandchainsword.com/topic/381975-2k-grenadier-armored-company/#findComment-6011491 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 26, 2023 Share Posted December 26, 2023 (edited) 1 hour ago, Gore Fang said: Really? You lose so much utility by going with the standard taurox. I’m not certain 2” of movement is worth losing higher toughness, more wounds, more guns, and a firing deck. I’m not being sarcastic but am I missing something? The idea with the enginseers is to tag along with the tanks to get lone operative and give the Dorns an invulnerable save so they can eat the heavy shots Dorns can eat heavy shots just find, don’t really need an engineseer for that. if you’re using the Kasrkin for their scout ability the extra 2” movement makes a big difference in how they can be deployed initially, it can be the difference between having to disembark ahead of the vehicle, or behind the vehicle and using it to screen out how your opponents can approach your models and the objective. plus the taurox can advance and disembark if you’re not too concerned with it being able to shoot first turn. transports are taken for their transport capabilities, and as long as they get their load where you need them safely they’ve done their job. Edited December 26, 2023 by Inquisitor_Lensoven Gore Fang 1 Back to top Link to comment https://bolterandchainsword.com/topic/381975-2k-grenadier-armored-company/#findComment-6011500 Share on other sites More sharing options...
Santaclauswitz Posted December 30, 2023 Share Posted December 30, 2023 If I've missed an update I'll apologise in advance! Tank commanders don't have squadron. They can only receive orders from solar. So you've got orders for 2 dorns and 2 chimeras. Also kasrkin are in a really odd place in my book. They're a really strong individual unit with great order capacity and scoutis nice. But they've got poor mobility and die pretty much as easy as any 10 man squad. They've such good fire power you wouldn't want to waste them on an action. This also applies to putting them in a transport. They won't get any orders the turn you get them out. I feel they're wasted inside a chimera as only 2 could fire out. An interesting choice for a Baneblade with a transport capacity. They're also an interesting choice coming in from reserve as they get an order through their ability. Makes them an option for a deliberate first term suicide job, jump them forward with scout and chimera, unload within 12", die, stratagem reserve. Trouble is you've got 3 units and can resurrect one a turn. If you're playing the list, play on sir. Just let me know how you get on with the kasrkin as mine are sitting in a pile of shame. I was thinking maybe linger in cover with the sniper rifle and volley guns, move out if anyone comes within 18", unload, die, stratagem, reserve. Link to comment https://bolterandchainsword.com/topic/381975-2k-grenadier-armored-company/#findComment-6012632 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 31, 2023 Share Posted December 31, 2023 3 hours ago, Santaclauswitz said: If I've missed an update I'll apologise in advance! Tank commanders don't have squadron. They can only receive orders from solar. So you've got orders for 2 dorns and 2 chimeras. Also kasrkin are in a really odd place in my book. They're a really strong individual unit with great order capacity and scoutis nice. But they've got poor mobility and die pretty much as easy as any 10 man squad. They've such good fire power you wouldn't want to waste them on an action. This also applies to putting them in a transport. They won't get any orders the turn you get them out. I feel they're wasted inside a chimera as only 2 could fire out. An interesting choice for a Baneblade with a transport capacity. They're also an interesting choice coming in from reserve as they get an order through their ability. Makes them an option for a deliberate first term suicide job, jump them forward with scout and chimera, unload within 12", die, stratagem reserve. Trouble is you've got 3 units and can resurrect one a turn. If you're playing the list, play on sir. Just let me know how you get on with the kasrkin as mine are sitting in a pile of shame. I was thinking maybe linger in cover with the sniper rifle and volley guns, move out if anyone comes within 18", unload, die, stratagem, reserve. As far as survivability, in my games they’re not super durable, but they definitely eat more shots than my normal infantry. Link to comment https://bolterandchainsword.com/topic/381975-2k-grenadier-armored-company/#findComment-6012650 Share on other sites More sharing options...
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