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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

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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.

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

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 by Inquisitor_Lensoven

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. 

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.

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