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Astra Militarum command roster assistance....


CyberC1

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First time playing with Astra Militarum, only a few games in kill team so far using space marines. Would love some feedback on this command roster before I go ahead and buy/build models. Does this make sense? Too many / too little special weapons? What about the specialist assignments?

 

 

++ Kill Team List (Astra Militarum) [197pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Command Roster

 

+ Commanders +

 

Company Commander [24pts]: Display Voice of Command Orders, Leadership, Plasma Pistol, Power Fist

 

+ Leaders +

 

Sergeant [7pts]: Display Voice of Command Orders, Leader, Plasma Pistol, Power Sword

 

+ Specialists +

 

Guardsman [10pts]: Comms, Vox Caster

 

Scion Gunner [13pts]: Heavy, Hot-shot volley gun

 

Scion Gunner [13pts]: Hot-shot volley gun, Veteran

 

Special Weapons Gunner [6pts]: Demolitions, Sniper Rifle

 

Special Weapons Gunner [8pts]: Plasma gun, Sniper

 

Special Weapons Gunner [8pts]: Flamer, Scout

 

+ Non-specialists +

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Scion [9pts]: Hot-shot lasgun

 

Scion [9pts]: Hot-shot lasgun

 

Scion Gunner [13pts]: Meltagun

 

Scion Gunner [13pts]: Plasma gun

 

Scion Gunner [13pts]: Hot-shot volley gun

 

Scion Gunner [13pts]: Plasma gun

 

Special Weapons Gunner [8pts]: Plasma gun

 

Special Weapons Gunner [8pts]: Flamer

 

Special Weapons Gunner [7pts]: Grenade launcher

 

++ Total: [197pts] ++

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Combat happens too fast vs even the slowest armies (DG) and since pistols can only be used in combat in turns where its user did not and was no charged your paying for a gun that might get used 1 time and even then might just kill the user. Better to use those points elsewhere.

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Played a few KT games with my Dark Angels vs Deathguard. My conclusions were that high damage weapons are great (missile launcher / krak missile put in a lot of work, as did the overcharged plasmas - i see why those are great weapons now.

 

I’m not sold on the melta gun, because it really needs to be within 6” to be effective. Plasma on guard makes a lot of sense to me. Plasma pistols... I think the mileage varied on that for me, but’s only a point or so, so not a big deal to keep.

 

I think i need a cc-oriented model in there to fight back, just in case...

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I think i need a cc-oriented model in there to fight back, just in case...

 

That's why I have my zealot sergeant. He is moving around behind flamers and other dudes to counter-attack any who dares to get close. :)

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Given that if you have a zealot sergeant, you also need a scion sergeant as leader, wouldn't it make more sense to have the scion sergeant as the zealot instead, given his better WS and armour?  That way you can have a cheap leader infantry squad sergeant  that you can hide as a CP battery and order giver.

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Given that if you have a zealot sergeant, you also need a scion sergeant as leader, wouldn't it make more sense to have the scion sergeant as the zealot instead, given his better WS and armour?  That way you can have a cheap leader infantry squad sergeant  that you can hide as a CP battery and order giver.

 

But that's cowardly! :P

 

I use my leader in the same way I use my zealot usually, as a counter-charge model, but with a fist instead. Hiding a model somewhere just feels too inefficient, and (s)he usually survives the battle anyway so. Running around in cover or out of LoS, giving out orders left and right. The enemy can't shoot you if you're in combat, hehe

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