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Guard competetive


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Competing in West coast regionals and majors, looking to get a proper fun competetive guard thread rolling. I've a list to open with because they are so fun.

 

 

 

>Battalion Catachan

-Emperors blade (the core of the list)

 

2cp used for an assasin of my choice

 

Company captain with the mechanized commander warlord trait (allowing me to issue orders from inside vehicle)

Straken (because he's just good)

3 infantry squads with vox casters

3 chimeras with heavy flames on turret and hull.

 

>Battalion Catachan

-Emperors fist (screen/armour)

 

2x. Tank commander w/demolisher heavy bolter and twin plasma cannon sponsors

 

3 squads catachan guardsman with vox casters (so I can issue orders to them from the command chimera)

 

 

Here's the part I'm considering

 

Wether to take a vanguard detachment with two squads of 9 Bullgryn and 2 priests (lead by a primaris psyker)

 

Or to take a vanguard detachment as Emperors wrath with a primaris psyker HQ 2 squads of bullgryn one of 8 one of 9 and one priest supported by a wyvern. The wyvern would be able to either fire twice or forgo firing in order to reduce an infantry units mobility by half in all phases.

 

The first option leaves me with 10 cp the second with 9.

 

POST LISTS LETS CHAT!

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If you’re taking Emperors Fist and tank commanders, you really really can’t go wrong with the relic battle cannon. Especially with something like Catachan for the re roll number of shots.
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I took this list to a torney this past weekend went 3-2 witch I thought was good as I've not played 40k in 18 months

 

 

Airwing detachment +1 cps

Vulture gunship heavy bolter twin punisher cannons

Vulture gunship heavy bolter twin punisher cannons

Vulture gunship heavy bolter twin punisher cannons

 

Battalion detachment +5cps

Specialist detachment emperors wrath artillery company -1cps

Regiment Cadian

 

Hq

Company commander

Company commander power fist (warlord grand strategist )

 

Troops

Infantry squad grenade launcher

Infantry squad grenade launcher

Infantry squad plasma gun

 

Fast attack

Hellhound hull heavy flamer track guard

Hellhound hull heavy flamer track guard

Heavy support

Basilisk hull heavy bolter

Basilisk hull heavy bolter

Wyverns hull heavy bolter

 

Battalion detachment +5cps

 

Specialist detachment emperors fist tank company -1cps

Regiment Cadian

 

Hq

Tank commander battle cannon Hull las cannon

Relic hammer of sunderance

Tank commander battle cannon Hull las cannon sponson heavy bolters

Tank commander battle cannon Hull las cannon sponson heavy bolters

 

Troops

Infantry squad grenade launcher

Infantry squad grenade launcher

Infantry squad plasma gun

Infantry squad plasma gun

ARMY TOTAl

Total cps 12

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What worked well and why? And what do you think wasn't so good?

The good

Relic battle cannon I don't see why you would not take this flat 3 damage is great

Vulture gunships insane firepower why would you not run them

 

The bad

The army still felt on the slow side

The Dex it's self too many good options

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What worked well and why? And what do you think wasn't so good?

The good

Relic battle cannon I don't see why you would not take this flat 3 damage is great

Vulture gunships insane firepower why would you not run them

 

The bad

The army still felt on the slow side

The Dex it's self too many good options

Really? I've never thought of the guard as being slow. We can move up the board very quickly if needed. It's possible for a squad of Guardsmen to run 24" in a single turn. Maybe you mean that the guard is a late game army? That's how I play them.

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What worked well and why? And what do you think wasn't so good?

The good

Relic battle cannon I don't see why you would not take this flat 3 damage is great

Vulture gunships insane firepower why would you not run them

The bad

The army still felt on the slow side

The Dex it's self too many good options

Really? I've never thought of the guard as being slow. We can move up the board very quickly if needed. It's possible for a squad of Guardsmen to run 24" in a single turn. Maybe you mean that the guard is a late game army? That's how I play them.

I think that was the problem did not feel like I had enough orders

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Playing Cadians also encourages you to be more static than might be strictly necessary. I tend to play Tallarn infantry just because I can run them all the time.

 

This is why I think Catachans are the better regiment over Cadians. They are much more mobile and can mimick much of the benefits of the Cadians. Catachans can get a surprising amount of orders because they have access to Straken, who gives them an extra 2 orders, and Harker who is like bubble of the "Take Aim" Order. 

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Oh yeah, competitively Catachans are without a doubt the strongest and most versatile regiment trait.

 

I just have this weird personal dislike for the models and that I don't think S4 Guardsmen should be a thing. Anyone can do a Bayonet-charge if they're as strong as a Space Marine. ;-)

 

Everyone can have their tricks though. I remember one game where, through a combination on advancing Tallarn and Scions dropping out of Valks I had more or less completely enclosed my Death Guard opponent in his table quarter after my turn one. Most beautiful board control ever.

Edited by sairence
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Playing Cadians also encourages you to be more static than might be strictly necessary. I tend to play Tallarn infantry just because I can run them all the time.

This is why I think Catachans are the better regiment over Cadians. They are much more mobile and can mimick much of the benefits of the Cadians. Catachans can get a surprising amount of orders because they have access to Straken, who gives them an extra 2 orders, and Harker who is like bubble of the "Take Aim" Order.

I think that really depends on how you like to play. For aggressive play catachan is obviously superior, but they lack in other areas. For instance Harker costs 50 points. That's more than a squad of Guardsmen so that your artillery and mortars can get a pseudo cadian trait. I like to force my opponents to come to me, while I use the guard's surprisingly quick movement to move out from where I'm not being attacked and seize objectives.

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I tend to play Cadian and Armageddon, but I do think one more area catachan outstrips Cadian is if you’re running Emperor’s Wrath with 9 or so basilisks. With the master of ordnance you still get the re roll 1s to hit on targets outside of 36”, but the great part is the interaction with shot count. D6 shots rolling two dice, re rolling the lowest, and then picking the highest.
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Infantry runners perspective:

 

I think with Cadian I find for infantry its less the reroll 1 and more the ability to get all reroll hits with orders that is powerful, especially as I tend to put heavy weapons in infantry squads. This really bumps up the effectiveness of infantry squad in backfield and synergy with overlapping field of fire is great.

 

For screen/board control they all die fast. I've played around with catachan, tallarn and valhallan for mobile infantry kind of going around in circles - for many of reasons noted above. 

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Infantry runners perspective:

 

I think with Cadian I find for infantry its less the reroll 1 and more the ability to get all reroll hits with orders that is powerful, especially as I tend to put heavy weapons in infantry squads. This really bumps up the effectiveness of infantry squad in backfield and synergy with overlapping field of fire is great.

 

For screen/board control they all die fast. I've played around with catachan, tallarn and valhallan for mobile infantry kind of going around in circles - for many of reasons noted above.

Very much this. With Laurels of Command to stack orders as well as the full Cadian re rolls even your lasguns are going to pump out some serious firepower. Overlapping fields of fire can also be a very potent tool against high value targets

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I just played a team tournament. My 1k half was 2 guard battalions and a BA patrol;

 

Emperors blade assault company

And

2 Commanders W/ boltguns

 

3 infantry squads

 

Valkyrie

Chimera

 

Straken

Primaris Psyker (Psychic barrier)

 

3 infantry squads

 

 

2 smash captains

 

Scout squad

 

 

My ally held home objectives and acted as a sort of fire base.

 

The chimera moved, advanced and disembarked close to the opponents deployment with a valk dropping dudes next to them. Consolidate squads, nightshroud, psychic barrier, priest and Straken for 20 man squad with a 4+, -1 to be hit (shooting) and +2 attacks. Laurels for extra order (almost never went off).

 

In 2 games the 20 man blob made T1 charges.

 

Having 20 buffed up catachans in their face, all my opponents put way too much into killing 80 points of guardsmen leaving me to use the rest of the army to rack up points and dominate the centre. Obviously take cover to take them to 3+ armour every turn. I always had 2 more squads movemovemove up behind them T1to make a second blob when the first one died. Always threatened to auto pass moral if they put a ton into killing them and dudes were still alive.

 

Great tar pit/distraction.

 

One game we had a hostage inception. Ravenwing bikes wipe a guard squad off an objective and took the company commander hostage, I made a blob and changed them in with Straken and priest. 100 attacks couldn’t kill the bikers but I held the objective and held them hostage. Next turn deathwatch bikers charge in and encircle the guard who encircle the bikers who encircle the company commander. Not much dies and I hold the objective to the end of the game.

 

Won first 2 games, lost game 3 on table 1 against dark eldar flyer spam with guard. Slept in and missed game 4 and won game 5.

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