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2k Infantry - Tallarn - theorycrafting


GuardDaddy

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3 Battalions - (i know I know) CP stings - but flexibility with no tax is great.
 
Central Principles:
Psyker heavy: Mortal Wounds are still great, secondary scorers, defensive powers are still good.
Special Weapons are the best pointed element of guard (5/10pts for melta/plasma). List brings over 40 of these....)
Infantry are best just under 12" - shot volume doubles.
Tallarn are best at getting to where you want them as in this list every weapon moves 6+D6 without penalty.
Low Power level of units allowsfor cheap deepstrike.

Leaning hard into infantry means enemy anti vehicle points wasted. In effect playing game v opponents anti-infantry.

 

Old Faithful!!! - Kurov's Aquila+Grand Strategist

 

Summary:

250+ bodies (special weapon count in brackets - 42 in total)

60 conscripts

120 Infantry (12)

30 Veterans (9)

18 Special Weapon members (9)

12 Command squad members (12)

3 primaris psykers (1 is Aradia)

2 Astropath

1 wydrvane

3 Company Commanders

3 Platoon Commanders

1 Lord Commisar

 

In game this works out as a series of distinct elements:

Screen of 60 conscripts (push out hard early, if get 'move, move, move' off they clog up lanes in enemy half - or absorb shots/charges)

120 Infantry - workhorse

Veteran hit squads

Smite Battery

Hard hitting reserve (3 SWT + 3 Command Squad + 2 Vet squads) - 2CP (19PL = 2+2+2+1+1+1+5+5)

 

List tries to leverage what you can do with bodies - deep strike deny, raise banners, take board quarters, move block, board control - whislt using special weapons for damage application.

 

Broadly goal is to slide 20 infantry up each side of board - this makes opponent pull fire power left or right - if doesn't you have removed reserve option from sides by denial bubble. Helps score 'advance on all fronts' secondary. A platoon commander up the side allows you to 'move move move' a unit giving you minimum 14" (max 24"!!) for one of them. Alternatively do it to platoon commander then hide him!

 

Psykers and other infantry up middle. Idea is get close and dirty, maxing firepower. Fall back an inch if charged to expose to close range fire power. As no vehicles the 'getting tagged' concern is irrelevent. This also maxes 'deny witch' bubble, and brings most of board into smite range. 

 

You are giving your opponent trash to hit turn 1.

 

Turn 2 bring in hammer hit of reserve.

 

Turn 3 onwards - keep board sides locked down if possible, look to get 'objective secured' exploited to steal/take objectives to stack up primary points. As a side note you can lock down 3 sides of board if opponent hasn't been hitting your side units by this point.

 

Quirks!

Aradia + conclave of pskers using wyrdvanes I've found pretty good and makes her hard to cast (8+) power ok. Its +1 to hit on an infantry unit is solid. Or it helps on second or 3rd smite. If going smite route that give you a 5+, 6+, 6+ (wydvane +2 to cast for 1cp) then pschic maelstrom on top (also gets +2) gives you statistically 6 mortal wound per turn).

 

Priority targets:

Anything that's multiple shots/attacks. Pretty much everything multiple damage wlse is neutered by this list. Anything thing that does more than 1 damage is inneffective. 

 

------------
Battalion 1:
HQ:

  • Company Commander
  • Aradia Madellan

 
Troops:

  • 4x Infantry Squad + special weapon (plasma/melta)

 
Battalion 2:
HQ:

  • Company Commander
  • Primaris Psyker

 
Troops:

  • Conscripts (30)
  • 4x Infantry Squad + special weapon (plasma/melta)

 
Battalion 3:
HQ:

  • Company Commander (30)
  • Primaris Psyker
  • Lord Commissar

 
Troops:

  • Conscripts
  • 4x Infantry Squad + special weapon (plasma/melta)

 

I have 18 Elite slots across the three battalions, and in those I have:

  • 3x Veterans - with 3 special weapons in each squad (melta/plasma)
  • 3x platoon commander
  • 2x Astropath
  • 1x Wydrvane Psykers (3)
  • 3x command squad - with 4 special weapons in each squad (melta/plasma)
  • 3x special weapon squads - with 3 special weapons in each squad (melta/plasma)
Edited by GuardDaddy
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Iteration 2:

 

If you drop the psychic element you can add Yarrick (+1 to hit bubble) and add plasma pistols to all squads.

 

Summary:

240ish models

 

Yarrick

60 conscripts (3x20)

120 Infantry (BS4+ 12 Special Weapon/12 plasma pistol)

30 Veterans (BS3+ 9 Special Weapons/3 plasma pistol)

18 Special Weapon members (9 special weapons)

12 Command squad members (12 special weapons)

3 Company Commanders

3 Platoon Commanders

1 Lord Commissar

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Yarrick Bomb 2 CP (502pts)

 

Reserve (19PL)

Yarrick (6PL) 105

3 SWT (3PL) 135

3 Command Squad (6PL) 192

2 Company Commander (4PL) 70

 

Mathhammer

 

Re-roll hit rolls of 1 (Yarrick)

Re-roll wound rolls of 1 (orders - all command squads and 1 special weapon team)

 

at <12" - plasmagun - overcharged

-Damage v Primaris marine (T4 3+ save)  =39 wounds/19 marines killed

-Damage v Heavy Tank (T8 3+ save)  =26 wounds

-Damage v knight (T8 3+/5++)   =20 wounds

-Damage v ork

 

threat range 18" from board edge (6" deploy +12" rapid fire range)

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Quite inspired by Mordian Glory v Winters SEO Foot Guard list v Tyranids. 

 

Tallarn has been preference up to now, but think may move to Wilderness Survivor + Disciplined shooters. This gives me army wide 4+ Armour Save (when not advancing) and 18" rapid fire. 

 

This allows reserves to come in further away and still be in rapid fire range.

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