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Post by RedsandRoyals on Jan 18, 2017 23:13:41 GMT -5
Firstly, for those who don't know, Castellans of the Imperium is a sort of super FOC formation that allows you to combine Marines (although not the special snowflake flavors with their own codecies like BA or Wolves), Guard, Scions, Inquisition, Assassins, Sisters, and Knights.
Like Voltron, but with more guns.
Anyway, I was wondering if anyone has had any neat ideas for armies based around this. I've got a few kicking around my head, and I feel like I'm *close* to hitting on an idea I really like, but it's eluded my grasp so far. Here's what I've been mulling over.
Yarrick's Variety Hour
An Armageddon-themed army, with Salamanders, Steel Legion, Catachans (Ork Hunters) and maybe some Ultras thrown in, with Yarrick as the HQ. I could stomach the terrible old Catchan kits, I think, but it's the metal Steel Legion that really kill this idea for me, which is a shame. I think it could be really cool.
Space Marine Super Friends
This one is a bit more blatantly cheesy. Ultramarine Tac Squads. Black Templar Crusader Squads. Imperial Fist devastators. Raven Guard Assault Squads. White Scars Bikes. A buttload of Forge World shoulderpads. I think it could be a neat and functional project army, especially if you went with four different chapters and modeled and HQ for each of them.
I Can't Think of a Clever Name for Sisters + Guard
Guard artillery and gunline platoons backing up Sisters rhino spam. Simple, and cool. Ad a dash of Inquisition for seasoning. For me personally I'd have to wait until my TTG 2 sisters get here, since I don't hate having money enough to buy the current Sisters. I think the (relatively) cheap but less squishy Sisters could be a lot of fun with the endless troop regeneration thing, especially if you skipped the rhinos and ran squads of 20.
Anyone else got any cool ideas? Not necessarily game breakers, just stuff that would look neat on the table. Armies from famous campaigns like Armageddon get bonus points!
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Post by emptyhat on Jan 19, 2017 2:47:45 GMT -5
i still like the idea of a mixed arty park of Exorcists, Basilisks, and Whirlwinds. Maybe stick a void shield in there if you get a fortification slot. Dang, I need to get the book to play this game properly.
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Post by nutty on Jan 19, 2017 2:55:40 GMT -5
Some things that came to mind:
The "get Ghazkull" Crusade
Yarrick & IG + Black Templars. After Armegeddon Yarrick started tagging along with Grimaldus to hunt down Ghaz. This'll probably be how I field my Templars once I actually get started.
Ministorum Militia
Plenty of 'counts as' IG infantry/conscripts modeled out of Chaos Cultists/Genestealer Neophytes/Flagelants/etc.
Autogun toting fanatics combined with: Sisters, priests and an Ordo Hereticus inquisitor or two.
Should be a fun project, but I don't have the time or cash to start it
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Post by cheminhaler on Jan 19, 2017 7:14:42 GMT -5
I think maxing out on your Troops choices is good, which is why guard infantry platoons are sweet. All heavy weapon teams, infantry squads and special weapon squads, conscript platoons, all have a shot at coming back into play. From the SM perpective a huge Crusader squad of Templars is the other main option. Marines will be harder to kill/ remove than guard so I'm thinking guard are better as we have larger platoons.
The main stipulation is you need 2 factions minimum, so for me Stormies and guard work, as that's 2 factions already.
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Post by nutty on Jan 19, 2017 8:17:48 GMT -5
Would the whole platoon have to die? Or could the individual squads come back on their own.
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Post by RedsandRoyals on Jan 19, 2017 8:56:09 GMT -5
Would the whole platoon have to die? Or could the individual squads come back on their own. Depends on how you define a "troop unit". I'd argue that since it says "Troop Unit" instead of "Troop Choice", you're okay bringing squads back. The catch is when you combine infantry squads. By the phrasing, if you run a combined squad, the whole unit needs to be wiped out, and if it comes back, it comes back combined. They'll need to FAQ this one, I bet. @chem: That's sort of why I'm thinking Sisters hit the "Sweet spot" on this. They're cheaper to spam than Marines, dangerous enough to draw fire thanks to their melta spam, and they're tougher and better shooters than guardsmen. I agree, though, running troops out the wazoo is the way to go with this formation if you really want to maximize the formation rules. You need to have enough troops (and make them scary enough) that your opponent will want to try to destroy them, as well has having a decent number returning even with a 1 in 3 chance of "resurrection". Everybody already seems to be latching on to Coteaz as the best person to put in one of the HQ slots, just for the reserves fun he provides.
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Post by nutty on Jan 19, 2017 14:30:41 GMT -5
Any particular reason why you'd need reserve shenanigans for the Castellans FoC? Ongoing reserves come up automatically right?
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Post by RedsandRoyals on Jan 19, 2017 15:26:24 GMT -5
Any particular reason why you'd need reserve shenanigans for the Castellans FoC? Ongoing reserves come up automatically right? Doesn't he manipulate which table edge they come on from?
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Post by cheminhaler on Jan 19, 2017 15:59:42 GMT -5
Would the whole platoon have to die? Or could the individual squads come back on their own. No; it says 'Each time a Troops unit from this detachment is completely destroyed, roll on a D6...' So in the case of platoons, a platoon is 3 units minimum and can take more units. As Reds says the only exception would be if you combined 2-5 infantry squads into a big 'blob' squad; but in the case of this list MSU is your friend. You're handicapping yourself with castellans taking a blob squad; better to take 5 x 10 infantry, that way each squad has a 1/3 chance of being recycled after it is destroyed instead of rolling once when all 50 die. Any particular reason why you'd need reserve shenanigans for the Castellans FoC? Ongoing reserves come up automatically right? With Coteaz, it's ENEMY reserves outflanking you that's the real deal. He + his unit get free shot at any and all outflankers or teleporting reservists (termies/ warp spiders), even if more than 1 show up in one turn, if his unit can see them they get a free shot at them. Probably good if you've given him some jokaero and some henchmen with the right special weapons. Again it's hard to judge what weapons to use against outflankers these days. GC can outflank a Leman Russ on you, in fact they *have to* to use their incredible Cult Ambush table. So Coteaz gets as many shots as there are outflanking units arriving in play as long as he has LOS he can just keep shooting. @chem: That's sort of why I'm thinking Sisters hit the "Sweet spot" on this. They're cheaper to spam than Marines, dangerous enough to draw fire thanks to their melta spam, and they're tougher and better shooters than guardsmen. But they don't die as easily as guardsmen. In fact Sisters are just hard to kill because of their armour save, so you could end up in a situation with a last surviving Sister hindering you from returning back, whereas with guard you get to die quicker and roll more times. It's worth knowing that GC get this ability free and better when they use formations. They get to recycle destroyed infantry (all, not just troops), then infiltrate them into a convenient position, and then they can shoot as if they hadn't moved at all, because they emerged from a sewer behind you and pulled out a lascannon team on you.
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Post by RedsandRoyals on Jan 19, 2017 18:27:22 GMT -5
I remember why Coteaz was being thrown around so much. He gives every non vehicle unit in the formation Objective Secured. I feel like there's some other rule or character that lets you bring on reserves from table sides, but that may be from a Decurion of some sort, so wouldn't apply here.
Edit: Here's another
Rogue Trader Expedition
Catachans in chimeras or valks mixed in with an Ordo Xenos inquisitor and acolyte band, plus some Deathwatch as Proxy Sternguard. Add Sisters as desired.
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Post by nutty on Jan 20, 2017 5:20:16 GMT -5
Ah.. so it's the same reason het get allied into all those tourney lists. I thought people where onto something new Sticking him in a unit of (invisible) Devastator Centurions would probably make the most out of the "I've been Expecting you" rule. Layout of the cents would depend on what you are facing, but I reckon that's the most firepower an imperial infantrt unit can put out.
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Post by cheminhaler on Jan 20, 2017 15:16:29 GMT -5
Actually for the list I'm using all my infantry are Troops except my Stormies, but in a Castellan list even they are troops, so I totally overlooked the ability to make non troops super scoring. Good if you plan on fielding marine devastators, vanguard or the Sisters Seraphim squads.
Or Grav devastators in a rhino, then he's in a transport.
I have a Coteaz model in metal and I ordered those 2 metal inquisitors in terminator armour from the new made to order service, so I could use those 3 characters anytime. 'S just they're probably the same points as my Stormlord or something when added together. In fact I was telling Reds the other day about my secret super cheesy death list of Stilton. A Stormlord + 2 techpriests inside, plus my 3 autocannon teams on the top deck, shooting out. It seems a Castellen list can take 3 Lord of War options .. and Stormlord is on the list. Looks like my 1750 - 3k lists suit Castellans to the tee, with no modification at all and I can use my super heavy stormlord, which I'd much rather take than Mr Coteaz and his psychic Inquisitor accomplices, for the points...
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