Treadheads unite! The time has finally come where our armoured steeds may steam roll their way through the enemies of the God-Emperor, like we always knew they were capable of. With this most exciting new edition and codex, I can fulfil a hobby long dream and run an entire Armoured Company. Below is my list for the 619th Rodinian Armoured Knights 4th Company "The Dawn Watch". I'm going to post a bunch of fluff in the appropriate board for those who are interested. Running with Tallarn tactics because I believe their manourverabilty is incredibly usefull. Shooting twice and then being able to still move again in the shooting phase is very cheeky. Paired up with Tank orders, relics, stratagems and warlord traits, I believe an armoured company is now a legitimate choice. Looking for CC on the following list
TLDR; CC list please. Armour only.
SPEARHEAD TALLARN Warlord - Master of Command trait Tank Commander w/ Punisher, 3xHB, HS, TG
Post by Trickstick on Oct 15, 2017 15:03:45 GMT -5
I love the Tallarn doctrine too, stops me being tempted to sit still for extra firepower. A couple of things:
- Are you set on the track guards? I'm not convinced that they are not a waste of points on a russ. I like the idea of using them on hellhounds for the kiting ability though. - I would take sponsons on all my tanks, especially if they are Tallarn. Even just the heavy bolters are a decent increase in fire power. - Have you thought about taking any support units? A few scout sentinels could create a bubble that the enemy can't deepstrike into, keeping your tanks a bit safer for a turn. Fluffy too, as a tank column would need a few scouts to range ahead.
Post by StillANoob on Oct 15, 2017 15:20:03 GMT -5
It's the maneuverability without sacrificing power, which makes it so worth while imo, especially for an armour only list. Being able to move 5, then shoot then move 6 (or vice versa) is amazing, no -1 to moving with heavies. Beautiful. And it ties in really well with my fluff. Knight societal class became tank commanders upon compliance.
I think the track gaurds are needed. The ability to remain as mobile as possible in an objective based game, hopping in and out of cover like old tau battle suits. Needs to happen i think. But what would you do with the points if i took them off?
I found it hard to squeeze them in, because I wanted max bodies on the field.
Yep, I like Scout sents with their move to deny deep strike, but again, I wanted max armour. That being said, I need 3 sents for my infantry list, so I might shuffle it around and fit them in if I find the deep strike to be an issue in my meta.
Last Edit: Oct 15, 2017 15:21:08 GMT -5 by StillANoob
Post by Trickstick on Oct 15, 2017 16:00:09 GMT -5
Tallarn can use multilaser scout sentinels better than anyone. Most other forces opt for the flamers to avoid the -1, although they are quite expensive.
I'd rather just spend the TG points on bolter sponsons. Those 10 points give you an extra few inches movement, but by that time you are hitting on 5s anyway and probably want to order healthier tanks. I do love sponsons though, I always try to get all the guns I can. I can see the argument for maximum hulls as it adds to the resiliency of your force.
A few points I have been thinking about with regards to tank weapon options:
- Plasma cannons are great but I would probably avoid them on the warlord. Even just 1 extra wound in a game can mean the difference between giving away slay the warlord or not. I go with a vanquisher warlord though, so I am a bit mad. - Also, the warlord could be better suited to a longer range gun. It helps you to stay safe. - I'm really liking the idea of a punisher/demolisher tank commander with melta sponsons. One of the easier tanks to get within 12" melta range, due to the order. I also liked the idea of Ambush combined with 3xflamer punisher/demolisher as the 6" move lets you get withing 8" flamer range. - The superheavy is the only tank we have that isn't that bothered by close combat. I would definitely consider tying units up with it, as then it can't be shot at but can shoot fine. You just have to be careful what you are charging.
Post by StillANoob on Oct 15, 2017 23:00:30 GMT -5
Multilasers are just trash weapons imo. If I'm taking sents its to absorb a first turn charge, so flamers and chainsaws is all they'll ever get.
Even if I drop all the TG, ill get 4 sets of hb sponsons. So 24 shots, 12 hits. Probably worth it along the way. I guess I've just got this fear of having a bogged down army half way across the board. The way this army stay alive in my head is by using its small model count and high manourverabilty to duck in and out of cover, shooting away and kiting. Removing the TG seems to weaken that considerably but I can see the validity in your point.
Vanquisher? You're off your rocker mate hahaha. I wish they were better myself. Such a cool tank. But I think you've misread. My warlord is the Punisher command tank, first entry in the list. Yep pretty much plan on shooting the ever loving sh*t out of magnus/morty/whatever then charging my shadowsword at the nearest appropriate unit and dropping the 2+ to hit strat.
I havent really used my armoured company list since 7th edition; it just seemed to vulnerable to deepstriking charges. With the new codex the Leman Russ tanks are looking a lot better so I might revisit the idea myself.
Untill that time I don't have much in the way of CC. Except that a few scout sentinels might worth including: either to protect a key tank from deepstriking, tie up a unit in melee for a turn, or to capture some objectives.
Vanquisher? You're off your rocker mate hahaha. I wish they were better myself. Such a cool tank. But I think you've misread. My warlord is the Punisher command tank, first entry in the list.
I probably would have dropped the tank long ago, but I love the model I have for it. FW Mars Alpha Vanquisher with the old metal "straight backed cadian commander" re-purposed as a tank commander. It just fits so well as what a tank commander would be that I can't bring myself to drop it. I'm hoping for FW rules for the co-axial stubber to help it out a bit. I really wish it could fire normal shells like it used to, even if it was more expensive to pay for the flexiblilty.
Cool concept!....Would love to hear how the list works out
Hey mate thanks! A viable armoured company has always been a bit of a dream of mine. Unfortunately the rules never really went our way. The scout sents would do the job neatly but I really just want an all tank army hahaha.
I probably would have dropped the tank long ago, but I love the model I have for it...I misread your commander to have plasma. Oops.
Yeah mate, it's an awesome model. That conversion sounds really awesome, if its the commander im thinking of! Would love to see it. Trying to convince myself why I shouldn't buy a few Forgeworld turrets. Money is about the only reason I can think of haha.
Last Edit: Oct 17, 2017 3:56:54 GMT -5 by StillANoob