Cadian Shock Troops, 1000 Points - Warhammer 40K Fantasy
 

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  1. #1
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    I use the Chimaera as a fire battery and magnet. It puts out alot of fire, and makes quite a target for enemies. So far it has worked well and never seems too costly.

    Now that I have the new Codex I will change this quite a bit. I'll have a new one up soon. I plan the triumphant return of my Ogryns.


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    Originally posted by kommissar karls kadians@Sep 6 2003, 02:32
    i can slaughter anything within 12 inch (2 shots per turn = 120 shots)
    It is a good idea. Except for that Khorne Player who rolls the 2 die every turn for an extra D6 movement... they get to assault from out at 18"... but for most everything else... yeah anything within 12" is taking a lot of firepower

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    yeah well as you say everything else it is alright against. try it against marines. here is what happened in my last battle where marines got within 12" of my full platoon (5 squads + command section - no weapon upgrades in any)

    beginning of turn = 40 marines

    end of turn = 5 marines
    Want a website built to show off your miniatures? We recommend www.reaperwebdesign.co.uk

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    Heres the new list. It's up to 1500 points now.

    Regimental Doctrines:
    Restricted : Ogryns
    Restricted : Stormtroopers
    Independant Commisars
    Close Order Drill
    Sharpshooters

    HQ:
    1) Command Section led by Heroic Senoir Officer (70). Power Fist (20), Plasma Pistol (10), Master Vox (25), Medic (5), Melta Gun (10). Accomanied by Independant Commisar (50), Plasma Pistol (10), Power Weapon (5).

    Elites:
    1) 10 Stormtroopers (100). Plasma Gun (10), Grenade Launcher (

    2) 4 Ogryns + Bone 'Ead (135). Accompanied by Independant Commisar (50). Power Weapon (5), Bolt Pistol (1).

    3) Independant Commisars (listed elsewhere)

    Troops:
    1) Infantry Platoon. Command Section (40). Autocannon (15) Sharpshooter (10). Accompanied by Independant Commisar (50). Bolt Pistol (1), Power Weapon (5).
    Squad A, led by Vet. Sgnt. (66). Bolt Pistol (1), Grenade Launcher (, Autocannon (15), Sharpshooter (10), Vox Caster (5).
    Squad B, led by Vet. Sgnt. (66). Bolt Pistol (1), Grenade Launcher (, Autocannon (15), Sharpshooter (10), Vox Caster (5).

    2) Armored Fist. 10 Guardsmen (60), Lascannon (25), Sharpshooter (10). Multi-laser (10), Heavy Bolter (5).

    Fast Attack:
    1) 3 Armagedon Patern Sentinels (105), 3 Hunter Killer Missiles (30).

    Heavy Support:
    1) Leman Russ Battle Tank (140) Lascannon (15), Heavy Bolters (10)

    2) Basilisk (100), Indirect Fire (25)

  6. #5
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    Originally posted by kommissar karls kadians@Sep 6 2003, 02:32
    good but using 178 points on an armoured fist isnt a good idea.

    replace that with a 40 man infantry platoon - 160 total -180 this way you have more lasguns and you will be under 1000 points

    just stand and shoot. barely anything can get close when here are over 60 lasguns being fire at them. trust me i know. i can slaughter anything within 12 inch (2 shots per turn = 120 shots)
    i agree about not using all those points for the armored fist

    YOu could take out the lascannon for the armored fist because it almost always moves
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    Looks Great!
    You've got anti infantry and anti tank capabilities. Good choice of tanks, a good assault squad and the basic infantry.
    Personally i would loose the independant commissars. You've got them acompanying squads wich they do anyway. By doing this you are wasting a doctrine point. But thats me, other than that it seems fine.

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    I just had something pointed out as well to me. To upgrade to a medic, you first have to upgrade to a veteran, as the following is quoted from the codex,
    "Up to two Veterans may select one of the following upgrades:
    Standard Bearer ...........
    Medic ..........."
    So you need to add 11pts for a medic.

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    Originally posted by PanDaemonAeon@Sep 15 2003, 17:43
    I just had something pointed out as well to me. To upgrade to a medic, you first have to upgrade to a veteran, as the following is quoted from the codex,
    "Up to two Veterans may select one of the following upgrades:
    Standard Bearer ...........
    Medic ..........."
    So you need to add 11pts for a medic.
    Ah. Thanks, I missed that. I was wondering why the price of a medic went down from the last codex. Turns out it goes up by 1 instead.

    And about the Lascannon in the Armored Fist... Mine hardly ever moves. I mostly play on a 4 foot long table, so all of the Chimara's guns are usually in range. Nobody expects that lascannon either. I don't use a Chimaera as a fast transport, I use it as a stationary fire battery.

  10. #9
    Ino
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    A few thoughts... you might want to put improved comms on the Chimera, depending on the scenarios you play... it will help get your other guys in the game if they're in reserves. Another thing, you might want to put an HK on some/all of your vehicles... it could mess over your opponents.
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  11. #10
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    Originally posted by Ino@Sep 16 2003, 140
    A few thoughts... you might want to put improved comms on the Chimera, depending on the scenarios you play... it will help get your other guys in the game if they&#39;re in reserves. Another thing, you might want to put an HK on some/all of your vehicles... it could mess over your opponents.
    My second list here has HKs on all the Sentinels. I always try and use those to surprise the enemy. And if needed, I can drop 2 of those for Improved Comms, but only if absolutly necessary, since improved comms is 20 points.

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