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I just got into 40k with the Cadian Battleforce set. I really like the AT-ST like feel of the Sentinels but I read around these forums that they sucked.
I know a lot of people play Imperial Guard with basically 10 tanks and as much huge big guns they can get on the table.
I wanted go into the opposite direction and go with a foot slogging light mobile infantry/ Cavalry or recon company feel with Sentinels, light weapons, and Cavalry horse riders since those Attlian models stink. (Those Death Corp rider models from Forge World are better).
How would I go around doing this? What "light" themed units are good AT? I was thinking of buying a vulture gunship from Forge World for fast quick mobile fire support.
Basically I don't really have a 1500 list yet but I would like to run something along the lines of:
3 Armored (should I do Scout?) Sentinals (recommendations for weapons?)
2x squads of 5 Cavalry Riders
4x squads of 16 Cadian Shock Troops
3x Heavy Weapon Teams
1x Vulture Gunship
Any help would really be appreciated.
This is exactly what I field. Lots of infantry and light vehicles with air support. I find that this army is effective but especially because everyone expects tank heavy IG lists. Of course your models will drop like flies but that why there's so many of them! On a similar point everyone underestimates sentinels and tend to leave them be until its too late (i.e. after they've blow a predator or leman russ to bits).
As far as scout vs armored sentinels I personally prefer the scouts. The cover save (and move through cover) is very useful and if sentinels are your only armor then adding AV 12 to front is like boarding the windows of a straw house with plywood to survive a hurricane. It won't matter against an opponent's army's best guns.
Lastly because this army type is rather rare now, I've been told many times that playing against it is very fun and refreshing for other players (always a good thing). I say go for it!
Check out the forgeworld IA vol 1 update on their website as there are some units that can be part of a reconasance company.
HQ: Salamander command tank.
CCS with standard and cammo cloaks
Elites: ratlings and maybe airdropped stormtroops.
Troops: Infantry platoons or veterans with foreward doctrine. Penal units are good for recon armies as they all have the scout USR.
Fast: rough riders, scout or armoured sentinels and valks or vendettas would be good. Salamander scout tank squadrons or hellhounds.
Heavy: The conqueror is described as a faster tank than the Leman Russ, often used for recon. Vultures and sentry guns could be fun too.
Quorn! - Protein for the Protein God.
Just a comment on the sentinels, specifically Scout sentinels. They definitely do not suck, at least in my experience. I take 2 with autocannons and out flank them, sometimes take 3. They do well on rear armor or just putting high strength shots onto targets. Plus, they are cheap on points. 80pts for 4 outflanking good range strength 7 shots that can move through cover has taken out many a dreadnought and predator.
I like em' cheap, so I don't think I'd ever pay the extra for armored. You also lose the scout ability, which is the main reason I love them. Maybe just my play style and how they fit with my army.
Anyway, something to think about if you have the models and can incorporate them into your strat.
Sentinels may not suck but they usually serve as either a solo flanker (scouts) or a cheap tarpit (armored). It's perfectly viable to make a theme out of them, but in that case I strongly recommend the Armored Variant. They'll last much longer and they can safely start on the board instead of constantly outflanking. Seeing as you want to include Rough Riders as well, I'd recommend two squad of 3 Armored Sentinels, plus one squad of RRs. The Sentinels kill vehicles and take the charge, then the Rough Riders have a guaranteed countercharge to free them up from CC for another go.
As for troops, there are two ways you can go. The safe choice is standard platoons; you will almost certainly want Al'Rahem. Infiltrating Vets would be much fluffier and an autocannon with three plasma guns would be very effective, but that'll be hideously expensive and they'll probably set up around your own deployment zone anyway. Penal Legions may be tempting with their scout rule but their lack of anything beyond a lasgun makes them unable to support an army that will likely be spread out all over the map.
If you want to really redline things, an Al'Rahem platoon and a Harker Vet squad will satisfy the Org Chart requirements.
In my opinion, you can't have light infantry without plenty of artillery. Basilisks are the best choice as they can both tankhunt and fire directly as needed, but any save the Deathstrike would be acceptable.
That should fill up a 1500 list nicely. Your choice of HQ, 2 Armored Sentinel units, an RR unit, a couple Bassies or something and the rest in troops.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
i don't think they suck and i thought about taking them, but for competitive purposes they just didn't with my style of play and the army that i wanted to use.]I certainly wouldn't ignore anything with a deadly gun, no matter how puny or significant the target is. Because guns turn the tide of a battle when tactics can't ^^.
I'd recommend a bit of fire support, perhaps a trio of Griffons. I know they're tanks, but tanks don't get much lighter. The good thing is that they can advance with your men. They are also more accurate, and are very good for the points cost. I would use these instead of Heavy weapons teams, as the teams are more static, and Griffons go along with what Intrepid said.
Last edited by ChadMS; September 12th, 2009 at 16:06.
Don't get me wrong, I like my Griffon for the points, but I thought it was pretty much stationary.
You were right ddombkow, I didn't read the small print. How about a Medusa squadron then? I'm pretty sure those are direct fire weapons. They are a good anti-infantry and anti-tank choice. The only drawback might be their short range, but in an infantry based army, this shouldn't be a problem.
would a multilaser or an autocannon be better for that?
EXTRA CRAPPY MATH TIME!!!
If I have 3 shots to hit at 50% each then I have about 1.5 hits. Strength 6 vs lets say AV10 I will score a glancing hit half of those times so thats like .75 glancing hits every time a sentinel fires at AV 10.
If I have 2 shots to hit at 50% each then I have about 1 hits. Strength 7 vs lets say AV10 I will score a glancing hit 66% of the times so thats like .66 glancing hits every time a sentinel fires at AV 10.
or is my reasoning total poop?