[1850] Competitive Cadians - Warhammer 40K Fantasy
 

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  1. #1
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    [1850] Competitive Cadians

    Doctrines (Cadian Doctrines)
    Grenadiers
    Sanctioned Psykers
    Special Weapon Squads
    Storm Trooper Squads
    Iron Discipline
    Sharpshooters
    Conscript Platoons

    HQ

    Command Platoon - 292
    Command Squad - Master Vox -
    Heroic Senior Officer - Bolter, CCW, Iron Discipline -
    Veteran
    Fire Support Squad #1 - 3 Heavy Bolters, Sharpshooters -
    Fire Support Squad #2 - 3 Heavy Bolters, Sharpshooters -

    Troops

    10 Grenadiers - 2x Plasma Gun - 120

    Infantry Platoon - 282
    Command Squad - Vox Caster, 2x Grenade Launcher -
    Junior Officers - Bolt Pistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster, Sharpshooters -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster, Sharpshooters -
    Sergeant - Laspistol, CCW -

    Infantry Platoon - 282
    Command Squad - Vox Caster, 2x Grenade Launcher -
    Junior Officers - Bolt Pistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster, Sharpshooters -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster, Sharpshooters -
    Sergeant - Laspistol, CCW -

    Infantry Platoon - 282
    Command Squad - Vox Caster, 2x Grenade Launcher -
    Junior Officers - Bolt Pistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster, Sharpshooters -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster, Sharpshooters -
    Sergeant - Laspistol, CCW -

    Fast Attack

    2 Sentinals - Autocannon - 100

    Heavy Support

    Basilisk - Indirect Fire - 125

    Leman Russ - Hull Lascannon, Sponson Heavy Bolters, Extra Armor, Track Guards, Smoke Launchers - 183

    Leman Russ - Hull Lascannon, Sponson Heavy Bolters, Extra Armor, Track Guards, Smoke Launchers - 183

    Current Army
    Ultramarines

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  3. #2
    Member fallenone45's Avatar
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    5 (x1)

    I may be wrong but i think you can only have five doctrines. Also, i take those storm troopeers as elites, give them meltas, and have them deep strike. Works for me most of the time.
    InquisitorLordReiss
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  4. #3
    Shrug, k... Certs's Avatar
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    169 (x4)

    last post of the evening for me, i'll try to make it good...

    as said above, is correct: 5 Doctrines are the maximum amount you can take

    but that said, you aren't even using all 7, 5 at most; didn't check all but saw no conscripts or special weapon squads, so amend that and you're fine.

    whoops just caught myself, yes you're fine with 7 doctrine if you are playing a true cadian shock troop regiment so you're fine; although you aren't even using half the doctrines, maybe you're better off coming up with your own variants

    sharpshooters, iron discipline, and grenadiers seem to be the only ones you are currently using. space for two more.

    the thing i feel about the cadian doctrine choices is. grenadiers might as well be stormtroopers as you'll need an infantry platoon to take conscripts (which will make up your two troop choices as is). sanctioned psykers isn't worthwhile (although some advocate the honorifica and force weapon approach), and special weapon squads only worthwhile if DSing. and mainly then just for the lone demo charge.

    next, working backwards
    i'd say for leman russes, go with hull-mounted heavy bolter instead, and drop any extra vehicle upgrades (aside from the heavy bolter sponsons, keep those too)

    basilisk is fine

    sentinels, if keeping those, split into two separate units for individual targetting, also might want to consider hellhounds those are very worthwhile.

    for the infantry, split the third platoon squads up amongst the first two, it's much better (for those missions where you can only deploy one troop choice, you could end up deploying 4 infantry squads and a command squad).

    also, drop sharpshooters off your infantry squads, the bonus isn't worth the points on lasguns. put those points into more units.

    grenadiers are in fine format, but as said above also, could be more useful split into to squads with melta-guns deep-striking, or keep as 10-man infiltrating. no need to have them in troops as your infantry platoons already take up your two compulsory troop slots.

    add in some elites, those stormtroopers or maybe even better hardened veterans (i'm more partial to those guys). or even ratling snipers (very useful against the right targets).

    hq, support squads are fine, good with sharpshooters there, as for command squad, switch to junior officer with honorifica imperialis, you save 5 points for the same stats,
    maybe even add in a mortar (people suggest that, i don't know why, but couldn't hurt if you have points to spare). and keep your command squad out of sight.

    hope that all makes some sense, now i'm speeding off to bed.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  5. #4
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    144 (x3)

    Folks, when reading your codex, read the entire codex. The famed regiments of the Imperial Guard listed in the codex have more than five doctrines in several instances. Why? Because if you choose to play that army you can take ALL the doctrines listed for that army. Meaning you can have more than five if you take exactly the ones listed for that regiment. This represents the exceptional military history of these storied regiments. So if you play a Cadian regiment you can have 7 doctrines, but only those 7 doctrines listed, no changes allowed. Its not an option I would persue because the codex regiments tend to have some weak or crappy doctrines, but its an option nonetheless.
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  6. #5
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    Ok from your suggestions I have come up with a new list:

    Doctrines
    Sharpshooters
    Allow Stormtroopers
    Iron Discipline
    Close Order Drill
    Allow Ratlings

    HQ

    Command Platoon - 286
    Command Squad - Master Vox -
    Junior Officer - Honorifica Imperialis ,Storm Bolter, CCW, Iron Discipline -
    Veteran
    Fire Support Squad #1 - 3 Heavy Bolters, Sharpshooters -
    Fire Support Squad #2 - 3 Heavy Bolters, Sharpshooters -

    Elites

    10 Stormtroopers - Infiltrate, 2 Plasma Guns - 130

    10 Ratlings - 110

    Troops

    Infantry Platoon - 322
    Command Squad - Vox Caster, 2x Grenade Launcher -
    Junior Officer - Bolt Pistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster -
    Sergeant - Laspistol, CCW -

    Infantry Platoon - 322
    Command Squad - Vox Caster, 2x Grenade Launcher -
    Junior Officer - Bolt Pistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster -
    Sergeant - Laspistol, CCW -
    Infantry Squad - Lascannon, Plasma Gun, Vox Caster -
    Sergeant - Laspistol, CCW -

    Fast Attack

    3x1 Sentinal - Autocannon - 50

    Heavy Support

    Basilisk - Indirect Fire - 125

    Leman Russ - Hull Lascannon, Sponson Heavy Bolters, Extra Armor, Smoke Launchers - 173

    Leman Russ - Hull Lascannon, Sponson Heavy Bolters, Extra Armor, Smoke Launchers - 173

    I left the Leman Russes with Hull Lascannons in case the cannon is destroyed. That way they still have a role in the game. Also the Extra Armor and Smoke Launchers helps keep them moble.
    Current Army
    Ultramarines

  7. #6
    Shrug, k... Certs's Avatar
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    169 (x4)

    my only suggestion would be reconsider the grenade launchers in command squads and the hull lascannon, it's mainly all up to your personal preference and what you yourself find that works so it's not necessary to change them.
    somebody did some calculations or other on a thread a while back, came down to the battlecannon being just about as good anti-armor as the lascannon (ordinance AP) and that 9 heavy bolter shots is a lot of shots for a slight cheaper in the off chance you just lose a weapon and not the entire tank. as for the smoke launchers, extra armor would be more my preference, firing every turn when possible, and moving out of sight when crew shaken/stunned.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  8. #7
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    nah ur fine... the 7 doctrines u can have em if use the exact doctrines as the cadians... you play all cadian and u get theyre special ability.. this army looks hot alot of hard shots...


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