Astra militarum / Imperial guard team - C&C welcome

Thorgor

Of The YAQ
Oct 12, 2015
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I'm in the process of building the miniatures for my AM kill team. I'm building everything from 1 Cadia Command Squad and 1 Militarum Tempestus Scion box (minus 1 plasma gun that was claimed by my Escher gang) so I won't be able to change loadouts that much, and will be limited to 10 bodies (5 guardsmen and 5 scions).

Here is my currrent 100 pts list:
  • Leader
    • 12 pts — Tempestor Leader with Bolt pistol and Power fist
  • Specialists
    • 13 pts — Scion Gunner Heavy with Hot-shot volley gun
    • 13 pts — Scion Gunner Sniper with Plasma gun
    • 06 pts — SW Gunner Comms with Sniper rifle
  • Scion fireteam
    • 13 pts — Scion Gunner with Meltagun
    • 15 pts — Scion Gunner with Hot-shot lasgun and Vox-caster
  • Special Weapon fireteam
    • 08 pts — SW Gunner with Flamer
    • 08 pts — SW Gunner with Flamer
  • Infantry fireteam
    • 07 pts — Guardsman Gunner with Grenade launcher
    • 05 pts — Guardsman with Lasgun
Some explanations:
  • The leader is a Tempestor for fluff reasons mainly. I could technically get a SW Guardsman with Lasgun as a leader for 5 pts and hide him for the entire battle but why would Scions follow this guy's orders?
  • I thought about the Tempestor loadout options and I reckon this one is the best 12 pts can buy. Bolt pistol seems better than the hot-shot laspistol and I don't expect the pistol to be fired much anyway. I think the power fist is needed to have a real chance to actually wound something (even if it makes you hit less often), hence why I went for power fist instead of plasma pistol + power sword.
  • The two flamers went to guardsmen over scions because they hit automatically and scions have +1 BS compared to guardsmen
  • I think an AM kill team really needs a Vox-caster and a Comms specialist to counter their low Ld and not lose every game to nerve tests
  • I don't think the Meltagun is that great and I would replace it with a second Plasma gun or Hot-shot volley gun if I could
  • I want at least 2 guys per fireteam (otherwise, they don't get XP in campaign).
Things I'm still pondering:
  • Should the regular guardsman carry the vox-caster instead of the regular scion? You want this guy to survive as long as possible so there are pros and cons for each choice (the scion has slightly more durability but is also a slightly greater threat so if I'm gonna hide my vox-caster the entire game, it should be the guardsman).
  • If I give the vox caster to the scion, should I make him the Comms specialist as well? That's only 1 mini that needs to hide and survive instead of 2. I could then move the Sniper specialism to the guy with the sniper rifle, or promote one of the flamer guys as a Demo specialist instead
  • Is Sniper the best specialism for the plasma gun scion? Should I get Veteran or even something else instead?
  • Are 2 guardsman fireteams better than one? If the scion carries the vox-caster, I could reorganize all my guardsmen into a single SW fireteam and make the lone guardsman gunner into a specialist.
As the other choices should have no impact on the minis themselves, I think I may just magnetize the vox-casters so that I can test both configurations and see what works best.
 
Last edited:

Sethmerlin666

Gang Hero
Yak Comp 1st Place
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Jan 31, 2018
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Looks sharp. Your build math is waay better than mine so not much to comment.

I think Vox caster as scion with comms is the way to go. Mainly because fluff. But also i think easier to manage in game remembering who has what, clear specialists for each type are harder to forget on the field.

Sniper for plasma guy for sure. You want that re-roll of 1s to hit. Because ALWAYS OVERCHARGE!!!! Actually really useful always overcharge in kill team as you want more chances to roll them OOA rather than getting through and hurting them and just getting fleshwounds...
 
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Thorgor

Of The YAQ
Oct 12, 2015
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Thanks for the feedback!

You know what, I didn't even realize Sniper would make the supercharged Plasma gun safer! That's a very good point indeed.
Sadly, I can't have 3 (4 with the leader) scion specialists and a 2+ scion fireteam at the same time, so if I give both the vox caster and comms to the scion, I will have to un-specialize either the heavy or the sniper (and promote a demo flamer?).
Giving comms to the sniper rifle guard means he will hit on 3+ at all range (thanks to Scanner), which is not that bad I think. That may help him score one or two mortal wounds per game.
 

Sethmerlin666

Gang Hero
Yak Comp 1st Place
Honored Tribesman
Jan 31, 2018
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Sadly Plague Marines don't have access to sniper, my Plasma guy has blown himself up twice so far, first shot of first game actually, haha.

The ability to throw out mortal wounds at range is pretty good. Long range effectiveness is pretty useful in this game with the default penalties to hit at long range.
 
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Wasteland

Ganger
Apr 7, 2018
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@OP:
Wouldn´t it make more sense for the guy with the Vox caster to be a comms specialist? I would have to know because that was my role back in the day in the Bundeswehr.
I would also include a medic in my team but I learned that Guardsmen aren´t allowed to include one which is a bummer.
 

pauman

Ganger
Sep 5, 2016
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48
18
I have just posted my list into the other post.

It is the only way to go... spam special weapons.
lasguns are crap.

what do you think of using battle sisters with special weapons as a scion gunners?

I wish I can use my ratlings and ogryns in the future.
 

Thorgor

Of The YAQ
Oct 12, 2015
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Sevres 92130 France
Wouldn´t it make more sense for the guy with the Vox caster to be a comms specialist? I would have to know because that was my role back in the day in the Bundeswehr.
It would make more sense fluff-wise, but it conflicts with other priorities.
If I give the vox-caster to the lasgun guardsman and make him my comms specialist, then I'll end up with a fireteam of one guardsman (because you can only have 1 guardsman gunner and 3 SW gunners) and that fireteam won't get XP.
If I give the vox-caster to the scion and make him my comms specialist, then I must downgrade either the Sniper or the Heavy (or have a scion fireteam of 1)

I would also include a medic in my team but I learned that Guardsmen aren´t allowed to include one which is a bummer.
Yeah, it's really strange that guardsmen can't be medic, especially since the option exists in the cadia command squad. Scions can be medic though, but the specialism just isn't good enough to justify taking it over sniper or heavy in my opinion.

what do you think of using battle sisters with special weapons as a scion gunners?
I personnally wouldn't object to it. They are both unaugmented humans with better equipment and more badassness than guardsmen.
 
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