Col_Festus
09-01-2009, 07:57 AM
Hey guys and gals. Once again I'm at army builder working on a theme for my Cadian army I'm trying to get done. Let me preface this list before I post it. I wanted to go with a list that was fairly fluffy, yet not a weak list. Essentially something that would "actually" be fielded by Cadia. The regiment is the 131st Cadian Infantry. I plan to theme them around Kasr fighting that was going on during the 13th crusade and the aftermath that followed.
So keeping this in mind I immediately tried to figure out what would go with my army. I figured that plasma weaponry although rare would be fairly accessible to a front line Cadian regiment fighting in their home sector, also sticking to the original fluff for Cadia, no ab humans allowed.
With this rough idea I set out sculpting the list and trying to figure out what units I wanted and how I wanted the army to preform on the battle field. My initial army consisted of mostly mechanized veterans, but I felt there was too much spam and revisited the list before I posted it on my blog and got crunching.
I figured an army that was engaged in bitter city fighting with chaos would need some form of rapid response once pockets of resistance, or worst, chaos space marines were encountered. The ground pounders would pin down the foe, or engage them sot hey could not slip away. Then call in artillery and airborne reinforcements to deal with the traitors. I figured a few units of air cav veterans would fill this role nicely and so I started with two full units in vendettas.
I then fleshed out the "line" of the army with an infantry platoons with 3 squads, autocannons, and grenade launchers. The command squad has a lascannon for dealing with tough armor or MC that might appear. The idea here is that the infantry will try and slow down enemy formations, immobilizing vehicles, and knocking out transports so when the artillery and air cavalry comes in they will have no way to run. I figured autocannons/nade would best get me these results.
Now my troops are fighting chaos, very close to the eye of Terror, there for a commissar is a must. I decided to opt for a Lord Commissar seeing as the possibility of corruption runs high. Taking him would also give me the ability to write some cool fluff for a hardened commissar that has an age old rivalry with chaos. This also serves the purpose of making my block of 35 scoring troops rock hard. It also gives my lowly infantryman the backbone to deal with the horrors of the warp!
So have the troops down I moved onto the HQ. I decided on a line Company command. This would help tactical organization from the ground with the troops as they crawl through cities or engage enemy armor. As well as coordinating with the air cav and artillery. So I added the Master of ordinance to coordinate the artillery strikes as well as the fleet officer for communication with the imperial navy. I was thinking of maybe using a "master vox" from 4th ed to "Count as" a fleet officer. Seeing as they probably have bigger issues to deal with than an infantry regiment, but I could be wrong my fluff is kinda hazy here. I ended up taking an astropath too, I didn't want to originally because I have no real reason fluff wise to have one, but then I remember Cadia utilizes a lot of pyskers and so I added him in the end. If anyone can think of better fluff by all means throw it at me! Being a bigger command squad and being in the thick of the fighting a medic as well as carapace armor was standard issue!
So now I have my 2 HQ, Troop choices, and a few fast attack choices I moved onto the armor. I knew I wanted artillery to fill the role of bombarding the enemy once they were locked down. I choice the manticore for this. I love the tank and wanted to fit it into my army. This may change however if I feel I cannot come up with good fluff to fit the backstory of why its there. I mean they are very rare vehicles apparently. For tank choices I took first the typical siege tank. When my guys are going block to block they want the ol demolisher attached to them to be leveling those hab buildings
My final choice was a bit tricky. If my general knew he would be facing Chaos then he would know daemons, monsterous creatures, and power armored foes would be crawling in the ruined Kasrs. There for he would play his "you owe me a favor card" and have an executioner attached to his deployed platoons. With these 3 choices down I had some spare points left and so once again knowing he would be fighting armored foes in ruins, my commander opted for a banewolf. With this back story in mind here is my list. If you can think of fluffier things to take, or can think of a reason to replace things let me hear it! The only thing is that keep in mind I'm trying to make a fluffy yet competitive list with neither side taking precedence.
HQ
Company Command Squad
-Plasma Pistol
-Vox
-All advisors
-Carapace armor
-medic
-regimental standard
-plasma gun
Lord Commissar
- CCW
- Bolt pistol
Elites
none
Troops
Infantry Platoon
Command Squad
-Lascannon
-2x grenade launchers
Infantry Squad x 3
- Melta bombs on the sarges
-Autocannon
-Grenade Launcher
- 1 vox (combining the squads here)
Veteran squads x 2
-plasma pistol
-2x plasma guns (debating about making them meltas)
-Heavy flamer (BURN THOSE HERETICS!)
-Demolitions
(many people may tell me that putting the heavy flamer in isnt a good thing when they have rapid fire weapons. Yet I feel this makes them flexible, they have melta bombs for tanks, heavy flamer for light infantry, and plasma for heavy infantry. These are the rapid response boys after all. Altho I am thinking of taking melta guns instead of plasma.)
Fast Attack
Valkyrie Vendetta x 2 (separate squadrons)
-3x twin linked lascannons
Banewolf
-Extra Armor
-Smoke launchers
Heavy Support
Manticore
-Camo netting
-Heavy flamer
Executioner
-Hull heavy bolter
-Plasma Sponsons
-Extra armor
Demolisher
-Hull lascannon
-Plasma sponsons
-Extra armor
Alright guys, feed back is most appreciated!
So keeping this in mind I immediately tried to figure out what would go with my army. I figured that plasma weaponry although rare would be fairly accessible to a front line Cadian regiment fighting in their home sector, also sticking to the original fluff for Cadia, no ab humans allowed.
With this rough idea I set out sculpting the list and trying to figure out what units I wanted and how I wanted the army to preform on the battle field. My initial army consisted of mostly mechanized veterans, but I felt there was too much spam and revisited the list before I posted it on my blog and got crunching.
I figured an army that was engaged in bitter city fighting with chaos would need some form of rapid response once pockets of resistance, or worst, chaos space marines were encountered. The ground pounders would pin down the foe, or engage them sot hey could not slip away. Then call in artillery and airborne reinforcements to deal with the traitors. I figured a few units of air cav veterans would fill this role nicely and so I started with two full units in vendettas.
I then fleshed out the "line" of the army with an infantry platoons with 3 squads, autocannons, and grenade launchers. The command squad has a lascannon for dealing with tough armor or MC that might appear. The idea here is that the infantry will try and slow down enemy formations, immobilizing vehicles, and knocking out transports so when the artillery and air cavalry comes in they will have no way to run. I figured autocannons/nade would best get me these results.
Now my troops are fighting chaos, very close to the eye of Terror, there for a commissar is a must. I decided to opt for a Lord Commissar seeing as the possibility of corruption runs high. Taking him would also give me the ability to write some cool fluff for a hardened commissar that has an age old rivalry with chaos. This also serves the purpose of making my block of 35 scoring troops rock hard. It also gives my lowly infantryman the backbone to deal with the horrors of the warp!
So have the troops down I moved onto the HQ. I decided on a line Company command. This would help tactical organization from the ground with the troops as they crawl through cities or engage enemy armor. As well as coordinating with the air cav and artillery. So I added the Master of ordinance to coordinate the artillery strikes as well as the fleet officer for communication with the imperial navy. I was thinking of maybe using a "master vox" from 4th ed to "Count as" a fleet officer. Seeing as they probably have bigger issues to deal with than an infantry regiment, but I could be wrong my fluff is kinda hazy here. I ended up taking an astropath too, I didn't want to originally because I have no real reason fluff wise to have one, but then I remember Cadia utilizes a lot of pyskers and so I added him in the end. If anyone can think of better fluff by all means throw it at me! Being a bigger command squad and being in the thick of the fighting a medic as well as carapace armor was standard issue!
So now I have my 2 HQ, Troop choices, and a few fast attack choices I moved onto the armor. I knew I wanted artillery to fill the role of bombarding the enemy once they were locked down. I choice the manticore for this. I love the tank and wanted to fit it into my army. This may change however if I feel I cannot come up with good fluff to fit the backstory of why its there. I mean they are very rare vehicles apparently. For tank choices I took first the typical siege tank. When my guys are going block to block they want the ol demolisher attached to them to be leveling those hab buildings
My final choice was a bit tricky. If my general knew he would be facing Chaos then he would know daemons, monsterous creatures, and power armored foes would be crawling in the ruined Kasrs. There for he would play his "you owe me a favor card" and have an executioner attached to his deployed platoons. With these 3 choices down I had some spare points left and so once again knowing he would be fighting armored foes in ruins, my commander opted for a banewolf. With this back story in mind here is my list. If you can think of fluffier things to take, or can think of a reason to replace things let me hear it! The only thing is that keep in mind I'm trying to make a fluffy yet competitive list with neither side taking precedence.
HQ
Company Command Squad
-Plasma Pistol
-Vox
-All advisors
-Carapace armor
-medic
-regimental standard
-plasma gun
Lord Commissar
- CCW
- Bolt pistol
Elites
none
Troops
Infantry Platoon
Command Squad
-Lascannon
-2x grenade launchers
Infantry Squad x 3
- Melta bombs on the sarges
-Autocannon
-Grenade Launcher
- 1 vox (combining the squads here)
Veteran squads x 2
-plasma pistol
-2x plasma guns (debating about making them meltas)
-Heavy flamer (BURN THOSE HERETICS!)
-Demolitions
(many people may tell me that putting the heavy flamer in isnt a good thing when they have rapid fire weapons. Yet I feel this makes them flexible, they have melta bombs for tanks, heavy flamer for light infantry, and plasma for heavy infantry. These are the rapid response boys after all. Altho I am thinking of taking melta guns instead of plasma.)
Fast Attack
Valkyrie Vendetta x 2 (separate squadrons)
-3x twin linked lascannons
Banewolf
-Extra Armor
-Smoke launchers
Heavy Support
Manticore
-Camo netting
-Heavy flamer
Executioner
-Hull heavy bolter
-Plasma Sponsons
-Extra armor
Demolisher
-Hull lascannon
-Plasma sponsons
-Extra armor
Alright guys, feed back is most appreciated!