Where a Necron reclamation legion or Khorne Daemonkin slaughtercult unlock upwards of eight auxiliary slots, the shield and armoured companies each only unlock three slots. Like other decurions, core choices are required to take auxiliary formations however the Battle Group's core choices do not unlock as many slots as other formation detachments. The first is the detachment containing two core options, where all previous entries have only had a single (reclemation legion for the Necrons, slaughtercult for Khorne Daemonkin, or demi-company for Space Marines.) These options are the infantry focused Emperors Shield Company and tank oriented Emperors Fist Armoured Company. The Cadian Battle Group is a formation detachment, a detachment comprised of formations rather than individual force organization selections commonly referred to as a decurion style detachment after the Necron Decurion detachment (the first of the formation detachments released in 7th.) Like all decurions so far, the Battle Group is broken down into core, auxiliary, and command sections however the Battle Group has two major differences compared to previous decurions. Chief among those are the two new detachments, the Astra Militarum's Cadian Battle Group and the Farsight Enclave's Dawn Blade Contingent. You're stuck with the old Russ prices ( LRBT and Demolisher get better because of Lumbering Behemoth, all the other variants get worse since they're more expensive - depends how much use you made of LRBT and Demolishers I guess).With the next book of war zone Damocles about to release, the internet is live with information gleamed from this newest addition to 40k. ![]() ABG from IA1 is nice, but its basically Beast Hunter Shells that are the sole reason its any good. ![]() Is it a top-tier 'win all the comps!!1!' list? No, but then again nothing else Guard can do is either. Like I said, you can make a CBG work if you use tanks as the core of the army. Unless you desperately want Objective Secured on your troops (which I don't think is really worth it on slow, easy to kill units anyway) then taking a CAD just so you can bring bodies gives you very little. Yes you could just take the Armoured and Artillery formations by themselves, but then you have no troops to protect them. The Battlegroup Command CCS can issue orders to the Infantry Platoon, the Artillery Company Commander issues Ignores Cover to the Hydras/Manticore and the Russes can stay near the Tank Commander for BS4 if they want. Consider a Battle Group Command ( CCS with a few upgrades), Armoured Company (Vanquishers/Exterminators as the Tank Commander unit, then 3 Russes), an Infantry Platoon (with some autocannons/vox etc or just naked as bubble wrapping) and an Artillery Company (Hydras/Wyverns/Manticore). It lets you have a cheaper troop tax though, since you can take a single Infantry Platoon (which do benefit from the CBG command benefits). ![]() You're better off running the formations by them selves. The only use is you can tack on an aditional Tank Commander Squadron but you don't need it. All 3 of the command benefits are useless with tanks as they don't give or get order or shoot lasguns so is completely useless for Armored Company and does very little for the Artillery company. ![]() The Cadian Battlegroup does nothing for the Armoured Company formation or tank heavy lists. The Cadian Battlegroup is actually fairly decent if you want to run a tank heavy army. You can use the Armoured Company as the core. And that is before upgrades.Īs I told you above, the Cadian Battlegroup does not require an Emperor's Shield Infantry Platoon. Master of ordinance wrote: and the Cadian Battlegroup requires me to spend over half my points, in an average 2K, game on Infantry.
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