May i humbly present snapping turtle guard

Testudo Mordox (2000 points)

Astra Militarum Strike Force (2000 points) Bridgehead Strike and Mechanised Assault (3 Detachment Points) Force Dispositions: Priority Assets, Purge the Foe

CHARACTERS

Cadian Castellan (80 points) • 1x Plasma pistol 1x Power fist • Enhancement: Bold Leadership

Cadian Castellan (70 points) • 1x Plasma pistol 1x Power fist • Enhancement: Vanguard Honours

Militarum Tempestus Command Squad (85 points) • 4x Tempestus Scion • 4x Close combat weapon 2x Hot-shot lasgun 1x Hot-shot laspistol 1x Medi-pack 1x Meltagun 1x Plasma gun • 1x Tempestor Prime • 1x Plasma pistol 1x Tempestus dagger

Militarum Tempestus Command Squad (105 points) • 4x Tempestus Scion • 4x Close combat weapon 2x Hot-shot lasgun 1x Hot-shot laspistol 1x Medi-pack 1x Meltagun 1x Plasma gun • 1x Tempestor Prime • Warlord • 1x Plasma pistol 1x Tempestus dagger • Enhancement: Smoke Grenades

Rogal Dorn Commander (290 points) • 1x Armoured tracks 1x Coaxial autocannon 1x Heavy stubber 2x Meltagun 2x Multi-melta 1x Oppressor cannon 1x Pulveriser cannon

Tech-Priest Enginseer (55 points) • 1x Enginseer axe 1x Mechanicus pistol 1x Servo-arm • Enhancement: Sacred Unguents

Tech-Priest Enginseer (45 points) • 1x Enginseer axe 1x Mechanicus pistol 1x Servo-arm

Tech-Priest Enginseer (45 points) • 1x Enginseer axe 1x Mechanicus pistol 1x Servo-arm

BATTLELINE

Tempestus Scions (75 points) • 1x Tempestor • 1x Plasma pistol 1x Power fist • 4x Tempestus Scion • 4x Close combat weapon 1x Hot-shot lasgun 1x Hot-shot laspistol 1x Meltagun 1x Plasma gun 1x Vox-caster

Tempestus Scions (75 points) • 1x Tempestor • 1x Plasma pistol 1x Power fist • 4x Tempestus Scion • 4x Close combat weapon 1x Hot-shot lasgun 1x Hot-shot laspistol 1x Meltagun 1x Plasma gun 1x Vox-caster

DEDICATED TRANSPORTS

Centaur RSV (75 points) • 1x Armoured hull 1x Pintle‑mounted heavy stubber

Centaur RSV (75 points) • 1x Armoured hull 1x Pintle‑mounted heavy stubber

Chimera (85 points) • 1x Armoured tracks 2x Heavy bolter 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array

Chimera (85 points) • 1x Armoured tracks 2x Heavy bolter 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array

Taurox Prime (85 points) • 1x Armoured tracks 1x Storm bolter 1x Taurox battle cannon 1x Twin autocannon

Taurox Prime (85 points) • 1x Armoured tracks 1x Storm bolter 1x Taurox battle cannon 1x Twin autocannon

OTHER DATASHEETS

Kasrkin (115 points) • 1x Kasrkin Sergeant • 1x Plasma pistol 1x Power weapon • 9x Kasrkin • 9x Close combat weapon 3x Hot-shot lasgun 1x Hot-shot laspistol 1x Hot-shot marksman rifle 2x Hot-shot volley gun 1x Melta Mine 2x Plasma gun 1x Vox-caster

Kasrkin (115 points) • 1x Kasrkin Sergeant • 1x Plasma pistol 1x Power weapon • 9x Kasrkin • 9x Close combat weapon 3x Hot-shot lasgun 1x Hot-shot laspistol 1x Hot-shot marksman rifle 2x Hot-shot volley gun 1x Melta Mine 2x Plasma gun 1x Vox-caster

Krieg Heavy Weapons Squad (75 points) • 3x Heavy Weapons Gunner • 3x Close combat weapon 3x Krieg heavy flamer 3x Laspistol • 1x Fire Coordinator • 1x Close combat weapon 1x Laspistol

Krieg Heavy Weapons Squad (75 points) • 3x Heavy Weapons Gunner • 3x Close combat weapon 3x Krieg heavy flamer 3x Laspistol • 1x Fire Coordinator • 1x Close combat weapon 1x Laspistol

Leman Russ Vanquisher (150 points) • 1x Armoured tracks 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 2x Multi-melta 1x Vanquisher battle cannon

Scout Sentinels (55 points) • 1x Close combat weapon 1x Hunter-killer missile 1x Lascannon 1x Sentinel chainsaw

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u/Shorewood364283 — 3 months ago

The 9th Dawnforged Division Rides out in a new battletome!

Okay I've had a little time to go over the new rules and would like to look for feedback. As a quirk I prefer to not include giant named heros in my list so while Talia might slap and Sigmar's litch might pray real good I won't be fielding them so keep it in mind when making suggestions. (those characters are canonically doing rather important things and wouldn't be slumming it with my homebrew free city). While I plan to add a cogfort to my army It won't be painted for 2 months or so that too must remain on the shelf.

The 9th Dawnforged Division

Battleformation: Zealous Hordes

Regiment: Purity and Steel
General: Freeguild Cavalier marshal
Hero: Fusil Major on Ogre
Unit: Freeguild Cavaliers x10
Unit: Gate Gargants
Unit: Freeguild Gallants x5

Regiment: Faith and Fire
Hero: Alchimite Warforger
Unit: Freeguild Fusiliers x20
Unit: Ironwield Cannon
Unit: Grenadiers

Regiment: Endurance and Valor
Hero: Freeguild Marshal w/envoy OR Galen/Doralia
Unit: Freeguild Steelhelms x20

It has been a hot minute since I've played AoS but This is my gameplan.

The fusil major, fusiliers, cannon create ranged pressure, the enemy must come to me or I will pick them off at range. Ideally I'll get some juicy damage on their important models but even stripping away their screens will open them up to some nasty charges from the Cavaliers. I know I have the slots to split my fusiliers up into 2 ten man squads but it seems a more efficient use of my limited +1 to hit buffs to have them grouped. The cannon isn't as damage efficient as the fusiliers but that -2 move/charge seems rather amazing and stopping even a modest enemy unit from getting into combat feels like it can really mess with my foes vile schemes :P .

I am conflicted on having my steelhelms bunched into a single 20 man blob. Having them in two 10 man lets me cover more area and use their ability twice but my fear is that even a moderate amount of shooting can knock off 6 steelhelms and thus nulify their attack magnet ability which is what allows my infantry line not to melt like butter in the sun. The amount of shooting needed to take out 16 steelhelms is a serious commitment that could have been killing my cavaliers.

My infantry line moves up and absorbs a charge with my steelhelms/gallants/gargants/foot mashal or Galen/Doralia. Steelhelms die then everyone else attacks at once. Which is a rather hefty amount of damage. Not much in the game will have enough umpf left to hurt me too badly on the crackback. I use the gargants ability to fall back and shoot then charge back in if needed. This will help if I really need to get out and charge a separate threat or just not risk combat finishing them off and gun them down instead.

My cavaliers can either be played two ways. They either hang back to threaten a deadly counter charge to anything that might be able to break my infantry line OR they use the gargants +2 charge to launch themselves like a missile. Odds might be good that they won't be in orders the following turn but in *this* turn they are looking to kill. If I need to break them off from the main force I can detach a foot hero and run+redeploy to keep up with them to maintain orders.

I know my list has 11 units which is kinda awkward order wise and might be better served by breaking up some of my 20 man blobs but not every unit will need to be under orders all the time. My grenadiers are a countercharge unit and won't need to be in combat till other units are dead anyway. It feels a little clunky which is why one of my options is the foot marshal. He'll help keep me under orders as the chaos of battle starts poking holes in my army. But I also kinda like the damage buff the intrepid witch hunters can give out. Their are some scary wizards/priests out their and it will make answering them so much easier.

I haven't settled on enhancements. The blade is a solid damage buff to the Cavalier marshal but the sphere is movement shenanigans and those are always good. Beloved hero and grizzled drillmaster both seem so good and I am truly torn.

What advice would you wise advisors of the God King Sigmar bequeath to his most loyal servant?

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u/Shorewood364283 — 5 months ago